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I have been thinking about making “new” clerical spell.
Delay Disease
School: Conjuration (healing); Level: Cleric 2 ( see text)
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Target: Creature touched
Duration: 1 hour/ level
Saving throw: Fortitude negates ( harmless) ; Spell resistance: Yes ( harmless)
The subject becomes temporarily immune to disease. Any disease in its system or any disease to which it is exposed during the spell’s duration does not affect the subject until the spell has expired. Delay Disease does not cure any damage that a disease may have already done.
It merely alleviates the symptoms for the duration of the spell. This spell has two important uses. It allows a caregiver to move a little more freely amongst the infected. It isn’t proof against infection, it merely delays any onset, and any fortitude saves will have to be made for exposure upon the spells expiration. This helps an infected patient survive a little longer. It gives time for more conventional herbal remedies to work.
This spell is a Bard 2, cleric 2, druid 2, paladin 2 and ranger 1 spell. It is a new spell developed by the clergy of Sarenrae, and has yet to filter into the general spell casting populace. In order to add the spell to one’s repertoire, on has to be taught the prayers by one of the clergy of Sarenrae.
What do you all think? What sort of improvements could I make?

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I have been thinking about making “new” clerical spell.
Delay Disease
School: Conjuration (healing); Level: Cleric 2 ( see text)
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Target: Creature touched
Duration: 1 hour/ level
Saving throw: Fortitude negates ( harmless) ; Spell resistance: Yes ( harmless)What do you all think? What sort of improvements could I make?
A version doing days/level would be good adventure hook material. "I have delayed the progress of the vile contagion but you must return with the herbs from the Valley of Death before the moon begins to wane."

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Brok yes I agree. My first thought was to do days/level, but when I looked at Delay Poison, I saw that it was only hours/ level. I thought it would be better to go with the precedent.
Does anyone think if I up the duration of the spell from hours/ level like delay poison to days/level that would upset the game balance?

Segallion |

Brok yes I agree. My first thought was to do days/level, but when I looked at Delay Poison, I saw that it was only hours/ level. I thought it would be better to go with the precedent.
Does anyone think if I up the duration of the spell from hours/ level like delay poison to days/level that would upset the game balance?
I think the problem you run into with the hours/level is that most diseases saves could be days away. So then your either taking a gamble at when to cast it, hoping the save falls within that time, or the spell is never really going to help.
In that respect I think taking it up to days/level is Ok. I'd probably go with something like 1 day for every 2 levels.

inkedmsd |

A version doing days/level would be good adventure hook material. "I have delayed the progress of the vile contagion but you must return with the herbs from the Valley of Death before the moon begins to wane."
Good idea. I would agree. I actually ran an adventure dealing with a similiar scenario and I know this spell would have come in very handy if the players had it.

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Segallion and Inkedmsd thank you both for your thoughts. You have both made excellent points. I will go with days/ level. This way, the spell can help increase a patients survivability, and it also can provide an excellent plot hook.
Here is my revision. What do you all think?
Delay Disease
School: Conjuration (healing); Level: Cleric 2 ( see text)
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Target: Creature touched
Duration: 1 Day/ caster level
Saving throw: Fortitude negates (harmless) ; Spell resistance: Yes ( harmless)
The subject becomes temporarily immune to disease. Any disease in its system or any disease to which it is exposed during the spell’s duration does not affect the subject until the spell has expired. In addition, for the duration of the spell, the subject is not infectious. The disease is “suspended”. Delay Disease does not cure any damage that a disease may have already done. It merely alleviates the symptoms for the duration of the spell.
If the spell is used proactively to ward against infection, any fortitude saves are delayed until the end of the spell. Then the fortitude save must be made. Then the spell can be cast again on the same subject. Steps can often be taken before the delay disease spell ends to boost the subject’s fortitude save vs disease. Prayers, herbal remedies, and even Bear’s endurance spells are sometimes used. A barbarian cannot enter a rage to aid his fortitude save vs disease. The stress of raging would cause more harm then good in this instance.
If the spell is cast on an already ill subject, his symptoms are alleviated. Any affects of ability damage are alleviated, and the effects of ability damage are delayed until the end of the spell. The disease has been suspended. For example, someone has succumbed to the Bubonic plague, ( pathfinder RPG Page 557). They have taken 3 points of con damage, (1d4 points of con damage) and they are fatigued. Then Delay Disease was cast upon them. Both the con damage and the fatigued condition would be delayed for 3 days. This would allow the subject to make his Fortitude saves without a depressed con score to over come the disease. When the delay disease spell expires, the ability damage returns and the fatigued condition returns. In short the symptoms will return. This spell does not cure the damaged ability scores.
Delay Disease is a new spell and is still being perfected. Currently it has limitations. One major limitation is that a delay disease spell cannot yet be overlapped with another delay disease spell. It must be cast, and expire before it can be recast on the same subject. With a skilled cleric, the subject will only experience a second or two of discomfort, as the first Delay disease expires, and a new one is cast. This spell does not heal ability damage, a lesser restoration spell must be used for that purpose.
This spell has three important uses. It allows a caregiver to move a little more freely amongst the infected. It isn’t proof against infection, it merely delays any onset, and any fortitude saves will have to be made for exposure upon the spells expiration. Secondly this helps an infected patient survive a little longer. It gives time for more conventional herbal remedies to work. Thirdly, it helps curb the spread of disease.
This spell is a Bard 2, cleric 2, druid 2, paladin 2 and ranger 1 spell. It is a new spell developed by the clergy of Sarenrae, and has yet to filter into the general spell-casting populace. In order to add the spell to one’s repertoire, one has to be taught the prayers by one of the clergy of Sarenrae.
With the spell being a 2nd level cleric spell, requiring a 3rd level caster, the minimum duration for the spell is 3 days.
What are your thoughts? I know it needs more revision and perhaps less text.

Kevin Andrew Murphy Contributor |

Wow, it's a bardic spell? Hello! I am Mirabilis the Magnificent, physician extraordinaire, and I have here my miraculous snake-oil tonic! One sip will cure anything that ails you! Watch it cure this leper. Cured! This child with the croup.... Cured! The beautiful young lady with the unsightly sores on her lips.... Cured! Who wouldn't want to kiss her now?
And that doesn't even get into the fun evil priests can have making living plague bombs to send into cities.
I can understand the appeal of this to adventurers who go mummy wrestling, but honestly, the off-brand uses are just begging to be abused.

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Kevin Andrew Murphey, you are right this spell could easily be abused. I put the Bard 2 Cleric 2 Druid 2 Paladin 2 and ranger 1 in there because I was using Slow Poison as my precedent. Slow poison is a Bard 2 Cleric 2 Druid 2 Paladin 2 and ranger 1 spell. Perhaps I should just limit it to cleric2 and paladin 2.
James, thank you for the Suspend Disease, I do have the Book of vile darkness on my shelf, but I do not use it very often. What I may do is present both versions to the DM to see what he likes. Thanks.

dulsin |

I like the idea of an hour per level. It alleviates symptoms but does not cure the disease. As a the sudafed of D&D it should provide 12 hours of long lasting relief or that is what the potion bottle should say. 8)
This spell should be available to anyone who gets the cure disease spell.
Cleric 2, Druid 2, Ranger 2

A Man In Black RPG Superstar 2010 Top 32 |
The problem with days/level is that you refresh your spells every day. You can delay a disease indefinitely like that. You can't practically do hours/level because few diseases incubate in less than days.
I guess you could add a costly material component and just give it a 24-hour duration, but that gives you an extremely low-powered, extremely situational spell.