Tainted: Difference between revisions

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| 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 affecting a creature's system.  Poisons with an intensity of ''tainted'' have the following differences from stronger poisons:
| 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.
::* 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.
::* 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.
::* 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 an ''tainted'' intensity poison (see [[Afflictions]] for details):
:* Here is an example of a CR 5 ''tainted'' intensity poison (see [[Afflictions]] for details):
 
{{Malady
::: '''Scableaf Essence''' (Injury vector; Tainted intensity)
| Name = Scableaf Essence
:::: Fort DC 15; frequency: 1/round for 3 rounds
| Intensity = Tainted
:::: Effect: 1d3 STR and 2d6 non-lethal damage per interval; fruition: none
| Save-Type =
| Save-CR = 5
| Save-Mod =
| Frequency =
| 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
}}




| 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).
| 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).
::* 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.
::* 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 (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.
::* 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.
::* 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 (including non-lethal 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 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 or non-lethal 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.
:* '''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.   
::* 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.
::* 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 (Spell)]] or [[Miracle (Spell)]], but are not otherwise curable by any other magic, including [[Restoration, Greater (Spell)]], unless the spell, ability, or effect specifically states it can cure the fruition of a poison or a disease.  Note that permanent ''fruitions'', such as death, can only be removed by a [[Wish (Spell)]] or [[Miracle (Spell)]].
:* '''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.





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