18 Diseases and Ailments for your enjoyment
Authors: Scott Stokes Craig Tidwell Joe Blosch Megan Robertson Patrick & Marie Ciriello Editing: Scott Stokes Steve Creech Project Leader: Scott Stokes Interior Art: Megan Stewart Cover Art: Craig Tidwell Special Thanks: Steve Creech and the whole d20 Magazine Rack community for giving us this opportunity!

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Table of Contents
Bone Rot Disease 3 Muck-Blood 13 Dung Beetle Virus 4 Philanderer’s Punishment 14 Dragon’s Feet 5 Psychic Malaise 15 Ethereal Fever 6 Snake Blood Sickness 15 Fairy’s Angst 8 Stone Golem Syndrome 17 Fiery Ant Fever 9 Topaz Pneumonia 17 Hell Gout 10 Warrior’s Wrack 18 Lilith’s Lament 11 Winter Seed Ague 19 Mind Spikes 12 Zombie Plague 20 ©2007 Dragon Wing Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. d20 Magazine Rack, DragonWing Games, and the d20 Magazine Rack logo are trademarks of DragonWing Games. All rights reserved. All character s, names, places, items, art, and text herein are copyrighted by DragonWing Games. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open Game License contained in the Legal Appendix. “d20 System” and the d20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20 Trademark License. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.


the infected person begins to feel tired after about 2 hours and suffers 1d6 temporary Con damage. it is believed that either someone who was infected left the town before the disease was realized or that perhaps an animal became infected and serves only as a carrier. Source: Bone Rot was accidentally created by the cleric Sestrin while mixing some natural healing herbs in conjunction with a raise dead spell. Any attempts to move the patient must be done with great care. if touched by a different carrier. The resulting mixture formed something completely new and terrible with Sestrin never realizing what had happened until it was too late. A successful Heal check (DC 25) will allow the caregiver to reduce the probability of additional bone breakage to 15%. a new save does not need to be made from contact by the carrier for 24 hours. If the save is successful. The probability does remain cumulative. literally destroying you from within. It was only after a three week period and the deaths of 15 people that a paladin was able to heal the last of the diseased persons. However. It is believed that creatures who do not possess a skeletal structure may also serve as carriers. The disease still appears on occasion. However.Bone Rot Disease Description: This disease is also called Brittle Bone disease. Contraction: Since the carrier source is unknown. At this point. the weakness makes it impossible for her bones to continue to support her body’s mass and weight. however. It seems that to contract this disease one needs only to touch the infected person. For every three hours that the infected individual does not remain in a fully resting position. As the interior of the bone rots away they are still hard on the outer layers but have none of the Strength of a solid bone and therefore tend to break easily. The disease struck the small village where he resided. Effects: Upon making physical contact with a carrier. The spell fumbled with the herbs being affected. Although no one has found the source. Combined with her already exhausted state. the paladin involved in curing the first outbreak in Sestrin’s village did note that all of the infected people had some form of physical contact with another at some point before coming down with the disease. If fashioning a litter 3 . Any bone that does break will inflict 1d6 points of piercing damage to the victim plus 1d4 points of nonlethal damage from the pain of the bone breakage. there is a 25% cumulative probability of a bone breaking. she becomes completely exhausted and must rest. After 1d4 days the person’s suffers 2d6 temporary points of Strength damage reducing her strength (minimum score of 3). It causes your bones to rot from the marrow out. no one is certain. She must then make a second Fortitude save (DC 19) with failure resulting in the infected person remaining in an exhausted condition. a new save must be made. If the saving throw is failed. the individual must make a Fortitude save (DC 19) to avoid being infected.

Kobold belief is that the Dung Beetle Virus serves as a divine punishment for kobolds associating with surface dwellers. A victim can not survive this disease with out care. Cure: Once infected. turn pale in color. the Fortitude save is increased to a (DC 15). Unless treated by heal or remove disease (cast at 10th level). and become nauseated. densely populated city districts where sanitation barely exists lends to its name. The lore suggests the birth of the virus within the realms of the deep earth. eating becomes virtually impossible. Due to the level of pain and brittleness of the bones and teeth. a Heal check (DC 30) or a remove disease spell within the first two hours of contraction will cure the affliction. Dung Beetle Virus Description: Said to be a condition of the poor by the wealthy. its ability to rapidly spread among the traditionally poor. In the next 22 hours a remove disease (cast at 10th level) or heal spell is needed. Though. Airborne. Contraction: This is an airborne virus that spreads quickly. then 5 or more ranks in Knowledge (nature) or Survival will grant a +2 synergy bonus to a Heal check in this circumstance. Magic theoretically may be used to sustain a person until help could be found. 4 . The onset time is 1d4 days after exposure. Form-altering spells or special abilities such as polymorph. wild shape or lycanthropy will change the physical form but the affected condition still remains and affects the bones of the new form as well.from tree limbs or such. the infected individual does not regain lost Constitution and Strength points as normal. miracle or similar powerful effect is cast that will restore the bones to their former state. The probability of bone breakage rises to 50% with each action the patient attempts. only a wish or miracle or similar power will bring back the afflicted to his former form. the patient will die from starvation unless a wish. the truth is unknown about its original source the real source is likely more terrestrial in nature. Movement is restricted to only the smallest of motions and performing those requires a Fortitude save (DC 15) to withstand the pain or fall unconscious. At this stage of the disease’s progression. the marrow inside the patient’s bones has effectively rotted away and the bones grow very brittle. After that. After 1d4 additional days. Source: The Dung Beetle Virus’ origins are a mystery but the first recorded outbreak dates back to 100 years ago in kobold lore. If an infected person’s blood should come into contact with an open wound or be consumed. this disease causes the individual to have chills. Individuals coming into close proximity (less than 5 foot) to someone that has been infected must make a Fortitude save (DC 12) or become infected. Those who fail the save suffer 1d3 points of temporary Constitution damage and become nauseated.

