Secret Lesson 93
Curses and Magical Contagions
Lesson 92 showed how the Game Master can use the Gameplay Toolbox to create backgrounds while remaining inside the SRD 5.2.1 framework.
Now we enter a much darker part of adventure design:
CURSES
and:
MAGICAL CONTAGIONS
These two concepts can affect a campaign far beyond a single combat encounter.
A curse can become:
A PERSONAL QUEST
A MONSTER'S ORIGIN
A PROPERTY OF A MAGIC ITEM
A PUNISHMENT FOR BREAKING A TABOO
or:
A SUPERNATURAL FORCE INFESTING A LOCATION
A magical contagion can become:
A PERSONAL AFFLICTION
AN OUTBREAK
A COMMUNITY THREAT
or:
THE CENTRAL PROBLEM OF AN ENTIRE ADVENTURE
The SRD 5.2.1 defines a curse as a magical burden that lasts for a specified duration or until something ends it. A magical contagion is an adverse magical effect that is, by definition, contagious.
This lesson will cover the full Gameplay Toolbox section, including:
BESTOW CURSE AS A BENCHMARK
CURSED CREATURES
CURSED MAGIC ITEMS
NARRATIVE CURSES
ENVIRONMENTAL CURSES
DEMONIC POSSESSION
REST AND RECUPERATION
CACKLE FEVER
SEWER PLAGUE
and:
SIGHT ROT
PART ONE: CURSE VS MAGICAL CONTAGION
These terms aren't interchangeable.
CURSE
A curse is:
A MAGICAL BURDEN
It lasts:
FOR A SPECIFIED TIME
or:
UNTIL SOMETHING ENDS IT
A curse doesn't have to spread from one creature to another.
MAGICAL CONTAGION
A magical contagion is:
AN ADVERSE MAGICAL EFFECT
with one defining property:
IT IS CONTAGIOUS
That difference matters immediately.
A tomb might curse:
THE PERSON WHO DEFILES IT
but the curse might not spread.
Cackle Fever, by contrast, can pass from:
ONE INFECTED HUMANOID TO ANOTHER
according to its specific rules.
PART TWO: THE MAIN TYPES OF CURSE
The Gameplay Toolbox presents several forms curses commonly take:
BESTOW CURSE
CURSED CREATURES
CURSED MAGIC ITEMS
NARRATIVE CURSES
and:
ENVIRONMENTAL CURSES
They share the concept of:
A MAGICAL BURDEN
but they aren't mechanically identical.
This is extremely important for Game Masters.
There is no universal rule saying:
EVERY CURSE MUST WORK LIKE BESTOW CURSE
or:
EVERY CURSE MUST BE REMOVED THE SAME WAY
The source of the curse can establish:
ITS EFFECTS
ITS DURATION
and:
HOW IT CAN BE ENDED
PART THREE: THE SIMPLEST MODEL, BESTOW CURSE
The SRD identifies the spell:
BESTOW CURSE
as the simplest form of curse.
Its effects are:
LIMITED
and they can be ended by:
REMOVE CURSE
The Gameplay Toolbox recommends using Bestow Curse as:
A BENCHMARK
when estimating how powerful another curse should be.
WHY BESTOW CURSE IS USEFUL TO THE GM
Bestow Curse already shows how duration can correspond to magical power.
The Toolbox gives two endpoints:
Curse lasting 1 minute
Comparable to:
LEVEL 3 SPELL POWER
Curse lasting until dispelled
Comparable to:
LEVEL 9 SPELL POWER
This doesn't mean every custom curse literally:
IS A SPELL
It means the GM has:
A POWER BENCHMARK
PART FOUR: BESTOW CURSE ITSELF
Bestow Curse is a:
LEVEL 3 NECROMANCY SPELL
available to:
BARD
CLERIC
and:
WIZARD
Casting Time:
ACTION
Range:
TOUCH
Duration at its normal level:
CONCENTRATION, UP TO 1 MINUTE
The target makes:
WISDOM SAVING THROW
Failure:
CURSED
THE FOUR STANDARD BESTOW CURSE EFFECTS
Choose one.
OPTION 1: CURSE AN ABILITY
Choose one Ability.
The target has Disadvantage on:
ABILITY CHECKS
and:
SAVING THROWS
using that Ability.
OPTION 2: HINDER ATTACKS AGAINST YOU
The target has Disadvantage on:
ATTACK ROLLS AGAINST YOU
OPTION 3: DISRUPT ITS TURNS
At the start of each of its turns in combat, the target makes:
WISDOM SAVING THROW
Failure forces it to take:
THE DODGE ACTION
that turn.
OPTION 4: INCREASE YOUR DAMAGE AGAINST IT
When you deal damage to the target with:
AN ATTACK ROLL
or:
A SPELL
the target takes an additional:
1D8 NECROTIC DAMAGE
PART FIVE: BESTOW CURSE DURATION AS A POWER SCALE
Higher spell slots make Bestow Curse dramatically more persistent.
| Slot Level | Duration | Concentration? |
|---|---|---|
| 3 | Up to 1 minute | Yes |
| 4 | Up to 10 minutes | Yes |
| 5 to 6 | 8 hours | No |
| 7 to 8 | 24 hours | No |
| 9 | Until dispelled | No |
This is why the Gameplay Toolbox points to the spell as:
A CURSE DESIGN BENCHMARK
A brief combat curse and a curse that can remain until dispelled are:
NOT COMPARABLE IN POWER
PART SIX: DURATION IS PART OF CURSE POWER
Suppose a GM designs two otherwise identical curses.
Curse A
Lasts:
1 MINUTE
Curse B
Lasts:
UNTIL DISPELLED
Even if both impose the same penalty:
CURSE B IS FAR MORE SIGNIFICANT
because it can shape:
MULTIPLE ENCOUNTERS
TRAVEL
RESTS
SOCIAL SCENES
and:
ENTIRE ADVENTURE ARCS
The Toolbox's Bestow Curse benchmark helps the GM recognize that:
DURATION IS A MAJOR PART OF POWER
PART SEVEN: REMOVE CURSE
The spell:
REMOVE CURSE
is a:
LEVEL 3 ABJURATION SPELL
available to:
CLERIC
PALADIN
WARLOCK
and:
WIZARD
Casting Time:
ACTION
Range:
TOUCH
Its normal spell effect ends:
ALL CURSES AFFECTING ONE CREATURE OR OBJECT
But there is an important complication.
The Gameplay Toolbox gives the GM specific authority over:
SPECIAL CURSES
particularly:
CURSED CREATURES
and:
NARRATIVE CURSES
So don't automatically assume that every adventure curse must vanish permanently the instant someone prepares:
REMOVE CURSE
PART EIGHT: CURSED CREATURES
Some monsters are connected to curses because:
THE CURSE IS PART OF THEIR ORIGIN
or:
THEY CAN SPREAD CURSES
The SRD gives:
WEREWOLVES
as a prime example.
THE GM DECIDES HOW REMOVE CURSE INTERACTS
For creatures with an accursed origin:
THE GM DETERMINES HOW A SPELL SUCH AS REMOVE CURSE AFFECTS THEM
This is explicit.
The Toolbox even gives an example involving:
A MUMMY
The GM might decide that a mummy was created through:
A CURSE
and can be destroyed permanently only if:
REMOVE CURSE IS CAST ON ITS CORPSE
IMPORTANT
That mummy idea is:
AN SRD EXAMPLE OF A GM RULING
It is not a universal rule saying:
EVERY MUMMY REQUIRES REMOVE CURSE TO BE DESTROYED
The SRD is showing how a GM can connect:
MONSTER LORE
with:
CURSE MECHANICS
PART NINE: CURSED MAGIC ITEMS
Cursed magic items can be:
CREATED DELIBERATELY
or arise from:
SUPERNATURAL EVENTS
The Gameplay Toolbox directs the reader to the:
MAGIC ITEMS
rules for the detailed treatment of cursed items.
