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rules:feats_and_spells:poisons:necrotic_miasma [2024/06/16 09:42] – traff | rules:feats_and_spells:poisons:necrotic_miasma [2024/06/16 09:56] (current) – traff | ||
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**Initial Effect:** | **Initial Effect:** | ||
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: | 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 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 |
- | * **On a Successful Save:** The creature does not take damage or become poisoned, | + | |
**Secondary Effects:** | **Secondary Effects:** | ||
- | * **Extended Exposure: | + | * **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. |
* **Paralysis: | * **Paralysis: | ||
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