Rules

Enchanted Realms Rulebook

 
 The Fantasy World 
  
 

Disease

People get sick. Disease is part of life, even the adventurer’s life. In this subsection are the rules and details of how to manage when someone is potentially exposed to a specific disease. There are several variables, including what the disease is, how and how quickly it is spread, and the degree of severity or risk of fatality there might be.

In the world of Enchanted Realms, germs and microbes are really a thing. The concept of disease is more similar to miasmatic theory, where disease exists due to a noxious form of “bad air” created because of rotting organic matter mixing with evil and cursed strains of energy existing in the world. As a result, weather doesn't often carry this “bad air” but rather this pollution settles upon objects or persons who become carriers or victims. Typically one catches a disease due to exposure to a bad object or location. Therefore, disease is not something that will be checked routinely, but only when there is a chance for actual exposure.

RollSeverity
01-10MildHalf duration, half effect or possible asymptomatic
11-85Normal 
86-98FierceDouble duration
99-00ExtremeTriple duration; make another feat save a few days after recovery for re-infection

Of course, exposure comes in different ways: touch, breathing the contagion, ingestion, or perhaps being in the proximity of something. Once the exposure occurs, the GM will secretly roll a feat save against the DC of the disease. At this point, the character is infected. The disease will incubate for a specific time before symptoms occur. Next the GM must determine the severity of the illness that sets in. Unless otherwise noted, the default for severity is determine by the table to the right. Mild cases might not show any symptoms, especially if the victim cannot be affected in a notable way, such as a non-priest character having abyssal fever. However, the infected would still have unusual sweating and be a carrier of the disease. If the severity is worse than normal, then death saves may occur daily for the potential of body point losses at the discretion of the GM; these death saves can occur even if the victim has positive points.

After the incubation period, symptoms will occur. The disease will exist within that person’s lifesong for the duration. Effects of the illness will occur for that duration. If the disease is contagious by touch or proximity, then the diseased person may pass the disease to others during this time. The recovery of the losses will return based on the type of disease the person had.

Of course, due to how diseases work, there is little doubt that powerful beings and perhaps even well-funded evil organizations will develop methods to weaponize the terrible illnesses.

DiseaseExposure  DC  Incubation Duration Recovery Severity
Abyssal FeverTouchRes:151d10 days3d10 daysStandardNormal: 11-00
Ashen PlagueAirborneStr:10
Elves Str:15
5d10 hrs2d10 daysSpecialStandard
Cerebral PyreIngestionLogic:122d4 hrs3d10 hrsStandardStandard
Crimson FeverAirborneAgil:165d10 hrs2d10 daysStandardStandard
Crow FrenzyAirborneJudg:122d6 hrs2d4 daysStandardStandard
Earth RotTouchRes:104d6 hrs4d6 daysStandardStandard
EyesoreAirborne
Touch
Res:92d6 hrs4d10 hrsStandardStandard
Hangman's DistemperTouchRes:145d10 hrs1d6 weeksStandardStandard
Lunar CombustionTouchRes:112d4 days1d10 daysStandardNormal: 11-00
Necrotic RotTouchRes:152d4 hours4d6 hoursSpecialStandard
Rat FeverTouchRes:105d10 hrs10d10 hoursSpecialStandard
Timber ShiversAirborne
Forests
Str:12
Elves Str:8
5d10 hrs1d10 daysStandardStandard
Vermin FeverTouchRes:72d10 hrs1d6 daysStandardStandard

Abyssal Fever: Fever which causes sweat, which is a mild form of unholy water. If others touch the sweat, it causes itching and possible contraction. During infection, divine skills and incantations require a successful Faith feat (DC:11) to successfully use. Further, Spirit points lost while infected do not recover, even by magical restoration. Once the disease clears, any divine abilities return without difficulty and Spirit is restored at a normal rate. This disease can incubate without symptoms for 1d10 days, this of course means that those not divinely-aligned may be asymptomatic carriers.

