List of Afflictions

De Runarcana Wiki
Esta página é uma versão traduzida da página Listas de Aflições. Sua tradução está 100% completa.

This article complies with version 0.96 of Runarcana RPG

List of Mental and Spiritual Distresses

Noxian Battle Scars

Mundane Affliction

Category: Mental and Spiritual Distress
Vector: Extreme battle, massacre or contact with battlefield horror
Signs: Increased irritability, social isolation and/or avoidance of topics related to the traumatic event
Diagnosis: A DC 12 Insight or Medicine check can identify the concussion while a DC 14 Medicine check allows you to identify its treatment. The Apothecary Office has synergy with these tests
Duration: Episodic Distress
Region: Noxus
Sequelae: Once a creature is affected by this distress, it has disadvantage in saving throwsto resist it if it goes through the situation in which it acquired it again.

Also known as Battlefield Madness, this is not a magical affliction, but rather the human cost of a culture that glorifies constant war with no room for processing trauma. Characters who participate in bloody battles in a Noxian campaign can develop this state.

This Distress can be acquired in different ways based on the event experienced by the creature, as described below:

  • Extreme Battle: After participating in uninterrupted combat lasting more than 1 minute (10 rounds), the creature must succeed on a Wisdom saving throw with a DC equal to the number of turns in combat the creature has faced or is afflicted by this shock. A creature afflicted by Noxian Battle Scars in this way tends to want to avoid long battles, having a disadvantage on Episode saves if a combat lasts more than 10 rounds.
  • Massacre: When participating in a battle where you have witnessed the death of a number of allies equal to or greater than your Level or ND, the creature must succeed in a Charisma saving throw with a CD equal to 8 + the number of fallen allies or is afflicted by this shock. A creature afflicted by Noxian Battle Scars in this way tends to prefer to face its battles alone, and may refuse to participate in a battle if it has allies of a lower Level or CR than its own in combat.
  • Battlefield Horror: After facing or witnessing combat against a Risen Noxian with CR greater than its Level, the creature must perform a Wisdom saving throw with DC equal to 8 + the Risen's proficiency bonus + the number of creatures defeated by the Risen, being affected by this Distress on a failure. A creature afflicted by Noxian Battle Scars in this way fears the Noxian Risen, making encountering one of these creatures a Trigger for its episodes.

Alternatively, the GM may choose to apply Noxian Battle Scars directly after particularly traumatic battles, without a safeguard, if the DM feels the intensity warrants it.

Battle Scars Episodes

Trigger: When entering combat or witnessing combat, the creature suffers the effect of the Episode.

Effects: When witnessing a trigger and at the beginning of each turn during combat, the creature must make a DC 17 Wisdom saving throw. On a failure, the creature rolls 1d6, receiving an effect from the War Trauma table based on the value obtained:

War Trauma
1d6 Effect
1 Isolation: The character withdraws into his own mind and becomes Paralyzed. The effect ends if the character takes any damage.
2 Dread: The character is Frightened by enemies in combat or by the source of the Trigger.
3 Outbreak: The character must use his action each round to attack the nearest creature (be it an ally or an enemy).
4 Escape: The character must use all of his speed to move away from the source of the Trigger.
5 Hesitation: The character feels insecure about combat, having a disadvantage on attack rolls.
6 Fainting: The character falls unconscious.

Coping Mechanism: An allied creature can try to help the creature overcome an Episode through dialogue, using an action to perform a Persuasion check to do so, requiring a result greater than 15 to end the Episode. After ending an Episode in this way, the creature is unaffected by Triggers for 1d10 minutes.

Treatment

This Distress is natural and cannot be cured magically, but medical treatment through rest is possible.

A creature afflicted by this Distress must remain out of combat for 30 days, in a safe environment, with prolonged rest. After this period, the creature is no longer afflicted by the Episodes of this Distress.

Arcane Confusion

Magic Affliction

Category: Mental and Spiritual Distress
Vector: Spell Confusion, Mental Burning
Signals: Variable (based on the table result)
Diagnosis: A DC 10 Arcana, Insight or Medicine check can identify the Distress, a DC 14 Arcana check identifies Treatment and Reparation
Duration: Short Distress (up to 1 minute)

Arcane Confusion is a magical effect caused through the spell Confusion, causing distortions in a creature's mind in order to alter its behavior.

  • Confusion: A creature that fails the spell's save is afflicted by this Distress, following the rules described in it.
  • Contagion – Mind Burning: A creature afflicted by the Mind Burning Disease is afflicted by this Distress whenever it enters combat.

Effect

A creature afflicted by Arcane Confusion is unable to take actions and must roll 1d10 at the start of each of its turns, taking a negative effect from the Erroneous Behavior table based on the result rolled.

Erroneous Behavior
1d10 Effect
1 The creature uses all of its speed to move in a random direction. To determine direction, roll a d8 and assign a direction to each face of the die. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within range. If there are no creatures within reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Treatment

The short time and combative nature of this Distress make mundane treatment unfeasible, but the effect can be terminated previously through successful Wisdom saves (if acquired through the Confusion spell).

Saving Throws: At the end of each turn, a creature afflicted by Arcane Confusion can redo the Wisdom save of the spell that generated the effect, ending this Distress on a success.

Alternatively, this shock can be treated magically through the spell Greater Restoration, being cured after casting the spell.

Reparation

When acquired through the Confusion spell, the effects of this Distress only last as long as the spell's caster maintains concentration, making it possible to end its effects prematurely by breaking the caster's concentration.

Mild Mental Attrition

Mundane Affliction

Category: Mental and Spiritual Distress
Vector: Variable
Signals: Variable (based on the table result)
Diagnosis: A DC 10 Insight or Medicine check can identify the Distress while a DC 10 Medicine check allows you to identify its treatment
Duration: Short Distress (1d10 minutes)

Mental Atrrition refers not to a single effect, but to a variety of “generic” effects that affect the minds of creatures through a variety of factors. A Mild Mental Attrition is any mental shock capable of affecting a creature's mind for a short period of time.

Effect

When afflicted by a Mild Mental Attrition, the creature rolls 1d12, being affected by the equivalent result on the Short Madness table. If it is already affected by the effect, the creature rolls again.

Short Madness
1d12 Effect
1 Paralysis: The creature closes in on itself for a moment, remaining Paralyzed until the end of the Distress. The effect ends early if the creature takes damage.
2 Outbreak: The creature remains Incapacitated until the end of the Distress, screaming, laughing, crying or repeating phrases without coherence.
3 Dread: The creature is Frightened by the Distress' Vector and, at the start of each turn, must use its movement to move away from the source of the fear, if it can.
4 Disorientation: The creature becomes disoriented by the environment and suffers disadvantage on attribute tests and attack rolls until the end of Distress.
5 Distrust: The creature interprets allies as diffuse threats. The creature cannot receive advantage from allies and cannot use reactions to benefit them.
6 Repetition: The creature goes into motor compulsion. At the beginning of the turn, do Wisdom DC 12. On failure, spend the action repeating gesture, speech, prayer, laughter, cleaning or counting.
7 Hallucination: The creature suffers a short visual or auditory hallucination. The creature has disadvantage on Perception and Intuition.
8 Blur: The creature goes into mental flight. The creature cannot cast spells, Sutras or Invocations that require a verbal component or concentration until the end of the Distress.
9 Anxiety: The creature suffers from tremors and hypervigilance. The creature cannot concentrate and automatically fails the next Concentration check.
10 Obsession: The creature becomes obsessed with an object, symbol, noise or detail in the scene. As long as the creature doesn't interact with this obsession, the creature receives disadvantage on all attack rolls.
11 Introspection: The creature bursts into laughter, tears or involuntary rage. Until the Distress ends, you cannot use prepared actions, stealth, or delicate social tests.
12 Collapse: The creature suffers sensory collapse. The creature randomly receives an effect between Deaf, Blind or Silenced for the duration of the Distress.

Treatment

A Mild Mental Attrition is a short-lived effect with no mundane healing, but can be magically healed normally.

Medium Mental Attrition

Magic Affliction

Category: Mental and Spiritual Distress
Vector: Variable
Signals: Variable (based on the table result)
Diagnosis: A DC 10 Insight or Medicine check can identify the Distress while a DC 12 Medicine check allows you to identify its treatment
Duration: Prolonged Distress (1d10 days)

Mental Atrrition refers not to a single effect, but to a variety of “generic” effects that affect the minds of creatures through a variety of factors. A Medium Mental Attrition is any mental distress capable of affecting a creature's mind for a considerable period of time, but not permanent.

Effect

When afflicted by Medium Mental Attrition, the creature rolls 1d12, being affected by the equivalent result on the Long Madness table. If it is already affected by the effect, the creature rolls again.

Long Madness
1d12 Effect
1 Phobia: The creature develops an intense aversion to blood, corpses, insects, darkness, mirrors, fire, deep water, or another coherent trigger. When faced with the trigger, do Wisdom DC 13 or become Frightened for 1 minute.
2 Paranoia: The creature becomes paranoid. Receives disadvantage on Insight, Persuasion, and checks to receive voluntary help.
3 Amnesia: The creature suffers lapses in recent memory. Whenever it finishes a rest, it makes a DC 13 Intelligence check. On a fail, the creature forgets details from the previous day, immediate plan, or recent instruction. The creature also has disadvantage on checks made to remember.
4 Obsession: The creature develops compulsions to clean, count, pray, write, symmetry, consume or repeat. Whenever the creature is under pressure, it must succeed on a DC 13 Wisdom check or spend the action fueling compulsion.
5 Apathy: The creature becomes emotionally dull. Cannot inspire, lead speeches, perform performance art with mechanical benefit, or grant advantage through social interaction.
6 Aggressiveness: The creature suffers aggressive impulses. When provoked, injured or contradicted, it makes a DC 13 Wisdom check. If failed, the creature must use its action to attack, advance or intimidate.
7 Insomnia: The creature starts to sleep poorly. At the end of each long rest, the creature makes a DC 13 Constitution save. On a failure, it recovers only half of the resources it normally would.
8 Scopaesthesia: The creature becomes convinced that it is being watched or followed. Receives disadvantage on Stealth, Concentration, and group vigilance checks.
9 Iconography: The creature projects a “pattern” over the world. Choose a sign, color, sound, number or shape. Whenever this pattern appears, the creature must make Wisdom DC 13 or lose its turn.
10 Grief: The creature fixates on guilt, defeat, or failure. Until the creature repairs or revisits this point, it receives disadvantage on rolls to resist the Charmed and Frightened conditions.
11 Mental Image: The creature creates an imaginary link with a voice, figure, animal, companion or presence. The creature knows something is wrong, but she treats this bond as real. Receives disadvantage in Intuition and Perception.
12 Carelessness: The creature cannot take risks seriously. Whenever the creature enters combat, it faces an initial round of recklessness and cannot use its action to defend, retreat, prepare, or protect itself.

Treatment

A Medium Mental Attrition is a long-lasting effect with no mundane healing, but can be magically healed normally.

Burden of Justice

Magic Affliction

Category: Mental and Spiritual Distress
Vector: Valor of the Protector Heritage
Signs: Creatures with true vision or capable of seeing the spiritual realm may perceive a slight golden aura around the individual
Diagnosis: A DC 10 Insight check can identify the Distress. There is no treatment for this Distress.
Duration: Episodic Distress
Region: Demacia

Defending and protecting justice is a choice that weighs on the spirit of those who choose to follow this path.

This Distress is automatically acquired by creatures that have the Valor of the Protector Heritage.

Burden of Justice Episodes

Trigger: When consciously committing a type of injustice or discovering that one of their acts was unfair, the creature suffers the effect of the Episode.

Effects: The creature makes a Wisdom saving throw whose DC is set by the GM based on the injustice. On a failure, the creature has disadvantage on all rolls for the next 24 hours.

Coping Mechanism: If the injustice that caused the Episode is corrected, the negative effects of the Episode end.

Treatment

The Burden of Justice is a Distress that arises as a consequence of the benefits of a strong sense of justice, and is not something that can be “treated”.

Laughter Hysteria

Mundane Affliction

Category: Mental and Spiritual Distress
Vector: Laughter Fever
Signs: Intense mood changes
Diagnosis: Laughter Hysteria shares the Diagnosis with the disease that caused it
Duration: Episodic Distress

This Distress gave the name Laughter Fever to the disease that causes it, which is consistent with the uncontrollable fits of laughter caused by Laughter Hysteria.

Laughter Hysteria is a direct consequence of the disease infection. A creature that acquires Stage 2 Laughter Fever afflicted by this Distress.

Episodes of Laughter

Trigger: Any event that causes the infected to suffer some stress – including engaging in combat, taking damage, facing fears, or having a nightmare – the infected must make a Constitution saving throw DC 11 + Current stage of Laughter Fever. On a failure, the creature suffers the effect of the Episode.

Effects: When your Trigger save fails, the creature suffers 5 (1d10) Psychic damage and becomes Incapacitated by uncontrollable fits of laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the Incapacitated condition and uncontrollable laughter on a success. For each Laughing Fever Stage above 4th, the Psychic damage taken increases by 5 (1d10).

Coping Mechanism: The creature affected by an Episode can repeat the saving throw at the end of each of its turns, ending the Episode (and the Incapacitated condition) on a success.

Treatment

Laughter Hysteria has no direct treatment, lasting as long as the creature is afflicted by Laughter Fever.

Reparation

Although there is no direct treatment, completely curing Laughter Fever also causes the creature to be cured of the effects of this Distress.

Insanity of the Void

Magic Affliction

Category: Mental and Spiritual Distress
Vector: Contact with Voidborn, the Void or places contaminated by it
Signals: Variable (based on the table result)
Diagnosis: A DC 18 Insight or Medicine check can identify the Distress while a DC 20 Medicine check allows you to identify its treatment
Duration: Indefinite Distress

Insanity of the Void is a form of mental deterioration caused by the Void and its creatures, showing how this distorted anti-reality affects the minds of creatures.

This Distress can be acquired through direct contact with the Void or with Voidborn creatures:

  • Voidborn Creatures: When faced with a creature with the Voidborn Type of CR equal to or greater than its level, the creature exposed to the Coidborn must succeed on a DC 10 Wisdom saving throw + the Voidborn's CR or be afflicted by this Distress.
  • Contaminated Location: A creature that enters a location contaminated by Touch of the Void must perform a DC 15 Wisdom saving throw every hour they remain in the location, being afflicted by this Distress on a failure. The DC of the save increases by 1 for every hour you remain in the area.
  • Contact with the Void: A creature that has direct contact with the Void is automatically afflicted by this Distress.

Effect

When afflicted by Insanity of the Void, the creature rolls 1d6, being affected by the equivalent result on the Void Madness table. If it is already affected by the effect, the creature rolls again.

Void Madness
1d6 Effect
1 Patterns: The creature begins to perceive mathematical patterns in everything — in the movement of people, in architecture, in sounds. It's impossible to ignore them; the creature becomes obsessed with deciphering them. Upon failing Intelligence checks, the creature must make a DC 12 Intelligence saving throw or be Incapacitated for 1 minute while it tries to understand the patterns.
2 Whispers: The creature hears whispers inaudible to all others and interrupts conversations to respond to them. The creature has disadvantage on perception checks linked to hearing.
3 Mourning of the Void: The creature believes that everything that exists is already dead — that the Void has already consumed reality and what it sees are just echoes, making the creature act as if there were no consequences. The creature becomes unable to use the Disengage or Dodge actions in combat.
4 Visions: The creature has periodic visions of a formless, colorless space. When failing Perception checks or being surprised, the creature must make a DC 12 Wisdom saving throw or be Incapacitated for 1 minute while the vision overlaps reality.
5 Acceptance: The creature begins to perceive the Void as a solution to suffering — not maliciously, but with a genuine philosophical interest in "ending the process." The creature has disadvantage on death saving throws.
6 Impersonality: The creature loses memory of its own name and origin, referring to itself in the third person. The creature loses the benefits of its Past.

Treatment

The Insanity of the Void is an affliction that goes beyond the ordinary rules of the material and spiritual world. The only known way to cure this Distresss is through the Wish spell.

Madness

Mundane Affliction

Category: Mental and Spiritual Distress
Vector: Variable
Signals: Variable (based on the table result)
Diagnosis: A DC 10 Insight or Medicine check can identify the Distress while a DC 12 Medicine check allows you to identify its treatment
Duration: Indefinite Distress

Madness refers not to a single effect, but to a variety of “generic” effects that drive creatures mad. Whenever an effect refers to “going mad” without specification, the effect is referring to being afflicted by this Distress.

Effect

When afflicted by Madness, the creature rolls 1d12, being afflicted by the equivalent result on the Permanent Madness table and acting accordingly. If it is already affected by the effect, the creature rolls again and gets the new result.

Permanent Madness
1d12 Madness
1 "Getting drunk keeps me sane"
2 "I keep everything I find"
3 "I try to become more like someone I know – adopting their style of dress, mannerisms and name"
4 "I must distort the truth, exaggerate, or lie outright to be interesting to other people"
5 “Achieving my goal is the only thing that interests me, and I will ignore everything else in pursuit of it.”
6 "I find it difficult to care about anything that goes on around me"
7 "I don't like how people judge me all the time"
8 "I am the smartest, wisest, strongest, fastest and most beautiful person I know"
9 "I am convinced that powerful enemies are hunting me, and their agents are wherever I go. I am sure they are watching me at all times"
10 "There is only one person I can trust. And only I can see this special friend"
11 "I don't take anything seriously. The more serious the situation, the funnier I find it"
12 “I discovered that I really enjoy killing people.”

Treatment

Madness is an affliction that has no mundane cure, but can be magically cured normally.

Shimmer Madness

Mundane Affliction

Category: Mental and Spiritual Distress
Vector: Dependence on Shimmer, Shimmer Infusion or use of Turbo Chemtank
Signals: Variable (based on the table result)
Diagnosis: A DC 10 Insight or Medicine check can identify the Distress while a DC 14 Medicine check allows you to identify its treatment. The Alchemist Craft has synergy with these tests
Duration: Indefinite Distress
Region: Zaun

The negative effects of using Shimmer in a particularly extreme way or for prolonged periods leave consequences on the creature's mind.

This Distress can be acquired in different ways based on the form of Shimmer that causes it:

  • Addiction: Upon reaching a high Degree of Dependence, the creature acquires this Distress, receiving an effect from the table each time it acquires this Affliction.
  • Infusion: Each Shimmer Infusion generates its own version of Shimmer Madness after the process, explained in its characteristics.
  • Turbo Chemtank: Every 5 rounds inside a Chemtank in combat, the creature must make a DC 15 Wisdom Saving Throw, being afflicted by Shimmer's Madness on a failure. If you get a natural 1 in this Saving Throw, the creature is afflicted by an additional effect to Shimmer's Madness and receives 1 Degree of Shimmer Addiction.

