Poisoned: Difference between revisions

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{{Template:StatusCondition
{{Template:StatusCondition


| Severity = Special
| Severity = Moderate


| Flavor = You have become poisoned by some powerful drug, allergen, or agent.  Such things can have wildly different effects, harming body, mind, or soul.
| Flavor = You have become poisoned by some powerful drug, allergen, or agent.  Such things can have wildly different effects, harming body, mind, or soul.


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


::: '''Umbral Taint''' (Contact vector; [[Tainted]] intensity; Instant onset)
:* Here is an example of a CR (challenge rating) 10 ''poisoned'' 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 = Candor Serum
| Vector = Ingestion
| Intensity = Poisoned
| Save-Type =
| Save-CR = 10
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg|10}} [[Ability Damage|WIS damage]] and {{Special-Standard-Dmg|10}} points of {{dmg|poison}} damage per interval
| Fruition = Victim must tell only the truth, and my not omit truths, in response to any questions asked.
| F-Duration = 1d6 hours
}}




:* 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), and a second saving throw just before the second and third intervalsIf 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).
::* '''Name:''' This is the name of the poison.  ("Umbral Blight" in the above example.)
::* 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 (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 cure the poison, though the existing damage and effects linger, as described below.
::* '''Vector:''' This is the means by which the poison 't harm a target that ingests it, unless the poison also has an ingest vector listed.
::* Unlike most conditions, [[Restoration (Cleric Spell)|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.
::* '''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 or drug with an intensity of ''poisoned'' can be cured normally, even before the poison itself has been cured.
::* '''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 ''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.
::* '''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 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 diseaseNote 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 expiring.  Poisons 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 = Poison 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 efficacy), 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 weak 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 (Spell)]], granting a bonus saving throw with a bonus to the roll.
:* 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 or drug can be cured normally, even before the poison itself has been cured.
:* All effects (including fruition effects) 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'' creatureThese effects must be cured separately.





Latest revision as of 15:54, 16 January 2020


Condition Severity: Moderate


   You have become poisoned by some powerful drug, allergen, or agent. Such things can have wildly different effects, harming body, mind, or soul.

Effects

  • 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

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), 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.

Array

TaintedPoisonedBlighted