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The Iron Dynasty, DeLaRose Role Play Group » Valeria, Discord Hosted » Valerian Planet Info » Illnesses and Sickness

Illnesses and Sickness

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1Illnesses and Sickness  Empty Illnesses and Sickness on Tue May 21 2013, 02:02


Known sicknesses in the land

Illnesses and Sickness  0f45f19040ca188f53e93299696000e5
the illness of madness is a world-changing sickness that happens to everyone over the age of 1000 years old. the risk of getting this goes up at this age and will rise with each year of your existing. unless a character has strong immunity or a race immunity to mind-altering affects it becomes harder to gain this but with time the madness will creep into the mind causing things such as.
-hearing things that are not there
-relieving and holding onto painful memories
-the character is slowly going mad, but will not die form the illness its self but can die from the side effects caused by the illness if it example sees something that is not there and jumps off a building thinking it can fly

Madness can be harder on larger races example dragons have a strain known as the black eye or dragons madness. it is the same thing but will hit a dragon around the age of 15,000 years old due to there strong mental abilities and immunity to mind-altering affects, it gets them but takes longer to affect them but hits them hard when it does

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Greyscale, also known as "A Prince's curse", is a dreaded and usually fatal disease that can leave flesh stiff and dead, and the skin cracked and flaking, and stone-like to the touch. Those that manage to survive a bout with the illness will be immune from ever contracting it again, but the flesh damaged by the ravages of the disease will never heal, and they will be scarred for life.

there are not many known living survivors of Greyscale, and unlike and none seem to make a full recovery from it, they are left with damaged skin and painfulo memorys and it can damage them not only on the outside but mentaly as well.

People afflicted by the disease are often called "Stone Men", due to how it makes their skin hard and dead. Stone Men are often exiled from society to live in ruined cities away from the public.

Greyscale makes the surface of the skin harden and calcify, but in the early stages it is still fairly thin and brittle, so the body's movement makes the hardened tissue split into a network of cracks. The pattern made by the hardened and splitting skin is similar to cracks made in thin ice, and in later and more severe stages look somewhat like patterns of scales. In later stages the hardened flesh becomes mottled grey and black as it dies, resulting in the flesh appearing to have the texture of cracked grey stone, or like grey reptile scales - hence the name "grey scale". The discoloration comes in later stages.

Greyscale kills slowly, often taking many years to progress to a terminal state. Long before that, in the mid-to-late stages of the disease, the infection will spread to cover all of the victim's skin from head to toe, leaving them in agony. An infected person can survive like this for years, living in misery as one of the Stone Men.

In the very final stages of the disease, (perhaps years after the skin is completely covered with it), it starts attacking the body's internal organs, hardening them as it did the outer flesh. When it spreads to the brain, the deterioration can result in violent insanity. Most people rarely see these very final stages, however: only some of the Stone Men who have been quarantined off in ruins for many years have time to deteriorate to such a feral state. Otherwise, Stone Men are not thought of as violent but are pitied for their misery - though still shunned for being infectious.

Greyscale is extremely infectious, spread through touch contact with an infected person, or even spread on unsterilized objects that have been touched by the infected.

Greyscale is relatively uncommon in the world, though it does occur from time to time.

The successful procedure done to remove the infection suggests the top layer of greyscale acts as a sort of topical tumor on the infected person's body. The presence of pus under the infected tissue is an indicator that the body is still actively trying to fight off the infection. The greyscale most likely overpowers the host's immune system, spreading before the body has had time to build up an adequate amount of antibodies to combat the infection. Removing the greyscale tumors would allow the body's immune system to be capable of fighting off and overcoming the remaining infection.

Last edited by Anaya on Wed Jan 02 2019, 17:15; edited 2 times in total (Reason for editing : Added picture)

2Illnesses and Sickness  Empty Re: Illnesses and Sickness on Wed Jan 02 2019, 17:20


Ezdalor Virus, The Living Dead
Found and named by: Brutus Ezdalor
Illnesses and Sickness  Zombie%20Fruit%20Strawberry
Effects dead organic beings and objects bringing them back to life with no thought process or an advanced thought process if they had no thought to start with.

Symptoms: If living being example a human, the being in question will start his day by getting infected this infection can be given by a carrier of the virus unknowing they have it or a already infected being. Once infected with the virus the human will start to get flu like symptoms, stiff joints, coughing, sneezing, runny nose, mildly sore and tender body being more tender in the fingers hands toes and feet. After a matter of days the victim has now gone past the cure point and has a full body unchangeable sickness. There limbs will get more painful and they will start suffering great head pain and mental dizziness and fuzzed vision, there lips and eye lids will dry as well as the rest of there skin resulting in painful cracking and bleeding. There eyes nose and mouth will bleed as well as internal bleeding will start and organs start to break down and fail. The kidneys and liver will fail first before the lungs and heart give into the trauma resulting in death of the hosts body.

If being is an organic non living thing, example an apple, tree, or plant matter. The Virus attacks all organic living beings, an apple is still able to be viewed as alive till it rot’s away. The Ezdalor virus will target said organic item and give it intellectual thought once infected, the skin of the apple will become bright and youthful as if fresh and still hanging from the tree, as well as the apple will grow eyes and small legs and arms that it can use for moment and garbing other items. It will gain no mouth or rectum or any organs or anything internally and must find a host to parasitically attach its self to to be able to live.  With a extremely small brain it holds one function, to find a host it can lack onto to be able to use there internal functions as its own, this drive enables the being to now move around and function on its sole purposes of live.
Once a host is found the being  burry its self into the host by drilling its body into an open orphus containing moisture (mouth, ear, nose, rectum, vaginal cavity, open wound ext) once it is within the host it takes control of the being by dissolving into the being and taking over the brain, forming a single eye on the beings forehead between there eyes then turning that hosts body into a fully intimidate but thinking being that is unable to do anything but sit and watch the world.

if the Virus is found soon enough the human can be cured by simply drinking the blood of an inoccent, it is unknown why this helps but more study will be done on it, the suspected reason is due to pure blood flushing the systum but yet ninie percent of the time the victum still dies from its infecthion. Other then that known cure nothing else is known about the virus.

Targetedf higher risk beings
-fruites and veggies
-elven people
-cave dwellers
-forest dwellers

Immune beings
-scaled beings
-reptiles and cold blooded beings
-angels and angelic beings
-demons and demon spawn
-undead beings due to not being alive
-incorporeal beings or things made of mist/gas

3Illnesses and Sickness  Empty Re: Illnesses and Sickness on Wed Jan 02 2019, 17:38


Darkness Disease

Upon exposer to Caligas darkness the darkness will take parts of you away with it, this is only done upon Caligas will and will not happen just got praying or seeing her or even being around her, she will curse one with this illness if she finds them to needy or in some way they anger her.

upon being cursed in time darkness takes chunks away from the infected being, no matter race, immunity or stature, this curse latches onto the one gave it like a black tar on the spirit. parts of the user's body over time will be replaced by darkness and shadow till in time they become nothing but a shadow and fade out of existence altogether.
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There is also a subsect of this illness that causes the user to over time become black darkness infused stone, leaving the person to be replaced over time by stone till in due time they are nothing but a black stone statue to be taken back to the earth.

4Illnesses and Sickness  Empty Re: Illnesses and Sickness on Wed Jan 02 2019, 23:00


