Remove disease spell questions?


Rules Discussion


Okay so someone in my party contracted Ghoul Fever on one of our last quests, after a few critically failed saving throws(on the diseased players part) our party's witch discovered it and we began to work to try and counter/cure it.

This started a few hour long go around with our GM about how to remove it and how the rules worked both magically and non magically for removing a disease. I'm a cleric who's(by the next day) will have two Remove disease spells ready to hopefully help strip him of it before it kills him.(as one failed save at this point and he'll be dead which he'll have to make before I get to cast my spell((Yay xD))

The question is(sorry for the tangent XD)
Dose the remove disease spell remove the entire disease or strip it of some of it's stages, and if it strips it of some of it's stages how many stages are stripped pre spell/critital hitting of said spell?

It's a level 0 disease with a DC 15 save that much I know, I know when the Remove disease spell is cast I make a counteract check against the disease if I make it I remove one disease up to my spell level (3) unless I critically cast (6).

So would it remove the disease along with all stages, would it just strip a few stages off?(sorry again for asking in the middle of my tangent XD)


Remove Disease wrote:
Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.

Looking at the text if you make the check its gone, unless something tied to the disease or another effect would keep it around.


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Entirely removes the disease, ghoul fever is a level 1 disease (assuming ghoul was level 1) , you remove a disease of up to level 6 on a Crit success, 4 on a success, 2 on a failure and 0 on a Crit failure.

I would use the treat disease activity with a medicine check to give bonuses to the player while you learn the spell.


Also your characters could try to find/buy a scroll of Remove desease. If you are in a town your GM could allow you to buy it. Though it should cost 30 gp...


Thank you everyone xD that's exactly how me and the other players thought it should work. I already know the spell it's just a matter of him lasting tell the next day which he should be able to do.

I know the GM isn't actively trying to kill off characters but we all felt he was making it a bit harder then it should of been or bending rules to make something that would of been easy to handle hard if that made sense?


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Pathfinder Rulebook Subscriber

Counteract rules are pretty confusing. I'd generally assume ignorance rather than malice in these situations.


Pathfinder Adventure Path, Lost Omens Subscriber

Yeah, it's not intuitive that something would work on a failure.

Horizon Hunters

Blake's Tiger wrote:
Yeah, it's not intuitive that something would work on a failure.

In some ways it make sense- even on a failure, you can still counteract something of a lower counteract level than yours. I think that’s a good thing.


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Mark Stratton wrote:
Blake's Tiger wrote:
Yeah, it's not intuitive that something would work on a failure.
In some ways it make sense- even on a failure, you can still counteract something of a lower counteract level than yours. I think that’s a good thing.

Yes, it's actually wonderful, it makes counteract work.

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