Inoculation
It's not gonna hurt, don't worry.Inoculation is an idiom smithed by merging the noun of Substance with the verb Infuse.
The caster manifests a violent poison, acid or illness inside a limb or weapon. When this item is used to attack, the target must succeed a Saving Throw or be inoculated with the toxic substance.
THING
The target must be in line of sight.
Gradation
Effect
Critical Failure
The target is physically distraught by the substance. They fall Prone.
Failure
The target suffers the substance's effects.
Partial Failure
The target suffers the substance's effects.
Partial Success
The target slightly resists the substance. It takes half damage from the long lasting effects.
Success
Critical Success
The target completely resists the substance and avoid all of its lasting effects.
Cost
Effect
3 (+1)
If the substance is a poison or illness, adds a bonus of Tiny Toxic Damage to the Damage Roll. If the substance is an acid, the target now takes Tiny Acid Damage at each turn this idiom's effect is active.
4 (+2)
If the substance is a poison or illness, the damage of the idiom becomes Moderate. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active.
5 (+3)
The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Moderate. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active.
6 (+4)
The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Moderate and a bonus of Tiny Toxic Damage is added to the Damage Roll. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active and a bonus of Tiny Acid Damage is added to the Damage Roll.
7 (+5)
The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active.
8 (+6)
The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active.
9 (+7)
The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong and a bonus of Tiny Toxic Damage is added to the Damage Roll. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active and a bonus of Tiny Acid Damage is added to the Damage Roll.
10 (+8)
The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes High. If the substance is an acid, the target now takes Strong Acid Damage for each turn this idiom's effect is active.










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