Major Spellblights
Descriptions of Spellblights
The following section details spellblights, split up based on their severity and featuring descriptions of effects and special methods to end those effects. Note that some of the effects of spellblights can be somewhat beneficial. Crafty spellcasters can make the best of even the worst situations, and the beneficial effects of any spellblights represent this. If a spellblight calls for a Concentration check based on the level of the effect, and the caster is using a spell-like ability that doesn't have an effective level, use a DC 15 for minor spellblights, or a DC 25 for a major spellblight.
Minor Spellblights
The following is a list and descriptions of many of the most common minor spellblights.
Caster Blank
A spellcaster with caster blank has a hard time focusing her spells or spell-like abilities on the same creature more than once. After targeting a creature with a spell, the caster cannot target that creature again with a spell until caster blank is removed or suppressed. To suppress caster blank, the afflicted spell caster must spend an Action concentratin, which shakes off all effects of the caster blank until he or she casts a targeted spell again. Caster blank only affects spells that target creatures directly, and a spellcaster can still affect the creature with spells that affect an area, such as
Fireball.
Caster blank can be cured by any effect that removes the
Confused condition or Insanity. Creatures that are immune to
Mind-Affecting effects are immune to this spellblight.
Caster Croak
The afflicted spellcaster’s throat or mouth is magically constricted. The spellcaster can barely make her words heard, and then only with great effort. A creature under this affect can only make itself heard by others by spending a Bonus Action to focus its will on speech. If the caster casts a spell with a Verbal component, they must succeed on a DC 4 flat check, losing the spell on a failure. Creatures have advatage on saving throws against
Language-Dependent spells cast by the affected spellcaster. Shouting and screaming is impossible while the creature is affected by this spellblight.
A
Heal spell or similar effect cures this spellblight, as does casting the
Shout spell, though doing so is still affected by the spellblight's effects.
Confounded Casting
A spellcaster with confounded casting has a mental disconnect between the spells he or she intends to cast and the spells he or she actually casts. The first time on his or her turn that he or she casts a spell or uses a spell-like ability, he or she must make a Concentration check with a DC of 10 + twice the level of the spell being cast. If the Concentration check fails, the caster must pick another spell or spell-like ability of the same level or lower to cast with the same Casting time. If the spellcaster has no other spell or spell-like ability that qualifies, the action is lost. The use of the original spell or spell-like ability is not spent and he or she can attempt to cast that spell again later.
Confounded casting is cured by any effect that removes the
Confused condition or Insanity. Creatures that are immune to
Mind-Affecting effects are immune to this spellblight.
Disassociation
A spellcaster with disassociation lapses into mild insanity in which he or she dissociates his or her identity and starts to perceive himself or herself as someone else. While subject to disassociation, a spellcaster is incapable of using spells or effects with a range of Self or of targeting himself or herself with a spell effect. A spell with an area that includes him or her but does not need targeted individual creatures functions normally.
Disassociation can be cured by any effect that removes the
Confused condition or Insanity. Creatures that are immune to
Mind-Affecting effects are immune to this spellblight.
Ebon Eyes
A spellcaster with ebon eyes develops a jet-black film over her eyes, which inverts his or her capacity to perceive light and darkness. The creature treats darkness as bright light and bright light as darkness. Dim light is unaffected, but while affected by this spellblight,
Darkvision ceases to function for the creature. The ebon eyes also grant advantage on saving throws against
Light spells and the
Blinded condition, as well as any effect that requires you to see its effect to be affected, such as a
Hypnotic Pattern spell.
Ebon eyes can be removed with an effect the removes the
Blinded condition.
Eldritch Ague
Eldritch ague manifests itself as a sickness that is debilitating to spellcasters. A spellcaster with this spellblight has disadvantage on all ability checks until the curse is removed. When the subject of this spellblight casts a spell, he or she is
Frightened until the end of his or her next turn. While Frightened in this way, the creature must succeed on a Concentration check (DC 10 + twice the spell level of the spell being cast) to cast a spell or use a spell-like ability, losing the spell on a failure.
While a curse, eldritch ague acts much like a disease, and creatures with immunity to disease are also immune to eldritch ague.
Lesser Restoration cures eldritch ague; unlike with most spellblights, using this spell to remove the spellblight does not impose disadvantage on the check to remove it.
