Brewer Poison Recipes

“There is poison in the fang of the serpent, in the mouth of the fly and in the sting of a scorpion; but the wicked man is saturated with it.” – Chanakya

What is a Poison?
Poisons are special brews created by Venomologists through mixture and chemistry. Poisons exist to hamper, to injure or to kill those who are affected by them whether they are delivered by blade, by trap or by flagon.

How do you use a Poison?
A poison’s usage is determined by its type. There are three types of Poison: Combat poison, Trap poison and Ingested poison. Combat poison is delivered through weapon strike. Trap poisons are applied unto Traps and Ingested poison has to be drunk to be effective.

The victim of a poison will only realize something is wrong if the effects are obvious (pain, paralysis, confusion, injury, etc). If the effects are not obvious, the victim does not know that he has been affected by poison until someone with the appropriate skill (First Aid, Medicine Man, Aura-sight) investigates him and informs him.

Generally speaking, Poisons do not work on Undead, Constructs, Demons, Immortals and Elementals because the systems that sustain their lives (or animation) are not disrupted by poison.

What is a Combat Poison?
Combat Poison is a type of poison that is used via an application to a weapon, a process which usually takes a 10 second application count (“Poisoning 1, Poisoning 2…Poisoning 10) and a single dose of poison. This count may be done in a whisper. This is a dangerous process because being damaged or disrupted while applying the poison results in the poisoner being affected by his own poison.

After a poison is applied to a weapon, the poisoner may discharge it at will (although any such poison will expire within 10 minutes if not immediately used), invoking its effects instead of weapon damage. The effects of a poison must have the word poison in it (e.g. 10 poison, stun poison 30, 15 poison).The virulence of a combat poison will persist across two or three such strikes, although with weakening effects each time (as denoted on the Formula and Dose cards).

Example: Percival the Poisoner envenoms his dagger with Bloodfire Poison. Before 10 minutes has elapsed, he invokes “20 poison” on his next strike. On the strike afterward, he invokes “10 poison”. The venom on his blade is completely expended after he strikes for another “10 poison”.

Combat Poison and Blocking

If the poisoned attack is blocked by a weapon/shield, then it is not expended and may be used again immediately. Likewise, if a feat such as Block, Dodge or Parry has been used against a poisoned strike,  the poison may be used again. Any other feats, skills, abilities or spells that negate an attack negate the poison and expend it.

Likewise, if a Combat Poison affects a target but the target removes its effects with a feat, skill or spell – the poison is still considered to be expended.

Combat Poison and Armor Points
However, combat poison cannot be applied against a target with at least 1 AP. If poison damage is invoked against such a target, the target may invoke “No effect”. In order to bypass this defense, a poisoner must first destroy their AP with damage. The Student of the Lotus skill provides an alternate method to bypassing AP via exposing a weakness in a target’s armor through precise strikes.

What is a Trap Poison?
Trap Poison is a type of Poison that is used with Traps. It lasts longer than Combat Poison and is regarded to be far deadlier in its virulence.

Unlike a Combat Poison, a Trap poison does not need to be invoked and AP does not block it completely. Its effects are read by its victim, who must Role-play accordingly.

Trap Poisons placed upon weapons expire and become useless immediately after application.

What is an Ingested Poison?
Ingested Poisons are a type of poison that has to be imbibed to affect its victims. Ingested poisons may be placed in water, wine or any other liquid and not lose its effect. All Ingested Poisons have no inherent taste or smell due to the intricacy of their construction.

Poisoning Drink
The use of an Ingested poison requires the knowledge and the marshalling of a Staff member. This Staff member must be informed of the poison in advance and be given the Dose Cards for the Ingested Poison. The Staff member must witness the drink being poisoned, which is a process which takes 10 seconds. The poisoner must hold the poison vial phys-reps, simulate the poisoning process and declare “Poisoning 1, Poisoning 2… Poisoning 10”; the invocation of poisoning may be declared in a whisper but it must be vocally announced.

Combat or Trap Poisons in a Drink
If a Combat Poison or a Trap Poison is used to poison drink, it creates a foul taste that will warn the drinker before they can be adequately poisoned. Only the most foolhardy or the most ignorant would continue eating or drinking after tasting such poison in their food.

