Diseases take many forms, from the plague to amnesia to magical afflictions. They can be gained from contact with contagious persons, receiving infectious bites, experiencing abject terror, being cursed or in a variety of other ways. Symptoms vary widely, as well, and each has some sort of gameplay disadvantage: a coughing fit might wreck a spellcast, or magical rot might reduce one's constitution. Some particularly virulent diseases might be more often or more seriously symptomatic than others. Some diseases, left untreated, can take a character's statistics below zero, with deadly consequences. It's possible to fight off diseases. The speed of this is affected by relevant statistics and racial disease resistance or susceptibility. Races with a high resistance to a certain type of disease heal much faster, while those with a high susceptibility heal much slower. Those with 100% susceptibility will not recover from those diseases on their own at all, regardless of stats, and they must seek outside help to recover. Some races are immune to certain kinds of disease (magical, mental or phsyical), which prevents them catching those diseases at all. Others are disease carriers, which means that they experience no symptoms if infected with a disease, but others can still catch it from them. Biomancers can learn to diagnose diseases and cure physical ailments. Psionicists can train to heal minds. Druidic magic (and some advanced biomancers) can cleanse magical diseases. If a disease is due to a curse, removing the curse might cure the disease as well. Sikkar and the demon lords have been known to cure their followers of all of ailments, at the behest of Templars and Cultists. Finally, even death does not stop a Gifted One, but no disease survives the resurrection process. |