We will study those rules in depth beginning in:
LESSON 99
REMOVE CURSE AND CURSED MAGIC ITEMS
This distinction is already important.
If Remove Curse is cast on a:
CURSED MAGIC ITEM
the curse itself:
REMAINS ON THE ITEM
But the spell breaks the owner's:
ATTUNEMENT
so the item can be:
REMOVED
or:
DISCARDED
EXAMPLE
A hero is attuned to a cursed sword.
Remove Curse is cast.
Does the sword become:
A NORMAL UNCursed SWORD?
NO
The item's curse remains.
What changes?
THE OWNER'S ATTUNEMENT IS BROKEN
allowing the hero to:
GET RID OF THE ITEM
This is a major distinction.
PART TEN: NARRATIVE CURSES
A Narrative Curse is where the Gameplay Toolbox gives the GM substantial creative freedom.
Such a curse might arise after a creature violates:
A TABOO
or commits an act deserving supernatural punishment.
The SRD gives examples such as:
BREAKING A VOW
DEFILING A TOMB
or:
MURDERING AN INNOCENT
NARRATIVE CURSES CAN HAVE CUSTOM EFFECTS
The GM can design:
ANY EFFECTS APPROPRIATE TO THE CURSE
or customize another curse type from the section.
This is genuine GM design authority granted by the SRD.
But the section also gives guidance on:
HOW TO MAKE SUCH CURSES WORK WELL IN AN ADVENTURE
PART ELEVEN: THE CURSED CREATURE SHOULD KNOW WHY
A creature affected by a Narrative Curse should understand:
WHY IT IS BEING PUNISHED
This is an important storytelling principle.
The curse shouldn't merely feel like:
A RANDOM HIDDEN PENALTY
The affected character should have some meaningful connection between:
THE TRANSGRESSION
and:
THE CONSEQUENCE
EXAMPLE
A warrior knowingly desecrates the tomb of an ancient guardian.
That night, a supernatural mark appears.
The character understands:
THE TOMB DESECRATION CAUSED THIS
That creates:
A STORY PROBLEM TO SOLVE
rather than merely:
A SECRET MINUS TWO ON THE CHARACTER SHEET
The exact mark and effects in this example are:
NARRATIVE EXAMPLE
not an additional SRD rule.
PART TWELVE: THE CHARACTER SHOULD BE ABLE TO LEARN HOW TO END IT
The affected creature should also be able to discover:
HOW THE CURSE CAN BE ENDED
The SRD suggests that this might involve:
SYMBOLICALLY RIGHTING THE WRONG
that caused the curse.
EXAMPLE
The tomb was desecrated.
A possible GM designed solution might be:
RESTORE THE TOMB
RETURN THE STOLEN RELIC
and:
HONOR THE DEAD
Again, those exact requirements are:
EXAMPLE DESIGN
The actual SRD principle is that the victim should be able to:
LEARN A WAY TO END THE CURSE
often by correcting the original wrongdoing.
PART THIRTEEN: REMOVE CURSE DOESN'T HAVE TO SOLVE A NARRATIVE CURSE PERMANENTLY
For a Narrative Curse:
THE GM DECIDES HOW REMOVE CURSE INTERACTS WITH IT
The SRD specifically suggests that the spell might:
SUPPRESS THE CURSE TEMPORARILY
rather than permanently ending it.
WHY THIS MATTERS
Imagine an entire adventure revolves around:
RETURNING A STOLEN SACRED RELIC
If a single level 3 spell automatically erased the story consequence forever:
THE ADVENTURE COULD COLLAPSE
The Toolbox therefore permits a more narrative structure.
For example:
Remove Curse could:
SILENCE THE CURSE FOR A TIME
but permanently ending it could still require:
RIGHTING THE WRONG
IMPORTANT RULE DISTINCTION
The normal Remove Curse spell says:
ALL CURSES AFFECTING THE TARGET END
But the Gameplay Toolbox specifically says that for a Narrative Curse:
HOW REMOVE CURSE AFFECTS IT IS UP TO THE GM
This is an example of:
A SPECIFIC GAMEPLAY TOOLBOX RULE MODIFYING THE GENERAL EXPECTATION
PART FOURTEEN: NARRATIVE CURSES SHOULD BE RARE
The SRD advises that Narrative Curses should feel like:
RARE
POTENT MAGIC
deeply rooted in:
THE CAMPAIGN'S LORE
That means they aren't intended to become:
A ROUTINE PENALTY FOR EVERY MINOR MISTAKE
They are more suited to events with:
SUPERNATURAL WEIGHT
PART FIFTEEN: ENVIRONMENTAL CURSES
Some locations can become so saturated with:
EVIL
that creatures who linger there acquire:
A CURSE
These are:
ENVIRONMENTAL CURSES
The SRD provides one complete example:
DEMONIC POSSESSION
PART SIXTEEN: DEMONIC POSSESSION
Demonic Possession originates from:
THE CHAOS AND EVIL OF THE ABYSS
It commonly threatens creatures that:
INTERACT WITH DEMONIC OBJECTS
or:
LINGER IN DESECRATED LOCATIONS
where bodiless demonic spirits await victims.
This is not merely narrative flavor.
The SRD gives a complete mechanical procedure.
PART SEVENTEEN: INITIAL POSSESSION SAVE
A creature targeted by Demonic Possession makes:
DC 15 CHARISMA SAVING THROW
Success
The possession doesn't take hold from that triggering instance.
Failure
The creature becomes:
POSSESSED BY A BODILESS DEMONIC ENTITY
WHY CHARISMA?
Don't replace the required save with:
WISDOM
CONSTITUTION
or anything else because another game effect seems similar.
The actual rule uses:
CHARISMA SAVING THROW
DC:
15
PART EIGHTEEN: THE DEMONIC ENTITY DOESN'T CONTROL THE CREATURE CONSTANTLY
Once possessed, the demon isn't automatically in control:
EVERY SECOND
Instead, there is a specific trigger.
Whenever the possessed creature rolls:
A NATURAL 1 ON A D20 TEST
the demonic entity:
TAKES CONTROL
and determines the creature's behavior thereafter.
IMPORTANT
This trigger requires:
1 ON THE D20 ITSELF
Not:
A TOTAL RESULT OF 1
EXAMPLE
d20 roll:
1
Modifier:
+8
Total:
9
The die itself was:
NATURAL 1
Therefore:
THE DEMON TAKES CONTROL
ANOTHER EXAMPLE
d20:
5
Penalty:
MINUS 4
Total:
1
Does that trigger Demonic Possession control?
NO
The rule says:
ROLLS A 1 ON A D20 TEST
The d20 itself wasn't 1.
PART NINETEEN: WHAT COUNTS AS A D20 TEST?
From the Rules Glossary:
ABILITY CHECKS
ATTACK ROLLS
and:
SAVING THROWS
are D20 Tests.
So possession can potentially seize control after a natural 1 on any of those categories.
EXAMPLE
The possessed hero rolls:
DEXTERITY STEALTH
Natural:
1
Trigger.
Or:
WEAPON ATTACK
Natural:
1
Trigger.
Or:
WISDOM SAVING THROW
Natural:
1
Trigger.