Anyone taking the time to examine a drink that has been poisoned with Combat or Trap Poison will also discover its poisoned properties and can discard it for another serving. The phys-reps of Inn food that has been poisoned and discovered as such need not be discarded; simply inform a Staff member of the action to resolve the granting of a new serving in-game.

Multiple Poisons in a Drink
If a Drink has more than one kind of Poison in it, the chemistry of each poison is ruined and the Poisons can be detected as though they were Combat or Trap poisons. Therefore, each Drink should have only one kind of Poison in it if a Poisoning attempt is expected to be successful.

Ingested Poisons and Targets

The amount of people affected by a poisoned drink is dependent on how many doses of poison were placed in it. For the purposes of balance, a drinker may only receive 1 dose no matter how many times he or she imbibes from the poisoned drink. If he or she sips from a different receptacle which is poisoned by a different kind of poison, he may receive 1 dose of that poison as well.

Generally speaking, a character may only be affected by 1 dose of a particular ingested poison. That is to say, Thirsty George cannot be affected by 5 doses of Poison A but he can be affected by 1 dose of Poison A and Poison B.

Multiple doses placed in a drink ensure that the poisoner can affect multiple people drinking from the receptacle. So, Percival the Poisoner puts 3 doses of poison in a pitcher of Elven Wine with the expectation that he will affect 3 people.

More People than Doses
If more people than doses drink from a poisoned receptacle, then whose who partook from it first are poisoned. For example, if Thirsty George, his two brothers and his sister drink (in this order) from a poisoned pitcher of Elven Wine with 3 doses, only Thirsty George and his brothers would receive dose cards 5 minutes after consumption. Their lucky sister would be spared because the assassin had placed only 3 doses in the drink and she was the fourth person to drink.

While unrealistic (like many of the rule-systems), this ruling exists for balance purposes and for expediency purposes.

Ingested Poison Effects
Approximately five minutes after a victim has drunk of the poisoned drink, the informed Staff member will hand him or her the dose card so that they may read it and role-play the effects accordingly. A poisoned drink need not be consumed entirely for the poison to take effect.

The Imbue Feast skill allows a character to envenom a plate of food instead of just a drink. Such an act requires 1 minute of whispered poisoning instead of merely 10 seconds, however.

How are Poisons created?
Only Venomologists can create poisons. To create a Poison, a Venomologist must have the following:
–    10 uninterrupted, consecutive minutes to spend in the Alchemy Lab or Annie’s Inn
–    The necessary Recipe on a Wyrdic Cipher or in his head (learned as a Skill that costs 3 Build)
–    The necessary rank of Venomologist (Expert Venomologist for Complex Poisons and Master Venomologist for Erudite Poisons)
–    The necessary component costs to make the Poison (as written on the Wyrdic Cipher)
–    The phys-reps required for the Recipe (as written on the Wyrdic Cipher)

After the allotted time has been spent Role-playing the creation of the Poison, a Venomologist can deliver the component costs to Logistics and receive 3 official 7K dose tags to fill out with the following:

–    Effect of the Poison
–    The Creator’s CSN
–    The moon of Expiration

After creation, a dose of Poison remains usable for 6 moons.

What is a Dose?
When a Poison is created, the resulting product has enough for three doses. The doses must be stored in a poison vial. When a poison is applied, the container must be taken out and used in the Role-playing action of application (such as poisoning a weapon, a drink or the creation of a poisoned trap).

The Dose entry of a Wyrdic Cipher or Dose Card indicates the primary effects of a Poison upon its victims. The effects of multiple doses of the same poison on one target do not combine – use the duration of the latest dose. However, if a target is affected by multiple types of poisons, he suffers all of their effects and must track all of their durations.

What is an Aftermath?
Poisons are extremely disruptive to most character’s bodily systems. Not only do they injure or damage a character’s flesh and blood but virulent Poisons can leave long lasting effects afterward.

Aftermath effects are afflictions or conditions that happen to the victim of a Poison if he or she is lucky enough to survive it. When a victim lives through a dose of a Poison, he becomes subject to a Poison’s Aftermath, which usually happen only on Trap and Ingested Poisons.

