11.21 Toxicology

Create and manipulate poisons, acids, and fungi.

11.21.1 Cantrips

Intensify Poison

Standard action

Tags: Poison

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range. If the target is not currently poisoned, this ability has no effect.

Hit: Choose a poison affecting the target. The poison immediately progresses by one stage against the target, which can have varying effects depending on the poison (see Poison). In addition, the target removes one of its successes to remove the poison, if any.

Critical hit: The poison progresses by an additional stage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.21.2 Rank 1 Spells

Bitter Remedy

Standard action

Tags: Poison

Rank 1

Cost: Two fatigue levels from the target.

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Choose yourself or a living ally you touch. The target removes one of its vital wounds. If it is unconscious, you choose which vital wound is removed. Then, it gains a vital wound that imposes a -2 penalty to its Fortitude defense (see Table 5.1: Vital Wound Effects).

Bracing Concoction

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 1

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You create a potion in an empty vial or similar container within Short (30 ft.) range. A creature can drink the potion as a standard action using a free hand. When a living creature drinks the potion, it becomes braced (+2 defenses) for the next two rounds.

Caustic Grasp

Standard action

Tags: Acid, Manifestation

Rank 1

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against something you touch.

Hit: 1d6 damage + half power immediately, and again during your next action. This damage is doubled if the target is an object that is not metallic.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 1.

Fungal Armor

Standard action

Tags: Attune

Rank 1

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You gain a +3 enhancement bonus to your durability. However, you also take a -1 penalty to your vital rolls.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Healing Salve

Standard action

Tags: Swift

Rank 1

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d8 hit points + power. In addition, it removes all poisons affecting it and becomes briefly immune to poisons.

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The healing increases by 1d6 for each rank beyond 1.

Poison Asp Venom

Standard action

Tags: Manifestation, Poison

Rank 1

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Make an attack vs. Fortitude against up to two living creatures within Short (30 ft.) range.

Hit: If the target is injured, it becomes poisoned by asp venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It makes the target stunned (-2 defenses) while the poison lasts. The second escalation also deals 1d8+1d6 damage.

Critical hit: The poison immediately escalates.

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The damage increases by 1d6 for each rank beyond 1.

Poison Jellyfish Extract

Standard action

Tags: Manifestation, Poison

Rank 1

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: The target becomes poisoned by jellyfish extract (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 1d6 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 1 for each rank beyond 1.

Terrifying Fungus

Standard action

Tags: Emotion, Manifestation

Rank 1

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Make an attack vs. Mental against up to two living creatures within Short (30 ft.) range.

Hit: The target becomes covered in fear-inducing fungus as a condition. It becomes frightened (-2 Mental, -2 accuracy vs. source) of you and all other sources of fungus.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to scrape off the fungus. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.21.3 Rank 2 Spells

Acid Splash

Standard action

Tags: Acid, Manifestation

Rank 2

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Make an attack vs. Fortitude against something within Short (30 ft.) range.

Hit: 1d6 damage + half power immediately, and again during your next action. This damage is doubled if the target is an object that is not metallic.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 2.

Acidic Blood

Standard action

Tags: Acid, Attune (deep)

Rank 2

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Once per round, when you lose hit points during the action phase, make a reactive attack vs. Reflex against all enemies adjacent to you.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

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Your blood becomes acidic. This does not harm you, but your blood can be dangerous to anything nearby when you bleed.

Empowering Concoction

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 2

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You create a potion in an empty vial or similar container within Short (30 ft.) range. A creature can drink the potion as a standard action using a free hand. When a living creature drinks the potion, it becomes empowered (add rank to damage) for the next two rounds.

Poison Black Adder Venom

Standard action

Tags: Manifestation, Poison

Rank 2

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, it becomes poisoned by black adder venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 2d10 damage immediately and with each escalation.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 2.

