Arcane Tradition: Viromancy

Viromancy is the school of viruses – submicroscopic, parasitic particles of genetic material contained in a protein coat and virus- like agents. Focusing their studies on their structure, classification and evolution, their ways to infect and exploit host cells for reproduction, their interaction with host organism physiology and immunity, the diseases they cause, the techniques to isolate and culture them, and their use in research and therapy.

Not all Viromancers seek to use their magic for harm; still the common man associates all Viromancers the same as the regugnant and loathsome many.

Plague Host

Beginning when you select this school at 2nd level, you become immune to the ill effects of all diseases, other than purely cosmetic ones such as: boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on.

You become a carrier of every disease or poisoning effect you encounter, though remain immune to most of their side effects.

However, should You be the target of a spell of Greater or lesser Restoration, you take 1d6 Damage per caster level and temporarily loose all of your Viromancy School abilities until taking a long rest.

Contagion

At 2nd Level you gain the ability to weave disease into your spell work. Once per turn, when casting a spell of 1st level or higher, you can choose to make this spell contagious. That spell does, starting at 2nd level, 1d6 extra Necrotic Damage on hit; raising in damage per caster level as seen in the Contagion chart. Any creature targeted by the spell must also roll a Constiution roll against the Casters Spell Save DC. On a successful roll the Creature becomes immune to further contagion effects for 24 hours. On an unnsuccesful roll the Creature becomes poisoned.

The poisoned creature cannot regain health points and Every turn must make the same Constitution roll to freeze the effects of the poison. On a successful saving throw the poison stops at its current level and does not progress any further. On an Unsuccesful Roll the Creature suffers as if going through the steps of Exhaustion as seen in the Dungeon Masters guide.

If The Poison is stopped, it continues at its current Exhaustion step until the Creature is cured with a restoration spell, takes a long rest or their hitpoints are dropped to 0, killing them.

This skill does not effect constructs, the undead, or creatures immune to poison.