the character suffers an additional 1d6 loss of temporary Strength damage due to high fever and chills. After this time the disease ends. The blood vessels of those who contract the disease become inflamed and swollen which causes the skin to crack. It causes the skin on hands. The adventurers contracted the disease as a result of having wounds that came into contact with the dragon’s blood and the adventurers soon fell ill. Additionally the victim acts as a carrier of the virus for the duration of the infection. Eventually the spread of the disease was halted through a concerted effort by priests of many faiths. Still. 1d4 days later. rumors from the shorelines held that the disease itself survived the purge in the shallow bays and reefs of the shoreline waters as a fish-borne plague of lethal nature. Treat Disease is allowable to help with the saves but not generally needed. This must be recovered through rest or divine magic. Source: The primary outbreak of this infection can be traced back to a conflict between an adventuring party and a young green dragon.Effects: The victim becomes nauseated and takes on a very pale complexion after the onset time. 5 . after the locals dumped the remains of several old people that died from Dragon's Feet. Also the victim of the Dung Beetle Virus gains a +4 bonus to his Fortitude save if he encounters the virus again within the next 6 months. In some regions. the disease quickly passed from caregivers to the general community as a mild plague. Cure: Remove disease cures the victim completely but does not restore ability damage. Travelers then carried it to the far shores with great speed. As symptoms emerged and oozing sores formed on their skin. it eventually found its way into the annals of history as a mere footnote of bad spell results. They take 1d6 temporary constitution damage. feet and other extremities to harden and crack in scale-like patterns until it flakes off in small sections revealing oozing and infected tissue underneath. Dragon's Feet Description: Generally easy to spot. Dragon's Feet is a blood condition that develops from contact with juvenile draconic blood or a creature that serves as a carrier.

Finally the victim becomes ethereal. Failure of a saving throw sends the disease into its incubation period of 2d6 days before symptoms emerge. only fish and certain types of birds have been demonstrated to carry the parasite. Until cured. the Fortitude save is (DC 18). So far. Ethereal Fever Description: This is not a fever in the typical sense. sores or flaked skin of an infected individual will facilitate the need for a Fortitude save (DC 14). those individuals who contract Dragon’s Feet suffer a -2 circumstance penalty to all Dexterity based skills and a -1 circumstance penalty to Reflex saving throws due to the pain of the wounds as they erupt on the extremities. The first sign of the disease is a feeling of begin lightheaded and of euphoria. negating the penalties imposed by the disease. Effects: After 1 hour. It is also naturally occurring in the blood of juvenile dragons much like the common parasites that exist in newborn puppies. 6 . Sages who study such matters have yet to determine why the parasites only exist in juvenile dragons but suspect it may be tied to their innate magical abilities. The next stage. puss. The visible sores disappear 1d4 days after the spell is cast. If an open wound comes into direct contact with the diseased area or infected blood. Cure: Casting remove disease will cure the victim of the parasites. Treat Disease has no affect on this disease.Contraction: The most common form of contracting this condition is the consumption of food containing the parasite itself. Additionally. The victim’s temperature is elevated at this time but the euphoria gives the victim such a good feeling that they don’t usually notice the fever until it is too late. they suffer a -1 reaction penalty to Charisma due to the visible presence of the infection and seeping wounds. all physical signs and symptoms of the disease remain. the victim experiences a lightness in her step as if a load has been lifted from them physically. Coming into contact with blood. Contact with an infected area on a diseased creature or person will cause infection.