All are:
D20 TESTS
PART TWENTY: REGAINING CONTROL
Once the demonic entity has taken control, the possessed creature isn't necessarily lost forever.
At the end of each of the creature's later turns, it makes:
DC 15 CHARISMA SAVING THROW
Success:
CREATURE REGAINS CONTROL OF ITSELF
Failure:
DEMON RETAINS CONTROL
EXAMPLE
Turn 1:
Natural 1 on an attack.
DEMON TAKES CONTROL
End of that turn:
The rule says the creature makes the recovery save at the end of each of its:
LATER TURNS
so follow the exact timing established by the effect.
On those later turns:
DC 15 CHARISMA SAVE
Success:
CONTROL RETURNS TO THE CREATURE
But notice:
THE POSSESSION ITSELF HASN'T NECESSARILY ENDED
The creature has merely regained:
BEHAVIORAL CONTROL
The demonic entity can potentially seize control again if another:
NATURAL 1 ON A D20 TEST
occurs while the possession remains.
PART TWENTY ONE: ENDING DEMONIC POSSESSION NATURALLY
After the possessed creature finishes:
A LONG REST
it makes:
DC 15 CHARISMA SAVING THROW
Success:
DEMONIC POSSESSION ENDS
IMPORTANT DISTINCTION
There are therefore two different Charisma saves.
WHILE DEMON CONTROLS BEHAVIOR
At end of later turns:
DC 15
Success:
REGAIN PERSONAL CONTROL
AFTER A LONG REST
DC 15
Success:
END THE ENTIRE POSSESSION EFFECT
These are not the same result.
PART TWENTY TWO: MAGICAL WAYS TO END DEMONIC POSSESSION
The effect also ends through:
DISPEL EVIL AND GOOD
or:
ANY MAGIC THAT REMOVES A CURSE
This makes Demonic Possession an excellent example of several systems interacting:
CURSE
POSSESSION
SAVING THROWS
LONG RESTS
and:
SPELLS THAT REMOVE SUPERNATURAL EFFECTS
PART TWENTY THREE: MAGICAL CONTAGIONS
Now we move from curses to:
MAGICAL CONTAGIONS
The SRD presents them as supernatural afflictions that can spread.
Their origins might be associated with:
ALCHEMISTS
POTION BREWERS
or:
AREAS OF WILD MAGIC
An outbreak can provide the foundation for an adventure in which characters must:
FIND A CURE
and:
STOP THE SPREAD
PART TWENTY FOUR: THE GM CAN MODIFY THE EXAMPLE CONTAGIONS
The SRD gives three complete examples:
CACKLE FEVER
SEWER PLAGUE
SIGHT ROT
But explicitly permits the GM to alter:
SAVING THROW DCs
EFFECTS
and:
OTHER CHARACTERISTICS
to suit the campaign.
This means these three entries are simultaneously:
READY TO USE CONTAGIONS
and:
MODELS FOR CUSTOM CONTAGION DESIGN
PART TWENTY FIVE: REST AND RECUPERATION
The Gameplay Toolbox gives infected creatures a general way to improve their chances of fighting a magical contagion.
An infected creature can spend:
3 DAYS RECUPERATING
During those three days, it engages in:
NO ACTIVITIES THAT WOULD INTERRUPT A LONG REST
At the end of the recuperation period:
DC 15 CONSTITUTION SAVING THROW
SUCCESS
The creature gains:
ADVANTAGE
on Saving Throws made to:
FIGHT OFF THE MAGICAL CONTAGION
for:
THE NEXT 24 HOURS
FAILURE
The general Rest and Recuperation rule gives no special benefit from that failed save.
The creature remains subject to:
THE CONTAGION'S NORMAL RULES
IMPORTANT
A successful recuperation save does not automatically:
CURE THE CONTAGION
It gives:
ADVANTAGE ON SAVES TO FIGHT IT
for 24 hours.
This is a major distinction.
PART TWENTY SIX: THREE DAYS REALLY MEANS THREE DAYS OF RECUPERATION
The creature must engage in:
NO ACTIVITIES THAT WOULD INTERRUPT A LONG REST
That connects directly to the Long Rest rules learned previously.
Activities that interrupt a Long Rest include things such as:
ROLLING INITIATIVE
TAKING DAMAGE
or:
CASTING A SPELL OTHER THAN A CANTRIP
and certain extended physical activity.
So recuperation means:
ACTUALLY RESTING
not:
ADVENTURING NORMALLY FOR THREE DAYS
and then making the recovery save.
PART TWENTY SEVEN: CACKLE FEVER
CACKLE FEVER
is a magical contagion associated with:
CHEAPLY MADE POTIONS AND ELIXIRS
It affects:
HUMANOIDS ONLY
But:
GNOMES ARE IMMUNE
to Cackle Fever.
INCUBATION
After infection, its effects appear after:
1D4 DAYS
This means infection doesn't necessarily produce:
IMMEDIATE SYMPTOMS
EXAMPLE
Roll:
1D4 = 3
The creature becomes infected today.
The listed symptoms begin:
THREE DAYS LATER
PART TWENTY EIGHT: CACKLE FEVER, FEVER
When symptoms begin:
GAIN 1 EXHAUSTION LEVEL
That Exhaustion lasts until:
THE CONTAGION ENDS
Recall the SRD 5.2.1 Exhaustion system:
Each level normally means:
MINUS 2 TO D20 TESTS
and:
MINUS 5 FEET SPEED
The Cackle Fever rule specifically says that its Fever Exhaustion:
LASTS UNTIL THE CONTAGION ENDS
So don't casually remove that particular level with an unrelated assumption about ordinary Exhaustion recovery.
PART TWENTY NINE: CACKLE FEVER, UNCONTROLLABLE LAUGHTER
While the infected creature has:
EXHAUSTION
each time it takes damage other than:
PSYCHIC DAMAGE
it makes:
DC 13 CONSTITUTION SAVING THROW
SUCCESS
No uncontrollable laughter effect from that damage instance.
FAILURE
The creature takes:
5 PSYCHIC DAMAGE
or:
1D10 PSYCHIC DAMAGE
depending on whether the GM uses the static or rolled expression given in the rule.
It also gains:
INCAPACITATED
as it laughs uncontrollably.
WHAT INCAPACITATED MEANS
From the Rules Glossary:
NO ACTION
NO BONUS ACTION
NO REACTION
CAN'T SPEAK
and:
CONCENTRATION BREAKS
So a single failed Cackle Fever laughter save can be devastating during combat.
PART THIRTY: ENDING A CACKLE FEVER LAUGHTER EPISODE
At the end of each of its turns, the creature repeats:
DC 13 CONSTITUTION SAVE
Success:
CURRENT LAUGHTER EFFECT ENDS
After:
1 MINUTE
the creature succeeds:
AUTOMATICALLY
IMPORTANT
Ending one bout of uncontrollable laughter does not mean:
CACKLE FEVER IS CURED
The infection remains.
The creature could suffer another episode after:
TAKING NON PSYCHIC DAMAGE
while the contagion continues.
PART THIRTY ONE: FIGHTING CACKLE FEVER
At the end of every:
LONG REST
an infected creature makes:
DC 13 CONSTITUTION SAVING THROW
Track:
SUCCESSES
When the creature accumulates:
THREE SUCCESSFUL SAVES
the contagion:
ENDS
DO THE SUCCESSES HAVE TO BE CONSECUTIVE?
The rule says:
AFTER THE CREATURE SUCCEEDS ON THREE OF THESE SAVES
It doesn't say:
THREE CONSECUTIVE SUCCESSES
So failed saves don't erase previously achieved successes unless a rule explicitly says so.
