(0) Puppeteer class spirit :
(1) Spell: Hypnotic Eye : TricMagic
(3) Pale Crow : Jerick, Doomblade, Detoxicated
(0) Iron Waters :
(1) Infestor Worms : Rockeater,
(0) Unit: Magoc's Mutts :
(5) Infrastructure: Warcaster's Keep : TricMagic, MoP, detoxicated, DGR, Doomblade
(2) Spell/Unit?: Skullswarm Beetles : Jerick, MoP
(3) Spell: Runes of Ruin : Rockeater, Kashyyk, DGR
(0) Walking Corpse :
(0) Whisperer :
(3) Runes of the Soul Eater : Kashyyk, Jerick, Doomblade
(2) Children of Desire : Kashyyk, TricMagic
By word of God, it is so.
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As an edit, my vote to CoD. Alchemical modification. I meanwhile am just going to stay off discord for a while to cool down. Feeling off today, and I know what happened the last times I was like this. Sorry NUKE.
Spell: Evil WindThe Evil Wind creates a magical wisp-like light which flows forward to spread over an area, or can be concentrated. Those afflicted experience temporary blindness, shortness of breath, and spasms. Additional exposure can cause deafness, blindness, silence, and paralysis. If untreated, unconsciousness and death will occur, in that order. And the effect is increased as the user's skill grows. It also does not effect evil-aligned beings, being targeted towards good.
The general trend is that the spell poisons the target, affecting the body's functions. The strength of the caster, the number casting it, and how concentrated/dispersed the spell is affects how quickly later symptoms occur. Cast on a single target, a concentrated blast is enough to skip straight to paralysis, followed by shutdown of the body.
In simplest terms, it's a status effect spell focused on effects over time. The greater the dose, the more effective it is. In battle, multiple casting it over the area will definitely cause issues to the enemy, as the first-stage effects are no joke to a warrior in the midst of combat. And as combat continues as they fight in it, the issues will only compound themselves over time.