Creeping Doom allows the caster to call forth insects to attack the enemies. Invisibility offers no protection against the spread. Multiple casts can be stacked on the same enemies to increase damage per round, but it does not bypass magic resistance. Haste effects on plagued enemies will also increase damage significantly, similarly to what happens with poisons and haste.
Description[]
“ | When the caster utters the spell Creeping Doom, he calls forth a horde of venomous, biting and stinging arachnids, insects, and myriapods. This carpet-like mass swarms over a large area, spreading to all creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, he must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over the 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time. | ” |
For more info and defenses against the spell, see the Insect Plague article.
See also[]
Other insect-based Druid spells:
- Summon Insects, level 3 spell
- Insect Plague, level 5 spell
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Sword Coast Stratagems mod will install the following:
Rebalance Insect Plague spells (and the like)
In the unmodified game, Insect Plague and Creeping Doom (and, to a lesser extent, Summon Insects) are very hard indeed for a spellcaster to deal with or defend against. This component (which was partly inspired by Demivrgvs's Spell Revisions) grants a per-round saving throw against the spell-failure effects of the insects. It also handles the insects more systematically as summoned creatures: they cannot harm or affect creatures immune to nonmagical weapons; they are unaffected by antimagic or by Dispel Magic; they will not attack undead creatures, and cannot penetrate the extreme heat or cold of a Fire Shield.
Spell Revisions mod has changed this Divine spell, revising its effects, saving throw, duration and school. See below for description:
Creeping Doom
Level: 7
School: Conjuration
Sphere: Animal
Range: Long
Duration: 6 rounds
Casting Time: 5
Area of Effect: Target, and enemies within 30’
Saving Throw: Special
When the caster utters the spell Creeping Doom, he calls forth a horde of venomous biting and stinging arachnids, insects, and myriapods. This carpet-like mass swarms over a large area, spreading to all creatures within 30 feet of the target.
For the duration of the spell, those affected fight with a -2 penalty to attack rolls and armor class. In addition, each round the victims suffer 2d3 points of damage from insect bites, have a 100% chance of spell failure, and must make saving throws vs. death at -2 or be poisoned. If a successful save vs. breath at -4 is made, the target manages to avoid most of the swarm, reducing damage from bites by half and completely negating the spell failure penalty. Poisoned creatures suffer additional 6 points of damage each round for 3 rounds or until cured. Magic resistance does not affect this spell.
External links[]
- Creeping doom on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.