Tuesday, June 22, 2021

GLOG: The Channeler

Some folks on Phlox's GLOG Discord were talking about a wizard who channels their magic through a gun, so I figured I'd give something similar a whirl with less modern weapons. By nature, it doesn't have a great deal of non-combat utility, but I tried to make at least a fair few of the spells useful in creative ways that don't involve murder. Still, though, not great in that respect.
 
Starting Equipment: A leather helmet, a small shield, a wolfskin cloak with a silver brooch, a staff, and either a shortsword or a sling with 20 bullets.

Skills: Occult Lore and 1d3: 1. Poetry, 2. Embroidery, 3. Hunting
 
You gain +1 to-hit for every second template of Channeler you take.

A: Arcane Weapon, Weapon Dice
B: Always to Hand, +1 WD
C: Eldritch Blows, +1 WD
D: Master of Creation, +1 WD

Arcane Weapon: You can weapons out of pure magic: a sword, an axe, a club, a polearm (including spears), a bow, a javelin, or a sling. Manifesting one of these weapons requires an hour, and you take 1d6 damage upon completion. If you create an arcane weapon while you already have another, the first disappears. Whenever you use a ranged arcane weapon (includes javelins), you can manifest the required ammunition instantaneously as you attack. You can also convert an already extant magic weapon into an arcane weapon with the same process, although rather than disappearing when another is created, it will simply no longer be an arcane weapon.

Weapon Dice: You have a pool of d6s, called Weapon Dice. You start with only one WD. When you strike with your arcane weapon (or in another relevant situation), you can roll any number of these WD, which add +[dice] to all attack rolls you make this round and use a spell of your choice, although you may only use a weapon-specific with that weapon, not any other types. Your WD deplete on a roll of 1-3 and are recovered when you sleep for 8 hours. When you roll doubles, you suffer a Mishap, and suffer a Doom on triples. You know one spell from either the melee or ranged list, rolled on a d4, and the signature spell of any one weapon type. When you take more templates of this class, you learn another spell from any list of your choice, rolling a d4 at B and a d6 at C if you choose the melee or ranged lists, and picking completely freely at D.

Always to Hand: No matter how far you are from your arcane weapon, you can always summon it to your open hand at will. It will fly the distance at a speed of 10 feet per second, although it cannot pass through any solid obstacle. Attempting to hit an opponent between you and the weapon is a ranged attack roll (it probably won't do much with a ranged weapon, though, only with melee weapons)
 
Eldritch Blows: Your arcane weapon counts as a magic weapon for purposes of overcoming resistance and immunity to damage.

Master of Creation: Creating an arcane weapon is now instantaneous for you, and you only take 1 damage rather than 1d6.

Melee Spells:

  1. Cleave: If you hit an attack, make another attack against another foe within reach. This continues until you miss an attack, run out of enemies you haven't already attacked, or attack [sum] times (if [sum] is 1, you may attack 2 times).
  2. Mirror Image: For the next [sum] rounds, you are surrounded by [dice] holograms of yourself, which have an AC of 10. Enemies attacking you determine their target from among these and you randomly, and they disappear immediately when hit.
  3. Freeze: Your target takes [sum] additional damage and must Save vs Magic or be reduced to half speed for [sum] rounds as ice crackles over them.
  4. Long Blow: The range of your weapon is [dice] * 10 feet longer than usual for this attack.
  5. Impalement: If you hit with this attack, your target is impaled, taking [dice] additional damage, and your weapon freezes in place for [sum] rounds, during which the enemy is immobilized. They may Save vs Magic to pull themselves off of the weapon, and if they succeed they take 2d6 damage.
  6. Bouquet of Arms: For the next [dice] rounds, including this round, you grow [dice] additional arms all bearing copies of your arcane weapon, each of which may attack once per round.

