Rising Rot
- SchoolEvocation, Necromancy
- SphereCombat, Necromantic
- ComponentsV, S, M
- Range10 yards/level
- AreaOne creature
- Casting time8
- DurationSpecial
- SaveSpecial
This spell generates a glowing brown or green beam of light that stabs out from the caster to unerringly strike a chosen target creature, who must be visible to the caster and within range when spellcasting begins. The beam fades from existence the moment the victim has been struck, and the caster does not need to concentrate on the spell's effects past this point. The beam infects the victim with a mold that sucks moisture and nutrients from living flesh, causing it to shrivel and turn brown. The target must make a saving throw vs. spell. Success means only 1d8 points of damage is inflicted by the mold, but failure means the victim suffers 2d8+2 points of damage. On every round thereafter the victim must make another saving throw vs. spell. The same spell damage (1d8 points or 2d8+2 points) continues until the victim has successfully saved twice. The second successful saving throw ends the spell. Cure disease ends this spell instantly, as does any magic that kills molds or prevents damage done by them.
Rising rot has no effect on undead creatures, incorporeal beings, or creatures lacking body tissue (such as elementals). Sages believe that the Darkbringer's cult has fashioned numerous wands, known as wands of rotting, which can cast rising rot upon command.
The material component of this spell is a handful of mold spores from any source and of any type.
Notes: Granted by Moander the Darkbringer of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium