User:Xandar/Complete Alchemy/Mortis Alchemia
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Poisons in 3.5 are very hit-and-miss as far as usefulness goes. Some people adore them, some people hate them, some are indifferent to them. I see their merits, but I don't like how they operate, something about their sole impact on Attributes just doesn't mesh well with me. While some may disagree with this strategy, this portion of the Revision changes the way that Poisons work and reclassifies them some. The following content changes the original categorization, instead of referring to all of them as just "Poisons" the general term here will be "Toxins." This is to avoid confusion with the sub-categories that are in use, those being: Poisons, Venoms, and Toxins.
- Poisons are self explanatory, and follow their real-life restrictions. When you hear that this substance is a poison, you should know that they must be ingested or inhaled, some even being a Contact Delivery. Poisons are Always manufactured, being derived from different plant materials.
- Venoms are also self explanatory, also following their real-life restrictions, a venom must be taken in through the blood via injuries, like the bites or stings from various creatures. There are Manufactured Venoms as well, but the most common source is from creatures.
- Toxins are a little different, while they share the Terminology for generic reference, this is appropriate, as Toxic-classed Reagents can be prepared into Either Poison or Venom form, allowing for greater freedom for the user, no longer are you forced to deliver it via a blade or by feeding it to your victim, you can choose which method is more ideal for your target. An important thing to note about Toxins is that once they’re prepared into either Poison or Venom form, the choice is set and may not be changed.
Toxin use as presented here is not an innately evil act, illegal however does describe the use of Toxins. Typically carrying a vial of any Toxin is difficult to justify however, as their use is almost always associated with Assassins and generally regarded as something that only one who is up to no good would use. Poisons are considered dishonorable to any classes or characters that hold Honor in high regard, but can be utilized by Good characters without it being considered against their Morality, though it may not sit well with them that they used such underhanded tactics against a person. Against a Monster of some sort however, few see issues with its use. Good Characters typically would be more inclined to use various different Potions with offensive capabilities, however.
Like in Chapter 1, this chapter is broken into numerous sections as follows.
- Creation DC - The Formula that determines how difficult it is to craft a Toxin. With the Creation DC in hand, an attempt at creation may be made. This Formula determines the difficulty of creating the toxin you’ve devised, and the formula is shared with Potion creation.
- Creation Time - Toxins, much like Potions, don’t spontaneously appear once the Reagents are brought together in the same container. This Formula Determines how long it takes to Brew a Poison, and is shared with Potion creation.
- Toxin Duration - An important thing to know about a poison you’ve devised, Poison Duration will tell you how long a Venom or Poison will remain in the system of those who Fail to save against it. This Formula is also shared with Potion creation.
- Toxin Effects - While Self explanatory enough, the effects of a Toxin must be quantified, and information as part of the Effects is used as part of other formulas. This is not so much of a Formula as much as it is a basic explanation of how to accomplish this, and is shared with Potions.
- Toxin Save DC - Similarly Self explanatory, and a Unique Formula to Toxins, The Save DC of course determines what the intended Victim of a Toxin must roll in order to resist falling victim to its effects. Should they fail, the Toxin runs its course.
Toxin Creation DC
Creation DC 10 + (+1 Per Reagent Slot Used) + (Reagent Quantity/2)
The First and perhaps most Important thing to determine when creating either a Potion or Poison, is the DC to Craft the poison in the first place. This is directly borrowed from the Creation DC of Potions, and functions identically.
Creation Time : (DC-15)/2 (Minimum 1)
A factor that’s important to know, creation time is self explanatory, dictating how long it takes to make a Poison. For the sake of simplicity, Round appropriately for even X amount of Hours creation times, rounding down if it’s .1-.4, up if it's .5-.9. This is to prevent Complex and higher level potions from being created Easily and frequently. Example:
- Greenblood Oil : 4 Assassin Vine, DC 18. (18-15)/2 = 1.5, Rounded to 2.
This means a sample of Greenblood Oil created with 4 samples of Assassin Vine takes Two Hours to brew into a usable toxin form. Much like in Potions, there is Necessity to clean your equipment after it is used, sharing the Ten minute cleaning time, and should you choose to allow it to generate some form of Error chance, it would share that as well.
5 + (+1 Per Reagent Slot Used) + (+1 Per 2 Reagents)/2, Minimum 1.