Effect

When afflicted by Shimmer's Madness, the creature rolls 1d8, being affected by the equivalent result on the Shimmer Madness table. If it is already affected by the effect, the creature rolls again.

Shimmer Madness
1d8 Effect
1 Personal Carelessness. The creature starts to see reality as a dream, illusion or similar, believing that the risks around it are the result of Shimmer. The creature has disadvantage on checks and saving throws related to illusions or discerning reality and tends to put itself in danger.
2 Dissociation. The creature treats itself in the third person, loses emotional connection with its own actions and receives disadvantage on tests of Intuition, Medicine and any skill that depends on emotional reading.
3 Distorted Judgment. The creature has difficulty differentiating between allies and enemies in combat. Whenever the creature makes a melee attack while an ally is in its attack range, the creature must succeed on a DC 15 Insight check or the attack will be aimed at the ally (the attack will still need to overcome the ally's AC).
4 Mental Slowness. The creature's mind and reflexes become slower, making it difficult to focus and make precise movements. The creature has disadvantage on Acrobatics and Sleight of Hand checks and has -3 on hit rolls with ranged weapons.
5 Purple Obsession. The creature develops a need to understand, study, or simply possess samples of Shimmer. When aware of the presence of Shimmer in its proximity, the creature has disadvantage on tests that are not directly linked to approaching or acquiring the Shimmer.
6 Structural Paranoia. The creature believes that there is a hidden order acting against it. The creature has disadvantage on all friendly social rolls and will not accept help without a successful Persuasion check against its spell DC or 8 + its proficiency bonus + its Wisdom modifier, whichever is greater.
7 Psychological Addiction. The creature feels that its mind is only truly sane when altered by Shimmer, having disadvantage on Intelligence, Wisdom and Charisma tests and saves while unaffected by the substance.
8 Imaginary bond. The creature maintains a continuous relationship with a friend, mentor, voice, guide, dead person or entity that only it perceives, suffering disadvantage in Intuition, Perception and Concentration rolls when the “presence” is contradicted.

Treatment

A creature with Shimmer Madness can have one of its effects removed by daily casting the spell Greater Restoration for 3 consecutive days.

Vital Torpor

Magic Affliction

Category: Mental and Spiritual Distress
Vector: Resurrection
Signs: Slow reflexes, staring vacantly into space as if staring at something that isn't there, dissociation
Diagnosis: A DC 18 Arcana or Medicine check can identify the Distress, a DC 20 Arcana check identifies Magical Treatment while a DC 20 Medicine check identifies Medical Treatment
Duration: Prolonged Distress (12 or more days)

Coming back from the dead is an ordeal. Creatures brought back to life through magic after the passage of time feel the consequences of the process in their mind and spirit, taking some time to completely reestablish their connection to the material world.

  • Restore Life: Creatures resurrected through the Restore Life feature of the Rite of the Stars are afflicted by this Distress.
  • Delayed Resurrection: Effects that resurrect a creature after a period of time can generate this Distress.

Effect

The creature feels a disconnect between its body and its mind and spirit, suffering a -4 penalty on all attack rolls, saving throws, and ability checks.

Treatment

This Distress is a direct result of a creature's forced reconnection to the material realm, and it is not possible to carry out medical or magical treatment to resolve its effects quickly. Despite this, time in the material realm slowly eliminates the negative effects.

  • Each time the afflicted creature finishes a full rest, the value of the penalty is reduced by 1, until it disappears.

Reparation

Although there is no direct way to treat this Distress, effects that can grant the benefits of full rest also reduce the penalty on the creature, potentially eliminating it.

List of Diseases

Snow Blindness

Mundane Affliction

Category: Disease
Vector: Prolonged Exposure to Extreme Cold, Snowstorms
Signs: Formation of ice crystals in the eyes, pupils with a color close to white, visible bluish ocular veins
Diagnosis: A DC 15 Survival or Medicine check can identify the disease while a DC 17 check allows you to identify its treatment. The Apothecary Office has synergy with these tests
Stages: 1 - 2, progression
Incubation: Instant
Region: Freljord
Sequelae: A creature afflicted by Stage 3 Snow Blindness does not regain its sight even after treating the disease

Snow Blindness is one of the quietest dangers of exploring in frigid environments, affecting creatures unprepared to venture into the extreme cold.

This disease can be acquired in the following ways:

  • Exposure to Cold: For each hour of the day that a creature spends in snow or ice without adequate protection, it must make a Constitution saving throw DC 5 + 1 for each hour spent, being afflicted by this disease on a failure.
  • Snowstorm: For every half hour that a creature spends in a snowstorm without adequate protection, it must make a Constitution saving throw DC 10 + 1 for each hour passed, being afflicted by this disease on a failure.

Due to their vulnerability to weather, Constructs can be normally afflicted by Snow Blindness, even if they are normally immune to disease.

Effects

A creature afflicted by this disease can be in one of 2 Stages of this disease, with gradual effects accordingly:

  • Stage 1: The infected person is Blinded for 2d8 hours or until they receive medical treatment.
  • Stage 2: The infected person becomes permanently blind.

Progression

Prolonged exposure to disease vectors worsens blindness symptoms.

When a creature is afflicted by the Blindness effect more than 3 times within a week, Snow Blindness advances to Stage 2.

Treatment

In its initial stage, Snow Blindness can be treated to nullify its effects.

An afflicted creature can regain its sight by resting in a place without bright lights and sheltered from the cold. Resting in this way allows the creature to recover its vision at the rate of half an hour per hour of rest, depriving it of light. At the end of this rest, the creature will no longer be afflicted by Snow Blindness. If it is in Stage 2, the creature retains sequelae of the disease.

Alternatively,  magical treatment cures Snow Blindness in Stage 1 normally however, in Stage 2, the infected person retains sequelae of the disease even after treatment.

  • Spell — Minor Restoration: The spell Minor Restoration cures the disease, but the infected person retains the sequelae of the disease even after the cure.
  • Spell — Greater Restoration: The spell Greater Restoration cures the disease and prevents sequelae.

Reparation

The sequelae of the disease can be cured with the spell Greater Restoration, restoring the creature's vision.

Contagion – Mental Burning

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Fever, flushing of the forehead or face
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws)

Mental Burning is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease becomes feverish and receives negative effects in and out of combat:

  • Stage 1: The Infected has disadvantage on Intelligence tests and saves. Additionally, when entering combat, the infected is afflicted by the Arcane Confusion Distress, using the DC of the spell that caused the disease to define their saving throws and erroneous behaviors.

Treatment

This disease can be treated through special balms and prolonged rest.

  • A creature that spends the affected period recovering in a place without loud sounds or great mental exertion can make a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. Upon achieving 3 successes in these saving throws, the Disease is cured.
  • An Apothecary who understands the treatment of the Disease can use 1 hour of work and a craft set to create a balm that, when applied to the infected's forehead before the long rest, allows a bonus equal to the level of Apothecary used to be added to the treatment saving throw.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Contagion – Blindness Disease

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Constant headache, eyes covered in a shade of milky white
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws)

The Blindness Disease is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease feels acute mental pain and receives negative effects for the duration:

  • Stage 1: The Infected has disadvantage on Wisdom checks and saves and is Blind.

Treatment

This Disease can be treated by applying compresses to the infected's eyes and prolonged rest.

  • A creature that spends the affected period recovering in a dark place with low lighting can perform a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. When you get 3 successes in these saving throws, the disease is cured.
  • An Apothecary who understands the treatment of the Disease can use 1 hour of work and a craft set to develop a compress using medicinal herbs that, when kept under the eyes of the infected person during the long rest, allows a bonus equal to the level of Apothecary used to be added to the treatment saving throw.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Contagion – Pernicious Fever

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Severe fever, feeling of body weakness
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws)

Pernicious Fever is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease feels a violent fever run through its body and receives negative effects for the duration:

  • Stage 1: The Infected has disadvantage on Strength tests and saving throws, as well as on attack rolls that use Strength as the main attribute.

Treatment

This Disease can be treated through revitalizing elixirs and prolonged rest.

  • A creature that spends the affected period recovering with quality food and without physical exertion can make a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. Upon achieving 3 successes in these saving throws, the disease is cured.
  • An Apothecary who understands the treatment of the disease can use 1 hour of work and a craft set to develop a special elixir using medicinal herbs which, when consumed by the infected person before the long rest, allows a bonus equal to the Apothecary level used to create them to be added to the treatment saving throw.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Contagion – Flesh Necrosis

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Decomposition of parts of the meat, withered appearance
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws)

Flesh Necrosis is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease has the flesh on its body decayed, affecting its appearance and receiving negative effects for the duration:

  • Stage 1: The Infected has disadvantage on Charisma tests and vulnerability to all types of damage.

Treatment

This Disease can be treated through revitalizing tonics and prolonged rest.

