Infected

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Condition Severity: Weak

   An illness has made its way into your system, causing discomfort, weakness, and distress. Those nearby should take precautions against catching it themselves.

Effects

  • Infected is usually the result of a weaker disease affecting a creature's system. Diseases with an intensity of infected have the following differences from stronger 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 infected typically only have temporary fruition effects, which often clear up on their own after 1 to 6 days. Such effects can also be cured separately, if desired (see ended by section, below).
  • Diseases with an intensity of infected 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 infected themselves.
  • Creatures attempting to resist the contagious spread of an infected-intensity disease gain a +4 bonus to their saving throws. This bonus is not granted to the initial victim.
  • Here is an example of an infected intensity disease (see Afflictions for details):
Filth Fever (Injury vector; Infected intensity)
Fort DC 17; frequency: 1/day for 3 days
Effect: 1d2 DEX and 1d2 CON damage per interval; fruition: incapacitated for 1 day.

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).
  • If a Remove Disease (Cleric Spell) or some similar effect is cast on the victim of a infected condition, the condition immediately ends, as though the victim had successfully made a saving throw against the disease in question.
  • Unlike most conditions, restoration spells and similar effects which broadly cure weak status conditions do not work on infected creatures, unless they explicitly state they can be used to treat diseases. If the spell, ability, or effect can be used to treat diseases, the infected condition is immediately ended by such a spell, ability, or effect, when applied to the infected creature.
  • 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 infected 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 infected intensity linger until the creature takes a full-night's rest, regardless of any successful saving throws made by the infected creature. Any status conditions caused by the effect of the disease are also cured after a full-night's rest, even if these conditions cannot normally be cured with a full-night's rest.
  • This full-night's 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-night's rest.

Array

InfectedDiseasedPlagued