Condition Severity: Weak
You have been exposed to a drug, allergen, or agent, which is making things a little strange right now.
- Tainted is usually the result of a weak poison affecting a creature's system. Poisons with an intensity of tainted have the following differences from stronger poisons:
- A saving throw is permitted at the point of the poison's introduction, prior to the second interval's effects, and prior to the third interval's effects.
- They have either no fruition, or if they do, it never has a duration greater than 1 day.
- All effects (and the fruition, if any) are completely cured after a full-night's rest, even if its effects include conditions not normally curable with a full night's rest.
- Here is an example of a CR 5 tainted intensity poison (see Afflictions for details):
- 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), and a second saving throw just before the second and third intervals. If any of these saving throws are successful, the poison is shrugged off, and causes no further effects (though the existing damage and effects linger, as described below).
- If a Neutralize Poison (Cleric Spell) or some similar effect is cast on the victim of a tainted condition, the condition immediately ends, as though the victim had successfully made a saving throw against the poison or drug in question.
- Unlike most conditions, restoration spells and similar effects which broadly cure weak status conditions do not work on Tainted creatures, unless they explicitly state they can be used to treat poison. If the spell, ability, or effect can be used to treat poisons, the tainted condition is immediately ended by such a spell, ability, or effect, when applied to the tainted creature.
- 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 or drug with an intensity of tainted can be cured normally, even before the poison itself has been cured.
- Curing Effects: All effects (excluding hit point damage) that are inflicted by the effects of a poison or drug with a tainted intensity linger until the creature takes a full-night's rest, regardless of any successful saving throws made by the tainted creature. Any status conditions caused by the effect of the poison or drug are also cured after a full-night's rest, even if these conditions cannot normally be cured with a full-night's rest.
- This full-night's rest may only be taken after the poison has been cured or has run its course.
- The poison or drug effects may also be cured separately, if the creature isn't willing to wait for a full-night's rest.
- Curing the Fruition: Poisons with an intensity of tainted do not usually inflict a fruition effect. However, if they do, the fruition is always cured by a full-night's rest, if it doesn't end sooner than that. Fruitions can always be cured with a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell), but 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.