Infected: Difference between revisions

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| Severity = Weak
| Severity = Weak


| Flavor = An illness has made its way into your system, causing discomfort, weakness, and distress.
| Flavor = 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 are typically written in the following format:
| 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.


::: '''Filth Fever''' (Injury vector; [[Diseased]] intensity; ''onset:'' 1d3 days)
:* Here is an example of an ''infected'' intensity disease (see [[Afflictions]] for details):
:::: ''Fort save:'' DC 17; ''frequency:'' 1/day for 4 rounds; ''cure:'' 2 successful saves.
:::: ''Effect:'' 1d3 DEX and 1d3 CON damage per interval; ''fruition:'' [[incapacitated]] for 1d4 days.


::: '''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.


:* Diseases have the following characteristics, which detail how they affect a creature which fails a saving throw against them: Name, Vector, Intensity, Save, Onset, Frequency, Effect, Fruition, and Cure. 
::* '''Name:''' This is the name of the disease.
::* '''Vector:''' This is the means by which the disease must be introduced to a subject to cause it to become ''infected'': contact, ingested, inhaled, injury.  Note that vectors are not interchangeable — an injury-based disease won't harm a target that ingests it, unless the disease also has an ingest vector listed.
::* '''Intensity:''' The intensity of a disease states whether the disease inflicts ''infected'', [[diseased]], or [[plagued]], which determines how easily the effects of the disease are cured.
::* '''Onset:''' Most diseases have an onset of 1 day or longer.  In most cases, creatures won't know they are diseased until effects begin to manifest.
::* '''Save:''' This is the saving throw type (Fort, Refl, Will) and DC for the disease.  The save DC typically remains unchanged, regardless of whether it is the initial disease-inflicting attack or effect, or one of the saves made to resist its continuing effects.
::* '''Frequency:''' After a creature has been ''infected'', they must make additional saves periodically, as described by the frequency, or suffer additional effects.  The frequency also lists the total number of times the disease will attempt to inflict its effects before it has run its course.  For example, "1/day for 6 days" means a character must make a new save every day (usually at the start of the day) for the next 6 days (in addition to the save they already failed to become diseased in the first place), unless the disease is cured before then.
::* '''Cure:''' This is the required number of successful saving throws to end a disease's effects prior to its frequency expiring. In the case of a disease which inflicts the ''infected'' condition, only a single successful saving throw is necessary to end the disease's effects.
::* '''Effect:''' This is what the disease does to an ''infected'' creature when the onset first occurs, and each interval of its frequency.  The most common diseases inflict ability damage (or ability drain) to one or more ability scores, as well as some lethal or [[Non-Lethal Damage]], though disease effects can vary wildly.  Note that damage from diseases, though physical damage, cannot be mitigated with DR, unless the DR explicitly states it can be used to mitigate non-lethal damage (such as the [[Endurance (Feat)]]).
::* '''Fruition:''' This is the effect inflicted if the disease's final ''tick'' of its frequency is able to complete before the disease can be successfully ended by sufficient saving throws. Note that a disease's ''fruition'' can occur even if the ''infected'' creature succeeds on the saving throw for that final ''tick'', unless by making that save, the disease is cured (i.e. the requisite number of saves is achieved with this saving throw's success). Diseases and illnesses which inflict the ''infected'' condition do not typically inflict a ''fruition'' effect.  If they do, it is usually a non-damaging effect with a limited duration, such as becoming [[incapacitated]] for an hour.


| 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 (Cleric Spell)|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.
:* '''Curing the Fruition:''' Diseases with an intensity of ''infected'' can have nearly fruition that a more intense disease might inflict.  However, the fruition is always cured by a full-night's rest, if it doesn't end sooner than that.  Fruitions can always be cured with a [[Wish (Sorcerer/Wizard Spell)]] or [[Miracle (Cleric Spell)]], but are not otherwise curable by any other magic, including [[Restoration, Greater (Cleric Spell)]], unless the spell, ability, or effect specifically states it can cure the fruition of a a disease.  Note that permanent ''fruitions'' can usually only be removed by a [[Wish (Sorcerer/Wizard Spell)]] or [[Miracle (Cleric Spell)]], but fruitions which cause death can also be removed by spells, abilities, or effects which restore the dead to life, such as [[Raise Dead (Cleric Spell)]] or [[Resurrection (Cleric Spell)]].  Creatures brought back from the dead are also cured of the effects and fruition of the disease which killed them.


| Ended-By = If a [[Remove Disease (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 all of the required saving throws against the disease or illness in question.
:* Unlike most conditions, [[Restoration (Spell)|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 disease, the ''infected'' condition is immediately ended by such a spell, ability, or effect, when applied to the ''infected'' creature.
:* If not otherwise ended, the disease runs its course when the listed frequency expires, inflicting its effects each interval of its frequency until that time.  If the disease has a "fruition" effect, that also occurs when the disease's frequency expires, after which, no other effects are inflicted.
:* Any hit point damage (including non-lethal damage) caused by the effects or fruition of a disease can be cured normally, even before the disease itself has been cured.
:* All other effects (excluding hit point damage or non-lethal damage) that are inflicted by the effects or fruition of a poison or drug with a ''tainted'' intensity linger until the creature takes a full-night's rest, regardless of any successful saving throws made by the ''tainted'' creature.  Any status conditions caused by the effect or the fruition of the poison or drug 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 poison has been cured or has run its course. 
::* The poison or drug effects may also be cured separately, if the creature isn't willing to wait for a full-night's rest.


| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}

Latest revision as of 19:42, 16 January 2020


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

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • 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