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Corruptions | Curses | Diseases | Drugs | Poisons


Diseases

Source Starfinder Core Rulebook pg. 414
Diseases are typically inhaled contagions (though these are usually filtered out by a standard space suit or suit of armor) or injury contagions. Page 417 explains the details of each method of contagion. If a disease lacks a Cure entry, its progression may be irreversible without powerful magic or technology, but a successful casting of remove affliction usually prevents further deterioration. Physical and mental diseases have separate tracks.

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Addiction

Source Starfinder Core Rulebook pg. 418
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

Source Starfinder Core Rulebook pg. 418
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

Source Starfinder Core Rulebook pg. 418
Type disease (inhaled or injury); Save Fortitude DC 17
Track physical; Frequency 1/day
Cure 2 consecutive saves

Cackle Fever

Source Starfinder Core Rulebook pg. 418
Type disease (inhaled); Save Fortitude DC 16
Track mental; Frequency 1/day
Cure 2 consecutive saves

Demon Fever

Source Starfinder Core Rulebook pg. 418
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 (see page 374).
Cure 2 consecutive saves

Devil Chills

Source Starfinder Core Rulebook pg. 418
Type disease (injury); Save Fortitude DC 14
Track physical; Frequency 1/day
Cure 3 consecutive saves

Filth Fever

Source Starfinder Core Rulebook pg. 418
Type disease (injury); Save Fortitude DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

Leprosy

Source Starfinder Core Rulebook pg. 418
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

Source Starfinder Core Rulebook pg. 418
Type disease (inhaled); Save Fortitude DC 12
Track mental; Frequency 1/day
Cure 2 consecutive saves

Mummy Rot

Source Starfinder Core Rulebook pg. 419
Type disease (injury); Save Fortitude DC 16
Track 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.

Radiation Sickness

Source Starfinder Core Rulebook pg. 404
Type disease (special); Save same DC as the level of radiation that caused the radiation sickness
Track physical; Frequency 1/day
Effect Symptoms of radiation sickness include nausea, vomiting, and loss of hair. Radiation sickness can be treated like any disease, although it can't be cured with remove affliction. Remove radioactivity can cure radiation sickness.
Cure 3 consecutive saves

Red Ache

Source Starfinder Core Rulebook pg. 419
Type disease (injury); Save Fortitude DC 15
Track physical; Frequency 1/day
Cure 2 consecutive saves

Shakes

Source Starfinder Core Rulebook pg. 419
Type disease (contact); Save Fortitude DC 13
Track physical; Frequency 1/day
Cure 2 consecutive saves

Slimy Doom

Source Starfinder Core Rulebook pg. 419
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