By Tooth And Claw Dragons

Diseases and Illnesses

This page covers all of BTACD's custom diseases and illnesses! Any custom sickness can be found here, from the rampant hornrot to the terrifying Contajion. All are sorted by rarity and what species they affect!

Common Illnesses and Diseases


species affected: all. || rarity: common.
Collywobbles is caused by ingesting infected substances, be it water, meat from a diseased source, or toxic plants. Symptoms include stomach ache, nausea, vomiting, and loss of appetite. Sufferers commonly have feelings of uneasiness. The only sure cure is to either wait it out, or induce a purge so the toxins are expelled from the body.


species affected: all. || rarity: common.
A condition that causes painful swelling and stiffness in joints. Especially severe cases make it nearly impossible to bend effected joints. This disease is caused by various species of insect common to jungle areas and wetlands, although natives to these regions tend to be resistant if not fully immune. Without removing the toxins from the victim's body, curing this affliction is difficult.


species affected: all species with horns. || rarity: common.
This bizarre condition stands in contrast to Hornrot; where Hornrot involves a weakening or crumbling of horn bones, Horngrowth causes a rampant overgrowth of the victim’s horns. The disease causes the body of the victim to grow a far greater amount of the matter which comprises their horns, whether it be bone or keratin or some other material. This results in horns which grow abnormally large or long or multi-pointed, or the body may grow multiple horns beyond what is typical for the victim species. Some extreme cases have involved Horngrowth-related horns growing in areas of the body where such structures aren’t typically found. Medical treatments can reduce the body’s horn growing capacity to ease symptoms, and the underlying disease that causes Horngrowth is not difficult to eliminate. Removing the unwanted horns themselves, however, can sometimes be a painful procedure involving extended efforts to cut the horns, and then a cauterizing of the growth site.


species affected: all species with horns. || rarity: common.
Though unrelated, Hornrot and Scalerot share some similarities. Hornrot is caused by a bacterial infection of tissue around the base of the horn, eventually spreading to the horn bone itself. As this occurs, horn structure will be weakened as the outer layers begin to flake and discolor; the horn will begin to disintegrate, crack, and crumble. If not treated, horns may suffer permanent damage, break, or fall off.

Painter's Plumes

species affected: any species with feathers. || rarity: common.
Painter's Plumes tends to affect those who get too close to wild magic, or have preexisting conditions that cause their feathers to change colors. It causes the feathers to drastically change colors constantly until the disease can be healed, or runs its course. This is most common in areas with intense magical energy, in the midst of magestorms, or in the aftermath of either a godstorm or an energy storm.

Red Cough

species affected: all. || rarity: common.
A sickness that causes discoloration of the skin, fur, scales and eyes of afflicted individuals, along with a lingering cough. Thought to be caused by prolonged contact within a magestorm, even with protective charms, and similar magical occurrences. The disease lasts for several weeks, and causes eyes and tissue to become red, swollen, and inflamed; as airways are commonly affected, victims will often develop dangerous coughs. Red Cough is not considered to be fatal by itself, but may claim the lives of weaker individuals who do not get treatment immediately.


species affected: all species with scales. || rarity: common.
A condition caused when something gets lodged beneath a victim's scales and causes the surrounding tissue to fester. The tissue beneath the scales swells, causing the scales to distort and discolor, and eventually fall off. While healing magic and salves can reduce symptoms, removal of the irritant is necessary to prevent recurrences. Severe cases can result in permanent, discolored scars.

Spontaneous Mimicry

species affected: mimics. || rarity: common.
This condition manifests in unconscious, undesired behaviors on the part of the mimic victim. Spontaneous Mimicry might be described as a compulsion, or a form of psychiatric disorder, rather than a physiological disease, and the mystery surrounding mimic physiology makes it even more challenging to classify this condition. Mimic sufferers will compulsively and sporadically mimic the form of something within their immediate sight. They cannot control when this occurs, or which creature’s appearance they take on, and may not be immediately aware that they shifted their form in this manner. Mimics can shift normally after these spontaneous mimicries occur, but are unable to prevent them from occurring in the first place. Treatment may require magical healing, or forms of therapy to work out whatever might be causing the spontaneous mimicries to take place.

