Detect Disease Spell

Disease detection · Diagnostic divination · Outbreak investigation

Detect Disease has changed significantly between editions. In 5.5e / 2024 the official SRD spell is Detect Poison and Disease, which detects poisons, poisonous or venomous creatures, and magical contagions. Pathfinder 1e and D&D 3.5e retain a dedicated Detect Disease spell built around progressive diagnosis of ordinary disease, incubation and hidden carriers.

Detect Disease spell in 1454, with a healer magically diagnosing illness in a patient
Detect Disease — magical diagnosis in 1454. SpiralWorlds illustration, 2026.
× Enlarged Detect Disease spell illustration
Detect Disease — SpiralWorlds, 2026.
2024 edition note: SRD 5.2.1 does not contain a separate spell named Detect Disease. The current official spell covering this area is Detect Poison and Disease. The modern rules panel therefore uses that official spell rather than creating a SpiralWorlds conversion.

Quick Rules Reference

5.5e / 2024 Official Detect Poison and Disease: poison, poisonous or venomous creatures, and magical contagions within 30 feet.
Pathfinder 1e Dedicated diagnostic spell with three rounds of progressively more detailed disease information.
D&D 3.5e Dedicated diagnostic spell able to distinguish incubation, active infection and immune carriers.
Does detection cure disease? No. Detection and treatment are separate.
Can the legacy versions find carriers? Yes. PF1e and 3.5e explicitly include creatures that are immune but still transmitting disease.
Edition warning Do not import the legacy diagnostic detail into the 2024 SRD spell.

Detect Disease Mechanics

Detect Poison and Disease — 5.5e / 2024

Official SRD 5.2.1 spell

Level & School Level 1 Divination
Casting Time Action or Ritual
Range Self
Detection Radius 30 feet
Components V, S, M (a yew leaf)
Duration Concentration, up to 10 minutes

Classes: Cleric, Druid, Paladin, Ranger

Rules Effect

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You also sense what kind of poison, creature or contagion is present.

The detection cannot penetrate 1 foot of stone, dirt or wood; 1 inch of metal; or a thin sheet of lead.

Important edition boundary

The 2024 spell does not reproduce the legacy Detect Disease spell’s three-round diagnostic system. It does not automatically reveal incubation periods, disease damage, carrier categories or the number of ordinarily diseased creatures.

Its disease-related wording is specifically magical contagions. Do not silently replace that with the broader ordinary-disease detection of older editions.

Practical Rulings

Optional adjudication — not additional spell rules

  • Use the actual 30-foot detection radius. The modern spell is not the 60-foot cone used by the legacy Detect Disease versions.
  • Remember that poison is part of the spell. It can detect poisons as well as poisonous or venomous creatures and magical contagions.
  • Do not award legacy diagnostic information automatically. Incubation state, carrier state and disease damage belong to the older dedicated spell unless another rule provides that information.
  • Barriers matter. Thick enough stone, dirt, wood, metal or lead can block the spell.
  • Ritual casting is available. When time permits, the caster can use the spell as a Ritual rather than expending a spell slot.

Detect Disease — Pathfinder 1e

Published Pathfinder-compatible version from The Book of Divine Magic

School Divination
Level Cleric/Oracle 2, Druid 2, Paladin 1
Casting Time 1 standard action
Components V, S, DF
Range / Area 60 ft. / cone-shaped emanation
Duration Concentration, up to 10 min./level (D)

Saving Throw: Will negates (harmless)
Spell Resistance: No

Classes: Cleric, Oracle, Druid, Paladin

Rules Effect

You sense the presence of disease. The information revealed becomes more detailed as you continue studying the area or subjects.

1st Round: detect the presence or absence of disease.

2nd Round: learn the number of diseased creatures within the area.

3rd Round: learn the condition and location of each infected creature. You also learn the type of infection, its incubation period and the damage the disease causes.

Conditions

  • Incubating: the creature has the disease but is not yet showing symptoms.
  • Infected: the creature has the full disease and is normally visibly ill.
  • Immune but Transmitting: the creature carries the disease and can pass it to others but does not itself suffer the disease.

