Swarming, biting locusts fill a 20-foot-radius sphere centered on some extent you select within range. The Sphere spreads around corners. The Sphere remains for the duration, and its area is lightly obscured. The sphere’s area is Difficult Terrain.
When the world appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the primary time on a turn or ends its turn there.
Insect Plague 5E Spell
- Casting Time: 1 action
- Range: 300 feet
- Components: V S M (A few grains of sugar, some kernels of grain, and a smear of fat)
- Duration: Concentration Up to 10 minutes
- Classes: Cleric, Druid, Sorcerer
At Higher Levels: once you cast this spell employing a spell slot of 6th level or higher, the damage increases by 1d10 for every slot level above 5th.
The summoned insects blanketed the world of effect, biting and stinging every creature relentlessly, reducing visibility right down to 10 ft (3 m), and preventing all spellcasting. Armor didn’t protect and invisibility was useless to avoid the swarms. Small creatures and anything with failing morale would move at top speed during a random direction until they were well faraway from the plague.
The insects didn’t pursue fleeing targets but remained within the spot they were summoned for the duration of the spell. Sustained large fires and smoke, or strong winds were effective in driving the insects away but a blast from a fireball would only clear a section briefly.
Prior to the Spell plague, newer versions of this spell require only verbal and somatic components plus the priest’s divine focus or holy symbol. Earlier versions, also because the version following the Second Sundering, also required a pinch of sugar, a couple of kernels of grain, and a smear of fat.
A horde of insects swarms into an excellent cloud. Vision is obscured within the area, limiting it to 3″, and creatures within the area take 1 point of injury each round. Creatures with 2 HD or fewer simply flee during a line until they’re 24″ from the cloud. Creatures with 5 HD or fewer are allowed a morale check to avoid fleeing. The swarm doesn’t move once it arrives.
The Insect Plague must be summoned in order that all is adjacent to a minimum of one other swarm (that is, the swarms must fill one contiguous area). you’ll summon the wasp swarms in order that they share the world of other creatures. Each swarm attacks any creature occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee. it has been nerfed to uselessness for its level. Use it as a terrorist thing on the most exit from the open-air market or something, indirectly on the PCs.
While holding the staff, you’ll use an action and expend 1 charge to cause a swarm of harmless flying insects to opened up during a 30-foot radius from you. The insects remain for 10 minutes, making the world heavily obscured for creatures aside from you. The Insect Plague moves with you, remaining centered on you. A wind of a minimum of 10 miles per hour disperses the swarm and ends the effect.