AFTER RECOVERY
The creature becomes immune to:
CACKLE FEVER
for:
1 YEAR
PART THIRTY TWO: SPREADING CACKLE FEVER
Any:
HUMANOID
other than:
A GNOME
that starts its turn within a:
10 FOOT EMANATION
originating from an infected creature must make:
DC 10 CONSTITUTION SAVING THROW
FAILURE
The Humanoid becomes:
INFECTED
SUCCESS
That Humanoid cannot catch Cackle Fever from:
THAT PARTICULAR INFECTED CREATURE
for:
24 HOURS
IMPORTANT
The protection applies against:
THAT PARTICULAR SOURCE
The rule does not say the successful creature becomes immune to:
EVERY INFECTED CREATURE IN THE WORLD
for 24 hours.
EXAMPLE
Three infected Humanoids stand near a healthy Fighter.
The Fighter succeeds against:
INFECTED CREATURE A
That gives protection from:
A
for 24 hours.
It doesn't necessarily protect the Fighter from exposure to:
B
or:
C
because the rule is source specific.
PART THIRTY THREE: COMPLETE CACKLE FEVER FLOW
1
Humanoid except Gnome becomes infected.
2
Wait:
1D4 DAYS
3
Symptoms begin:
EXHAUSTION 1
4
Non Psychic damage can trigger:
DC 13 CON SAVE
5
Failure:
1D10 PSYCHIC
plus:
INCAPACITATED
6
Repeat save at end of each turn until success or automatic success after 1 minute.
7
At end of each Long Rest:
DC 13 CON SAVE
8
After:
THREE SUCCESSES
infection ends.
9
Recovered creature gains:
1 YEAR IMMUNITY
10
The contagion spreads through its:
10 FOOT EMANATION
using:
DC 10 CONSTITUTION SAVES
PART THIRTY FOUR: SEWER PLAGUE
SEWER PLAGUE
is associated with:
FOULED POTIONS
ALCHEMICAL WASTE
SEWERS
and:
REFUSE HEAPS
The SRD also notes that creatures living in such places, including:
OTYUGHS
and:
RATS
can sometimes transmit it.
WHO CAN BE INFECTED?
The listed infection rule applies to:
HUMANOIDS
A Humanoid exposed by either:
BEING WOUNDED BY A CREATURE CARRYING THE CONTAGION
or:
CONTACT WITH CONTAMINATED FILTH OR OFFAL
makes:
DC 11 CONSTITUTION SAVING THROW
FAILURE
INFECTED WITH SEWER PLAGUE
INCUBATION
Symptoms appear after:
1D4 DAYS
PART THIRTY FIVE: SEWER PLAGUE, FATIGUE
When the symptoms begin:
GAIN 1 EXHAUSTION LEVEL
Unlike Cackle Fever, Sewer Plague can:
WORSEN ITS EXHAUSTION OVER TIME
through its daily recovery rule.
PART THIRTY SIX: SEWER PLAGUE, WEAKNESS
While the infected creature has:
ANY EXHAUSTION LEVELS
it regains only:
HALF THE NORMAL HIT POINTS
from spending:
HIT POINT DICE
EXAMPLE
Normally a Hit Die expenditure would restore:
10 HP
With Sewer Plague Weakness:
10 ÷ 2 =
5 HP
ODD NUMBER EXAMPLE
Normal result:
9 HP
Half:
9 ÷ 2 = 4.5
Default rule:
ROUND DOWN
so:
4 HP
PART THIRTY SEVEN: SEWER PLAGUE, RESTLESSNESS
While the infected creature has:
ANY EXHAUSTION LEVELS
finishing a Long Rest does not:
RESTORE LOST HIT POINTS
and does not:
REDUCE ITS EXHAUSTION LEVEL
This is a direct exception to ordinary Long Rest benefits.
IMPORTANT
The character may still finish:
A LONG REST
The contagion changes specific benefits of that rest.
Do not interpret Restlessness as:
“LONG RESTS ARE IMPOSSIBLE”
The rule says what finishing one fails to restore.
PART THIRTY EIGHT: FIGHTING SEWER PLAGUE
Every day:
AT DAWN
the infected creature makes:
DC 11 CONSTITUTION SAVING THROW
FAILURE
GAIN 1 EXHAUSTION LEVEL
The plague worsens.
SUCCESS
EXHAUSTION LEVEL DECREASES BY 1
WHEN DOES THE CONTAGION END?
When the infected creature's Exhaustion level becomes:
0
the contagion:
ENDS
PART THIRTY NINE: SEWER PLAGUE CAN BECOME DEADLY
Remember:
EXHAUSTION LEVEL 6 = DEATH
So repeated failed Sewer Plague saves can become:
LETHAL
EXAMPLE
Initial symptoms:
EXHAUSTION 1
Next dawn:
Failed DC 11 save.
EXHAUSTION 2
Next dawn:
Failure.
EXHAUSTION 3
Next dawn:
Failure.
EXHAUSTION 4
The creature's:
D20 TEST PENALTY
and:
SPEED PENALTY
continue worsening according to the Exhaustion condition.
This makes Sewer Plague an affliction that can:
ESCALATE OVER SEVERAL DAYS
rather than merely produce a one time combat penalty.
PART FORTY: COMPLETE SEWER PLAGUE FLOW
1
Humanoid is exposed through:
INFECTED WOUND
or:
CONTAMINATED FILTH OR OFFAL
2
Make:
DC 11 CONSTITUTION SAVE
3
Failure:
INFECTED
4
After:
1D4 DAYS
gain:
EXHAUSTION 1
5
While Exhausted:
Hit Point Dice healing:
HALVED
Long Rest:
DOESN'T RESTORE LOST HP
and:
DOESN'T REDUCE EXHAUSTION
6
Every dawn:
DC 11 CONSTITUTION SAVE
Failure:
EXHAUSTION PLUS 1
Success:
EXHAUSTION MINUS 1
7
At:
EXHAUSTION 0
the contagion:
ENDS
PART FORTY ONE: SIGHT ROT
SIGHT ROT
is a magical contagion that can infect:
BEASTS
and:
HUMANOIDS
through:
TAINTED WATER
INITIAL SAVE
A Beast or Humanoid drinking water tainted by Sight Rot makes:
DC 15 CONSTITUTION SAVING THROW
SUCCESS
No infection from that exposure.
FAILURE
The creature has:
BLINDED
until:
THE CONTAGION ENDS
WHAT BLINDED MEANS
A Blinded creature:
CAN'T SEE
automatically fails:
ABILITY CHECKS REQUIRING SIGHT
Its Attack Rolls have:
DISADVANTAGE
Attack Rolls against it have:
ADVANTAGE
Sight Rot is therefore potentially devastating even though it does not directly deal:
DAMAGE
PART FORTY TWO: MAGICAL CURES FOR SIGHT ROT
The SRD specifically names magic such as:
HEAL
or:
LESSER RESTORATION
as immediately ending:
SIGHT ROT
IMPORTANT
Do not turn this into:
“LESSER RESTORATION AUTOMATICALLY ENDS EVERY MAGICAL CONTAGION”
That is not the general rule given here.
Sight Rot explicitly says:
THESE SPELLS CAN END THIS CONTAGION
Cackle Fever and Sewer Plague have:
THEIR OWN RECOVERY RULES
Always read:
THE SPECIFIC CONTAGION
PART FORTY THREE: NONMAGICAL SIGHT ROT TREATMENT
A character proficient with:
HERBALISM KIT
can create:
ONE DOSE OF NONMAGICAL OINTMENT
Creation time:
1 HOUR
APPLYING THE OINTMENT
When applied to the eyes of someone suffering from Sight Rot:
SUPPRESS THE CONTAGION FOR 24 HOURS
This means its active effects are suppressed for that time.
