BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Diseases, Drugs and Poisons

Diseases

  Brain Fever: A catch-all term for most diseases like meningitis, encephalitis and scarlet fever. While in the grips of this disease, victims frequently experience severe pain, fever, confusion and body tremors. The disease spreads through contact, requiring a DC 18 Constitution Saving Throw to avoid infection. Upon a successful save, the creature is immune to the effects for 24 hours. The disease is lethal, and will kill the infected creature within 2d4 days if not cured by magic.
  Cackle Fever: Targeting humanoids, gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving it the common name "The Shrieks". Symptoms manifest 2d4-2 hours after infection and include fever and disorientation. The infected creature gains a level of exhaustion that cannot be cured until the disease is ended. The disease spreads through laughter, and as such any creature within 20 feet of an infected person must succeed on a DC 14 Constitution Saving Throw or also become infected. Upon a successful save, the creature is immune to the effects for 24 hours. At the end of a Long Rest any infected creature can reattempt the save to become cured.
  Eye Rot: This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by Eye Rot must succeed on a DC 16 Constitution Saving Throw or become infected. One day after infection, the creature's vision starts to become blurry, granting disadvantage on Perception checks and a -1 to Attack Rolls. At the end of each Long Rest after the symptoms appear, the penalty worsens by -1. When it reaches -5, the Victim is blinded until it's sight is restored. This disease can only be cured by magic.
  Flesh Rot: This painful infection causes the flesh to decay and rot away. A beast or humanoid that touches a creature infect with Flesh Rot must succeed on a DC 15 Constitution Saving Throw or become infected. One day after infection, the creature's flesh where they touched the infected one becomes blackened and grey. It slowly expands until it is healed. The infected creature takes disadvantage on all Charisma based skill checks and saving throws and takes vulnerability to all physical damage.
  Frigid Woe: Created by a long-dead mage, Frigid Woe is most common in the Frozen North and the other northernmost portions of Earedar. Spread by coming into contact with an infected creature, it requires a DC 18 Constitution Saving Throw to avoid infection. It takes 1d4 days for symptoms to manifest, and during that time the creature is still contagious. Symptoms include fatigue, chills and visible blue veins that appear on the victim's body. The infected creature's speed is halved as long as it remains infected. Every three days after this the creature must reattempt the saving throw, or lose another 5 feet of speed. Once the creature's speed is reduced to zero, it becomes frozen in death. A specific antidote is required to cure this disease, known most commonly by the shamans of the Tul Vos.
  Lycanthropy: Please refer to the page on Lycanthropy.
  Monkey Fever: Native to Brightwater Jungle, Monkey Fever is a magical mist that creeps through the jungle. Contact with this thin, blue, odorless mist can infect all upon a DC 15 Constitution Saving Throw. The spell Dispel Magic can destroy up to a 40 foot section of the mist. Typically 1d6 hours after infection the first symptoms of madness set in. If the madness is not cured by a Lesser Restoration or Greater Restoration spell, after 24 hours the save must be attempted again. Upon a failed save, the madness will become permanent, curable only by a Wish spell. This save is reattempted every 24 hours until the disease is cured or becomes permanent.
  Plague: A catch-all term for a broad variety of plagues that ravage major cities within Earedar. Each plague is transmitted differently, most commonly through airborne particles. The DC of each plague varies, from between 15-22 to avoid becoming infected. All are lethal, taking 2d4 days to kill the infected creature. Each plague is healed differently, some via spells like Lesser Restoration, some requiring a special cure or a Wish spell.
  Sewer Rot: A catch-all term for a broad category of illnesses that incubate in the sewers, often transmitted by rats. When a creature is bitten by another creature that carries the disease or comes into contact with refuse in which it thrives, the creature must succeed on a DC 13 Constitution Saving Throw or become infected. It take 1d4 days for sewer plague to manifest, it's symptoms including fatigue, fever and cramps. The infected creature gains the Fatigued condition and gains only half the normal amount of hit points from a short or long rest. At the end of each Long Rest, the creature may reattempt the save to be cured.
  Shivering Sickness: A humanoid exposed to this disease must succeed on a DC 12 Constitution Saving Throw or become infected. It takes 2d6 hours for symptoms to manifest, which include blurred vision, disorientation and uncontrollable shivering. This gives the victim disadvantage on Perception checks and attack rolls. At the end of each Long Rest the creature may reattempt the save to ward of the disease.
  Smallpox: This disease is amongst the most lethal of all non-magical disease. Causing severe boils to erupt around the creature's body, it is highly lethal. Spread through contact, the creature must succeed on a DC 20 Constitution Saving Throw or become infected. The disease is always lethal in 2d4 days unless cured by the Greater Restoration spell or a Wish.
  Vampirism: Please refer to the page on Vampirism.
 