Poison Giant Wasp Venom

Standard action

Tags: Manifestation, Poison

Rank 2

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Make an attack vs. Fortitude with a +2 accuracy bonus against up to two living creatures within Medium (60 ft.) range.

Hit: If the target is injured, it becomes poisoned by giant wasp venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It makes the target slowed (-10 speed, -2 Armor and Ref) while the poison lasts. The second escalation also deals 2d10 damage.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 2.

Poison Tree Frog Coating

Standard action

Tags: Manifestation, Poison

Rank 2

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Make an attack vs. Fortitude with a -3 accuracy penalty against one living creature within Medium (60 ft.) range.

Hit: The target becomes poisoned by tree frog coating (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 1d8+1d6 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 1d6 for each rank beyond 2.

Regenerative Fungus

Standard action

Tags: Manifestation, Attune (deep)

Rank 2

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At the end of each round, fungus grows rapidly in your body to close your wounds, causing you to regain hit points equal to half your power. However, you take a -1 penalty to your vital rolls.

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The healing increases by 2 for each rank beyond 2.

11.21.4 Rank 3 Spells

Acid Breath

Standard action

Tags: Acid, Attune

Rank 3

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For the duration of this spell, you can breathe acid like a dragon as a standard action. When you do, make an attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) cone from you. After you use breathe acid, you briefly cannot do so again.

Hit: 1d8 damage + power immediately, and again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Cleansing Draught

Standard action

Rank 3

Cost: One fatigue level from the target.

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You or a living ally you touch can remove a condition.

Devouring Fungus

Standard action

Tags: Manifestation

Rank 3

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: The target becomes covered in devouring fungus as a condition. It takes 1d10 damage + half power immediately and during each of your subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to scrape off the fungus. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Critical hit: All damage from the condition is doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 3.

Efficient Bitter Remedy

Standard action

Tags: Poison

Rank 3

Cost: Two fatigue levels from the target.

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This spell functions like the bitter remedy spell, except that the vital wound created by this spell was no vital wound effect.

Focusing Concoction

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 3

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You create a potion in an empty vial or similar container within Short (30 ft.) range. A creature can drink the potion as a standard action using a free hand. When a living creature drinks the potion, it becomes focused (roll attacks twice) for the next two rounds.

Poison Wyvern Venom

Standard action

Tags: Manifestation, Poison

Rank 3

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Make an attack vs. Fortitude with a +4 accuracy bonus against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, it becomes poisoned by wyvern venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 2d10 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 3.

Poison Carrier

Standard action

Tags: Attune

Rank 3

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You are unaffected by poisons. All poisons affecting you are removed when you finish a long rest, but they otherwise do not expire on you. As a standard action, you can extract a liquid poison affecting you, allowing you to coat a weapon or put it into a regular vial. This process causes you to lose one hit point. You cannot extract non-liquid poisons in this way.

11.21.5 Rank 4 Spells

Acid Pool

Standard action

Tags: Acid, Manifestation, Sustain (minor)

Rank 4

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You create a pool of acid in a Small (15 ft.) radius cylinder-shaped zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against everything in the area.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 4.

Acid Rain

Standard action

Tags: Acid, Manifestation

Rank 4

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When you cast this spell, you choose a location within Short (30 ft.) range. Acid rain appears in the sky over that area, falling down towards it. Creatures can generally identify what area the rain will fall into with a DV 10 Awareness check.

During your next action, the rain falls in your chosen area, and you make a reactive attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) radius of your chosen location. If there is not at least fifty feet of open space above your chosen area, this spell fails with no effect. This attack does not damage thin walls in the area.

Hit: 1d10 damage + half power immediately, and again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Greater Healing Salve

Standard action

Tags: Swift

Rank 4

Cost: One fatigue level from the target.

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This spell functions like the healing salve spell, except that the healing increases to 1d8 hit points plus 1d8 per 2 power.

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The healing increases by 2d8 for each rank beyond 4.