Aftermath effects can be removed by effects that remove that specific tier of poison. Likewise, if a Poison is removed from a character, he does not suffer its Aftermath effects.

Poisons and Death
Death does not stop a Trap or Ingested Poison. If a character dies under the influence of a Trap or Ingested Poison, the Poison’s effect stops its progression but resumes when it had stopped as soon as a Character is returned to life. This can be avoided by the use of spells or skills to remove the poison from the dead body while the poison is inert.

Some deadly Poisons inflict additional effects to the spirit or the corpse of a slain victim. If a Poison has this deadly quality, its description will be in the “Death:” entry of the Wyrdic Cipher.


Poison Recipes (B/C/E)

Basic Poisons:

Blacksteel Venom Recipe
One of the most common poisons in Midworld, this Poison strikes at its target as soon as it enters the victim’s bloodstream – killing muscles and necrotizing flesh upon contact.
Basic Poison (Combat)
Create: 3 doses of Blacksteel Venom; expires after 6 moons
Dose: Target receives 10/5 poison damage.
Cost: basic Herbal x1
Phys-Rep: Dose Cards x3, Poison Vial

Quickrot Venom Recipe
A derivation of the Blacksteel Venom, Quickrot Venom necrotizes flesh immediately after contact, viciously sending lances of pain through a victim’s body with enough shock to potentially kill it.
Basic Poison (Trap)
Create: 3 doses of Quickrot Venom; expires after 6 moons
Dose: Target’s insides start rotting and the target receives 1 normal damage per second for 60 seconds.
Aftereffect: Target loses 2 SP and receives a killing blow if he is at 0 HP.
Cost: basic Herbal x1
Phys-Rep: Dose Cards x3, Poison Vial

Blood-gut Poison Recipe
Blood-gut poison is named for the infamous event in Gotterdammerung where an entire cathedral’s congregation was found dead in the pews, having vomited out their bloody entrails.
Basic Poison (Ingested)
Create: 3 doses of Blood-gut Venom; expires after 6 moons
Dose: 5 minutes after ingestion, target’s stomach begins to disintegrate and he receives 1 normal damage per second for 5 minutes. This damage bypasses all AP and directly attacks HP.
Aftermath: Target loses all remaining SP and receives a Killing blow if he is at 0 HP at the time. For the next period, eating or drinking is painful but he still feels ravenously hungry.
Cost: basic Herbal x1, basic Death x1
Phys-Rep: Dose cards x3, Poison Vial

Wither-tongue Poison Recipe
A poison meant for slaying spellcasters, Wither-tongue prevents its victim from speaking even the simplest of phrases.
Basic Poison (Combat)
Create: 3 doses of Wither-tongue Poison
Dose: Target’s tongue refuses to work and the Target receives a Silence poison 60/30 effect.
Cost: basic Shadow x1, basic Herbal x1
Phys-Rep: Dose cards x3, Poison Vial

Corpse-Tongue Juice Recipe
Corpse-tongue juice is taken from basting a special mixture with the tongue of a cadaver. This poison ensures that a trap will take the breath away from its target.
Basic Poison (Trap)
Create: 3 doses of Corpse-Tongue Juice; expires after 6 moons
Dose: Target’s tongue refuses to work and tastes like death. Target receives a Silence 60 effect which reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 2 SP. For the next hour, everything tastes like a corpse to him.
Cost: basic Herbal x1, basic Shadow x1
Phys-Rep: Dose cards x3, Poison vial

Bard-bane Recipe
This special poison is kept in reserve by seedy innkeepers who dislike the sound of incompetent bards and minstrels.
Basic Poison (Ingested)
Create: 3 doses of Bard-bane; expires after 6 moons
Dose: 5 minutes after ingestion, the Target’s cannot speak and can barely breathe as his throat constricts. Target receives Silence 60 effect which reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP. For the rest of the current period, talking (in-game) louder than a whisper hurts his throat and inflicts 1 point of damage to him per word spoken.
Cost: Basic Herbal x1, basic Shadow x1, basic Water x1

