Epidemic (Spell)
(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers)
Necromancy
Level: Druid 9,
Components: V, S,
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Upon casting this spell, you must choose one disease from this list: Blinding Sickness, Cackle Fever, Filth fever, Mindfire, Red Ache, The Shakes, or Slimy Doom.
- The touched creature contracts the disease you have selected immediately (no incubation period) unless it makes a successful Fortitude save.
- Unlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease.
- As long as the subject is afflicted with the disease, any living creature (except the caster) within 30 feet of him or her must make a Fortitude save or immediately contract the disease, regardless of its usual incubation period or method of transmission.
- Anyone infected in this manner also becomes a vector for the disease and can spread it in the same manner. The save DC drops by 1 each day after the spell is cast, regardless of when any particular creature contracted it.
A creature that makes a successful Fortitude save against this particular epidemic cannot contract that disease by any means for one day. - Thereafter, coming within 30 feet of an infected creature requires another save, with the same consequences for failure or success.
- You are immune to any infection that originates from your own casting.