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Condition Severity: Strong

   You have been severely poisoned, and will likely die, or worse.


  • Blighted is usually the result of a very powerful poison or drug affecting the creature's system. Poisons with an intensity of blighted have the following differences from stronger poisons:
  • A saving throw is permitted at the point of the poison's introduction, but not prior to the second or third interval effects. If you fail the first save, the only way to gain any additional saves against the blighted poison is to have a bonus save granted to you by a spell, ability, or effect.
  • They always have a fruition effect, often a very nasty one. The duration of the fruition can vary widely — from less than a day, to a year and a day, to permanent.
  • Hit point damage cannot be cured while the poison is still ongoing.
  • All effects and fruitions must be cured separately from curing the poison itself, though existing effects can be cured prior to the poison being cured, if desired.
  • Here is an example of a CR 21 blighted intensity poison (see Afflictions for details):
Umbral Blight    (Injury vector; Blighted intensity)
Save: Fort DC 36;     Frequency: 1/round for 3 rounds
Effect: 1d4+2 STR drain and 3d8+17 points of poison (physical, uncommon) damage per interval
Fruition: Victim becomes rattled. This cannot be cured except with a Wish spell, a Miracle spell, or a comparably-powerful effect, or by letting the duration expire on its own.
Fruition Duration: 1d4+1 days

Ended By

  • Curing the Poison: You get a saving throw versus the poison's listed DC immediately upon being subjected to the poison (to resist the first interval's effects). If this saving throw is successful, the poison is shrugged off completely, having no effect. If this save is failed, a poison with the blighted intensity does not permit any automatic saving throws to resist the second or third intervals. Blighted intensity poisons will always run their course if the first save is failed, unless some spell, ability or effect can be granted to the target which permits a bonus save versus poisons.
  • Poisons which have the blighted intensity cannot be ended prematurely by spells, abilities, or effects. Instead, such abilities simply grant the blighted creature a bonus saving throw. Bonus saving throws against poison (such as those granted by a Neutralize Poison spell) do not count against the poison's frequency (i.e. they don't shorten the time remaining on the poison's frequency), but they also cannot inflict the poison's effects on the creature if the creature fails the bonus saving throw. Bonus saving throws which are successful count against the number of saving throws needed to end the poison prematurely.
  • Unlike most conditions, restoration spells and similar effects which broadly cure strong status conditions do not work on Blighted creatures, unless they explicitly state they can be used to treat poison. If the spell, ability, or effect can be used to treat poisons, it typically behaves like Neutralize Poison (Cleric Spell).
  • If not otherwise cured, the poison or drug runs its course when after all three intervals of its frequency occur. If the poison has a "fruition" effect, it occurs at the same time as the third interval's effects.
  • Curing Damage: Any hit point damage caused by the effects or fruition of a poison with the blighted intensity cannot be cured until the poison is cured first.
  • Curing Effects: All effects (other than damage) that are inflicted by a poison or drug with a blighted intensity linger even after the poison is cured or has run its course, regardless of any successful saving throws made by the poisoned creature. These effects may not be cured until after the creature has been cured of the poison which caused them, and then taken a full-night's rest. Upon waking, these lingering conditions may be cured separately.
  • Curing Fruition: The fruition of a poison or drug with a blighted intensity can only be cured by waiting for their listed duration to expire, or by use of a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell). They are not otherwise curable by any other magic, including Restoration, Greater (Cleric Spell), unless the spell, ability, or effect specifically states it can cure the fruition of a poison or a disease. Note that permanent fruitions can usually only be removed by a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell), but fruitions which cause death can also be removed by spells, abilities, or effects which restore the dead to life, such as Raise Dead (Cleric Spell) or Resurrection (Cleric Spell). Creatures brought back from the dead are also cured of the effects and fruition of the poison which killed them.