Afflictions

From curses to poisons to diseases, there are a number of afflictions that can affect a creature. While each of these afflictions has a different effect, they all function using the same basic system. All afflictions grant a saving throw when they are contracted. If successful, the creature does not suffer from the affliction and does not need to make any further rolls. If the saving throw is a failure, the creature falls victim to the affliction and must deal with its effects.

Afflictions require a creature to make a saving throw after a period of time to avoid taking certain penalties. With most afflictions, if a number of saving throws are made consecutively, the affliction is removed and no further saves are necessary. Some afflictions, usually supernatural ones, cannot be cured through saving throws alone and require the aid of powerful magic to remove. Each affliction is presented as a short block of information to help you better adjudicate its results.

Name: This is the name of the affliction.

Type: This is the type of the affliction, such as curse, disease, or poison. It might also include the means by which it is contracted, such as contact, ingestion, inhalation, injury, spell, or trap.

Save: This gives the type of save necessary to avoid contracting the affliction, as well as the DC of that save. Unless otherwise noted, this is also the save to avoid the affliction's effects once it is contracted, as well as the DC of any caster level checks needed to end the affliction through magic, such as remove curse or neutralize poison.

Onset: Some afflictions have a variable amount of time before they set in. Creatures that come in contact with an affliction with an onset time must make a saving throw immediately. Success means that the affliction is avoided and no further saving throws must be made. Failure means that the creature has contracted the affliction and must begin making additional saves after the onset period has elapsed. The affliction's effect does not occur until after the onset period has elapsed and then only if further saving throws are failed.

Frequency: This is how often the periodic saving throw must be attempted after the affliction has been contracted (after the onset time, if the affliction has any). While some afflictions last until they are cured, others end prematurely, even if the character is not cured through other means. If an affliction ends after a set amount of time, it will be noted in the frequency. For example, a disease with a frequency of “1/day” lasts until cured, but a poison with a frequency of “1/round for 6 rounds” ends after 6 rounds have passed.

Afflictions without a frequency occur only once, immediately upon contraction (or after the onset time if one is listed).

Effect: This is the effect that the character suffers each time if he fails his saving throw against the affliction. Most afflictions cause ability damage or hit point damage. These effects are cumulative, but they can be cured normally. Other afflictions cause the creature to take penalties or other effects. These effects are sometimes cumulative, with the rest only affecting the creature if it failed its most recent save. Some afflictions have different effects after the first save is failed. These afflictions have an initial effect, which occurs when the first save is failed, and a secondary effect, when additional saves are failed, as noted in the text. Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists.

Cure: This tells you how the affliction is cured. Commonly, this is a number of saving throws that must be made consecutively. Even if the affliction has a limited frequency, it might be cured prematurely if enough saving throws are made. Hit point damage and ability score damage is not removed when an affliction is cured. Such damage must be healed normally. Afflictions without a cure entry can only be cured through powerful spells, such as neutralize poison and remove curse. No matter how many saving throws are made, these afflictions continue to affect the target.

He failed a DC 15 Fortitude save to avoid contracting it, so after the onset period of 1d3 days has passed, he must make another DC 15 Fortitude save to avoid taking 1d6 points of Strength damage. From this point onward, he must make a DC 15 Fortitude save each day (according to the disease's frequency) to avoid further Strength damage. If, on two consecutive days, he makes his Fortitude saves, he is cured of the disease and any damage it caused begins to heal as normal.

Curses

Careless rogues plundering a tomb, drunken heroes insulting a powerful wizard, and foolhardy adventurers who pick up ancient swords all might suffer from curses. These magic afflictions can have a wide variety of effects, from a simple penalty to certain checks to transforming the victim into a toad. Some even cause the afflicted to slowly rot away, leaving nothing behind but dust. Unlike other afflictions, most curses cannot be cured through a number of successful saving throws. Curses can be cured through magic, however, usually via spells such as remove curse and break enchantment. While some curses cause a progressive deterioration, others inflict a static penalty from the moment they are contracted, neither fading over time nor growing worse. In addition, there are a number of magic items that act like curses. See Magic Items for a description of these cursed items.

The following samples present just some of the possibilities when creating curses.

Baleful Polymorph Spell

Type curse, spell; Save Fortitude DC 17 negates, Will DC 17 partial
Effect transforms target into a lizard; see baleful polymorph description

Crusader's Curse

Type curse; Save Will DC 15 negates
Frequency 1/day
Effect:All of the target’s gear and equipment corrodes and ages, taking 1d4 points of damage, ignoring hardness.

Those who steal from the Crusader's sarcophagus or the sarcophagi of the villagers are subject to the Crusader's Curse. Unlike other curses, this one cannot easily be removed; treat the DC of the curse as 5 higher when casting remove curse. The curse is automatically lifted if the target returns the stolen items to the Crusader’s final resting place.