The duration of a Toxin is an important thing to know, as this rebuild does damage per round, it allows for you to know how many rounds a Toxin will last, and the damage it will deal over its entire run. This Formula is intended to establish a Baseline, and last longer in accordance to the reagents used in its creation, as more and more reagents ought to contribute towards both the duration and intensity of the resulting Toxin.
Toxicity Rating and Toxin Effects
Toxicity Rating confers the Damage per Round that a Toxin will deal, an integral thing to know for anyone who intends to use Toxins. Damage per round is the chosen Version of Poisons for this revision. Initially it was more problematic when the Duration Formula did not include dividing by two, as Poisons would obviously do twice as much damage over their total duration, but the new numbers are more satisfying. Damage/Round is determined by the Toxic Ingredients solely, so if you were to include Ignus Flower, or some other Reagent that doesn’t have a Toxic Quality to it, it wouldn’t enhance the Damage/Round.
Total Toxicity Rating (Add together the Toxicity Rank of Every Individual Reagent to determine this)/15
With the Above Formula, it's entirely possible to have a resulting number that is Below 1. In cases like these it alters the Damage/Round structure somewhat, instead of dealing damage every round appropriate to the amount listed, the damage gets ‘Banked’ until it Reaches 1. So for example, Cofus Powder has a Toxicity Rank of 1, were you to make a Venom of it with 5 Samples of Cofus Powder, the Total Toxicity Rating would be 5. Divided by 10 is .5. The Venom wouldn’t deal .5 Damage per turn, instead being Banked until it totals to 1, which means it would Deal 1 Damage every 2 Turns instead. Whenever the damage is at least 1 per round and has a leftover, it is rounded appropriately, up if it is .5-9, down if it is .1-4.
Secondary Reagents like Ignus Flower, Thunder Petal, Gelu Crystals and so forth with Energy Types or other effects do Not contribute to the Damage/Round that a Toxin has, but can change the damage type or grant it additional effects instead. Ignus Flower may result in the poison doing Fire Typed Damage, Thunder Petal may result in Lightning Damage, etc. More exotic Reagents such as Pondero Pollen may result in the Victim being resistant to magic, possibly preventing them from Restoring themselves with curative magic.
In the case of Secondary Reagents such as Ignus flower being used to change the Damage type (Such as with ‘Fang’ Venoms) Do *Not* factor them into the Duration Formula, as they have no inherent value towards Extending a Toxin, solely changing the Damage type Of the Toxin. While this doesn’t contribute to the Duration of a Toxin, is should be included in the creation DC and Save DC’s. In a case where the Damage type induced by the Reagent is the Sole Damage contribution, then it does contribute towards the Duration.
Secondary Effects can be very versatile, allowing for the creation of Utility Toxins that are relatively undetectable by those who currently suffer from them. If a Toxin has no Damage per round, the Victim may not even know they have been poisoned, as nothing seems to be amiss until they go blind or Deaf. In cases like this, the Duration of the Poison is replaced with an Incubation period, delaying the desired effects by the time specified instead. Often this leads to Toxins that have a myriad of effects, but take quite a while to kick in.
Effects like Paralysis, Sleep, Unconsciousness, Blindness, Deafness, Mute, and so forth have their own Method to determine duration of those particular effects, but in the case of Reagents that Directly Damage Attributes, such as Strength or Constitution, the Reagent itself contains the detail on how much it individually contributes to a concoction.
A Toxin designed to impact Nothing but Attributes would be Effective, particularly if it's designed to target several vital ones simultaneously, but the more Reagents placed into a brew as it’s being created, the more difficult it is to create it overall.
Attribute Damage in Toxins should not be Instantaneous, neither at the beginning of a Poison, nor at the end. Attribute Damage should be reflected by the Damage that a Toxin does to your body as you’re exposed to it over time. This makes more sense in regard to Venom, and to Reagents that have Attribute Damage in Addition to Toxicity Ratings, but to keep it consistent, it applies here as well. The easiest way to Determine this is to Divide the Damage to an Attribute that a Poison will Deal by its Duration, for example 3 Strength Damage over 12 Rounds, this would deal 1 Damage to your Strength every 4 Rounds, up to the Total 3 Strength Damage.
