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Contagion

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Revision as of 22:52, 29 December 2023 by Leole (talk | contribs) (Added a couple notes about Contagion uses and misleading in-game descriptions to create a better understanding of the spell. This spell is heavily underutilized and I feel like with better documentation, more people would be incentivized to use it.)
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Contagion Filth Fever.webp

Contagion is a level 5 necromancy spell. This spell allows spellcasters to infect their target with an affliction of their choosing, potentially resulting in the target contracting a disease.

Description

Poison a target and possibly afflict them with a disease of your choice.

Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster.

Properties

Cost
Action + Level 5 Spell Slot
Details
Attack roll
 Melee: 1.5 m / 5  ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

Variants

Condition: Contagion Poisoned

Contagion Poisoned Contagion Poisoned

Constitution saving throw

  • Has Disadvantage Icon.png Disadvantage on Attack rolls and Checks.
  • Each turn, it must succeed on a Saving throw, or the Poison will advance in stage. On 3 successes, it recovers. On 3 failures, it contracts the Disease corresponding to the variant of the spell Contagion that was cast.

How to learn

Classes:

Notes

  • The description of the spell is misleading, if the target fails 3 rolls, the condition persists after a long rest, essentially forever, or until the target gets healed by Lesser Restoration Lesser Restoration or something similar.
  • Casting Contagion outside of battle onto any NPC is not considered an aggressive action.
  • Missing the attack roll when casting the spell, on the other hand, is considered an aggressive action and might turn NPCs hostile.
  • Furthermore, if the NPC fails the 3 rolls, gets afflicted by the corresponding diseased condition and the caster is in sight, the NPC will turn hostile. Simply walk outside of their sight range, sneak or go invisible when they fail their third roll to prevent this.
  • Another strategy is going to camp, but another party member has to remain close to the NPC, otherwise they will not roll their Saving Throws and will never get afflicted. The NPC will not turn hostile to anyone who isn't the caster.

External Links