see her with a gossamer glow surrounding them. If the creature goes ethereal during that time all long term healing effects are lost and you will need to start over. Anyone inhaling the fuzz must make a Fortitude save (DC 17) or become infected. Individuals that work around graveyards can come into contract with the fuzz from digging and maintaining the graveyard. A victim if killed in this dual status will become a ghost unless some intervention is done. Contraction: An individual only has to breathe in the fuzz to contract the disease. When the new moon has passed the person becomes corporeal again. This of course only lasts while the person can hold themselves on the prime. while the victim is in their dual status. Nothing to worry about yet! The individual’s movement becomes easier after another day and any limitations due to equipment and carried weight are gone. The plant actually simultaneously exists on the prime and ethereal planes. Those who see the victim at night. The victim can affect things on the ethereal plane as an ethereal creature could and they can of course interact with him. A failed save and the victim slips into the ethereal plane completely. cold and clammy and very pale. However.Source: This fever is brought on by exposure to Ghost Weed. his body is slipping into the ethereal plane and a Will save (DC 22) will allow the victim to keep himself partially on the plane of origin. Treat Disease is allowable to help with the saves. The victim begins to feel light headed and euphoric. this fact is not readily apparent unless a person has the capability to see into the ethereal plane. The plant grows slowly and lives as any normal plant does. 7 . Ghost weed is a rare plant found growing near the grave site of a person who has become a ghost. The plant is a gray/green color and has a thin white film of fibrous fuzz on the leaves. The individual wakes from a frightful sleep. The victim seems to glide more then walk. this consists of 30 consecutive days of bed rest and on each day a Fortitude save (DC 25) must be made. The victim will realize the weight and impediment are still there but their effects are gone. The victim passes through everything else as an ethereal creature would. the fuzz is not as easy to blow as dandelion fuzz. The full effect will finally come to being on the next new moon. although they are walking. The first effects appear after 48 hours. A victim who makes his save can see into the prime but can only touch items with a hardness of 5 or better. Cure: Remove disease from a paladin or cleric of 15th-level or higher will cure the disease. The Will save must be made every hour during the night of the new moon. This dual status only exists during the night of a new moon. Thankfully. Effects: Once infected it is very hard to cure naturally. as well as any physical impediment such as a lame leg. The victim keeps his native plane status and alignment. Obviously anyone witnessing this will be naturally fearful.

the Bacterium is treated as a 10th level caster. Spell casters using magic to travel to these areas can become infected. Sleep: As the spell as cast by a 1st-level sorcerer. Effects are on a random creature (possibly even the caster). teleport. If the traveling spell caster rolls a 1 or 2 on percentile dice he must then make a Fortitude save (DC 14) or suffer the effects. Dispel magic: This is a targeted dispel as cast by a 5th-level sorcerer. If this save is failed.Fairy’s Angst Description: This magical disease resembles the special power of some faerie creatures to confound their enemies. plane shift. Any time an infected spell caster attempts to cast a spell she must make a Will save against his own spell DC to cast the spell. dimension door. The wizard’s stronghold is now abandoned and the bacterium has spread to the Astral.). Source: A malicious wizard in an attempt to block magical travel into his mountain top stronghold. d8 1 2 3 4 5 6 7 8 Effect Confusion Invisibility Detect thoughts Dispel magic Sleep Irresistible dance Memory loss Roll for two effects Confusion: As lesser confusion spell cast by a 1st level bard. etc. created this enchanted bacteria. Detect thoughts: As the spell cast by a 3rd-level sorcerer. with a random creature as the center of the 10 ft. Effects: There are no initial ill affects from contracting this disease. there is a 2% chance they attract the magical bacteria that causes this disease. Invisibility: As the spell cast by a 3rd-level sorcerer. This makes the disease very hard to detect. SR is applicable. roll on the following chart to determine what effect actually happens instead of the desired spell. Soon after its creation the bacterium quickly replicated and the wizard lost control of it. 8 . If the Spellcraft roll is successful then the spell goes off normally. and Shadow planes.e. Spell casters (Divine and Arcane) are the only individuals that can be affected by this disease. burst. Ethereal. Contraction: Each time an individual uses magic to travel (i.

Treat Disease has not affect on this disease. This disease cannot be cured by Treat Disease. It can not be spread through ranged touch attacks. Contraction: Fire Ant Fever spreads through simple skin-to-skin contact. If a Detect magic is cast on the victim while you are infected the taint of this foul magic glows with an un-healthy green glow. 9 . this happens about 80% of the time. Once the specific effect is determined. The Fever spreads quickly but modern clerics are aware of its signs and can stop the fever before it turns into an epidemic. The fever was first noticed when urban clerics attempted to cure advanced poisons used against their people in the war. The disease ends by itself. places and things until he or she receives a heal spell or memory restoration with limited wish. Effects: Anyone that contracts this disease suffers 4 points of Strength and Constitution damage. and class abilities but forgets people. people will survive this illness even without care. Onset time is immediate with sudden feelings of weakness. or miracle. These affects stack with other losses.Irresistible dance: As the spell cast by a 12th-level Bard. wish. languages. Cure: This disease confounds lesser magic and can only be cured by a heal spell or other more powerful magic. she will suffer the effects of this spell. Generally. The subject retains skills. Your skin may also display bright red patches. Fiery Ant Fever Description: An individual infected by the fever is affected immediately by physical weakness and chills that lasts for 72 hours. randomly determine one creature within the effect’s area to receive the disease’s effect. Source: This Fever was born during a small civil war in an eastern forest region. they must immediately make a Fortitude save (DC 18) or they become infected with the fever. long ago. The fever spread from the war camps to the cities and quickly ended the war as both sides watched their armies falter under its effects. Until the victim has the diseased removed. Victims that suffer through this illness are immune to its effects after it passes. Cure: Remove disease and a Spellcraft check (DC 18) will remove the disease. though at the end of the 72 hours. Memory loss: Victim must succeed a Will save DC 15 or lose all memory. Modern cases of Fiery Ant Fever have been reported by adventuring groups opening old tombs or disturbing long forgotten battlefields. When anyone comes into contact with an infected person. This lasts for the next 72 hours.