Styptic Lament

species affected: most living creatures. || rarity: common.
A surprisingly common disease, this causes blood to be unable to properly clot, and forcibly dilates blood vessels. The only typical symptoms, unless the infected is wounded, are large hematomas in areas where blood gathers, mild swelling, and painful contusions. Transmission is bloodborne, with hematophages serving as a major element, but skin contact with infected blood is sufficient to spread infection.

While dangerous due to causing excessive bleeding, Styptic Lament can be prevented and countered with a variety of herbal remedies, most of which would be included in any common treatment for wounds due to the widespread nature of the sickness.

Void Flu

species affected: any capable of Void travel. || rarity: common.
As it turns out, the Void isn't quite so empty, and the Void hydras aren't necessarily of one mind about things. Void flu is effectively an infectious form of Void energy, which causes lethargy, flu-like symptoms, and unusual gravitational anomalies in the immediate vicinity of the infected. Some scholars posit that the tiredness is not actually a symptom, and simply a result of being unable to fully rest due to the 'anomalies', which may result in random and uncontrolled levitation at odd hours. The agreed-upon cure is a generous amount of bedrest and plenty of fluids for the 6-10 days it takes to work through most sufferers. Luckily, Void flu is non-contagious, though it may take some time to establish that it is not in fact just a normal flu.

Wild's Touch

species affected: humanoids. || rarity: common.
Wild's Touch most commonly affects those who stay for too long with any forest heavily infused with magic. It causes the skin to take on a vibrant green shade, ranging from the bright hue of chartreuse to the deep, verdant tone of pine. Particularly potent cases can also cause the hair and eyes to take on green tints in the same ranges, with the same vibrancy. However, Wild's Touch is harmless, and will fade within days or weeks after leaving the forest.

Uncommon Illnesses and Diseases

Babbler's Tongue

species affected: psions, and individuals psions have affected. || rarity: uncommon.
Babbler's Tongue rarely affects some psions, and somewhat more commonly those who've been affected by psionic powers, especially telepathy. It causes the victim to suffer from aphasia, particularly scrambled speech, where the victim will spout random words in place of the correct ones. It tends to clear up in a month or so if the victim is kept away from psionic influence, or a powerful enough psion can cure it.


species affected: all air-breathing species. || rarity: relatively uncommon.
Caused by inhaling toxic vapors, victims are afflicted with a debilitating cough that can tighten their airways and cause bleeding in the lungs, hence the name. While the disease itself can be cured, healing damaged lungs and airways is considerably harder, particularly if the victim had the disease for an extended period of time.


species affected: all species with bones. || rarity: uncommon.
A difficult-to-diagnose disease that shares similarities with natural bone fragility, this disease is caused by contamination with certain dark magics, and the shadow element. Darkness, if not purged, may be absorbed by the body; it will begin to contaminate the bones of an afflicted individual, turning them black through a process that spans many years. Over time, these bones are greatly weakened, and will break very easily. In late stages of the disease, bones will degrade to the point of disintegration - often leading to the necessity of amputation, if not fatal.


species affected: all immortal species. || rarity: very uncommon.
Deathtouch is a disease that targets any race that has an immortal lifespan. Thought to be a contamination of an immortal's spirit, this disease has not been found in mortal species - however, any immortal individual can contract it. Anyone affected by this disease typically feels weak and lightheaded at first; older immortals will begin to noticeably age, before their bodies begin to degrade and decay until they eventually die. To be cured, an afflicted immortal must have their spirit cleansed through magical means, usually with some variant of light-based magic. However, as those with dark affinities may find such treatments to be just as fatal, Deathtouch may be unable to be cleansed.

Dragon Pox

species affected: any species with scales. || rarity: uncommon.
Dragon pox is an airborne infection that causes the development of buboes by extreme inflammation at erratic points in the lymphatic system in most reptilian creatures, with collections around joints and high concentrations of magical energy in the individual. This is not only strange as pox is otherwise absent in reptiles, but it is excessively painful due to buboes causing stretching or even breaking of scales. As the infection progresses, buboes spread across the entire body and continuously expand, until they burst and break through the scale layer entirely.

