You have become poisoned by some powerful drug, allergen, or agent. Such things can have wildly different effects, harming body, mind, or soul.
- Poisoned is usually the result of a moderately powerful poison or drug affecting a creature's system. Poisons with an intensity of poisoned have the following differences from other 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 nearly always have a fruition effect, which usually has a duration of 1 week or less, though this can be longer for (non-status) lesser effects.
- 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 (challenge rating) 10 poisoned intensity poison (see Afflictions for details):
- Candor Serum (Ingestion vector; Poisoned intensity)
- Save: Fort DC 20; Frequency: 1/round for 3 rounds
- Effect: 1d4 WIS damage and 2d8+10 points of poison (physical, uncommon) damage per interval
- Fruition: Victim must tell only the truth, and my not omit truths, in response to any questions asked.
- Fruition Duration: 1d6 hours
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), 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).
- Poisons which have the poisoned intensity usually cannot be ended prematurely by spells, abilities, or effects. Instead, most such abilities simply grant the poisoned 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 cure the poison, though the existing damage and effects linger, as described below.
- Unlike most conditions, restoration spells and similar effects which broadly cure moderate status conditions do not work on Poisoned 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), granting a bonus saving throw with a +4 bonus to the roll.
- 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 poisoned can be cured normally, even before the poison itself has been cured.
- Curing Effects: All effects (other than damage) that are inflicted by a poison or drug with a poisoned 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 must be cured separately.
- Curing the Fruition: The fruition of a poison or drug with a poisoned 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.