Toxin Save DC
The Save DC of a Toxin is equally as important as Prior factors, as it's necessary to know what an enemy must make on their save in order to Resist being Poisoned.
10 + (+1 Per Reagent Slot) + (+1 Per 4 Reagents)
10 + (+1 Per Reagent Slot) + (+Toxicity Total/4) + (+1 Per 1 Damage/Round)
If a Toxin has no Toxicity Score, use the First Formula instead.
This is to represent that the Toxicity of a Toxin is impacted by its Concentration, you can’t expect the most Deadly poison in the world to be just as effective when diluted with water, nor can you expect the weakest poison in the world to be just as weak when concentrated several times over. Always round down when determining save DC's.
While it could be argued that failing a Save against a Poison or venom allows it into your system and you should be suffering the effects already, Additional saves vs these effects feel a little more Fair, preventing the issue of a single failed save maybe putting you out of commission due to a paralysis or sleep effect. If you’re looking for a slightly more “Hardcore” experience, play with a single save and deal with the consequences, however, if this is not your style, refer to this. If you’d rather not calculate a second save, borrow from the Vanilla style, where it uses the same DC as before to resist the initial Intoxication attempt. If this is undesirable, the method employed in Potions can be used. Attribute Damage is considered a Secondary Effect, but comes about as a consequence of the Primary Damage and are not subject to a save to resist.
- Secondary Effect Formula: 10 + (+1 Per Secondary Effect) + 1 per Secondary Effect Reagent.
The general result of this is that the Effect will be easy to induce, but doesn't last quite as long, as it requires multiple samples of a Secondary Effect Reagent to get even Minimal effects, but if the Save vs those effects were based on every Instance of the effect, the only ones that would take effect would also have a number of rounds duration, which may make sense but requires a significant investment to see any form of return. If desired, A Successful save vs the Secondary Effects can Halve the effects as opposed to negating them. Use this if you feel the Secondary Poison effects aren't as effective as they should be.
Error chance is determined by the Reagents included in a poison as it’s created. For every Individual sample of a Reagent, the poison incurs 1% of Error Chance, scaling to the total number of Reagents included, and then distributed among the Flukes and Flaws System as listed Below, maxing out at 100%. A Poison comprised of Twelve Reagents would have a 12% Error Chance, which is rolled upon Successful Creation. If Flaw chance is accrued by letting a Poison Sit for too long during creation, it will expand the Flaw chance even if Error Chance has reached 100%, and will overwrite Fluke chance because of this.
Chicory is a Reagent that can reduce Error chance per sample used, but that eliminates both Flaws and Flukes, as both are considered Errors in creation, even if they may be beneficial.
Flukes and Flaws
These Manifest in a Number of different Forms, representing the chance of an Alchemist making a mistake, no matter how skilled. These mistakes can be beneficial or detrimental, and can be considered a straightforward sort of “Buff vs Debuff” system for Alchemic combinations. A Fluke is a Positive, or at least Beneficial “error” in creation, while a Flaw is a Negative, or undesired Error in creation. There are two options, for the Manifestation of Flukes and Flaws, depending on Preference.
The First method involves a table similarly to the Least, Minor, Major tables used for Treasure. First you roll to Determine if an Error occurs during Creation (Typically either with 2d10 for Percentage, or if it’s a multiple of 5, a d20 can be used similarly to the method listed below), then Determine whether its a Fluke or a Flaw. Afterwards, roll Percentage once more according to the result. 01-70% gives a Least (Rank 1) Fluke or Flaw. 71-90% gives a Minor (Rank 2) Fluke or Flaw, and 91-100% gives a Major (Rank 3) Fluke or Flaw. Simply Roll an appropriate Die to determine which Fluke or flaw is granted as they should be chosen Randomly.
