Sear Condition in Cabochon | World Anvil
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Sear

A condition native to the Scorch, Sear or 'scorch sickness' wracks those exposed to its sands for an extended period of time. Those who contract this curse often appear marked and 'seared' though darkened, flaky skin and rash. As the condition progresses, the creature begins to dry out and unquenchingly craves water until the sickness enters its remodeling phase. The afflicted typically display ravenous, desiccated features (dried claws, mummified bodies, cracking skin, elongated teeth and nails). Fully zombified, these now transformed corpses retain very little personality of their previous life and instead rove violently as mindless marauders.

Transmission & Vectors

While direct contact with a seared creature is not inherently contagious, many seared races can expel infectious scorching sand. This direct vector to the curse can decimate infantry and slowly cripple those attempting to stop its spread.

Prognosis

Once sear is contracted, there is no known cure outside of high level divine magic. Attempts to heal the disease through arcane means only stave off the onset of remodelling briefly. Some indications show arcane intervention may actually strengthen the seared during the remodelling phase. If low-level curative means are applied, the creature will often disintegrate into non-virulent ebony sand saved from the fate of becoming a seared beast.
Type
Supernatural
Cycle
Chronic, Acquired
Rarity
Unique

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Sear/Scorch Sickness

Sear Sickness: The most prominent curse that is bred from inhalation of this ash-like sand. Upon daily exposure, the creature must make a DC 14 CON save or become 'cursed'. The creature cannot naturally regain hit points and takes 3d6 necrotic damage to their max hit points every 24 hours. After two days of curse, the creature must make DC 18 CON save each day or gain a permanent level of exhaustion. If the creature has levels of exhaustion, increase the save DC by 5 for each level.The creature is wracked with an incessant need to drink water as it feels its body drying out. This has no effect on the curse or its progression.
 
If remove curse is used before the first level of exhaustion, roll a d100. On a 55 or above, the scorch sand is puked up and the curse is removed until re-inhalation. On a success, the creature's soul is saved and disintegrates into ashen sand. Creatures who have been exposed to fiendish blood magic are immune to this curse.

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