  • A creature that spends the affected period recovering with quality food and without physical exertion can make a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. Upon achieving 3 successes in these saving throws, the disease is cured.
  • An Apothecary who understands the treatment of the disease can use 1 hour of work and a craft set to develop a special tonic using medicinal herbs that, when consumed by the infected person before the long rest, allows a bonus equal to the Apothecary level used to create them to be added to the treatment saving throw.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Contagion – Sticky Ruin

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Heavy bleeding from different parts of the body
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws)

Sticky Ruin is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease bleeds uncontrollably and receives negative effects for the duration:

  • Stage 1: The Infected has disadvantage on Constitution checks and saves. Additionally, whenever the creature take damage, it is Stunned until the end of its next turn.

Treatment

This disease can be treated through hemostatic bandages and prolonged rest.

  • A creature that spends the affected period recovering with light food and enhanced hydration can make a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. Upon achieving 3 successes in these saving throws, the disease is cured.
  • An Apothecary who understands the treatment of the disease can use 1 hour of work and a craft set to develop a hemostatic bandage using medicinal herbal tissue which, when applied to the infected person before the long rest, allows a bonus equal to the Apothecary level used to create them to be added to the treatment saving throw.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Contagion – Trembling

Magic Affliction

Category: Disease
Vector: Spell Contagion
Signs: Muscle spasms
Diagnosis: A DC 15 Arcana or Medicine check can identify the Disease, while a DC 17 spell check allows you to identify its treatment (Arcane identifies magical treatment, Medicine identifies medical treatment)
Stages: 1
Incubation: 30 seconds (depending on saving throws) Trembling is one of the Diseases that can be acquired through the Contagion spell.

  • Spell – Contagion: A creature that fails three saving throws of the spell is afflicted by this Disease for the next 7 days (if this is the chosen disease).

Effects

A creature afflicted by this Disease has uncontrollable muscle spasms that cause tremors and negative effects for the duration:

  • Stage 1: The Infected has disadvantage on Dexterity checks and saving throws, as well as attack rolls that use Dexterity as their main attribute.

Treatment

This disease can be treated through calming solutions and prolonged rest.

  • A creature that spends the affected period recovering in a quiet place with good air circulation can make a Constitution saving throw against the effect at the end of each long rest, using the DC of the original spell. Upon achieving 3 successes in these saving throws, the disease is cured.
  • An Apothecary who understands the treatment of the disease can use 1 hour of work and a craft set to develop a special solution using medicinal herbs that, when consumed by the infected person before the long rest, allows a bonus equal to the Apothecary level used to create them to be added to the treatment saving throw. Teas created by an equally capable Apothecary can generate a similar effect.

Diseases acquired through the Contagion spell follow the rules of magical treatment of mundane Diseases, and can be cured through the spell Minor Restoration.

Kumungu Fever

Mundane Affliction

Category: Disease
Vector: Kumungu jungle insect bite or bite from a transmitting beast
Signs: Chills, fever in cycles, cold sweat, pale skin, muscle pain, deep exhaustion
Diagnosis: A DC 15 Nature or Medicine check can identify the Disease, a DC 17 Medicine check identifies its medical treatment, while a DC 17 Arcana check identifies the magical treatment. The Apothecary Craft has synergy with these tests.
Stages: 1 - 4, progression
Incubation: 24 hours
Region: Ixtal (Kumungu)
Sequelae: Permanent exhaustion remains as normal Exhaustion after the Disease is cured

Kumungu Fever exclusively afflicts those who venture into the jungle, initially with intense fever and chills, but gradually becoming more severe, and can even cause the death of those infected.

This disease can be acquired in the following ways:

  • Bite: If a Beast infected or carrying the disease vector attacks a creature with a Bite, the attacked creature must succeed on a DC 14 Constitution saving throw or become infected by the disease.
  • Sting: Creatures not native to the Kumungu Jungle can be stung without realizing it while in the region, having to succeed on a DC 16 Constitution saving throw or entering the incubation stage of the Disease on a fail and then being afflicted with the 1st Stage of the Disease. Creatures that protect themselves with special herbaceous repellents (or another suitable form of protection) when entering the region prevent this from happening.

Vastayas of the Kiilash tribe and creatures that have already been infected by the disease and have recovered have advantage in saving throws to resist it.

Effects

A creature afflicted by this disease can be in one of 4 Stages of this disease, with gradual effects accordingly:

  • Stage 1: Every 12 hours, upon contact with water or upon receiving Cold damage, the infected creature enters a cycle of intense fever and chills that lasts for 1 minute.
  • Stage 2: During the fever, the infected suffers disadvantage on all attribute tests and attack rolls.
  • Stage 3: During the fever, the infected takes 1d6 Necrotic damage at the start of each turn in combat or 1d4 Cold damage every 6 seconds out of combat.
  • Stage 4: During the fever, the Infected's speed is reduced by half and it cannot use the Dash action.

Progression

At the end of each long rest, Constitution DC 14. On a success, maintain the Stage. On two consecutive successes, reduces 1 Stage. On failure, advance 1 Stage.

After reaching Stage 4, the infected continues making progression saves, receiving 1 level of Exhaustion that cannot be cured removed through rests on a failure.

If the infected creature receives 5 levels of Exhaustion as a result of this Disease, they enter critical condition: at the beginning of each day, the infected makes a DC 14 Constitution saving throw. Three accumulated failures result in death.

Treatment

Kumungu Fever can be treated non-magically through natural recovery or through a special herbal tea prepared by an Apothecary:

  • Natural Recovery: An infected person is cured of the disease if they score enough cumulative successes on the Progression saving throw to reduce the disease's Stage to 0. An infected person who remains at rest (according to the “Recovering” rules) away from the dangers of the jungle in a place prepared by a creature that knows how to treat the disease has advantage on all of its saves.
  • Ixtali Root Tea: An Apothecary who knows the treatment for the disease can use 1 hour of work with a Craft set to produce a dose of a special tea made from medicinal roots found only in Ixtal, although common in the region. An infected person who consumes the tea while at rest (according to the “Recovering” rules) reduces 1 Stage of the disease. Three consecutive days of correct administration of Ixtali Root Tea cure the disease.

Kumungu Fever can be alleviated through the spell Minor Restoration, but not cured. Creatures who are unaware of the treatment may mistakenly believe that the disease has been cured.

  • Spell — Minor Restoration: The spell Minor Restoration suppresses the effects of the disease for 24 hours, making the infected person not suffer the negative effects and appear to be healthy during this period, but returning to the same state after the duration if the spell is not cast again.
  • Spells — Heroes' Feast: Consuming the meal created by the spell Heroes' Feast completely cures the disease.
  • Spell — Greater Restoration: The spell Greater Restoration completely cures the disease.

Laughter Fever

Mundane Affliction

Category: Disease
Vector: Inhalation of the virus, proximity to an attack of Laughter Hysteria
Signs: Fever and disorientation
Diagnosis: A DC 12 Medicine check can identify the disease while a DC 14 Medicine check can identify its treatment. The Apothecary Office has synergy with these tests.
Stages: 1 - 4+, progression
Incubation: 1d4 hours

This disease affects humanoids. While dealing with this disease, victims often succumb to uncontrollable fits of laughter, which has given the illness its most common name and also its morbid nickname: "the screams." The most frequent outbreaks occur in overcrowded settings — military barracks, prisons, ship holds — where physical and emotional stress accelerates progression. Some regions have their own names for the disease: The Zaunites call it "the comic", because victims laugh until they vomit; the Noxians call it "weakness of mind."

Laughter Fever can be transmitted in two different ways:

  • Inhalation: The Laughter Fever virus works similar to an invisible, odorless inhalation poison; any humanoid creature breathing air contaminated by the disease must succeed on a DC 10 Constitution saving throw or become infected by the disease. Immunity to respiratory effects prevents contagion while resistance to inhalation poisons grants advantage on the save.
  • Proximity: Any humanoid creature that starts its turn within 10 feet of an infected during an Episode of Laughter Hysteria must succeed on a Constitution saving throw DC 10 + the infected's Infection Stage or become infected by the disease as well.

Effects

How the infected creature is afflicted by the disease differently and gradually based on its Stage:

  • Stage 1: The infected person gains 1 level of Exhaustion that cannot be removed until the disease is cured.
  • Stage 2: The infected has Weakness to psychic damage and is afflicted by the Distress Laughter Hysteria.
  • Stage 3: The infected receives a Mild Mental Attrition effect whenever they have an Episode of Hysteria.
  • Stage 4: The infected receives a Medium Mental Attrition effect after each long rest, lasting 1 day.
  • Stage 5+: The infected person adds the current Stage of the disease to the number of rounds spent afflicted by Episodes of Laughter Hysteria and the damage suffered by the Episode increases.

Progression

At the end of each long rest, an infected creature makes a Constitution saving throw DC 13 + Current stage of the Disease. On a success, the DC to prevent a Laughter Hysteria Episode drops by 1d6, while a failure causes the Disease to advance by one Stage.

Laughter Fever does not have a “Maximum Stage” for its progression. Instead, with each advancement from Stage 5, the negative effects of Laughter Hysteria and the difficulty of the Treatment intensify.