Hemoculysis
A spellcaster with hemoculysis bleeds from his or her eyes whenever he or she casts a spell. The volume and duration of this flow depends on the level of the spell, lasting 1 round per level of the spell. While bleeding from the eyes, the spellcaster has disadvantage on Sight-Based Wisdom (
Perception) checks. The character is also
Bleeding for 1 damage while this lasts. Casting additional spells while the eyes are bleeding resets the duration of existing hemoculysis by the spell level, provided it's greater than the current duration. The sight of the spellcaster's eyes bleeding is horrifying, and he or she gains Advantage on Charisma (
Intimidation) checks, but Disadvantage on Charisma (
Deception) and Charisma (
Persuasion) checks for the duration of the bleeding.
Hemoculysis can be cured by
Heal or
Regenerate, and the bleeding can be halted by any affect that normally ends bleeding.
Lassitude
Whenever a spellcaster with this spellblight casts a spell, he or she must make a Concentration check (DC 10 + twice the spell level of the spell being cast). If he or she fails the check, the spellcaster takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a Cantrip, or damage equal to half the creature's Hit Dice if using a spell-like ability). This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from Lassitude.
Lassitude can be cured by
Lesser Restoration,
Greater Restoration, or any effect that completely removes
Exhaustion. Simply resting has no effect. Creatures immune to nonlethal damage are immune to this spellblight.
Ritualistic Obsession
A spellcaster afflicted with ritualistic obsession adds unnecessary gestures to his or her spellcasting activities. Any spell without a somatic component (even one cast with the
Subtle Spell Metamagic option) now requires a somatic component. Spell-like abilities also now require a somatic component. The extra complexity causes spells that had a Bonus Action casting time to now take 1 Action, one that took 1 Action to now consume the caster's Action, Bonus Action, and Movement (1 Round casting time), and those that had a 1 Round casting time to now also consume the caster's Reaction in addition, finishing the casting at the start of the caster's next turn. Other casting times are not increased. The extra focus does serve to increase the efficacy of the caster's spells. The caster's Spell Save DC is increased by 1 while they have this spellblight.
Ritualistic obsession is cured by any effect that removes Insanity. Creatures that are immune to
Mind-Affecting effects are immune to ritualistic obsession.
Spell Addiction
A spell addict feeds off the elation of wielding magic, but suffers rapid withdrawal once spellcasting ends. After successfully casting a spell of 1st-level or higher, the addict gains Advantage on the next Attack Roll, Skill Check, or Saving Throw made before the start of his or her next turn. If the creature does not cast a spell of 1st-level or higher before the end of their turn, however, he or she goes into withdrawal and is
Poisoned until the end of your next turn.
Spell addiction is cured by any effect that removes the
Confused condition, Insanity, or Disease. Creatures that are immune to
Mind-Affecting effects are immune to spell addiction.
Major Spellblights
The following list details some of the most common major spellblights.
Eldritch Cataracts
Each time a spellcaster with this spellblight casts a spell, his or her vision becomes fuzzier and fuzzier until eventually he or she is
Blinded. Each time the spellcaster casts a spell, he or she must succeed at a Constitution saving throw with a DC equal to 15 + the spell's level. If he or she fails, he or she had disadvantage on Sight-Based Wisdom (
Perception) checks. If the caster already had disadvantage in this way, he or she is instead
Blinded.
Eldritch cataracts is a difficult spellblight to cure. Any effect that cures Blindness instead reduces it one stage, still causing the caster to have disadvantage on Sight-Based Perception checks. Thus, the caster be subjected to two such effects to be properly cured.
Blind creatures and creatures that don't use sight are immune to Eldritch Cataracts.
Nameless Dread
A caster with nameless dread believes beings from far dimensions or the blackness between the stars are hounding him or her and sapping his or her sanity. Every time the caster uses a Spell or a Spell-Like Ability, he or she sees a glimpse of his or her nameless pursuers. He or she must succeed at a Concentration check (DC 10 + twice the spell's level), or becoming
Frightened for 1 round per level of the spell. If already Frightened, the caster instead becomes Panicked, being unable to cast spells at all for the duration of the Frightened condition. Each time a spellcaster becomes Panicked in this way, there is a 5% chance he or she will become permanently Insane.
A spellcaster suffering from nameless dread is particularly adept at wielding spells with the
Fear or
Chaotic descriptors. When he or she casts such a spell, he or she gains a +1 bonus to his or her Spell Save DC, Spell Attack bonus, and to checks made to bypass Spell Resistance.
