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.