Detect Disease — D&D 3.5e

Legacy source: Book of Erotic Fantasy

School Divination
Level Cleric 2, Druid 2, Paladin 1, Ranger 1
Casting Time 1 standard action
Components V, S, DF
Range / Area 60 ft. / cone-shaped emanation
Duration Concentration, up to 10 min./level (D)

Saving Throw: Will negates
Spell Resistance: No

Classes: Cleric, Druid, Paladin, Ranger

Rules Effect

The spell senses disease, with progressively more information becoming available while you continue studying the same area or subject.

1st round: presence or absence of disease.

2nd round: number of diseased individuals within the area.

3rd round: condition and location of each affected individual. You also learn the type of infection, the incubation period and the damage the disease causes.

If a diseased individual is outside your line of sight, you discern its direction but not its exact location.

Conditions

  • Incubating: the individual is suffering from a disease still within its incubation period.
  • Infected: the disease has manifested.
  • Immune but Transmitting: the individual carries and can transmit the disease but is not itself affected by it.

Diagnosis Is Not a Cure

None of these detection spells cures an infection. Detection tells the caster that a danger is present; treatment, removal and recovery are separate problems.

In Pathfinder 1e and D&D 3.5e, Detect Disease can provide unusually detailed diagnostic information, including incubation state and carrier status. Even then, knowing exactly what is wrong does not make the patient healthier.

In legacy play, the Heal skill can be used to treat disease. A healer’s successful check can help a diseased creature resist subsequent disease effects, but the skill does not make Detect Disease redundant: one discovers what is happening; the other helps the patient survive it.

Best Uses

Detecting Magical Contagion in 5.5e

In current 5.5e play, the official Detect Poison and Disease spell is useful when the danger may be supernatural. It can locate magical contagions within 30 feet and identify their kind.

Because the spell also detects poisons and poisonous or venomous creatures, it can distinguish several different kinds of hidden biological or toxic threat within the same investigation.

Finding an Illness Before Symptoms Appear in Legacy Play

The Incubating result is one of the PF1e and 3.5e spell’s most important features. A creature can appear healthy and still be carrying a disease that has not yet manifested.

That makes the legacy spell useful after suspected exposure, before a journey, after entering a contaminated site, or when several people from the same household or expedition begin becoming ill at different times.

Finding a Hidden Carrier

In PF1e and 3.5e, the Immune but Transmitting category creates an especially useful investigative possibility. Someone can spread an infection without personally suffering its effects.

The legacy spell can therefore reveal why a disease continues to return even when the obvious victims have been isolated or treated.

Screening a Group

Pathfinder 1e and D&D 3.5e use a 60-foot cone and progressive information, making Detect Disease useful for examining several creatures together: a household, patrol, ship’s crew, military unit, caravan, prison wing or group of refugees.

The second round tells the caster whether there is one affected creature or several. The third round identifies where the affected creatures are and what is wrong with them.

Investigating an Outbreak

In legacy play, Detect Disease can help distinguish a genuine outbreak from several unrelated illnesses. It can also reveal whether apparently healthy people are incubating the same infection.

The spell becomes even more useful when combined with the wider SpiralWorlds Diseases reference, which contains disease statistics, incubation periods and game effects.

Investigating Deliberate Infection

Detection can establish that disease or magical contagion is present and identify what kind of threat is involved, but it does not automatically reveal who caused it or whether exposure was deliberate.

A contaminated well, infected prisoner, diseased animal, magical attack, poisoned meal and natural outbreak can all produce very different stories even when the first visible symptoms look similar.

Practical Rulings

Optional adjudication — not additional spell rules

  • Keep the editions separate. Do not give the 2024 spell the legacy three-round diagnosis, and do not automatically give PF1e or 3.5e the 2024 poison-detection rules.
  • Do not require a Heal check to obtain information already granted by the legacy spell. The skill becomes relevant when interpreting what that diagnosis means or deciding how to treat it.
  • A creature can carry more than one disease. In legacy play, the cleanest ruling is to treat each infection separately when third-round information is revealed.
  • Being immune does not always mean being unable to carry infection. The PF1e and 3.5e spell deliberately include the “Immune but Transmitting” category.
  • The 2024 spell detects magical contagions, not the full legacy disease category. Do not silently broaden the official wording.
  • Diagnosis does not prove guilt. An infected or carrying creature may be unaware of the infection and should not automatically be treated as the cause of an outbreak.

Related Spells, Skills, Feats and Equipment

Related Spells

Edition relationship: the 2024 spell Detect Poison and Disease is not mechanically identical to either legacy Detect Disease or legacy Detect Poison. It is the official current spell occupying that rules space.

