Afflictions

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.
Level
Afflictions have a level that denotes what level of adventurers might face such a challenge. Overcoming afflictions does not result in experience points, although defeating the trap or creature that caused them awards experience points as normal. The affliction’s level is followed by its type, such as curse, disease, or poison, and the means by which it is contracted.
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. This is also the DC of any caster level checks needed to end the affliction through magic, such as remove curse or neutralize poison.
Frequency
This is how often the save must be made after the affliction has been contracted. If the affliction is not ongoing, the frequency also notes how many times the affliction causes the creature to make a saving throw. After these saves have been rolled, the affliction is cured, regardless of how many saves were successful. This is called a limited frequency and the number is noted as “(x)” directly after the frequency.
Some afflictions have a variable amount of time before they set in, such as diseases. While the creature must make an initial save to avoid contracting the affliction, additional saves and the effects of failing a save do not take place until after a variable incubation time. When an affliction has such an incubation time, it is noted by a variable period of time, followed by a “/” and the normal frequency.
Effect
This is the effect that the character suffers 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 (separated by a “/”).
Cure
This tells you how the affliction is cured. Commonly, this is a number of saving throws that must be made consecutively. If the affliction has a limited frequency, it still might be cured prematurely if enough saving throws are made. Some afflictions can only be cured through powerful spells, such as neutralize poison and remove curse. These are denoted by a “—”.

Curses

Careless rogues plundering a tomb, drunken hisoes 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 most 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 cause a progressive deterioration, others inflict a static penalty from the moment they are contracted, neither fading over time nor growing worse.
The following samples present just some of the possibilities when creating curses.


Armor of Rage Curse

Level 7 curse, cursed item; Save Will DC 16

Effects

Frequency whenever the target is injured; Effect target flies into a rage, taking a –2 penalty to AC and attacking the nearest creature (friend or foe) for 1d4 rounds; Cure


Baleful Polymorph Spell

Level 9 curse, spell; Save Fortitude DC 17 negates, Will DC 17 partial

Effects

Frequency —; Effect transformed target into a lizard; Cure


Bestow Curse Trap

Level 5 curse, trap; Save Will DC 14

Effects

Frequency —; Effect –6 penalty to Strength; Cure


Curse of the Ages Trap

Level 9 curse, trap; Save Will DC 17

Effects

Frequency 1 day; Effect age 1 year; Cure


Mummy Rot

Level 5 curse, disease, injury; Save Fortitude DC 16

Effects

Frequency 1 min/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.


Werewolf Lycanthropy

Level 3 curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Effects

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; Cure


Diseases

From a widespread plague to the bite of a dire rat, disease is a serious threat to common folk and adventurers alike. Diseases almost never have a limited frequency, and some have a variable amount of time before they begin to take effect, known as the incubation period.
Diseases only have the listed effect when a saving throw after the f irst is failed. 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 Sicknes

Level 8 disease, ingested; Save Fortitude DC 16

Effects

Frequency 1d3 days/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


Cackle Fever

Level 7 disease, inhaled; Save Fortitude DC 16

Effects

Frequency 1 day; Effect 1d6 Wis damage; Cure 2 consecutive saves


Demon Fever

Level 9 disease, injury; Save Fortitude DC 18

Effects

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

Level 5 disease, injury; Save Fortitude DC 14

Effects

Frequency 1d4 days/1 day; Effect 1d4 Str damage; Cure 3 consecutive saves


Filth Fever

Level 2 disease, injury; Save Fortitude DC 12

Effects

Frequency 1d3 days/1 day; Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves


Mindfire

Level 1 disease, inhaled; Save Fortitude DC 12

Effects

Frequency 1 day; Effect 1d4 Int damage; Cure 2 consecutive saves


Red Ache

Level 6 disease, injury; Save Fortitude DC 15

Effects

Frequency 1d3 days/1 day; Effect 1d6 Str damage; Cure 2 consecutive saves


Shakes

Level 4 disease, contact; Save Fortitude DC 13

Effects

Frequency 1 day; Effect 1d8 Dex damage; Cure 2 consecutive saves


Slimy Doom

Level 7 disease, contact; Save Fortitude DC 14

Effects

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


Poison

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. Unless otherwise noted, poisons have a frequency of 1 round and deal ability score damage for a limited number of rounds until a saving throw is made. In addition, many poisons have different initial and secondary effects. Poisons can be cured by successful saving throws and spells such as neutralize poison.
The following samples represent just some of the possibilities when creating poisons.


