Plagued

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Condition Severity: Strong


   A highly-contagious illness is coursing through your veins, which may kill you and everyone who comes into contact with you.

Effects

  • Plagued is usually the result of a truly virulent disease affecting a creature's system. Diseases with an intensity of plagued 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 plagued 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 plagued become contagious when the second interval occurs, and when the fruition occurs (at the 3rd interval). If the disease is cured prior to the second interval, 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 plagued themselves.
  • Here is an example of a plagued intensity disease (see Afflictions for details):
Black Death (Contact vector; Plagued intensity)
Fort DC 23; frequency: 1/day for 3 days
Effect: 8d6+15 points of damage per interval; fruition: 15d6+45 points of damage.

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).
  • Diseases which have the plagued 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 strong status conditions do not work on plagued 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).
  • 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 plagued cannot be cured until the disease is cured first.
  • Curing Effects: All effects (excluding hit point damage) that are inflicted by the effects of a disease with an plagued intensity linger even after the disease is cured or has run its course, regardless of any successful saving throws made by the diseased creature. These effects may not be cured until after the creature has been cured of the disease which caused them, and then taken a full-night's rest. Upon waking, these lingering conditions may be cured separately.
  • Curing the Fruition: The fruition of a disease with a plagued intensity can only be cured by waiting for their listed duration to expire, or by use of a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell). They 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 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.

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InfectedDiseasedPlagued