During your travels, there are many ailments that your character may come across that can alter the mind, body and soul. These ailments can come in the form of Curses, Disease, Drugs and Madness, all of which can be found in multitude across the Shattered Realm. Knowing how to safeguard yourself and deal with these ailments is vital, and is covered in this chapter.
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### Curses
From punishing afflictions to poetic justice, curses channel dark emotions and vengeance, and grow in power when cast with spiteful intent. Curses are dark magic fueled by malice and other hostile emotions. While they are not restricted to characters by alignment, casting a curse is an inherently dark deed.
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##### Minor and Major Curses
While minor curses, such as those cast with the [[Occult Spells#Hex|hex]] or [[Occult Spells#Bestow Curse|bestow curse]] spells, don't typically last very long and are easily remedied with a [[Divine Spells#Remove Curse|remove curse]] spell, major curses can be considerably more powerful, and may only be cast in the final moments of life. It is through these means that [[Magic Items#Curses|magic items]], or familial curses are often laid.
While more general curses can lifted by a [[Divine Spells#Remove Curse|remove curse]] spell, a major curse cast in death can’t be permanently lifted through magic short of a [[Other Spells#Wish|wish]] spell, although it can offer temporary respite. A [[Divine Spells#Remove Curse|remove curse]] spell cast on the victim of a major curse suppresses the burden for 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]].
Most major curses have three distinct components: pronouncement, burden and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should have an ironic connection to the action that triggered the curse.
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###### Pronouncement
>The first component of a curse is the pronouncement, which amounts to a threat. It promises suffering to those who dare to perform or have already performed a specific offensive act. The pronouncement can be a standing warning against taking some action, or it could be a declaration in the moment. The following examples suggest just a few possible pronouncements:
>
> - A widely spread story explaining that a particular action tempts terrible punishment.
> - A warning spoken on the cusp of a deadly battle, assuring dire consequences for the victorious.
> - A poem, rhyme, or song foretelling doom.
> - A carved epitaph on a gravestone discouraging robbers.
> - Swearing a vow to refrain from or undertake some action on pain of great suffering.
> - The last words of a dying person—either a powerful villain or a wrongly slain innocent.
>
>When a major curse is pronounced, a Curse DC must be set. The Curse DC is dependant on how well the target of the curse is known, and the target's transgression.
>
>>Curse DC = 10 + Knowledge of Target + Target's Transgression
>
>The following charts provide modifiers for determining a Curse DC.
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>
>|**Knowledge of Target**|Unknown|Secondhand|Firsthand|Familiar|Close Bond|
>|---|---|---|---|---|---|
>|**Save Modifier**|+2|+4|+6|+8|+10|
>
><br>
>
>|**Target's Transgression**|Dishonour|Broken Promise|Sworn Enemy|Descration|Grave Betrayal|
>|---|---|---|---|---|---|
>|**Save Modifier (highest applies)**|+2|+4|+6|+8|+10|
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###### Burden
>A curse’s burden is the effect that causes hardship and suffering to the curse’s victim. A burden is often reflective of what caused the curse in the first place, twisting the transgressor’s action against them. The burden takes effect immediately, along with a vague sense of foreboding—such as a chill down the spine or a wave of nausea. The victim might not notice the curse’s effect until a situation arises to make it obvious. For example, a character cursed with clumsiness that manifests as [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Dexterity checks might not notice anything until they make such a check. The burden should have some kind of ironic connection to the action that triggered the curse. Burdens can take many forms, such as the following:
>
>- The victim has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls, ability checks, saving throws, or some combination of the three. This can be tied to a single ability score or applied generally.
>- The victim can’t communicate using [[Languages|language]], whether through speaking, sign language, writing, telepathy, or any other means.
>- The victim gains 3 levels of [[Conditions#exhaustion|exhaustion]] that can’t be removed while the curse endures.
>- When the victim finishes a [[Survival Needs#Long Rest|long rest]], they must succeed on a DC 15 Constitution saving throw, or their hit point maximum is reduced by 1d10. If this reduces their hit point maximum to 0, the victim dies, and their body crumbles to dust.
>- When the victim takes damage, they take an extra 1d10 necrotic damage. This effect can’t happen again until the start of the victim’s next turn.
>- The victim gains [[Damage and Healing#Vulnerability|vulnerability]] to one damage type.
>- The victim’s Strength, Dexterity, or Constitution score is reduced to 3, and the victim can’t be raised from the dead while the curse lasts.
>- A monster hunts the victim relentlessly. Even if the monster dies, it rises again or a new one takes its place 24 hours later.
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###### Resolution
>Sometimes a curse can be ended by making restitution to a wronged party (or their closest kin in the case of a death) or reparation if something was stolen or destroyed. The resolution might be declared as part of the pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse. The resolution should have some kind of ironic connection to the action that triggered the curse.
>
>In any case, a major curse cannot be ended until the resolution has been completed. Once it has, a [[Divine Spells#Remove Curse|remove curse]] spell can be cast on the target. Once the spell has been cast, the caster must then make a spellcasting ability check against the [[#Pronouncement|Curse DC]], ending the effect on a success. On a failure, the curse remains, and as long as the resolution remains completed, an attempt can be made again to remove it 24 hours later.
>
>There are few exceptions to this. Death usually ends a curse, but the curse returns in full force if the cursed character returns to life without resolving the curse. A [[Other Spells#Wish|wish]] spell is also powerful enough to end any curse.
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##### Cost of a Major Curse
A major curse can only be cast in the final moments of life, including even the lives of player characters. When a player character has failed three [[Damage and Healing#Death Saving Throws 🛠|death saving throws]], they fall [[Conditions#Unconscious|unconscious]] and may only be roused to speak their final words to their allies. These final words however could be used to speak a major curse.
Your character might curse their weapon so that no other person may wield it, or perhaps curse the creature that slew them. Either way, a curse spoken in a characters final moments is powerful and must be honoured. Nevertheless, casting a curse in this way leaves a dark mark on one's soul.
If a character casts a curse in death, their soul cannot be resurrected, by any means other than a [[Other Spells#Wish|wish]] spell. The creature that cast the curse becomes a spirit and forever roams [[Planes of Existence#The Hollow|The Hollow]], unable to rest until either the curse they cast has been resolved, or they have been slain.
A spirit created in this way retains only the rage and need for vengeance it felt in it's final moments of life, and holds no memories of who it once was, or even the curse that it laid. If this spirit is slain in some way, the spirit is freed to pass on from [[Planes of Existence#The Hollow|The Hollow]] to it's intended destination, and the curse it left behind is lifted. If a [[Other Spells#Wish|wish]] spell is used to resurrect a character that cast a curse, they are brought back to life in a manner similar to the [[Divine Spells#True Resurrection|true resurrection]] spell, and the curse they cast is lifted.
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### Diseases
These rules help describe the effects of diseases and how they can be cured. Diseases can affect almost any creature, and a given illness may or may not pass from one species or kind of creature to another.
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##### Immunity to Disease
Some features may grant immunity to disease. If you had a disease before gaining a feature that grants you immunity to disease, the disease is not suddenly cured; you are still under the effects of the disease until you have been cured of it.
Because they are used as narrative options, [[#Bloodlung|Bloodlung]] and [[#Spell Pox|Spell Pox]] may ignore immunity to disease if it makes sense for a character, and if the person playing that character has agreed to the infection.
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###### Lesser Restoration
>If a character uses the [[Divine Spells#Lesser Restoration|lesser restoration]] spell to attempt to cure a disease, they must succeed on an ability check using their [[Spellcasting#Spellcasting Ability 🛠|spellcasting ability]] against the disease's current save DC to eradicate it successfully. If the disease doesn't have a current save DC, or the disease is magical, the spell fails.
>
>If you are suffering any effects from a disease, those affects are not removed if your disease is cured magically. For example, if you are suffering from [[Conditions#exhaustion|exhaustion]] as a result of an infection, you are still required to recover from [[Conditions#exhaustion|exhaustion]] as normal once you have been cured.
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#### List of Diseases
The following are some of the many diseases you may find in your journey across the Shattered Realm. This list is by no means conclusive and you may still encounter new and remarkable diseases not found here.
