Tainted: Difference between revisions

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::* '''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.
::* '''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.
::* '''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.
::* '''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.
::* '''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:''' 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.
::* '''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.
::* '''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.
::* '''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).
::* '''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).
::* '''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:''' This is what the poison does to a ''tainted'' 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.
::* '''Effect:''' This is what the poison does to a ''tainted'' 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.
::* '''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 ''tainted'' 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.
::* '''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 ''tainted'' 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.
::* '''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.





Revision as of 19:15, 29 July 2017


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 weaker poison or drug affecting a creature's system. Poisons are typically written in the following format:
Umbral Taint (Contact vector; Poisoned intensity; Instant onset)
Fort save: DC 25; frequency: 1/round for 4 rounds; cure: 2 successful saves.
Effect: 1d4 STR and 8d6 non-lethal damage per interval; fruition: paralyzed for 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.
  • Name: This is the name of the poison or drug.
  • 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.
  • 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.
  • 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: 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.
  • 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).
  • 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: This is what the poison does to a tainted 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.
  • 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 tainted 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.

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:

  • 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.
  • 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 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.
  • 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 other effects (excluding hit point damage or non-lethal damage) that are inflicted by the effects or fruition 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 or the fruition 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