Creeping Doom

Creeping Doom allows the caster to call forth insects to attack a hostile enemy creature, and it can spread to other hostiles in range after first contact. 
==Description==
==Gameplay==
The caster designates a single hostile creature to direct this spell toward, selecting it with the targeting cursor.
Upon completion of the spell cast, a relatively slow-moving insect cloud projectile moves unerringly to the target creature - when the swarm reaches the target, it then can spread instantly to other hostile creatures within 30 feet of the initial target as well (if there are any).
Each affected creature has an insect swarm 3D graphic rendered on their sprite for the spell's duration (3 rounds).
A victim is subjected to the following adverse effects:
* For 3-rounds, a 100% Miscast Magic effect is applicable to wizard and priest spell casting (characters will show an icon (No. 83) titled "Spell Failure" on their portrait).
* On first contact, and then every 3 seconds (for a total of 6 exposures) 2 Piercing damage is inflicted to simulate the insect stings/bites.
* On first contact, and then every 6 seconds (for a total of 3 exposures) the victim must make a Saving throw vs. Spell with a 2-point penalty or be stricken by Panic for 1 round - if the saving throw is missed a text will read "Panic", and the victim's sprite turns yellow, then runs about uncontrollably. A PC will also show the Panic icon on their portrait.
The Creeping Doom horde can potentially be blocked by Magic resistance.
If the initial targeted creature is protected by Spell immunity: Conjuration the spell is negated completely.
A creature affected by this spell can have it removed by any applicable Dispel Magic effect.
Creeping Doom is unable to affect a demilch or Rakshasa. 
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
== Trivia ==
The Advanced Dungeon's and Dragons 2nd Edition Creeping Doom spell behaves in a different way than the BG video game spell version; the main change being that this spell can harm anything subject to normal attacks, including the caster's allies.
When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands.
The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom.
As the mass moves further away and attacks various prey along the way, the mass of various horrors loses its killing power as its numbers decrease.
There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
==Mod content==
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, and duration. 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 6 rounds or until cured. Magic resistance does not affect this spell.
==External links==
*
*Advanced D&D 2nd Edition Wiki - Creeping Doom (Priest Spell)
Category:Druid 7th level spells
Category:Piercing damage