Treatment

Laughter Fever can be treated non-magically through natural recovery or by nebulizing a medicinal liquid prepared by an Apothecary:

  • Natural Recovery: A creature that remains at rest (according to the “Recovering” rules) is cured of the disease if it scores cumulative successes on the Progression saving throw enough to reduce the DC for avoiding a Laughter Hysteria Episode to 0.
  • Nebulization: An Apothecary who knows the treatment for the disease can use a set of Craft, medicinal herbs and 1 hour of work to produce a treatment serum that can be vaporized through cooking or nebulization devices. When administered to a resting infected creature during a short rest, the serum reduces the DC to prevent a Laughter Hysteria Episode by an amount equal to half the Apothecary level used to produce it (minimum 1). When administered for 3 days in a row, the Apothecary administering the treatment can perform a Medicine check with DC 13 + the current Stage of the disease, reducing the disease by 2 Stages on a success. If the Stage of the disease or the DC of the Laughter Hysteria Episode is reduced to 0, the disease is cured.

Laughter Fever is a common disease and can be cured with the use of the spell Minor Restoration in its initial stages or be alleviated in its advanced stages:

  • Spell — Minor Restoration: Between Stages 1 to 4 can be completely dealt with by casting the spell Minor Restoration. At Stages 5 or higher it cannot be completely cured, having its Stage reduced by 1 with each cast of the spell Minor Restoration.
  • Spell — Greater Restoration: The spell Greater Restoration fully cures the disease, regardless of its Stage.

Lung Rust

Mundane Affliction

Category: Disease
Vector: Prolonged inhalation of Zaun's Gray
Signs: Dry cough, dark phlegm, shortness of breath, pain when exerting, constant wheezing when breathing
Diagnosis: A DC 12 Medicine check can identify the Disease while a DC 14 Medicine check can identify its treatment. The Alchemist and Apothecary Roles have synergy with these tests.
Stage: 1 - 4, progression (if there is progression)
Incubation: Instant
Region: Zaun
Sequelae: Chronic loss of breath, difficulty breathing and, in Stage 4, need for breathing apparatus to breathe adequately

Lung Rust is a disease endemic to the lower levels of Zaun, and is a particularly common ailment among sinkhole scavengers. Prolonged exposure to Zaun's Gray gradually replaces healthy tissue with dense fibrosis. The condition is slow, rarely kills in the short term and wears the victim down over months.

This disease can be acquired in the following way:

  • Prolonged Inhalation: A creature that breathes Gray of Zaun without protection for 7 days in a row must make a DC 12 Constitution saving throw, contracting Stage 1 of the disease on a fail.

Creatures Immune to Zaun"'s Grayare Immune to this disease, while creatures resistant to Gray have advantage on saving throws related to the disease. Using breathing filters also grants advantage on saves.

Effects

A creature afflicted by this disease can be in one of 4 Stages of this disease, with gradual effects accordingly:

  • Stage 1: The infected person has disadvantage on Strength and Athletics tests that require intense effort.
  • Stage 2: The infected receives 1 level of Exhaustion that cannot be removed by rest while exposure to Gray continues.
  • Stage 3: Whenever finishing a long rest while still exposed to Gray, the infected must succeed on a DC 12 Constitution saving throw or receive 1 level of Exhaustion.
  • Stage 4: The infected creature has disadvantage on tests against poisons, effects or respiratory diseases and the time they can hold their breath is reduced by half.

Progression

At the end of each week of continuous exposure without treatment, the creature must succeed on a DC 12 Constitution saving throw or the disease advances by 1 Stage. If you get two consecutive successes outside the source, the disease regresses by 1 Stage.

Treatment

Lung Rust can be treated non-magically through removal, respiratory filtration, vaporization, syrups, pulmonary rehabilitation

  • Removal: When leaving Zaun, the creature continues making the save at the end of every 7 days until the disease is cured, after this period, the creature's disease is slowly cured at the rate of 1 Stage per day.
  • Respiratory Filtration: A Techmaturge who understands the treatment of the disease can use 1 hour of work and suitable materials and a Craft set to create a filtration apparatus or exofilter that facilitates the creature's breathing, granting advantage in safeguards against the disease and preventing its spread.
  • Vaporization: An Apothecary who understands the treatment of the disease can use 1 hour of work, medicinal herbs, and a Craft set to produce a vaporizable liquid, which can be applied to a cloth mask on the creature's face, granting advantage on exposure safeguards and preventing the disease from advancing, or administered through a vaporization device during a rest, reducing the disease by 1 Stage.
  • Syrup: An Alchemist or Apothecary who understands the treatment of the disease can use 1 hour of work, suitable medicinal herbs or chemical compounds, and a Craft set to produce a special syrup for the treatment of the disease, which must be consumed daily by the infected person before taking a long rest. An infected person who is recovering from the disease and consumes the syrup daily reduces the Stage of the disease by 1 for each consecutive day of treatment.

Alternatively, the magical treatment works normally with Lung Rust, but does not prevent the sequelae.

  • Spell — Minor Restoration: The spell Minor Restoration cures the disease completely, but the infected person retains its sequelae.
  • Spells — Heroes' Feast: Consuming the meal created by the spell Heroes' Feast completely cures the disease.
  • Spell — Greater Restoration: The spell Greater Restoration completely cures the disease.

Hunger of the North

Mundane Affliction

Category: Disease
Vector: Starvation in extreme cold
Signs: Cold skin, slow thinking, tremors, loss of strength and/or blank stare
Diagnosis: A DC 14 Medicine or Survival check can identify the disease, its treatment, and its reparation. The Cook Craft has synergy with these tests
Stage: 1 - 4, progression
Incubation: 3 days
Region: Freljord

The Hunger of the North is one of the silent dangers of the Freljord, slowly weakening and making survival difficult in the cold of the Norse lands.

This disease can be acquired in the following way:

  • Starvation: A character who ventures into the Freljord without sufficient food or adequate protection is afflicted with this disease after 3 days.

Effects

A creature afflicted by this disease can be in one of 4 Stages of this disease, with gradual effects accordingly:

  • Stage 1: The Infected gains 1 additional level of Exhaustion per day without food or drink, following the standard rules for Exhaustion.
  • Stage 2: The infected takes Cold damage equal to its hit die every 24 hours without adequate food or drink.
  • Stage 3: The infected becomes vulnerable to Cold damage.
  • Stage 4: The infected has disadvantage in saving throws against the effects of Extreme Cold.

Progression

After being infected by this disease, a creature advances in one Stage of it every 3 additional days of starvation.

Treatment

The Hunger of the North has both medical and magical treatments, both to completely reverse its effects and to mitigate them.

Medical treatment of the disease involves adequate food and shelter, and can be facilitated by a Cook:

  • An infected person who has shelter from the extreme cold, in addition to a sufficient amount of food and drink, avoids the negative effects of the disease. If the infected person spends their time resting under these conditions, they can make a Constitution saving throw DC 10 + the disease's current Stage number, reducing the disease's Stage by one success.
  • A cook who understands the treatment of the disease can use 1 hour to prepare a meal tailored to the infected person's needs using their Craft set, making a DC 10 Medicine or Survival check which, on a success, grants the infected person consuming the meal a bonus equal to the Cook's Craft level on the next save related to the disease.

The magical treatment of the disease can be carried out in different ways with different spells:

  • Spell — Good Fruit: Eating one of the fruits generated by the spell Good Fruit reduces the exhaustion generated by the disease by 1 level and prevents its progression.
  • Spell — Minor Restoration: The spell Minor Restoration reduces one Stage of the disease.
  • Spell — Heroes' Feast: Consuming the food produced by the spell Heroes' Feast completely cures the disease.

Reparation

The Hunger of the North is an affliction caused by the Freljord environment, meaning that moving away from it renders its effects inert. Upon leaving the region, the disease is not cured, but its negative effects stop affecting the creature. Each week away from the region, the disease regresses by 1 Stage.

Sewer Plague

Mundane Affliction

Category: Disease
Vector: Bite from a creature carrying the disease or contact with a contaminated substance
Signs: Physical weakness, fatigue and cramps
Diagnosis: A DC 11 Nature or Medicine check can identify the disease and its treatment. The Apothecary Office has synergy with these tests
Stage: 1 - 4, progression
Incubation: 1d4 days

Sewer Plague is the name given to several diseases incubated in sewage, mud, garbage, carrion, swamps and contaminated canals, referring to a group of different illnesses, not a single microorganism.

After the incubation period, the infected creature reaches Stage 1 of the disease. The disease weakens the creature's body internally, because of this, the exhaustion points acquired from the disease are not recovered through rests. This disease can be acquired in the following ways:

  • Bite: A creature bitten by a creature that is a disease vector must succeed on a Constitution saving throw with the DC set on the creature's sheet or become infected. Creatures that do not have a defined DC on their sheet have a DC of 11.
  • Contact: A creature that comes into contact with one of the disease's vectors must succeed on a DC 11 Constitution saving throw or become infected.

Effects

A creature afflicted by this disease can be in one of 4 Stages of this disease, with gradual effects accordingly:

  • Stage 1: The infected suffers 1 level of Exhaustion that cannot be recovered through rest.
  • Stage 2: The infected only recovers half the normal value when spending Hit Dice to recover hit points and does not recover hit points at the end of rests.
  • Stage 3: The infected suffers severe cramps, having their movement reduced by 10 feet and having a disadvantage on Strength and Constitution tests.
  • Stage 4: The infected person has their maximum health reduced by 1d4 at the end of each long rest.

Progression

At the end of each long rest, the infected must make a DC 11 Constitution saving throw. On a failure, they gain one level of Exhaustion. On a success, the Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's exhaustion level below 1, it recovers from the disease. For every two exhaustion points acquired in this way, the disease advances by one Stage.