THREE TREATMENTS CAN END IT
If the contagion is suppressed through this ointment for a total of:
72 HOURS
the contagion:
ENDS
That requires:
THREE DOSES
and:
THREE APPLICATIONS
IMPORTANT
One application:
DOES NOT CURE IT
It suppresses the contagion for:
24 HOURS
Three applications maintaining suppression for:
72 TOTAL HOURS
end it.
PART FORTY FOUR: SIGHT ROT CAN SPREAD THROUGH TOUCH
Any:
HUMANOID
that makes:
SKIN CONTACT
with a creature infected with Sight Rot makes:
DC 15 CONSTITUTION SAVING THROW
FAILURE
BECOMES INFECTED
SUCCESS
The Humanoid can't catch Sight Rot from:
THAT PARTICULAR INFECTED CREATURE
for:
24 HOURS
Again:
SOURCE SPECIFIC PROTECTION
not universal immunity from every infected creature.
PART FORTY FIVE: COMPLETE SIGHT ROT FLOW
1
Beast or Humanoid drinks:
TAINTED WATER
2
Make:
DC 15 CONSTITUTION SAVE
3
Failure:
BLINDED
until contagion ends.
4
Possible immediate magical cures include:
HEAL
or:
LESSER RESTORATION
5
Alternative treatment:
Herbalism Kit proficiency.
Create ointment:
1 HOUR
6
Apply dose:
SUPPRESS FOR 24 HOURS
7
Maintain suppression for:
72 HOURS
using:
THREE DOSES
Contagion ends.
8
Skin contact can spread it to Humanoids through:
DC 15 CONSTITUTION SAVE
PART FORTY SIX: THE THREE CONTAGIONS COMPARED
| Contagion | Main Targets | Initial/Spread DC | Major Effect | Recovery |
|---|---|---|---|---|
| Cackle Fever | Humanoids except Gnomes | DC 10 spread | Exhaustion, laughter, Psychic damage, Incapacitated | Three DC 13 Con successes after Long Rests |
| Sewer Plague | Humanoids | DC 11 infection | Exhaustion, reduced Hit Die healing, impaired Long Rest | Daily DC 11 Con saves; ends at Exhaustion 0 |
| Sight Rot | Beasts and Humanoids from tainted water; Humanoids via contact | DC 15 | Blinded | Heal, Lesser Restoration, or 72 hours of ointment suppression |
The important lesson isn't merely memorizing:
THREE DISEASE NAMES
It is seeing how differently magical contagions can be designed.
PART FORTY SEVEN: CONTAGIONS CAN USE DIFFERENT STRUCTURES
Cackle Fever demonstrates:
INCUBATION
AURA LIKE SPREAD
TRIGGERED COMBAT EPISODES
MULTIPLE RECOVERY SUCCESSES
and:
TEMPORARY POST RECOVERY IMMUNITY
Sewer Plague demonstrates:
ENVIRONMENTAL EXPOSURE
PROGRESSIVE EXHAUSTION
RECOVERY INTERFERENCE
and:
DAILY IMPROVEMENT OR WORSENING
Sight Rot demonstrates:
CONTAMINATED WATER
A CONDITION AS THE PRIMARY EFFECT
MAGICAL CURE
TOOL BASED TREATMENT
and:
CONTACT TRANSMISSION
These are:
SRD EXAMPLES
showing the GM that a custom contagion need not use:
ONE UNIVERSAL TEMPLATE
PART FORTY EIGHT: THE CONTAGION SPELL IS NOT THE SAME THING AS THE TOOLBOX EXAMPLES
There is also a level 5 spell named:
CONTAGION
It is a specific spell with:
ITS OWN RULES
It doesn't mean that every use automatically turns the target into a spreading source of Cackle Fever, Sewer Plague, or Sight Rot.
The spell itself says its touch inflicts:
A MAGICAL CONTAGION
The target makes:
CONSTITUTION SAVE
Failure deals:
11D8 NECROTIC DAMAGE
and gives:
POISONED
The caster also chooses an Ability, and while Poisoned the target has Disadvantage on Saving Throws using:
THAT ABILITY
The spell then has its own procedure involving repeated Saving Throws and a duration of up to:
7 DAYS
IMPORTANT
The Contagion spell does not say in its spell description that the affected creature spreads that spell to:
OTHER CREATURES
Therefore:
DO NOT INVENT A TRANSMISSION RULE
The Toolbox examples spread because:
THEIR OWN DESCRIPTIONS SAY THEY SPREAD
This is a perfect example of our course principle:
NEVER ADD A RULE JUST BECAUSE THE NAME SUGGESTS IT
PART FORTY NINE: CURSE DESIGN FOR THE GM
When creating a curse using the Toolbox's permission, a useful design process is:
1. DEFINE THE SOURCE
Is it:
A SPELL?
A MONSTER?
A MAGIC ITEM?
A NARRATIVE TRANSGRESSION?
or:
A CURSED LOCATION?
2. DEFINE THE EFFECT
What does the curse actually do mechanically?
Use existing rules when possible:
DISADVANTAGE
DAMAGE
CONDITIONS
EXHAUSTION
or other established mechanics.
The Toolbox permits narrative curses to have custom effects, but a GM benefits from:
CLEAR GAME LANGUAGE
3. DEFINE THE DURATION
Does it last:
MINUTES?
HOURS?
DAYS?
or:
UNTIL DISPELLED?
Use:
BESTOW CURSE
as a power reference.
4. DEFINE HOW IT ENDS
Can it be ended by:
REMOVE CURSE?
Does Remove Curse:
SUPPRESS IT?
Must the character:
RIGHT A WRONG?
Is another specific action required?
For Narrative Curses, the GM has:
EXPLICIT CONTROL OVER THIS INTERACTION
5. MAKE THE CAUSE UNDERSTANDABLE
For Narrative Curses, the victim should know:
WHY THEY WERE CURSED
6. MAKE A SOLUTION DISCOVERABLE
The victim should be able to learn:
HOW TO END IT
That turns the curse into:
PLAYABLE ADVENTURE CONTENT
PART FIFTY: ORIGINAL NARRATIVE CURSE EXAMPLE
The following is:
AN EXAMPLE
not an SRD 5.2.1 published curse.
Imagine the party steals a sacred crown despite repeated warnings.
The GM creates:
THE CURSE OF THE BROKEN CROWN
The curse might impose a clearly defined mechanical effect chosen by the GM.
But the important SRD supported structure is:
THE CHARACTERS KNOW THE TRANSGRESSION CAUSED THE CURSE
They can investigate and discover:
HOW TO RIGHT THE WRONG
The GM might decide:
REMOVE CURSE SUPPRESSES IT TEMPORARILY
but permanent removal requires:
RESTORING THE CROWN
That type of structure follows the Narrative Curse guidance.
The exact name, penalty, and restoration ritual are:
ORIGINAL EXAMPLE
not official SRD mechanics.
PART FIFTY ONE: CONTAGION DESIGN FOR THE GM
The three examples suggest several questions a GM can answer when creating a magical contagion.
WHO CAN BE INFECTED?
Examples:
HUMANOIDS
BEASTS
or another defined category.
HOW DOES EXPOSURE HAPPEN?
Examples from the SRD include:
PROXIMITY
WOUNDS
CONTAMINATED FILTH
TAINTED WATER
and:
SKIN CONTACT
IS THERE AN INCUBATION PERIOD?
