Blue Mountain
Combat
Rule Category:Combat
Rule Name:Poison and Disease
Poison and Disease share a lot in common with regard to game effects. Both are debilitating in that they make the body weaker. There are four standards pieces of information for every poison or disease:
  • Damage
  • Duration
  • Onset Time
  • Saving Throw

The game effects of both are that they drain hit points and/or a characteristic, usually physical (e.g., STR, DEX or CON). Mystical and exotic poisons and diseases might drain other characteristics. Most poisons should be assumed to cause damage (i.e., drain hit points).

A standard Poison/Disease saving throw is equal to CON x 2 or less. Thus, someone with a CON of 15 will make their Poison/Disease saving throw if they roll a 30 or less on percentile dice.

The description of any given poison or disease will indicate what characteristic is drained, how much, how often, and a maximum effect, if any. Some poisons may modify the standard poison save. They might give a modifier to CON for the purpose of making the save, or might use a characteristic other than CON, in which case the save is equal to that characteristic x 2 unless otherwise specified.

Note that damage caused by poison cannot be healed by normal healing until the poison has been neutralized. Thus, if a target has suffered 50 points of poison damage, this damage cannot be healed until a Neutralize Poison spell or similar effect is used.

Adder Poison
  • Damage: 10 hit points of damage every round
  • Duration: 2d6 rounds
  • Onset Time: Next round
  • Saving Throw: Normal Save to reduce duration by half

Phase Spider Poison
  • Damage: 1 point of CON and 5 hit points of damage every round
  • Duration: 4d6 rounds
  • Onset Time: Next round
  • Saving Throw: Normal Save to reduce duration by half

Tree Vine Sap
  • Damage: 6d6 NL damage initially, plus 2d6 per round.
  • Duration: 2d6 rounds
  • Onset Time: Immediate
  • Saving Throw: Normal Save to avoid (poison did not get into system)
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