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Type: Injury/Ingested
Cost: 1000 gold of materials, a specific evil deity's flesh piece, and Cinnabar (mercury ore)
Upon exposure, the target must succeed in a DC 19 CON save or become poisoned for 1 minute. At the start of each turn, the poisoned creature must repeat the save. On a success, the poison ends. Each failure causes the creature's body to mutate and deform in a way that renders one of its bodily functions or limbs ineffective: a hand might turn into an unresponsive tentacle, a leg might twist and coil onto itself, eyes might bulge and distort leading to sight loss, etc.
If a creature fails this save by 10 or more before the poison ends, they transform into an incapacitated ball of flesh, unable to act. The transformation can only be reversed by Greater Restoration or Wish.
Based off: Historically, mercury was used in the process of making hats, leading to neurological problems in those exposed - a condition sometimes called the “mad hatter disease.” Chronic mercury poisoning can lead to hallucinations, distorted vision, and hearing, impaired motor skills, and even deformation of the body. The magical properties of the evil deity's flesh combined with mercury could hypothetically cause a magical form of extreme mercury poisoning, leading to the fleshwarp symptoms.
Failures | Potential Results |
---|---|
1 | Twisted Eyes: Your eyes contort painfully, rendering you completely blind. (No sight) |
2 | Brittle Legs: Your legs dry up and become brittle. Any attempt to move causes them to break. (Movement causes leg breakage) |
3 | Internal Wound: You suffer from a severe internal injury. Healing is severely hindered. (Disadvantage on CON saves, no natural healing) |
4 | Reversed Fingers: Your fingers painfully twist backwards. Using your hands becomes extremely difficult. (Disadvantage on hand-related rolls) |
5 | Mushy Limb: A random limb turns into a mush of flesh and liquid bone, making it completely useless. (Limb rendered useless) |
6 | Lost Limb: You lose an arm, hand, foot, or leg. Handling items and movement are greatly impaired. (Lost arm/hand: can’t use two-handed items, hold one item at a time; Lost foot/leg: half movement speed, must use a cane/crutch/prosthesis, falls prone after dashing, disadvantage on balance-related Dexterity checks) |
7 | Brain Damage: You suffer significant brain damage, reducing your intellect. (Lose 1d8 INT) |
8 | Shrinking Body: Your body shrinks, losing 20% of your height. Movement speed and physical resilience are reduced. (-10 movement speed, -1d4 CON) |