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###### Bloodlung
>Bloodlung is vicious disease with no known cure that has devastating effects on infected individuals. Thankfully, not everyone who is exposed to the disease will contract it, as it only affects individuals with a certain genetic makeup or weakened immune system.
>
>- **Classification:** Magical disease, no cure
>- **Targets:** Creatures with lungs
>- **Transmission:** Proximity to other carriers, or exposure to 'Sailor's Omen'
>- **Incubation Time:** 1 hour
>- **Symptoms:** Bloody cough, [[Exploration & Environment#Suffocating|suffocation]]
>
>The first cases of Bloodlung were discovered when unwitting sailors came into contact with an ominous looking algae known as 'Sailor's Omen'. The disease clings to the airways of an infected creature, rapidly damaging the throat and lungs. As the creature breathes, the algae draws blood from the creature, which is shed into the lungs. Within an hour, an infected creature will develop a hacking, bloody cough as their lungs begin to fill with blood. If an infected creature is left untreated, they typically drown in their own blood within 8 hours of exposure.
>
>There is no cure, magical or medicinal for Bloodlung short of a [[Other Spells#Wish|wish]] spell. However, advancements in technology have allowed for affected creatures to live relatively normal lives; in order to prevent death, an infected creature is quickly fitted with a large medical chassis and breathing apparatus, known as a VitaCage. The VitaCage, along with regular doses of [[#Vitalis Vapori|Vitalis Vapori]] (which must be regularly administered through the VitaCage), oxygenates the blood in the user, and can keep the infected creature alive for as long as they would naturally live.
>
>Unlike most other diseases, Bloodlung is used narratively to introduce the [[Afflicted 🛠|Afflicted]] Heritage option. Unless a player specifically asks the DM about contracting the disease, Bloodlung is not a disease that players need to worry about contracting.
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###### Cackle Fever
>This disease targets humanoids, although [[Gneblin 🛠|Gneblin]] are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”
>- **Classification:** Non-magical disease
>- **Targets:** Any non-[[Gneblin 🛠|Gneblin]] creature
>- **Transmission:** Madness, proximity to an infected creature. A target starts its turn within 10 feet of an infected creature in the throes of mad laughter
>- **Saving Throw:** DC 10 Constitution Saving Throw
>- **Incubation Time:** 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]
>- **Symptoms:** Fits of shrieking laughter at exceptionally inappropriate times
>
>While infected, any event that causes the infected creature stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature to make a DC Constitution saving throw against the disease's saving throw (Con 10). On a failed save, the creature takes 1d10 psychic damage, falls [[Conditions#Prone|prone]], is unable to take actions, reactions, or stand up as they experience a mad laughing fit for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the laughter and the additional conditions on a success. A creature that fails three of these Saving Throws within 24 hours gains a randomly determined form of [[#Indefinite Madness|indefinite madness]].
>
>If a creature starts it's turn within 10 feet of an infected creature while they are in a fit of mad laughter, they must also make a saving throw or become infected after the incubation time (1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]).
>
>Although there appears to be no medical reasoning behind it, eating a Killer Tomato blessed by a gneblin priest seems to cure Cackle Fever.
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###### Creeping Oak
>A disease that will very slowly and painfully turn you into a tree. These trees look like any normal tree, except their sap is red, and they smell of meat when burned. The origin of the illness was a twisted druid who cast [[Primal Spells#Arboreal Curse|arboreal curse]] on an enemy, not knowing that the curse would spread.
>- **Classification:** Magical disease
>- **Targets:** Creatures with flesh
>- **Transmission:** Infection spreads from splinters that come from people already transformed.
>- **Saving Throw:** DC 12 Constitution Saving Throw
>- **Incubation Time:** 1 day
>- **Symptoms:** Stiff joints, thickening of blood, skin becomes like bark
>
>After contracting creeping oak, a character must roll a 12 DC Constitution saving throw every 24 hours. On a failure, the creature suffers a penalty to their Dexterity score equal to 1d4. Once their Dexterity score is below 7, the creature's walking speed is halved. If a creature's dexterity becomes 0, it becomes [[Conditions#Petrified|petrified]] as it turned to wood. During this process, the body will begin rooting itself into the ground, with roots piercing through any materials the creature is standing or lying upon.
>
>An infected creature may choose to expose themselves to [[Gear Appendix#Veinrot Poison|veinrot poison]], killing the disease within a day.
>
>After the character has been completely turned into a tree, spells that cure magical disease no longer work; only a spell can restore [[Conditions#Petrified|petrification]], such as [[Divine Spells#Greater Restoration|greater restoration]], [[Divine Spells#Mass Heal|mass heal]], [[Other Spells#Wish|wish]], or similar magical effects can undo the transformation. If the creature spends one [[Calendar, Days and Time 📜|year]] and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form. If the transformed creature is burned, chopped down, or otherwise destroyed while [[Conditions#Petrified|petrified]], the creature dies.
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###### Crimson Fury
>A virulent disease that spreads through close contact with infected creatures, causing intense irritability and aggression.
>- **Classification:** Non-magical disease
>- **Targets:** All creatures
>- **Transmission**: Exposure to blood or saliva of an infected creature
>- **Saving Throw:** DC 14 Constitution Saving Throw
>- **Incubation Time:** 2d6 days
>- **Symptoms:** Fever, disorientation, sore throat
>
>Infected creatures are irritable and aggressive, attacking wildly when startled, insulted, angered or injured. When attacked or otherwise provoked, the infected creature must succeed on a DC 12 Constitution saving throw or fly into a mindless rage. While raging, the infected creature cannot cast spells and makes all melee attacks with [[Abilities & Skills#Advantage & Disadvantage|advantage]] while attacks against the infected creature also have [[Abilities & Skills#Advantage & Disadvantage|advantage]].
>
>While in this rage, the infected creature must use their full movement to move toward the closest creature and make a melee attack against them every round, favouring enemies over allies. If they are unable to make a melee attack against a creature for any reason, the infected creature can repeat the saving throw, calming themselves on a success. If an infected creature has any levels of [[Conditions#exhaustion|exhaustion]], their irritability increases and the DC to avoid this rage increases to 15.
>
>Crimson Fury can be remedied, but only when it's at it's worst. While an infected creature has a level of [[Conditions#exhaustion|exhaustion]], and is in the midst of a rage, they must be forced to drink tea brewed from Deadwood. After ingesting, the infected creature gains [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the saving throw to come out of the rage, and when the rage ends, the disease dissipates as well.
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###### Embermolt
>Embermolt is documented to slowly roast an infected creature alive. While uncommon, it's an incredibly infectious and dangerous disease that can easily kill if left untreated.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures with skin
>- **Transmission:** Direct contact with the soot or ash of an infected creature
>- **Saving Throw:** DC 14 Constitution Saving Throw
>- **Incubation Time:** 1d4 days
>- **Symptoms:** Small patches of peeling skin, sensitivity to temperature
>
>Embermolt typically goes unnoticed for the first stage, where it's detrimental effects are minor. It is included but not limited to: small patches of peeling skin at the hands or feet. A lower sensitivity to temperature. A light tingling sensation when gripping at the point of contact. This lasts three days after infection.
>
>After three days, the second stage of Embermolt starts to set in. A thin layer of soot can be noticed around the hands and feet of the host. This is a fine layer, easily wiped away by simply holding things. This however is a warning sign, that one should see a physician before it is too late. People at this stage experience even lower temperature sensitivity, a tingling sensation throughout the hands and feet, and peeled skin that flakes rather than slip smoothly. This lasts one day. The infected creature's maximum HP drops by 5 as the soot begins to replace their skin.
>
>At stage three, it becomes clear to all that the creature has contracted Embermolt. All of the creature's skin has a thin layer of soot. At this point, this soot is highly contagious and can infect others simply by contact. If not controlled, this disease can ravage the host. At this stage the host has no sensation of temperature, the peeled skin falls and crumbles into infectious ash. The tingling feeling spreads to the rest of the body, and the tingling at the hands and feet turns to a stabbing pins and needles pain. The infected creature loses an additional 15HP from their maximum as the soot replaces their skin, and significant skin has been peeled. This lasts three days.
