Difference between revisions of "Insect Plague (spell)"

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[[File:Insect Plague (spell).jpg|right|525px|thumb]]
 
[[File:Insect Plague (spell).jpg|right|525px|thumb]]
'''Insect plague''' conjures a horde of hopping, creeping an flying insects that form in a thick cloud, obscuring vision and causing 1 [[Hit Points|hit point]] (h.p.) of [[Damage (hit points)|damage]] to all creatures within the area of effect, per [[Combat Round|round]].
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'''Insect Plague''' is a spell that summons a vast swarm of insects — hopping, crawling and flying — which coalesce into a thick cloud that obscures vision and inflicts harm on those within its area of effect. As the swarm fills the designated space, it causes 1 [[Hit Points|hit point]] (h.p.) of [[Damage (hit points)|damage]] to all creatures within the affected area, per [[Combat Round|round]]. The spell is a powerful tool for creating chaos, disabling vision and terrorising enemies.
  
 
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{{Spelltable
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| level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]]
 
| level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]]
 
}}
 
}}
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The caster may designate the centre of the cloud, which must be within the spell's range. This allows the caster to create the insect plague as far as 540 ft. away from their position, providing considerable range to disrupt enemies. However, once the swarm is conjured, its radius remains fixed at 36 [[Combat Hex|combat hexes]], and the swarm itself cannot be moved. Visibility within the swarm is severely restricted, with creatures able to see only 4 hexes (20 ft.) ahead. Additionally, [[Spellcasting]] within the cloud is impossible due to the difficulty of concentrating amidst the biting insects.
  
The caster is able to designate the '''centre''' of the cloud, which must be within the spell's range — thus the caster could affect areas as far as 540 ft. away.
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Creatures with fewer than 12 h.p. are especially susceptible to the terror of the swarm. Upon taking the first bite, they must immediately flee the area, attempting to escape the insects' constant assault. For all other creatures, a [[Morale|morale check]] is required to resist the urge to flee. Very few creatures will opt to ignore the swarm, although large creatures or those that can only be [[Magic to Hit|hit by magic]] may continue to fight through the insects without being significantly affected.
  
The radius of the swarm is huge, 36 [[Combat Hex|combat hexes]]; once the plague has been conjured, however, it cannot move.  Within the swarm, visibility is limited to 4 hexes, or 20 ft.  [[Spellcasting]] inside the cloud is impossible, as the caster cannot hope to concentrate.
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== Spells vs. the Swarm ==
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Certain spells that target natural insects can be effective against the swarm. Heavy [[Smoke|smoke]] forces the insects to clear a 5 ft. radius around the source, creating a brief safe zone. A bonfire has a similar effect, though a single [[Torch|torch]] will not provide any respite. Spells like [[Wall of Fire (spell)|wall of fire]] create a barrier that the insects will not cross, offering protection from the swarm. Spells that deal area damage, such as [[Fireball (spell)|fireball]], will also clear the insects within the blast radius; however, the empty space left behind will quickly fill with new insects, at a rate of 10 ft. per round.
  
== Effect ==
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If used in conjunction with other insect-related spells, such as [[Summon Insects (spell)|summon insects]] or [[Creeping Doom (spell)|creeping doom]], these spells operate independently, but the combined effects may overwhelm enemies more effectively. [[Dispel Magic (spell)|dispel magic]] can dissipate the swarm, provided the caster is positions where the centre of the swarm can be affected.
The swarm terrifies creatures with less than 12 h.p., causing them to flee the swarm once the first bite has occurred.  All others must make a [[Morale|morale check]] or do likewise. Very few creatures will choose to ignore the insects — though very large creatures and those who can only be [[Magic to Hit|hit by magic]] will ignore them.
 
