Afflictions

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This article complies with version 0.96 of Runarcana RPG

A plague devastates the kingdom and adventurers set out in search of a cure. A character emerges from a tomb that has been sealed for centuries and begins to rot from the inside. A wizard uses forbidden magic and his spirit begins to fragment into echoes of something greater. A warrior wields a Darkin blade and feels the metal's will override his own.

Runeterra is a world where the body, mind and soul can be affected in ways that go far beyond combat damage. The Conditions chapter describes acute and reversible states. This chapter deals with something different: Afflictions — states that progress, that corrupt over time and that, without intervention, alter the character in a lasting or permanent way.

Afflictions include Mental and Spiritual Distress, effects that deteriorate the individual's mind such as madness due to exposure to void or infernal beings; Diseases, which mainly deteriorate the individual's body and can be treated using medical procedures; Dependencies, which are usually long-term consequences of exposure to poisons or intoxicating substances; and Curses, negative magical effects that are usually the result of an encounter with a powerful entity or a place linked to the arcane.

Despite being considered different effects, afflictions often interact with each other: An untreated disease can generate mental distress; a dependency of a magical substance can trigger a curse; a curse can cause a disease to afflict the body. Furthermore, a single effect can simultaneously be multiple or even all types of affliction.

What is an Affliction

Afflictions are more lasting and complex effects than conditions, and can be either Mundane Afflictions (which arise through natural factors) or Magical Afflictions (which arise through spells or magical effects). Dealing with afflictions requires greater effort than Conditions, due to both their duration and complexity. A multi-day process may be necessary to deal with a single Affliction.

Afflictions are mostly negative effects, being classified into 4 categories: Mental and Spiritual Distress, Dependency, Diseases and Curses. In general, Afflictions have the following characteristics:

  • Name – Name by which the Affliction is known.
  • Category – Affliction category.
  • Vector – that which causes the Affliction
  • Signs – Indicators of a creature affected by an Affliction, whether physical or behavioral.
  • Diagnosis – Indicates the tests necessary to identify the Affliction and its treatment
  • Region (optional) – Region where the affliction may occur. Afflictions that can occur in any region do not have this information.
  • Sequelae (optional)  – Effects that remain even after the Affliction is resolved. Not every affliction has an Sequelae.
  • Treatment – Description of the short or long-term process that can mitigate or nullify the effects of the Affliction, in addition to spells that may or may not cure it (if it deviates from the standard for the category)
  • Reparation (optional) – Specific process that must be done by the creature to nullify a specific effect.

Each Affliction category also has its own additional characteristics based on its type.

Affliction Categories

Mental and Spiritual Distress

Afflictions that mainly affect the psychological aspect or even the soul of a creature, compromising memory, identity, will, perception, emotional stability, coherence of thought or even the soul's bond with the body, which can range from a temporary effect to a permanent affliction. It is common for the Sequelae of other Afflictions to be a Mental and Spiritual Distress.

Disease

The most common Afflictions to encounter can weaken and degrade the body, deprive senses, limit bodily functions or even affect a creature's arcane abilities. Many Diseases, when left untreated, can cause the death of a creature.

Dependency

Despite affecting a creature's mind and behavior, this type of Affliction differs from Mental and Spiritual Distresses in that it is a compulsion, often resulting from the use of a specific substance or item. Addictions cause a creature to need to repeat a behavior or addiction to avoid the effects of withdrawal from it. Dependencies often have a long and complex treatment process.

Curse

Magical Afflictions centered on an entity, spell, item, or location, Curses are unique among Afflictions. Curses are powerful narrative tools, and can be consequences for provoking the rage of a powerful entity, effects of a corrupted location or an additional cost for using a powerful item. By their nature, they do not usually have a clear Treatment process, having only a Reparation instead. Some spells are directly linked to these Afflictions, such as Bestow Spell ou Remove Curse.

Mental and Spiritual Distress

Among the effects of Affliction, there are those that directly harm the mind and spirit of individuals, which may be caused by magical effects, be the result of adverse situations or even be a consequence of another type of Affliction that is untreated.

Some Mental and Spiritual Distresses go beyond the main vectors and can be acquired as a consequence of Afflictions, magical creatures or specific effects.

The Diagnosis of Distresses tends to focus on interpersonal skills, especially Intuition.

Since they are mostly mental effects, Mundane Distresses cannot be treated through a “standard spell” like Diseases or Curses, with specific treatment rules to deal with each one being necessary. On the other hand, most Distresses are temporary, ending naturally after a period of time.

In addition to the characteristics common to all types of Affliction, Distresses have a Duration, defining how long they affect the target creature.

Types of Distress

Mental and Spiritual Distresses affect people in different ways, based on the duration and persistence of their effects, being divided into Short Distress, Prolonged Distress, Indefinite Distress or Episodic Distress.

Short Distress

This type of Distress lasts for a short time, no more than a few minutes, making it similar to common negative Conditions, and may even be just a psychological way of causing a specific effect for a considerable time. The spell Minor Restoration can remove this type of Distress, unless the Distress' description says otherwise.

