Disease

Diseases can generally attack your ability scores over time, diminishing your fighting ability to leave you helpless. They may also leave you blinded.

Diseases are either natural, magical, or supernatural.

Diseases differ from curses in that they are often the effect of a physical act or touch.

When you are exposed to a disease, your character makes a saving throw vs. the disease's difficulty class. Your character will have a modifier to this saving throw derived from your class levels and your race, potentially modified by what enhancements and feats you have taken, as well as whatever buffs have been cast on you, and what equipment you are wearing.

All Diseases are permanent until removed. They usually offer a recurring save every 60 seconds. However the first save will only negate the relevant effects of the disease, and not remove it. You must save consecutively twice in a row to rid yourself of a disease.

Sources of resistance/immunity to disease

 * Warforged are immune to ability score damage from natural diseases, except those that specifically affect wood or metal, and get a +10 to saves vs magical diseases, and do not fail saving throws against them on a natural 1.
 * Paladins are granted immunity to all diseases at level 3 with the granted feat Divine Health.
 * Monks are granted immunity to all natural diseases at level 5 with the granted feat Purity of Body.
 * Proof Against Disease item enhancement (immunity to natural diseases; bonus to save against magical diseases and do not automatically fail on a natural 1)
 * Aside from saving against the affliction twice, diseases can be removed by the Remove Disease spell or potion, or the Monk spell-like ability, The Receptive Earth.

Natural Diseases

 * Filth Fever
 * Dealt by: Contagion, Rats

Magical Diseases

 * Blinding Sickness
 * Dealt by: Contagion
 * Cackle Fever
 * Dealt by: Contagion
 * Demon Fever: This weapon is infected with a night hag's Demon Fever disease. On critical hits it will transfer the disease to enemies, dealing 1d8 Constitution damage. A successful Fortitude save (DC 22) negates this effect.
 * Dealt by: Blade of Fury and upgraded Infectious weapons
 * Devil Chills: You have been infected with a vile contagion and may soon suffer additional Strength damage (60 seconds timer)
 * Dealt by: Pit Fiends and Bearded Devils
 * Ghoul Fever
 * Dealt by: Ghouls
 * Maggot Plague: This item carries the Maggot Plague disease, which deals 1d6 Constitution damage and may be contracted by enemies that hit you (Fortitude DC 20 to negate)
 * Dealt by: Infested Armor
 * Mindfire
 * Dealt by: Contagion
 * Red Ache: You have been diseased and may soon suffer additional Strength damage. (15 seconds timer)
 * Dealt by: Contagion
 * Shakes
 * Dealt by: Contagion
 * Slimy Doom
 * Dealt by: Contagion
 * Virulent Maggot Plague: This item carries the Virulent Maggot Plague disease, which deals 2d6 Constitution damage and may be contracted by enemies that hit you (Fortitude DC 28 to negate)
 * Dealt by: Epic Infested Armor

Supernatural Diseases

 * Blight Rot
 * Dealt by: Blighted water in the Tomb of the Blighted
 * Mummy Rot
 * Dealt by: Mummies