Arsenic

Level 4 poison, ingested; Save Fortitude DC 13

Effects

Frequency 1 round (5); Effect 1 Con damage; Cure 1 save


Black Adder Venom

Level 3 poison, injury; Save Fortitude DC 11

Effects

Frequency 1 round (6); Effect 1 Con damage; Cure 1 save


Black Lotus Extract

Level 14 poison, contact; Save Fortitude DC 20

Effects

Frequency 1 round (7); Effect 3 Con damage; Cure 1 save


Bloodroot

Level 8 poison, injury; Save Fortitude DC 12

Effects

Frequency 1 round (3); Effect 1 Con damage and 1 Wis damage; Cure 1 save


Blue Whinnis

Level 5 poison, injury; Save Fortitude DC 14

Effects

Frequency 1 round (2); Effect 1 Con damage/unconsciousness for 1d3 hours; Cure 1 save


Burnt Othur Fumes

Level 8 poison, inhaled; Save Fortitude DC 18

Effects

Frequency 1 round (4); Effect 1 Con drain/3 Con damage; Cure 1 save


Dark Reaver Powder

Level 7 poison, ingested; Save Fortitude DC 18

Effects

Frequency 1 round (5); Effect 2 Con damage/1 Con damage and 1 Str damage; Cure 1 save


Deathblade

Level 8 poison, injury; Save Fortitude DC 20

Effects

Frequency 1 round (5); Effect 2 Con damage; Cure 1 save


Dragon Bile

Level 11 poison, contact; Save Fortitude DC 26

Effects

Frequency 1 round (3); Effect 3 Str damage; Cure 1 save


Drow Poison

Level 3 poison, injury; Save Fortitude DC 13

Effects

Frequency 1 minute (1); Effect unconsciousness for 1 minute/ unconsciousness for 2d4 hours; Cure 1 save


Giant Wasp Poison

Level 4 poison, injury; Save Fortitude DC 18

Effects

Frequency 1 round (4); Effect 1 Dex damage; Cure 1 save


Greenblood Oil

Level 2 poison, injury; Save Fortitude DC 13

Effects

Frequency 1 round (2); Effect 1 Con damage; Cure 1 save


Id Moss

Level 5 poison, ingested; Save Fortitude DC 14

Effects

Frequency 1 round (5); Effect 2 Int damage; Cure 1 save


Insanity Mist

Level 5 poison, inhaled; Save Fortitude DC 15

Effects

Frequency 1 round (5); Effect 2 Wis damage; Cure 1 save


King’s Sleep

Level 12 poison, ingested; Save Fortitude DC 19

Effects

Frequency 1 day; Effect 1 Con drain; Cure 2 consecutive saves


Large Scorpion Venom

Level 4 poison, injury; Save Fortitude DC 18

Effects

Frequency 1 round (4); Effect 1 Str damage; Cure 1 save


Lich Dust

Level 6 poison, ingested; Save Fortitude DC 17

Effects

Frequency 1 round (5); Effect 2 Str damage; Cure 1 save


Malyass Root Paste

Level 4 poison, contact; Save Fortitude DC 16

Effects

Frequency 1 round (6); Effect 1 Dex damage; Cure 1 save


Medium Spider Venom

Level 2 poison, injury; Save Fortitude DC 14

Effects

Frequency 1 round (3); Effect 1 Str damage; Cure 1 save


Nightmare Vapor

Level 11 poison, inhaled; Save Fortitude DC 20

Effects

Frequency 1 round (5); Effect 1 Wis damage and 1 Wis drain; Cure 2 consecutive saves


Nitharit

Level 6 poison, contact; Save Fortitude DC 13

Effects

Frequency 1 round (6); Effect 0/2 Con damage; Cure 1 save


Oil of Taggit

Level 6 poison, ingested; Save Fortitude DC 15

Effects

Frequency 1 minute (1); Effect 0/unconsciousness for 1d3 hours; Cure 1 save


Purple Worm Poison

Level 10 poison, injury; Save Fortitude DC 24

Effects

Frequency 1 round (5); Effect 2 Str damage; Cure 1 save


Sassone Leaf Residue

Level 4 poison, contact; Save Fortitude DC 16

Effects

Frequency 1 round (4); Effect 1d6 hit points; Cure 1 save


Shadow Essence

Level 6 poison, inhaled; Save Fortitude DC 17

Effects

Frequency 1 round (7); Effect 1 Str drain/1 Str damage; Cure 1 save


Small Centipede Poison

Level 1 poison, injury; Save Fortitude DC 11

Effects

Frequency 1 round (2); Effect 1 Dex damage; Cure 1 save


Striped Toadstool

Level 4 poison, ingested; Save Fortitude DC 11

Effects

Frequency 1 round (5); Effect 1 Wis damage/2 Wis damage plus 1 Int damage; Cure 1 save


Tears of Death

Level 17 poison, contact; Save Fortitude DC 22

Effects

Frequency 1 minute (5); Effect 1d6 Con damage; Cure


Terinav Root

Level 6 poison, contact; Save Fortitude DC 16

Effects

Frequency 1 round (5); Effect 2 Dex damage; Cure 1 save


Ungol Dust

Level 6 poison, inhaled; Save Fortitude DC 15

Effects

Frequency 1 round (3); Effect 1 Cha damage/1 Con damage and 1 Cha drain; Cure 1 save


Wyvern Poison

Level 9 poison, injury; Save Fortitude DC 17

Effects

Frequency 1 round (7); Effect 2 Con damage; Cure 1 save