Magical Plague (Wizard Spell)

With this spell, the wizard creates a spreading mag­ical virus that disrupts one chosen school of magic. The caster is not affected by his or her own plague.
The preparation time is spent studying the school of magic to be plagued. The wizard must spend at least eight hours per day studying. If the wizard is a specialist in the school, the preparation time is halved (30 days).
Upon casting, each other wizard in the area effect must make a successful saving throw vs. spell or become infected. A wizard who success­fully saves becomes a carrier and might infect other wizards later. Only wizards can become infected or be carriers—other character classes are unaffected.
Infected wizards have great difficulty casting spells of the plagued school. The wizard's chance of successfully casting such a spell is a base percentage chance equal to his or her Level: double this if the wizard is a specialist in the plagued school. Failure means the spell is expended and wasted without effect. Whether infected or a carrier, a given wizard suffers the effects of this spell for a number of days equal to the original caster's level. Wizards with the plague take on an ashen, sunken appearance, and tend to tire more easily than usual. Carriers exhibit no symptoms. Diagnosis is possible only through divination magic, though an infected wizard certainly knows something is wrong. Carriers are unlikely to realize their condition. Infected wizards and carriers may pass the plague on to other wizards. Any other wizard who approaches within 10 yards of an infected wizard or carrier must successfully save vs. spell or become infected (with a -4 penalty if the wizards actually touch). Those who save, become carriers. A wizard who successfully saves against a plague once need never save against that particular plague again. The material components for this spell are the accumulated spell components of five spells from the desired school of magic, combined with rodent hairs.
Notes: Restricted to preservers and defilers, common.
==Magical Plague In Tyr==
The DM need not track the movements of large numbers of wizards with the plague. Only the most important characters should be tracked and appropriate saving throws made to determine the spread of the plague. As with any disease, population centers are more at risk. The magical plague will likely spread through a village or city rapidly, running its course in a number of days roughly double the caster's level from the time of its arrival. In a city, most wizards will have the plague at the same time, virtually erasing one school of magic from the area. With constant trade and travel, a magical plague eventually reaches every city and village in the Tyr region within 120 to 140 days (Tyr is about the size of the state of Colorado). In the wilderness, contact is far less frequent. One tribe probably won't spread die plague to another, though all wizards in an infected tribe will catch it at the same time. Adventurers and other far travelers might encounter remnants of a magical plague up to a year after it is cast, no matter where they travel in Tyr.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells