Mors Fever (3.5e Disease)

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Name: Mors Fever (Ex)
Infection DC: 20 (Injury)
Incubation: 1-3 days
Damage: Weakened, nauseated, exhausted. Possible death. (1 week)

Mors Fever, or Death Fever; is an uncommon ailment from swampy, or marshy regions. Transmitted through bite, scratch, touch, sting, and fluid transfer (Blood, Saliva, Sweat) it is highly infectious. Rats, lizards, and wyrms are among the most popular infected, and carrier species, though nearly all species can become infected. Infected creatures show signs of infection just hours after contact with the disease, with effects occurring as soon as one day.

After incubation, the disease starts to run its course. The most noticeable indication of infection is a disgusting odor that emanates from the infected party, akin to the scent of methane. Creatures infected with Mors Fever suffer 3d4 Charisma damage after incubation. This effect remains until the disease has run its course for this infection. (Characters may only be infected once per 72 hours)

When a carrier, or infected makes contact, the disease begins its incubation immediately.

If the PC fails their check by 2 or less points, s/he is nauseated for 1d6 rounds. After this period is up, the disease will have run its course for this infection.

If the PC fails their check by 3-7 points, s/he is nauseated, and fatigued. The nauseated affect expires after 1d6 rounds, but the fatigued effect will remain until the PC has rested for a period no less than 8 hours.

If the PC fails their check by more than 7 points, s/he takes 2d4 Dex and 2d3 Str damage. They also become confused, and exhausted. Confused expires in 1d6 rounds, and exhausted remains until the character has rested comfortably for at least 4 full hours. (At which point they become fatigued) The disease has finished its course for this infection at this point, but the ability damage remains until healed.

If the PC rolls a natural one, s/he falls unconscious for 1d4 rounds, when they wake, they must roll to save against the death effect. In order to save from the death effect, they must not fail their check by more than 10. If they save against the death affect, they become nauseated for 2d4 rounds. After the nausea passes, they take 2d4 damage to Strength, Dexterity, Constitution, and Intelligence. This stat damage manifests in the form of a fever, that will get worse (1 dice level worse, per 24 hours left untreated. This effect stacks, so it is best to get treated!)



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