Infected

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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 are typically written in the following format:
Filth Fever (Injury vector; Diseased intensity; onset: 1d3 days)
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.


  • 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

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:

  • 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 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.

Array

InfectedDiseasedPlagued