>
>Stage four hosts are the least likely to live; this is the transition from being a mobile carrier, to becoming a dead transmitter. Once an infected creature is at this stage, they gain [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Constitution checks and saving throws. The entire outer layer of skin has been replaced with ash, and a thinner layer of soot eats away at the final layers of skin. The creature feels an all encompassing pins and needles sensation but no sense of touch or temperature, and loses an additional 20HP from their maximum, and half of any remaining hit points become temporary hit points. This stage lasts six days, for once it completes, the creature dies.
>
>Attempts can be made to cure Embermolt with lesser restoration, but only during the first and second stage of the disease. As the disease progresses to stage 3, stronger magic is required to cure the disease. Another method of curing this disease is to undergo a painful procedure where the host's affected skin is flayed, followed by applying a strong liquor to all exposed flesh to disinfect.
<br><br>
###### Flux
>This stomach ailment is contracted by consuming contaminated water or food, or contact with unsanitary conditions. If often affects travellers in distant lands, who are unaccustomed to the water or food.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures that must eat and drink
>- **Transmission:** Contaminated food or drink
>- **Saving Throw:** DC 10 Constitution Saving Throw ([[Abilities & Skills#Advantage & Disadvantage|disadvantage]] if consumed)
>- **Incubation Time:** 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]
>- **Symptoms:** Fever, stomach pain, nausea, chills
>
>An infected creature suffers 1 level of [[Conditions#exhaustion|exhaustion]]. While the creature has at least 1 level of [[Conditions#exhaustion|exhaustion]] they must consume twice the normal amount of water each day, and [[Conditions#exhaustion|exhaustion]] caused by Flux can only be restored under the following conditions:
>
>After each [[Survival Needs#Long Rest|long rest]], the infected creature must make a DC 12 Constitution saving throw. If they did not drink enough water the previous day, the creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on this saving throw. On a failure they gain an additional level of [[Conditions#exhaustion|exhaustion]]. On a success the creature's current level of [[Conditions#exhaustion|exhaustion]] is reduced by 1. When a successful saving throw reduces the creature's [[Conditions#exhaustion|exhaustion]] level below 1, the creature has recovered from the disease.
<br><br>
###### Ghoul Fever
>Carried by some ghouls, this contagion is the primary means by which ghouls increase their numbers. While not all ghouls carry ghoul fever, any ghoul can be infected.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures that must eat
>- **Transmission:** Saliva of an infected creature
>- **Saving Throw:** DC 14 Constitution Saving Throw
>- **Incubation Time:** 1 day
>- **Symptoms:** Fever, redness around injury
>
>A creature infected with Ghoul Fever gains 1 level of [[Conditions#exhaustion|exhaustion]]. While the creature has at least 1 level of [[Conditions#exhaustion|exhaustion]], they crave raw flesh and have difficulty eating cooked meat. An infected creature must succeed on a DC 13 Constitution saving throw to consume cooked food, vomiting the meal on a failure. [[Conditions#exhaustion|Exhaustion]] caused by Ghoul Fever can only be recovered under the following conditions:
>
>At the end of end of each [[Survival Needs#Long Rest|long rest]], an infected creature must make a DC 14 Constitution saving throw. On a failure, the creature gains an additional level of [[Conditions#exhaustion|exhaustion]]. On a successful save, the DC of the saving throw is reduced by 1d6. When the saving throw DC becomes 0, the creature recovers from the disease. If the infected creature has eaten raw meat within the last 24 hours, they have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on this saving throw. A creature that dies from ghoul fever rises 24 hours after their death. If the creature has 6 or more Hit Dice it instead becomes a ghast upon death.
<br><br>
###### Giant's Bane
>This disease causes its host's muscles to weaken and become useless. This affliction is said to have once plagued solely [[Creature Type#Giant|giants]], but has adapted over time to affect most creatures.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures with muscle tissue
>- **Transmission:** Proximity to an infected creature. [[Creature Type#Giant|Giants]] have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the saving throw to avoid infection.
>- **Saving Throw:** DC 14 Constitution Saving Throw
>- **Incubation Time:** 1d3 days
>- **Symptoms:** Apathy, fatigue and a deep, booming cough
>
>An infected creature makes ability checks, attack rolls, and saving throws that use its Constitution, Dexterity, or Strength modifier with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] and damage dealt by its weapon attacks that use Strength is halved. A target ends its turn within 5 feet of an infected creature must roll a saving throw against Giant's Bane or become infected.
>
>Not much is known of Giant's Bane, and the only documented cure requires the tooth of a dragon old enough to be considered an adult. The tooth must be ground down, which takes about an hour, and consumed by the infected creature.
<br><br>
###### Mindrot
>This disease targets the mind of its victims, sending crazed and feverish thoughts flooding through their mind, leading to disorientation and unpredictability.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures that breathe
>- **Transmission:** Proximity to infected creatures
>- **Saving Throw:** DC 13 Constitution Saving Throw
>- **Incubation Time:** 2d4 days
>- **Symptoms:** Erratic behaviour
>
>At first, a creature affected with Mindfire might simply appear distracted, but once the disease has incubated, the creature suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Intelligence checks and Intelligence saving throws. Additionally, when the creature rolls [[Order of Combat#Initiative 🛠|initiative]] they must succeed on a DC 12 Intelligence saving throw or behave as if under the effects of the [[Occult Spells#Confusion|confusion]] spell for the duration of the combat.
>
>To recover from Mindrot, the infected creature must refrain from strenuous activity and still their mind. After 8 hours spent meditating in a calm environment the creature can choose to make a DC 18 Constitution saving throw, recovering from the disease on a success. For every consecutive 8-hour period spent resting before attempting the saving throw, the DC is reduced by 3.
<br><br>
###### Psionic Fever
>This disease attacks the mind, opening mental doorways and granting the infected creature psychic abilities. Corpses of creatures slain by this virus are the primary means of infection, but naturally telepathic creatures can contract this disease through contact with the mind of an infected creature, and transmit the infection to other creatures they psychically contact.
>- **Classification:** Magical disease
>- **Targets:** Creature with an Intelligence score of 4 or higher
>- **Transmission:** Direct contact with an infected creature, telepathic contact from telepathic creatures
>- **Saving Throw:** DC 13 Intelligence Saving Throw
>- **Incubation Time:** Immediate
>- **Symptoms:** Disorientation, ringing in the ears, rapid onset fever
>
>At the end the first long rest following infection, the infected creature gains the ability to cast [[Occult Spells#Detect Thoughts|detect thoughts]] as an action. The spellcasting ability for this spell is the higher of the creature's Intelligence and Charisma ability scores. After this spell has been cast, the creature must complete a [[Survival Needs#Rest|rest]] before they can cast it again. After each [[Survival Needs#Long Rest|long rest]] the infected creature can cast the spell an additional time between rests, to a maximum number of times equal to the creatures [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]].
>
>While within 60-feet of six or more creatures experiencing strong emotions - such as during combat or a stirring theatrical performance - an infected creature must make a DC 11 Wisdom saving throw or experience painful headaches that last until the creature has taken a [[Survival Needs#Short Rest|short rest]]. While suffering from the headache, the creature suffers a -3 penalty to attack rolls, checks and saving throws that rely on sight or hearing.
>
>After 1 week, the headaches last until the infected creature has finished a [[Survival Needs#Long Rest|long rest]]. At this stage, the infected creature must succeed a DC 12 Wisdom saving throw at the end of each headache, gaining an [[#Indefinite Madness|indefinite madness]] flaw on a failure.
>
>After another week, the headaches last for 24 hours, and at the start of a headache the infected creature must succeed a DC 12 Constitution saving throw or take 22 (4d10) psychic damage. A creature reduced to 0 hit points by this psychic damage is killed, as the massive psionic pressure causes the creature's brain to explode.
