Caster Decay (3.5e Disease)

Caster decay is a supernatural disease, the result of parasitic brain worms found in tainted water in magic-heavy regions, traveling via the liquid expulsions of infected spellcasters. While they are harmless in non-casters and die off quickly, in casters they swim in the spinal fluid and drain the magical essence from the host. Caster decay has 3 stages. In the first stage, the spellcaster loses 1d4 available spell slots or spells per day from their highest level spells each day. These slots are considered expended, but are refreshed as normal each day. After two failed saves, caster decay enters stage 2.

In the second stage, the spell loss becomes a form of drain. The 1d4 loss is cumulative, eventually consuming all spells known. Recovery is impossible until the disease is cured, and once cured of the disease, the spell slot drain heals at the rate of 1 spell slot per day, or a number of spell slots recovered equal to the amount of ability damage cured by effects such as restoration and the like. If a spellcaster loses all of his spell slots, he automatically moves onto stage 3.

The third stage actively consumes the magical energies around it. The spellcaster emanates an antimagic field effect equal to his caster level, and he also suffers from a hunger for magic. When encountering another spellcaster, the victim must make a DC 20 Will save or assault the spellcaster. This usually results in the death of the host, as he lacks offensive power to harm his enemies while being a hazard. Even so, upon death, the victim's blood is a contact hazard capable of infecting spellcasters, and if the body fluids find a liquid medium, they can subsequently taint the water and begin the cycle anew.