Spells that suppress fear work on nameless dread. Those that remove fear effects suppress the effects of nameless dread (and its benefits to spellcasting) for 1 hour.
Negated
A negated spellcaster has his or her ability to manipulate magical energies disrupted. He or she gains Spell Resistance equal to 10 + twice the highest spell level he or she can cast. This Spell Resistance cannot be voluntarily lowered. In addition, anytime he or she casts a spell, he or she must make a check against this Spell Resistance. On a successful check, the spell is completed and the spellcaster's Spell Resistance is removed until the start of his or her next turn. Failure indicates he or she failed to muster up enough magical energy to cast the spell, but the spell is not lost and may be attempted again.
Greater Restoration suppresses the negated spellblight for one day.
Obsessive Fixation
A spellcaster with an obsessive fixation develops a tendency towards repetition. This manifests itself differently depending on whether the spellcaster prpares spells, is a spontaneous caster, or uses spell-like abilities. When preparing spells, an afflicted spellcaster must attempt to prepare as many duplicate spells as possible, reducing the number of spells that can be prepared each day by half. This need to prepare multiples (thus limiting his or her versaility) is the only effect. If the spellcaster is a spontaneous caster or uses spell-like abilities, when that spellcaster casts a spell or uses a spell-like ability, he or she must cast that spell again on his or her next turn. If he or she does not, he or she is instead
Dazed for 1 round at the end of his or her turn. Once he or she casts two copies of the same spell in a row or becomes Dazed, the obsessive fixation resets, and he or she can cast any spell he or she knows, starting the cycle again.
Obsessive fixation can be suppressed for 1 day with an effect that removes the
Confused condition or Insanity.
Phase Blight
A spellcaster afflicted with this spellblight fades in and out of existence. Each time he or she casts a spell, he or she phases in and out of reality for 1 round per level of the spell cast, as per the
Blink spell. Unlike the Blink spell, if the caster starts his or her turn phased out, he or she must still roll to see if he or she return to the Prime Material Plane. If the effect ends with the caster phased out, he or she still returns to the Prime Material Plane. Additionally, unlike the Blink spell, the caster do not become ethereal; he or she blinks in and out of reality altogether.
Effects the block planar travel, like
Dimensional Anchor, stabilize a phasing creature for the duration of the effect.
Spell Burn
Each time a spellcaster afflicted with this spellblight casts a spell or uses a spell-like ability, his or her skin feels like it burns, as if he or she were on fire. With a successful Concentration check (DC 10 + twice the spell level cast) , the spellcaster can ignore the pain of the effect, but if he or she fails, he or she is
Dazed for 1 round. While the caster is Dazed by this spellblight, any spell with the
Fire Descriptor that he or she casts has its Spell Save DC increased by 1.
The burning sensation is a figment of the caster's imagination. Spellcasters that are immune to
Mind-Affecting effects are immune to this spellblight, and don't gain the beneficial effect when casting spells with the Fire descriptor.
Spell Sap
A spellcaster with spell sap is subject to blackouts when casting spells. He or she may become mentally locked, distant, or catatonic, or may even fall
Unconscious. Each time the afflicted spellcaster casts a spell or uses a spell-like ability, he or she must succeed on a Constitution saving throw (DC 10 + the spell's level) or become
Dazed until the end of his or her next turn. If he or she fails the save by 10 or more, he or she instead falls
Prone and lapses into Unconsciousness for 1d4 rounds.
Spell sap can be suppressed for 1 day with an effect that removes the
Confused condition or Insanity.
Transference Block
A spellcaster with transference block has difficulty targeting allies with spell effects. Any time he or she casts a spell that targets an ally, he or she must make a Concentration check (DC 10 + twice the spell's level) or the spell is lost.
Transference block can be cured by spending 1 hour in an
Antimagic Field.
Vertigo
A spellcaster with vertigo becomes dizzy and lightheaded when he or she casts a spell. Each time he or she casts a spell or uses a spell-like ability, the world spins and shifts around him or her. He or she must succeed at a Concentration check (DC 10 + twice the spell's level). If the spellcaster fails the check, he or she falls
Prone, and for 1d4 rounds has Disadvantage on Strength (
Athletics), Dexterity (
Acrobatics), and Dexterity (
Stealth) checks. While afflicted with these penalties, he or she must also succeed at a DC 10 Strength (
Athletics) or Dexterity (
Acrobatics) check to stand up from Prone.
A
Greater Restoration spell cast on the afflicted spellcaster suppresses this spellblight for 1 day.
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