The Second Method streamlines it somewhat, and is based on Rolling a D20 instead, requiring Error chance to be Multiples of Ten, and the Ranks of Flukes and Flaws is dependant on this. This is determined by dividing the Error chance in half and assigning it to Flukes and Flaws appropriately. 10% Error Margin becomes 5% Fluke chance, 5% Flaw chance, these are assigned to 1 and 20 respectively, and can only result in Rank 1 of either. 20% Error Margin becomes 10% Fluke Chance, 10% Flaw chance, these are assigned to 1-2, and 19-20 respectively, 1 and 20 result in Rank 2’s, 2 and 19 result in Rank 1’s. 30% Error Margin becomes 15% Fluke chance, 15% Flaw chance, assigned to 1-3 and 19-20, 3 and 18 are Rank 1’s, 2 and 19 are Rank 2’s, and 1 and 20 are Rank 3’s. As the Error Margin expands past 30%, add 5% to the Lower Ranks before the Higher Ranks. For example a 40% Error margin has a 20% chance for Flukes or Flaws, 5% chance for a Rank 3 (1 or 20), 5% chance for a Rank 2 (2 or 19) and a 10% chance for a Rank 1 (3-4 and 17-18).
- Improved Effects - A Fluke that benefits your creation by treating it as though it were made with additional reagents, even when it wasn’t. This should be determined Randomly, but for simplicity, a player or the DM may choose the reagent impacted by this Fluke. When a Potion is using Compound Reagents (Byssodica in Tandem with Ignus Leaf For example) Treat it as though Both are impacted by this to avoid bizarre conditions where a Potion grants Fire Resistance, but also technically should accrue fire Damage due to excess ignus leaf, or by accidentally resisting something unintentionally due to excess Byssodica.
- Improved Effects Rank 1 - When Calculating the effects, treat it as though it were made with 20% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
- Improved Effects Rank 2 - When Calculating the effects, treat it as though it were made with 40% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
- Improved Effects Rank 3 - When Calculating the effects, treat it as though it were made with 20% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
- Improved Duration - A fluke that benefits your creation by increasing its Duration, or reducing it where applicable. Creations that benefit from a longer Duration are improved by this Fluke, Creations that benefit from a Shorter Duration are Reduced by this Fluke. Regardless of how Tempus Nuts are used, the Duration will be Improved, meaning if they’re Empowered at the cost of a Shorter Duration, this fluke will extend the Duration further.
- Improved Duration Rank 1 - Alter the Duration of the Creation by 25%. Round appropriately based on longer or shorter duration benefits.
- Improved Duration Rank 2 - Alter the Duration of the Creation by 50%. Round appropriately based on longer or shorter duration benefits.
- Improved Duration Rank 3 - Alter the Duration of the Creation by 75%. Round appropriately based on longer or shorter duration benefits.
- Intensify Creation - A Fluke that Benefits your creation overall, this fluke is similar to Improved Effects, but applies to the Potion as a whole rather than an individual reagent, and the effects aren’t quite as intensified because of this, but are intensified broadly. This does not improve Duration.
- Intensify Creation Rank 1 - Treat the effects of the creation as 10% Higher than they would otherwise be.
- Intensify Creation Rank 2 - Treat the effects of the creation as 20% Higher than they would otherwise be.
- Intensify Creation Rank 3 - Treat the effects of the creation as 30% Higher than they would otherwise be.
- Reduced Effects - A Flaw that benefits your creation by treating it as though it were made with additional reagents, even when it wasn’t. This should be determined Randomly, but for simplicity, a player or the DM may choose the reagent impacted by this Fluke. When a Creation is using Compound Reagents (Byssodica in Tandem with Ignus Leaf For example) Treat it as though Both are impacted by this to avoid bizarre conditions where a Potion grants Fire Resistance, but also technically should accrue fire Damage due to excess ignus leaf, or by accidentally resisting something unintentionally due to excess Byssodica.
- Reduced Effects Rank 1 - When Calculating the effects, treat it as though it were made with 20% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
- Reduced Effects Rank 2 - When Calculating the effects, treat it as though it were made with 40% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
- Reduced Effects Rank 3 - When Calculating the effects, treat it as though it were made with 60% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
- Reduced Duration - A flaw that penalizes your creation by Reducing its Duration, or increasing it where applicable. Creations that benefit from a longer Duration are Reduced by this Flaw, Creations that benefit from a Shorter Duration are improved by this Flaw. Regardless of how Tempus Nuts are used, the Duration will be Reduced, meaning if Tempus nuts are used to empower the effects at the cost of a shorter duration, the duration will be further shortened.
- Reduced Duration Rank 1 - Alter the Duration of the Creation by 25%. Round appropriately based on longer or shorter duration benefits.