>
>Fluid from the brain and spine of a naturally telepathic creature can cure the disease. A character who has proficiency with the [[Abilities & Skills#Medicine|Medicine]] skill can extract this fluid from a living creature, which takes an hour. Harvesting this fluid from a dead creature requires half the time, and follows the rules for [[Flora & Fauna#Harvesting|harvesting]]. The brain of a medium creature provides one dose and a large creature provided four doses. Ingesting a dose of the spinal fluid allows an infected creature to make a DC 15 Constitution saving throw, curing the disease on a success.
<br><br>
###### Reveller's Itch
>Also known as simply "the itch", this disease is common among prostitutes, sailors, and amorous adventures. Despite rumours to the contrary, [[Creature Type#Fey|Fey]] are not immune to this disease. [[Creature Type#Fey|Fey]] creatures don't display symptoms of Reveller's Itch or suffer negative effects, but can readily spread the disease to other creatures and are believed to be the most common cause of transmission.
>- **Classification:** Non-magical disease
>- **Targets:** All creatures
>- **Transmission:** Sexual contact with an infected creature
>- **Saving Throw:** DC 15 Constitution Saving Throw
>- **Incubation Time:** 2d6 days
>- **Symptoms:** Rash across hands and groin that eventually become painless ulcers.
>
>After each [[Survival Needs#Long Rest|long rest]], an infected creature takes 2d4 poison damage and must make a DC 13 Constitution saving throw. On a failure the poison damage increases by 1d4. On a successful saving throw the damage decreases by 1d4. When a successful saving throw reduces the damage below 1 the creature symptoms go away, but the creature remains infected and must continue to make saving throws at the end of each [[Survival Needs#Long Rest|long rest]]. After three consecutive failures, symptoms return, and after three consecutive successes the creature is cured.
<br><br>
###### Scaleblight
>This disease hideously scars its victims with deformities resembling rough scales. Because of the appearance of its victims, this disease is often blamed on association with reptilian species such as [[Kobold|Kobolds]], [[Skalangi 🛠|Skalangi]], [[Naga 🛠|Naga]] or [[Dragonborn|Dragonborn]], although no link has ever been proven.
>- **Classification:** Magical disease
>- **Targets:** All creatures
>- **Transmission:** Prolonged contact with infected creatures
>- **Saving Throw:** DC 10 Saving Throw
>- **Incubation Time:** 1 [[Calendar, Days and Time 📜|month]]
>- **Symptoms:** Sore skin, scaly bumps across body
>
>For each day spent in contact with an infected creature, a humanoid creature must make a DC 10 Constitution saving throw or catch the disease. If the creature succeeds on three consecutive saving throws to avoid infection, they are immune to Scaleblight.
>
>Scaleblight lays dormant for some time before the infected creature begins to show signs of illness. If the disease is not cured, these lumps eventually spread cover the entire body. The disease causes numbness in the extremities, making delicate manipulation tricky and leading to repeated injuries that often become infected with other diseases. The infected creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Constitution saving throws related to diseases as well as on Dexterity checks requiring finesse. In areas where the disease is prevalent, infected creatures are often shunned, and also have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Charisma checks with those fearing infection.
>
>Creatures stricken with Scaleblight remain infected until they die or the disease is cured with powerful magic. There are a number of herbs and tonics that claim to temporarily alleviate symptoms, but no known treatment has any lasting effect.
<br><br>
###### Sewer Plague
>Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps and are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
>- **Classification:** Non-magical disease
>- **Targets:** Any creature
>- **Transmission:** A target is bitten by a creature that carries the disease, or it comes into contact with filth or offal contaminated by the disease
>- **Saving Throw:** DC 11 Constitution Saving Throw
>- **Incubation Time:** 1d4 days
>- **Symptoms:** Fatigue, fever, full body aches and extreme restlessness
>
>The infected creature regains only half the normal number of hit points from spending hit dice and no hit points from finishing a [[Survival Needs#Long Rest|long rest]]. An infected creature also suffers one level of [[Conditions#exhaustion|exhaustion]] every dawn, up to a maximum of 3 levels. This [[Conditions#exhaustion|exhaustion]] can’t be removed until the disease is cured.
>
>In order to cure Sewer Plague, the creature must drink a flask's worth of holy water and go 24 hours without eating or drinking anything else.
<br><br>
###### Shivers
>Shivers is a common disease that makes the host sick with extreme vomiting, sweating and uncontrollable shivering. Shivers can last on a host for about 2 [[Calendar, Days and Time 📜|weeks]], or up to a [[Calendar, Days and Time 📜|month]] if left untreated.
>- **Classification:** Non-magical disease
>- **Targets:** Any creature
>- **Transmission:** Contact with sweat from an infected creature
>- **Saving Throw:** DC 12 Constitution Saving Throw
>- **Incubation Time:** 1 day
>- **Symptoms:** Vomiting, uncontrollable shivering
>
>When the disease takes hold, the creature suffers a -10 to it's movement speed, and has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on any [[Abilities & Skills#Concentration|concentration]] checks.
>
>Despite an afflicted creature's desire for warmth, the opposite has proven to be useful in curing Shivers. [[Flora & Fauna#Using Herbs|Preparing]] a freshly harvested stalk of Auril's Hair over the course of an hour and ingesting it will cause the creature to take 1d6 piercing and 1d6 cold damage. If the infected creature survives long enough to pass the herb, Shivers is known to dissipate shortly after.
<br><br>
###### Sightbane
>This painful infection causes bleeding from the eyes and eventually blinds the victim.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures with blood and eyes
>- **Transmission:** The target drinks or submerges its face in water tainted with this disease
>- **Saving Throw:** DC 12 Constitution Saving Throw
>- **Incubation Time:** 1 day
>- **Symptoms:** Bloodshot eyes, bloody tears and pain in and around eyeballs.
>
>The infected creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] to attack rolls, saving throws and ability checks that rely on sight. If left untreated for 1 [[Calendar, Days and Time 📜|week]] (6 days), the creature suffers the same effects and is [[Conditions#Blinded|blinded]] until cured. If left untreated for 1 [[Calendar, Days and Time 📜|month]], the creature becomes permanently [[Conditions#Blinded|blinded]] unless magic that can restore body parts, such as the [[Primal Spells#Regenerate|regenerate]] spell.
>
>Sightbane can be cured using [[Flora & Fauna#Using Herbs|prepared]] 'Brighteye Carrots', which grows in some swamps. Over the course of an hour, a carrot can be boiled and mashed into a single dose of ointment. When applied to the eyes, one dose of the ointment prevents the disease from worsening for the next 24 hours. After three doses, the ointment cures the disease entirely. When used in this way, Brighteye Carrots grant no other benefit.
<br><br>
###### Soulrot
>This disease is inflicted by demons and rots the body before devouring the soul.
>- **Classification:** Magical disease
>- **Targets:** Creatures that posses a soul
>- **Transmission:** A target takes damage from a weapon tainted with the disease
>- **Saving Throw:** DC 15 Constitution Saving Throw
>- **Incubation Time:** 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]
>- **Symptoms:** Burning around the infected wound, fever
>
>Whenever the creature takes necrotic or poison damage while infected, its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hit point maximum to 0, at which point it's soul is devoured by the [[Creature Type#Fiend|fiend]] that tainted the afflicted target.
>
>Soul Rot can be cured by killing the [[Creature Type#Fiend|fiend]] that caused the infection.
<br><br>
###### Spell Pox
>Spell Pox is a disease that is seen as a curse by some, and a blessing by others. The illness is found primarily in areas with high arcano-technical runoff and pollution, and primarily affects infants and young children. Cases of infection in older subjects have been documented, albeit such cases appear to be quite rare.
>- **Classification:** Magical disease
>- **Targets:** Any creature
>- **Transmission:** Environmental
>- **Incubation Time:** Unknown
>- **Symptoms:** Ability to cast spells, sickly glowing pustules
>
>Once a creature has been infected with Spell Pox, they are capable of living mostly normal lives. In the early stages of infection, a creature will develop itchy pustules that glow in a sickly green colour. When itched, these pustules tear easily, at which point the fluid within may burn the skin and leave scars that glow similarly. For this reason, it is typically easy to spot someone that has Spell Pox.