Mighty Caustic Grasp

Standard action

Tags: Acid, Manifestation

Rank 4

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This spell functions like the caustic grasp spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 4.

Poison Blood Leech Venom

Standard action

Tags: Manifestation, Poison

Rank 4

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, it becomes poisoned by blood leech venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 5d8 damage immediately and with each escalation.

Critical hit: The poison immediately escalates.

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The damage increases by 2d8 for each rank beyond 4.

Poison Dragon Bile

Standard action

Tags: Manifestation, Poison

Rank 4

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: The target becomes poisoned by dragon bile (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 2d10 damage immediately and with each escalation.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 4.

Spore Cloud

Standard action

Tags: Manifestation

Rank 4

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Make an attack vs. Fortitude against all living creatures in a Medium (30 ft.) radius zone within Medium (60 ft.) range.

Hit: 1d6 damage + half power, and the target is briefly dazzled (20% miss chance, no special vision).

Miss: Half damage.

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The damage increases by 2 for each rank beyond 4.

11.21.6 Rank 5 Spells

Greater Regenerative Fungus

Standard action

Tags: Manifestation, Attune (deep)

Rank 5

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At the end of each round, fungus grows rapidly in your body to close your wounds, causing you to regain 1d6 hit points per 2 power. However, you take a -1 penalty to your vital rolls.

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The healing increases by 1d6 for each rank beyond 5.

Maximal Concoction

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 5

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You create a potion in an empty vial or similar container within Short (30 ft.) range. A creature can drink the potion as a standard action using a free hand. When a living creature drinks the potion, it becomes maximized (deal max damage) and stunned (-2 defenses) for the next two rounds. When that effect ends, it takes 5d8 damage.

Mighty Acid Splash

Standard action

Tags: Acid, Manifestation

Rank 5

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Make an attack vs. Fortitude against something within Short (30 ft.) range.

Hit: 1d6 damage per 2 power immediately, and again during your next action. This damage is doubled if the target is an object that is not metallic.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Acidic Blood

Standard action

Tags: Acid, Attune (deep)

Rank 5

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Once per round, when you lose hit points during the action phase, make a reactive attack vs. Reflex against all enemies in a Small (15 ft.) radius from you.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

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Your blood becomes acidic. This does not harm you, but your blood can be dangerous to your enemies when you bleed.

Poison Purple Worm Venom

Standard action

Tags: Manifestation, Poison

Rank 5

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, it becomes poisoned by purple worm venom (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 7d8 damage immediately and with each escalation.

Critical hit: The poison immediately escalates.

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The damage increases by 3d8 for each rank beyond 5.

11.21.7 Rank 6 Spells

Massive Acid Breath

Standard action

Tags: Acid, Attune

Rank 6

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This spell functions like the acid breath spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the area increases to a Large (60 ft.) cone from you.

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The damage increases by 2d8 for each rank beyond 6.

Mighty Devouring Fungus

Standard action

Tags: Manifestation

Rank 6

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This spell functions like the devouring fungus spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and any extra damage on the initial hit is doubled.

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The damage increases by 2d6 for each rank beyond 6.

11.21.8 Rank 7 Spells

Massive Acid Rain

Standard action

Tags: Acid, Manifestation

Rank 7

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This spell functions like the acid rain spell, except that it affects a Large (60 ft.) radius within Long (90 ft.) range, and the damage increases to 1d6 damage plus 1d6 per 2 power.

Mighty Acid Pool

Standard action

Tags: Acid, Manifestation, Sustain (minor)

Rank 7

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This spell functions like the acid pool spell, except that the damage increases to 1d6 damage per 2 power.

Priming Concoction

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 7

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You create a potion in an empty vial or similar container within Short (30 ft.) range. A creature can drink the potion as a standard action using a free hand. When a living creature drinks the potion, it becomes primed (always explode) and stunned (-2 defenses) for the next two rounds. When that effect ends, it takes 8d10 damage.