Damage inflicted even on survivors of dragon pox is semi-permanent, with the pockmarks persisting through sheds as the skin often fails to properly heal and form new scales. Luckily, surviving dragon pox requires intensive treatment, rest, and rare medical expertise, so most victims do not need to worry about those aftereffects.


species affected: all species with physical ears. || rarity: uncommon.
A genetic defect of the ears, stemming from a magical disturbance early in Millirand's history. Earburst is commonly noted to have few outward signs, save for mild discoloration of the ears in the early to mid stages, with severe deterioration and bleeding in later stages. High-pitched sounds may cause the eardrums to burst, an exceptionally painful occurrence - otherwise, the disease will progress until permanent deafness is complete. Those with external ears may have them deteriorate to the point of literally falling off, to which point they cannot be healed or restored.

False Feathers

species affected: all species who have skin or skinlike patches. || rarity: uncommon.
This advanced parasite mimics growing avian feathers. First, the parasites appear as small, rigid thorn-like structures. As they grow, the thorn extends into a longer spike or tube. The often bone-colored outer layer begins to show thin, colored filaments developing inside. At a certain stage, the tip begins to open, and the filaments push outward as a pin feather develops. Finally, the parasite gradually unfurls into an near-perfect imitation of a feather. At this adult stage, the parasite can release airborne spores which can further infect the victim itself, and others. Within the skin of the victim and throughout the growth cycle, the other end of the parasite extends long feeders which drain blood and energy to feed the feather’s expansion. Victims often feel tired, inexplicably hungry, or an itching at the growth site when parasites are first growing. This parasitic infection is insidious on naturally feathered creatures, who might have a difficult time spotting the false feathers spreading among their real ones. Equally horrifying are the instances where the parasite spreads to a feather-less creature, growing on skin or between scale even though the victim is not naturally a feathered being. False Feathers can be removed with various medicinal powders, or spells specially attuned to remove living parasitic organisms.


species affected: all, but most often in species that swim or fly. || rarity: uncommon.
Heartshake is so named for afflicted individuals complaining of rapid, fluttering heartbeats, and pain in the chest. Individuals born with Heartshake generally have weak hearts and lungs, along with a plethora of other circulatory system problems. Its origins seem to come from Yorije, and has been said to be tied to Zacyn's death, with the first cases being reported not more than a decade ago, around the time of the god's rebellion.

Symptoms include pain during physical activity of any kind; severe weakness and dizzyness; trouble breathing; and pain in the chest. There is no known cure, though healing magic can help alleviate the pain and lengthen the afflicted's lifespan.

Nnar’ Jaw

species affected: all species with normal teeth and jaws. || rarity: uncommon to rare.
This painful, horrific condition can affect toothed creature who has bitten a member of the nnar’ species. The bony bodies of the nnar’ are supernatural by design, and they can rearrange and regrow their forms in disturbingly creative ways. When a non-nnar’ bites a nnar’, such as during combat, it is possible for some of the nnar’s innate bone-warping magic to transfer to the biting creature. The symptoms of nnar’ jaw materialize within a month of the bite, starting with the teeth which made contact with the body of the nnar’. The teeth of the biter, though alive, begin to warp and twist of their own volition. They may elongate, or shorten, or become soft in the mouth, or even grow up or down into the flesh of the sufferer. The effect can spread to the jaw, causing unusual and painful elasticity of the jawbone, or a gum-shredding overgrowth of the bones of the jaw. In some cases, the nnar’ who was bitten is able to control the affected teeth and jaw of the sufferer, even though these bones are not part of the nnar’s actual body. Curing the effects of this condition is always aided by a part of the body of the nnar’ which was bitten. A cure can also be synthesized with parts of the body of any nnar’, but such cures take far longer to take positive effect.


species affected: all undead and undead-related species. || rarity: uncommon.
The curiously named rot-rot is a condition where the decaying process accelerates rapidly, to the point where the undead creature is literally falling apart. While the damage can be reversed, it can prove deadly if untreated. This tends to naturally occur in 'nnar (which contributes to them having to replace many parts of their body). It is caused by exposure to certain plants, such as the necrobloom.