Bestow Curse Trap

Type curse, spell, trap; Save Will DC 14
Effect –6 penalty to Strength

Curse of the Ages

Type curse; Save Will DC 17
*Frequency** 1/day
Effect age 1 year

Mummy Rot

Type curse, disease, injury; Save Fortitude DC 16
Onset 1 minute; Frequency 1/day
Effect 1d6 Con damage and 1d6 Cha damage; Cure mummy rot can only be cured by successfully casting both remove curse and remove disease within 1 minute of each other.

Unluck

Type curse; Save Will DC 20 negates, no save to avoid effects
Frequency 1/hour
Effect target must reroll any roll decided by the GM and take the worse result

Werewolf Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects
Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured
Effect target transforms into a wolf under the GM's control until the next morning

Diseases

From a widespread plague to the bite of a dire rat, disease is a serious threat to common folk and adventurers alike. Diseases rarely have a limited frequency, but most have a lengthy onset time. This onset time can also be variable. Most diseases can be cured by a number of consecutive saving throws or by spells such as remove disease.

The following samples represent just some of the possibilities when creating diseases.

Blinding Sickness

Type disease, ingested; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves

Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Cackle Fever

Type disease, inhaled; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Wis damage; Cure 2 consecutive saves

Demon Fever

Type disease, injury; Save Fortitude DC 18
Onset 1 day; Frequency 1/day
Effect 1d6 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves

Devil Chills

Type disease, injury; Save Fortitude DC 14
Onset 1d4 days; Frequency 1/day
Effect 1d4 Str damage; Cure 3 consecutive saves

Filth Fever

Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves

Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
Onset 2d4 weeks; Frequency 1/week
Effect 1d2 Cha damage; Cure 2 consecutive saves

Mindfire

Type disease, inhaled; Save Fortitude DC 12
Onset 1 day; Frequency 1/day
Effect 1d4 Int damage; Cure 2 consecutive saves

Red Ache

Type disease, injury; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day
Effect 1d6 Str damage; Cure 2 consecutive saves

Shakes

Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive saves

Slimy Doom

Type disease, contact; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves

Madness

Insanity is an affliction inflicted upon those who suffer from extraordinary physical, mental, or spiritual anguishes and trials. Insanity can also be caused by exposure to particularly potent sources of unhinging horror, madness, or alien natures, such that the mind simply cannot withstand them. Insanity is a mind-affecting effect.

Amnesia

Type insanity; Save Will DC 20
Onset immediate
Effect –4 penalty on Will saving throws and all skill checks; loss of memory (see below)

A character suffering from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories that existed before he became an amnesiac are suppressed.

Worse, the amnesiac loses all class abilities, feats, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat maneuver bonus, combat maneuver defense, total experience points, and hit dice (and hit points), but everything else is gone until the amnesia is cured. If a character gains a class level while suffering from amnesia, he may use any abilities gained by that class level normally. If the class level he gained was of a class he already possess levels in, he gains the abilities of a 1st-level character of that class, even though he is technically of a higher level in that class. If his amnesia is later cured, he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.

Mania/Phobia

Type insanity; Save Will DC 14
Onset 1 day
Effect target is sickened (if manic) or shaken (if phobic) as long as the source of the mania or phobia is obvious; chance of becoming fascinated or frightened (see below)
Description

A mania is an irrational obsession with a (usually inappropriate) particular object or situation, while a phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a manic or phobic character is directly confronted by his obsession (requiring a standard action), he must make a Will save against the insanity or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.

Multiple Personality Disorder

Type insanity; Save Will DC 19
Onset 2d6 days
Effect –6 penalty on Will saving throws and Wisdom based skill checks; multiple personalities (see below)

This is a complicated disorder that manifests as 1 or more distinct and different personalities within the same body and mind. The number of additional personalities the victim manifests equals the DC of the insanity divided by 10 (round down, minimum of 1 additional personality). Should the insanity worsen in some way (such as by the save DC increasing), the number of additional personalities increases as well. Likewise, the number of additional personalities decreases as the sufferer recovers and the insanity’s DC decreases. The GM should develop these additional personalities. Every morning, and each time the afflicted character is rendered unconscious, he must make a Will save against his insanity’s DC. Failure indicates that a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of each other and will deny, often violently, that these other personalities exist.

Paranoia

Type insanity; Save Will DC 17
Onset 2d6 days
Effect –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against his insanity’s DC

The paranoid character is convinced that the world and all that dwell within it are out to get him. Paranoid characters are typically argumentative or introverted.

Psychosis

Type insanity; Save Will DC 20
Onset 3d6 days
Effect character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide insanity

This complex insanity fills the victim with hate for the world. He may suppress his psychosis for a period of 1 day by making a Will save against the DC of his insanity, otherwise he cannot help but plot and plan the death and destruction of his friends and enemies alike. For the most part, the impact of psychosis must be roleplayed, although not all players find entertainment in roleplaying a lunatic who’s trying to do in his friends. In such cases, the GM should assume control of the character whenever his psychosis is in control.