Ashen Plague: Elves are more susceptible than other races. The sickness causes vomiting and bleeding from the ears. The victim will require a week of bed rest to recover. If disregarding bed rest, the victim will temporarily lose 1 point of body max per day after onset. Max body returns to normal at a rate of 1 per day after the disease passes. However, if the body reaches zero because of strenuous activity, then there is a 10% chance of death by hemorrhaging.

Cerebral Pyre: Contracted within a few hours of eating or drinking something tainted, this disease reaches the victim’s brain, producing horrific pain inside one's head. It will cause one to scream and claw at the scalp and face. Fortunately, the effects pass quickly. In the meantime, Sorcery requires a Logic feat (DC:17) to successfully cast a spell; and even cantrips require a Agility feat of DC:8. Combat is at disadvantage, and initiative suffer -3 penalty. Further, all saves (other than those listed specifically in this description) suffer -1 on the roll.

Crimson Fever: When contracted, this turns the skin to a reddish hue and is associated with aching pains. While sick, movement is halved. Mild cases do not affect movement, but skin color changes. If severity is fierce or extreme, then movement is one-quarter.

Crow Frenzy: While in the grips of this disease, victims frequently succumb to fits of mad laughter. Any event that causes the infected creature great stress, including entering combat, suffering damage, experiencing fear, or having a nightmare, this forces the creature to make a Resilience save (DC:13). On a failed save, the creature becomes incapacitated with mad laughter for 30 seconds (or 3 combat rounds).

Earth Rot: This usually only is contracted through an open would, but it can become a serious health issue. During its course, the victim acts as if having half the normal Strength and Agility. Like rat fever, this disease requires bed rest to recover, and only then does the timer for recovery begin. During the recovering phase, each day the victim must make another Resilience save (DC:10) or suffer a point of body damage which does not heal under normal rules; however, divine or alchemical methods will restore the lost Body points. If ignoring the need for bed rest, the victim will lose both a normal and max Body point for each day. If Body points are reduced to a value below zero equal to Resilience then the victim will die.

Eyesore: When infected, one’s eyes swell and become covered in a fuzzy mold. During this time, the victim is under the blind restriction. After 4d10 hours, the spores burst and spread in the air. Anyone in the immediate area must make a Resilience feat save (DC:9) or become infected as well.

Hangman's Distemper: This disease produces a strange bruised ring around the neck, eyes bulge, and breathing is difficult. Coughing up blood is typical. Movement is halved. Sorcery requires a Logic feat against DC:6 to successfully cast. Combat is at disadvantage, initiative suffers a -1 penalty, and all saves suffer a -1 on the roll.

Lunar Combustion: This illness causes a severe sensitivity to moonlight, which can create a skin burning like that of a painful sunburn. If a moonburn happens, the victim’s movement is half of normal.

Necrotic Rot: This fast-acting disease turns the skin dead, causing it to rot and fall off. It’s disgusting and smells bad. Every six hours during infection, the diseased must make another Resilience feat save (DC:15) or suffer a point of body damage which does not heal under normal rules. It cannot be healed by wound care or field medicine; however, divine or alchemical methods will restore the flesh. If not magically healed, the restoration of body points after the illness has passed will occur at one point per day.

Rat Fever: The disease causes weakness and fever which lasts for 2 to 3 days. The victim will require bed rest to recover, and only then does the timer for recovery begin. If disregarding bed rest, the victim will functionally lose 1 point of body max per day after onset. Max body returns immediately to normal after the disease runs its course; however, any healing will still require a long rest.

Timber Shivers: It is not a common infection, but it is usually due to be exposed to forests. As groves tending to be the carrier, elves have bred themselves to a special resistance to this disease, making their DC on 8 to contract the malady. It causes twitching and trembling, resulting in the inability to perform delicate tasks. While infected, the victim’s combat attacks suffer -1 per each die. Further, there is a 20% chance of losing bladder control in combat or other stressful situations.

Vermin Fever: The disease is carried by wererats making the sick person suffer restrictions as if having been poisoned. Further, one's movement is halved while under the effects of the disease.