Related Skill

Related Feats

Related Character Option

The Apothecary is one of the strongest character connections. Apothecaries specialise in medicine, disease, poison, remedies and diagnosis, making disease-detection magic a natural complement to mundane medical expertise.

Related Equipment

Detect Disease in 1454

Disease remains a major danger in 1454 even where diagnostic magic exists. The effect of that magic depends heavily on which rules tradition is being used and what kind of threat the caster is trying to identify.

Under the dedicated Pathfinder 1e and D&D 3.5e Detect Disease rules, a caster can answer questions ordinary observation cannot answer quickly: is an apparently healthy traveller incubating the same illness as the dying servant? Is the infection confined to one household? Are several soldiers carrying it before symptoms appear? Is someone who seems completely healthy still capable of transmitting it?

Under 5.5e / 2024 rules, the official Detect Poison and Disease spell is particularly important when the suspected threat is a magical contagion, poison, or poisonous or venomous creature.

Households and Estates

In campaigns using the legacy diagnostic spell, noble households, wealthy merchants and important officials have strong reasons to seek magical screening after unexplained illness. A single caster can determine whether sickness has spread beyond the obvious victim before servants, guards and family members scatter through the surrounding region.

In 5.5e, similar magical investigation remains valuable when there is reason to suspect supernatural contagion or poison, but the official spell should not be treated as a universal detector for every mundane disease.

Towns and Ports

Where skilled casters are available, town authorities and port officials may seek magical assistance when crews, travellers or goods are suspected of carrying supernatural infection or poison. Under legacy rules, dedicated Detect Disease casters can perform much more detailed screening for ordinary disease.

That does not make disease control effortless. One caster can only be in one place at a time. Access to magic is uneven. Authorities can make mistakes, conceal results, panic, discriminate against outsiders or simply lack enough healers to act on what diagnosis reveals.

Armies and Sieges

Military camps are especially vulnerable to disease because large numbers of people, animals, waste, food and water are concentrated together.

In PF1e and 3.5e, Detect Disease can reveal an emerging ordinary outbreak before visibly sick soldiers are numerous enough to make the danger obvious. In 5.5e, Detect Poison and Disease instead becomes particularly useful when commanders suspect poison, venomous creatures or magical contagion.

After the Black Death

The bubonic plague remains a living historical memory in 1454. Magical diagnosis does not erase the Black Death from history: casters are too scarce, treatment is not guaranteed, and knowing that someone is infected does not automatically provide a cure.

In 5.5e, the official spell’s wording also matters: ordinary plague should not simply be labelled a magical contagion unless the campaign has actually made that particular outbreak supernatural.

Disease detection also does not reveal whether a plague victim will later return through the Red Death. Disease and the Red Death are separate dangers: one is an infection, while the other is a supernatural consequence associated with some deaths.

Who Controls the Diagnosis?

Diagnostic magic creates social power because a caster may know things about danger, infection or poison that are not outwardly visible.

Courts may employ trusted diagnosticians. Guilds may protect experienced healers. Armies may place medical casters under command. Travellers may pay heavily for examination. Unscrupulous authorities may use a diagnosis to justify confinement, exclusion or seizure of property.

The spell therefore creates political questions as well as medical ones: who is allowed to examine whom, who believes the result, who controls the record, and what happens to the person or place identified as dangerous?

Adventure and Campaign Hooks

1. The Healthy Carrier

In a PF1e or 3.5e game, every visibly sick person in a manor has been isolated, yet new cases continue appearing. Detect Disease reveals one servant who is completely healthy but still transmitting the infection. The servant has never knowingly been ill.

2. The Wrong Disease

A town believes an old plague has returned. Legacy Detect Disease reveals that the victims are suffering from something else entirely — an infection no local healer recognises and whose incubation period is far longer than expected.

3. The Magical Contagion

The sick appear to be suffering an ordinary outbreak, but a 5.5e caster using Detect Poison and Disease senses a magical contagion instead. Someone or something has introduced supernatural infection into the settlement.

FAQ

Is Detect Disease an official 2024 D&D spell?

Not as a separate spell. SRD 5.2.1 contains the official Detect Poison and Disease spell, and that is the spell used in the 5.5e / 2024 panel on this page.

What does Detect Poison and Disease do in 5.5e / 2024?

