Putrefy Food and Drink + Beguiling Gift


Rules Questions


I have a Witch character in the campaign that I'm running who seems quite tickled by the idea of making her foes eat rotten food. Her plan is to spoil some consumable with putrefy food & drink and then offer the rotten mess with a beguiling gift. Intuitively, that's not going to be good for the creature.

However, I'm having some difficulty finding exactly how this would affect the subject of the gift. I don't see any diseases that are ingested, and there doesn't appear to be an appropriate poison. Sickened condition makes sense, but I'm not finding a reference in print. Is there something I'm missing or is this strictly houserule territory?


There is a blurb in the "wilderness" section of the core book that talks about drinking tainted water:

Quote:
Tainted Water Tainted water poses an attractive danger to a thirsty traveler. A character can make a DC 10 Survival check to tell fresh water from tainted water. Most jungle trackers know that still water holds the greatest potential for contamination, while fast-moving streams and headwaters are more likely to be fresh. A purify food and drink spell, of course, removes all doubt, and create water renders the question moot. Canny adventurers pack clean bowls or canteens with which to carry magically purified or created water and boil any water they're forced to harvest from lakes or rivers (effectively eliminating the threat of disease). Tainted water can have any number of causes, from dangerous local plants leaching poison into the water, to a battleground or dung heap upstream, or even a simple animal corpse decaying and putrefying at the water's edge. If a character drinks tainted water, she must make a DC 12 Fortitude save or contract filth fever. The amount of water ingested does not modify the save or the severity of the disease in any way, as a thimbleful of tainted water can have the same effect as a bucketful. At your discretion, you can replace the standard filth fever with one of the new diseases and parasites presented on page 6-8, such as dysentery. Wading through tainted water can also communicate filth fever, as tiny drops of the water get on the character's hands, clothes, and face and can later be transferred to the mouth, nose, or eyes as the character moves about. It is more difficult to contract a disease in this way, though. When wading or swimming through tainted water, a character receives a +2 circumstance bonus on her save to resist contracting filth fever.

That might be helpful as a start - if Purify Food and Drink can clean it, Putrify can probably make it.

As for a more immediate effect, as a GM I'd roll a quickie fort save, as though the Putrify were causing the effect, or be sickened for a few rounds. Something along those lines.


Drinking tainted water is discussed in the "wilderness" section of the core book:

Quote:
Tainted Water Tainted water poses an attractive danger to a thirsty traveler. A character can make a DC 10 Survival check to tell fresh water from tainted water. Most jungle trackers know that still water holds the greatest potential for contamination, while fast-moving streams and headwaters are more likely to be fresh. A purify food and drink spell, of course, removes all doubt, and create water renders the question moot. Canny adventurers pack clean bowls or canteens with which to carry magically purified or created water and boil any water they're forced to harvest from lakes or rivers (effectively eliminating the threat of disease). Tainted water can have any number of causes, from dangerous local plants leaching poison into the water, to a battleground or dung heap upstream, or even a simple animal corpse decaying and putrefying at the water's edge. If a character drinks tainted water, she must make a DC 12 Fortitude save or contract filth fever. The amount of water ingested does not modify the save or the severity of the disease in any way, as a thimbleful of tainted water can have the same effect as a bucketful. At your discretion, you can replace the standard filth fever with one of the new diseases and parasites presented on page 6-8, such as dysentery. Wading through tainted water can also communicate filth fever, as tiny drops of the water get on the character's hands, clothes, and face and can later be transferred to the mouth, nose, or eyes as the character moves about. It is more difficult to contract a disease in this way, though. When wading or swimming through tainted water, a character receives a +2 circumstance bonus on her save to resist contracting filth fever.

It isn't exactly what you're looking for, but it's a start. I figure if Purify Food and Drink can clean it, Putrefy should be able to make it.

As for a more immediate effect, you could have have the victim make a Fort save vs. the Putrefy spell or be sickened for a round. Seems fair.

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