Ranged Spells: 

  1. Snipe: Gain an additional +[sum] to hit. If you meditate on the shot for a minute before firing, gain another +[dice] to hit, and a further +[dice] at an hour and a day of meditation. You may take a -5 to-hit to declare exactly where you hit the target, if that's in any doubt.
  2. Thunderclap: Every creature within [dice] * 5 feet of the target takes [dice] damage and must Save vs Magic or get thrown back [dice] * 5 feet. Everyone within the radius is also deafened for [dice] rounds.
  3. Disarm: The target takes no damage, but has anything they are carrying thrown [dice] * 20 feet away from them in a direction of your choice.
  4. Cloak of Darkness: This round and the next [dice] rounds, whenever you shoot your ranged weapon, you create a sphere of impenetrable magical darkness with a radius of 10 feet. These spheres last for 1 minute after their creation.
  5. Chain Lightning: Instead of a regular projectile, you fire a bolt of lightning. Select [dice] + 1 targets, each of whom must be within 60 feet of yourself or at least one other target. Every target must Save vs Magic, taking [sum] + [dice] damage on a failure or [dice] damage on a success.
  6. Hailstorm: You fire a vast horde of projectiles up into the sky, and next round they begin to come down in a [dice] * 20 feet radius around a point within your weapon's range. All creatures within that area take [dice] damage at the start of every round for the next [sum] rounds. The affected area is difficult terrain until the end of the spell.

Signature Spells per Weapon:

  • Flaming Brand (Sword): Flames run down your sword for [dice] * 10 minutes, casting light within 30 feet and dealing an additional [dice] damage. 
  • Animate (Axe): Your axe takes on a life of its own, floating in the air and doing as you tell it for [sum] rounds. It keeps your to-hit bonus.
  • Pound (Club): If you hit with this mace attack, your target flies back [dice] * 10 feet. If their motion is stopped by anything, both they and the thing they impact take 1d6 damage per 10 feet they moved.
  •  Hedge of Steel (Polearm): When at least one creature comes within reach of your polearm, you can summon a row of floating ethereal polearms that either form a line [dice] * 50 feet long or a circle [dice] * 10 feet in radius (or smaller, if you wish it). Any creature that hits this line must Save vs Magic, taking [sum] damage and being repulsed 5 feet from the line on a failure or half that damage on a success. The polearms last for [dice] minutes, and while they are extant you are immovable when you wish to be.
  • Quickshot (Bow): You let loose a flurry of [sum] attacks with your bow.
  • Pierce (Javelin): This attack with your javelin, once it makes contact with solid or liquid matter, will not stop for 3 feet no matter what it hits. If your target is a creature and you hit their unarmored AC, you hit them regardless of their regular AC, and you deal [sum] + [dice] additional damage.
  • Magic Stone (Sling): You touch [sum] small stones and turn them into +1 magic weapons. Rocks are base -2 grapple weapons with -1 thrown 20/60, and the stones can also be used as ammunition for a sling. The enchantment lasts for 1 day. 

Mishaps: 

  1. Take 1d6 damage.
  2. Take +1 damage from all sources for the next hour.
  3. After striking, your arcane weapon disappears.
  4. Your hands and eyes appear bloodstained for the next week.
  5. All mundane weapons within 20 feet have a 2-in-6 chance of shattering.
  6. Your arcane weapon is affected by Animate (the axe's signature spell) with 1 MD, but it will only attack you for the duration. It will not disappear if you create a new arcane weapon until the end of the spell.

Dooms:

  1. For the next hour, take 1 damage whenever you touch a weapon and a further 1 damage per round while holding a weapon.
  2. For the next day, take 1d6 damage for every die of damage you deal to any other creature.
  3. For the rest of your life, you are incapable of touching a weapon or deliberately harming another creature. If you even attempt to do so or are forced to do so, you take 1d8 damage and are incapacitated with crippling pain for a minute.

Tuesday, June 15, 2021

GLOG: The Berserker

A Berserker, to go with the Ranger, Druid, and Paladin that I've written recently. In traditional D&D parlance you might call this a Barbarian, but that framing is neither sensible for my setting nor sensible in general. My thought with this new series of classes is that I might add them to Carolingia as "advanced classes", where you get a somewhat stronger and more directly flavorful class at the cost of starting as someone else's retainer (perhaps even another PC's) rather than with your own domain. The obvious role for this class specifically is as a Norse berserker, but there's also certainly a niche for it as a Cu Chulainn-type.
 
Starting Equipment: A bearskin cloak with head, a mail shirt, a bearded axe or sword, a shield, a sack of hallucinogenic mushrooms (3 doses), and a flat river stone bearing the runes (thur lögr maðr).

Skills: Wrestling and 1d3: 1. Sailing, 2. Drinking, 3. Scar-Reading

For every template of Berserker you have, gain +1 HP. Every second template, gain +1 to-hit.