Treatment

Sewer Plague can be treated non-magically through rest in a suitable environment, and it is possible to facilitate treatment through a tonic produced by an Apothecary:

  • The infected must spend their time recovering, taking hot baths, consuming light food and clean water (consuming 50% more than usual) and, at the end of each day of treatment, the creature performs a DC 11 Constitution saving throw, reducing 1 Stage of the disease by one success.
  • An Apothecary who has access to the disease vector can use 1 hour of work and a craft set to develop tonic that aids in the treatment. Administering the tonic daily during treatment causes the creature to reduce 1 additional Stage of the disease on each successful saving throw and grants the creature advantage on the disease constitution saving throw.

Alternatively, the magical treatment works normally on Sewer Plague.

Optic Decay

Mundane Affliction

Category: Disease
Vector: Ingestion of or eye contact with contaminated water
Signs: Eye bleeding
Diagnosis: A DC 11 Medicine check can identify the disease and its treatment. The Apothecary Office has synergy with these tests.
Stage: 1 - 5, progression
Incubation: 1 to 2 days
Sequelae: If the creature reaches Stage 5, the disease leaves the creature Permanently Blind unless treatment with the Greater Restoration spell has been performed

Optic Decay is a painful infection that causes bleeding, sensitivity to light, blurred vision and progressive blindness. Its most common source is water from swamps

After the incubation period, the infected creature reaches Stage 1 of the disease, causing its vision to begin to become blurry. This disease can be acquired in the following ways:

  • Ingestion: A creature that drinks water contaminated by eye rot must succeed on a DC 15 Constitution saving throw or become infected. When contracting the infection through ingestion, the incubation time is 2 days.
  • Contact: A creature whose eyes come into contact with water contaminated by eye rot must succeed on a DC 15 Constitution saving throw or become infected. When contracting the infection through ingestion, the incubation time is 1 day.

Effects

A creature afflicted by this disease can be in one of 4 Stages of this disease, with gradual effects accordingly:

  • Stage 1: The infected suffers a -1 penalty on attack rolls and tests that rely on vision.
  • Stage 2: The penalty becomes -2 and the infected person has disadvantage on Perception tests that rely on vision.
  • Stage 3: The penalty becomes -3 and the infected has weakness to Radiant damage.
  • Stage 4: The penalty becomes -4 and the infected person becomes Blind in bright environments.
  • Stage 5: The penalty becomes -5 and the infected person becomes Blind.

Progression

At the end of each long rest, the disease advances by 1 Stage.

Treatment

Optic Decay can be treated non-magically through follow-up or a euphrasia ointment:

  • Mopnitoring: The infected person should spend their time recovering, applying clean compresses to their eyes and resting in dark environments. At the end of each long rest while recovering in this way, the creature must make a Constitution saving throw with a DC equal to the DC to contract the disease. On a success, the disease regresses by one stage. Stage 1 disease is not cured through this process, but its progression is prevented.
  • Euphrasia: Euphrasia is a rare flower that grows in some swamps. An Apothecary who understands the treatment of the disease can use 1 hour of work with this flower to create a dose of Euphrasia ointment. When applied to the eyes before a long rest, the ointment prevents the stages of the disease from advancing. After three uses, the ointment cures the disease completely.

It is possible to avoid the sequelae in a creature infected with Stage 5 Optic Decay through magical treatment using the spell Greater Restoration.

  • The spell must be cast on the infected creature for 7 consecutive days, after this duration, the creature completely recovers its vision and is cured of the disease.

Arcane Putrefaction

Magic Affliction

Category: Disease
Vector: Arcane overload, disproportionate casting or runic dissonance
Signs: Black blood under the fingernails and visible violet veins on the skin (Stage 1), physical pain when casting spells (Stage 2) and flesh partially falling apart after each cast revealing arcane light beneath the skin (Stage 3)
Diagnosis: A DC 14 Arcana or Medicine check can identify the disease while a DC 15 check allows you to identify its treatment (Arcane identifies the magical treatment, Medicine identifies the average treatment). The Apothecary and Enchanter Crafts have synergy with these tests
Stage: 1 - 3, progression
Incubation: Instant
Sequelae: A creature afflicted by Stage 2 or 3 Arcane Decay does not regain lost Constitution

Arcane Putrefaction, also known as the Disease of Magical Excess, appears when the conjurer's body stops supporting the arcane flow he tries to conduct, causing the very act of conjuring to hurt him. This disease can be acquired in the following ways:

  • Arcane Overload: When a caster tries to recover or absorb an amount of mana greater than his maximum, he contracts Arcane Putrefaction.
  • Disproportionate Casting: When casting a spell of 2 or more levels above its available maximum (through items or artifacts, for example), the caster contracts Arcane Putrefaction.
  • Rune Dissonance: Prolonged stay (more than 1 hour) in a Zone of Runic Dissonance inflicts Arcane Putrefaction.

Effects

A creature afflicted by this disease can be in one of 3 Stages of this disease, with gradual effects accordingly:

  • Stage 1: Each time the creature casts a spell of 3rd level or higher, it takes 3 (1d6) Necrotic damage that cannot be mitigated per spell level above 2nd.
  • Stage 2: Each time the creature casts a spell of 3rd level or higher, it takes 5 (1d10) Necrotic damage that cannot be mitigated per spell level above 2nd. Additionally, for each week without curing the disease, the creature loses 1 point of Constitution.
  • Stage 3: When casting spells, the creature takes 3 (1d6) Necrotic damage that cannot be mitigated per spell level cast. Additionally, for each week without curing the disease, the creature loses 1 point of Constitution.

Progression

When finishing a short or long rest, if it has cast any spells (including cantrips) since its last long rest, the creature afflicted by Arcane Putrefaction must make a DC 13 Constitution saving throw. On a success, the creature does not need to make the progression saving throw for the next 24 hours. On a fail, gain a stack of Rot, and with 3 stacks, Arcane Putrefaction advances by one stage.

Treatment

Arcane Putrefaction can be dealt with nonmagically through complete abstinence from magic.

  • An infected creature that abstains from spellcasting for 30 days can make a DC 15 Constitution saving throw, having 1 stage of the disease reversed on a success.

It is also possible to cure Arcane Putrefaction magically using the spell Greater Restoration, with the effectiveness of the treatment with the spell varying according to the Stage of the disease:

  • Stage 1 can be cured completely if the spell is cast on the infected creature for 3 consecutive days.
  • Stage 2 can be completely cured if the spell is cast on the infected creature for 5 consecutive days.
  • Stage 3 can be completely cured if the spell is cast on the infected creature for 7 consecutive days.

Petricite Suppression

Magic Affliction

Category: Disease
Vector: Overdose or repeated ingestion
Signs: Nausea, weakness, pain during conjuration, magical dullness
Diagnosis: A DC 15 Arcana or Medicine check can identify the illness, a DC 17 Arcana or Medicine check identifies the magical and medical treatment of the illness. The Enchanter's Craft has synergy with these tests.
Internship: 1 - 2
Incubation: Instant
Region: Demacia
Sequelae: In Stage 2, permanent reduction of spell DC and hit bonus even after the disease is cured

Demacia's relationship with magic and its users can best be described as “difficult”, which becomes even more intense thanks to petricite and the various suppression methods developed using this material. Petricite Suppression is a magical disease that afflicts mages repeatedly subjected to the elixir used by Mageseekers to suppress their spellcasting ability.

The disease can be acquired at different stages based on the method of contagion:

  • Repeated Ingestion: A caster who ingests Petricite Potion daily for 3 days or more must succeed on a Constitution saving throw DC 10 + the number of days ingesting the potion in a row or be afflicted by Stage 1 Petricite Suppression.
  • Overdose: A caster who ingests more than one dose of Petricite Potion in less than 24 hours must succeed on a DC 18 Constitution saving throw or take 10 (3d6) necrotic damage, is afflicted by Stage 2 Petricite Suppression, and is Weakened for the next 8 hours.

Characters without spellcasting abilities are not afflicted by this disease.

Effects

A creature affected by this disease can be in one of 2 Stages of this disease, with gradual effects accordingly:

  • Stage 1: When the infected attempts to cast a spell, they must succeed on a DC 13 Constitution saving throw + the spell level used or the spell fails and the creature takes 3 (1d6) Necrotic damage equal to the spell level.
  • Stage 2: The infected creture has its spell hit and DC reduced by 1 permanently. The infected person also has their maximum Mana points reduced by half and, if they obtain natural 1 on the disease's saving throw when casting a spell, they are Weakened for 1 minute. If the infected creature ingests Petricite Potion again, the reduction in hit and DC increases by 1 per dose of potion ingested. in case of contagion due to overdose, this increase also applies to any additional dose consumed during the moment of infection.

Treatment

Both magical and non-magical treatments of the disease require abstaining from the potion for at least 24 hours before beginning and throughout the process.