- Reduced Duration Rank 2 - Alter the Duration of the Creation by 50%. Round appropriately based on longer or shorter duration benefits.
- Reduced Duration Rank 3 - Alter the Duration of the Creation by 75%. Round appropriately based on longer or shorter duration benefits.
- Impede Creation - A flaw that penalizes your creation overall, this flaw is similar to Reduced Effects, but applies to the Potion as a whole rather than an individual reagent, and the effects aren’t quite as reduced because of this, but are impeded more broadly. This does not reduce Duration.
- Impede Creation Rank 1 - Treat the effects of the creation as 10% lower than they would otherwise be.
- Impede Creation Rank 2 - Treat the effects of the creation as 20% lower than they would otherwise be.
- Impede Creation Rank 3 - Treat the effects of the creation as 30% lower than they would otherwise be.
I recognize that this list is a little short, there are technically only 3 that are split up into 3 different Versions of themselves, or Inverted and shared between the two categories, but for once I feel that this serves enough function to be included. Previously it seemed too Barren to include. Expansion is desired of course, but uncertain.
Dilution and Concentration
Potions are created at a chosen Potency, but savvy adventurers may decide that what they have may be overkill, or not strong enough. Should what they have be more than enough for a given situation, Dilution is used. Should what they have not be enough, but there are enough Raw Reagents, Concentration is used to empower what they have. Dilution - If you cut the effects of a Potion in Half (Duration remains the same) you gain two samples of the now-reduced Potion. This is useful in varying ways, if one desires to spread a thorough amount of Alchemists Fire over an area, you may weaken the flames in exchange for covering more spaces, or if you’re a less-than-lawful character, Selling a Diluted Potion as if it were the real deal could net you a mild profit.
Concentration and Infusion - So you’ve made or found a Potion that isn’t as effective as you’d like it to be, perhaps you’ve created it ahead of time and never used it, but now you’re a more effective Alchemist than you once were. What is one to do about this, down the hatch and deal with it being weaker than you may like? Of course not! Using your skill as an Alchemist, you know how to add to the Potion to make it more potent, or give it function that it didn’t have previously. Concentration is accomplished by using the Original Potion as a Reagent (Though it doesn’t count as one in any Formulas) and adding more Reagents to it, the quantity of which is up to the player Concentrating or Infusing the potion.
- Concentration is the term used when referring to adding more of the Reagents that are already in a potion, a Health Potion that you put more Health Restoring Reagents into for example will be more effective in accordance to what you add to it.
- Infusion is the term used when referring to adding Reagents that weren’t part of the original Potion to it to give it more use or utility. For example, adding Bloodroot to a Health Potion so that you have a Restorative that also improves your Strength for a short Duration.
Concentration and Infusion aren’t innately difficult per se, but are accomplished by effectively re-brewing a Potion. The Difficulty to do so includes the Difficulty to create the Base Potion, but it also allows you to improve the base Potion’s effects and Duration.
In this case, the Formulae used are as follows:
Creation DC : Base Potion DC + (Reagent Slots used) + (Reagent Quantity/2)
As can be seen, this is a very slight modification to the Creation DC used when crafting either Poisons or Potions. The Base Potion DC replaces the 10 to appropriately reflect that you’re Improving a Potion through this means. When it comes to the Reagent Slots used, if Concentrating a Potion and using more Reagents that are already present in the potion, do not increase the DC per slot, as it’s already accounted for in the Base Potion DC.
Potion/Poison Duration: Base Potion/Poison Duration + [(+1 per Reagent Slot Used, Max 5) + (+1 Per 2 Reagents)/2]
Once again, a slight modification to the normal Formula, using the base Duration instead, representing how the Duration is improved by the addition of Alchemical Material. Much like with the Creation DC, if just Concentrating rather than Infusing, do not increase the DC per slot, as it’s already accounted for in the Base Potion DC.
- Example of Concentration:
- Greenblood Oil : 4 Assassin Vine, Creation DC of 13, 4 Round Duration, 1 Damage/2 Rounds, 1 Hour Creation time, Save DC 14. Concentration is accomplished by adding 8 Assassin Vine.
- Greenblood Oil : 12 Assassin Vine, Creation DC of 17, 5 Round Duration, 1 Damage/Round, 1 Hour Creation time, Save DC 18.
