Lost Caverns D&D Rules

From Black Country Role Playing Society

Specific rules that are not Core or have been amended will appear here

Contents

Taint

Taint refers to evil so vile and pervasive that it corrupts any creature it touches. Objects, locations, and creatures bestow taint on those who come near them. Taint can manifest physically, as corruption, or mentally, as depravity. In most cases, a character can avoid taint through a successful save: Fortitude for corruption, Will for depravity.

When a character acquires more points of corruption at one time than her current Constitution modifier, she must attempt an additional Fortitude save (DC 15 + points of corruption acquired). Success indicates that she is sickened for 1d4 rounds, while failure means she is nauseated for 1d4 rounds. Similarly, gaining more points of depravity at one time than her Wisdom modifier requires a Will save (DC 15 + points of depravity acquired). Success indicates she is dazed for 1d4 rounds, while failure indicates she is stunned for 1d4 rounds.

Gaining taint causes damage to the body and mind, with one symptom per category for both corruption and depravity.

Removing Taint

Heal removes 1 point of corruption and depravity per three caster levels.
Remove Curse reduces depravity by 1.
Remove Disease reduces corruption by 1.
Restoration reduces corruption and depravity by 1 per four caster levels.
Greater Restoration reduces corruption and depravity by a number of points equal to the caster level.

Note, that if a character’s corruption or depravity rises to a new category - from mild to moderate, for instance - it can be reduced back to its previous category only if the appropriate spells are cast within 24 hours. Once that time has elapsed, these spells cannot reduce taint below the minimum level for its current category. Wish and Miracle, however, can remove enough taint to place the target at the highest number of the next lower category, regardless of how much time has elapsed.

Taint Thresholds

Con or Wis No Taint Mild Taint Moderate Taint Severe Taint Insane / Dead
1-4 0 1 2-5 6-13 14+
5-8 0 1-3 4-11 12-27 28+
9-12 0 1-5 6-17 18-41 42+
13-16 0 1-7 8-23 24-55 56+
17-20 0 1-9 10-29 30-69 70+
21-24 0 1-11 12-35 36-83 84+
25-28 0 1-13 14-41 42-92 93+
29-32 0 1-15 16-47 48-111 112+
33-36 0 1-17 18-53 54-125 126+

Tainted Feats

The following feats appear in Heroes of Horror.

Debilitating Spell [Tainted]

By calling upon your taint, you add a malign power to your offensive spells.

Prerequisite: Surge of Malevolence, moderate taint.

Benefit: A spell affected by this feat adds the evil descriptor to its effect. Furthermore, if the spell deals any physical damage to a subject, the target also takes either 2 points of Constitution damage (if your corruption is higher than your depravity) or 4 points of Wisdom damage (if your depravity is higher than your corruption). If you have an equal level of corruption and depravity, choose which sort of damage you wish to deal. The spell deals this ability damage to a single target, even if the spell affects an area or more than one subject (in which case, you choose the target affected by your taint).You can use this ability twice per day if you have moderate taint and four times per day if you have severe taint.
Special: You must declare whether you are using this feat before casting the spell. If you use this feat on a creature immune to the ability damage, that daily use of the feat is still expended.

Surge of Malevolence [Tainted]

You empower yourself by drawing on the taint within you.

Prerequisite: Mild corruption.

Benefit: Once per day, you can add a bonus on any single attack roll, saving throw, or check. You must make the decision to add the bonus before you roll the die. The amount that you add varies, based on your corruption. If you have mild corruption, then the bonus is +3. If you have moderate corruption, then the bonus is +6. If you have severe corruption, then the bonus is +9.

Cave Movement

Floors are slick, and characters running or charging must make a (DC 15) Reflex save or fall Prone in the square where their movement began.

Characters who listen closely hear small sounds, mostly those associated with the insects and other small organisms that inhabit the caverns.


(back to Iggwilvs Legacy:The Lost Caverns of Tsojcanth)