species affected: flora and plant-based species. || rarity: uncommon.
The first symptom is sap turning black; the next is it losing its viscosity. Saprot eventually begins promoting excessive sap production, leading to fluid buildup and then lesions across the surface of the plant, constantly leaking the foul-smelling fluid. While not directly lethal, saprot deprives the plant of nutrients and water through the leaking, and makes further infections likely due to the openings and ready supply of food for bacteria and fungi on them. Plant-based races, such as nature elementals, are particularly prone to this disease and may contract it from infected flora they come in contact with.

Shadow Twin Paranoia

species affected: all species. || rarity: uncommon.
Shadow Twin Paranoia inflicts the victim with the suspicion that they've got a malevolent, identical twin out to cause them harm, up to and including killing them and taking their place in the most severe cases. They tend to believe this evil twin is hiding in any shadows or darkness large enough to keep said twin hidden, and as a result, they tend to refuse to enter any dark place, or let friends or loved ones enter for fear of the evil twin. This disease most commonly affects those who are overly exhausted, particularly mentally, and tends to pass once they've been allowed time to rest. Natural light may be used to further facilitate rest. ironically enough, actual twins seem to be immune.

Unwanted Flesh

species affected: undead. || rarity: uncommon.
This disease is characterized by an infection of life; living tissue begins growing spontaneously on one or more locations on the body of an otherwise undead creature, defying their lifeless nature. For an amount of time lasting between only a few days, or many months or even years, the flesh grows. The flesh appears to draw energy from the reiatsu of the victim, and somehow uses this to generate its own blood supply. Disturbingly, these infestations of living tissue can manifest as recognizable organs including ears, fingers, eyes, or even beating hearts, and they don’t always grow where they ought to be on a normal body. The flesh can be scoured away, but cases where the victim feels the sensations of the flesh means that incredible pain follows attempts at removal.


species affected: all flying creatures. || rarity: very uncommon.
An uncommon, debilitating disease that effects flight muscles in the victim's wings. Common symptoms include inability to fully lift or extend the wings, or flap them. As this renders flight impossible, it is a very serious condition. The cause is unknown, and curing the condition can be difficult, as victims can suffer a sudden relapse.

Rare Illnesses and Diseases


species affected: all. || rarity: rare.
Over exposure to an environment with unhealthy amounts of reiatsu can lead to several effects. This can lead to having parts of the physical body destroyed over time, leaving nothing but the reiatsu-flooded soul behind; others may give an individual a very potent and powerful reiatsu, effectively becoming something related to an aura elemental. Usually, auraflood is fatal, but there are cases where strong individuals have survived.

Of the ones that have survived, and have not become so infused to have either of the two aforementioned effects happen, there are significant side effects that can be noted. While recoverable, over exposure to reiatsu can result in a dependence on it - their physiology actually feeding off of the spiritual energy. The afflicted can actually starve and die if they are not weaned off of it carefully.


species affected: water-type elementals and liquid-based individuals. || rarity: rare.
A water elemental or similar creature’s liquid form becomes contaminated with the blood of a creature they wounded or killed. The blood takes on a strange new life in the elemental, and unlike any other foreign material which might get into the water creature’s body, the blood does not respond to the elemental’s usual level of control over their own form. The blood discolors the waters of the elemental, usually appearing like veins or cloudy crimson rivulets flowing inside the carrier. In some cases, the victim unconsciously takes on character traits of the creature whose blood is infecting them, or the victim experiences memories or dreams tied to that creature. The blood can also be a source of unusual discomfort, causing sensations described as ‘muddiness’ or feelings of being ‘invaded’. Healers who have a connection to the element of water can purge this blood, though some character traits or memories may take months or years to fade from the watery victim.


species affected: water-dwelling and plant-based species. || rarity: relatively rare.
Bloodwater is a phenomenon where non-Kuraian waters turn red as blood. In spite of its name, it is not actually blood, but a bacteria that actually eats the victim from the inside out. Due to its extreme lethality, this bacteria tends to have a brief lifespan. Generally, what happens is it rapidly gestates in things like fish and other seadwelling creatures until it has consumed all life in a body of water, as well as the marrow within bones. Curiously, it does not eat the shell of the bones, which allows for the bones to float to the water's surface.

