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*Pathfinder & Starfinder
End of the [Fantasy] World: Pestilence
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<blockquote data-quote="Yora" data-source="post: 6308213" data-attributes="member: 6670763"><p>Cure disease is nice when you're treating a single infected person. But if you make a disease magically disappear, it makes much sense to rule that the person does not gain immunity against reinfection. Cure disease takes at least a 5th level cleric, if I remember right, and threre are usually not an awful lot around. Higher level clerics could cast the spell more than once per day, but those are even more rare. In any population, clerics are unlikely to make a significant dent into the spread of the infection. Only the very most rich and powerful have the means to have a cleric at hand all the time to protect them and their families. Which in a way can be very destabilizing on society as well, as the leaders will be blamed of hoarding magical cures for themselves.</p><p>Riots to exterminate creatures or groups assumed to increase the spread of the plague should pretty much be a given. Races with a good resistance against disease might be accused of hiding cures or even spreading the plague on purpose. Trade would be severely disrupted as foreigners are not welcome in places that have remained clear so far, and even merchants may not be so willing to travel to heavily infected settlements. So you can end up with food shortages in areas that are not self-sufficient. Like all cities. And then you end up with more riots and bandits on the roads, or raids on villages to steal food.</p><p>Big plagues can get very apocalyptic, even with clerics. You can get areas with death rates of 50, 70, or even 90%. Those who remain would be unable to keep society running as normal with large numbers of experts being gone and their skills lost.</p><p>Oh, and you'd of course get a lot of doomsday cults. In a fantasy setting there is no telling what strange powers they might be turning to for salvation.</p></blockquote><p></p>
[QUOTE="Yora, post: 6308213, member: 6670763"] Cure disease is nice when you're treating a single infected person. But if you make a disease magically disappear, it makes much sense to rule that the person does not gain immunity against reinfection. Cure disease takes at least a 5th level cleric, if I remember right, and threre are usually not an awful lot around. Higher level clerics could cast the spell more than once per day, but those are even more rare. In any population, clerics are unlikely to make a significant dent into the spread of the infection. Only the very most rich and powerful have the means to have a cleric at hand all the time to protect them and their families. Which in a way can be very destabilizing on society as well, as the leaders will be blamed of hoarding magical cures for themselves. Riots to exterminate creatures or groups assumed to increase the spread of the plague should pretty much be a given. Races with a good resistance against disease might be accused of hiding cures or even spreading the plague on purpose. Trade would be severely disrupted as foreigners are not welcome in places that have remained clear so far, and even merchants may not be so willing to travel to heavily infected settlements. So you can end up with food shortages in areas that are not self-sufficient. Like all cities. And then you end up with more riots and bandits on the roads, or raids on villages to steal food. Big plagues can get very apocalyptic, even with clerics. You can get areas with death rates of 50, 70, or even 90%. Those who remain would be unable to keep society running as normal with large numbers of experts being gone and their skills lost. Oh, and you'd of course get a lot of doomsday cults. In a fantasy setting there is no telling what strange powers they might be turning to for salvation. [/QUOTE]
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End of the [Fantasy] World: Pestilence
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