Petricite Suppression can be treated non-magically in different ways based on the Stage of the disease:

  • Petricite Isolation: This form of treatment works for both stages of the disease in a slightly different way and consists of the infected person remaining at rest and recovering in a place isolated from any petricite object or construction, in a region of medium or higher magic. At the end of the period, the creature is cured of the disease. Being in a high magic region reduces the time required by half.
    • In Stage 1, the infected person must remain at rest for a number of days equal to twice the consecutive time of consumption of the potion.
    • In Stage 2, the necessary rest time is at least 30 days, and may be longer if the number of consecutive doses is greater than 30. The infected person retains the consequences of the disease even after recovery.
  • Mana Crystals: The infected can be treated using fully charged Mana Crystals with a casting level equal to the infected's maximum casting level. An Enchanter or Spellcaster who knows how to treat the disease can attempt to direct the mana contained in the crystal to circulate arcane energy in the infected person's body. The person responsible for administering the treatment must perform an Arcana test DC 16 + the value of the reduction that afflicts the infected person (the Enchanter's Craft has synergy with this check), on a success, the treatment occurs correctly, having the same duration as the channeling of all Mana points present in the crystal and reducing the disease by 1 Stage, being cured if it reaches Stage 0. if it has reached Stage 2, the infected person retains the sequelae of the disease even after the cure.
  • Arcane Alignment: This form of treatment consists of using the Align Mana Ritual in a region of high magic or strong magic where the infected person is resting and recovering. If the ritual is successful, the hit and damage reduction of the disease is reduced by 1, if it has already been reduced to 0, the disease is cured. This form of treatment avoids the sequelae of the disease.

In addition, Petricite Suppression also has magical treatment methods:

  • Arcane Alignment: This form of treatment consists of using the Align Mana Ritual in a region of high magic or strong magic where the infected person is resting and recovering. If the Ritual is successful, the hit and damage reduction of the disease is reduced by 1, if it has already been reduced to 0, the disease is cured. This form of treatment avoids the sequelae of the disease.
  • Spell — Greater Restoration: The spell Greater Restoration cures the disease in Stage 1. In Stage 2, it does not cure the Disease, but mitigates its effects, reducing the reduction in DC and hit by 1 with each cast. If the reduction is reduced to 0, the disease can be cured through the spell.
  • Spell — Heroes' Feast: Consuming the meal created by the spell Heroes' Feast cures the Disease, but the infected person retains its sequelae.
  • Spell — Full Heal: The spell Full Heal cures the disease, but the infected person retains its sequelae. If cast as an 8th or 9th level spell, sequelae are avoided.
  • Mana Flow: A Spellcaster who knows how to treat the disease can attempt to circulate their own arcane energy through the infected person's body to return the spellcasting ability to it. The person responsible for administering the treatment must concentrate for 1 hour on direct contact with the creature and perform an Arcana check DC 16 + the value of the reduction that afflicts the infected person (the Craft of Enchanter has synergy with this test). On a success, the caster loses an amount of mana points equivalent to casting two spells of their maximum spell level. The disease is reduced by one Stage, being cured if it reaches Stage 0. If it has reached Stage 2, the infected person retains the sequelae of the Disease even after the cure.

Reparation

The sequelae of Petricite Suppression Stage 2 can be mitigated through the Greater Restoration spell, even after treatment.

  • With each application of the spell Greater Restoration, the reduction in spell DC and hits of the sequelae is reduced by 1, and can reach 0 in this way.

List of Dependencies

Shimmer Addiction

Mundane Affliction

Category: Dependency
Vector: Shimmer Ingestion
Signs: Pupils with a violet glow, purplish dark circles around the eyes, lilac veins on the body, erratic behavior
Diagnosis: A DC 11 Technology or Medicine check can identify the addiction and its treatment. The Alchemist Craft has synergy with these tests.
CD: 9 + 1 for every 10ml consumed + 2 for each use of Shimmer in the last week
Addiction: Shimmer
Region: Zaun
Sequelae: The pupils maintain a slight violet color compared to the original tone.

Shimmer is a substance used for various purposes in Zaun, but careless use can have consequences. When a creature uses an amount of Shimmer (varying depending on the form of ingestion), it must succeed on a saving throw or develop dependence.

This Dependency save is made using the character's worst option between Wisdom and Constitution. If the character has proficiency with the saving throw, the attribute with which he does not have a proficiency is used. In case of a tie, the lowest attribute is used.

The advancement or return of dependence varies according to the result of the safeguard:

  • On a failed saving throw, the creature becomes dependent on Shimmer or advances one degree in Dependence.
  • When obtaining a natural 1 and failing the saving throw, the creature receives 2 degrees of Dependence and 2 points of exhaustion.
  • On a successful save, the creature does not receive any additional degree of Dependence.
  • Upon obtaining a natural 20 and obtaining a success on the saving throw, the creature reverts 1 degree of Dependence

Effects

Once dependent, the character must consume an amount of Shimmer daily based on their level of dependence or must make a DC 15 Constitution saving throw, on a success they can reduce 1 degree of Dependence and suffer 1 point of exhaustion, on a failure they receive 3 points of Exhaustion.

Consumption
Degree Quantity Abstinence Effect
1 5 ml per day -2 to all your rolls (except dependency)
2 10 ml per day Medium Mental Attrition
3 15 ml per day 1 permanent level of Exhaustion and +1 Medium Mental Attrition
4 20 ml per day Shimmer Madness and +1 Medium Mental Attrition
5 25 ml per day +1 Shimmer Madness effect and vulnerability to all damage types
6 30 ml per day +1 Shimmer Madness effect and +2 permanent levels of Exhaustion

O Consumo da Shimmer pode desencadear aumento no Grau de Dependência normalmente, sendo necessária a realização da salvaguarda de Dependência.

Treatment

Non-magical treatment for dealing with Shimmer Addiction can be administered by an Alchemist who knows the method:

  • An Alchemist who knows how to deal with Shimmer and knows the treatment can create a harmless reduction with 1 hour of work for every 5 ml produced. This reduction can be consumed to avoid withdrawal without increasing the Degree of Dependence. A creature that spends its time recovering and consuming Shimmer reduction decreases Dependency by 1 Rank with each successful recovery Constitution saving throw.

Alternatively, it is possible to use the spell Greater Restoration to deal with the Dependency.

  • The spell Greater Restoration is capable of reducing 1 Degree of dependence, 1 Distress arising from dependence or 1 level of permanent Exhaustion that has arisen from dependence.

Essence Hunger

Magic Affliction

Category: Dependency
Vector: Vesani Origin or Half-Vesani Heritage
Signs: Irritability as time goes by without food
Diagnosis: A DC 10 Arcana check can identify the dependency, while a DC 20 Arcana check identifies its Reparation.
CD: 8 + number of days without consuming Essence
Addiction: Essence of intelligent creatures

Essence Hunger is an evil that plagues the Vastaya of the Vesani tribe, having a natural need to consume the vital essence of other intelligent beings, constantly needing to suppress this Hunger.

Effects

The creature must feed on the essence of an intelligent creature at least once within the set time interval since its last consumption. If you do not, you must succeed on a Wisdom saving throw or suffer the effects of abstinence, as indicated in the consumption table.

Consumption
Interval Abstinence Effect
5 days The creature loses control of itself, becoming a feral-minded and uncontrollable creature, hunting a victim to satisfy itself.

After consuming the essence of a victim undergoing withdrawal, the creature regains consciousness during its next long rest.

Treatment

Essence Hunger is part of the nature of the Vesani, and it is not possible to treat it in a non-magical way or eliminate it completely.

Reparation

Although it cannot be cured, it is possible to use magical alternatives to supply the Hunger of a creature with this Dependency:

  • The spell Modify Memory can be used to reset the hunger counter, but effects that remove the spell's effects make the counter immediately advance by the same amount of days regressed.
  • The spell Transfer Essence can be used to transfer an essence to the individual with this dependency, allowing it to be consumed, resetting the hunger counter.

Bloodthirst

Mundane Affliction

Category: Dependency
Vector: Variable (some creatures may have this Dependency naturally)
Signs: Sensitivity to the smell of blood, aggressive or animalistic behavior in the presence of it, reddened eyes when smelling or seeing blood
Diagnosis: A DC 11 Medicine check can identify addiction, while a DC 19 Medicine check identifies its treatment.
CD: 10 + 1 for every 100ml consumed/spilled during the Consumption period + 1 for each day without blood consumption
Addiction: Blood

A creature with this type of Dependency has an obsession with blood, whether to consume it, smell it in the air or just a strong desire to spill more and more blood. Creatures with this Dependency tend to have a very sensitive sense of smell to detect blood.

Bloodthirst has 3 variations based on the form of Consumption:

  • When Bloodthirst needs the creature to feed on blood, it is considered Thirst for Demand and consumption can occur as a meal during battles or during a short rest.
  • When Bloodthirst needs the creature to smell blood, it is considered Thirst for Fascination and consumption can occur during a short rest.
  • When Bloodthirst needs the creature to just spill blood, it is considered Thirst for Savagery and can occur during combat.

Effects

A creature with Bloodthirst must consume or shed a quantity of blood frequently; if it does not, at the end of each rest, the creature must succeed on a Wisdom saving throw or lose control and seek a source of blood, with the GM taking control of the character for up to 10 minutes or until a source of Blood is found.

A creature with Bloodthirst also must make the saving throw when it comes into contact with blood or notices fresh blood within 120 feet. If the amount of blood is equal to or greater than twice the amount of Consumption required, the creature has disadvantage on the saving throw.

Consumption
Degree Quantity Abstinence Effect
1 500 ml each 7 days -1 on non-blood related Perception checks
2 1 L each 7 days Disadvantage on the save to resist the effects of the Dependency
3 1 L each 2 days 1 Medium Mental Attriction
4 5 L each 2 days Exposure equal to Degree of Dependence and duration of loss of control increases to 30 minutes
5 5 L per day Disadvantage on any saving throws when blood is in your field of perception
6 10 L per day Loss of control duration increases to 1 hour
7 15 L per day Vulnerability to Necrotic and Psychic damage
8+ 2 L per day by Degree of Dependency The time of loss of control becomes 30 minutes per Degree of Dependence

After consuming/shedding only the minimum amount of blood to avoid withdrawal for the indicated period of time, the afflicted creature may make a Wisdom saving throw during its next long rest; on a success, the Degree of Dependence decreases by 1. The Degree of Dependence cannot be reduced to 0 in this way.