Plants that consume this tainted water are affected at a much slower rate - if this plant is consumed, the individual eating this plant is also infected, as is their stool. Livestock also carry this effect. From time of consumption, the time it takes for this bacteria to kill its victim is in a matter of a week for a humanoid-sized creature - two for something of normal bovine or horse size.


species affected: all. || rarity: very rare.
The onset of this disease only occurs in caves and dense forests. In such caves/forests, a colony of a specific fungus can cloud the area in a sweet smelling scent. If a creature - sentient or no - follows the trail, it is greeted with an explosion of spores upon reaching a certain distance from the fungus. At first, no other symptoms are reported. However, such creatures will often find themselves shying away from the light, like a lighter version of the vampire virus. However, this disease is much more sinister in nature.

Cavernblight really isn't so much a disease as it is a symptom - it causes massive inflammation in the brain, and also rewires the release of neurotransmitters - particularly those acting on pleasure such as dopamine. This fungus makes the creature's pleasure centers activate by remaining in the dark for long periods of time. Worse yet, its presence suggests to the creature to find areas with less light so it may reproduce. When it does, it often bursts out of the head, being fatal to the affected individual.

The creatures it may affect are determined by the strength of the progenitor fungus, known as the Funghal Brain - a fungus that is encased in a shell of vine-like constructs - the core of it pulsates much like one would imagine a brain would. The corpses of creatures are often "driven" by the fungus even after death to the Funghal Brain - at which point, the creature is consumed via pressing itself against the brain, which dissolves the creature's flesh and bones and consumes it entirely. The brain has a high calorie need - should it not intake enough creatures, it will die.

The actual symptomology is subtle - headaches, aversion to sunlight, and a knot-like growth on the head. Upon being discovered, most of these can be cured, no problem, though the knot may need extra care to heal due to it having been attached to the cranium. However, once the fungus sprouts, it is fully fatal.


species affected: all. || rarity: incredibly rare.
A disease initially thought to be a curse of the dark gods, known to have had recorded instances as far back as the First Realm. An individual is born with an aura that continually attacks the body and spirit of the victim, with attacks becoming more and more frequent, and more debilitating, until eventual death. Usually, those who are born with the Contajion do not survive long past their twentieth year. There is no known cure, and this disease resists all forms of healing magic.

Those with the Contajion develop physical markings in the later stages of the disease. Cloudy, black markings may surface on the skin, discoloring fur or scales, and are known to form loose shapes affected by an individual's reiatsu. These markings are permanent, and can continue to grow for however long the individual survives; they can be very, very painful, and the agonizing Contajion attacks seem to begin with these markings aching. Oftentimes, the pain can become so severe (in later stages) that the individual passes out.

False Queen Effect

species affected: any who utilize magic. || rarity: rare.
This magical disease infects a victim’s reiatsu. While harmless to the victim on its own, the infection causes a subtle change in the energies of the victim’s aura. These changes, when sensed by a nearby zirus, may cause that zirus to identify the victim as a Queen. Though the victim possesses none of the psychic or mental powers used by zirus Queens, the changes to their reiatsu causes it to mimic the aura of a Queen. Zirus who are fooled by this are difficult to convince otherwise, and may treat the victim as though they are a Queen and the leader of their hive. The False Queen Effect can be unreliable in its efficacy, and it doesn’t fool a zirus unfailingly; some zirus are able to recover from the effect on their own seemingly at random, and others might react to the effect in aggressive or unexpected ways. Curing the False Queen Effect must involve a magical cleansing of the victim’s reiatsu, and may be aided by the presence or assistance of a magically-talented zirus.

