Contamination
Contamination is the name given to the deleterious effects of Delerium and The Haze on the mind and body of the people, flora, and fauna that come into contact with them. The physical body warps and the mind becomes delusional and aggressive.
There is no cure for those that become fully contaminated, but the early stages can be cured with rest and magic. Research into contamination, its effects, prevention, treatment, and maybe even a cure, are still ongoing. The monstrosities that live within the Haze are all contaminated versions of normal people and creatures that fell victim to the Haze.
There is no cure for those that become fully contaminated, but the early stages can be cured with rest and magic. Research into contamination, its effects, prevention, treatment, and maybe even a cure, are still ongoing. The monstrosities that live within the Haze are all contaminated versions of normal people and creatures that fell victim to the Haze.
Transmission & Vectors
Causes
Contamination is not clearly understood at this time. Many arcane and divine spellcasters, as well as alchemists, are currently researching contamination and ways to reverse it.
Symptoms
Level | Symptoms |
---|---|
1 | None. |
2 | Hit points regained by spending hit dice are halved. |
3 | No hit points regained at the end of a long rest. |
4 | Damage dealt by weapon attacks and spells is halved. |
5 | Incapacitated. |
6 | Monstrous Transformation! |
Treatment
Some headway has been made in treating the early stages of contamination, but there is no cure for fully contaminated creatures at this time.
Prognosis
Unless treated, the contaminated person will turn into one of the monsters that live in The Haze and will attack even their closest friend in their madness. Every time a contaminated created finishes a long rest, roll 1d20. On a 1, they gain a new level of contamination.
Sequela
Each time someone gains a level of contamination, they roll 1d6 1d6 . If the result is equal to or less than the character's total contamination levels, they gain a mutation.
Hosts & Carriers
Many of the creatures within the Haze can spread contamination with their attacks.
Prevention
Methods of protection against contamination are the subject of research, but the best way to avoid it is to not enter the Haze. If you do, avoid spending more than 24 hours, and try to evade the monsters that live there.
History
No recorded instances of contamination exist before the meteor.
Type
Supernatural
Origin
Alien
Cycle
Chronic, Acquired
Rarity
Common
I just got Cyclopean Vision and I wondered: Range , times per day, recharge? action/bonus actions? I'm not sure it is answered anywhere else because I'm the player and I avoid spoilers, so I only searched Cyclopean vision on the net.
Use your INT modifier to roll your attack and it deals 2d6 radiant damage via a beam fired from your eye. No range or other limitation is listed, however I would assume that it should either be 30 feet as it is similar to a cantrip or 60 feet due to an ability listed in the cyclopean dreg's stat block.