A: Berserk Rage, Cunning Forager
B: Indomitable
C: Immovable, Terrifying Onslaught
D: Inexorable
 
Berserk Rage: You may enter a berserk rage at will. When in a rage, you may attack twice per round rather than just once, but you may only act violently, not constructively, creatively, collaboratively, or prudently. This rage lasts 2d3+[template] rounds or until all present enemies are dead, incapacitated, or beyond your ability to pursue. If any of your allies attempt to prevent you from committing violence, they become enemies as well. If you take hallucinogens before entering the rage, you also gain +1 HP per template (subtracted from your current total when the rage ends) and +1 to-hit for the duration.
 
Cunning Forager: Over the course of 6 hours in the wilderness, you can always find and prepare either 1 dose of hallucinogens or 1 ration.
 
Indomitable: When in a rage, if you roll on the Death and Dismemberment table, ignore any result short of instant death until the rage ends. You are also immune to fear, charm, and sleep effects while raging. If you have a steady supply of recreational drugs, wounds heal twice as quickly.
 
Immovable: You cannot be moved against your will under any circumstances while conscious. You take only half damage from poison, and have a 50% chance of ignoring the effects of poisons which do not deal damage.
 
Terrifying Onslaught: The first time you attack a given foe while raging, you can force them to check morale. You cannot use this ability twice on the same foe in the same combat.
 
Inexorable: While raging you may add +7 to Strength checks, skill checks related to physical strength, and grappling rolls. You also gain +1 damage with armed melee attacks and +1d6 with unarmed attacks (assuming unarmed attacks normally deal 1 damage).

Monday, June 14, 2021

GLOG: The Paladin

To follow up on my recent Ranger and Druid classes, here's a Paladin. Mostly I tried to stick to a theme of chivalry, much like the original 12 Peers, also known as Paladins: Charlemagne's semi-mythic companions of the chansons de geste, as well the Knights of the Round Table and similar chivalric romances, while also obeying some of the traditional Paladin tropes. I'm not entirely sure how well I succeeded, because I don't actually think this is a very good class (too many numbers, not enough fictional meat), but I'm just putting it out there now because otherwise I never will. Special thanks to Vayra, deus ex parabola, and SquigBoss for their assistance.
 
Starting Equipment: A mail shirt, a leather helmet, your parent's longsword, three lances, a pair of stirrups, and a shield and tabard both emblazoned with your coat of arms.

Skills: Horsemanship and 1d3: 1. Poetry, 2. Religious Doctrine, 3. Wrestling

For every template of Paladin you have, gain +1 HP and +1 to Save vs Fear and Magic.

A: Faithful Mount, Supernatural Aid
B: Questing Knight
C: Inspiring Leader, Laying On of Hands
D: Glorious Visage
 
Faithful Mount: You have a loyal, brave mount, whose abilities transcend those of a normal horse by far. They are unbreakable (morale 12 in most OSR systems), will come to your side wherever in the world you are with a whistle (takes no more than a day no matter how distant you are), can understand speech and obey your instructions, and will attack your foes even as you do. At A template, this horse has stats as a courser (HD 2+2, Move 80', Atk 1d6 hooves). At B template, they have stats as either a destrier (HD 2+4, Move 60', Atk 1d8 hooves) or a courser as you desire. At C template, they become a unicorn (HD 2+6, Move 80', Atk 1d8 horn/1d6 hooves), and at D template, they become a winged unicorn (HD 3+6, Move 80'/Fly 120', Atk 1d8 horn/1d6 hooves). If your mount dies, a new one will come to your side in 1d4 weeks.

Supernatural Aid: Roll on the following table (1d4): 
  1. You have a fairy godmother, who you can contact by speaking into an acorn. She will aid you if you ask, but will hesitate to perform particularly difficult favors or to perform too many favors within a short duration (absolutely not more than 1 per day). She will not put herself in danger.
  2. You can speak the tongue of the birds.
  3. You have a golden whistle, which you can use to command fire to ignite, move, and go out. The whistle can affect no more than a 1' x 1 'x 1' area of fire at once.
  4. Your parent's sword is actually an ancient relic that, unbeknownst to you, marks you as the true heir to a kingdom (either the one you currently inhabit or an adjacent one). Once you discover this fact, showing this sword and stating what it really is will oblige whoever observes to divulge their true loyalty to you.
 