Prolonged Distress

This type of Distress lasts a considerable time, although it can be overcome naturally over its duration. A Prolonged Distress can not only hit the character punctually, but directly affect his behavior for the duration. Prolonged Distresses may require multiple Saving Throws for the duration. The spell Minor Restoration can remove this type of Distress, unless the Distress' description says otherwise.

Indefinite Distress

Unlike the previous ones, this type of Distress does not have a duration and can only be ended through appropriate treatment. A creature afflicted by an Indefinite Distress may experience hallucinations, paranoia, amnesia, or other effects that change the way they deal with the world around them. Indefinite Distresses that last for a long time often leave consequences even after successful treatment. The spell Greater Restoration can remove this type of Distress, unless the Distress' description says otherwise.

Episodic Distress

This type of Distress can be seen as a mixture of the previous ones, it is an effect without a defined time, but its effects are not constant, being caused by specific situations, locations or creatures. Particularly traumatic events often cause this type of Distress, causing negative effects on the creature whenever it interacts with something similar to the source of the trauma.

Episodic Distresses have different characteristics from other types of Distress due to their episodic nature:

  • Trigger defines what causes the Episodes, such as seeing a specific creature;
  • Effects define what happens to the creature during an Episode and their maximum duration;
  • Coping Mechanism describes how to avoid or end the effects of an Episode.

The spell Calm Emotions spell can end or prevent an Episode, unless the Distress' description says otherwise.

Diseases

Illness constitutes the majority of common Afflictions, whether in individuals of a Zaunite community who have come into contact with contaminated liquids, the son of a nobleman mysteriously bedridden, or hunters attacked by an infected beast.

The Diagnosis for Diseases varies greatly, usually being related to its vector, such as Nature for diseases originating from plants or Technology for diseases originating from contact with remains of technological fuels.

The Treatment for Diseases can be carried out magically, using spells, or non-magically, through a process listed in the “Treatment” section of the illness. In magical treatments, the spell Minor Restoration cures Mundane Diseases (except when the Disease's treatment says otherwise), making it necessary to cast the spell once a day for a number of days equal to the Stage of the disease. Magical Diseases have specific treatments, usually involving multiple uses of healing spells.

Characteristics of Diseases

In addition to the characteristics common to all types of Affliction, Diseases also have a period of  Incubation and Stages of progression.

  • The Incubation of a disease represents the period after infection where the first signs of it are presented. A disease with an incubation period of 1 day only shows signs after one day of infection.
  • The Stages show the progression of a disease, representing versions of different severities of the same. A creature that contracts a disease it already has has the disease's stage increased by 1.
    • Some diseases can advance their stages even without a second contagion through Progression, when this occurs, the progression process is listed in the disease information.

Dependencies

Some Afflictions affect creatures in the form of an unnatural compulsion or need, generating negative effects by not feeding that need.

Addiction Diagnosis usually involves the Addiction, normally having synergy with Offices related to it.

The Treatment for Dependencies is not directly a cure for the Affliction, but rather a way to mitigate its effects over time. A creature that has a Dependence needs to go through a long process to overcome it.

Characteristics of Dependencies

In addition to the characteristics common to all types of Affliction, Dependencies also have a specific Addiction, rules of Abstinence, a specific formula to calculate theDC to avoid the Dependence, a minimum amount of Consumption of their Addiction and Degrees of dependence on it.

  • An Addiction is normally the consumption of a substance, but it can be a behavior to be repeated, an object to be kept close by, etc. Addiction defines the cause and what feeds Dependence;
  • Abstinence informs what happens when a creature with Dependence does not feed the Addiction, having DC and effects that can vary based on the creature's Degree of Dependence;
  • The DC listed under each Dependence defines the value or formula for calculating the DC of the save to resist the Dependence;
  • Consumption defines how and how often your Addiction needs to be fed. A creature that doesn't meet Consumption requirements goes into Withdrawal;
  • The Degree of Dependence represents the intensity of the Dependence and its negative effects. The higher the Degree of an Dependence, the more intense the effects and the difficulty in dealing with it. A Dependence can be “treated” if the creature is able to reduce its Degree to 0.

Resisting the effects of an Dependence becomes more difficult as the Degree of Dependence increases. A creature that has a Dependence has the DC of saving throws related to it increased by an amount equal to its Degree. Ex.: A creature with acquires a Dependence with DC 10 reaches 3rd Degree with it, adding +3 to the DC, this makes the DC for saving throws related to that Dependence become 13.

Curses

Unlike other Afflictions, which always focus on the affected individual, Curses are capable of affecting creatures both directly and indirectly. Curses are particularly unique among Afflictions, having unique rules and classifications.

All Curses are Magical Afflictions and, unlike other types of Magical Affliction, Curses can combine positive and negative effects, often being an additional “cost” for a superior power. In these cases, completely removing a curse can remove the beneficial effects, which makes removing it a decision with pros and cons.

The Diagnosis for Curses tends to use Arcana or Religion, but it can vary based on its Vector and its magical treatment varies according to its “focus”. It is common for curses to not have a definitive “cure” or medical treatment, given their arcane nature.

