Seeded Doom and disease


Rules Questions


Hello, I have a question about the seeded doom ritual.

Quote:
By default, the seed causes insanity or a madness (see page 182), but numerous types of seeds exist, from different variants on this ritual with slightly different components, foci, and ritual DC. A few examples include becoming blind or deaf, contracting a disease, or rising as a zombie after death.

Is it possible instead the insanity to cause supernatural infection

infused with the energies of the Abyss Realm and the Material Plane.

The taint spreads primarily through a living creature seeing the seeded painting, making it as much a place as a disease. It can infest creatures as well as plants, though this often requires extended physical or supernatural contact with infected plants.
Removing the infestation requires successful castings of both remove curse and remove disease, or else a limited wish, miracle, or wish spell.

Type infestation, special (see above); Save Fortitude DC 15 negates infection, Fortitude DC 21 to avoid effects once infected
Onset 1 day; Frequency 1/day
Effect initial effect 1d4 Charisma damage and nauseated; Cure 3 saves
Special Plant creatures reduced to 0 Charisma by the infection immediately gain the XXX template and remove all Charisma damage. Creatures take 2d4 points of Charisma damage on a failed save, and if reduced to 0 Charisma by
the infection, they fall comatose and rise at the next sunset, gaining the XXX template and removing all Charisma damage.

Thanks for your future help.


Nobody ?


Since the rules don't explicitly state that you can or can't. It would fall fully within the purview of the DM.

IMO it seems reasonable that you could, but that's about as much as I can say.

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