Cackle Fever:
1D4 DAYS
Sewer Plague:
1D4 DAYS
Sight Rot's listed effect begins according to its infection rule without that same 1d4 day incubation text.
WHAT ARE THE SYMPTOMS?
Possible SRD examples include:
EXHAUSTION
INCAPACITATED
BLINDED
PSYCHIC DAMAGE
REDUCED RECOVERY
HOW DOES THE CREATURE FIGHT IT?
Possible structures include:
MULTIPLE SUCCESSES
DAILY SAVES
MAGICAL CURE
TOOL BASED TREATMENT
or:
REST AND RECUPERATION
HOW DOES IT SPREAD?
The contagion needs:
AN EXPLICIT TRANSMISSION MECHANIC
Don't merely say:
“IT IS CONTAGIOUS”
and leave the table guessing when a Saving Throw happens.
The SRD examples show precise triggers.
PART FIFTY TWO: REST AND RECUPERATION WITH CACKLE FEVER
Suppose a hero has Cackle Fever.
They spend:
THREE FULL DAYS RECUPERATING
without performing activities that would interrupt a Long Rest.
At the end:
DC 15 CONSTITUTION SAVE
Success:
ADVANTAGE FOR 24 HOURS
on saves to fight off the contagion.
The next time the hero reaches the end of a Long Rest and makes the Cackle Fever:
DC 13 CONSTITUTION SAVE
that save qualifies as one made to:
FIGHT OFF THE CONTAGION
So the recuperation benefit can help.
IMPORTANT
The 3 day recuperation does not replace:
CACKLE FEVER'S OWN THREE SUCCESS REQUIREMENT
It modifies the creature's chances by granting:
ADVANTAGE
for the stated time.
PART FIFTY THREE: REST AND RECUPERATION WITH SEWER PLAGUE
A Sewer Plague victim completes the same:
THREE DAYS OF RECUPERATION
Then succeeds on:
DC 15 CONSTITUTION SAVE
For the next:
24 HOURS
the creature has Advantage on saves made to:
FIGHT OFF THE CONTAGION
That can apply when the Sewer Plague rule calls for its:
DAILY DC 11 CONSTITUTION SAVE
provided it occurs during that benefit window.
Again:
RECUPERATION DOESN'T DIRECTLY REMOVE EXHAUSTION
It improves:
THE RELEVANT SAVES
PART FIFTY FOUR: CONDITIONS INSIDE CONTAGIONS
These rules also demonstrate why learning the Rules Glossary mattered.
When Cackle Fever says:
INCAPACITATED
you apply:
THE FULL INCAPACITATED CONDITION
When Sight Rot says:
BLINDED
apply:
THE FULL BLINDED CONDITION
When Sewer Plague says:
EXHAUSTION
apply:
THE FULL SRD 5.2.1 EXHAUSTION SYSTEM
The contagion doesn't need to rewrite:
EVERY CONSEQUENCE OF THOSE CONDITIONS
because the glossary already defines them.
This is exactly how advanced rules are intended to work.
PART FIFTY FIVE: COMMON BEGINNER MISTAKES
MISTAKE 1: TREATING CURSE AND MAGICAL CONTAGION AS SYNONYMS
A magical contagion is:
CONTAGIOUS BY DEFINITION
A curse doesn't necessarily spread.
MISTAKE 2: MAKING EVERY CURSE WORK LIKE BESTOW CURSE
Bestow Curse is:
A BENCHMARK AND ONE FORM OF CURSE
not the only possible curse.
MISTAKE 3: IGNORING CURSE DURATION WHEN JUDGING POWER
A curse lasting:
UNTIL DISPELLED
is potentially much more important than one lasting:
1 MINUTE
MISTAKE 4: ASSUMING REMOVE CURSE MUST SOLVE EVERY NARRATIVE CURSE PERMANENTLY
For Narrative Curses:
THE GM DECIDES
It might only:
SUPPRESS THE CURSE
MISTAKE 5: HIDING THE REASON FOR A NARRATIVE CURSE FOREVER
The affected creature should know:
WHY IT IS BEING PUNISHED
MISTAKE 6: MAKING A NARRATIVE CURSE IMPOSSIBLE TO UNDERSTAND OR END
The creature should be able to learn:
HOW TO END IT
MISTAKE 7: USING NARRATIVE CURSES FOR EVERY MINOR MISTAKE
The SRD says they should feel:
RARE AND POTENT
MISTAKE 8: ASSUMING REMOVE CURSE DESTROYS A CURSED MAGIC ITEM'S CURSE
It doesn't.
It breaks:
THE OWNER'S ATTUNEMENT
The item's curse remains.
MISTAKE 9: TREATING THE MUMMY EXAMPLE AS A UNIVERSAL MUMMY RULE
It is:
AN EXAMPLE OF GM CURSE DESIGN
MISTAKE 10: USING WISDOM FOR DEMONIC POSSESSION'S INITIAL SAVE
Correct save:
DC 15 CHARISMA
MISTAKE 11: GIVING THE DEMON CONTROL IMMEDIATELY AFTER EVERY FAILED CHECK
The control trigger is specifically:
NATURAL 1 ON A D20 TEST
MISTAKE 12: TRIGGERING DEMONIC CONTROL WHEN THE MODIFIED TOTAL IS 1
The d20 itself must:
ROLL 1
MISTAKE 13: FORGETTING SAVING THROWS ARE D20 TESTS
D20 Tests include:
ABILITY CHECKS
ATTACK ROLLS
SAVING THROWS
Any can produce the possession's natural 1 trigger.
MISTAKE 14: THINKING REGAINING CONTROL ENDS DEMONIC POSSESSION
It doesn't necessarily.
The creature can regain:
CONTROL OF ITS BEHAVIOR
while still remaining:
POSSESSED
MISTAKE 15: FORGETTING THE POST LONG REST SAVE
Demonic Possession gives:
DC 15 CHARISMA SAVE
after a Long Rest to:
END THE EFFECT
MISTAKE 16: THINKING DEMONIC POSSESSION CAN ONLY END NATURALLY
It also ends from:
DISPEL EVIL AND GOOD
or:
MAGIC THAT REMOVES A CURSE
MISTAKE 17: ASSUMING THREE DAYS OF RECUPERATION AUTOMATICALLY CURES A CONTAGION
It doesn't.
Successful recovery gives:
ADVANTAGE FOR 24 HOURS
on saves to fight the contagion.
MISTAKE 18: ADVENTURING NORMALLY DURING THE THREE DAY RECUPERATION
The creature must engage in:
NO ACTIVITIES THAT WOULD INTERRUPT A LONG REST
MISTAKE 19: THINKING CACKLE FEVER AFFECTS EVERY CREATURE
It affects:
HUMANOIDS
and:
GNOMES ARE IMMUNE
MISTAKE 20: APPLYING CACKLE FEVER SYMPTOMS IMMEDIATELY
Incubation:
1D4 DAYS
MISTAKE 21: TRIGGERING CACKLE FEVER LAUGHTER FROM PSYCHIC DAMAGE
Psychic damage is specifically:
EXCLUDED
from that trigger.
MISTAKE 22: FORGETTING CACKLE FEVER LAUGHTER DEALS PSYCHIC DAMAGE
Failed save:
1D10 PSYCHIC
plus:
INCAPACITATED
MISTAKE 23: THINKING ENDING ONE LAUGHTER EPISODE CURES CACKLE FEVER
It doesn't.