some common illnesses you don't want to get

Red Rot – A disease that is contracted by direct contact with a red ooze. The ooze attaches itself to the skin of the person and slowly rots the flesh away at the point of contact.
The Screaming Sickness – The victim moans and screams in their sleep, making it hard for those sleeping near the victim to get a good night’s rest.
Slate Fever – An uncommon sickness that causes skin to become hard and brittle. Originating from the underdark and eventually making its way to the surface, Slate Fever propagates through contact with mosses and fungi contaminated with the disease, as well as through contact with the affected skin of those with the sickness. Early symptoms include a slight grey discoloration of skin tone, uncomfortable stiffness, and unusual amounts of neck and back cracking when moving. The symptoms eventually progress to the point where the diseased becomes noticeably grey and stiff, causing them to move in small, jerk-like motions and have their speed reduced by half. In addition, the diseased develops exceptionally brittle skin that cracks easily and painfully. This gives them vulnerability to bludgeoning damage and causes them to frequently make Constitution saving throws to avoid taking 1d4 damage from shattering parts of their skin with excessive contact. The disease itself usually passes by itself over the course of one week resting and recuperating, but can be cured within 2 days if the diseased is properly treated with a combination of various tree saps. Catching this disease once results in the diseased being more vulnerable to it in the future.
Spectre’s Decay – The victim’s soul and body separate but continue to move in unison. Without a soul the body rapidly degenerates and decays over the course of a year, however wherever the flesh forms holes or rips the ghost of the person continues to stand. This continues until the body has completely decomposed and the ghost is left to wander the earth, unable to pass into an afterlife. This disease can rarely be contracted through contact with undead who have lingering souls.
Casters Cough – Due to a nasty infection having spent too much time in a component pouch, you have a nasty magical cough. Whenever you cast a spell there is a 25 percent chance that you must roll on the Wild Surge Table.
Goblinitis – every hour you have a 50% chance of alternating between your normal form and that of a goblin.
Hydrophobia – you are afraid of any body of water larger than a small puddle. Disadvantage on ability checks when in or on water.
Begger’s Pox – weeping sores break out over your face, making you hard to look upon. Disadvantage in charisma checks without some form of face covering.
Drunken Fool – slurred speech and perpetual dizziness make you appear drunk, disadvantage on acrobatics checks and charisma checks unless engaged with someone drinking alcohol.
Sewer Rat Flu – When bitten by a sewer rat, the effect is just like the regular flu, but 3 times worse. PC vomits through out most of the day. To determine when PC vomits, roll a percentile die every 30 minutes in game, If even then vomit, if odd, nothing happens. Vomiting will force the PC to stop what ever action they are doing, and breaks concentration. Vomiting every 3rd time will also cough up blood. Roll 1d4 to calculate damage. The cure is to drink very hard alcohol, and let it dissolve the stomach acid poison. Another option is to survive 10 hours. A lesser restoration spell automatically cures it. Orcs, Half-orcs, and Drow are immune to this.
Transmutation Overload – this can happen if multiple transmutation spells occur on the same time on the same subject or subjects. it deforms the subject to something in the middle of all of them, but also makes the sick immune to transmutation spells, no more room for magic on this body!
Magical Discord – You begin to lose connection to the forces of magic. Each day your spellcasting ability drops by 1 point until you’re cured.
Swordbearer’s Bane – The disease is contracted by contact with an infected creature’s blood. After the incubation period of 1d4 days, the hands and feet of the infected creature begin to swell and become tender. This causes the creature to lose 5ft of movement and imposes disadvantage on Dexterity (Slight of hand) checks. After another 7-1d4 days, the infection causes the hosts extremities to go numb. The infected creature’s movement speed is halved and the creature is treated as if it were under the effect of a Bane spell until it is cured.
The Turquoise Death – This disease is contracted by contact with a creatures bodily fluids, and the disease remains infectious weeks after the fluid has evaporated, but only if rehydrated. After the initial 1d3 day incubation period the infected will start to notice heart palpitations, and will note slow recovery rates. The infected creature can no longer remove levels of exhaustion, Both effects are permanent after the creature has gone without treatment for more than a month.
Hippogriff Hives – A an itchy rash that makes it unbearable to wear armor or heavy clothing until it’s treated. Highly contagious via skin to skin contact.
Tapeworm – Unnoticeable for the first month, for three months after must eat twice as much as normal each day. After three months, receives a penalty to constitution as you can no longer extract enough nutrients before the parasite consumes the food.
Monstrous Tapeworm – As above, but after six months, it eats it way out of the stomache, kills, then finally consumes the host. Treatment is recommended before that happens.
Brain Fever – caught from proximity to Underdark denizens. Causes paranoia
Carrion Fever – Causes migraines and an intense craving of raw meat.
Acidblight – Slowly causes blood and other bodily fluids to become more and more corrosive, dealing acid damage slowly over time.
The Yellow Plague – Pus and bile ooze from the afflicted’s pores. They gain a level of fatigue every day it is untreated.
Ser Avidore’s Fire – Magical multi-colored rashing of the skin. Can sometimes flare up and deal a type of magical damage to those afflicted. Common among magic users.
Cobblestone Sickness – After a bite from a cockatrice, the body will slowly turn to stone.
The Common Cold – Just a cold. You’ll cough and sneeze, but that’s about it