It is a Level 1 Divination spell for Clerics, Druids, Paladins and Rangers. For up to 10 minutes with Concentration, it detects the location and kind of poisons, poisonous or venomous creatures, and magical contagions within 30 feet. It can also be cast as a Ritual.

Does the 2024 spell detect every ordinary disease?

The SRD 5.2.1 wording specifies magical contagions. The page therefore does not broaden that wording into a universal ability to detect all mundane diseases.

Can Detect Disease find someone who has no symptoms?

In Pathfinder 1e and D&D 3.5e, yes. Those versions explicitly include an Incubating category for creatures carrying disease before symptoms manifest.

Can Detect Disease find an immune carrier?

In Pathfinder 1e and D&D 3.5e, yes. The spell’s Immune but Transmitting category exists specifically for a creature that can carry and spread an infection without personally suffering its effects.

Does Detect Disease cure disease?

No. None of these detection effects cures the disease or contagion it identifies.

Does the 5.5e spell detect poison?

Yes. Detecting poison is explicitly part of the official 2024 Detect Poison and Disease spell.

Does the legacy Detect Disease spell detect poison?

No. The dedicated PF1e and 3.5e Detect Disease spell detects disease. Use Detect Poison when poison is the actual hazard.

Does Detect Disease reveal where someone caught an illness?

No. The legacy spell can identify the infection and affected creature’s condition, but it does not automatically reveal the historical source of transmission. The 2024 spell likewise does not reconstruct how a magical contagion or poison came to be present.

Can a creature have more than one detected disease?

In legacy play, yes. The cleanest ruling is to treat each infection separately when detailed information becomes available.

Does Detect Disease detect magically created disease?

In 5.5e, the official spell explicitly detects magical contagions. In legacy play, an effect mechanically defined as a disease can be detected by Detect Disease.

Does Detect Disease detect the Red Death?

No. The Red Death is not simply the infection that killed the victim. Disease-detection magic can reveal an applicable disease or contagion, but it does not predict whether a future death will produce a supernatural return.

Historical and Medical Context

Medieval healers did not possess modern germ theory, but diagnosis was an active medical practice. Physicians and apothecaries examined symptoms, bodily fluids, diet, environment and the course of an illness in an attempt to understand what was happening to a patient.

Examination of urine, visible symptoms, pulse, diet and the patient’s recent circumstances formed part of medieval diagnostic practice. Detect Disease turns that uncertain process into magical information, but it does not automatically provide the cure.

The dedicated PF1e and 3.5e Detect Disease spell transforms difficult diagnosis into supernatural diagnostic certainty. The 2024 spell works differently, concentrating instead on locating poison, dangerous poisonous or venomous creatures, and magical contagion.

In every edition, detection can tell the characters that something is wrong while leaving the harder problem — keeping people alive and stopping the threat — unresolved.

Sources, Attribution and Licensing

SRD 5.2.1 / 2024

The 5.5e panel uses Detect Poison and Disease from the System Reference Document 5.2.1 rather than a SpiralWorlds-created conversion.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC. SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

Pathfinder 1e Source

Pathfinder-compatible Detect Disease appears in The Book of Divine Magic, published by 4 Winds Fantasy Gaming.

The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

Legacy Source

The older Detect Disease mechanic retained by SpiralWorlds derives from Book of Erotic Fantasy.

Book of Erotic Fantasy, Valar Project, 2003; Authors Gwendolyn F. M. Kestrel and Duncan Scott.

Artwork

Detect Disease — magical diagnosis in 1454. SpiralWorlds illustration, 2026.

Open Game Content

Mechanical rules material in the Pathfinder 1e and D&D 3.5e panels is designated as Open Game Content only to the extent that it derives from material already released as Open Game Content under the Open Game License v1.0a.

Material from SRD 5.2.1 is used separately under Creative Commons Attribution 4.0 International.

SpiralWorlds-original editorial commentary, optional rulings, 1454 campaign material, examples, FAQ, page architecture, CSS and presentation are not designated as Open Game Content.

Open Game License v1.0a & Section 15 Copyright Notices

OPEN GAME LICENSE Version 1.0a

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid and James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Book of Erotic Fantasy Copyright 2003, Valar Project, Inc.; Authors Gwendolyn F. M. Kestrel and Duncan Scott.

The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

Original Detect Disease editorial commentary, 1454 campaign material, examples, adventure hooks, FAQ and presentation Copyright © 2026 SpiralWorlds.

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