>
>When the disease was first discovered, there were many theories that draining every drop of blood from an infected creature and introducing clean blood to the system may have rid the disease, but every attempt at this resulted in the death of the patient, so results were inconclusive. With more study, it's been discovered that once a creature has become infected with Spell Pox, the disease seems to magically cling to the very soul of the creature, binding itself to the host even in death. Because of this, Spell Pox cannot be cured by any means at all, short of a [[Other Spells#Wish|wish]] spell.
>
>Spell Pox is also known to grant the infected creature the ability to cast spells. Spell Pox is used narratively to allow a character to take levels in [[Sorcerer|Sorcerer]], following the [[Corrupted Form 🛠|Corrupted Form]] subclass. Unless a player specifically asks the DM about contracting the disease, Spell Pox is not a disease that players need to worry about contracting.
<br><br>
###### Stoneheart Disease
>Stoneheart Disease is an circulatory illness, often contracted through exposure to Stonecap mushrooms that grow in damp caverns and rocky areas with above average moisture across the void. Stoneheart Disease is a particularly vexing disease, as there can actually be some benefits to becoming infected, which dissuades some infected patients from seeking treatment.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures with a circulatory system
>- **Transmission:** Improper handling or exposure to Stonecap mushrooms
>- **Saving Throw:** DC 10 Constitution Saving Throw
>- **Incubation Time:** 1d4 days
>- **Symptoms:** Difficulty breathing, light coughing, fatigue
>
>The initial effects of Stoneheart Disease are very subtle and hard to pinpoint. Some effects of this stage include a slight itch in the throat, uncomfortable breathing, light coughing, etc. After 4 days, Stoneheart Disease begins to infiltrate the bloodstream of the affected creature.
>
>Once Stoneheart Disease infiltrates the bloodstream, the affected creature may find it difficult to fully move their muscles, imposing [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all strength and dexterity saving throws. The affected creature may also find that their skin begins to turn into stone, granting the creature a +5 to their AC. The affected creature also gains [[Physical Capabilities#Darkvision|darkvision]] to 60ft. If they already have [[Physical Capabilities#Darkvision|darkvision]], they gain 60 more feet of [[Physical Capabilities#Darkvision|darkvision]].
>
>Stoneheart Disease reaches the heart of the affected creature after 1 [[Calendar, Days and Time 📜|week]] (6 days) of the initial infection. When it reaches this point, the creature's heart stops, although the spores in the creature's circulatory system keep vital fluids moving, keeping the creature alive. As a result of this takeover, the creature becomes immune to all other diseases and no longer needs to sleep, eat, or drink.
>
>Approximately 1d4 [[Calendar, Days and Time 📜|weeks]] after Stoneheart Disease hits the affected creature's heart, the remainder of the body turns to stone, [[Conditions#Petrified|petrifying]] the creature.
>
>Attempt to cure Stoneheart Disease with [[#Lesser Restoration|lesser restoration]] are possible, as long as the disease hasn't reached the heart. Afterwards, it can only be cured with more powerful magic. Alternatively, before the disease has reached the heart, ingesting tea made from Heartstopper Weed every day for a [[Calendar, Days and Time 📜|week]] (6 days) has been known to cure Stoneheart disease. Once it's reached the heart however, there is no medicinal remedy.
>
>Once an infected creature has been [[Conditions#Petrified|petrified]], a [[Divine Spells#Greater Restoration|greater restoration]] spell or similar magical effect can undo the petrification, pushing the disease out of the heart for 1d4 days.
<br><br>
###### Void Gut
>This affliction is common among those who spend lengthy periods of time surviving on preserved rations or magically created food, such as adventurers, sailors, and soldiers.
>- **Classification:** Non-magical disease
>- **Targets:** Creatures that require food
>- **Transmission:** Develops without access to fresh fruit and vegetables
>- **Saving Throw:** DC 12 Constitution Saving Throw
>- **Incubation Time:** 1d4 [[Calendar, Days and Time 📜|weeks]] without fresh food
>- **Symptoms:** Lethargy, spongy tongue and gums, slight bleeding from nose and ears
>
>The infected creature suffers 1 level of [[Conditions#exhaustion|exhaustion]]. While the creature has at least 1 level of [[Conditions#exhaustion|exhaustion]] the number of Hit Dice they regain after a [[Survival Needs#Rest|rest]] is halved, and [[Conditions#exhaustion|exhaustion]] caused by Void Gut can only be recovered under the following conditions:
>
>Until fresh food is consumed, the disease cannot be cured. After each [[Survival Needs#Long Rest|long rest]] the creature must make a DC 10 Constitution saving throw. On a failure, they gain 1 level of [[Conditions#exhaustion|exhaustion]]. If the creature has eaten fresh food in the past day, a successful saving throw reduces the creature's level of [[Conditions#exhaustion|exhaustion]] by 1 level. When a successful saving throw removes the creature's [[Conditions#exhaustion|exhaustion]] completely, they are cured.
>
>Unlike other non-magical diseases, a [[#Lesser Restoration|lesser restoration]] spell cannot remove this disease outright, but instead suppresses the symptoms for 1 [[Calendar, Days and Time 📜|week]] (6 days).
<br><br>
###### Zombification
>Spread through the bite of infected [[Creature Type#Undead|undead]] creatures, living beings that perish while infected with this disease rise as zombies.
>- **Classification:** Non-magical
>- **Targets:** All creatures
>- **Transmission:** Wound from an infected creature
>- **Saving Throw:** DC 12 Constitution Saving Throw
>- **Incubation Time:** 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]
>- **Symptoms:** Fever, redness and warmth around infected area
>
>The infected creature suffers 1 level of [[Conditions#exhaustion|exhaustion]] and cannot regain hit points by spending Hit Dice. After each hour the infected creature must succeed a DC 14 Constitution saving throw or take 2d6 necrotic damage. In addition, the creature reduces their maximum hit points by the necrotic damage taken. If the creature's hit point maximum is reduced to 0 it immediately dies. All living creatures that die while infected with this disease arise as a zombie after 1d4 minutes.
>
>Save for amputating the infected area, there is no known non-magical cure for zombification.
<br>
___
### Drugs
Drugs are addictive substances that grant effects to creatures that consume doses of them. A creature can consume a single dose of drugs as an action, and they are typically inhaled, ingested or injected. If a creature is [[Damage and Healing#Immunity|immune]] or has [[Damage and Healing#Resistance|resistance]] to poisons and poison effects, they are equally [[Damage and Healing#Immunity|immune]] or [[Damage and Healing#Resistance|resistant]] to all drugs.
<br><br>
##### Using Drugs
Each time a creature uses their action to use a drug, they must make a saving throw against that drug’s Addiction DC, listed in the drug's entry below. On a failed saving throw, the creature becomes [[#Addiction and Withdrawal|addicted]] to the consumed drug. After this roll is made, whether the creature succeeded or failed, the creature becomes affected by the drug. If a creature makes a saving throw against an Addiction DC while under the effects of another drug, the roll is made at [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
Spells and effects that neutralize a poison can neutralize the effects of a drug, though only powerful magic will be able to release a person from their addiction.
<br><br>
##### Addiction and Withdrawal
When a character is addicted to a drug, they must make a Withdrawal Saving Throw based on their current addiction severity at the end of the drug's satiation period. On a success, the character is still addicted to the drug, but suffers no symptoms. On a failed saving throw, the character suffers Withdrawal Effects based on the drug’s Addiction Severity.
