Starfinder
Compendium
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Sample Afflictions
The following section includes a number of sample afflictions. Listed effects stack with the standard effects for the listed track, unless the effect specifies a different track, in which case it supersedes the regular track. If a disease or poison doesn't specify an effect, it imposes the standard effects for the listed track. The individual lines of information in affliction stat blocks are described below. Those marked “Optional” appear only if relevant.
Name: This lists the name of the affliction.
Type: This shows the type of the affliction, such as a curse, disease, drug, or poison. Where applicable, this line also states in parentheses the means by which it is contracted, such as contact, ingestion, inhalation, or injury. Afflictions that have multiple methods of contraction indicate this here.
A contact affliction is delivered by any contact with bare skin, which generally requires an attack against EAC if the intended target is unwilling. A contact affliction can also be injected like an injury affliction. Contact afflictions often take 1 minute or longer to take effect.
An ingested affliction is delivered by tricking the intended target into eating or drinking it. Ingested afflictions often take 10 minutes or longer to take effect.
An inhaled affliction is delivered the moment a creature that breathes (and isn't wearing a space suit or suit of armor that filters out such toxins) enters an area containing such an affliction. Most inhaled afflictions fill a volume equal to a 10- foot cube per dose. A creature at risk can attempt to hold its breath while inside such an area to avoid inhaling the affliction. There is a 50% chance each round a creature holding its breath doesn't need to attempt a saving throw against the affliction (see Suffocation and Drowning).
An injury affliction is delivered through damage to the target, usually via a slashing or piercing kinetic attack dosed with the affliction. These afflictions often take effect immediately.
Save: This indicates the type of saving throw necessary to avoid contracting the affliction, as well as its DC. Unless otherwise noted, this is also the saving throw to avoid the affliction's effects once it is contracted.
Addiction (Optional): Typically only applicable to drugs, this line lists the saving throw type and DC to avoid addiction. See Diseases for more about how addiction works.
Track: This line indicates the progression track used once a character is affected by the affliction.
Onset (Optional): Some afflictions have a variable amount of time before they set in. Creatures that come into contact with an affliction with an onset time must attempt a saving throw immediately, and if they fail, they suffer the appropriate effect after the onset time has passed. The creature then must continue to attempt saving throws against the affliction's effects as normal.
Frequency: This is how often the periodic saving throw must be attempted after the affliction has been contracted. If the affliction lists an amount of time after its frequency—such as 1/minute for 6 minutes—that means its effects last for only that amount of time, regardless of whether the affected creature ever succeeds at a saving throw. Such an affliction cannot be cured via successful saving throws; after its duration ends, the victim remains at her current step on its progression track until she receives the benefit of remove affliction or a similar effect.
Effect (Optional): This line lists the affliction's special effects, if any, beyond the effects of its appropriate progression track.
Cure (Optional): This indicates how the affliction is cured. Usually, this is number of consecutive, successful saving throws. Even if an affliction has a limited frequency, it might be cured earlier if the affected creatures succeeds at enough saving throws. Afflictions without a cure entry can be cured only through spells such as remove affliction.
Curses
A curse's Cure entry defines the actions needed to remove the curse. These actions might vary, at the GM's discretion.
Curse of Lethargy
Type curse; Save Will DC 20
Effect In combat and other stressful situations, the victim is affected as if by a slow spell and is immune to effects that would increase its speed.
Cure The victim must hustle (see Overland Movement) for 4 consecutive hours each day for 1 week; it must perform this movement to reach a specific destination.
Curse of the Miser
Type curse; Save Will DC 20
Effect Each week, the victim loses 10% of its net worth through strange mishaps.
Cure The victim must donate 20% or more of its net worth selflessly, not just to remove the curse.
Curse of the Ravenous
Type curse; Save Will DC 20
Effect The victim treats each hour as a day for starvation and thirst and is immune to effects that prevent the need for sustenance or that remove starvation or thirst.
Cure The victim must drink only water and eat only flavorless gruel for 1 month.
Curse of the Vainglorious
Type curse; Save Will DC 20
Effect After failing an ability check, attack roll, saving throw, or skill check, the victim takes a -2 penalty to that rolls of that type for 1 minute (treat each individual skill check, ability check, and saving throw separately) and can't try again on rolls of that type. This means the victim can't take 20.
Cure The victim must spend 1 month humbly and obediently apprenticing to a master in one of its fields of expertise.
Curse of the Zealous
Type curse; Save Will DC 20
Effect Each combat, whenever the victim would take its first hostile action, it is instead confused for 1d4 rounds.
Cure The victim must take no hostile actions for 1 month of active adventuring.
Diseases
The threat of disease persists despite medical advances.
