Tainted: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(32 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Template:StatusCondition
{{Template:StatusCondition


| Severity = Special
| Severity = Weak


| Flavor = You have been exposed to a drug, allergen, or agent, which is making things a little strange right now.
| Flavor = You have been exposed to a drug, allergen, or agent, which is making things a little strange right now.


| Effects = ''Tainted'' is usually the result of a weaker poison or drug affecting a creature's system. Each drug or poison has different effects, but they are defined with the following characteristics: Name, Vector, Intensity, Save, Onset, Frequency, Effect, Fruition, and Cure.
| Effects = ''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.


::* '''Name:''' This is the name of the poison or drug.
:* Here is an example of a CR 5 ''tainted'' intensity poison (see [[Afflictions]] for details):
::* '''Vector:''' This is the means by which the poison must be introduced to a subject to cause it to become ''tainted'': contact, ingested, inhaled, injury.  Note that vectors are not interchangeable — a injury poison won't harm a target that ingests it, unless the poison also has an ingest vector listed.
{{Malady
::* '''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.
| Name = Scableaf Essence
::* '''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.
| Intensity = Tainted
::* '''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.
| Save-Type =
::* '''Frequency:''' After a creature has been ''tainted'', 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).
| Save-CR = 5
::* '''Effect:''' This is what the poison does to an afflicted 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 wildly.  Some inflict petrification, while others may simply make the victim more compliant to commands. Poisons or drugs which inflict the ''tainted'' condition never have a more severe effect on the final ''tick'' of the frequency, though more powerful poisons and drugs can.
| Save-Mod =
::* '''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 afflicted 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). Drugs and poisons which inflict the ''tainted'' condition do not typically inflict a ''fruition'' effect.  If they do, it is usually a non-damaging effect with a limited duration, such as requiring the victim to speak the truth for an hour.
| Frequency =
::* '''Cure:''' This is the required number of successful saving throws to end a poison's effects prior to its frequency expiring. In the case of a drug or poison which inflicts the ''tainted'' condition, only a single successful saving throw is necessary to end the poison's effects.
| Effect = {{Ability-Dmg|5}} [[Ability Dilution|STR dilution]] and {{Special-Standard-Dmg|5}} points of {{dmg|poison}} damage per interval
| Fruition = None
| F-Duration = n/a
}}


: All effects inflicted by a weak poison or drug linger until the afflicted creature takes a full-night's rest (typically 8 hours) after the poison is cured or runs its course, regardless of any successful saving throw(s) made by the afflicted creature.  These effects may also be cured separately, if the creature isn't willing to wait.


| Ended-By = If a [[Neutralize Poison (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.
| 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 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).
:* Unlike most conditions, [[Restoration (Spell)|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 afflicted creature.
::* 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.
:* If not otherwise ended, the poison or drug runs its course 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.  As noted above, any effects which have already been inflicted will persist until the afflicted creature takes a full night's rest.
::* Unlike most conditions, [[Restoration (Cleric Spell)|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'' creatureAny 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.
 


| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}

Latest revision as of 15:55, 16 January 2020


Condition Severity: Weak


   You have been exposed to a drug, allergen, or agent, which is making things a little strange right now.

Effects

  • 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):
Scableaf Essence    (Injury vector; Tainted intensity)
Save: Fort DC 17;     Frequency: 1/round for 3 rounds
Effect: 1d3 STR dilution and 1d8+4 points of poison (physical, uncommon) damage per interval
Fruition: None
Fruition Duration: n/a

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).
  • 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.

Array

TaintedPoisonedBlighted