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A maddening Poison
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<blockquote data-quote="Aleolus" data-source="post: 3743070" data-attributes="member: 53423"><p>OK, here's a poison I came up with, let me know what you all think of it!</p><p></p><p>Madman's Music</p><p>Initial/secondary/tertiary effect: 2d6 Wis, 1d6 Wis, 1d4 Wis</p><p>Will Save DC's: 15, 20, 25</p><p></p><p>This is an insidious poision, designed to attack the victims sanity. Within moments of it entering the victims bloodstream, it makes its way to the creatures brain, where it settles in the portion that registers audio and visual input. Once there, it alters how the creature perceives events, making it so that everything they see and hear seems to be being performed in a song-and-dance number. This includes what they themselves do, though they can tell the difference between what they see/hear themselves doing and what they actually do.</p><p></p><p>Unlike most poisions, this one remains in the mind, affecting it for 2d12 hours. After fifteen minutes, the victim must make a Will save, DC 15, or take 2d6 points of Wisdom damage. Success indicates they take only half that. After another half-hour, they take another 1d6 Wis, unless they succeed on a Will save (DC 20) for half. Then, 1 hour after they attempt the second save, they take 1d4 Wis, with a Will save (DC 25) for half. For each hour after this that the effect continues, they are reaffected by the tertiary effect. This is treated as temporary ability damage, but cannot be restored in any way so long as the poison affects them. If, at any time while this poison is in affect, your Wis is reduced to or below 0, you go permanently insane, and constantly behave as if performing in a song-and-dance musical number.</p><p>Curing the poison, while the victim still has Wis remaining, can be accomplished in the same way as a normal poison, however if the target has already gone insane from the poison, only a <em>Wish</em> or <em>Miracle</em> spell can return them to normal.</p><p></p><p>EDIT: Thanks to eamon, there is now a new and improved version! Disregard the info above, and use this!</p><p></p><p>Madman's Music (Su): Supernatural Disease, ingested or inhaled, incubation period 15 minutes; each hour thereafter 1d6 Wis damage Will DC 25 negates.</p><p></p><p>Madman's Music is actually an insidious, magical poison, though it seems to be a disease - once ingested, the poison always remains until cured - no amount of sucessful saving throws cure an afflicted creature naturally. The ability damage caused by Madman's Music cannot be cured nor is healed naturally while the poison remains in the creature. As long as the afflicted creature's wisdom has not fallen to zero, the poison can be cured as any other poison, however, once the creature's wisdom falls to zero, it goes permanently insane. Nothing short of a Wish or a Miracle can cure a creature driven insane by Madman's Music.</p></blockquote><p></p>
[QUOTE="Aleolus, post: 3743070, member: 53423"] OK, here's a poison I came up with, let me know what you all think of it! Madman's Music Initial/secondary/tertiary effect: 2d6 Wis, 1d6 Wis, 1d4 Wis Will Save DC's: 15, 20, 25 This is an insidious poision, designed to attack the victims sanity. Within moments of it entering the victims bloodstream, it makes its way to the creatures brain, where it settles in the portion that registers audio and visual input. Once there, it alters how the creature perceives events, making it so that everything they see and hear seems to be being performed in a song-and-dance number. This includes what they themselves do, though they can tell the difference between what they see/hear themselves doing and what they actually do. Unlike most poisions, this one remains in the mind, affecting it for 2d12 hours. After fifteen minutes, the victim must make a Will save, DC 15, or take 2d6 points of Wisdom damage. Success indicates they take only half that. After another half-hour, they take another 1d6 Wis, unless they succeed on a Will save (DC 20) for half. Then, 1 hour after they attempt the second save, they take 1d4 Wis, with a Will save (DC 25) for half. For each hour after this that the effect continues, they are reaffected by the tertiary effect. This is treated as temporary ability damage, but cannot be restored in any way so long as the poison affects them. If, at any time while this poison is in affect, your Wis is reduced to or below 0, you go permanently insane, and constantly behave as if performing in a song-and-dance musical number. Curing the poison, while the victim still has Wis remaining, can be accomplished in the same way as a normal poison, however if the target has already gone insane from the poison, only a [i]Wish[/i] or [i]Miracle[/i] spell can return them to normal. EDIT: Thanks to eamon, there is now a new and improved version! Disregard the info above, and use this! Madman's Music (Su): Supernatural Disease, ingested or inhaled, incubation period 15 minutes; each hour thereafter 1d6 Wis damage Will DC 25 negates. Madman's Music is actually an insidious, magical poison, though it seems to be a disease - once ingested, the poison always remains until cured - no amount of sucessful saving throws cure an afflicted creature naturally. The ability damage caused by Madman's Music cannot be cured nor is healed naturally while the poison remains in the creature. As long as the afflicted creature's wisdom has not fallen to zero, the poison can be cured as any other poison, however, once the creature's wisdom falls to zero, it goes permanently insane. Nothing short of a Wish or a Miracle can cure a creature driven insane by Madman's Music. [/QUOTE]
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