MISTAKE 24: REQUIRING THREE CONSECUTIVE CACKLE FEVER RECOVERY SUCCESSES
The rule requires:
THREE SUCCESSES
It doesn't state they must be consecutive.
MISTAKE 25: FORGETTING CACKLE FEVER RECOVERY IMMUNITY
After the contagion ends:
IMMUNE FOR 1 YEAR
MISTAKE 26: GIVING UNIVERSAL 24 HOUR IMMUNITY AFTER A CACKLE FEVER SPREAD SAVE
The protection is against:
THAT PARTICULAR INFECTED CREATURE
MISTAKE 27: THINKING SEWER PLAGUE ONLY COMES FROM RATS
Exposure can come from:
A CARRIER'S WOUND
or:
CONTAMINATED FILTH OR OFFAL
The listed creatures are examples.
MISTAKE 28: APPLYING SEWER PLAGUE SYMPTOMS IMMEDIATELY
Incubation:
1D4 DAYS
MISTAKE 29: GIVING NORMAL HIT DIE HEALING WITH SEWER PLAGUE EXHAUSTION
Healing from Hit Point Dice is:
HALVED
MISTAKE 30: GIVING THE NORMAL LONG REST HP RESTORATION WITH ACTIVE SEWER PLAGUE EXHAUSTION
Restlessness prevents it.
MISTAKE 31: REMOVING EXHAUSTION NORMALLY FROM THAT LONG REST
Restlessness also prevents:
NORMAL LONG REST EXHAUSTION REDUCTION
while its condition is met.
MISTAKE 32: FORGETTING SEWER PLAGUE CAN WORSEN
Failed dawn save:
EXHAUSTION PLUS 1
MISTAKE 33: REQUIRING MULTIPLE EXTRA SUCCESSES AFTER EXHAUSTION REACHES 0
At:
EXHAUSTION 0
the contagion ends.
MISTAKE 34: MAKING SIGHT ROT INFECT EVERY CREATURE TYPE FROM TAINTED WATER
Its listed tainted water targets are:
BEASTS
and:
HUMANOIDS
MISTAKE 35: TREATING SIGHT ROT AS SIMPLE DISADVANTAGE
It gives:
BLINDED
Apply the whole condition.
MISTAKE 36: THINKING ONE OINTMENT DOSE CURES SIGHT ROT
One dose:
SUPPRESSES FOR 24 HOURS
MISTAKE 37: FORGETTING THREE DOSES ARE REQUIRED FOR THE NONMAGICAL CURE
Total suppression:
72 HOURS
requiring:
THREE APPLICATIONS
MISTAKE 38: LETTING ANY CHARACTER MAKE THE OINTMENT
Requires proficiency with:
HERBALISM KIT
MISTAKE 39: THINKING THE OINTMENT IS MAGICAL
It is specifically:
NONMAGICAL
MISTAKE 40: GIVING UNIVERSAL IMMUNITY AFTER A SUCCESSFUL SIGHT ROT CONTACT SAVE
Again, protection applies against:
THAT PARTICULAR INFECTED CREATURE
for:
24 HOURS
MISTAKE 41: ASSUMING LESSER RESTORATION CURES EVERY MAGICAL CONTAGION
Sight Rot explicitly allows it.
Do not generalize beyond:
WHAT THE SPECIFIC CONTAGION SAYS
MISTAKE 42: ASSUMING THE CONTAGION SPELL SPREADS AUTOMATICALLY
The spell doesn't give:
A TRANSMISSION MECHANIC
Don't invent one.
MISTAKE 43: USING OLD DISEASE RULES FROM ANOTHER VERSION OF THE GAME
Use:
SRD 5.2.1 MAGICAL CONTAGION RULES
and the specific contagion descriptions in this section.
QUICK RECAP
CURSE
A:
MAGICAL BURDEN
lasting for a defined time or until something ends it.
BESTOW CURSE
The simplest curse model.
Useful as:
A POWER BENCHMARK
Level 3 version:
1 MINUTE
Level 9 slot:
UNTIL DISPELLED
CURSED CREATURES
A monster's origin or abilities may involve:
CURSES
The GM determines how magic such as:
REMOVE CURSE
interacts with special accursed origins.
CURSED MAGIC ITEMS
A cursed item retains:
ITS CURSE
after Remove Curse.
The spell instead breaks:
THE OWNER'S ATTUNEMENT
NARRATIVE CURSES
Can arise from serious supernatural transgressions.
The affected creature should:
KNOW WHY IT IS CURSED
and:
BE ABLE TO LEARN HOW TO END IT
Remove Curse may:
SUPPRESS RATHER THAN PERMANENTLY END IT
if the GM decides.
Narrative curses should feel:
RARE
POTENT
and:
ROOTED IN CAMPAIGN LORE
ENVIRONMENTAL CURSES
A location can be so infused with evil that creatures lingering there suffer:
A CURSE
DEMONIC POSSESSION
Initial:
DC 15 CHARISMA SAVE
Failure:
POSSESSED
Natural 1 on a D20 Test:
DEMON TAKES CONTROL
Later turns:
DC 15 CHARISMA SAVE TO REGAIN CONTROL
After Long Rest:
DC 15 CHARISMA SAVE TO END POSSESSION
Also ended by:
DISPEL EVIL AND GOOD
or:
MAGIC THAT REMOVES A CURSE
REST AND RECUPERATION
Recover for:
3 DAYS
with no Long Rest interrupting activities.
Then:
DC 15 CONSTITUTION SAVE
Success:
ADVANTAGE FOR 24 HOURS
on saves to fight off the contagion.
CACKLE FEVER
Targets:
HUMANOIDS
Gnomes:
IMMUNE
Incubation:
1D4 DAYS
Effects include:
EXHAUSTION
PSYCHIC DAMAGE
and:
INCAPACITATED
Recovery:
THREE DC 13 CONSTITUTION SAVE SUCCESSES
after Long Rests.
Recovered creature:
IMMUNE 1 YEAR
SEWER PLAGUE
Initial exposure:
DC 11 CONSTITUTION SAVE
Incubation:
1D4 DAYS
Effects include:
EXHAUSTION
HALF HIT DIE HEALING
LONG REST DOESN'T RESTORE LOST HP
LONG REST DOESN'T REDUCE EXHAUSTION
Daily at dawn:
DC 11 CONSTITUTION SAVE
Failure:
EXHAUSTION PLUS 1
Success:
EXHAUSTION MINUS 1
At Exhaustion 0:
CONTAGION ENDS
SIGHT ROT
Targets from tainted water:
BEASTS AND HUMANOIDS
Initial:
DC 15 CONSTITUTION SAVE
Failure:
BLINDED
Possible magical cures:
HEAL
LESSER RESTORATION
Nonmagical treatment:
HERBALISM KIT PROFICIENCY
1 HOUR PER OINTMENT DOSE
24 HOURS SUPPRESSION PER DOSE
72 HOURS TOTAL SUPPRESSION ENDS CONTAGION
PRIME HERO CHALLENGE
A party enters an ancient underground shrine corrupted by demonic energy.
During the expedition, one hero becomes possessed, another later contracts Cackle Fever, and the party discovers contaminated water carrying Sight Rot.
Resolve each situation.
CHALLENGE 1: DEMONIC POSSESSION
The first hero is targeted by the environmental curse.
Required save:
DC 15 CHARISMA
Roll:
9
Charisma save modifier:
PLUS 3
Total:
9 + 3 =
12
Result:
FAILURE
The hero becomes:
POSSESSED
CHALLENGE 2: NATURAL 1
Later the possessed hero makes an attack.
d20:
1
Attack modifier:
PLUS 7
Total:
8
Does the demon take control?