Drugs

  Blue Sand: Blue Sand is an uncommon substance in Earedar, the result of the alchemical manipulation of sand and arcane magic. Blue Sand is lightly addictive, requiring a DC 14 Constitution Saving Throw to avoid addiction. Blue Sand is commonly snorted through the nose. The effects of Blue Sand last for 8 hours, and grant advantage on Perception and Investigation checks as they empower the senses.
  Delirium: Delirium is a rare substance that is only found in the ruins of Drakenos. Falling from the sky, delirium is a greenish stone material that is moderately addictive, requiring a DC 18 Constitution Saving Throw to avoid addiction. Delirium can be imbibed in tea form, as well as orally in a powder form. The effects last for up to 6 hours, granting you advantage on spell attacks, increasing your DC's by 2 and giving you advantage on knowledge-based skill checks.
  Ember Berry: Ember Berry is an uncommon substance in Earedar, and only grows in forests near volcanoes. Ember Berry is lightly addictive, requiring a DC 13 Constitution Saving Throw to avoid addiction. Ember Berry is commonly drank in tea form, the effects lasting for up to 1 hour. A few minutes after drinking the tea flames will begin to cloak your body, dealing 1d6 fire damage to anybody within 5 feet of you. As long as you can continue to pass a Concentration Check (DC 15) you will not be harmed.
  Longleaf: Longleaf is a common plant in Earedar, used quite often in religious ceremonies and rituals. Longleaf is lightly addictive, requiring a DC 12 Constitution Saving Throw to avoid addiction. Commonly smoked out of a pipe or a bong, it can also be rolled into a cigar or a cigarette. Longleaf's effects last for 1 hour, granting relief from the Fatigued, Frightened and Charmed conditions, as well as granting advantage on Wisdom Saving Throws.
  Moon Rock: Moon Rock is not a common substance in Earedar, as it is the result of alchemical creation. Moon Rock is most often found in large cities, where it can be created en masse. Moon Rock is highly addictive, requiring a DC 20 Consitution Saving Throw to avoid addiction. Commonly smoked out of a pipe, Moon Rock's effects last for anywhere from 4-8 hours. Often causing hallucinations, Moon Rock grants disadvantage on Wisdom and Intelligence Saving Throws while granting advantage on Strength checks, 3d10 temporary hit points and setting your Strength score to 19.
  Pixie Dust: Pixie dust is a rare substance in Earedar, as it must be farmed from pixies that are native only to the Elswyld. Pixie Dust is most often found in centers of higher learning as well as large cities. Pixie dust is moderately addictive, requiring a DC 15 Constitution Saving Throw to avoid addiction. Commonly ingested orally, Pixie Dust's effects last for anywhere from 3-6 hours. Pixie Dust causes euphoria, reduced inhibitions, increased sensitivity and hyper-sexual activity. It also causes immunity to fear, advantage on Charisma Saving Throws and Skill Checks as well as disadvantage on Intelligence and Wisdom Saving Throws.
  Shortleaf: Earedar's version of the tobacco plant. Shortleaf is quite common in most regions of Earedar and moderately addictive, requiring a DC 17 Constitution Saving Throw to avoid addiction. Commonly smoked out of a pipe, it can also be chewed or rolled into a cigar or cigarette. Shortleaf's effects last for 1 hour, granting relief from the Fatigued condition as well as granting advantage on initiative and saving throws against fear.
  Yarrow Root: Yarrow root is cultivated from the yarrow plant, and as such is readily available in most of Earedar. Yarrow root can be found in many places, and is highly addictive, requiring a DC 18 Constitution Saving Throw to avoid addiction. Yarrow root is commonly ingested orally, akin to chewing tobacco and is often used in religious ceremonies and rituals. Yarrow root's effects last up to 2 hours, allowing the user to see magical auras as the Detect Magic, Detect Corruption or Identify spells.
  Wyrmwood: Wyrmwood is cultivated from the Wyrmwood tree, and as such is a moderately rare substance in Earedar. Wyrmwood is most often found in settlements on the edge of civilization, near large forests. Wyrmwood is modereately addictive, requiring a DC 16 Constitution Saving Throw to avoid addiction. Wyrmwood is often eaten orally or brewed in tea and its effects can last for up to 4 hours. Wyrmwood causes severe hallucinations or prophetic dreams.
 

