Contagion

Level 5 Necromancy spell available to Clerics and Druids. A melee spell attack that poisons the target, and if they fail three Constitution saves before passing three, they catch a permanent disease of your choosing. It is slow, it is melee, and it is mostly not worth it.

Spell description: Poison a target and possibly afflict them with a disease of your choice. Once infected, the target rolls a Constitution Saving Throw each turn. On 3 successes it recovers; on 3 failures it contracts the chosen disease.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Attack: Melee spell attack
  • Save: CON save (each turn, 3 successes to recover)
  • Conditions applied: Contagion Poisoned. Disadvantage on Attack Rolls and Checks. After 3 failed saves the target contracts the chosen disease permanently.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Contagion at higher levels provides no additional benefits.

How to obtain Contagion

  • Cleric, Druid at Class level 9
  • Circle of the Spores Druids (Circle spell), Circle of the Land Druids (Arctic, Forest, or Underdark), and Death Domain Clerics (Domain spell) at Class level 9
  • Bard via Magical Secrets at Class level 10

CONTAGION

Level 5 Necromancy Spell

Poison a target and possibly afflict them with a disease of your choice. Once infected, the target rolls a Constitution Saving Throw each turn. On 3 successes it recovers; on 3 failures it contracts the chosen disease.

Range: Melee (1.5m) Save: CON save

CONDITION: CONTAGION POISONED

Save: CON save each turn

Condition: Contagion Poisoned

  • Disadvantage on Attack Rolls and Ability Checks.
  • Each turn the creature rolls a Constitution Saving Throw. Three successes end the effect.
  • Three failures replace it with the chosen disease, which lasts until cured with Lesser Restoration or similar.

Contagion spell variants

You pick the disease when you cast. Every variant starts as the same Contagion Poisoned effect and only becomes the disease after three failed saves, but the diseases are permanent until cured, and they are all nasty.

1. Contagion: Filth Fever

CONTAGION: FILTH FEVER

Level 5 Necromancy Spell

The target receives Disadvantage on Strength Ability Checks, Saving Throws, and Attack Rolls that use Strength.

Range: Melee (1.5m) Save: CON save

2. Contagion: Flesh Rot

CONTAGION: FLESH ROT

Level 5 Necromancy Spell

The target receives Disadvantage on Charisma Ability Checks, and is afflicted with Vulnerability to all damage.

Range: Melee (1.5m) Save: CON save

3. Contagion: Slimy Doom

CONTAGION: SLIMY DOOM

Level 5 Necromancy Spell

The target receives Disadvantage on Constitution Ability Checks and Saving Throws. Whenever they are hit, they get Stunned.

Range: Melee (1.5m) Save: CON save

4. Contagion: Seizure

CONTAGION: SEIZURE

Level 5 Necromancy Spell

The target receives Disadvantage on Dexterity Ability Checks, Saving Throws, and Attack Rolls.

Range: Melee (1.5m) Save: CON save

5. Contagion: Mindfire

CONTAGION: MINDFIRE

Level 5 Necromancy Spell

The target receives Disadvantage on Intelligence Ability Checks and Saving Throws, and is Befuddled.

Range: Melee (1.5m) Save: CON save

6. Contagion: Blinding Sickness

CONTAGION: BLINDING SICKNESS

Level 5 Necromancy Spell

The target receives Disadvantage on Wisdom Ability Checks and Saving Throws, and is Blinded.

Range: Melee (1.5m) Save: CON save

When to cast Contagion

The honest answer is: rarely. You need to hit with a melee spell attack, then wait for the target to fail three saves, and by the time the disease lands most fights are over. The Poisoned part is fine but a Level 5 slot buys much better things.

Where it earns a place is before a fight starts. Casting it on an NPC outside combat is not treated as hostile, so you can walk up, infect a boss, and let the saves tick while you talk. If the disease lands before initiative, you start the fight against something with Vulnerability to everything (Flesh Rot) or something that gets Stunned every time it is hit (Slimy Doom).

Those two are the picks. Flesh Rot doubles all your damage against the target and Slimy Doom turns every hit into a stun. The rest are Disadvantage on a stat, which is not worth a Level 5 slot.

Missing the attack roll counts as an attack and will turn NPCs hostile, and Mindfire makes the target permanently hostile to everyone, so keep it away from anyone you still need for a quest.

Contagion: Filth Fever – Baldur’s Gate 3 Spell

Spell properties

Level
Level 5
School
Necromancy
Casting resource
Action + Spell Slot
Damage type

Range
Melee
Duration
-
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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