Conjurer’s Mania – A mental illness that worsens over time. The afflicted believes that they are able to create life, and seeks out new ways to do so. Becomes obsessed with anything that they have ‘created.’ If the afflicted has no means for creating life, magically or otherwise, they may start to irrationally believe that inanimate objects are their living creations. May start believing other ‘summoners’ creations’ are their own creations that have been stolen. May eventually progress to compulsion to steal newborn animals, monsters, or humanoids, or become unstable when seeing another magic user summoning a creature.
Third Eye Blind – Unable to communicate telepathically, but also unable to be targeted telepathically and is unaffected by any method that would not work on a creature without an intelligence. Recalling images from memory become hazy and unreliable. Penalties to any checks to recall visual information from memory. This disease tends to present itself in those who have been the target of many unwanted telepathic intrusions. Some humanoids are hereditarily predisposed to this disease, and may be afflicted upon after their first telepathic intrusion.
Desert Fever – Skin takes on a red tinge, fever & bouts of cold sweat. Treat unusually warm or cold weather as hazardous temperatures. Often a physical ailment caused by interacting with malicious djinn magic. May be transmitted orally.
Woodland Mania – Afflicted believes to have gained the ability to speak with animals. The animals that they believe they are talking to may or may not exist, and all conversations tend to cause paranoia. Spread through bites, may be transmitted by animals.
Other-Otherworldy Whispers – A mental illness that causes the afflicted to believe that they are receiving knowledge from another dimension. In truth, the advice & knowledge that they get are delusional. The Afflicted tends to become a know-it-all, and the whispers encourage & bolster their cockiness.
Slippery sickness – Your skin constantly oozes a greasy fluid. Without shoes, you’re liable to trip. Without gloves, you’re liable to drop objects. The upside is that monsters will have a hard time grabbing your skin.
Brilliant Urine Disease – You get dehydrated twice as quickly as usual, and your urine glows neon yellow, brightly enough that a pint glass of it could substitute for a torch. Spread through pollen in heavy forests, this disease is the bane of scouts, spies, and hunters.
Wild Stench – You give off an odor that is undetectable to humans and many other humanoid species like dwarves and orcs, but can be smelled by most mammals, fish, and insects from far away. They find it highly offensive and will flee from it. Only the bravest scent hounds can be convinced to track such a scent. It is rumored that wild stench is the partly successful result of a magical experiment to keep crops safe from wild animals. Curiously, dragons find it pleasant and may ask where you got that enchanting perfume.
Beard Agnosia – You lose the ability to recognize a beard. You have great difficulty recalling or describing a beard, or noticing that somebody has grown or shaved a beard. In advanced cases, sufferers of beard agnosia can be looking at themselves in the mirror and be unable to tell whether they just shaved off their beard or they’ve gone a month without shaving it. Fortunately, this disease is less common in men than women. Unfortunately, it is more common in dwarves.
Puffs – Fungi based parasite. Creature becomes infected after inhaling airborne spores. First sign of symptoms appears to be nothing more than mild acne. Soon, several of the ‘zits’ begin to grow larger. Not unnaturally large for such blemishes. Finally, a single ‘puff’ quickly grows to the size of a grape and bursts into a small cloud of spores that quickly spread in a breeze, infecting those around the host, as well as leaving a large ‘pockmark’ in it’s place. The fungus, while growing inside the host, causes ever growing feelings of loss and loneliness, pushing the host to seek out more and more companionship. If the fungus is allowed to reach fruition and spore, the sense of loneliness transitions into a permanent and inconsolable state of depression. this will happen after one month of becomeing infected.
Tiny Devil – when having an unprotected sexual intercourse with dwarfes you have a 35% possibility of getting this disease. Tieflings and succubusses are immune to this disease. Dwarfes do not suffer the effects of this disease but can infect other humanoids. If you have the Tiny Devil, your skin becomes very dry and making Athletics checks, Acrobatics checks and Dex sabing throws gives you 1d4 slashing damage(little wounds forms on your limbs, they can be cured only by magic). If you are a male, your ding ding dong burns very bad(no damage suffered unless you have sex. If so you take 1d4 fire damage per minute). To get rid of this disease: female: this disease will go away in 1d12 months. male: you need to cut your THING off or infect 4d10 humanoids with this disease.
The Dreaded Mallergy – Few have survived the infliction of this fabled contagion. Not much is understood about the Mallergy, but patients are struck with a deep sense of dread as they become bedridden and sweat constantly. 48 hours after the disease has set in they can no longer move. If they do not fight off the infection they succumb to asphyxiation and perish.
The Wariness – PCs develop this disease though interactions/attacks from psychic creatures. All insight checks result in the PC believing that others are lying to or trying to harm them.
The Illusionary Insomnia – The first symptom is an inability to sleep through non magical means. After 2 days the patient begins to hallucinate. After three days these hallucinations begin to manifest as magical illusions. As the patient nears a week without sleep, the illusions become more physical as their mental state deteriorates. The user finally falling asleep through magical means is the only known cure.
Marked Blood – After swimming in any sort of sewage, under a city or in a refuse dump, microscopic creatures have sublimated into your blood stream. They lie dormant until you move to a different sewage system. Once there you have to succeed in DC x wisdom saving throw or you use your action to slash yourself till your blood pours out.
Wraith Eyes – The person goes blind for random d20 periods of d10 minutes.
Necrotic Blight – The disease causes double the amount of necrotic damage to be dealt to this infected person.