Mind-Fog Poison Recipe
This poison strikes at the brains of its victim, sending him into a light sleep that can be broken only by pain.
Basic Poison (Combat)
Create: 3 doses of Mind-fog Poison; expires after 6 moons
Dose: Target’s brain refuses to function. Target receives a Confuse poison 30/15 effect.
Cost: basic Shadow x1
Phys-Rep: 3 dose cards, poison vial

Brain-Fog Juice Recipe
This Trap poison sends its victims into a dream-like trance where he is free from pain and suffering.
Basic Poison (Trap)
Create: 3 doses of Brain-fog Juice; expires after 6 moons
Dose: Target keeps getting lost in own thoughts. Target receives Confuse 60 effect which reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 2 SP and sees/hears minor hallucinations for the next hour.
Cost: basic Shadow x1, basic Water x1
Phys-Rep: 3 dose cards, poison vial

Brigand in a Bottle Recipe
This poison serv
es doubly as a powerful drink for the wealthy alcoholic. It brings the victim halfway into a world of their dreams where nothing matters and nothing can hurt them.

Basic Poison (Ingested)
Create: 3 doses of Brigand in a Bottle; expires after 6 moons
Dose: 5 minutes after ingestion, Target’s mind keeps going blank and incoherent. Target receives Confuse 60 which reapplies every 60 seconds for 10 minutes.
Aftermath: the Target loses all remaining SP and all abilities, skills and spells that require a short rest are expended. For the next period, the Target occasionally loses his train of thought.
Cost: basic Shadow x1, basic Water x1, basic Death x1
Phys-Rep: 3 dose cards, poison vial

Needle-skin Poison Recipe
Needle-skin poison is named for the sensations experienced by those who fall under its effects: the feeling is as though a thousand needles are piercing the victim’s skin.
Basic Poison (Combat)
Create: 3 doses of Needle-skin Poison; expires after 6 moons
Dose: Target receives a Daze poison 60/30effect.
Cost: basic Lightning x1
Phys-rep: 3 dose cards, poison vial

Burning-Flesh Poison Recipe
The itching of Burning-Flesh poison is only a shadow of true immolation, but it serves as an effective and painful distraction nonetheless.
Basic Poison (Trap)
Create: 3 doses of Burning-Flesh Poison; expires after 6 moons
Dose: Target’s flesh rabidly itches everywhere. Target receives a Daze 60 effect which reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 2 SP and has minor itches everywhere for the next hour.
Cost: basic Fire x1, basic Herbal x1
Phys-Rep: Phys-Rep: 3 dose cards, poison vial

Cold as Ice Poison Recipe
The cold of this particular poison affects a victim in any climate whether arid, tropical or temperate. However, those who experience this bottled frost are sure to remember the freezing sensation of its final effect.
Basic Poison (Ingested)
Create: 3 doses of Cold as Ice Poison; expires after 6 moons
Dose: Target’s veins feel as cold as ice and starts shivering uncontrollably. Target receives a Daze 60 effect which reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP and receives a Shackle effect for 60 seconds. For the rest of this Period, he suffers occasional shivers as though cold.
Cost: basic Wind x1, basic Water x1, basic Death x1
Phys-Rep: Phys-Rep: 3 dose cards, poison vial

Rage Spore Recipe
This Combat poison is deadly in the hands of a master strategist. With it, a poisoner can take his target off-balance and send him into a suicidal rage.
Basic Poison (Combat)
Create: 3 doses of Rage Spore; expires after 6 moons
Dose: Target takes a Taunt poison 60/30
Cost: basic Herbal x1, basic Fire x1
Phys-Rep: Phys-Rep: 3 dose cards, poison vial

Ixian Peace-Wine
Ixian Peace-wine is classified as a Poison, although most consider it an expensive spirit. Those who drink it are enveloped by feelings of peace and tranquility.
Basic Poison (Ingested)
Create: 3 doses of Ixian Peace-Wine; expires after 6 moons
Dose: 5 minutes after ingestion, the target is bombarded by feelings of peace and contentment. He is subject to a Pacify 60 effect that reapplies every 60 seconds for the next 10 minutes.
Aftermath: Target loses 2 SP and feels slow to violence for the rest of the Period.
Cost: basic Herbal x1, basic Water x1

