Infected: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 7: Line 7:
| 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:
| 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.
::* 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.
::* They have either no fruition, or if they do, it never has a duration greater than 1 week (usually just 1 day).
::* 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.
::* They are not contagious.
:::* 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.  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):
:* Here is an example of an ''infected'' intensity disease (see [[Afflictions]] for details):
Line 17: Line 20:




| Ended-By = '''Curing the Poison:''' You get a saving throw versus the poison's listed DC immediately upon being subjected to the poison (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 poison is shrugged off, and causes no further effects (though the existing damage and effects linger, as described below).
| 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 [[Neutralize Poison (Spell)]] or some similar effect is cast on the victim of a ''tainted'' condition, the condition immediately ends, as though the victim had successfully made a saving throw against the poison or drug in question.
::* 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 a saving throw against the disease in question.
::* Unlike most conditions, [[Restoration (Spell)|restoration]] spells and similar effects which broadly cure weak status conditions do not work on ''Tainted'' creatures, unless they explicitly state they can be used to treat poison.  If the spell, ability, or effect can be used to treat poisons, the ''tainted'' condition is immediately ended by such a spell, ability, or effect, when applied to the ''tainted'' creature.
::* 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 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 poison or drug runs its course when after all three intervals of its frequency occur.  If the poison has a "fruition" effect, it occurs at the same time as the third interval's effects.
::* If not otherwise cured, the disease runs its course when after all three intervals of its frequency occur.  If the disease has a "fruition" effect, it occurs at the same time as the third interval's effects.
:* '''Curing Damage:''' Any hit point damage (including non-lethal damage) caused by the effects or fruition of a poison or drug with an intensity of ''tainted'' can be cured normally, even before the poison itself has been cured.
:* '''Curing Damage:''' Any hit point damage (including non-lethal 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 or non-lethal damage) that are inflicted by the effects 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 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.
:* '''Curing Effects:''' All effects (excluding hit point damage or non-lethal 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 poison has been cured or has run its course.   
::* This full-night's rest may only be taken after the disease 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.
::* 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:''' Poisons with an intensity of ''tainted'' do not usually inflict a fruition effect.  However, if they do, 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 (Spell)]] or [[Miracle (Spell)]], but are not otherwise curable by any other magic, including [[Restoration, Greater (Spell)]], unless the spell, ability, or effect specifically states it can cure the fruition of a poison or a disease.  Note that permanent ''fruitions'', such as death, can only be removed by a [[Wish (Spell)]] or [[Miracle (Spell)]].
:* '''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 (Spell)]] or [[Miracle (Spell)]], but are not otherwise curable by any other magic, including [[Restoration, Greater (Spell)]], unless the spell, ability, or effect specifically states it can cure the fruition of a a disease.  Note that permanent ''fruitions'', such as death, can only be removed by a [[Wish (Spell)]] or [[Miracle (Spell)]].





Revision as of 15:48, 5 August 2017


Condition Severity: Weak


   An illness has made its way into your system, causing discomfort, weakness, and distress.

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. 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 (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. If the disease has a "fruition" effect, it occurs at the same time as the third interval's effects.
  • Curing Damage: Any hit point damage (including non-lethal 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 or non-lethal 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 (Spell) or Miracle (Spell), but are not otherwise curable by any other magic, including Restoration, Greater (Spell), unless the spell, ability, or effect specifically states it can cure the fruition of a a disease. Note that permanent fruitions, such as death, can only be removed by a Wish (Spell) or Miracle (Spell).

Array

InfectedDiseasedPlagued