Every 24 hours after their first Withdrawal Saving Throw that the addicted character does consume the drug, the character must make another Withdrawal Saving Throw, suffering compounding effects on a failure. Withdrawal Effects and Withdrawal saving throws only end once the character takes another dose of the drug, or they have recovered from their addiction.
| Addiction Severity | Withdrawal DC | Withdrawal Effects |
| :----------------: | :-----------: | --------------------------------------------------------------------------------------------------------------- |
| Low | Con. 8 | Disadvantage on checks for one Ability (drug dependant) |
| Medium | Con. 12 | One level of Exhaustion |
| High | Con. 16 | One level of Exhaustion, 1 [[#Short-Term Madness\|short-term madness]] effect |
| Extreme | Con. 20 | Two levels of Exhaustion initially, +1 for each failed save, 1 [[#Long-Term Madness\|long-term madness]] effect |
<br><br>
##### Recovery
If a character makes three successful [[#Addiction and Withdrawal|Withdrawal Saving Throws]] in a row, the character overcomes their addiction. If for any reason a character's addiction is lowered or removed, any levels of exhaustion accrued must still be restored in the usual way. Additionally, for each reduction of addiction level, a characters current Addiction DC to combat withdrawal effects drops by 4 to reflect the change.
<br><br>
### List of Drugs
The following are some of the many drugs you may find in your journey across the Shattered Realm. This list is by no means conclusive and you may still encounter new and remarkable drugs not found here.
<br>
###### Alcohol
>Alcohol can come in many forms, from ales and beer to whiskey and vodka. Although alcohol is not considered a "illicit drug" and is legal in almost all of the Shattered Realm, it's recreational use is not entirely unlike drugs, and follows similar rules.
>- **Addiction DC:** 11 Constitution
>- **Satiation Period:** 2 days
>- **Addiction Severity:** Low
>- **Duration:** 8 hours
>- **Side Effects:** Drunkenness
>- **Price:** Varies
>
>Unlike other drugs, a creature can consume a number of alcoholic drinks equal to their Constitution modifier (minimum of 1) before succumbing to it's effects and needing to roll against it's Addiction DC (Con 11).
>
>A creature that continues to drink past this point is now drunk, and must make a Constitution Saving Throw with each additional drink imbibed, with the DC equalling 15 + the total number of drinks that the creature previously consumed. If the creature fails this saving throw, they become [[Conditions#Poisoned|poisoned]]. If the creature continues to drink and fails this save a second time, they fall [[Conditions#Unconscious|unconscious]] until the next [[Calendar, Days and Time 📜#Progression of Time|day segment]]. When the creature finally awakes, they suffer 1 level of [[Conditions#exhaustion|exhaustion]].
>
>After a creature has finished an alcoholic drink, the creature gains +1 to it's Strength and Charisma checks and saving throws, and -1 to it's Dexterity and Wisdom checks and saving throws. For each additional drink, these effects increase and decrease respectively, up to a maximum of the creature's [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]].
<br><br>
###### Boost
>Boost is a crystal clear blue solution that is injected directly into the heart, quickly taking effect. Your heart seems to slow down and soon you can only hear your own erratic heartbeat.
>- **Addiction DC:** 18 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** High
>- **Duration:** 10 minutes
>- **Side Effects:** Overwhelmingly positive mood, visions of pulsating colourful auras around creatures and objects
>- **Price:** 35 ![[shard.png]] per dose
>
>When the user injects this drug, they become [[Conditions#Deafened|deafened]] for the next 10 minutes. During that time, there is a 30% chance each round that the user has an inexplicable boost of energy at the end of their turn. Roll a d100; on a 1-15, the user gains double their movement, and on a 86-100, they gain an extra action.
>
>If another dose of Boost is taken while the first dose is still in effect, the chances increase to 60% (1-30 for extra movement, 71-100 for an extra action) but the accompanying heart palpitations reduce the users Constitution score by 1d4. This decrease lasts until the user's next [[Survival Needs#Long Rest|long rest]]. The user must also immediately roll a new save against the Addiction DC (Con 18) with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
<br><br>
###### Chill
>Chill or "Blues" are administered in a recognizable deep blue capsule. This pill seems to taste slightly like soap, and sends a pleasant tingle down the user's spine.
>- **Addiction DC:** 15 Constitution
>- **Satiation Period:** 2 days
>- **Addiction Severity:** Medium
>- **Duration:** 10 minutes
>- **Side Effects:** Low blood pressure, Mood alteration
>- **Price:** 15 ![[shard.png]] per dose
>
>When a user ingests Chill, they immediately come under the effects of the [[Occult Spells#Calm Emotions|calm emotions]] spell for the duration. If the user takes, or is under the effects of [[#Zone|Zone]], the effects of both drugs end.
>
>If a creature ingests a number of doses equal to their Constitution modifier +1 in a 24 hour period, they instead fall [[Conditions#Unconscious|unconscious]] until the next [[Calendar, Days and Time 📜#Progression of Time|day segment]]. When the creature awakes, they suffer 1 level of [[Conditions#exhaustion|exhaustion]].
<br><br>
###### Grind
>A cocktail of powerful chemicals that, when injected, suppresses the body’s natural limiters on muscle use and floods the user with energy.
>- **Addiction DC:** 13 Constitution
>- **Satiation:** 2 days
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- **Side Effects:** Increased energy, feelings of immortality
>- **Price:** 20 ![[shard.png]] per dose
>
>After injecting this drug, the user adds 1d4 to any Strength checks and saving throws. During this time, the user may also choose to gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on one Strength-based ability check, saving throw, or attack roll using Strength. If they choose to use this feature, the effects of the drug end immediately.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Intelligence checks.
<br><br>
###### Gleam
>Gleam appears at first glance to be a pure white powder, but the individual particles are actually clear and refractive like tiny diamonds.
>- **Addiction DC:** 18 Constitution
>- **Satiation Period:** 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]]
>- **Addiction Severity:** Extreme
>- **Duration:** 1 hour
>- **Side Effects:** Euphoria, distorted perceptions of the passage of time
>- **Price:** 60 ![[shard.png]] per dose
>
>When a user snorts this drug, time appears to slow down for that creature, granting them [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Order of Combat#Initiative 🛠|initiative]] and Dexterity saving throws against effects that they can see, as well as a +1 increase to their [[Abilities & Skills#Armor Class|AC]]. During that time, the user automatically fails any Wisdom checks.
>
>For each additional dose taken before a [[Survival Needs#Rest|rest]], the user's [[Abilities & Skills#Armor Class|AC]] continues to increase by 1, however the user must also succeed a DC 18 Constitution save for each dose or completely disassociate from reality and begin dancing as if they had come under the effects of the [[Occult Spells#Irresistible Dance|irresistible dance]] spell for 10 minutes. At the end of those 10 minutes, the user falls [[Conditions#Unconscious|unconscious]] until the next [[Calendar, Days and Time 📜#Progression of Time|day segment]]. With each additional dose, the user must also immediately roll a new save against the Addiction DC (Con. 18) with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
<br><br>
###### Luhix
>Powdered stalks specially grown plants, Luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages.
>- **Addiction DC:** 20 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** Extreme
>- **Duration:** 1 hour
>- **Side Effects:** Complete lack of physical sensation
>- **Price:** 80 ![[shard.png]] per dose
>
>For the first minute after this drug has been administered, the user feels intense pain and has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all checks. After that, the creature gains a +2 bonus to all ability scores for the duration, to a maximum of 21.
>
>During this time the user takes damage as normal, but does not react to that damage as they become immune to pain. While under this effect, the user also ignores the effects of the following spells: [[Occult Spells#Dissonant Whispers|dissonant whispers]], [[Occult Spells#Finger of Death|finger of death]], [[Divine Spells#Luminous Beacon|luminous beacon]] and [[Occult Spells#Power Word Pain|power word pain]]. The user is also unaffected by the Pain glyph of the [[Occult Spells#Symbol|symbol]] spell.
>
>Users who take more than one dose of Luhix in a 24 hour period must make a DC 20 Constitution save or fall [[Conditions#Prone|prone]] begin [[Conditions#Dying 🛠|dying]] in indescribable agony.
<br><br>
###### Menthite
>Menthite comes in small chewable pill sized tablets. It tastes minty fresh, and retains its flavour for up to one hour of chewing. Common among bachelors, this drug is known for its oral hygiene and social benefits.
>- **Addiction DC:** 16 Constitution
>- **Satiation Period:** 8 hours
>- **Addiction Severity:** Low
>- **Side Effects:** Minty fresh breath, mild headaches
>- **Duration:** 10 minutes
>- **Price:** 5 ![[shard.png]] per pack of 10
>
>Upon ingestion, the user's mouth becomes extremely cold, dealing 1 point of non-lethal cold damage. Afterwards, the user has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any Charisma checks that involve speaking to someone that can smell the user's breath.