 

Complex Poisons:

Bloodfire Venom Recipe
Bloodfire Venom burns as it courses through the veins of its victims, yet sticks faithfully to its poisoner’s weapons.
Complex Poison (Combat)
Create: 3 doses of Bloodfire Venom; expires after 6 moons
Dose: Target takes 20/15/10 poison damage.
Cost: basic Herbal x1, basic Fire x1
Phys-Rep: 3 dose cards, poison vial

Heartbane Poison Recipe
Heartbane Poison is named by an anonymous Poisoner in the Labyrinthium who created this poison to strike at his ex-wife’s suitors and husbands. It is believed that he died of this poison when she finally “returned” to his embrace.
Complex Poison (Trap)
Create: 3 doses of Heartbane Poison
Dose: Target’s heart falters and refuses to function. Target receives 1 normal damage per second for 2 minutes. This damage bypasses all AP and directly attacks HP. Every 60 seconds, the target receives a Killing Blow if he is at 0 HP.
Aftermath: The Target loses 3 SP and has occasional chest pains for the next hour.
Cost: basic Water x1, basic Death x1
Phys-Rep: 3 dose cards, poison vial

Bloodboil Poison Recipe
Bloodboil Poison not only kills a target but also immolates the target’s corpse – the source of this Poison is believed to have come from the Vaults of the Underworld itself.
Complex Poison (Ingested)
Create: 3 doses of Bloodboil Poison
Dose: 5 minutes after ingestion, Target’s blood begins to evaporate. Target receives 1 fire damage per second for 5 minutes. This damage bypasses all AP and directly attacks HP. Every 60 seconds, he receives a Killing Blow if he is at 0 HP at the time.
Aftermath: The Target loses all remaining SP and is Dazed for 5 minutes.
Death: The Target’s body burns to ashes and if not revived before 1 minute has passed, the corpse is turned to ash and the Target becomes a spirit in the graveyard.
Cost: rare Death x1, basic Fire x1
Phys-Rep: 3 dose cards, poison vial

Wither-Limb Poison Recipe
This poison cripples the limbs of its target, deadening nerves to prevent sensation and movement. Even a master swordsman is hard-pressed to survive a duel with a withered arm.
Complex Poison (Combat)
Create: 3 doses of Wither-Limb Poison; expires after 6 moons
Dose: Target receives Cripple Arm/Leg poison 30/15/10 effect when hit in the proper area.
Cost: Basic Herbal x2, basic Death x1
Phys-Rep: 3 dose cards, poison vial

Dead Limb Poison Recipe
Dead Limb poison is named for the crippling effects on its target’s limbs, affecting both legs or both arms at the poisoner’s whim.
Complex Poison (Trap)
Create: 3 doses of Dead-limb Poison; expires after 6 moons
Dose: Both of the target’s arms or legs lose all feeling and control. Target takes Cripple Limb effect 60 on each arm or on each leg (chosen upon Creation) which reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 3 SP and for the next hour, feels minor numbness on both of his legs or arms.
Cost: Basic Demonic x1, Basic Death x2
Phys-Rep: 3 dose cards, poison vial

Dead-Weight Poison Recipe
Dead Weight poison intensifies the suffering caused by Dead Limb poison, causing not only loss of control but also loss of limb at the height of its virulence.
Complex Poison (Ingested)
Create: 3 doses of Dead-Weight Poison; expires after 6 moons
Dose: 5 minutes after ingestion, Target loses control of both of his arms or his legs. Target receives a Cripple Limb 60 effect on both arms or on both legs (chosen upon Creation) which reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP, he takes 10 damage and both of his arms or both of his legs fall off as if severed. This damage bypasses all AP and directly attacks HP.
Cost: rare Death x1, basic Earth x1
Phys-Rep: 3 dose cards, poison vial

Mind-Fire Poison Recipe
This is a poison with roots that reach all the way to the Twilight Empire; Mind-fire Poison strikes at the victim’s mind – temporarily crippling his long-term m
emory.

