Plague
- School—
- Components—
- Range—
- Area—
- Casting time—
- Duration—
- Save—
save=Neg. When cast, this spell causes the recipient to suffer from a powerful illusion spell that causes him to appear to be suffering from some loathsome (and likely contagious) disease. The illusion is very good, covering appearance, smell, and tactile manifestations of the disease. The recipient is unaware of his own illusory appearance, but others react as if the individual is a plague carrier.
For maximum effect, the disease should be one that the caster is familiar with (mummy rot is an old favorite). If the disease is well known to the caster, then the chance of detecting it as an illusion on reasonable examination is 6%. If the caster is creating a new disease or trying to duplicate a disease he has heard of (say, for example, "the copper rot of Shar"), the chance of detection is raised to 30%.
Cure disease has no effect on this illusory plague, but a dispel magic eliminates its manifestation with the standard chances. The caster can also lift the plague at will, though he might also make some other demand of service or item for his "healing." Note that it is against the law in Cormyr and Sembia to accept money or reward to remove the effect of a spell that has cast oneself.
The material component of this spell is a pinch of soot or fungus.
Wizard's Spell Compendium Addendum
Notes: Very rare spell from the Forgotten Realms setting. Known to be in Selvar's Ineffable Conjurations, Magic, and Phantasms.