- Example of Infusion:
- Greenblood Oil : 4 Assassin Vine, Creation DC of 13, 4 Round Duration, 1 Damage/2 Rounds, 1 hour Creation Time, Save DC 14. Infusion is accomplished by adding 4 Cripple's Cane.
- Crippling Greenblood Oil : 4 Assassins Vine, 4 Cripple's Cane, Creation DC of 16, 5 Round Duration, 1 Damage/2 Rounds -2 Strength, 1 Hour Creation Time, Save DC 15. The name of this creation is incidental, a Toxins name can often be invented and determined by the creator.
What this accomplishes is allows for you to Upgrade a Toxin that you may have found or created beforehand, improving their effects to whatever they would have been if they had initially been created with these quantities in mind. Effectively this “Remakes” the potion with adjusted Reagent quantity, adjusting the Duration, Creation Time, and Creation DC.
Poisons must be taken in through consumption, and inhalation primarily, and are typically meant to be slipped into food or drink. This is a list of Poisons to serves a examples in this system.
Eternal Rest - Torpor Lilac is infamous for its ability to induce drowsiness and sleep in those exposed to it, when used in poisons it will put someone down whilst the poison saps away their life. Toxin damage is one of the few things that will not break induced sleep effects, making Eternal Rest a very useful Poison.
- Eternal Rest - 6 Torpor Lilac + 10 Sassone Leaf. 3 Minutes of Sleep, 3 Damage/Round for 5 rounds. Creation DC: 20. Save DC: Fortitude 23. Secondary Save: 17. Creation Time: 3 Hours.
Liquid Energy - When Energy Reagents are combined with Toxins, it grants the toxin in question damage based on the Energy type. Through this, it's possible to make a poison do Fire, Ice, Lightning, etc based damage. Liquid Energy is the Product of Energy Reagents being combined with Poisons, and is considered the Poison equivalent to an Energy Fang Venom. Those afflicted with Liquid Energy can identify the type of Energy very easily, as it will feel as though their blood has suddenly become the related energy type (Fire, Ice, Lightning, etc). Liquid Energy is often used by those who wish to send a Message as opposed to simply assassinate a target. It is created by putting equal parts Toxic Reagents and Energy Based reagents.
- Liquid Energy (Fire) - 10 Striped Toadstool + 10 Ignus Flower. 3 Fire Damage/round for 5 Rounds. Creation DC: 22. Save DC: Fortitude 27. Creation Time: 4 Hours
Grasp of Lethargy - Fatigue and Exhaustion are impeding and dangerous to physical combatants just as much as poison is. Surely the combination of the two proves even more dangerous. Grasp of Lethargy is a poison that induces Fatigue and Exhaustion in the consumer whilst sapping away their health.
- Grasp of Lethargy - 8 Latis Fruit + 25 Caecus Nettles. 5 Damage/round for 9 Rounds, 4 Rounds of Exhaustion, 1 round of Fatigue at the end of the Exhaustion. Creation DC: 29. Save DC: 34. Secondary Save: 19. Creation Time: 7 Hours
Corrupted Health Potions - In Short, the product of a Health Potion corrupted with Drovumperre. Instead of Granting Health, the potion Takes it instead. These Potions are Transformed into Poisons, and are only ingestible, but highly effective if carefully and inconspicuously swapped out for the Intended Victims real health potions. As a bonus, you often get Actual Health potions out of it for free.
- Corrupted Health Solution - 20 Elfroot/Black Cohosh/Cavernous Shrooms + 20 Drovumperre. 100 Health Damage. Creation DC: 32. Save DC: Fortitude 20. Creation Time: 9 Hours
Corrupted Regeneration Potions - Much like Corrupted Health Potions, Drovumperre Berries corrupt the regenerative qualities, creating a concoction that makes the drinker lose health instead. This Terrible brew could be considered worse than its health Potion counterpart, as when prepared correctly the Healing a Regeneration Potion can do is quite significant, so altering that to poison is understandably severe.