Complex Poison (Trap)
Create: 3 doses of Mind-Fire Poison; expires after 6 moons
Dose: For the next hour (persisting through Death), the Target cannot remember who he is. Until this condition is cured, he cannot use any Feats, Spells or Skills that are not from the Racial or Everyman lists.
Cost: basic Fire x2, basic Shadow x2
Phys-Rep: 3 dose cards, poison vial

Stone-flesh Poison Recipe
Those struck by this poison are blessed with invulnerability but cursed with paralysis. This is usually used by the King-slayer Crew to paralyze a target then kill all of his loved ones before his eyes.
Complex Poison (Combat)
Create: 3 doses of Stone-flesh Poison; expires after 6 moons
Dose: Target receives Shackle poison 30/15/10 effect.
Cost: basic Demonic x2, basic Earth x1
Phys-Rep: 3 dose cards, poison vial

Stone Sleep Poison Recipe
The Shaggrathi Clan of the Stone Dwarves are known to use this brew on those that they find trespassing their mountain halls before throwing the trespassers off a cliff.
Complex Poison (Trap)
Create: 3 doses of Stone Sleep Poison; expires after 6 moons
Dose: Target is paralyzed and falls to the ground, his skin acquiring the texture and rigidity of stone.  Target receives a Shackle 60 effect that reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 3 SP and feels sensitive to pain for the next hour.
Cost: basic Demonic x2, basic Earth x1
Phys-Rep: 3 dose cards, poison vial

Menhir’s Form Poison Recipe
This poison hails from the Obsidian Wastes where the Lotus Eaters use it to capture and transport prisoners of import.
Complex Poison (Ingested)
Create: 3 doses of Menhir’s Form Poison; expires after 6 moons
Dose: Target stands straight and becomes impervious to all damage. Target receives a Shackle 60 effect which reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP and takes a Daze 300 effect. For the rest of this period, he feels sore and Pain effects on him last 5 seconds longer.
Cost: rare Earth x1, basic Demonic x1
Phys-Rep: 3 dose cards, poison vial

Blood-fury Venom Recipe
This poison is often found in the vault-tombs of the Gotterdammerung Kreigers– those defilers who dare desecrate these tombs with grave-robbing will often find themselves with the blood of their allies upon their hands.
Basic Poison (Trap)
Create: 3 doses of Blood-fury Venom; expires after 6 moons
Dose: Target is inexplicably consumed with rage and acts as though the nearest creature within 20 feet used a Taunt 60 upon him. This reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 2 SP and feels irritable and violence prone for the next hour.
Cost: basic Herbal x2, basic Fire x2
Phys-Rep: 3 dose cards, poison vial

Berserker Mead Recipe
This mead is reputedly made from the honey of demonic bees in the Underworld. Those who imbibe it are consumed by a bloodthirsty rage to attack everyone in sight.
Complex Poison (Ingested)
Create: 3 doses of Berserker Mead; expires after 6 moons
Dose: 5 minutes after ingestion, the Target is deluded into thinking that he is being insulted and belittled. He acts as though he received a Taunt 60 effect from the nearest creature within 20 feet. The Taunt reapplies every 60 seconds for 10 minutes.
Aftermath: For the rest of this period, the Target feels as though a grave injustice has been committed upon him and attempts to displace his anger on others.
Cost: rare Demonic x1
Phys-Rep: 3 dose cards, poison vial

Talkative Tagalog Recipe
Used by gatherers of information and seekers of secrets, this ancient Riverfolk recipe is used to make a target spill his thoughts, his emotions and his secrets to those around him.
Complex Poison (Ingested)
Create: 3 doses of Talkative Tagalog; expires after 6 moons
Dose: 5 minutes after ingestion, the Target feels a great need for camaraderie and fellowship. He acts as though a Befriend 60 effect has been used upon him by the nearest creature within arm’s reach. This reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses 3 SP. For rest of this period, the Target feels needy and cannot benefit from a Short Rest if he is alone.
Cost: rare Wind x1
Phys-Rep: 3 dose cards, poison vial