Forest's Wrath

species affected: primarily humanoids, but can affect all. || rarity: very rare.
Thought to be a related form of Wild's Touch, Forest's Wrath is a much more sinister and incredibly dangerous variant. While it also is contracted in forests of a magical nature, and begins with the hair and skin turning green, it quickly progresses to a debilitating - and eventually permanent - disease. Inflammation of the joints sets in not long after the green tint begins to brown and darken, making movement very painful. After the victim begins to rest in an attempt to stave off the pain, these joints will begin to fuse as new cartilage, and later bone, begins to grow haphazardly across them. Generally when this begins to happen, a victim will be filled with the impulse to flee, and take shelter in the wilderness. They are then overcome with a feeling of calm as soon as they are away from their fellows, and will fall into a standing stupor. It is in this stupor where the disease becomes irreversible, and the joints become irrevocably fused together. They never wake or walk again.

Slowly, the victim's skin will harden as flesh transforms into wood and skin into bark. It begins with the bones and spreads outwards from there, often branching from the radius, ulna, and finger digits, as well as the top and sides of the skull. Roots extend from the feet or paws and legs, securing them in place. The softest tissues are changed last, often preserving physical features for years until bark fully covers and obscures enough that the former individual becomes unrecognizable. The victim, in this way, does not die; but they become a living tree, and will grow as one until the end of their days. Ancient trees that were created with Forest's Wrath eventually become aware once more, though unable to interact with the outside world in any way as they once might have.


species affected: earth-type elementals and stone-based individuals. || rarity: rare.
Freezerock's negative impact on afflicted individuals is twofold. First it severely inhibits the movement and overall utility of affected areas (i.e. hands that are consumed have trouble even lifting a mug, feet become club-like, usually causing noticeable limps). On top of this, a continuous, painful ache comes with the disease's growing territory. Once the Freezerock reaches the heart, lungs, or other necessary organs, death comes swiftly and is accompanied by agonizing pain as they shut down. An individual who has died as a result of Freezerock becomes a statue-like husk, frozen in whatever position they died in. Existing flesh and tissue, if recent, will rot away - leaving malformed statues in its place.

Like oxidizing putty, Freezerock occurs in parts of the body that are shaped most frequently (extremities that are turned into useful tools, for example). Thus, the disease is most often found in older elementals or those who have spent a great deal of time manipulating their physical form. Contracting Freezerock is not a given, though, and many will go through life without experiencing it.

For the afflicted, some slight solace may come with the knowledge that the disease's progress is slow, and can be halted entirely by removing afflicted areas before they spread. While painful, the areas are also exceptionally tough - blades rarely find purchase in Freezerock stone, and applying brute force usually results in a shattered weapon.


species affected: plants and plant-based species. || rarity: rare.
Kindlebark is limited to flora and flora-based creatures. It causes the plant to secrete an oily substance which is extremely volatile - a mere brush of a moth wing can cause the plant to ignite in flame. Worse, this disease is extremely contagious and the embers spread the disease on the wind. The period of development can take from a few weeks to years before the plant shows signs of this affliction.


species affected: any who utilize magic. || rarity: incredibly rare.
Any being, undead included, who uses magic can fall victim to this very rare disease. Magical in nature, Magebane drains victims of a significant portion of their magic. Recovering expended magic energy becomes much more time consuming, and spells that are cast are stripped of a significant amount of power. Curing Magebane is typically done via various mundane remedies as attempting to cure Magebane via magic risks the would-be healer getting infected with Magebane in turn.

Nightmare Sickness

species affected: all. || rarity: exceptionally rare.
A very dangerous, and very rare, magical disease. Created by the former Kuraian Lord of War, Kirai, to use against Felnova, it has been adapted for use by various mages in a weaponized variant, usually in gaseous form. The disease itself is an attack on the mind; less severe cases render a lack of awareness and overwhelming fear, while the most severe cases involve being unable to waken from a constant loop of terrible nightmares.

Extreme physical pain, various forms of light magic, and a purging of the mind may drive the effects of the Nightmare Sickness away. However, the possibility of rebound is very common, and victims may fall back into its hold afterwards. Rarely, healers that seek to purge the disease may become afflicted with it themselves.