The residue mixes with your sweat and gets into your skin. Effects: The first day after contracting Hell Gout. Source: Hell Gout permeates the 9 layers of hell. Any items not properly cleaned can still re-infect a person. It is in the dirt and water of every layer. Cure: Thankfully. 10 .Hell Gout Description: When an individual first contracts Hell Gout is a foot condition. It begins with extreme itching. weapons. Natives of hell seemed to be immune. and then you develop red burning blisters. A Heal check (DC 17) is needed daily to stop the bleeding. To properly clean such items a wisdom check (DC 15) might be in order. or them selves to contract Hell Gout. Left untreated these blisters fester and the victim’s feet develop bleeding wounds. cleaning the infected areas of the infected person with holy water will stop the progress of the disease. As an individual sweats and the residue mixes with that sweat they must succeed a Fortitude save (DC 17) or the individual will contracted the disease. The pain is bad enough that the victim is no longer able to run. curing this horrible gout is fairly simple. As an individual goes deeper into the layers of hell the DC increases by 1 per layer. It leaves a residue on anything it touches. On any day the bleeding is not stopped the victim will take one point of Constitution damage. The second day the victim’s normal movement is halved. A remove disease will then cure victim of the infection. By the third day the victim’s feet and ankles are causing so much pain that the victim can only hobble along at ¼ their normal land based movement and all terrain is considered rough terrain. Long term care is required to control the bleeding and thus stop you form dieing from the blood loss. The losses are cumulative. Contraction: An individual only needs to use any of the natural elements to clean your armor. your feet begin to blister. These wounds will bleed and puss up until cured. Holy water is the only thing known to be able to remove the residue. When the individuals Constitution reaches 0 the victim dies. but if they are washed with holy water thoroughly they can be worn again. To stop the disease from spreading.

this lasts about 48 hours. Cure: A remove disease will work if caught before the violent stage sets in. compulsions spells and even if they are affected by the spell the duration of such spells is halved or 1 round per level which ever is less. It is also able to be contracted by blood to blood contact. all of this lasts for the entire 3 days. and they run if threatened. They are calm and refuse to engage in combat. The victim becomes violent. Contraction: An individual contracts Lilith’s Lament by eating any contaminated food or water. all charm. The individual if they succeed the save is immune for 24 hours no matter how much of the foul food or water they consume. This disease initially causes a sort of docile effect. they are not be effected by morale effects and can not be reasoned with. The disease has now passed and normal healing and curing can be used to help the victim to recover. Those being: Giants. miracle or wish is needed. This disease goes unaddressed by the good peoples of the realms. and their Intelligence. They receive a +4 circumstance bonus vs. The victim looses all control. Effects: Once an individual has eaten any contaminated food or water a Fortitude save (DC 18) must be made. The victim will not eat or sleep during the 3 days. but contraction in this manner occurs less often. 11 . Source: The virus is naturally occurring virus. as they don’t really care. They will flee if attacked. much like the flu. and encouraged by others. They are not going to let a raving lunatic run around killing everyone. Once the violent stage sets in. The 2nd stage lasts 3 days and is quite the opposite of the 1st stage. They victim is exhausted and her Strength & Constitution score are 3. this lasts 48 hours. limited wish. The creature will attack anyone near him and do so in a most violent way. This 1st stage is quiet and non-threatening. a heal. Eight hours after the victim has contracted the disease she will have an extremely submissive and & indulgent attitude toward everything. Wisdom and Charisma are all 10. Dexterity. and enraged. Trolls and Goblinoids. The only option using Longterm care would be to restrain the victim and let the disease run its course. Their Strength. The next 72 hours is very violent. and Constitution each receive a +2 circumstance bonus. The deadly part of this contagion is surviving those around the victim during the 2nd stage.Lilith’s Lament Description: Lilith’s Lament is a disease that only affects a few creature types. The victim at the end of the 3 days collapses into a coma-like state.

