← Spells
Conjuration

Poison

Enhances an existing poison, drug, or toxin

Available Levels
135

Poison never creates a toxin from nothing. It fills a physical dose of poison, drug, or venom with mana and improves its delivery. The ingredient still determines the effect: Cerberus nerve venom attacks Dexterity, Drow Sleep causes sleep, and Black Flower weakens a chosen attribute. The spell cannot exchange these effects freely.

An enhanced dose uses the higher of its natural DC and the alchemist's spell DC. Exposure, cadence, and duration remain those of the physical preparation unless the spell level permits a change. The enchantment remains permanent while the dose is usable.

Progression

Level Enhancement
1 Uses the spell DC when higher than the natural DC.
3 Can become silent and delay its effect for up to 1 day per CL.
5 Can delay for up to 10 days per CL and use a precise trigger such as a magic word, particular food, violent exertion, or another observable event.

A silent poison hides its early symptoms, not its taste or smell. The GM secretly tracks exposure and consequences until they become perceptible. Detect Poison still reveals the dose unless Magic Aura conceals its signature.

At level 5, the alchemist can refine an ingredient within its existing family: a muscular poison can attack Strength or physical actions, a neurotoxin can attack Dexterity or spells per round, and an organic poison can attack Vigor or maximum HP. The GM approves the conversion and its magnitude; Black Flower still cannot become a sleep poison.

Exposure

Method DC adjustment
Contact −5 or −20%, whichever reduction is greater
Inhalation −7 or −25%, whichever reduction is greater
Ingestion Full DC
Injection or wound Full DC

A coated weapon must deal at least 1 damage through DR to inject the poison. A parry or dodge also prevents exposure.

Dispel Magic removes the enhancement and restores the natural DC, but the substance remains toxic. Remove Poison gains +5 on its opposition and also neutralizes the physical substance. An appropriate antidote instead grants another Vigor Save. Healing repairs damage already caused but does not end the poison.

Links from this spell

Referenced by