Happy Cancer – This disease causes people to slowly die over a d20 period of days. At the end the infected is over joyed with the sweet release of death.
Ogre Poisoning – Turns the infected humanoid into a Ogre after d20 days of being infected without treatment.
Winter Insomnia – When the temperature around the infected person drops below fifty degrees, the person will pass out and won’t awake until the temperature increases.
Hostile Cough – When someone infected coughs on another humanoid who isn’t infected that person becomes hostile toward the person who coughed on them.
Soft Bones – The player’s AC drops two points until cured.
Golden Tumor – The tumor starts as a small gold tumor then advances to the rest of the body. Once the disease has ran its course the subjects body is completely made of gold. Bet you didn’t known were gold coins came from.
Swamp Rage – Pissed off about swamp people.
Demon Ears – This person can only hear what demons tell it be it the demons are real or not.
Zombie Delirium – Becomes Delirious about the undead.
Rabbit Panic – This person can’t eat rabbit without being panicked for 2d8 hours.
Hemophilia – double bleed damage
Tetanus – disadvantage on dex throws after 1 day, total paralysis after 4 days, death check every day after the 7th day
Spasm of The Entrails – the PC cannot regenerate health by eating and resting, can be caught when fighting against animal abominations
Leprosis – the PC’s skin start to slowly deteriorate and wounds don’t cicatrize anymore, the PC also becomes slowly immune to physical pain.
Narcoleprosy – Your limbs and digits have an extreme tendency to fall asleep in relaxing conditions. If left untreated, your arms, legs, fingers, and toes can become shortened and deformed, as cartilage is absorbed into the body.
Arboreal Petrification, or The Dryad’s Rot – They say to slay a dryad is bad luck. But killing a dryad who is ill or favored by the gods will surely inflict this disease should any of her sap touch your skin. First, blindness and deafness slowly takes you, soon followed by sluggishness and fatigue. Then, your body begins to painfully turn, inside out, into the hard, coarse bark of an old dying tree. Your body rejects food, so you begin to starve. You require ten times the amount of water you normally do, or you will die of thirst. Your limbs become too heavy to move and your skin takes the flaky, layered appearance of wood chips. Your throat will eventually become thick and you will die of asphyxiation, and finally your body will be grown over with bark, and you will become a misshapen pile of vile sap and wood. this happens over a time of one week
Hairasite – Many of the entities hairs have been replaced by long, light worms, latching on to the victim’s scalp. Disadvantage on all charisma checks until the victim takes fire damage or is magically healed.
Involuntary Mirror Touch Synthesia – Whenever the victim sees someone take damage, they take 1d4 psychic damage. If the victim is the one attacking, they take an additional 1d4+1
Chronic Shrinking – A possible effect of transmutation magic gone wrong. The victim shrinks to one half their previous height every week until cured. This disease is contagious if anyone is near the victim for an extended period of time.
Grave Grub – In infection given from maggots that have grown inside an undead creature that were transferred to a living humanoid during some close-quarters encounter. Causes the infected to make a DC 15 Constitution saving throw, on a failure the infected’s movement is reduced by half, their Constitution & Charisma score lower by 1 point and they get Disadvantage on Persuasion checks due to visible greenish rot growing out of their ears, mouth, nostrils, and eye sockets. Every midnight they can make another Constitution saving throw, if they fail 3 in a row the humanoid suffers the effects permanently.
Magic Allergy – You experience a mild allergic reaction to prolonged exposure to anything even slightly magical. ‘Oh is that an achoo everburning torch? achoo!’
Cheatersbane – you vomit vigorously when attempting sexual contact. May be made to explicitly allow intimacy with one particular person. Intended for suspicious spouses, but accidentally found a cult following among emetophiles.
Noblewind – you fart uncontrollably, but it smells sweet. Everybody notices.
Polychromia – each of your eyes view the world as if through a randomly-colored sheet of glass. Every day, the colors change.
Bard’s Revenge – your ears constantly hear a repeating brief tune.
The Twisted Tongue – The patient begins to swear and insult others by chance. They can’t controll it.
The Paralyzed Tongue – The patient is not able to move his tongue while talking. Very often they let their tongue stick out to of their mouth get rid of their pain too.
The Shaking Parrot – Whenever a trigger word comes up during a conversation (said by the patient or someone else). The patient repeats the word out loud. Sometimes they repeat the trigger word combined with a whole sentence (always the same). While they are triggered they jump around or shake their body or repeat one specific movement again and again.
The Golden Vision – One becomes obsessed with gold. The patient recognises the true worth of everything. They try to take possession of everything valuable to sell it for gold. They stop at nothing. They steal or use force. However if they get only a glace on gold pieces they lose the ability to count and just want to take the money with them and leave. They often begin to store their gold in a hidden place or bury it.
Oil of Ferrosix – Slowly turns those infected into mindless constructs. Highly contagious but can be cured or halted by golems and constructs.
Animaseperatism – Over the course of 1d6 days, your soul slowly exits the body. Over this time you may lose interest in a hobby or lose motivation in fighting the big bad, it can be stopped if you meet a cleric fast enough, but if not, you must acquire a vessel for the soul and roll disadvantage on all skill checks for 1d6 days.
Cephalogorgonism – colloquially referred to as getting medusaed, your hair turns to snake (yes all hair). The only known treatments are a buzzcut or using a lot of shampoo.
Medusa Rash – A slow growing petrification. Lasting as short a month to as long as several years the rash will slowly spread causing the flesh to turn to stone. The disease is 100% fatal with the disadvantages becoming more pronounced as full limbs become petrified.

