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Condition Severity: Moderate

   You are sick, shuddering in pain, and wracked with fever. You pose a danger to everyone around you.


  • Diseased is usually the result of a moderate disease affecting a creature's system. Diseases with an intensity of diseased have the following differences from other diseases:
  • A saving throw is permitted at the point of the disease's introduction, prior to the second interval's effects, and prior to the third interval's effects.
  • Fruitions can be pure damage, or a status condition with a duration, or even cause death. Some diseases even transform the diseased creature if the fruition is allowed to occur, such as Zombie Rot.
  • Diseases with an intensity of diseased can have nearly any kind of fruition caused by diseases, and their durations can vary wildly, from a day, to a year, to permanent.
  • Diseases with an intensity of diseased become contagious when the fruition occurs (at the 3rd interval). If the disease is cured prior to fruition, it is not contagious.
  • When a disease spreads, all creatures within 50 feet of the diseased creature must make a saving throw against the disease's normal DC, or become diseased themselves.
  • Here is an example of a diseased intensity disease (see Afflictions for details):
Zombie Rot (Injury vector; Diseased intensity)
Fort DC 20; frequency: 1/day for 3 days
Effect: 1d4 STR damage per interval; fruition: death (permanent), and victim becomes a zombie of the same type which caused the disease.

Ended By

  • Curing the Disease: You get a saving throw versus the disease's listed DC immediately upon being subjected to the disease (to resist the first interval's effects), and a second saving throw just before the second and third intervals. If any of these saving throws are successful, the disease is shrugged off, and causes no further effects (though the existing damage and effects linger, as described below).
  • Diseases which have the diseased intensity usually cannot be ended prematurely by spells, abilities, or effects. Instead, most such abilities simply grant the diseased creature a bonus saving throw. Bonus saving throws against disease (such as those granted by Remove Disease (Cleric Spell)) do not count against the disease's frequency (i.e. they don't shorten the time remaining on the disease's frequency), but they also cannot inflict the disease's effects on the creature if the creature fails the bonus saving throw. Bonus saving throws which are successful cure the disease, though the existing damage and effects linger, as described below.
  • Unlike most conditions, restoration spells and similar effects which broadly cure moderate status conditions do not work on diseased creatures, unless they explicitly state they can be used to treat diseases. If the spell, ability, or effect can be used to treat diseases, it typically behaves like Remove Disease (Cleric Spell), granting a bonus saving throw with a +4 bonus to the roll.
  • If not otherwise cured, the disease runs its course when after all three intervals of its frequency occur. The disease's "fruition" is applied at the same time as the third interval's effects.
  • Curing Damage: Any hit point damage caused by the effects or fruition of a disease with an intensity of diseased can be cured normally, even before the disease itself has been cured.
  • Curing Effects: All effects (excluding hit point damage) that are inflicted by the effects of a disease with an diseased intensity linger until the creature spends a full week doing nothing but resting, regardless of any successful saving throws made by the diseased creature. Any status conditions caused by the effect of the disease are also cured after a full week of resting, even if these conditions cannot normally be cured that quickly.
  • This full week of rest may only be taken after the disease has been cured or has run its course.
  • The disease effects may also be cured separately, if the creature isn't willing to wait for a full week.