Plague Condition

Site Index | > Encounter Rules | > Plagues

Plague Condition

A plague is a disease that has been magically enhanced to be more potent. Plagues last until cured, and will come with some sort of drawback.

Plagues are given an item number even though they are not an item. This is so that players have a way of looking up the information regarding the plague should they become infected or when a character casts diagnosis on them. The plagues drawbacks will be listed there.

Each plague will have a trigger event that causes it to spread, a specific action that will result in another character becoming infected. For example a possible trigger might be touching an infected person. Once infected a character gains the Plague condition and will spread it further if the trigger is met again.

Curing a plague requires both alchemy AND magic and is done through the remedy ritual. Many plagues will require a special ritual component as part of that ritual. When a special ritual component is required it will be listed in the items identify magic listing entry.

Once a character has been cured of a specific plague they cannot become reinfected by that specific plague and will cure others using the same trigger condition that normally spreads the infection.

A sample plague's entry:

Frailty Plague. While affected by this plague you are capped at dealing 1 damage. Trigger: physical contact with an infected person. Requires a remedy ritual with a sprig of Madweed to cure.

Related Rituals

Remedy

Directions: Light the candle. Walk amongst all characters being affected by the ritual and touch each of them on the head or shoulder. Read the incantation.

Incantation: That which ails you holds you tight, but let this moment make things right. Cut the strings and find the cure, make this tainted function pure. Your addled days have reached an end as magic bandage comes to mend.

Effect: Choose one:

  • Remove one Hex from one character.
  • Remove a Hexed Item from one character, this may require an additional component specific to the Hexed Item.
  • Remove the Poisoned Condition from any number of characters.
  • If a Compulsion Ritual Component and a second ritual candle are used as additional components remove the Memory Loss Condition from any number of characters
  • If a Wolfsbane is used as an additional component remove the Lycanthropy Condition from any number of characters who have not fully turned.
  • If a Rejuvenation Elixir is used as an additional component remove the Diseased Condition from any number of characters.
  • If a Theriac is used as an additional component remove one Plague Condition from any number of characters, this may require other additional components specific to the plague being cured.

Categories: Terminology | Conditions

<< Pit Traps | Combat Rules | Ingested Poisons >>

Page last modified on June 17, 2022, at 04:06 PM
Powered by PmWiki