  
== Spells vs. Swarm ==
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Spells such as [[Invisibility (spell)|invisibility]], [[Protection from Malevolence (spell)|protection from malevolence]] and [[Shield (spell)|shield]] provide no direct benefit, as the insects have no intelligence and don't need to hit their target to inflict damage. The swarm will land on any solid surface. Spells like [[Armour (spell)|armour]] and [[Phantom Armour (spell)|phantom armour]] can help reduce or block the damage caused by the insects. [[Withdraw (spell)|withdraw]] offers temporary respite, allowing the caster to fend off the insects somewhat, with half the duration of the spell spent being plagued by them. The spell [[Sanctuary (spell)|sanctuary]] provides complete immunity, rendering the caster entirely safe from the swarm's effects.
Things that affect natural insects have some practical value.  Heavy [[Smoke|smoke]] causes insects to clear a 5 ft. around the smoke.  A bonfire will do likewise, but a [[Torch|torch]] will have no effect. A [[Wall of Fire (spell)|wall of fire]] and other enduring fire spells form a shield against the swarm. A [[Fireball (spell)|fireball]] clears away the insects inside the blast radius ... but the empty circle will fill up again at a rate of 10 ft. per round.  Other damage spells affect the swarm similarly.
 
  
If the spell is used in conjunction with [[Summon Insects (spell)|summon insects]] or [[Creeping Doom (spell)|creeping doom]], the spells operate independent of each other, to mutual effect.
 
  
[[Dispel Magic (spell)|Dispel magic]] disperses the cloud, if the spell's range can penetrate to the swarm's centre.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]
 
 
[[Invisibility (spell)|Invisibility]], [[Protection from Malevolence (spell)|protection from malevolence]], [[Shield (spell)|shield]] provide no benefit; the insects land on everything solid and don't need [[Roll to Hit|to hit]] in order to cause damage.  [[Armour (spell)|armour]] and [[Phantom Armour (spell)|phantom armour]] soak up insect damage.  [[Withdraw (spell)|withdraw]] gives the caster time to bat the insects away, rendering them harmless, though half the time inside withdraw must be used for defense.  [[Sanctuary (spell)|sanctuary]] provides complete immunity.
 

Latest revision as of 16:47, 18 March 2025

Insect Plague (spell).jpg

Insect Plague is a spell that summons a vast swarm of insects — hopping, crawling and flying — which coalesce into a thick cloud that obscures vision and inflicts harm on those within its area of effect. As the swarm fills the designated space, it causes 1 hit point (h.p.) of damage to all creatures within the affected area, per round. The spell is a powerful tool for creating chaos, disabling vision and terrorising enemies.

Insect Plague
Range 360 ft.
Duration 10 rounds per level
Area of Effect 360 ft. circle, 60 ft. high
Casting Time 3 rounds
Saving Throw none; see text
Level cleric (5th); druid (5th)

The caster may designate the centre of the cloud, which must be within the spell's range. This allows the caster to create the insect plague as far as 540 ft. away from their position, providing considerable range to disrupt enemies. However, once the swarm is conjured, its radius remains fixed at 36 combat hexes, and the swarm itself cannot be moved. Visibility within the swarm is severely restricted, with creatures able to see only 4 hexes (20 ft.) ahead. Additionally, Spellcasting within the cloud is impossible due to the difficulty of concentrating amidst the biting insects.

Creatures with fewer than 12 h.p. are especially susceptible to the terror of the swarm. Upon taking the first bite, they must immediately flee the area, attempting to escape the insects' constant assault. For all other creatures, a morale check is required to resist the urge to flee. Very few creatures will opt to ignore the swarm, although large creatures or those that can only be hit by magic may continue to fight through the insects without being significantly affected.

Spells vs. the Swarm

Certain spells that target natural insects can be effective against the swarm. Heavy smoke forces the insects to clear a 5 ft. radius around the source, creating a brief safe zone. A bonfire has a similar effect, though a single torch will not provide any respite. Spells like wall of fire create a barrier that the insects will not cross, offering protection from the swarm. Spells that deal area damage, such as fireball, will also clear the insects within the blast radius; however, the empty space left behind will quickly fill with new insects, at a rate of 10 ft. per round.

If used in conjunction with other insect-related spells, such as summon insects or creeping doom, these spells operate independently, but the combined effects may overwhelm enemies more effectively. dispel magic can dissipate the swarm, provided the caster is positions where the centre of the swarm can be affected.

Spells such as invisibility, protection from malevolence and shield provide no direct benefit, as the insects have no intelligence and don't need to hit their target to inflict damage. The swarm will land on any solid surface. Spells like armour and phantom armour can help reduce or block the damage caused by the insects. withdraw offers temporary respite, allowing the caster to fend off the insects somewhat, with half the duration of the spell spent being plagued by them. The spell sanctuary provides complete immunity, rendering the caster entirely safe from the swarm's effects.