11.21 Toxicology
Create and manipulate poisons, acids, and fungi.
11.21.1 Cantrips
Detect Poison |
Casting time: One minute. | Detection |
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Choose a Large (60 ft.) cone from you. You identify the presence or absence of any poisoned, poisonous, or venomous creatures and objects in the area. This does not provide any other information, such as location or type of poison.
This ritual requires one fatigue level from its participants.
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Rank 2: You also learn the number of poisons in the area.
Rank 4: You also learn the location of each poison in the area.
Rank 6: This ability can be used as a minor action.
Neutralize Poison |
Usage time: Standard action.
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Choose yourself or one ally within Short (30 ft.) range. The target gains an additional success to resist a poison currently affecting it (see Poison).
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Rank 2: The number of additional successes increases to two. The target can split these successes among any number of different poisons affecting it.
Rank 4: The number of additional successes increases to three.
Rank 6: The range increases to Medium (60 ft.) range.
11.21.2 Spells
Acidic Blood | Rank 1 |
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Once per round, when you lose hit points during the action phase, make a reactive attack vs. Reflex against everything adjacent to you.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
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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.
Caustic Grasp | Rank 1 |
Usage time: Standard action. | Acid |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude and Reflex against something you touch.
Hit: 1d6 damage +1 per powerdamage 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 attack’s accuracy increases by +1 for each rank beyond 1.
Fungal Armor | Rank 1 |
Usage time: Standard action. | Attune |
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You gain a +8 enhancement bonus to your damage resistance. However, you take a -4 penalty to your hit points.
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Rank 3: The bonus increases to +16, but the penalty increases to -8.
Rank 5: The bonus increases to +32, but the penalty increases to -16.
Rank 7: The bonus increases to +64, but the penalty increases to -32.
Healing Salve | Rank 1 |
Usage time: Standard action. | Swift |
Cost: One fatigue level from the target.
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Choose yourself or a living ally you touch. The target regains 2d6 hit points. In addition, it gains a +2 bonus to its Fortitude defense and vital rolls this round.
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The healing increases by 1d6 for each rank beyond 1.
Intensify Poison | Rank 1 |
Usage time: Standard action. | Poison |
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Make an attack vs. Fortitude with a +4 accuracy bonus 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, that poison gains a +4 accuracy bonus on all of its future attack rolls against the target until it is removed.
Critical hit: As above, except that the poison progresses by two stages instead of one.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Poison – Asp Venom | Rank 1 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by asp venom (see Poison). The stage 1 effect makes the target stunned (-2 defenses) while the poison lasts. The stage 3 effect makes the target blinded (50% miss chance, -2 Armor and Ref) while the poison lasts.
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The poison’s accuracy increases by +1 for each rank beyond 1.
Poison – Giant Wasp Venom | Rank 1 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by giant wasp venom (see Poison). You gain a +1 accuracy bonus with the poison. The stage 1 effect makes the target slowed (half speed, -2 Armor and Ref) while the poison lasts. The stage 3 effect makes the target immobilized (-4 Armor and Ref, cannot use movement speeds) while the poison lasts.
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The poison’s accuracy increases by +1 for each rank beyond 1.
Poison – Jellyfish Extract | Rank 1 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. It becomes poisoned by jellyfish extract (see Poison). The poison inflicts 1d6 poison damage per poison stage. The stage 3 effect also ends the poison.
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The poison’s accuracy increases by +1 for each rank beyond 1.
Terrifying Fungus | Rank 1 |
Usage time: Standard action. | Emotion |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target becomes covered in fear-inducing fungus as a condition. It is frightened (-2 Mental, -2 accuracy vs. source) of you and all other sources of fungus as a condition.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement 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.
Devouring Fungus | Rank 2 |
Usage time: Standard action. | Acid |
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Make an attack vs. Fortitude against one creature within Short (30 ft.) range.
Hit: The target becomes covered in devouring fungus as a condition. It takes 1d6 damage +1 per 2 powerimmediately and during each of your subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement 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 attack’s accuracy increases by +1 for each rank beyond 2.
Poison – Black Adder Venom | Rank 2 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by black adder venom (see Poison). The poison inflicts 2d8 poison damage per poison stage.
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The poison’s accuracy increases by +1 for each rank beyond 2.
Poison Transferance | Rank 2 |
Usage time: Standard action. | Manifestation, Poison |
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Choose yourself or one ally within Medium (60 ft.) range that is currently affected by a poison. In addition, make an attack vs. Fortitude against one other creature within Medium (60 ft.) range.
Hit: The chosen creature gains an additional success to resist a poison currently affecting it. In addition, the struck creature becomes poisoned by that same poison, and immediately suffers the effect of the poison’s first poison stage.
Critical hit: As above, except that the primary target gains two successes to resist its poison. In addition, the secondary target immediately reaches the poison’s second poison stage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Sudden Rot | Rank 2 |
Usage time: Standard action. | Acid |
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Make an attack vs. Fortitude against anything within Short (30 ft.) range.
Hit: 1d6 damage +1 per 2 powerimmediately, 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 attack’s accuracy increases by +1 for each rank beyond 2.
