Blighted: Difference between revisions

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


| Effects = ''Blighted'' is usually the result of a very powerful poison or drug affecting the creature's system.  Poisons are typically written in the following format:
| Effects = ''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.


::: '''Umbral Taint''' (Contact vector; [[Poisoned]] intensity; Instant onset)
:* Here is an example of a CR 21 ''blighted'' intensity poison (see [[Afflictions]] for details):
:::: ''Fort save:'' DC 25; ''frequency:'' 1/round for 4 rounds; ''cure:'' 2 successful saves.
{{Malady
:::: ''Effect:'' 1d4 STR and 8d6 non-lethal damage per interval; ''fruition:'' [[sickened]] for 1d4+1 days
| Name = Umbral Blight
| Intensity = Blighted
| Save-Type =
| Save-CR = 21
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg|21}} [[Ability Drain|STR drain]] and {{Special-Standard-Dmg|21}} points of {{dmg|poison}} damage per interval
| Fruition = Victim becomes [[rattled]]. This cannot be cured except with a [[Wish (Sorcerer/Wizard Spell)|Wish]] spell, a [[Miracle (Cleric Spell)|Miracle]] spell, or a comparably-powerful effect, or by letting the duration expire on its own.
| F-Duration = 1d4+1 days
}}




:* Poisons have the following characteristics, which detail how they affect a creature which fails a saving throw against them: Name, Vector, Intensity, Save, Onset, Frequency, Effect, Fruition, and Cure. 
| 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.
::* '''Name:''' This is the name of the poison.  ("Umbral Blight" in the above example.)
::* 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 (Cleric Spell)|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.
::* '''Vector:''' This is the means by which the poison must be introduced to a
::* Unlike most conditions, [[Restoration (Cleric Spell)|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)]].
::* '''Intensity:''' The intensity of a poison states whether the poison inflicts [[tainted]], ''poisoned'', or [[blighted]], which determines how easily the effects of the poison are cured.
::* 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.
::* '''Save:''' This is the saving throw type (Fort, Refl, Will) and DC for the poison.  The save DC typically remains unchanged, regardless of whether it is the initial poisoning attack or effect, or one of the saves made to resist its continuing 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.
::* '''Onset:''' While many poisons have an immediate onset, inflicting their effects as soon as the first saving throw is failed, some poisons take longer to cause an effect.  In most cases, creatures won't know they are poisoned until effects begin to manifest.
:* '''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.
::* '''Frequency:''' After a creature has been poisoned, they must make additional saves periodically, as described by the frequency, or suffer additional effects.  The frequency also lists the total number of times the poison will attempt to inflict its effects before it has run its course.  For example, "1/round for 6 rounds" means a character must make a new save every round for the next 6 rounds (in addition to the save they already failed to become poisoned in the first place).  Some particularly powerful poisons may have a frequency like "1/round until cured".
:* '''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.
::* '''Effect:''' This is what the poison does to a ''poisoned'' creature when the onset first occurs, and each interval of its frequency.  The most common poisons inflict a combination of ability damage (or ability drain) and [[Non-Lethal Damage]], though poison effects can vary wildlyNote that non-lethal damage from poison, though physical damage, cannot be mitigated with DR, unless the DR explicitly states it can be used to mitigate non-lethal damage (such as the [[Endurance (Feat)]]).
::* '''Fruition:''' This is the effect inflicted if the poison's final ''tick'' of its frequency is able to complete without the poison being successfully ended by sufficient saving throws. Note that a poison's ''fruition'' can occur even if the ''poisoned'' creature succeeds on the saving throw for that final ''tick'', unless by making that save, the poison is cured (i.e. the requisite number of saves is achieved with this saving throw's success). For drugs and poisons which inflict the ''poisoned'' condition, a very common ''fruition'' is to inflict 1d6 points of lethal damage per CR of the creature which inflicted the poison (or the CL of the poison, if that is more appropriate).  However, other effects are possible, such as [[Petrified|petrification]], forcing the victim to speak the truth for the next hour, or even making them compliant with commands.
::* '''Cure:''' This is the required number of successful saving throws to end a poison's effects prior to its frequency expiringPoisons and drugs which inflict the ''poisoned'' status condition always require two  or more successful saving throws, though it is rare that they must also be made consecutively (that is usually a feature of a ''blighted'' level poison). Saving throws may only be made each time the frequency "ticks", unless an additional saving throw is granted by some spell or effect, such as [[Neutralize Poison (Spell)]].  If the saving throw is successful, the poison does not inflict its effect for that tick, even if it isn't cured by that successful save alone.
 
 
| Ended-By = 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 [[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 (Spell)|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 (Spell)]].
:* If not ended by achieving the listed number of successful saving throws, the poison ends when the listed frequency expires, inflicting its effects each interval of its frequency until that time. If the poison has a "fruition" effect, that also occurs when the poison's frequency expires, after which, no other effects are inflicted.
:* Any hit point damage (including non-lethal damage) caused by the effects or fruition of a poison with the ''blighted'' intensity cannot be cured until the poison is cured first.
:* All effects (including fruition effects) 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.





Latest revision as of 15:59, 16 January 2020


Condition Severity: Strong


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

Effects

  • 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 31;     Frequency: 1/round for 3 rounds
Effect: 1d4+2 STR drain and 5d8+24 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

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • 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.

Array

TaintedPoisonedBlighted