Your touch inflicts disease. Make a melee spell attack against a creature. On a hit, it's poisoned. The poisoned target must make a Con save at the end of each of its turns. If it succeeds 3 times, it's no longer poisoned, & the spell ends. If it fails 3 saves, it's no longer poisoned, but is affected by 1 of the diseases below (you choose) for the spells duration.
Any effect that removes a disease or otherwise ameliorates a diseases effects apply to it.
Blinding Sickness. Pain grips the creatures mind, and its eyes turn milky white. It has disadvantage on Wis checks & saves and is blinded.
Filth Fever. A raging fever. The creature has disadvantage on Str checks & saves, and attack rolls that use Str.
Flesh Rot. The creatures flesh decays. Disadvantage on Cha checks and vulnerability to all damage.
Mindfire. Its mind becomes feverish. Disadvantage on Int checks & saves, and behaves as if under the effects of the confusion spell during combat.
Seizure. It's overcome with shaking. Disadvantage on Dex checks & saves, and attack rolls that use Dex.
Slimy Doom. Bleeds uncontrollably. Disadvantage on Con checks & saves. Whenever it takes damage, it's stunned until the end
of its next turn.
You imbue You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
,A humanoid you can see within range must succeed a Wis save or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the save.
While the target's charmed, you have a telepathic link as long as you're on the same plane of existence. You can use this link to issue commands to the creature while you're conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, e.g. Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wis save against the spell. If it succeeds, the spell ends.
When you cast the spell, and as your action each round for the duration, you can exert your will on one creature/object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature (Huge or smaller). Make an Int check contested by the creature's Str check. If you win, you move the creature up to 30 ft in any direction, including upward. Until the end of your next turn, the creature is restrained. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object (up to 1000 lb). If the object isn't being worn/carried, you automatically move it up to 30 ft in any direction.
If the object's worn/carried by a creature, you must make an Int check contested by that creature's Str check. If you win, you pull the object away from that creature and can move it up to 30 ft in any direction.
You can exert fine control on objects with your telekinetic grip, e.g. manipulating a simple tool, opening a door/container, stowing/retrieving an
item from an open container, or pouring a vial.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium/Small humanoid. It's imbued with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a BA to mentally command any creature you made with this spell if it's within 60 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action it'll take and where it'll move during its next turn, or you can issue a general command, e.g. to guard a particular place/thing. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature's under your control for 24 hrs, then stops obeying any command you've given it. To maintain control of it for another 24 hrs, you must cast this spell on it again before the current 24-hr period
ends. This reasserts your control over up to 4 creatures you've animated with this spell, rather than animating a new one.
Infusion