Questing Knight: You gain a Questing Die, which is a d4. Whenever you are on a quest for a righteous goal, given by a righteous person (a brave king, an innocent maiden, an unfairly disgraced squire, your chaste and handsome lover), you may add this die to any die roll you make in direct service of that quest - skill checks, attack rolls, and damage rolls, as well as any other relevant rolls. You may also use your Questing Die when performing other chivalrous actions: protecting the weak, defending your honor or the honor of an innocent, acting in loyalty to your liege without considering your own interest, attacking a traitor or evil sorcerer. This die increases to a d6 at D template. If you roll maximum on your Questing Die, you cannot use it again until you rest. If you break the chivalrous code, you lose all Paladin class abilities until you complete an extremely difficult quest of penance.

Inspiring Leader: Your allies get +1 to Save vs Fear when within 20 feet of you and your hirelings have +1 morale.

Laying On of Hands: You have a pool of [template] * 2 hitpoints, which replenish every time you rest. When you touch an injured creature, not including yourself, you may heal them by touching them and transferring any amount of these hitpoints to them. Once your pool runs out, you may still transfer hitpoints subtracted directly from your own. Your touch also has a [template]-in-8 chance of curing disease, infirmity, and minor injuries, which may only be attempted once per affliction.

Glorious Visage: You can mantle a golden halo of light at will, which casts light within 5'. While this halo is active, you have +2 to reaction rolls with the righteous, your enemies have -1 morale and must check morale upon seeing the halo, and your allies have +1 morale.

Thursday, June 10, 2021

GLOG: The Druid

I had fun writing a Ranger class earlier this week, so I figured I'd try to give a similar treatment to the Druid. I tried to give it an interesting way of switching out spells, allowing great versatility if you can travel freely between holy sites, as well as the standard Druid stuff of turning into animals, talking to animals, and murdering the Archdruid to take their place. I'm not sure how well the spell preparation will actually work in practice, but it will depend heavily on the campaign. The Druid also gets access to some rather powerful and often incredibly destructive spells if they can find great holy sites - not useful in most games, probably, but it's fun to think about. I did steal a good deal from various of  Ursula Le Guin's young adult novels, but that's pretty much a constant with my stuff.
 
Starting Equipment: A stout staff, a fur cloak, a jar of woad, a small bag of deadly nightshade, and a bone dagger.

Skills: Woodlore and 1d3: 1. Medicine, 2. Astronomy, 3. Stone Carving

A: Land's Warden, Wild's Caller, +1 MD
B: Beast's Form, +1 MD
C: Bird's Flight, +1 MD
D: Archdruid's Challenge, +1 MD

Land's Warden: When you spend the night under the stars at a holy site of druidic significance - a standing stone, a great grove of trees, a high hill, or a pure spring - you may choose to prepare a spell. Roll a d4 on the table for that location type. You may cast the spell selected until you choose to replace it with a different spell. If you roll a spell you already have prepared, you may pick the spell above or below. You may have [template]+1 spells prepared at any given time. When you prepare a spell at a location, you also gain the cantrip and drawback of that location type, and lose your previous cantrip and drawback. If you prepare at an incredibly significant location - an immense henge, an enormous ancient tree, a tall lone mountain, or a deep hidden pool never disturbed by the wind, you roll a d6 instead of a d4.
 
Wild's Caller: You know the intentions, wants, and emotions of any wild animal you can see, smell, and hear, and can communicate your own to them wordlessly. When in an area where a certain species of animal might be found, you may attempt to call an individual to you over the course of 10 minutes, with a [6 - HD]-in-6 chance of success (An HD of less than 1 counts as 1). You may ask the animal a favor, which it will always perform if its motives are not in conflict with your own and if the favor puts it at no personal risk. If the favor does require risk, the animal only has a [template]-in-6 chance of agreeing. You have +3 on reaction rolls with wild animals, and domesticated dogs hate you with a passion.
 
Beast's Form: You may, at will, transform into any non-flying animal of your choice that you have seen that has no more HD than [template]. All of your attributes become those of the animal, except for your mental ability scores and your hitpoints (generally, HD becomes the modifier to attack rolls, grappling rolls, Strength checks, etc., unless your DM decides different penalty or bonus is reasonable). Any injuries and hitpoint loss are reflected between forms. If you spend more than [template] hours in animal form per day, you must Save or disappear in the wilderness to live out your years as a beast as you forget who you once were. If you succeed, you must repeat the Save every subsequent hour.
 
