Insect Plague (spell)
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 below |
Level | cleric (5th); druid (5th) |
Creates a horde of creeping, hopping and flying insects that form in a thick cloud, obscuring vision and causing 1 hit point of damage to all creatures within.
Range determines the limits at which the centerpoint of the cloud can be created. The actual cloud will extend outwards 24 hexes in all directions from that point. The insect plague cannot be caused to move once it has been brought into existence.
The shape of the cloud cannot be controlled by the cleric, and will thus remain somewhat circular. The edges will shift and roll, so that creatures on the edge have only a 50% chance of suffering from the effects.
Visibility in the cloud is reduced to 30’. Spellcasting within the cloud is impossible.
All creatures of less than 12 hit points will immediately flee the cloud. Other creatures of 1-4 hit dice must make a morale check or do the same.
Heavy smoke will drive off insects within its influence. Fire will also drive insects away. A wall of fire and other lasting fire spells will form a shield against the insects, but a fireball will simply clear the insects in its blast area—the empty circle afterwards filling at a rate of 10’ per round. Other spells affect the insects similarly. If used in conjunction with summon insects, both spells operate unaffected by each other.
Dispel magic will disperse the cloud, if it can be cast at the insect swarm’s center point. Invisibility, protection from malevolence, shield or other similar spells will offer no resistance; the spells armor and phantom armor will soak up damage caused by the insects; withdraw will enable the cleric to bat away insects and take no damage each round provided they do nothing else and sanctuary will provide complete immunity.