Acid Rain | Rank 3 |
Usage time: Standard action. | Acid, Manifestation |
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When you cast this spell, you choose a Medium (30 ft.) radius within Short (30 ft.) range. Acid rain appears high in the sky over that area, falling down towards it. During your next action, the rain falls in your chosen area, and you make an attack vs. Fortitude against everything in the area. 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: 1d8 damage +1 per powerimmediately, 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 attack’s accuracy increases by +1 for each rank beyond 3.
Poison – Wyvern Venom | Rank 3 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by wyvern venom (see Poison). The poison inflicts 3d8 poison damage per poison stage.
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The poison’s accuracy increases by +1 for each rank beyond 3.
Poison Immunity | Rank 3 |
Usage time: Standard action. | Attune |
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Acid Breath | Rank 4 |
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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. Reflex against everything in a Large (60 ft.) cone from you. After you use this ability, you briefly cannot use it again.
Hit: 1d6 damage +1 per 2 powerimmediately, 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 attack’s accuracy increases by +1 for each rank beyond 4.
Acid Pool | Rank 4 |
Usage time: Standard action. | Acid, Manifestation, Sustain (minor) |
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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 +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Cleansing Draught | Rank 4 |
Usage time: Standard action.
Cost: One fatigue level from the target.
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You or a living ally you touch removes a condition.
Mighty Caustic Grasp | Rank 4 |
Usage time: Standard action. | Acid |
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This spell functions like the caustic grasp spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Empowered Healing Salve | Rank 5 |
Usage time: Standard action. | Swift |
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This spell functions like the healing salve spell, except that the healing increases to 6d6, and the bonuses increase to +4.
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The healing increases by 2d6 for each rank beyond 5.
Mass Poison Immunity | Rank 5 |
Usage time: Standard action. | Attune (target) |
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This spell functions like the poison immunity spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.
Mighty Acidic Blood | 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 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 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.
Mighty Devouring Fungus | Rank 5 |
Usage time: Standard action. | Acid |
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This spell functions like the fungal growth spell, except that the damage increases to 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Poison – Blood Leech Venom | Rank 5 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by blood leech venom (see Poison). The stage 1 effect makes the target vulnerable (-4 defenses) to all damage while the poison lasts.
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The poison’s accuracy increases by +1 for each rank beyond 5.
Poison – Cockatrice Venom | Rank 5 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. If the target has no remaining damage resistance, it becomes poisoned by cockatrice bile (see Poison). The stage 1 effect makes the target slowed (half speed, -2 Armor and Ref) and stunned (-2 defenses) while the poison lasts. The stage 3 effect makes the target petrified while the poison lasts. This makes the target paralyzed (cannot move), except that they remain standing in the form of a statue.
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The poison’s accuracy increases by +1 for each rank beyond 5.
Poison – Dragon Bile | Rank 5 |
Usage time: Standard action. | Manifestation, Poison |
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Choose one living creature within Medium (60 ft.) range. It becomes poisoned by dragon bile (see Poison). The poison inflicts 3d8 poison damage per poison stage.
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The poison’s accuracy increases by +1 for each rank beyond 5.
Massive Acid Rain | Rank 6 |
Usage time: Standard action. | Acid, Manifestation |
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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 1d8 damage plus 1d8 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Mighty Sudden Rot | Rank 6 |
Usage time: Standard action. | Acid |
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Make an attack vs. Fortitude against anything within Short (30 ft.) range.
Hit: 1d6 damage plus 1d6 per 2 powerimmediately, 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 attack’s accuracy increases by +1 for each rank beyond 6.
Mighty Acid Breath | Rank 7 |
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This spell functions like the acid breath spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.
Mighty Acid Pool | Rank 7 |
Usage time: Standard action. | Acid, Manifestation, Sustain (minor) |
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This spell functions like the acid pool spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.
11.21.3 Rituals
Bitter Remedy | Rank 1 |
Casting time: One minute. | Poison |
Cost: Two fatigue levels from the target.
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Choose one ritual participant. 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).
This ritual requires one fatigue level from its participants.
Poisoncraft |
Rank 1 |
Casting time: One hour. | Poison |
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You can create a rank 1 poison. This functions like crafting a poison normally with the Craft (poison) skill, except that you do not need the appropriate materials to craft the poison (see Crafting Items). Instead, you must supply ritual components equal to a rank 1 consumable item (5 gp).
You can perform this ritual at a higher rank. This increases the cost of the ritual components to be equal to a consumable item of the ritual’s rank (see Wealth and Item Ranks). The maximum rank of a poison you can craft with this ritual is equal to this ritual’s rank.
This ritual requires one fatigue level from its participants.
Restful Draught | Rank 2 |
Casting time: One minute. | Poison |
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Choose one ritual participant. The target immediately falls asleep, and cannot be awoken unless it loses hit points or gains a vital wound. If it finishes a long rest while asleep in this way, it removes an additional vital wound.
This ritual requires one fatigue level from its participants.
Bitter Remedy+ | Rank 3 |
Casting time: One minute. | Poison |
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This ritual functions like the bitter remedy ritual, except that the vital wound created by this ritual has no vital wound effect.
This ritual requires one fatigue level from its participants.