Diseases

Crimson Honey

This delicious-smelling, heavily viscous substance is made by a certain species of wasp known for attacking and killing Beasts and Humanoids alike. While it tastes fine and balances sweet and savory well, it can have adverse effects on people who consume large amounts of it (except, curiously, Goblinoids).

Effect
If a creature eats more than 1oz of Crimson Honey it regains 3d4 HP. If eaten by any Humanoid other than a Goblinoid, however, the creature must make a DC 15 Constitution Save.

Failure: It is Poisoned for 1d4 hours as the rotted and congealed meat used to create the honey wreaks havoc on the creature’s stomach. If a creature fails the Save by 5 or more, it’s also Paralyzed for the duration.

Transmission and Contraction
Consuming the Crimson Honey in large amounts will likely harm a person. Using the tiniest amount to flavor your rations, though, will likely be just fine. Going back for seconds is inadvisable.

Cures and Treatment
A creature can avoid being Poisoned if Purify Food and Drink is cast on the Crimson Honey before eating it

Disease of the Darkness

A malevolent, almost intelligent blight spreads through the world. People call it Darkness because of its pitch black, viscous nature that’s almost impossible to see in anything other than bright light. When it has infected a Humanoid, it eats away at their body. It’s a stubborn disease that’s difficult to eliminate, but fairly easy to manage.

Effect
Each day at dawn a creature’s Darkening progresses by 1.

Transmission & Contraction
A creature contracts Darkness by coming into contact with a pool of Darkness. In bright light, a pool of Darkness is obvious and visible. In dim light or darkness, it’s very difficult to perceive and any creature that comes within 5ft of the Darkness must make a DC 15 Dexterity Save. Failure: The creature contracts Darkness. When a creature first contracts Darkness, its Darkening level is 2.

Cures & Treatments
There are two ways to manage Darkness. Targeting the infected creature with Lesser Restoration will reduce its Darkening level by 1, but requires the caster to succeed on a DC 10 Spellcasting Ability Check, or it has no effect. Additionally, if the creature is not missing HP and it is targeted by an effect that restores 10 HP or more, its Darkening level is reduced by 1. If the infected creature is targeted with Greater Restoration , or similar magic, it is cured.

Fighter's Seduction

This is a disease that massively modifies the physical attributes of a Humanoid creature. These modifications are sometimes sought by gladiators, soldiers, and brawlers that believe the massive strength gains outweigh the host of physical issues and expenses that accompany the disease.

Effect
The disease can be a benefit to the diseased, making them immensely strong. In order to keep the parasite from consuming the body, however, the diseased needs to consume a significant portion of Kheper Salt Tonic. If Kheper Salt Tonic is not consumed on any given day, the infected creature wakes up the next day in a lethargic, weakened state. Over time, without the tonic, the body starts to waste away and, eventually, the creature becomes bedridden. An infected creature left to its own ends will die of the disease in a matter of weeks. A creature afflicted with Fighter’s Seduction has its Strength Modifier increased by 3 (max +7) while infected. A creature in a weakened state from not drinking Kheper Salt Tonic loses its increased Strength and gains a -2 penalty to its Constitution and Intelligence Modifiers.

Transmission & Contraction
The Fighter’s Seduction is a well known disease caused by a waterborne parasite. While it’s possible to contract the disease while wading through or washing in pools of fresh water, the most frequent contraction method is a voluntary insertion of the parasite. The parasite is kept and sold in underground markets.

Cures & Treatments
There are no commonly known cures for the disease. The treatment is for the diseased to consume Kheper Salt Tonic, a potion that costs 10gp, each day. A Wish would be able to remove the parasite from the inflicted, however. More mundane solutions involve the amputation of the limb in which the parasite lives.

Golden Gut

When spores of Hydrus Aurum enter the digestive tract they nest inside the stomach where acid keeps it from advancing too fast. Over a couple of days, by eating food consumed by its host, it grows large enough to fill the stomach entirely.

Effect

  • Stage 1 Once the infected creature has eaten 2 days worth of food , it will feel light abdominal pain. The creature suffers 1 level of Exhaustion and can’t be reduced to below 1 level of Exhaustion until it’s cured.
  • Stage 2 Once the infected creature has eaten 4 days worth of food, it will start feeling weak, as if it hasn't eaten in a day. The creature suffers 2 levels of Exhaustion and can’t be reduced to below 2 levels of Exhaustion until it’s cured.
  • Stage 3 Once the infected creature has eaten 8 days worth of food, it will have its stomach filled by Hydrus Aurum, making it hard to breathe. The creature suffers 3 levels of Exhaustion and can’t be reduced to below 3 levels of Exhaustion until it’s cured. At this stage, the creature can’t eat, as it instantly regurgitates any food it attempts to eat due to stomach blockage.

Transmission & Contraction
A creature that drinks water contaminated by spores of Hydrus Aurum contracts Golden Gut if it has eaten that day. Hydrus Aurum spores can survive up to 30 days in water before dying, but the spores instantly die if the water it’s in is targeted by a spell or effect that deals Lightning damage.

Curses & Treatments
Dealing 10 or more Lightning damage to the infected creature will cure it by bursting the Hydrus Aurum inside it. At Stage 1 the burst will deal 4d10 Bludgeoning damage to the infected creature. This damage increases to 8d10 at Stage 2 and 12d10 at Stage 3. The creature must then make a DC 15 Constitution Save. Failure: It falls Unconscious. Alternatively, when at Stage 1 or 2, a skilled doctor with adequate tools may try to extract it with an invasive procedure through its mouth. To do so, the creature attempting the procedure must make a DC 20 Medicine Check during a Long Rest.