Curse Focus

Curses vary depending on the vessel affected by them. Curses are separated by their Focus, which can be a Creature, a Spell, an Object or a Location.

Creature

Curses focused on creatures are caused directly to the target creature from another creature or entity, being more direct than the others, and it can be forced by powerful entities or enemies or even arise as a result of a voluntary pact in exchange for benefits. Creature-focused curses are often exclusive to certain origins with a higher-than-normal power level and innate connection to the arcane or spiritual, such as Celestials, Spirits, and Fiends.

In addition to the general characteristics of curses, Curses focused on Creatures also have a Duration Time. These Curses can last for a specific period of time, remain in effect until a specific event ends it or even last indefinitely.

Creature-focused Curses do not have medical treatment, but it is common to have a Reparation process (normally involving the entity or Vector of the Curse). An entity that causes this type of curse can also choose to remove it based on the cursed person's actions, at the Master's discretion. This type of curse can be removed by the Remove Curse spell, unless the Curse's description says otherwise.

Spell

Not all origins have the natural ability or power to impose curses on other creatures, but some use the arcane to generate these effects. Curses caused through magic are more volatile and simple compared to other curses, on the other hand, they are versatile in their use and can be caused by creatures of different types.

The duration and the way to resist a Spell-focused Curse are defined by the spell used and not by the Curse itself, the spell defines how many creatures are affected, how they are affected and how they can resist the effects, additionally, the curse remains active for the duration defined in the spell. These characteristics make it possible for the same curse to be caused by different spells, with subtle changes in their functioning and duration.

Spell-focused curses have different characteristics affected by casting, depending on the spell cast:

  • Casting Level: Describes a minimum spell level to cast the Curse, appears as part of the Curse's Vector.
  • Saving Throw: Whenever a Spell-focused Curse requires a saving throw, it uses the DC of the spell used to inflict it.
  • Treatment: In general, the way to “cure” this type of Curse is defined by the spell used, not the curse itself (although there may be exceptions).

Additionally, in addition to the general characteristics of curses, Spell-focuse Curses may require the use of a Specific Spell to be used.

This type of curse does not usually have Signs, Sequelae, Treatment or Reparation in its description, but each spell used to cause curses has its own rules to resist or end the curse, in addition, effects that end spells and magical effects may be able to end Sell-focused Curses. Alternatively, the spell Remove Curse is capable of ending this type of curse, depending on the level at which it is cast.

Location

Location-focused curses demonstrate corruptions and alterations in specific locations from an extreme source of power. Manifestations of the Void, advances of Torment, or corrupt temples are examples of cursed locations. A Location-focused curse is not necessarily tied to a fixed place, although most curses are permanently fixed to a cursed location. The effects of this type of curse afflicts creatures that enter the affected territory, although some curses limit the types of creatures negatively affected by them, and can even benefit other types of creatures.

Some characteristics of Location-focused curses are slightly different from others, and occasionally have additional characteristics, as indicated below:

  • Vector: The Vector defines what brings the curse to the location.
  • Signs: Signs describe changes in the cursed place, not the creatures within it.
  • Diagnosis: Diagnosis describes how to identify a cursed location and ways to deal with the curse.
  • Sequelaes: Sequelaes describe remnants left in a creature after entering the cursed place or after being affected by its negative effects.
  • Area: The Area is a characteristic that defines the maximum range of the curse, in open places, it defines a radius of reach, in closed places, it defines the average dimensions of the place.
  • Targets: Targets are creatures affected by the curse. By default, curses usually target “Creatures”, but they can have specifications on the type of creature affected or affect something other than creatures.
  • Magic Zone: The Magic Zone is an optional feature of this type of curse, describing changes in the type of magic zone of the area affected by the curse.
  • Treatment: Treatment describes ways to end the curse on the location (when possible).
  • Reparation: Reparation can define ways of dealing with the negative effects of the curse.

Removing the curse from a Cursed Location is usually not possible, but avoiding its effects is a different matter. The Remove Curse and Anti-Magic Field spells can be used to protect creatures from the effects of this type of curse temporarily.

Object

Object-focused Curses imbue objects with unique properties that affect those who use them, creating Cursed Items. A Cursed Item inflicts negative effects on a creature through attunement. Cursed items have a description of the effects of their curse in their description, the curses themselves describe the process that curses an item.

Some characteristics of Object-focused curses are slightly different from others, and occasionally have additional characteristics, as indicated below:

  • Vector: The Vector defines what transforms the object into a cursed item.
  • Signs: Signs describe changes in the cursed item, not the creature attuned to it.
  • Diagnosis: Diagnosis describes how to identify a cursed item before attuning to it
  • Sequelae: Sequelae describe remnants left in a creature when attuned to a cursed item.
  • Equipment (optional): An Equipment is an optional trait that describes the type of object that can be affected by the curse.
  • Treatment: Treatment describes ways to break the attunement with the item.
  • Reparation: Reparation can define ways to end the curse on the item.

Just like the Treatment described in the curse that creates a cursed item, the Remove Curse spell does not remove the curse from an item, but breaks the attunement to it, unless the Curse's Treatment says otherwise.