- Corrupted Elixir of Regeneration - 20 Ember Hearts + 20 Drovumperre + 4 Tempus Nuts. 6 Damage/round for 28 rounds. Creation DC: 35. Save DC: Fortitude 23. Creation Time: 10 Hours
Acricia Extract - An Incredibly Nauseating concoction, the mere smell of this brew is enough to turn one's stomach. Acricia extract is the result of Brewing together any number of Acricia shoots, resulting in a pungent and openly Nauseating liquid, both in smell and taste it is quite revolting, but can be successfully hidden in bitter liquids like particularly strong alcohol, or through magical effects. Often concealing Acricia within Alcohol is beneficial, as the nauseating effects can often be masked under the claim that the Alcohol is simply that strong.
- Acricia Extract - 10 Acricia Shoots. 5 rounds of Nauseated Condition. Creation DC: 16. Save DC: Fortitude 21. Creation Time: 1 Hour
Venoms as opposed to Poisons must be delivered through wounds, most of these are intended to be applied to weapons and used from there. This is a list of Venoms to serve as examples in this system.
Gladiator's Bane - The name of a particularly unsavory venom used by underhanded folk, Gladiator's Bane is a venom derived from Cripple's Cane, sapping the victim's strength. Particularly famous examples of its use always make reference to it bringing down Gladiators, hence its name. Gladiator's Bane is a concoction that directly impacts the Strength of the victim, weakening them over time unless an Antitoxin has been taken to counteract it. Victims of Gladiator's bane often liken its effects to that of Acid, saying that it makes their muscles burn as though they're being dissolved by Acid.
- Gladiator's Bane - 10 Cripple's Cane. 1 Damage/Round for 5 Rounds, 5 Strength Damage. Creation DC: 16. Save DC: Fortitude 17. Creation Time: 1 Hour.
Thieves Bane - Similar to Gladiator’s Bane, Thieves Bane is a venom that saps away the Dexterity of the victim. Often guards stationed around important areas will have access to a small supply of this Venom. While they don’t typically carry it on them, the Barracks and Guard outposts may contain a vial or two, as a weapon coated with it will often cripple an intruding thief. Victims of Thieves Bane describe the feeling as though their joints were turning to stone, stiffness that impedes their ability to act quickly or precisely.
- Thieves Bane - 10 Deathblade. 1 Damage/Round for 5 Rounds, 5 Dexterity Damage. Creation DC: 16. Save DC: Fortitude 17. Creation Time: 1 Hour.
Soldier's Bane - For the Hearty Soldier used to taking injuries and lasting through them, few things are more dangerous than a Weapon to the heart, but Soldier’s Bane is considered one to some. Soldier’s Bane saps away the Constitution of the Victim, leaving a warrior capable of shrugging off grievous blows as fragile as a newborn. The feeling associated with Soldier’s Bane is far less painful sounding than either Gladiator’s and Thieves bane, instead feeling akin to having recovered from a grave illness, and the associated weakness that accompanies it.
- Soldier's Bane - 10 Fortis Stalk. 1 Damage/Round for 5 Rounds, 5 Constitution Damage. Creation DC: 16. Save DC: Fortitude 17. Creation Time: 1 Hour.
Energy Fang - ‘Fang’ Venoms are venoms with Energy Properties, the exact nature depending on what is included in them whilst brewing them. A Fire Fang potion for example makes the victim feel as though their blood were on fire, Ice Fang would feel as though your blood were Freezing, etc. These Venoms deal damage according to their associated feeling and the Reagents included within them. They serve as Venom equivalents to Liquid Energy.
- Energy (Fire) Fang - 10 Nitharit + 10 Ignus Flower. 4 Fire Damage/Round for 5 Rounds. Creation DC: 22. Save DC: Fortitude 31. Creation Time: 4 Hours.
Drow Venom -Drow Venom is, as the name would imply, a venom famous for its use by the Drow. Rather than any overly dangerous properties to the Venom itself, Drow Venom induces a sleep effect in the victim. This has its own dangers, as taking anyone out of the fight would, potentially being more dangerous than a venom that would harm the victim, as this venom could get you into situations that are quite Unsavory. Drow Venom is derived from Torpor Lilacs who’s well known and documented property to put people to sleep has been harvested for this use.
- Drow Venom - 10 Torpor Lilac. 0 Damage/Round, 5 Minutes of Sleep Effect (Interrupted by normal means.) Creation DC: 16. Save DC: Will 21. Creation Time: 1 Hour.