5Illnesses and Sickness  Empty Re: Illnesses and Sickness on Wed Jan 02 2019, 23:30


Wyvern Toxin
Illnesses and Sickness  Latest?cb=20171209235108
"one of the worst sexual experiances i have ever had " "but dad, how are you not dead from that" "um, ya, um go ask your mother" and that was the day the son found out daddy was a lier.

Produced in all Wyverns in the lands Wyvern toxin is a toxin many fear for a good reason, it acts more like a curse than a toxin or poison and it burns like acid. found in concentrate in the barb on the end of a wyvern's tail but can also be harvested by getting the blood or even the scales and flesh of a living or dead wyvern.
this is also a rare ingredient in some of the best poisons in the world as it holds a very rare cure only able to be crafted by wyverns themselves as a wyvern has a very small fang in the back of there mouth that if touched gives a pure shot of this toxin. only this pure form of toxin can be used to make anti venom and there are no wyverns willing to give this up no matter how others ask for it. the cure is a treasured secret to wyvern kind not only how to get the pure toxin but also what to do to turn that toxin into a cure.

getting mildly affected by the toxin can be done by touching the skin of a wyvern or getting there skin oils on your skin
will result in a 3-hour long struggle of slow organs shut down as the toxin seeps into the pours and targets the organs inside as if eating them. the skin of the place of contact will turn red as if on fire aswell as blister and even break down as if the victum is burned by acid.
Getting medium exposer/infection
This is when the victim comes in sexual contact with a male wyvern wall in human form, the wyverns seed is highly toxic as well as the skin its self is, due to this the victim will be burned internally wall sexual acts are done as well as upon release of the acidic seed the victim will start to fade within an hour of exposer, being paralyzed in the body but still able to feel every agonizing moment as their insides get turned into an acidic liquid. when done the victim will have there back melted and their organs will shut down due to the stress of the whole ordeal before the acid eats them into nothing but a puddle of sludge.
Upon sexual intercourse with a female wyvern, she will always take the top to prevent the victim from fleeing as her acidic hole will take his member into it to turn it to a burning clump that is completely melted and severed off the victim's body, the toxin will then be in the victim's bloodstream and body and slowly eat into the body just as it would a woman.
but with a male as the victim, he will die not form the toxin but form the pain and will bleed out as his member will be severed from his body.

heavy exposer
when stabbed by a wyverns barb tail or bitten by its teeth it's pure toxin goes right into the victim and turns the person to a puddle within minutes, the toxin is like hyper-concentrated acid and will melt the victim immediately as injected.

Only Cures
- wyvern toxin cure
- remove curse spell
- gods blessing
- divine purification spell

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