Bird's Flight: Your Beast's Form now applies to flying as well as non-flying animals. Every 10 minutes you spend as a flying animal counts as an hour spent as a non-flying animal. 

Archdruid's Challenge: When you wish, you may challenge the archdruid, who is the leader, although not ruler, of all druids. The archdruid may name the terms of the challenge, which must be equal for you both. This is often, but certainly not always, a fight to the death or the submission. If you defeat the previous archdruid, you take their position. As archdruid, you may gather 1d4 level 1 druids to your cause with a day's notice and 2d6+1 with a month's notice. You may also touch an animal's forehead to command it for 1d6 hours, although doing so means that you take -2 on reaction rolls with all animals of that species for the next week.

Location Types

 
All the spell descriptions not included below can be found here.

Stone

 
Cantrip: You may read any text, regardless of the script and language, if you study it for 10 minutes.
Drawback: If you use any metal implements or wear any metal armor, you take 1 damage per round.
  1. Detect Magic
  2. Illusion
  3. Mending
  4. Magic Stone
  5. Wall of Stone
  6. Doom of Cities
    Casting Time:
    [dice] days
    Duration: [sum] decades
    Range:
    [dice] miles
    The area within range is doomed. Plants will wither and die, drought or floods or plague will blight it, cities will burn and crumble. Nothing here shall prosper for the duration. Casting this spell requires a human sacrifice.

Wood

 
Cantrip: You can set and douse small fires with a touch.
Drawback: You cannot not read or write.
  1. Entangle
  2. Find the Path
  3. Pass Without Trace
  4. Commune
  5. Wildfire
    Casting Time:
    1 action
    Duration:
    [sum] rounds
    Range:
    60 feet
    [dice] creatures, plants, objects, or structures within range catch fire. Creatures may Save vs Magic to avoid catching fire, and take [dice] damage per round for the duration (or until they take a round to roll on the ground) on a failure. Plants, objects, and structures burn at their normal rate. This fire is incredibly virulent and will spread at the slightest touch and with the slightest breeze, easily destroying a whole forest or city if allowed to. Water puts it out as usual.
  6. Grove
    Casting Time:
    1 action
    Duration:
    3 rounds
    Range:
    60 feet
    The area within [dice] * 10 feet of a point within range sprouts trees of a species of your choice. You can choose for this to be an open, airy grove or a dense, tangled one (halved movement speed within). The trees grow to maturity over the duration. Any structures less solid than a 5 foot thick stone wall in the area will be shattered and rent to pieces, while any as sturdy or stronger than that will be weakened and twisted.
 

Earth

 
Cantrip: You do not need to sleep, although you must rest for the duration you would normally sleep.
Drawback: If you bathe or wash with water, you lose all your MD until you rest.
  1. Mold Earth
  2. Insect Swarm
  3. Charm Animal
  4. Gust of Wind
  5. Blight
  6. Earthquake
    Casting Time:
    1 hour
    Duration:
    10 minutes
    Range:
    [dice] miles
    An earthquake wracks the area around you. [dice] * 25% of the buildings within range are destroyed, mountainsides collapse in landslides, and [sum] earth elementals of various kinds, each with 1d4+1 HD, rise to cause havoc. Within the area, all creatures that walk other than elementals immediately fall prone and must Save vs Magic in order to walk without falling. Anyone inside a collapsing building must Save vs Magic or take [sum] damage, taking [dice] damage on a success. Casting this spell requires [dice] * 100 d. of gemstones and precious metals, as well as a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3 MD), or a human (4 MD).
 

Water

 
Cantrip: You can cause plants to sprout from the earth around your feet and desiccate living plants with a touch.
Drawback: Edged weapons deal 1 extra damage per die to you.
  1. Control Water
  2. Invigorate
  3. Hoarfrost Hauberk
  4. Control Rain
  5. Hurricane
  6. Nature's Mantle
    Casting Time:
    1 action
    Duration:
    [dice] minutes
    Range:
    Self
    For the duration, your head sprouts antlers, your back sprouts a pair of eagles' wings, your fingers and toes claws, your mouth long fangs, and your skin thick hair. You gain a flying speed of 120', a charge attack that deals 4d6 damage if you've moved at least 30', a flurry of 4 claw attacks and 1 bite attack for 1d4 damage each, and +[dice] AC (you cannot charge and use your flurry of attacks in the same round). All enemies that see you transform must check Morale as well as Saving vs Fear, becoming frightened for the duration on a failure. Dogs flee at the sight of you. You automatically roll maximum on reaction rolls with wild animals, and can speak with them freely. They will obey your every command for the duration.