>
>Once the effect has worn off, the user's mouth feels putrid and any creatures within 5 feet can smell the user's foul breath if they are capable. This effect lasts for 1 hour.
>
>For each additional dose of Menthite taken until the creature takes a [[Survival Needs#Rest|rest]], add 1 to the addiction DC. Once the user has taken a [[Survival Needs#Rest|rest]], the DC returns to the listed number.
<br><br>
###### Moxie
>Moxie is a slick dark liquid that resembles a galaxy in a bottle. It smells faintly of melon, and as you drink it your nerves calm and self confidence seems to surge from your every orifice.
>- **Addiction DC:** 14 Constitution
>- **Satiation Period:** 2 days
>- **Addiction Severity:** Low
>- **Duration:** 8 hours
>- **Side Effects:** Disorientation, light headedness
>- **Price:** 10 ![[shard.png]] per dose
>
>While under the effects of Moxie, the user find themselves unsure of the choices they make, or even why they're making them; however those choices usually seem to be the correct ones. Any time that a user would be required to roll a d100 (except for other drugs), they do so an additional time, choosing which outcome they prefer.
>
>While under this effect, a user also gains +2 to their Charisma checks and saves, but a -2 to their Strength, Dexterity and Wisdom checks and saves.
>
>If a user consumes another dose of Moxie before the duration has expired, all effects are doubled. The user must also immediately roll a new save against the Addiction DC (Con. 14) with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] before the effects double.
<br><br>
###### Muse
>An unfortunately all too common crutch for those living with chronic pain, Muse dulls the agony of wounds, old and new.
>- **Addiction DC:** 13 Constitution
>- **Satiation Period:** 8 hours
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- **Side Effects:** Rapid heartbeat, chest tightness, mood swings
>- **Price:** 15 ![[shard.png]] per dose
>
>After ingesting this drug, the user adds 1d4 to any Constitution checks and Constitution saving throws (except for Addiction or [[#Addiction and Withdrawal|Withdrawal Saving Throws]]), and gains temporary hit points equal to their character level.
>
>Temporary hit points cannot be gained by consuming additional doses until previous temporary hit points gained from Muse have been expended or worn off.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Dexterity checks.
<br><br>
###### Nameless
>This addictive party drug causes heightened euphoria, stimulates energy and attentiveness levels, and overrides social anxiety.
>- **Addiction DC:** 13 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- **Side Effects:** Restlessness, talkativeness, irritability, anxiety, and panic attacks.
>- **Price:** 15 ![[shard.png]]
>
>After snorting this drug, the user adds 1d4 to any Charisma checks and saving throws. During this time, the user may also choose to gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on one Charisma-based ability check, saving throw, or attack roll using Charisma. If they choose to use this feature, the effects of the drug end immediately.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Constitution checks.
<br><br>
###### Purginol
>Purginol is a syrup used to cleanse the user of other alchemical addictions or the effects of long term poisons. Ironically, it is known to be quite addictive.
>- **Addiction DC:** 16 Constitution
>- **Satiation Period:** 2 days
>- **Addiction Severity:** High
>- **Duration:** 1 hour
>- **Side Effects:** Pleasant dizziness, nausea
>- **Price:** 20 ![[shard.png]] per bottle (10 uses)
>
>Upon ingesting Purginol, the user is immediately [[Conditions#Poisoned|poisoned]] for the duration. At the end of the drug's duration, the Addiction Severity of any other addictions (except for addictions to Purginol) are reduced by 1 level. If this would reduce an addiction's severity level below 'Low', the user overcomes their addiction.
>
>Additionally, if the user was under the effect of any [[Adventuring Gear#Poisons|poison]] that lasts longer than the duration of Purginol, they are cured of it's effects.
<br><br>
###### Sannish
>A thick bluish liquid distilled from the milk of wolves and a powdered desert plant. Sannish is known to cause a pleasant state of euphoria, which, along with its relatively cheap price, makes it rather popular. Addicts are easily spotted by the permanent blue stains on their lips.
>- **Addiction DC:** 10 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** High
>- **Duration:** 1 hour
>- **Side Effects:** Euphoria, numbness
>- **Price:** 20 ![[shard.png]] per dose
>
>Upon drinking Sannish, the user finds themselves in a happy stupor, and is unflinching in the face of pain or fear. During the duration, the creature is immune to the [[Conditions#Stunned 🛠|stunned]] and [[Conditions#Frightened|frightened]] conditions and cannot be [[Abilities & Skills#Intimidation|intimidated]]. During this time however, the user suffers a 1d4 penalty to their initiative rolls.
>
>After the drug has worn off, the creature is [[Conditions#Poisoned|poisoned]] until they take a [[Survival Needs#Rest|rest]] or an additional dose of Sannish. If the user takes a second dose in a day, they fall under the effects of the drug as usual, but their movement speed is also reduced by 10 feet, and they must roll a new save against the Addiction DC (Con, 10) with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
<br><br>
###### Rush
>This refined muscle relaxant is packaged inside a small paper wrapper that the user cracks open and inhales. It instantly smooths out involuntary spasms and steadies hands, while boosting reflexes.
>- **Addiction DC:** 13 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- **Side Effects:** Self-aggrandizing thoughts, lack of self-preservation
>- **Price:** 15 ![[shard.png]] per dose
>
>After inhaling this drug, the user adds 1d4 to any Dexterity checks and saving throws. During this time, the user may also choose to gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on one Dexterity-based ability check, saving throw, or attack roll using Dexterity. If they choose to use this feature, the effects of the drug end immediately.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Wisdom checks.
<br><br>
###### Sharp
>This stimulant and hormone cocktail causes the user to become extremely attentive, focused, and assists with recalling memories and factoids.
>- **Addiction DC:** 13 Constitution
>- **Satiation Period:** 8 hours
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- **Side Effects:** Detachment from reality and emotions
>- **Price:** 15 ![[shard.png]] per dose
>
>After ingesting this drug, the user adds 1d4 to any Intelligence checks and saving throws. During this time, the user may also choose to gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on one Intelligence ability check, saving throw, attack roll using Intelligence. If they choose to use this feature, the effects of the drug end immediately.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Charisma checks.
<br><br>
###### Smokes
>Leaves from the Wyssin plant are dried, rolled into cigarettes and smoked. Smokes are almost never sold individually, and are instead legally sold in packages of 20. Alternatively, the leaves may be rolled into cigars, which may cost up to 10x as much as a regular cigarette and come in boxes of 10; this does not change their effect, but is seen as a symbol of status.
>- **Addiction DC:** 17 Constitution
>- **Satiation Period:** 8 hours
>- **Addiction Severity:** Low
>- **Duration:** 10 minutes
>- **Side Effects:** Pleasant buzzing in the brain, sense of calm and relief
>- **Price:** 5 ![[shard.png]] per pack, or 50 ![[shard.png]] per pack of cigars.
>
>Endorphins flood the user's brain, restoring mental and physical energy. If the user has [[Conditions#exhaustion|exhaustion (1-2)]] from natural causes, it is reduced by one level. The user also has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saves against sleep and charm effects. Additionally, for one [[Calendar, Days and Time 📜|week]] after a user's last smoke, they can [[Exploration & Environment#Suffocating|hold their breath]] for only half as long as they would normally be able to.
<br><br>
###### Vitalis Vapori
>Vitalis Vapori or "ViVa" is a special fluid specifically designed to treat [[#Bloodlung|Bloodlung]]. Vitalis Vapori is manufactured in proprietary canisters that are meant to be connected to a VitaCage in order to be dispersed safely to the subjects lungs.
>
>To users that don't have the disease however, ViVa is known to create an otherworldly high. This has lead to a rampant black market for both pure and bootleg Vitalis Vapori, as well as unlocked, previously-used or even home-built VitaCages.