Still others believe that it is a product of the environment. If they make the save by more then 5 then they are only sickened. otherwise they are just dazed. Others believe it is elemental in nature. can cause the occurrence. the experts disagree. or into the back of the head. until the attack is over. otherwise he is dazed. eating. Additional checks are made any time a character utilizes any sort of planar travel to one of the elemental planes. If they fail they are stunned for the round. that it is somehow contained in the soil. A victim who suffers the debilitating affect of a mind spike would gladly trade with either of them. Some suffer with severe headaches such as migraines. These affects stack with each other. it is found equally among all professions and adventuring classes. and that by simply passing through such an area can cause the affliction to strike. Others believe that the use of various means of magical transportation. Failing the check during the first round of the attack results in the character being stunned. Some have postulated that the victim has wandered into some kind of magical turbulence. Contraction: Again. 12 . 5 rounds later. Each subsequent round. Most victims describe this affliction as having an invisible dagger thrust into their eye. Effects: There is a base 5% chance to suffer an attack each day. The check is made at the time a new character level is gained. Some believe it has to do with areas of ‘dead’ or ‘wild’ magic. Source: The disease is a mystery to everyone.Mind Spikes Description: Normal people suffer with headaches every day. the DC for the Concentration check is reduced by 5. This new calculated percentage of an attack lasts until all the affects of all failed concentration checks are gone. When the disease strikes. spawning from rifts in the barriers between the various planes. especially if they involve inter-planar travel. The activities usually involve one of three things: Making a concentration check. Anytime a victim engages in difficult activities it increases the chance and the initiates a need to make an immediate save. using a skill with a negative circumstance modifier or using a feat in a difficult circumstance such as combat. or drinking is all it takes. or the air. and point to the few instances where crystalline growths were found in the brains of those who died while suffering the affects of the disease. Every character has a 1% chance per adventuring level of contracting it after being exposed. and that the simple act of breathing. Still others believe it is somewhat geological in nature. the victim must make a Concentration check (DC 25). Despite the common missconception that this disease only strikes spell casters.

In either case a Fortitude save (DC 21) will resist this exposure to the disease. Each stroke causes the victim to make 13 . When the victim’s weight has reached the ½ way point there is a 50% chance the victim will have a stroke. We suggest that a cure become available or perhaps be the subject of a quest. Effects of treatments are not cumulative. Effects: The victim’s first symptoms begin 2 days after contraction. only the best one remains in effect. or fingers causing a penalty of -2 to Dexterity. Muck-blood is non-communicable. the disease is really a psychic disorder that has caused a physical weakness in the victim’s brain.Cure: There malady has no known cure. It causes the blood cells to reproduce in massive quantities. -2% total body weight loss each day. toes. Any contact by someone with that waste would be subject to the disease and need to make a save. Will Remove the condition Chance of Attack drops to and remains 1%. the disease lives in the waste of a victim for 4 hours. During this time the victim is weak and dizzy causing -2 penalty to Constitution and an additionally -2 to Dexterity. legs. There are treatments that can mitigate the frequency of the attacks. But. In reality. A person in most cases must be exposed to the virus for more than 24 hours before contracting the disease. Under the effect of a Bless spell Subject of any Cure spell Subject of a Heal spell Subject of a Wish or Miracle spell Psychic Chirurgery Chance of Attack Decreases by 2% Chance of Attack Resets to 5% Chance of Attack drops to and remains 2 for 1 month. This lasts till their body reaches ½ his weight at the time of contraction. It causes a victim's blood to thicken. kissing of any other similar activities. a burning sensation. This increases each day by 5%. They symptoms are a reddish complexion. Muck-Blood Description: This disease lasts for 3 weeks. Some of the treatments that seem to work the best are listed below. and/or tingling in the arms. and cannot be transmitted from one host to another by touching. but they are costly. thereby thickening the victim’s blood. causing blood clots that often kill them. Contraction: The virus that causes Muck-Blood is a naturally occurring waterborne virus found only in tropical swamps. As the disease progresses the victim begins to experience a rapid weight loss. numbness. but thankfully it is extremely rare even in these environments. Source: Muck-Blood is a naturally occurring virus that attacks the red blood cells.