YES
The d20 itself rolled:
1
CHALLENGE 3: MODIFIED 1
Another roll:
d20:
4
Penalty:
MINUS 3
Total:
1
Does the demon take control from this result?
NO
The trigger requires:
1 ON THE D20
CHALLENGE 4: REGAINING CONTROL
On a later turn, the possessed hero rolls:
DC 15 CHARISMA SAVE
Total:
17
Result:
HERO REGAINS CONTROL
Has the entire possession necessarily ended?
NO
The entity remains until:
THE POSSESSION EFFECT ITSELF ENDS
CHALLENGE 5: LONG REST
After finishing a Long Rest:
DC 15 CHARISMA SAVE
Total:
16
Result:
DEMONIC POSSESSION ENDS
CHALLENGE 6: CACKLE FEVER INCUBATION
The second hero becomes infected.
1d4:
3
When do symptoms begin?
3 DAYS AFTER INFECTION
CHALLENGE 7: CACKLE FEVER DAMAGE
Symptoms are active.
The hero takes:
SLASHING DAMAGE
What happens?
Because it isn't Psychic damage:
DC 13 CONSTITUTION SAVE
CHALLENGE 8: FAILED LAUGHTER SAVE
Save total:
10
Result:
FAILURE
The hero takes:
5 OR 1D10 PSYCHIC DAMAGE
according to the static or rolled damage option,
and gains:
INCAPACITATED
CHALLENGE 9: ENDING THE LAUGHTER
At end of a later turn:
DC 13 CONSTITUTION SAVE
Success:
INCAPACITATED LAUGHTER EPISODE ENDS
Is the contagion cured?
NO
CHALLENGE 10: CACKLE FEVER RECOVERY
Long Rest 1:
SUCCESS
Long Rest 2:
FAILURE
Long Rest 3:
SUCCESS
Long Rest 4:
SUCCESS
Total successful recovery saves:
3
Contagion:
ENDS
Did the failed save reset the earlier successes?
NO
The rule doesn't say they must be consecutive.
CHALLENGE 11: RECOVERY IMMUNITY
After Cackle Fever ends:
IMMUNE FOR 1 YEAR
CHALLENGE 12: SIGHT ROT
A Human drinks tainted water.
Save:
DC 15 CONSTITUTION
Failure:
BLINDED UNTIL CONTAGION ENDS
CHALLENGE 13: LESSER RESTORATION
A Cleric casts:
LESSER RESTORATION
on the Sight Rot victim.
Result:
SIGHT ROT ENDS IMMEDIATELY
because this particular contagion says that magic such as Lesser Restoration can end it.
CHALLENGE 14: HERBAL TREATMENT
No Cleric is available.
A Ranger is proficient with:
HERBALISM KIT
Time to create each dose:
1 HOUR
Each dose suppresses:
24 HOURS
How many applications are needed to reach 72 hours of suppression?
72 ÷ 24 =
3 APPLICATIONS
Then:
SIGHT ROT ENDS
CHALLENGE 15: THREE DAY RECUPERATION
A creature with a magical contagion spends three full days recuperating and succeeds on:
DC 15 CONSTITUTION SAVE
Does the contagion immediately end?
NO
It gains:
ADVANTAGE
on saves to fight off the contagion for:
24 HOURS
LESSON 93: KEY TAKEAWAYS
Curses and magical contagions show how the SRD 5.2.1 lets the Game Master build threats that persist beyond a single encounter.
The essential rules are:
A CURSE IS A MAGICAL BURDEN
A MAGICAL CONTAGION IS CONTAGIOUS BY DEFINITION
BESTOW CURSE PROVIDES A USEFUL POWER BENCHMARK
CURSE DURATION IS PART OF CURSE POWER
CURSED CREATURES CAN USE GM DEFINED INTERACTIONS WITH REMOVE CURSE
REMOVE CURSE DOES NOT REMOVE THE CURSE FROM A CURSED MAGIC ITEM
IT BREAKS THE OWNER'S ATTUNEMENT TO THAT ITEM
NARRATIVE CURSES CAN HAVE CUSTOM EFFECTS
THE CURSED CREATURE SHOULD KNOW WHY IT WAS PUNISHED
THE CREATURE SHOULD BE ABLE TO LEARN HOW TO END A NARRATIVE CURSE
REMOVE CURSE MAY ONLY SUPPRESS A NARRATIVE CURSE IF THE GM DECIDES
NARRATIVE CURSES SHOULD FEEL RARE, POTENT, AND ROOTED IN THE CAMPAIGN
ENVIRONMENTAL CURSES CAN INFEST LOCATIONS
DEMONIC POSSESSION USES DC 15 CHARISMA SAVES
A NATURAL 1 ON A D20 TEST CAN GIVE THE DEMON CONTROL
REGAINING CONTROL DOES NOT NECESSARILY END THE POSSESSION
A LONG REST PROVIDES A SAVE TO END DEMONIC POSSESSION
DISPEL EVIL AND GOOD OR CURSE REMOVING MAGIC ALSO ENDS IT
THREE DAYS OF RECUPERATION CAN GRANT ADVANTAGE ON CONTAGION RECOVERY SAVES
RECUPERATION DOES NOT AUTOMATICALLY CURE THE CONTAGION
CACKLE FEVER AFFECTS HUMANOIDS BUT GNOMES ARE IMMUNE
CACKLE FEVER INCUBATES FOR 1D4 DAYS
ITS LAUGHTER CAN CAUSE PSYCHIC DAMAGE AND INCAPACITATED
THREE SUCCESSFUL LONG REST RECOVERY SAVES END CACKLE FEVER
RECOVERY GRANTS ONE YEAR OF CACKLE FEVER IMMUNITY
SEWER PLAGUE CAN WORSEN EXHAUSTION DAY BY DAY
SEWER PLAGUE HALVES HIT POINT DIE HEALING WHILE ITS EXHAUSTION IS PRESENT
IT CAN PREVENT LONG REST HP RECOVERY AND EXHAUSTION REDUCTION
SEWER PLAGUE ENDS WHEN ITS EXHAUSTION FALLS TO ZERO
SIGHT ROT CAUSES BLINDED
HEAL OR LESSER RESTORATION CAN END SIGHT ROT
HERBALISM KIT PROFICIENCY CAN PROVIDE A NONMAGICAL TREATMENT
THREE 24 HOUR OINTMENT APPLICATIONS CAN END SIGHT ROT
SUCCESSFUL TRANSMISSION SAVES AGAINST CACKLE FEVER AND SIGHT ROT CAN GIVE 24 HOUR PROTECTION FROM THAT PARTICULAR INFECTED CREATURE
and most importantly:
EVERY CURSE AND CONTAGION MUST BE READ ACCORDING TO ITS OWN SPECIFIC RULES
Do not assume that because two effects are both:
CURSES
or:
MAGICAL CONTAGIONS
they must spread, worsen, end, or respond to magic in:
THE SAME WAY
NEXT LESSON
LESSON 94: ENVIRONMENTAL EFFECTS
The next Gameplay Toolbox lesson turns the natural environment itself into a mechanical challenge.
We will cover the SRD 5.2.1 rules for:
DEEP WATER
EXTREME COLD
EXTREME HEAT
FRIGID WATER
HEAVY PRECIPITATION
HIGH ALTITUDE
SLIPPERY ICE
STRONG WIND
and:
THIN ICE
You will learn how the GM can make:
WEATHER
TEMPERATURE
ALTITUDE
WATER
and:
TERRAIN
matter mechanically without inventing arbitrary penalties.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.