Wise Counselor Recipe
The Wise Counselor poison is used to prepare targets for brainwashing by making them more sensitive to the opinions and thoughts of others.
Complex Poison (Ingested)
Create: 3 doses of Wise Counselor; expires after 6 moons
Dose: 5 minutes after ingestion, the Target listens intently to others and concerns himself greatly regarding their opinions. For the next hour, using Resist Charm and effects that resist Charm effects costs double SP and Charm effects on the Target last for double the duration.
Aftermath: Target loses 3 SP. For rest of this period, the Target occasionally finds himself listening to others’ words even if he couldn’t care less normally.
Cost: rare Water x1
Phys-Rep: 3 dose cards, poison vial

Draught of Despair Recipe

The Draught of Despair is used by those with much money but little to life for. It enhances sorrow and depression to its purest form, allowing its victims to wallow ever deeper in their personal hells.
Complex Poison (Ingested)
Create: 3 doses of Draught of Despair; expires after 6 moons
Dose: 5 minutes after ingestion, the Target feels dispirited and depressed. For the next hour, using Spurn Death and effects that resist Mortal effects costs double SP. Also, Mortal effects on the Target last for double the duration.
Aftermath: Target loses 3 SP. For the rest of this period, the Target suffers from occasional bouts of utter sorrow and/or paranoia.
Cost: rare Death x1
Phys-Rep: 3 dose cards, poison vial

 

Erudite Poisons:

Liquid Darkness Poison Recipe 
Used by the Twilight Empire in the ages of antiquity, the Liquid Darkness poison was wielded only by Shaedis’ topmost assassins and only against the greatest threats to her reign.
Erudite Poison (Combat)
Create: 3 doses of Liquid Darkness Poison; expires after 6 moons
Dose: Target receives Blind poison 30/15/10.
Cost: Rare Shadow x1
Phys-Rep: 3 dose cards, poison vial

Wither-Sight Poison Recipe
A derivative of the Liquid Darkness, this poison promises that the target of a trap will never see it coming.
Erudite Poison (Trap)
Create: 3 doses of Wither-sight Poison; expires after 6 moons
Dose: Target’s eyes can only see a milky film. Target receives Blind 60 effect which reapplies every 60 seconds for 5 minutes.
Aftermath: Target loses 5 SP and has obscured visual capabilities. For the next hour, he cannot use Sense Hidden or any effect that allows him to see Hidden creatures.
Cost: Rare Shadow x1, Rare Herbal x1
Phys-Rep: 3 dose cards, poison vial

Eye-Rot Wine Recipe
Those who consume this ancient Wyrdic poison will lose sight only temporarily, for the loss of their life will follow suit.
Erudite Poison (Ingested)
Create: 3 doses of Eye-Rot Wine; expires after 6 moons
Dose: 5 minutes after ingestion, Target’s eyes rot from within. The target receives a Blind 60 effect that reapplies every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP and takes 100 points of normal damage from the rot reaching his brain. For the rest of this period, Sense Hidden and effects that allow him to see Hidden creatures c
ost double SP. This damage bypasses all AP and directly attacks HP.
Cost: Rare Death x1, Rare Shadow x1
Phys-Rep: 3 dose cards, poison vial

Labyrinthium Spider Venom Recipe
This special venom is distilled from the deadliest spiders in the jungles around the Labyrinthium and sold exclusively by the King-slayer Crew.
Erudite Poison (Combat)
Create: 3 doses of Labyrithium Spider Venom; expires after 6 moons
Dose: Target receives 30/20/10 Poison damage.
Cost: Rare Death x1
Phys-Rep: 3 dose cards, poison vial

Black Lotus Venom Recipe
Those who trespass the lairs of the Lotus Eaters will find this deadly poison in wait for them. Even spells of reviving are no sanctuary against the Black Lotus Venom.
Erudite Poison (Trap)
Create: 3 doses of Black Lotus Venom; expires after 6 moons
Dose: The Target’s soul is in utter agony and he takes 1 normal damage every second for 5 minutes. This damage bypasses all AP and directly attacks HP. Every 60 seconds, the Target takes a Killing blow if he is at 0 HP.
Aftermath: Target loses 5 SP. For the next hour, he keeps having sharp pains in his head and heart, which doubles all SP costs.
Death: If a Target is revived without the Poison being removed from his spirit or corpse, the Poison will start anew right after he is revived.
Cost: Rare Herbal x1, Rare Demonic x1
Phys-Rep: 3 dose cards, poison vial

