Malaria
Rare Disease
Lethality: Medium
Transmissibility: Low
Infection: Malaria - literally “bad air” - infects a creature that inhales the diseased air. Malaria tends to linger in swamps with still water or in caves or dungeons that have some degree of moisture and decomposing animal matter. When a creature spends more than 1 minute in an area infested with Malaria and breathes, make a +4 attack against its FORT. On a hit, the creature contracts Malaria and becomes symptomatic 1 day later.
Outbreak and Contagion: Malaria only spreads when a creature inhales the bad air, so the only way for this disease to spread is for a creature to progress to the end of its symptoms and expel new Malaria as it dies.
Symptoms: A symptomatic creature suffers the following effects at the start of each day. These symptoms are cumulative.
- Day 1: Demoralized
- Day 2: No new symptom
- Day 3: Chilled
- Day 4: No new symptom
- Day 5: Gain Fatigue
- Day 6: No new symptom
- Day 7: Sickened
- Day 8: Helpless
- Day 9: No new symptom
- Day 10: Death; when the creature dies, it expels Malaria from its body, creating a cloud of infectious Malaria in a 30 ft radius. This Malaria lingers so long as there is moisture in the atmosphere, but can be cleared out by a strong breeze or burned to impotence by fire.
Treatment: A creature may receive an INT/Medicine check to halt or reverse the symptoms of Malaria. A DC of 16 or higher prevents the disease from progressing on the next day. A DC of 32 or higher reverses the disease by 1 day. If a creature’s disease would be reversed to day 0, it is cured. Having a creature smoke or inhale fumes of healing herbs worth at least 15 sc adds a +6 bonus to the INT/ Medicine check.