Noamuth's Spite

species affected: all living. || rarity: rare.
So-named because legend holds the first victim of the disease rejected the dark goddess's twisted advances, and was cursed for it. The victim's flesh begins to harden and take on a gnarled, scaly appearance, starting from the outer layers of soft tissue and slowly progressing inward. As muscles harden, movement becomes stilted and slow. Eventually, the disease will prove fatal once it reaches the internal organs, especially the heart and lungs. The disease is highly contagious, with even briefly touching diseased flesh being enough to spread the infection, and while magic curing can delay its spread, it will become less effective over time. The only true cure is removal of all the infected flesh, and treatment of the healthy tissue beneath with cleansing salves. Removed flesh, and anything used to touch it, must be burned.

Seers' Sickness

species affected: all. || rarity: rare.
A magical malady primarily affecting seers, Seers' Sickness can be identified by the skin discoloration suffered by anyone infected, accompanied by general malaise and a feeling of being watched at all times. Clouded vision and newfound difficulties with any form of divination are also common.

The disease is spread by indirectly perceiving an infected individual. Seeing someone infected through something mundane like a mirror typically only makes the perceiver a carrier of the sickness, who can infect others, but seeing them through something like farsight, dreamwalking, or futuresight generally results in a symptomatic infection.

Responsible seers engage in safe viewing practices. Irresponsible seers spend two weeks in bed with green skin drinking mugwort tea.

Shifter's Curse

species affected: any individual or species who change form. || rarity: rare.
Shifter's Curse affects shifters of all kinds, and is also known as a False Fade due to its initial similarities with the Faded. They slowly lose control over their shifting gene, and start to retain features of forms they've shifted into until they take on the appearance of a twisted mix of every form they've ever taken, and lose the ability to shift. This condition is commonly painful and debilitating as the mismatched forms are rarely capable of symmetry. In shifters or races with only one other form, their alternate affinities may begin to mutate or 'stick' in unusual, asymmetric ways.

A less severe, chronic version of Shifter's Curse exists, in which the shifter will retain some traits of other forms, but only in a minor way, such as ears, antlers, hooves, claws, etc. and they retain the ability to shift. While there is no known cure for the chronic variety, powerful magic is needed to cure the more debilitating version.


species affected: all. || rarity: rare.
Spirespores are a form of fungus that infects the skin. It causes benign, if ugly, fungal growths to sprout, which are effectively harmless. They do, however, work to spread spores to those the infected individuals come into contact, and where the fungus meets the skin can become rashy and itchy. They can prove problematic when growing on the face, but otherwise are not dangerous. If cured, the growths tend to decay quickly and fall off on their own. If the growth lives out its cycle, however, the growth is permanent until removed.

So named because the vast majority of spirespores' growths appear to be in the shape of spines or spikes, long mushrooms, and thin strands similar to those found in insectoid cordyceps. However, they can be of any color, and can form in many other shapes - including but not limited to treelike branches, flat and soft 'plates', lattice-like constructs, velveteen fuzz, and many others.

It’s easily curable if you can find an herbalist or healer. Simple fungicides work, along with any kind of herbicides. Many insects are used in areas where a healer or the like are not available to eat away at the growths. Surgical removal is also an option, but due to reinfection risks, is not a common option.

Traveler’s Warp

species affected: all species. || rarity: rare.
The condition known as Traveler’s Warp is so named for its prevalence in very frequent portal users, and especially in those who pass through unstable portals. In rare instances, a traveler that enters an unstable portal might leave pieces of themselves back in their place of origin. These pieces might be tiny and nearly imperceptible, or large enough to comprise an entire body part, and could come from anywhere in or on the victim. The pieces left behind are drawn into the Void itself, destroyed by the energy of the hydra and lost between portals.

The victim still successfully arrives at their intended destination, and may or may not be unaware of the loss. Sometimes, just a single instance of this separation can exhibit symptoms in the victim; sufferers can suddenly feel tired or faint, or experience memory or awareness lapses as tiny fragments of vital organs are lost. Repeated instances of Traveler’s Warp in rapid succession means more and more vital parts being left behind, and can lead to severe debilitating effects such as internal bleeding, organ failure, memory loss, loss of teeth, and temporary blindness. Depending on the complexity of the degraded body part, serious healing magic might be needed to help a victim of Traveler’s Warp restore what was lost.