Time for some more Castles and Crusades
Caustic Pop , Level 2 wizard
CT Special R 30 feet D 1 rd./2 lvl.
SV special SR yes Comp V, S
The caster flings a bit of slug slime at a target in range. The caster must succeed with a
ranged touch attack to hit the target. If the target is hit, glob deals 1d4
points of acid damage and then blog splashes at all targets within 30 feet. All targets that fails a Dexterity saving throw are covered in the acid and are dealt 1d4 points of acid damage. For every two caster levels the acid, unless somehow neutralized, lasts an additional round and deals another 1d4 points each round.
The material component for this spell is a ball of slug slime.
Ah persistent damage! My new favorite toy to drop PCs. Let’s help them survive!
Saving Grace FEAT 1
You just keep finding ways to get out of trouble. Gain a +2 bonus to your flat checks to end persistent damage.
I hurt my upper respitory a few years ago, so when the seasons change, I start barking. Normally it draws looks, but for some reason, this year I get a bit more stares…
How about a spell for that?
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to one minute
You point at a creature in range and whisper vile words at it. The target must make a Constitution saving throw. If it fails, it becomes infected with a fast acting disease as it begins to cough uncontrollable tearing its lungs apart from the inside dealing 2d6 necrotic damage. Each round at the start of the creatures turn, it must make another Constitution saving throw. If it succeeds the effect end, but if it fails it continues to cough taking 2d6 necrotic damage. Then all creatures that are engaged with the target must also make a Constitution saving throw. Upon a failure, the creature is affected by the spell taking damage as above. If a creature saves against this spell once, it is immune from this one casting of the spell, but can be affected again by a different casting of this spell. Immunity to magical diseases prevents a target from being affected. The cycle of infection continues until all creatures save against the spell or you are no longer concentrating on the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.