much like the common cold. a separate and successful Heal check (DC 28) will effectively halve the effects of the disease. If the save is failed by more then 10 the loss is tripled. Treat Disease is able to help a victim with his fortitude saves. 14 . the victim must make a Fortitude save (DC 25) or suffer another flare up. Most cases. skin condition. The only way to be rid of the virus completely is to receive a remove disease. After 3 flare ups whether the saves were made or not there are no more saves allowed to stop a flare up.a Fortitude save (DC 28). causing them to become red. however. At the end of that time. The virus can be force into remission by a successful Heal check (DC 24). limited wish. Once the remission is over. Effects: The virus attacks the inside of the victims thighs after a 1 week incubation period. but otherwise harmless. heal. As far as anyone knows. A failed save results to a -1 to a random ability score. and itchy causing a -4 penalty to Dexterity and -6 circumstance penalty to Concentration checks). with a minimum of 1 week. Alternatively. Treat disease can be used to aid the victim with the fortitude saves. The virus has built up so much inside your body that no Fortitude save will stop the flare up. Source: The original source for this virus is unknown. This condition persists for 3 weeks adjusted by your Con modifier. Cure: A remove disease spell kills the virus. ending any further effects. are reported by prostitutes (or their clients—hence the name). If the save is failed by more then 5 the loss is doubled. it has always been around. Cure: The penalties bestowed during a flare up can be halved by a successful Heal check (DC 18). Philanderer’s Punishment Description: This disease causes you to suffer an embarrassing and painful. or wish spell. including reducing the chance for a stroke to 25% and reducing the save to a (DC 14). A successful save means there is no stroke that day. scaly. Contraction: Philanderer’s Punishment can only be contracted through fluid exchange with an infected person. miracle. the virus goes into remission for 1d3 weeks.

Psychic Malaise Description: Psychic Malaise is a disease that seems to only affect Psychic and Psionic creatures. Any time a Psi user manifests a power (spends Power Points) a person or creatures nearby is struck by a severe headache. The only way to naturally overcome Psychic Malaise is to stop using Psi abilities for 2 weeks. If the infected Psi user also casts spells they must refrain from casting for those 2 weeks as well. The effect of Psychic Malaise is a sudden pain in the brain of a random creature within 50’ of the infected Psi user. The Psi users mind is so disciplined that it won’t let the infection hurt his own mind so the Id actually sends the pain away from the Psi user to protect itself. Contraction: Obviously only Psi users and potential Psi users can contract Psychic Malaise. If they fail this check the spell is lost. It is contracted through the consumption of certain hallucinogens. The effect is a severe head ache that the person it affects is dazzled for 2 rounds. Effects: Any use of a victim’s psi power will cause this effect to manifest itself. Source: Some believe this is a curse against Psi users. Cure: An infected Psi user is cured by a Remove disease from a cleric or paladin of 12t-level or higher. Treat Disease has no affect. It is a sickness that only manifests itself in cold weather and then it causes your metabolism to slow down. Any spellcaster that gets affected by the headache must make Concentration check to cast or maintain any spell. The pain is excruciating and quite debilitating. but in those around her. This is of course absurd. Any contact with a hallucinogenic substance has a chance of infecting a Psi users mind. This is very debilitating and 15 . The effected individual is random. Any use even to defend your self will negate any time you have devoted into resting your mind. The concentration DC is 10+ the power points used to manifest the Psi power that caused the head ache. Snake Blood Sickness Description: The Snake Blood Sickness is something that came about when the Snake People started taking on the mortal races as slaves. The victim will have to start over at the beginning and rest their mind for an entire 2 weeks again. The disease is manifest not in the infected Psi user. The Psi user must make a Fortitude save (DC 15) to avoid the contraction each time he inhales or otherwise partakes of a hallucinogenic. The root cause is generally organic. A heal spell will work also. The DC increases to 18 or even higher by particularly strong hallucinogens.

after 1 week hands and feet and after 2 weeks legs and arms and at the end of the 3rd week the victim dies a horrible and agonizing death. If just one is cast the victim will stabilize for the next 24 hours no matter what the temperature but then after that any cold condition will trigger the effects again. Contraction: Contraction is through any type of bodily fluid contact. Normally after a rescue people go home and thereby infecting the ones they loved. but those exposed to the blood. 75° .65° you become very tired you have a hard time staying awake and in addition to the above effects your movement is ½ and you Dexterity and Strength are at a -4 penalty.60° the victim becomes is basically in out of a light sleep. Treat Disease is affectively keeping your patient warm. See the table below. and a -1 to Reflex saves.70° the victim becomes tired and unable to react quickly. 64° .will kill an individual if left untreated. To cure the victim she must have a remove poison and remove disease cast on her within 1 minute of each other. This sickness was a purposeful creation on the part of the Snake People’s Imperial Alchemists to insure that no slave that escaped would do so without a cost. If the victim is warmed back up the effects don’t progress and recovery is normal until the weather turns cold again. 59° and below the victim becomes comatose and begins to die as their metabolism is moving so slow that it can’t move the nutrients and oxygen throughout the body effectively. If you ingest a tainted liquid you must make a Fortitude save (DC 21) any other contraction type requires a fortitude save (DC 15). The carriers are never affected. or other bodily fluids of a former slave (Carrier) can become infected and they are now carriers as well. You can be awoken for short times and even move with help. The only visible sign is a lethargic and drowsy feeling when the victim should otherwise be awake and alert. After 3 days in this state the toes and fingers die and begin to rot away. at which time the effects will begin again. stacking with any previously unhealed effects suffered. Cure: After contraction. But that is all. 69° . The best way to keep things from getting worse is to keep the victim warm. You can’t cast spells or do combat. All four Snake People breeds are immune to this. 16 . Source: This sickness was first noted after the rescue of slaves held by the Snake People. Effects: Early on the victim will become very lethargic any time the temperature drops below 75°. The only skills you can use are those that take little time. This results in a -4 to spot and listen skills. concentration and effort to accomplish.

