Bodily Afflictions

Just as physical deformity has been associated with villainy, physical sickness and disease have been historically interpreted as a form of divine retribution. Of course, mass outbreaks of plague and pestilence - which decimated both the good and evil - can be cited to refute such superstitions, but still such beliefs remained, even in the face of rational observation.

In addition to its supernatural origins, disease could just as easily result from a necromancer's plundering of the dead or contact with rotting corruption and filth. A necromancer might also gain a sickness after exposure to certain undead (like a mummy), cursed magical items (such as a staff of withering), and spells (like cause disease and plague curse). The risk of disease also threatens wizards who tamper with black necromancy. Wizard spells that by their very nature inflict disease on others (such as contagion or mummy touch) might have some form of unforeseen side effect on the caster.

In game terms, whenever you feel a necromancer has placed his or her health at risk by investigating an especially filthy, moldering crypt (or perhaps casting a disease-producing spell), have the character make a disease check - simply a constitution check subject to the modifiers on Table 8. Disease checks should also be required for PCs, though only for special circumstances, such as exploring major tombs or searching a large number of rotting bodies.

Normally, if a character fails a disease check, symptoms of an ailment (such as dizziness, nausea, fever, or coughs) emerge within 13-24 hours. Characters with the healing nonweapon proficiency can allow an afflicted individual to make second disease check, this time with a +2 bonus. Unless cure disease is available from a priest or paladin, the full force of the affliction descends upon the unfortunate victim in 1-4 days.

However, in the special case of a failed powers check, a necromancer is not entitled to a disease check and succumbs to the ravages of an illness within 1-6 turns of attracting the baneful attention of the patron god. Usually, the corresponding Dark Gift is only bestowed after the character suffers through the disease. This severe, divinely imposed affliction may not be treated by a character with the healing nonweapon proficiency, and cure disease will only be effective if cast by a priest of a greater level of experience than the necromancer suffering from the ailment.

The full course of the disease may last from 5-20 days, during which time, the character may become incapacitated. Each day the illness progresses, the character (temporarily) loses 1 point from one (or more) ability score. Either choose or roll ld6: 1) Str, 2) Int, 3) Wis, 4) Dex, 5) Con, 6) Cha. When one of the scores drops below 3, the character has been effectively incapacitated. After the disease has run its course, lost points are regained at a rate of 1 point for every 2-5 days.

Unless you are in a punishing mood, don't inflict fatal diseases on your players. It is far more interesting (and character building) for them to suffer strange permanent handicaps as a result of their affliction (as listed on Table 7), or to incur a permanent one-point loss in an ability score.