Success: The infected creature is cured.

Failure: The infected creature is reduced to 0 HP and begins making Death Saves at DisADV and can’t be stabilized or regain HP until it takes 1 or more Lightning damage.

Malick Malice

Often the power of foresight is seen as a gift, but those who truly experience the visions will tend to disagree. Those cursed by Malick Malice often see complex visions of the future, have confusing dreams, and speak obscure prophecies. However, as the curse goes on it can often be difficult to distinguish a vision of what may come to pass from a fleeting moment of insanity.

Effect
The features of this curse revolve around Malice Points (MP). Malice Points resemble the amount of insanity the curse has brought upon a creature. Depending on the results, a creature can gain or lose Malice Points when using features of this curse.

An afflicted creature starts with 1 MP and can have a maximum of 10 points. Consult the Malice Point table below to find the penalties associated with the current number of MP.

Short Sight
Using the power of this curse, a creature can attempt to bolster itself using knowledge of the immediate future. When a creature makes an Attack, Save, or Check it can attempt to predict the outcome by rolling a d6 and guessing the result. It can choose to either predict a result of 1-3, 4-6, or a specific number between 1 and 6.

If a range of 1-3 or 4-6 is predicted correctly, the creature can add a d6 to the Attack, Save, or Check it’s making. If the range is predicted incorrectly then the creature must subtract a d6 from the roll and also gains 1 MP. If a specific number was predicted correctly then the creature adds 2d6 to the roll and loses 2 MP, to a minimum of 1. If a specific number was predicted incorrectly then the creature subtracts 2d6 from the roll and gains 2 MP.

You can use this feature 2 times per Short Rest.

Ritual Premonition
Additionally, you can attempt to invoke a stronger premonition.

Over the course of 10 minutes an afflicted creature can perform a special magical ritual to attempt to gain insight into an area of its choice. This ritual can duplicate the effects of one of the following spells: Commune, Contact Other Plane, Divination, Find the Path, Legend Lore, or, Scrying .

Before resolving the results of the ritual the GM must roll a d20 and subtract the total number of MP the creature has. If the result is 10 or less, the GM gives a false, confusing, or misleading result to the ritual.

A creature can use this feature a number of times equal to half the number of MP it has (minimum of 1) per Long Rest.

Malick Malice MP
Description
1 - 2 The creature is vulnerable to Psychic damage.
3 - 4 The creature can read all written languages.
5 - 6 The creature makes Wisdom Checks with DIS.
7 - 8 The creature no longer requires sleep during a Long Rest, and magic can’t put it to sleep.
9 - 10 The creature makes Wisdom Saves with DIS.

Transmission & Contraction
Malick Malice is a curse that’s often misunderstood. Its origin can come from a host of things. Most commonly, the curse is bestowed upon an individual by a nefarious spirit or powerful creature such as a hag. Reports have been made that people can be born with the curse as well, suggesting a familial or bloodline-related transmission. Once you are cursed, it isn’t possible to give another the curse in any reliable manner.

Cures and Treatments
No known treatments exist, but casting Remove Curse at 5th-level or higher can cure the cursed individual. Additionally, the creature or force that has bestowed the curse on a creature can end the curse as an Action.

Mamlaz

Occasionally, a gatherer searching for fruits and vegetables will come across, knowingly or otherwise, a few pieces touched by magic. Mamlaz is when these magical fruits and vegetables go rotten. If they're used to make a dish, this magic merges with other ingredients, and when it goes bad it forms a slimy, but tasty, substance that resembles Mamlaz. A creature that succeeds on a DC 15 Medicine or Arcana Check to inspect it identifies it as inedible, otherwise it looks fine.

Effect
Mamlaz infiltrates blood and turns it into a paste. However, its magic propels blood to continue moving through the bloodstream putting heavy pressure on a creature’s organs, especially the heart. An infected creature gains resistance to Bludgeoning, Piercing, and Slashing as it can't bleed due to the way Mamlaz’s viscosity ties the blood to the body.

At the end of a Long Rest, the infected creature must make a DC 15 Constitution Save.

Failure: It gains 1 level of Exhaustion and receives a -1 penalty to all of its Ability Modifiers as its muscles and organs start to swell, turn purple, and go numb. A creature dies if any of its Modifiers drop to -5 in this way. If the creature dies while afflicted by Mamlaz, the skin bursts and a purple blood paste slowly oozes out spreading a pleasant, sweet smell through the immediate area.

Transmission & Contraction
When Mamlaz forms, it gives off a pleasant smell that makes it seem edible. This is the way Mamlaz most often spreads. It can also be contracted by ingesting the blood of a creature that is infected by it. Creatures experience the effects of Mamlaz about a day after ingesting it.

Cures & Treatments
If the infected creature is targeted by Dispel Magic , it must make a DC 15 Constitution Save. Failure: It suffers 1 level of Exhaustion as the spell partially disables the properties of Mamlaz that propel pasty blood through its body. Success: The ailment dissipates over the next 24 hours, reversing any of its effects at the end of the duration.

d100
Mod
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Effect 1 Effect 2 Ambience Music