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rules:feats_and_spells:poisons:necrotic_miasma

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rules:feats_and_spells:poisons:necrotic_miasma [2024/06/16 09:32] – created traffrules:feats_and_spells:poisons:necrotic_miasma [2024/06/16 09:56] (current) traff
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 **Trigger:** **Trigger:**
-The Necrotic Miasma is typically encountered in enclosed spaces such as dungeons or tombsreleased when adventurers disturb the air or trigger a magical or mechanical device designed to release the poison.+Necrotic Miasma most commonly forms in small, enclosed spaces packed with decaying corpses, such as sealed rooms or dungeons. The decomposition of bodies releases gases that, when infused with dark magic or specific alchemical processes, become the deadly miasma. This transformation can occur naturally over time in places saturated with death and decay.
  
 **Initial Effect:** **Initial Effect:**
-Upon exposure, all creatures within the area must make a DC 15 Constitution saving throw at the beginning of each turn spent in the miasma: +Upon exposure, all creatures within the area must make a DC 19 Constitution saving throw at the beginning of each turn spent in the miasma: 
- +  * **On a Failed Save:** The creature takes 1d6 acid damage (representing chemical burns) and 1d6 poison damage (representing respiratory distress), and suffers from the Poisoned condition for 1 minute
-  * **On a Failed Save:** The creature takes 1d6 acid damage (representing chemical burns) and 1d6 poison damage (representing respiratory distress), and suffers from the Poisoned condition. +  * **On a Successful Save:** The creature does not take damage or become poisoned. However, the toxic nature of the air means they do not receive any actual oxygen, leading to potential suffocation as per D&D rules on holding breath.
-  * **On a Successful Save:** The creature does not take damage or become poisoned, but the toxic nature of the air means they do not receive any actual oxygen; continued exposure can lead to suffocation.+
  
 **Secondary Effects:** **Secondary Effects:**
-Continuous exposure to the Necrotic Miasma can lead to long-term health issues: 
- 
   * **Extended Exposure:** Every consecutive round a creature remains in the miasma, the DC for the Constitution saving throw increases by 1. If a creature fails three saves in a row, the damage from both acid and poison increases to 2d6 for each type.   * **Extended Exposure:** Every consecutive round a creature remains in the miasma, the DC for the Constitution saving throw increases by 1. If a creature fails three saves in a row, the damage from both acid and poison increases to 2d6 for each type.
-  * **Suffocation:** Creatures relying on breathing can begin to suffocateas the miasma makes the air unbreathableRules for suffocation in D&D state that a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum 30 seconds). Once this time is up, they can survive for a number of rounds equal to their Constitution modifier before they drop to 0 hit points and are dying. +  * **Paralysis:** If a creature fails their saving throw by 5 or more, the overwhelming toxins paralyze the creatureThis paralysis lasts until the creature is removed from the miasma and receives magical healing or until they pass a saving throw at the end of one of their turns after exiting the miasma.
- +
-**Cure/Antidote:** +
-The effects of the Necrotic Miasma can be mitigated by: +
-  * **Magical Healing:** Spells such as ''Lesser Restoration'' to end the Poisoned condition, or ''Protection from Poison'' to grant resistance to the poison damage and advantage on saving throws against being poisoned. +
-  * **Antidote:** An antidote can be formulated from rare herbs found in non-toxic environments, typically requiring an alchemy check or the use of a spell like ''Detect Poison and Disease'' to identify and harvest correctly.+
  
rules/feats_and_spells/poisons/necrotic_miasma.1718530320.txt.gz · Last modified: 2024/06/16 09:32 by traff