You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infected target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.
You cause the triggering creature’s body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of the triggering creature’s body take 4d8 necrotic damage and 4d8 acid damage, or half as much damage on a successful Dexterity saving throw.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.
Three poison mushrooms magically sprout in locations that you can see within range. Multiple mushrooms can occupy the same space. Each mushroom emits toxic spores, and any creature that starts its turn within 5 feet of a mushroom must make a Constitution saving throw. On a failed save, the creature takes 2d8 poison damage, plus 1d8 for each additional mushroom within 5 feet and is poisoned until the start of its next turn. Until the spell ends, you can use a bonus action on your turn to cause an additional mushroom to sprout within range.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create an additional mushroom on the initial cast for each slot above 4th.
Three poison mushrooms magically sprout in locations that you can see within range. Multiple mushrooms can occupy the same space. Each mushroom emits toxic spores, and any creature that starts its turn within 5 feet of a mushroom must make a Constitution saving throw. On a failed save, the creature takes 2d8 poison damage, plus 1d8 for each additional mushroom within 5 feet and is poisoned until the start of its next turn. Until the spell ends, you can use a bonus action on your turn to cause an additional mushroom to sprout within range.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create an additional mushroom on the initial cast for each slot above 4th.
Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature’s natural or manufactured armor to become corroded and brittle for the spell’s duration. While its armor is corroded, the creature’s AC becomes 10 + the creature’s Dexterity modifier.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th.
Until the spell ends, acid rain falls in a 40-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is lightly obscured, and exposed flames in the area are doused. Chemical pools accumulate on the ground in the area, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 3d6 acid damage and must make a Dexterity saving throw. On a failed save, it falls prone in the pools, taking an additional 3d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d6 for each slot level above 5th.
You create a 10-foot-radius sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog’s area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make an Intelligence saving throw. On a failed saving throw, the creature takes 3d6 psychic damage and becomes stunned until the start of its next turn. On a successful saving throw, the creature takes half as much damage and is not stunned. Creatures are affected even if they hold their breath or don’t need to breathe.
If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 psychic damage for each slot level above 5th.
You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can’t gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can’t be cast by creatures in the area.
Researching the Spell: A character who can cast 5th level spells, knows the purge contamination spell, and has created at least 1 dose of Aqua Expurgo may research neutralizing field.
Choose a creature you can see within range that doesn’t have all its hit points. You infect the target’s wounds with putrefying bacteria. The target must make a Constitution saving throw. If it has less than half its maximum hit points remaining, it makes the saving throw with disadvantage. On a failed save, the target takes 10d8 necrotic damage and gains 1 level of exhaustion. On a successful save, it takes half as much damage and does not gain any exhaustion levels.
Make a ranged spell attack for each ray. On a hit, the target takes 3d6 poison damage. If a target is hit by one or more of these rays, it must make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, it takes 2d6 poison damage at the start of its turns, and it can repeat the saving throw at the end of its turns. On a success, it is no longer poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional ray for each slot level above 5th.