Stone Golem Syndrome Description: This affliction causes a victims skin to take on a grayish color. while creating stone golems for use to guard her tower. creating several more just like it. Cure: Strange as it may sound. Topaz Pneumonia Description: Topaz Pneumonia is a respiratory ailment. 17 . After another day the victim’s pupils turn yellow and the victim’s life begins to ebb away over the next two days. experimentation. Rather than lament at her mistake in creating this mutated guardian. with a thickening and graying of your skin. a Heal check (DC 14) or another Profession (herbalist) skill check DC 16 is required to properly brew the tea. a remove disease spell will also do the trick. making it harder for her to cast spells. Additionally a spell caster will suffer a 10% spell failure while under the affect of Stone Golem Syndrome. The victim also has their movement reduced by one-half and receives a -4 to their dexterity (minimum of 3) and a -2 to their Charisma (minimum of 3). While it makes you resistant to damage. Effects: The victim’s skin grays and hardens. and harden. Not long afterwards. inadvertently created one that carried a strange disease. the main cure for this syndrome is a tea made from the ground up remains of an actual stone golem. This disease grants the victim a +2 natural armor bonus. any physical activity is very difficult. Source: A sorceress. The sorceress spent many long hours of study. this penalty stacks with any normal armor worn. The disease will begin to manifest itself immediately. Any person that comes with in 10’ of infected stone golem must make a Fortitude save (DC 18) each hour you remain within range. She finally realized that it was her stone golem that kept giving her this sickness. Contraction: Any stone golem has a 5% chance of carrying this disease. It first manifests itself as a cough that worsens over a 24 hour period. After the first 24 hours you start to show jagged yellow stripes on your chest and neck. she capitalized on it. The second 24 hours the cough tapers off a bit but breathing becomes painful and strained. However. The disease completely takes hold after 24 hours. Alternatively. and numerous used many remove disease potions (due to re-infection). The Sorceress’ skin began to get thicker. thicken. infected or not. Then after 24 hours after infection the victim suffers all of the effects. it also slows you down.

Your skin seems to leach the ferrous elements out of the metal and leave the metal brittle and worthless. Effects: The victim begins to show the first signs after one hour with a mild cough and the cough progressively gets worse for the next 24 hours tiring the victim. The witch’s greatest secret was let out by one of her their own. Now the victim will begin to loose 1 hit point per day until dead. the victim is cured and will regain lost hit points normally.Source: This disease comes from certain types of lichen in underground caverns. To keep the disease from getting worse the Heal DC is (DC 19) and the victim will not loose the 1 hit point. such as a ring. There is no known cure to it. Contraction: Anyone eating this tasty topaz color lichen needs to succeed a Fortitude save (DC 19) or become infected. 18 . If they breathe in the spores they must succeed a Fortitude save (DC 21). Alternatively a remove disease by a 10th-level cleric or Paladin will cure the victim. Warrior’s Wrack Description: This strange disease was actually manufactured. If an individual makes either save they are immune for the next 72 hours. Anyone coming in contact with this metal is subject to the awful effects. Usually it is ingested but. The witches have a weakness when ferrous metals are placed around them. yet. If they make their save they are immune to this disease. armor or even an arm band. resulting in a loss of the victims will. On the third day the victim begins to show yellow stripping on his chest and neck. The victim becomes incapacitated at -1 Hit Point by the end of the 3rd day. if someone is working in areas where this lichen is living it can become airborne and infection can be contracted through breathing in the spores. they are fatigued. Cure: The victim can be kept alive and cured with treat disease. The ferrous elements being introduced into the blood stream cause sever mental distress. If this heal check succeeds 3 days in a row. This disease causes the victim to have a violent reaction to any ferrous metal left against her skin for more then 10 minutes. Source: The actual source of this disease was a witch from long ago. The witch devised a curse of sorts that infected ferrous metal ores. but clerics are hopeful. The infection spread into some of the veins in the earth.