Toxins as stated before in this Document are an interesting middleground, capable of being made into either Poison or Venom Form they are highly desirable and can be configured to the expected use. The choice of Poison or Venom is a permanent one, decided on creation. This serves as a list giving examples of a few in this system.
Fleshrot - A Specialized and particularly complicated Toxin made from a Myriad of differing Reagents, offering Damage to Health, Strength, Dexterity, and Constitution all together. Further complicating the Toxin, and adding to its effectiveness, it bears Acidic Qualities, having been made with a decent quantity of Acrid Ivy. Those who've survived it describe it as one of the most unbearable feelings they've ever suffered through.
- Fleshrot - 10 Cripple's Cane, 10 Deathblade, 10 Fortis Stalk, 20 Acrid Ivy. 4 Damage/Round (From Toxicity) 10 Damage/Round (From Acrid Ivy) 14 Damage/Round for 17 Rounds, 5 Strength Damage, 5 Dexterity Damage, 5 Constitution Damage. Creation DC: 39. Save DC: Fortitude 43. Creation Time: 12 Hours.
Phantasia Extract - Phantasia Root has little value is an actual Toxin, but the effects of the Root can be quite potent in any distributed manner. The victims of Phantasia Root are Wracked with Hallucinations, the severity of which is dependent on the concentration of the root. Less concentrated brews only capable of minor effects, such as quiet sounds and images. Intense concentration results in overwhelming sounds and images. The Hallucinations are dependent on external stimulus, when used as a Poison in the Absence of any concerning activity, the Hallucinations are often bizarre and confusing, sometimes wondrous and fascinating, owing to the use of Phantasia Root as a Shamanistic ‘Spirit Quest’ inducing herb. If used as a Venom in combat, the tension and frantic nature of combat results in Fear Inducing Hallucinations. See Phantasia Root for an exact description of the Fear Statuses, DM’s are encouraged to get creative with it in Non-Fear inducing scenarios.
- Phantasia Extract - 24 Phantasia Root. 8 Rounds of Panicked Condition. Creation DC: 23. Save DC: Will 35. Creation Time: 4 Hours.
Black Lotus - Black Lotus is, perhaps, the most deadly Toxin available, perhaps even in Existence. Owing to its Toxicity Rating, Black Lotus based Poisons are certainly the most Capable regarding Damaging their Victims, not only this, but they’re Quite effective at sapping away the Constitution of their Victims as well. Due to the Rarity of the Darkened Lotus Flowers, this poison is Extraordinarily uncommon, and usually lacks secondary effects, though its rare that secondary effects themselves would be required at all due to its potency. Those skilled enough to create more complex Toxins should note that additional effects would not be unwelcome in a Black Lotus Toxin.
- Black Lotus - 10 Black Lotus. 7 Damage/Round for 5 Rounds, 10 Constitution Damage. Creation DC: 16. Save DC: Fortitude 42. Creation Time: 1 Hour.
Note, while this sounds far too easy to make for its immense save DC and quick Creation time, Black Lotus itself should be Extremely Rare, if you've actually achieved 10 samples you've either searched extremely far and wide or spent quite a lot of money on it, so I feel it's justified. Its Save DC also lends to its Renown as a particularly dangerous Toxin.
Sage's Bane - A Blanket term for different Toxins whose use is most particular towards Spellcasters. Sage’s Bane is made with any of three different Reagents, rarely a sample of Sage’s Bane will be created that covers all three attributes. The Symptoms of Sage’s Bane vary depending on the Reagents included in them, Mental Sluggishness, Forgetfulness, and difficulty or inability to speak fluently or at all representing Intelligence, Wisdom, and Charisma sapping respectively.
- Sage's Bane - 10 Fatuus Bark, 10 Stultus Beans, 10 Silvertongue's Tarnish. 4 Damage/Round for 11 Rounds, 5 Wisdom Damage, 5 Intelligence Damage, 5 Charisma Damage. Creation DC: 28. Save DC: Fortitude 32. Creation Time: 7 Hours.
Optional Rule: Overdose
While I discourage the use of this rule, an added level of realism can be achieved with using this. If a target is struck with 3 doses of the same Toxic reagent subject them to a Fortitude save equal to the Damage/Round of the Toxin + the number of doses they've been exposed to. These saves are only inflicted every 3 Exposed doses. Failing this save results either in death or being reduced to -1, depending on rules you use.