Addiction
Type disease (drug use); Save see specific drug
Track physical, mental, or both (see specific drug); Frequency 1/day when not using the drug
Effect If a creature takes a drug while it has progressed beyond healthy on the drug's progression track, the DC of the saving throw against addiction increases by 2. A creature can attempt a save against an addiction only on a day when it hasn't taken the drug. Each day spent without using the drug decreases the addiction's DC by 2, to a minimum of the starting DC, but using the drug again, even once, returns the DC to its highest value. Each drug addiction is a separate disease.
Cure 3 consecutive saves
Blinding Sickness
Type disease (ingested); Save Fortitude DC 16
Track physical; Frequency 1/day
Effect At the impaired state, the victim also becomes permanently blind.
Cure 2 consecutive saves
Bubonic Plague
Type disease (inhaled or injury); Save Fortitude DC 17
Track physical; Frequency 1/day
Cure 2 consecutive saves
Cackle Fever
Type disease (inhaled); Save Fortitude DC 16
Track mental; Frequency 1/day
Cure 2 consecutive saves
Demon Fever
Type disease (injury); Save Fortitude DC 18
Track physical; Frequency 1/day
Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.
Cure 2 consecutive saves
Devil Chills
Type disease (injury); Save Fortitude DC 14
Track physical; Frequency 1/day
Cure 3 consecutive saves
Filth Fever
Type disease (injury); Save Fortitude DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves
Leprosy
Type disease (contact, inhaled, or injury); Save Fortitude DC 12
Track physical (special); Frequency 1/week
Effect progression track is Healthy—Latent—Sluggish— Stiffened; sluggish and stiffened are as per the Dexterity poison track states; stiffened is the end state.
Cure 2 consecutive saves
Mindfire
Type disease (inhaled); Save Fortitude DC 12
Track mental; Frequency 1/day
Cure 2 consecutive saves
Mummy Rot
Type disease (injury); Save Fortitude DC 16
Tracks physical and mental (special); Frequency 1/day
Effect no latent state; the victim takes all penalties from progressing on both the physical and mental disease tracks
Cure The victim must benefit from two successful castings of remove affliction within 1 minute.
Red Ache
Type disease (injury); Save Fortitude DC 15
Track physical; Frequency 1/day
Cure 2 consecutive saves
Shakes
Type disease (contact); Save Fortitude DC 13
Track physical; Frequency 1/day
Cure 2 consecutive saves
Slimy Doom
Type disease (contact); Save Fortitude DC 14
Track physical; Frequency 1/day
Effect At the impaired state and beyond, penalties from the weakened state become permanent until the victim benefits from a remove affliction or restoration spell.
Cure 2 consecutive saves
Drugs
Dreamshiver
Type drug (ingested or injury); Save Fortitude DC 18; Addiction Will DC 18 (mental and physical)
Track Constitution; Effect 50% chance of falling unconscious (as per the Constitution poison track state) for 1d4 hours or +8 morale bonus to saves against fear for 1d20 minutes.
Hyperleaf
Type drug (ingested or inhaled); Save Fortitude DC 12; Addiction Will DC 12 (physical)
Track Strength; Effect +2 morale bonus to saves against mind-affecting effects for 1 hour.
Megaopiate
Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction Will DC 20 (mental and physical)
Track Strength; Effect +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour.
Transdimensional Pesh
Type drug (ingested or inhaled); Save Fortitude DC 20; Addiction Will DC 20 (physical)
Track Dexterity and Wisdom; Effect +2 morale bonus to saves against fear for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user's maximum are lost first and can't be recovered; any remaining are lost the next time the user rests to recover Stamina.)
Poisons
Black Lotus Extract
Type poison (contact); Save Fortitude DC 26
Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect progression track is Healthy—Weakened—Debilitated—Dead
Cure 2 consecutive saves
Blue Whinnis
Type poison (injury); Save Fortitude DC 17
Track Constitution (special); Frequency 1/round for 2 rounds
Effect progression track is Healthy—Weakened—Unconscious; no end state.
Cure 1 save
Deathblade
Type poison (injury); Save Fortitude DC 23
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves
Green Lotus Extract
Type poison (contact); Save Fortitude DC 18
Track Charisma (special); Onset 1 minute; Frequency 1/ round for 6 rounds Effect progression track is Healthy— Weakened—Impaired—Pliable—Pliable. The second pliable functions as an end state.
Cure 1 save
Id Moss
Type poison (ingested); Save Fortitude DC 14
Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 save
Insanity Mist
Type poison (inhaled); Save Fortitude DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save
Shadow Essence
Type poison (injury); Save Fortitude DC 18
Track Strength; Frequency 1/round for 6 rounds
Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.
Cure 1 save
Ungol Dust
Type poison (inhaled); Save Fortitude DC 17
Track Charisma; Frequency 1/round for 4 rounds
Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.
Cure 1 save