Schizophrenia

Type insanity; Save Will DC 16
Onset 1d6 days
Effect –4 penalty on all Wisdom and Charisma-based skill checks; cannot take 10 or take 20; chance of becoming confused (see below)

A schizophrenic character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. These constant hallucinations cause the schizophrenic to appear erratic, chaotic, and unpredictable to others. Each time a schizophrenic character finds himself in a stressful situation (such as combat) he must make a Will save against his insanity’s DC. Failure indicates that the character becomes confused for 1d6 rounds.

Poison

Note: here for reference cannot purchase or create until further notice.

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute. Ingested poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round. Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

Arsenic

Type poison, ingested; Save Fortitude DC 13
Onset 10 minutes.; Frequency 1/minute for 4 minutes
Effect 1d2 Con damage; Cure 1 save

Belladonna

Type poison, ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effectbold text 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save

Black Adder Venom

Type poison, injury; Save Fortitude DC 11
Frequency 1/round for 6 rounds
Effect 1d2 Con damage; Cure 1 save

Black Lotus Extract

Type poison, contact; Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1d6 Con damage; Cure 2 consecutive saves

Bloodroot

Type poison, injury; Save Fortitude DC 12
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1 Con damage and 1 Wis damage; Cure 1 save

Blue Whinnis

Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 2 rounds
initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

Burnt Othur Fumes

Type poison, inhaled; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves

Dark Reaver Powder

Type poison, ingested; Save Fortitude DC 18
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage and 1 Str damage; Cure 2 consecutive saves

Deathblade

Type poison, injury; Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect 1d3 Con damage; Cure 2 consecutive saves

Dragon Bile

Type poison, contact; Save Fortitude DC 26
Frequency 1/round for 6 rounds
Effect 1d3 Str damage

Giant Wasp Poison

Type poison, injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d2 Dex damage; Cure 1 save

Greenblood Oil

Type poison, injury; Save Fortitude DC 13
Frequency 1/round for 4 rounds
Effect 1 Con damage; Cure 1 save

Green Prismatic Poison

Type poison, spell; Save Fort DC varies by spell
Frequency 1/round for 6 rounds
Initial Effect death; Secondary Effect 1 Con damage; Cure 2 consecutive saves. See prismatic sphere, prismatic spray, or prismatic wall for more details.

Hemlock

Type poison, ingested; Save Fortitude DC 18
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d6 Dex damage, creatures reduced to 0 Dexterity suffocate; Cure 2 consecutive saves

Id Moss

Type poison, ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 Int damage; Cure 1 save

Insanity Mist

Type poison, inhaled; Save Fortitude DC 15
Frequency 1/rounds for 6 rounds
Effect 1d3 Wis damage; Cure 1 save

King's Sleep

Type poison, ingested; Save Fortitude DC 19
Onset 1 day; Frequency 1/day
Effect 1 Con drain; Cure 2 consecutive saves

Large Scorpion Venom

Type poison, injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d2 Str damage; Cure 1 save

Lich Dust

Type poison, ingested; Save Fortitude DC 17
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 Str damage; Cure 2 consecutive saves

Malyass Root Paste

Type poison, contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d2 Dex damage; Cure 1 save

Medium Spider Venom

Type poison, injury; Save Fortitude DC 14
frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save

Nightmare Vapor

Type poison, inhaled; Save Fortitude DC 20
Frequency 1/round for 6 rounds
effect 1 Wis damage and confused for 1 round; Cure 2 consecutive saves

Nitharit

Type poison, contact; Save Fortitude DC 13
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage; Cure 1 save

Oil of Taggit

Type poison, ingested; Save Fortitude DC 15
Onset 1 minute
Effect unconsciousness for 1d3 hours; Cure 1 save

Purple Worm Poison

Type poison, injury; Save Fortitude DC 24
Frequency 1/round for 6 rounds
Effect 1d3 Str damage; Cure 2 consecutive saves

Sassone Leaf Residue

Type poison, contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
initial Effect 2d12 hit point damage; Secondary Effect 1 Con damage; Cure 1 save

Shadow Essence

Type poison, injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Initial Effect 1 Str drain; Secondary Effect 1d2 Str damage; Cure 1 save

Small Centipede Poison

Typebold text poison, injury; Save Fortitude DC 11
Frequency 1/round for 4 rounds
Effect 1 Dex damage; Cure 1 save

Striped Toadstool

Type poison, ingested; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect 1d3 Wis damage and 1 Int damage; Cure 1 save

Tears of Death

Type poison, contact; Save Fortitude DC 22
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d6 Con damage and paralyzed for 1 minute

Terinav Root

Type poison, contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d3 Dex damage; Cure 1 save

Ungol Dust

Type poison, inhaled; Save Fortitude DC 15
Frequency 1/round for 4 rounds
Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha damage; Cure 1 save

Wolfsbane

Type poison, ingested; Save Fortitude DC 16
Onset 10 minute; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage; Cure 1 save

Wyvern Poison

Type poison, injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves

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