Dr. Corvuss Spell list

Bacterial Barrage (0)
30 feet

You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic damage to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic damage.

Cantrip UpgradeThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Chill Touch (0)

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

Cantrip UpgradeThe damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Poison Spray (0)
30 feet

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip UpgradeThe damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Spare the Dying (0)
15 feet

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip UpgradeThe range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Cure Wounds (1)

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell SlotThe healing increases by 2d8 for each spell slot level above 1.

Infect (1)
1 minute
(concentration)
60 feet
a petri dish

You inflict a creature you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.

A lesser restoration spell cast on the target ends this spell early.

Using a Higher-Level Spell SlotIf you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.

Inflict Wounds (1)

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell SlotThe damage increases by 1d10 for each spell slot level above 1.

Ray of Sickness (1)
60 feet

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Using a Higher-Level Spell SlotThe damage increases by 1d8 for each spell slot level above 1.

Tasha's Caustic Brew (1)
1 minute
(concentration)
30 feet
a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Healing Word (1)
60 feet

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell SlotThe healing increases by 2d4 for each spell slot level above 1.

Biohazard (2)
1 minute
120 feet
a withered root and a drop of vinegar

You coat a 15-foot-wide Cube with toxic sludge for the spell’s duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don’t need to breathe.

Using a Higher-Level Spell SlotIf you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@damage 1d8 for each slot level above 2nd.

Blindness/Deafness (2)
1 minute
120 feet

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell SlotYou can target one additional creature for each spell slot level above 2.

Invigorate (2)
1 hour
30 feet
a syringe and a blood sample

Choose up to three creatures within range. Each target gains 10 Temporary Hit Points.

Using a Higher-Level Spell SlotWhen you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.

Ocular Necrosis (2)
30 feet

Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded until the end of your next turn.

Using a Higher-Level Spell SlotWhen you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot above 2nd.