These meta viruses are mind set illnesses created by thinking of the idea you intend, like an energy virus, then the energy makes it into a virus of energy. That effects those you want effected then it disappears when you don't need it. They, of course, have their own cures. This list made by SH and Kittymoo. These effects are done with a 1d20+int mod, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above int mod, its an automatic success for the game unless you want to roll the check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.. That's allowing you to create your own metaviruses, announce what you want effected by the metavirus you describe to the DM/GM. So think and you get what you need as a want to be done.
#1; This is a energy virus that increases damage while lowering defence. Curable by a peppercorn potion. This is done by level..with every 10 levels, this lowers your ac by 2. Levels 1-9 causes you to increase your attack damages by +20%. Levels 10-19 causes you to increase your attack damages by +40%. Levels 20-29 causes you to increase your attack damages by +60%. Levels 30- causes you to increase your attack damages by +80%. This lasts until you cure it.
#2; This is a meta illness that acts like a suppressed cold and yet causes you to do magic. It works by using your bodyweight as a source and thinking to direct it. Drink water or taste salt to cure it.
#3; This is an interesting weight lessening disease that seems normal yet isn't, your weight lessesns by 10 lbs. under its influence. This disease is metaphysical in nature and causes easy magic no matter what. You get a +5 to your healing and focus rolls. Cured by suggesting to yourself that the disease is gone.
#4; This is a metaphysical weight lessening disease that helps boost magic and leaves the stomach as thin as a pancake. This eats your excess fat on the body and lessens the weight by 10 lbs. It boosts magic by adding to your focus and healing rolls a +10 for success. Its curable by drinking some drink.
#5; This is some common cold mutated by meta energy to have all the beneficial traits and it could be cured with salt. Some of the traits being not having to blink, metabolism balance, not having to breathe as much, and getting energy from starlight. You get 20% energy per each 10 minutes in starlight. This lasts until cured.
#6; The teleportitis; When you teleport too much, you develop a disease that casts blink randomly. You can be anywhere you want to be by thinking about it and needing to be there. Cure is removal of magical contamination or some time in an antimagic field.
#7; This is a disease that develops draconic scales, that increase armor class by +4 while slightly reducing intelligence by -2. It is cured with honey.
#8; Gambler's Curse. A disease that reduces luck by -2 while increasing Charisma by +3. Cured by rolling a nat 20.
#9; Sage's Shakes. Increases Wisdom by +3 while reducing Agility by -2. The cure is tea.
#10; Dementor's change; This metavirus causes you to change in demeanor, enough to create a scary visage and you live off of fear. Roll a 1d20+luck and get a 10 or above to detail, if you don't scare nearby people or far away targets. You get a +5 to intimidation checks.. Cure is have faith and positive feelings.
#11; A disease called Withers that increases Constitution by +4 while lowering Strength by -2. The cure is 100 pushups in a day.
#12; The phantom illness. This fake illness is similar to any illness you want it to be like. It is cured by thinking is is gone or cured.
#13; The doppleganger mimic. This meta disease causes the target of it to be effected, think and they start mimicking you as they receive your thought energy. Then they read your mind, and react as though you yourself. The cure is water either splashed or drank.
#14; The addled brain. This metavirus creates itself in those that you target and they become confused. Those confused have a 1d20 chance to strike those nearby with a 10 or above making them do it. So the cure is thinking its cured.
#15; The clear thought metavirus. This illness makes you act as though you were cured of all illnesses. Curable by thinking its cured and drinking water.
#16; The glitch. This meta disease effects the machinery you work with by feel. The machine gives you an error message, then you get the effect of it crashing after 1d6 actions. The cure is thinking its fixed, or working with it so it is fixed by your doing.
#17; Religion change; This meta illness causes the targets to change their religion to what you desire instead. So instead of being christian, the target is druidic or buddhist instead. The cure is thinking to point out facts about the religion itself.
#18; The love. This illness causes the targets to become in love with you unconditionally. The targets effected will do anything for you, that's including kill themselves or die by taking the death blow. The cure is water drank with spite in mind.
#19; The dereliction. This meta illness creates the laziness feeling to let things be and not want to do anything. The result of this includes not taking care of the area and letting things build up until a certain point, like trash. You would literally toss the trash or leave things around and that builds up! The cure is to think its necessary or think it cured.
#20; The forgetfulness. This meta illness seems to effect the targets brain with idea that is forgotten. The meta illness can cause the target to forget what they were doing. Thinking of something is forgotten about idea 5 minutes later. The cure is drink water as your thinking to remember.
#21; The voltron. This is where the meta illness sprouts up, thinking to cause the volts of electricity to be greater than usual in the body. This distracts the targets for 1d6 rounds from fighting. That is corrected by the spine being realigned in some manner to be straighter, this is done as you hold your breath and lay against a straight area.
#22; Shitting disorder. This causes the body to shit upon itself or the area, think and sometimes you miss the toilet and go do it in your pants or on the ground. This distracts the targets from what they were doing until they shit. The cure is willing yourself to make it to the toilet and shitting there.
#23; The shinnigami. This is where you create a blade of energy, thinking to make the idea of an energy strike. You can feel the energy form the blade and yet this fools the brain into doing nothing. The cure is dismissing the energy blade, that's as it will unform right after if you don't think about it.
#24; The ghost. This meta virus make you see and sense yourself doing things, that's as though a ghost and you do it where its a 3rd person perspective. Also called the game metavirus. Its cured by thinking to drink water and it disappears.
#25; The slight. This metavirus is where you think of the idea to contend as it comes to you to contend with, that's as though your inner world makes you contentious and you are likely to go off on anyone with a 50% chance represented by 1d100+luck. If they roll a 50 or above, they get off their rocker and attack their allies. If they roll a sanity check of 1d100+will, then on a 50 or above they stop needing to fight. Including attack them, if nearby. The cure is use salt or drink salt water.
#26; The weight creep. This is where you causes a metavirus that makes you gain weight. The targets immediately feel hunger and they create things to sate it. The weight creep is 2 lbs. per month. The cure is drink water or exercise enough, like 1 or 2 hours a day with heightened heart rate.
#27; The writing. This is where you feel the urge to write your thoughts, that spring up like a new spring of observed idea. This is obvious thought, so you might think and stop before writing too much. This distracts the target for 1d6 rounds. The cure is sitting or standing still and not writing.
#28; Death. This is the true deposer of the body. This metavirus causes the targets to act like they demised themselves and if not cured, makes them kill themselves after 1d6 actions. The cure is having the will to live and thinking it cures itself.
#29; Erasure. This metavirus causes you write something and then erase it or part of it, that makes what you think is too much or is a problem disappear immediately. This is cured by leaving it in and experiencing the idea, if you want to do it.
#30; The know. This metavirus causes what you write or say to occur, that's as though the targets broke the words into their parts and experienced them in their latin or simplified form immediately. This is like the word know, as its kill now causing the targets to kill themselves. Other words are gnow as its go now causing the targets to leave the area, or d'now as its die now causing the targets to die now unless its with a savings throw..then nothing happens. This is the word broken apart by the syllables and the GM or DM know how the word is meant, as a syllabled word by placing a ' mark between the syllables your wanting to effect. The cure is drinking water thinking "it makes sense".