2. Infect with Disease

Rodent Cycle

BTS: 54% (Co)

ULT: 20 hours

Materials: something unclean and ideally infected with Disease-carrying Organisms.  It does not have to be infected with the Disease that is to be Caused (e.g. the Caster's dirty handkerchief will suffice)

Actions: wave Materials at Target

Effect of Throw:

1 to 11    No Effect

³ 12    % Chance of Success = 5(T-11)%

Max. Disease Level ("DL") Caused:    -3DL     (Caster may specify the Disease he is attempting to Infect with by name or symptoms, rather than attempt to guess the DL required, or may specify he is leaving the parameter open.  The Nature Spirit will set the necessary parameter based on the Disease most nearly described by Caster, or at the highest DL that will give 100% Chance of Success if left open.)

where the DLs of some common Diseases are as follows:

Disease Level Diseases
1 common cold / grippe, sores
2 influenza, salmonella, grippe & sores
3 measles, mumps, lesser sexually transmitted diseases
4 pneumonia, tetanus
5 syphilis
6 rabies
7 typhoid, cholera
8 smallpox
9 cancer
10 leprosy
11 anthrax
12 plague

Infection with Lycanthropy is by means of the separate Infect with Lycanthropy Spell (Cultists of Were Cults only).

Infection by Plague may also be effected by means of the higher-level Plague Spell.

Range:    30d ft    -d(d-1)/2

Cast on Object:    -4

Notes:

  1. Cast on a single Target carrier Being (alive, dead or Undead) or object, to infect them or it with the Disease-bearing organism.  Carriers get a ST if alive, and if they fail the ST and are vulnerable to contracting the Disease they get a further ST against contracting it.  (Note that, unlike other Cause Disease Spells, Infect with Disease only creates Carriers - though a Carrier may contract the Disease on failing a 2nd ST.)  The favoured Carrier of Rat Cultists is a Rat, but the Spell may also be Cast on Weapons.
  2. If Target chooses not to or fails to save, roll d100 and if roll <= % Chance of Success, he is infected with the Disease selected by the Caster or Spirit.  It may however take Target some time to suffer the symptoms of the Disease, which will then run its natural course.
  3. If Target contracts the Disease, he will be as infectious as someone who has naturally contracted the Disease.  Also make STs for members of his party whom he may infect as applicable.  The Caster is not immune to being infected, so the Causing of particularly infectious Diseases needs to be considered carefully.
  4. Carriers (including Carrier objects, e.g. an Infected weapon) infect with the Disease by causing Damage >0.  The victim gets a st @ BTS 50 + 5DL% (Co) (a st has to be made each time Damage is taken).
  5. Target is not immune if he has had and survived the Disease before.  However, other Beings infected by him (or by an object or carrier) will have their natural immunity, which increases Saving Level.  Many Underworld populations (and Overworld ones where there are Evil Temples) have built up natural immunities as a result of over-enthusiastic use of this Spell in the past.  The people of Harrig in particular are noted for their immunity to plagues.
  6. Diseases are caused by Organisms, which the Spell creates.  Cause Disease cannot cause mental diseases, which are classifed as Madness, or poisoning by Poison (as opposed to food poisoning by Organisms).