Addiction

  Addiction is a reality many face within Earedar. There are various drugs that many of the Elder Races struggle to avoid. Each time you partake of a drug, you must roll a Constitution Saving Throw to avoid an addiction, as outlined in the section regarding that drug. If you fail the save, the results of the addiction are outlined in the various sections below. In order to escape the struggle of addiction, refer to the section on Withdrawal and Recovery below. One may apply these rules below to things other than drugs, such as sex, gambling, sugar or other things at DM's discretion.
  Highly Addictive: A drug that is highly addictive takes over a large portion of your life. If you do not partake of the drug you are addicted to every day, you will enter stage 1 of withdrawal. These drugs also generally have a higher DC to avoid addiction.
  Moderately Addictive: A drug that is moderately addictive is an impediment to your life, but will not consume it. If you do not partake of the drug which you are addicted to every three days, you will enter stage 1 of withdrawal. These drugs generally have a moderately difficult DC to avoid addiction.
  Lightly Addictive: A drug that is lightly addictive is not a real impediment to your life, and is somewhat unnoticable. If you do not partake of the drug which you are addicted to at least once a week, you will enter stage 1 of withdrawal. these drugs generally have an easy DC to avoid addiction, but not always.
 

Withdrawal and Recovery

  There are various stages one must go through in withdrawing from addictive drugs. If you are going through withdrawal or wish to quit, please refer to the list below. Any levels of exhaustion granted by withdrawal are temporary, and automatically removed once reaching stages 4 and 5. Some drugs may have unique side effects when withdrawing from them, see the text.
  Stage 1: When the first stage of withdrawal begins is dependent on the addictiveness of the drug from which you are withdrawing. Generally this stage is categorized by mood swings, cravings, irritability and trouble sleeping. During the first stage of withdrawal you will suffer from the Fatigued condition. Those withdrawing from drugs that are lightly addictive will proceed immediately to stage 5 after stage 1.
  Stage 2: The second stage of withdrawal begins 24 hours after the first stage began. Generally this stage is categorized by lack of sleep, cravings, trembling hands and anxiety. During the second stage of withdrawal you will suffer from a level of exhaustion as well as disadvantage on Dexterity and Wisdom Saving Throws. Those withdrawing from drugs that are moderately addictive will proceed immediately to stage 5 after stage 2.
  Stage 3: The third stage of withdrawal begins 24 hours after the second stage began. Generally this stage is categorized by body tremors, severe insomnia, cravings, anxiety, depression and severe pain as well as possible other side effects. During the third stage of withdrawal you will suffer from three levels of exhaustion as well as disadvantage on all Saving Throws, Attack and Damage rolls. Those withdrawing from drugs that are highly addictive will proceed to stage 4 after stage 3.
  Stage 4: The fourth stage of withdrawal begins 48 hours after the third stage began. Generally this stage is categorized by a slow recovery from the effects of stage three, including decreasing body tremors, trouble sleeping, cravings, anxiety and light pain. During the fourth stage of withdrawal you will suffer from two levels of exhaustion as well as disadvantage on Dexterity and Wisdom Saving Throws. Those that reach this stage will proceed immediately to stage 5.
  Stage 5: The fifth stage of withdrawal begins 24 hours after the fourth stage began. Generally this stage is categorized by recovery from previous effects, such as mood swings, cravings, irritability and trouble sleeping. During the fifth stage of withdrawal you will continue to suffer from the Fatigued condition. The fifth stage of withdrawal ends after 24 hours.
  Any addict knows that withdrawal is not the last hurdle in quitting. Recovery is a long an arduous process. After quitting a substance, you are more likely to become addicted to it again. If you partake of that substance again, the DC is +5 higher than it was previously, and you have disadvantage on the Saving Throw.  

Poisons

  Brighteye Venom: Highly volatile, this venom from the Brighteye Spider spoils after just three days away from its host. When entering the blood stream it causes the user's eyes to turn purple and blue, stunning them for 1d4 hours upon a failed Constitution Saving Throw (DC 15).
 
More Coming Soon

Comments

Please Login in order to comment!