Diseases: differenze tra le versioni
Reimport Gamemastering: Diseases (formattato) Etichetta: Ripristino manuale |
Traduzione regole: Diseases |
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| Riga 1: | Riga 1: | ||
= Diseases = | = Diseases = | ||
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts | A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts [[:Categoria:Incantesimi|incantesimi]]. | ||
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of ''lesser restoration''. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. | A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of ''lesser restoration''. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. | ||
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any | A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any Creatura, and a given illness might or might not pass from one race or kind of Creatura to another. A plague might affect only constructs or Non Morto, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. | ||
== Sample Diseases == | == Sample Diseases == | ||
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the | The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the Tiro Salvezza DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. | ||
=== Cackle Fever === | === Cackle Fever === | ||
This disease targets humanoids, although gnomes 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." | This disease targets humanoids, although gnomes 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." | ||
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected | Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected Creatura gains one Livello of Affaticamento that can't be removed until the disease is cured. | ||
Any event that causes the infected | Any event that causes the infected Creatura great stress-including entering combat, taking Danno, experiencing fear, or having a nightmare-forces the Creatura to make a DC 13 Costituzione Tiro Salvezza. On a failed save, the Creatura takes 5 (1d10) psychic Danno and becomes incapacitated with mad laughter for 1 minute. The Creatura can repeat the Tiro Salvezza at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. | ||
Any | Any [[Umano]]ide Creatura that starts its turn within 10 feet of an infected Creatura in the throes of mad laughter must succeed on a DC 10 Costituzione Tiro Salvezza or also become infected with the disease. Once a Creatura succeeds on this save, it is immune to the mad laughter of that particular infected Creatura for 24 hours. | ||
At the end of each long rest, an infected | At the end of each long rest, an infected Creatura can make a DC 13 Costituzione Tiro Salvezza. On a successful save, the DC for this save and for the save to avoid an Attacco of mad laughter drops by 1d6. When the Tiro Salvezza DC drops to 0, the Creatura recovers from the disease. A Creatura that fails three of these Tiri Salvezza gains a randomly determined form of indefinite madness, as described later in this chapter. | ||
=== Sewer Plague === | === Sewer Plague === | ||
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. | Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. | ||
When a | When a [[Umano]]ide Creatura is bitten by a Creatura that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the Creatura must succeed on a DC 11 Costituzione Tiro Salvezza or become infected. | ||
It takes 1d4 days for sewer plague's symptoms to manifest in an infected | It takes 1d4 days for sewer plague's symptoms to manifest in an infected Creatura. Symptoms include fatigue and cramps. The infected Creatura suffers one Livello of Affaticamento, and it regains only half the normal number of Punti Ferita from spending Colpito Dice and no Punti Ferita from finishing a long rest. | ||
At the end of each long rest, an infected | At the end of each long rest, an infected Creatura must make a DC 11 Costituzione Tiro Salvezza. On a failed save, the character gains one Livello of Affaticamento. On a successful save, the character's Affaticamento Livello decreases by one Livello. If a successful Tiro Salvezza reduces the infected Creatura's Livello of Affaticamento below 1, the Creatura recovers from the disease. | ||
=== Sight Rot === | === Sight Rot === | ||
This painful infection causes bleeding from the eyes and eventually blinds the victim. | This painful infection causes bleeding from the eyes and eventually blinds the victim. | ||
A | A Bestia or [[Umano]]ide that drinks water tainted by sight rot must succeed on a DC 15 Costituzione Tiro Salvezza or become infected. One day after infection, the Creatura's vision starts to become blurry. The Creatura takes a -1 penalty to Attacco rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is Cieco until its sight is restored by magic such as ''lesser restoration'' or ''heal''. | ||
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has | Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has Competenza with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. | ||
{{Licenza|versione=5.1}} | {{Licenza|versione=5.1}} | ||
[[Categoria:Regole]] | [[Categoria:Regole]] | ||
[[Categoria:SRD 5.1]] | [[Categoria:SRD 5.1]] | ||
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Versione delle 12:44, 3 lug 2026
Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts incantesimi.
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any Creatura, and a given illness might or might not pass from one race or kind of Creatura to another. A plague might affect only constructs or Non Morto, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
Sample Diseases
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the Tiro Salvezza DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
Cackle Fever
This disease targets humanoids, although gnomes 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."
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected Creatura gains one Livello of Affaticamento that can't be removed until the disease is cured.
Any event that causes the infected Creatura great stress-including entering combat, taking Danno, experiencing fear, or having a nightmare-forces the Creatura to make a DC 13 Costituzione Tiro Salvezza. On a failed save, the Creatura takes 5 (1d10) psychic Danno and becomes incapacitated with mad laughter for 1 minute. The Creatura can repeat the Tiro Salvezza at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
Any Umanoide Creatura that starts its turn within 10 feet of an infected Creatura in the throes of mad laughter must succeed on a DC 10 Costituzione Tiro Salvezza or also become infected with the disease. Once a Creatura succeeds on this save, it is immune to the mad laughter of that particular infected Creatura for 24 hours.
At the end of each long rest, an infected Creatura can make a DC 13 Costituzione Tiro Salvezza. On a successful save, the DC for this save and for the save to avoid an Attacco of mad laughter drops by 1d6. When the Tiro Salvezza DC drops to 0, the Creatura recovers from the disease. A Creatura that fails three of these Tiri Salvezza gains a randomly determined form of indefinite madness, as described later in this chapter.
Sewer Plague
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
When a Umanoide Creatura is bitten by a Creatura that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the Creatura must succeed on a DC 11 Costituzione Tiro Salvezza or become infected.
It takes 1d4 days for sewer plague's symptoms to manifest in an infected Creatura. Symptoms include fatigue and cramps. The infected Creatura suffers one Livello of Affaticamento, and it regains only half the normal number of Punti Ferita from spending Colpito Dice and no Punti Ferita from finishing a long rest.
At the end of each long rest, an infected Creatura must make a DC 11 Costituzione Tiro Salvezza. On a failed save, the character gains one Livello of Affaticamento. On a successful save, the character's Affaticamento Livello decreases by one Livello. If a successful Tiro Salvezza reduces the infected Creatura's Livello of Affaticamento below 1, the Creatura recovers from the disease.
Sight Rot
This painful infection causes bleeding from the eyes and eventually blinds the victim.
A Bestia or Umanoide that drinks water tainted by sight rot must succeed on a DC 15 Costituzione Tiro Salvezza or become infected. One day after infection, the Creatura's vision starts to become blurry. The Creatura takes a -1 penalty to Attacco rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is Cieco until its sight is restored by magic such as lesser restoration or heal.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has Competenza with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.