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Ief disease

Diseases are one hazard that can deplete an adventurer's abilities and leave him weak and damaged. When a character first comes into contact with a disease he makes a fortitude saving throw. If this is successful then the disease is resisted, otherwise it begins to incubate within the character. After a specified number of game hours (a single hour for all standard diseases) or the character's next rest, the disease progresses and the victim must begin making fortitude saving throws to resist the negative effects of the disease. The first such save is at the end of the incubation period, with additional saves made at each subsequent rest or when 24 game hours have passed since the last save. Most diseases inflict ability damage upon a failed save, but some diseases have other, nasty results that are applied if certain saves are failed. (Specifically, some of these special results apply if the save at the end of the incubation period is failed, while others apply for failing any subsequent saving throw.)

A disease is removed if the victim successfully makes two saving throws against it (not counting any extra saves that might be required by the special results). Diseases can also be removed with healer's kits, which requires a successful heal skill check against the disease DC (the same DC used for the saving throws), or with the spells remove disease or greater restoration. A creature under the influence of a disease is immune to further application of disease for the duration of the disease.

All diseases and their associated ability score losses are supernatural effects.

The standard diseases defined by the game are the following, listed with their end of incubation and 24 hour damages inflicted and the DC of the saving throws.

Disease End of incubation
effects
End of 24 hour
effects
Save DC
blinding sickness 1d4 strength blind (40% chance)
1d4 strength
16
burrow maggots 1d4 intelligence
1d4 wisdom
1d4 intelligence
1d4 wisdom
17
cackle fever 1d6 wisdom 1d6 wisdom 16
demon fever 1d6 constitution 1 constitution (DC 18)
1d6 constitution
18
devil chills 1d4 strength 1d4 strength 14
dread blisters 1d4 constitution
1d4 charisma
1d4 constitution
1d4 charisma
13
filth fever 1d3 intelligence
1d3 constitution
1d3 intelligence
1d3 constitution
12
ghoul rot 1d6 constitution
1d6 strength
1d6 constitution
1d6 strength
18
mindfire 1d4 intelligence 1d4 intelligence 12
mummy rot 1d6 constitution 1d6 constitution 20
red ache 1d6 strength 1d6 strength 16
red slaad eggs red slaad
4d6 magical damage
prone 2 rounds
2d6 dexterity
2d6 strength
2d6 constitution
2d6 dexterity
2d6 strength
2d6 constitution
17
shakes 1d6 strength 1d6 strength 13
slimy doom 1d4 dexterity 1d4 dexterity 14
soldier shakes none 1 random ability 25
vermin madness 1 intelligence
1 wisdom
1 charisma
1 intelligence
1 wisdom
1 charisma
13
zombie creep 1d4 dexterity
1d4 constitution
1d4 dexterity
1d4 constitution
15

Custom content notes Edit

The scripts implementing the special results are only executed if the associated saving throw fails, but they are executed before the standard ability damage is dealt. In addition, if the associated saving throw is rolled because of the character resting, the execution is just before the rest ends, so any hit point damage dealt will be immediately healed (by the rest cycle).

See also Edit

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