Treatment

Bloodthirst is a mental dependency and cannot be treated non-magically or completely eliminated.

The spell Greater Restoration is capable of reducing up to 3 Degrees of Bloodthirst, but cannot cure this Dependency completely.

Reparation

Although it cannot be cured, it is possible to use alternatives to stabilize the person with this dependence, avoiding the risk of abstinence or making the amount of consumption required smaller.

  • If the creature has a Thirst for Demand, the blood created by the spell Crimson Domain can be used as an alternative to natural blood, as long as the creature's degree of dependence is lower than the Conjuration attribute used to cast the trick (minimum 1). A creature with Dependency Degree 1 that uses only this method for 7 days has the minimum amount of consumption reduced by 100 ml (up to a minimum of 100 ml every 7 days) and the DC does not increase in DC based on the blood consumed. This effect ends if the Degree of Dependence increases or if the creature consumes more blood than necessary to avoid withdrawal.
  • If the creature has a Thirst for Fascination, it is possible that the blood of a specific creature (at the DM's discretion) is more effective in avoiding its Dependence, making the blood of the specific creature count as double the amount when used to avoid Withdrawal. Using only the creature's blood to deal with withdrawal grants advantage on the next saving throw against Dependency effects. This effect, however, has a negative side. Once the creature consumes the blood of the individual in question, the consumption of other types of blood becomes less effective, requiring an additional 50 ml for every 100 ml consumed when it does not have access to the creature's blood. Additionally, the creature's blood loses its additional effect after 7 days outside the creature's body.
  • If the creature has a Thirst for Savagery, the amount needed to avoid Withdrawal decreases by 500 ml, however the DC to avoid loss of control when witnessing blood in combat increases by 1 for each different creature whose blood is seen

List of Curses

Affliction of the Watchers

Magic Affliction

Category: Curse
Focus: Object
Vector: Frost Watchers
Equipment: Object originally made from True Ice
Signs: The object's ice takes on a dark color, becoming Dark Ice
Diagnosis: A DC 17 Arcana + ice potency check can identify a cursed item before attunement, while a DC 19 Arcana + ice potency check identifies Curse's Treatment and Reparation methods.
Region: Freljord
Sequelae: Pale bluish skin with visible purplish veins and Void Insanity

The Frost Watchers, beings from the Void who took physical form in distant times in the Freljord's past, are capable of corrupting even True Ice, generating the material known as Dark Ice.

Effect

The cursed item becomes Dark Ice, losing its freezing effects and being able to be used by any type of creature. If the cursed item is a weapon, it maintains additional cold damage.

A creature wielding the cursed item must make a Constitution saving throw DC 15 + double the item's original True Ice Potency before the curse. On a failure, the creature is forcibly attuned to the item. If the creature succeeds in the save, it becomes immune to the effect for 1 hour, and must repeat the save if it wields the cursed item after this time. Creatures that resist the effects of True Ice have advantage on this saving throw.

Once attuned to the cursed item, the creature becomes affected by the will of the Observers, being afflicted by the Insanity of the Void, with additional cumulative effects based on the original Potency of the item:

Dark Ice Potency
Potency Effects on Creature
1 The creature is afflicted by Insanity of the Void
2 The creature feels like it is being observed inside its own body and has disadvantage on Wisdom checks
3 The creature dreams of formless spaces where unintelligible voices make demands, receiving no benefit from Short or Long Rests (Full Rests affect the creature like Long Rests)
4 The creature begins to feel empathy for the Watchers. The GM may require Wisdom saving throws in situations where the creature needs to act in defense of conscious life
5 The creature has its own will altered by the will of the Watchers, having disadvantage on Wisdom saving throws and being afflicted by a second Insanity of the Void effect

Treatment

The spell Remove Curse can end the attunement with the cursed item, but the level of casting required to end the attunement is increased based on the increase in the power of the cursed ice, that is, although a cursed item with potency 1 can have the attunement ended with the spell Remove Curse at 3rd level, an item with power 5 the spell needs to be cast at level 7 to end the attunement.

Reparation

There are two ways to “end” the curse on the cursed item:

  • The spell Extraplanar Ally can be used to ask a capable entity (such as Anivia or other Freljord demigods) to dispel the curse on the item, having a cost equal to twice the value of the cursed item.
  • The ability Quintessential Intervention used by an Acolyte of level 18 or higher of the Spiritual Rite, Stars Rite or the Tides Rite can end the curse on the item.

Curse of Impairment

Magic Affliction

Category: Curse
Focus: Spell
Vector: 3rd level spell
Signs: Creatures with true vision or capable of seeing the spiritual world perceive a dark aura surrounding the cursed creature
Diagnosis: An Arcana test allows you to identify the curse

This curse weakens one of the aspects of the creature's mind or body, reducing the effectiveness of its actions linked to it.

Effect

The curse caster chooses an attribute. The cursed person has disadvantage on tests and saving throws with the chosen attribute for the duration of the curse.

Curse of Inactivity

Magic Affliction

Category: Curse
Focus: Spell
Vector: 3rd level spell
Signs: The cursed creature experiences lapses in focus caused by the curse
Diagnosis: An Arcana test allows you to identify the curse

This curse inhibits the cursed person's actions, causing hindrances in their actions or behaviors that waste their time in combat.

Effect

The cursed target must make a Wisdom saving throw at the start of each of its turns for the duration of the curse. If he fails, he does nothing on his action that turn, wasting it.

Curse of Harmlessness

Magic Affliction

Category: Curse
Focus: Spell
Vector: 3rd level spell
Signs: Creatures with true vision or capable of seeing the spiritual world perceive a connection between the cursed creature and the caster when both are in combat
Diagnosis: An Arcana test allows you to identify the curse

This curse is used defensively, making it difficult for a creature to attack the caster.

Effect

The cursed person has disadvantage on attack rolls against the caster for the duration of the curse.

Curse of Suffering

Magic Affliction

Category: Curse
Focus: Spell
Vector: 3rd level spell
Signs: The cursed creature feels internal pain when attacked by the caster of the curse, and may visually bleed from the eyes or nose if the damage accumulates
Diagnosis: An Arcana test allows you to identify the curse and the treatment

This curse is extremely offensive and makes the caster more dangerous against the cursed person.

Effect

For the duration of the curse, the cursed creature takes an additional 4 (1d8) necrotic damage whenever the curse's caster attacks it.

The additional damage increases by 1d8 for every 2 spell levels above 3rd.

Touch of the Void

Magic Affliction

Category: Curse
Focus: Location
Vector: Exposure to the Void or a Voidborn
Signs: The Location presents strange patterns, patches of dark and violet colors, floating objects or small phenomena that contradict natural rules.
Diagnosis: An Arcana test allows you to identify the curse
Area: Radius up to 1 mile outdoors or indoors up to 216,000 cubic feet
Targets: Creatures that do not have the Voidborn Type
Sequelae: Insanity of the Void

The Void corrupts and contaminates everything that comes into contact with its essence. This curse is the physical manifestation of the Void in a location in the material world, arising from its advances or the presence of creatures originating from it.

  • Exposure to the Void: When the Void advances to the material world, the place where the event occurs is immediately afflicted by this curse. No one knows for sure what causes these advances.
  • Prolonged exposure to a Voidborn: A Voidborn creature that remains in a location for a period of at least 3 days contaminates the area, making it a target of this curse. Initially, the contamination radius is equal to 300 feet multiplied by the creature's CR, increasing by the same amount each additional day until the curse's maximum area is reached.

Effect

Targets entering the area must succeed on a DC 15 Wisdom saving throw or are afflicted by Insanity of the Void. Additionally, for each additional hour spent in the area, the creature must repeat the saving throw, with the DC increasing by 1 for each additional hour spent.

Creatures with the Voidborn Type receive additional benefits while within the area:

  • Creature attacks deal your proficiency bonus + your Threat Level as additional Disruptive damage;
  • The creature gets twice as many Adaptability counters.
  • Creatures receive traits based on their Role:
    • Minions have their Ignoble Servants feature replaced by the Replaceable feature of Grunts.
    • Grunts lose the Replaceable feature.
    • Elites and Pinnacles can use 1 Epic Action to cast the spell Void Blink.
    • Paragons cause the area to be considered a Nest-type Lair, and you can use 2 options among the Lair Actions below:
      • Recharge: Void energy strengthens the Spire, granting it 1 Adaptability counter.
      • Void Oscillation: The energy of the location distorts the image of the Paragon, causing it to be under the effect of the spell Reflections.
      • Summon Support: The Paragon calls for support from creatures of the Void, summoning a number of Voidlings equal to its Threat Level.

Treatment

The effects of the Void transcend the physical and the spiritual, and cannot be forcibly ended by anything inferior to the effect of the Wish spell.

When Touch of the Void is caused by the presence of a Voidborn, the creature's death may cause the effect to be reversed. Touch of the Void's area of ​​effect decreases at the same rate it advances based on the creature that generated the effect.