>- **Addiction DC:** 18 Constitution
>- **Satiation Period:** 8 hours
>- **Addiction Severity:** Extreme
>- **Duration:** 8 hours
>- **Side Effects:** Hyperoxia, hallucinations, detachment from reality
>- **Price:** 50 ![[shard.png]] per dose (obtained illegally)
>
>To users that take ViVa improperly, they quickly find themselves detached from reality, experiencing visions of other lives. Users suffer the [[Conditions#Stunned 🛠|stunned]] condition for the duration. ViVa is the truest escape from reality, and users find staying away incredibly difficult after their first dose.
>
>If ViVa has been used even once before, all future saves against it's Addiction DC (Con. 18) are at [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
<br><br>
###### Wave
>A hallucinogen that opens the user’s mind to the infinity of the universe, both externally and internally.
>- **Addiction DC:** 13 Constitution
>- **Satiation Period:** 2 days
>- **Addiction Severity:** Medium
>- **Duration:** 1 hour
>- Side Effects: Hallucinations, lethargy
>- Price: 15 ![[shard.png]] per dose
>
>After injecting this drug, the user adds 1d4 to any Wisdom checks and saving throws. During this time, the user may also choose to gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on a Wisdom ability check, saving throw, or attack roll using Wisdom. If they choose to use this feature, the effects of the drug end immediately.
>
>For the duration, the user suffers [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Strength checks.
<br><br>
###### Zone
>Zone or "Reds" are administered in a recognizable deep red capsule. This pill tastes coppery, like blood.
>- **Addiction DC:** 15 Constitution
>- **Satiation Period:** 1 day
>- **Addiction Severity:** High
>- **Duration:** 10 minutes
>- **Side Effects:** Increased aggression, intense focus and concentration
>- **Price:** 20 ![[shard.png]] per dose
>
>When a user ingests Zone, they quickly enter a hyper-focused pseudo-rage. The user gains a +2 bonus to attack and damage rolls for the duration. Additionally, if a user is capable of casting spells, they have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any checks to maintain [[Spellcasting#Concentration|concentration]] for the duration. During this time the user has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all Charisma checks. If the user takes, or is under the effects of [[#Chill]], the effects of both drugs end.
>
>If a creature ingests a number of doses equal to their Constitution modifier +1 in a 24 hour period, they instead fall [[Conditions#Unconscious|unconscious]] until the next [[Calendar, Days and Time 📜#Progression of Time|day segment]] due to high blood pressure. When the creature awakes, they suffer 1 level of [[Conditions#exhaustion|exhaustion]].
<br>
___
### Madness
Adventurers are made of sterner stuff than most of us. They fight abominations, slay demons, and are wounded a countless number of times. These fights wear on a person both physically as well as mentally, and while the body may recover in a short amount of time, scars of the mind can last indefinitely.
<br><br>
##### Madness Effects
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as [[Occult Spells#Contact Other Plane|contact other plane]] and [[Occult Spells#Symbol|symbol]], can cause madness. [[Ailments#Diseases|Diseases]], [[Ailments#Drugs|drugs]], [[Adventuring Gear#Poisons|poisons]], and planar effects can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
A [[Occult Spells#Calm Emotions|calm emotions]] spell or similar effect can supress madness effects for it's duration.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
<br>
###### Continuing Madness
>Whenever a creature suffers either short-term or long-term madness, they also gain one point of continuing madness until the madness effect they gained is gone. Once a creature has accumulated 3 points of continuing madness, that creature then rolls on the [[#Long-Term Madness|long-term madness table]], gaining that effect as well.
>
>Once a creature has accumulated 5 points of continuing madness, that creature then rolls on the [[#Indefinite Madness|indefinite madness table]], gaining that flaw as well.
>
>If a character rolls and receives a madness effect that is mechanically similar to a madness effect (on any table) that they already have, the character must roll again to receive a different effect.
<br><br>
##### Short-Term Madness
Short-term madness effects last for 1 [[Calendar, Days and Time 📜#Progression of Time|day segment]], and pass when the creature takes a [[Survival Needs#Rest|rest]]. Short-term madness can be cured with a [[Divine Spells#Lesser Restoration|lesser restoration]], [[Divine Spells#Greater Restoration|greater restoration]], [[Divine Spells#Heal|heal]] or [[Divine Spells#Mass Heal|mass heal]] spell.
| d100 | Short-Term Madness Effect |
| :----: | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-20 | The character retreats into his or her mind and becomes [[Conditions#Stunned 🛠\|stunned.]] The effect ends if the character takes any damage. |
| 21-30 | The character becomes [[Conditions#Staggered 🛠\|staggered]] and spends the duration screaming, laughing, or weeping. |
| 31-40 | The character becomes [[Conditions#Frightened\|frightened]] and must use his or her action and movement each round to flee from the source of the fear. |
| 41-50 | The character begins babbling and is incapable of normal speech or speaking the [[Spellcasting#Components\|verbal components]] of spells. |
| 51-60 | While in combat, the character must use his or her action each round to attack the nearest creature, favouring enemies over allies. |
| 61-70 | The character experiences vivid hallucinations and has [[Abilities & Skills#Advantage & Disadvantage\|disadvantage]] on Wisdom checks. |
| 71-75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81-90 | The character is [[Conditions#Stunned 🛠\|stunned.]] |
| 91-100 | The character falls [[Conditions#Unconscious\|unconscious]] and cannot be awoken. |
<br><br>
##### Long-Term Madness
Long-term madness effects last for 1 day, passing after 3 [[Calendar, Days and Time 📜#Progression of Time|day segments]]. For every three long-term madness effects that a creature suffers in a day, it gains one [[#Indefinite Madness|indefinite madness]] effect. Long-term madness can be cured with a [[Divine Spells#Greater Restoration|greater restoration]], [[Divine Spells#Heal|heal]] or [[Divine Spells#Mass Heal|mass heal]] spell.
| d100 | Long-Term Madness Effect |
|:------:| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 11-20 | The character experiences vivid hallucinations and has [[Abilities & Skills#Advantage & Disadvantage\|disadvantage]] on ability checks. |
| 21-30 | The character suffers extreme paranoia. The character has [[Abilities & Skills#Advantage & Disadvantage\|disadvantage]] on Wisdom and Charisma checks. |
| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the [[Divine Spells#Antipathy/Sympathy\|antipathy/sympathy]] spell. |
| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that they are under its effects. |
| 46-55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has [[Abilities & Skills#Advantage & Disadvantage\|disadvantage]] on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
| 56-60 | The character is [[Conditions#Blinded\|blinded]], and their vision cannot be restored until this effect has passed. |
| 61-65 | The character is [[Conditions#Deafened\|deafened]], and their hearing cannot be restored until this effect has passed. |
| 66-75 | The character experiences uncontrollable tremors or tics, which impose [[Abilities & Skills#Advantage & Disadvantage\|disadvantage]] on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
| 76-85 | The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
| 86-90 | Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the [[Occult Spells#Confusion\|confusion]] spell. The confusion effect lasts for 1 minute. |
| 91-95 | The character loses the ability to speak. |
| 96-100 | The character falls [[Conditions#Unconscious\|unconscious]] and cannot be awoken. |
<br><br>
##### Indefinite Madness
Indefinite madness flaws last until they are cured. Indefinite madness can be cured with a [[Divine Spells#Heal|heal]] or [[Divine Spells#Mass Heal|mass heal]] spell.
| d100 | Indefinite Madness Flaws |
| :---: | ---------------------------------------------------------------------------------------------------------------------------------------- |
| 1-15 | “Being drunk keeps me sane.” |
| 16-25 | “I keep whatever I find.” |
| 26-30 | “I try to become more like someone else I know — adopting his or her style of dress, mannerisms, and name.” |
| 31-35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
| 36-45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
| 46-50 | “I find it hard to care about anything that goes on around me.” |
| 51-55 | “I don’t like the way people judge me all the time.” |
| 56-70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
| 71-80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
| 81-85 | “There’s only one person I can trust. And only I can see this special friend.” |
| 86-95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
| 96-99 | “I’ve discovered that I really like killing people.” |
| 100 | The character falls [[Conditions#Unconscious\|unconscious]] and cannot be awoken. |