Putrescine

Putrescine

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of putrescine)
Duration: Concentration, up to 1 hour.

You force the target to produce the foul smelling chemicals released during decomposition. Choose one creature you can see within range. The creature must succeed on a Constitution saving throw or gain a putrid stench. A willing target can choose not to make a saving throw to gain the effects of the spell. Until the spell ends, any creature that starts its turn within 5 feet of the fetid creature must succeed on a Constitution saving throw or be poisoned until the start of the creature’s next turn. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Usable by: Druid, Warlock, Sorcerer, Wizard

Infestation

Infestation

2nd-level conjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a single rot grub)
Duration: Concentration, up to 1 hour.

Choose a creature you can see within range. The creature must succeed on a Dexterity saving throw or be infested with a Swarm of Rot Grubs. On a failed save, the rot grub burrows into the creature’s flesh and deals 3 (1d6) piercing damage at the start of each of the host creature’s turns. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Usable by: Druid, Warlock, Sorcerer, Wizard

Decompose Remains

Decompose Remains

2nd-level necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of bone dust)
Duration: Instantaneous

You touch a corpse or other remains. The creature decomposes at a massively accelerated rate. The remains, including the bones, turn to soil and dust. The target can’t be raised as a corporeal undead, such as a zombie or a ghoul, but its soul is still vulnerable to undeath and may inhabit or create a new body. This spell has no effect on constructs.

Usable by: Druid, Sorcerer, Wizard

Howl From Beyond

Howl From Beyond

2nd-level evocation

Casting Time: 1 Action
Range: 30ft radius (centered on caster)
Components: V
Duration: 1 round

You let out a harrowing howl of a powerful dread wolf that can be herd for up to 1 mile away. Unfriendly creatures in area must make a Charisma saving throw. On a failed saving throw creatures receive a 3d4 psychic  damage and are frightened until beginning of your next turn and must spend their turn moving as far away as possible from the caster. On a successful save you deal half damage and are not frightened. Creatures that make the saving throw are immune to being frightened with this spell by the caster for 24 hours.

Friendly creatures get inspired and deal additional +1d4 damage on all weapon attacks until beginning of your next turn.

 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d4 damage for each slot level above 2nd. (note: please note this does not increase your ally’s damage bonus)

Usable by: Bard, Druid, Ranger

Song of the Blue Moon

Song of the Blue Moon

2nd-level enchantment

Casting Time: 1 action
Range: 30ft radius
Components: V, S
Duration: 1 minute (concentration)

You play a beautiful song that brings forth images of a cloudless night sky with a full moon in the minds of any creatures you choose. Any creature that you chose (up to your Charisma modifier) within 30 feet of you that can hear you must make a Charisma saving throw to resist the urge to howl (or make an appropriate call: croak, bleat, crow) at the moon. On a failed save the creature uses its action to howl at the moon before taking any other action. At the end of its turn it can attempt to make another saving throw against the spell. Beasts have a disadvantage on the saving throw against the spell and if the spell is cast at night of full moon all creatures have a disadvantage on the saving throw. Creatures that can’t be charmed or can’t hear aren’t affected by the spell. The spell persists up to 1 minute as long as you use your action each turn to keep playing the song. Once a creature saves it can’t be charmed again by this spell but another unaffected creature can be chosen in its place (up the caster’s Charisma modifier).

If spell is cast on creatures in direct sunlight, or under spell with similar effect, save is made with an advantage.

Usable by: Bard, Druid, Ranger