Monday, June 7, 2021

GLOG: The Ranger

There's a fair few GLOG Rangers out there, but to be honest, I've never really liked any of them, although Squig's take, which is very much like his Sage, is pretty darn good, and I definitely took inspiration from Vayra's Ranger Made of Hooks. They both feel like they're missing something that I feel is essential to the Ranger, although I don't know if I could articulate it. Really, I've never been fully satisfied with any Ranger class in any game to date. So here's my go of it. Is it good? Probably not, but that's never stopped me before. And yes, it is basically Aragorn. So be it.
 
Starting Equipment: A waterproof cloak, good boots, a longbow and a quiver of 20 arrows, a shortsword, a fishing rod, a small knife, 100 feet of hemp rope, and a small relic of the tragically fallen civilization from whence your ancestors hailed.
 
Skills: Scouting and 1d3: 1. Horsemanship, 2. Medicine, 3. Sailing.
 
For every template of Ranger you have, gain +1 HP and +1 Stealth. Every second template, gain +1 skill.

A: Elfin Bushcraft, Hunter, Unerring Navigation
B: Ambusher, Folk Knowledge
C: Indomitable Endurance
D: Hands of a Healer, extra attack/round

Elfin Bushcraft: Anything you might reasonably hope to find in any given wilderness, you can - with some searching. Healing herbs, an appropriately sized walking stick, a nice fishing hole, a mountain lion, whatever. The rarer the object of your search, the longer it will take to find. You also have the skills to construct any sort of survival tool that might be made from natural materials. You automatically notice any creature moving within 300 feet of you while in the wilderness. You can see in moonlight as in sunlight, and in starlight as in moonlight.

Hunter: You have a 10-in-10 chance of tracking any creature that leaves a trail over any terrain where that might conceivably be possible (not blank stone, not water). For every day that's passed since the trail was laid or for anything that might disrupt or interrupt the trail (rain, crossing a stream, climbing a sheer face, a deliberate attempt to not leave any trace), this chance is reduced by 1-in-10. You gain +1 to-hit against a creature for each of the following:
  • You've been tracking the creature for at least an hour.
  • You've been tracking the creature for at least a week.
  • You've fought this exact creature before.
  • You've fought creatures of the same type before.
  • You have precise knowledge of the creature's strengths and weaknesses.

Unerring Navigation: If you can see the stars or any two landmarks you know the location of, you know your exact location. You only need to see a landmark once to remember it precisely, even if it's just an oddly shaped tree. When traveling, you know exactly how long you have been moving this day, exactly how far you have gone, and in precisely which direction you have been moving. You can always find a way around an obstacle in your path, although it may be difficult or time-consuming.

Ambusher: If you attack a foe from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage.
 
Folk Knowledge: You know the type of any creature, supernatural or otherwise, that you see, and have a 3-in-6 chance of knowing 2 facts - strengths, weaknesses, or anything else the DM sees fit to provide - about any type of creature (i.e. goblins, dragons, beholders, etc.) This chance increases by one per further template of Ranger you take. There's also a 2-in-6 chance you speak and understand a fragment of either that creature type's spoken language or writing (your choice) if they have any. You can predict the weather one day in advance.

Indomitable Endurance: You can walk, ride, and stay awake for thrice as long as an ordinary person without tiring, and can hold your breath for four times the usual duration. Whenever you are reduced to 0 HP or below, after you roll Death and Dismemberment (if necessary), roll a Constitution check. On a success, gain 1d6 HP.

Hands of a Healer: You know the nature of any ailment or injury you set eyes on and how to cure it. There's a 1-in-6 chance you can cure it with a touch, no supplies needed, and a further 3-in-6 chance you have can acquire the necessary supplies for the cure with no more than a day's foraging (1-in-6 for particularly rare and horrific ailments or in extremely sparse environments). This cure will not necessarily be immediately or completely effective.