The actual break down begins to take place if contact is maintained for more then 10 minutes. its hardness is reduced to 1. After the first 24 hours the victim begins having spasms from being extremely cold. After 1 hour the ferrous element has leached out of the metal completely. with 1 hit point. Winter Seed Ague Description: This disease in the first 24 hours appears like any common flu and the victim’s skin is very cold to the touch as the disease progresses. This continues for until the victim is warmed up or cured. Effects: There are no noticeable effects during the first 10 minutes.Contraction: Anyone wearing. The amount of metal does not matter only the contact time with the metal affects the course of this disease. Owl’s wisdom only has half the effect on a person infected with this disease. The disease usually gets started when a strangers to the area eats the fruit & Seed and occasionally by small children who 19 . DM ONLY: A mundane cure. A remove disease by a paladin or cleric of 18th level or greater can eradicate the disease. Treat disease has no effect on the course of the disease. After the Wisdom reaches 3 the disease has run its course and the infected person can be healed normally. The coolness will subside as well. They still have the disease though. This decorative flowering plant has large. This will remove the disease. while unknown. holding or touching the effected metal for more then 10 minutes will activate the malicious affliction. the Winter Flame. It becomes very difficult to undertake any activity involving fine motor skills. Contraction: An individual contracts winter seed ague by ingesting the seed. is to grind up a 1-pound magnet and consume it slowly over a 24 hour period. and is used to brighten up many homes during the winter months. the plant seeding is a harbinger of the end of winter). The seed’s affects are known by the communities where the fruit is plentiful. This repeats each hour until the victim’s wisdom is reduced to 3. but after that any skin in contact with the metal becomes noticeably cooler. The victim will need to make a Will save (DC 14) or loose one wisdom point. but can aid in the Will save as normal. Its seeds are produced as spring approaches (indeed. Source: The source of this ailment is the seed of a popular cold climate fruit. Cure: A remove disease will cause the disease to go dormant for 24 hours. spectacular scarlet flowers that bloom in midwinter. The fruit produces a single crunchy seed. So if they wear or contact any ferrous metal again the process starts over again.

Effects: During the 1st 24 hours the victim is considered nauseated. it is no surprise that a plague would be named after them.don’t know better. Rubbing her eyes spreads the infection onto the victim’s hands and from there even a hand shake will spread the plague. Treat disease must include keeping the victim warm (above 70 degrees) during this time as they have no body heat to do this. fever. Your right arm hangs limp at your side. Source: This plague is an insidious disease and is spread to the living from the festering corpse of a zombie. 20 . All of these instances allow a reflex save DC 10 + the HD of the zombie to avoid contracting the disease. After the initial 24 hours the victim is so cold that they receive -4 to their Dexterity and a -2 to Intelligence. rubbing your eyes. it can kill. Zombie Plague Description: Zombie’s being what they are. This disease seems to cloud the mind of its victims for some reason that is yet unexplained. This causes the victim to walk with a limp favoring left side. The disease is easy to fight off in its initial stages. mouth. They must succeed a Fortitude DC (20) or the process begins again. The victim also suffers an additional -2 modifier to any cold-based hazards from weather. coughing/sneezing on someone or on their food. there is a chance of a relapse. A Fortitude save (DC 20) for 5 consecutive days will cause the disease to go into remission. About 25% of zombies carry this plague. The first hour after contraction itchy sores appear around the victims eyes. this can prove quite an eventful search. but just about any contact from a plague carrying zombie can infect someone. Alchemists have not been able to tell what exactly causes certain zombies to carry this plague. or if the zombie gets some of its puss on a wound of an individual. and her right arm and leg go numb. If left untreated though. After about 12 hours the victim gets head aches. and magical effects. Cure: Eating the peel of the fruit is an effective cure. Knowledge of the potential infection is not necessary. As if the smell was not bad enough! It seems to be in the creation of the zombie that they become carriers. Of course. that is all it takes. If the victim is exposed to cold weather below freezing there after. Contraction: A victim contracts this plague by coming in contact with any excretion from an infected zombie (or any carrier of the disease). A Cure Disease will also cure the condition. being wounded by the zombie’s bite. The fruit is apple size and has a sweet honeydew type taste. as the winter flame only grows in cold climates and only seeds but once a year. nose. Assassins have used the seed (ground up) and places in sweet foods. spells. There are many entry points.

itchy sores around the eyes. Then there is redness to the eyes themselves and a swelling. no matter where it is. Simple sanitary precautions are enough to stop the spread of the disease. appear after 1 hour. This causes you to move slower by 25% and you can not run. and starts to have head aches. The fortitude save is (DC 19) and must be successful for 2 consecutive days. Any failed save results in the constitution of the victim dropping by 3 points. Your right arm hangs limp at your side. The entry point. You walk with a limp favoring your left side. After about 12 hours the victim becomes fatigued. The disease will last for 2 days. 21 . Cure: This disease can be cured with a remove disease. The person either will live or die depending on other factors. The infected creature remains contagious the whole time. It is not an airborne contagion. fever. becomes irritated also and will begin to fester. Treat Disease will save most people at this point. The victim awakes after that 2nd check fatigued and is no longer contagious. or Treat Disease.Effects: The first effects. and their right arm and leg go numb. Treat Disease requires complete bed rest for the victim. This will continue until the victim recovers or dies.

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