Ishtar’s Oblivion Recipe
The Fangs of Ishtar are especially feared for this Poison that plagues a target’s body and soul. As the Goddess of Death in Kali-Ishtar, her most sacred of venoms marks its victims as her prey.
Erudite Poison (Ingested)
Create: 3 doses of Ishtar’s Oblivion; expires after 6 moons
Dose: 5 minutes after ingestion, the Target’s soul is slowly but painfully ripped from his body. The Target takes 1 Shadow damage every second for 10 minutes. This damage bypasses all AP and directly attacks HP. Every 60 seconds, the Target takes a Killing Blow if he is at 0 HP. While affected by this poison, the Target’s Critical Death Count is shortened to 1 minute.
Aftermath: The Target loses all remaining SP. For the rest of this Period, death feels closer to the Target causing him to become paranoid and hear whispers. Furthermore, his Critical Death Count is shortened to 1 minute.
Death: After a Target dies from Ishtar’s Oblivion, his body fades into Shadow and his spirit is sent directly into the Graveyard if he has lives remaining.
Cost: Rare Shadow x1, Rare Death x1
Phys-Rep: 3 dose cards, poison vial

Cruach’s Laughter Recipe
The Cruacha of Fir’bolg claim this poison as the purified cruelty of their God; it is a mixture of the poison of many different animals, all of whom dwell in the mists of Morread.
Erudite Poison (Combat)
Create: 3 doses of Cruach’s Laughter; expires after 6 moons
Dose: Target receives a Stun poison 30/15/10 effect.
Cost: Rare Demonic x1
Phys-Rep: 3 dose cards, poison vial

Purified Agony Recipe
Those who dare assault the vaults of the Iron bank will have to contend with this poison, fashioned by the Iron Kingdom’s finest brewers to be the pinnacle of pain.
Erudite Poison (Trap)
Create: 3 doses of Purified Agony; expires after 6 moons
Dose: Target’s flesh writhes in pain, rending him helpless. The Target receives a Stun 60 effect and 10 Shadow damage both which reapply every 60 seconds for 5 minutes. This damage bypasses all AP and directly attacks HP.
Aftermath: Target loses 5 SP. For the next hour, he feels shakes that prevent him from performing any activity that requires fine manipulation (such as the Skullduggery skill or Scribe Glyphic Cipher).
Cost: Rare Death x1, Rare Fire x1
Phys-Rep: 3 dose cards, poison vial

Watery Embrace of Rhelyeh Recipe
It is believed that those who imbibe this poison wrought by the Qabbalim of Labyrinthium can feel the very coils of the tentacled god Rhel’yeh constricting them into immobility. It is used on outsiders and on initiates both for only those who survive this poison without outside aid can ascend to the higher ranks of their orders.
Erudite Poison (Ingested)
Create: 3 doses of Watery Embrace of Rhelyeh; expires after 6 moons
Dose: 5 minutes after ingestion, the target’s muscles constrict in ways that injure his body. The Target receives a Stun 60 effect and 30 normal damage both which reapply every 60 seconds for 10 minutes.
Aftermath: Target loses all remaining SP. For the rest of this period, the Target’s short rests trigger waking nightmares of being underwater and crushed by tentacles.
Cost: Rare Demonic x1, Basic Water x1, Basic Shadow x1
Phys-Rep: 3 dose cards, poison vial

Venom of Bat-hala’s Whispers Recipe
Those affected by this poison lose are afflicted by horrific whispering that prevents any kind of rest or relaxation. Bat-halai use this poison as a warning to those who continuously flaunt their order’s principles.
Erudite Poison (Trap):
Create: 3 doses of Venom of Bat-hala’s Whispers; expires after 6 moons
Dose: For the next hour (even through Death), the Target’s quiet moments are filled with incomprehensible but horrific whispering. He is unable to regenerate SP or recharge abilities, skills or spells through Short Rests.
Aftermath: Target temporarily comprehends some of these secrets as a means to forbidden power. His next Short Rest allows him to gain 1 extra SP which goes away after an hour if not expended.
Cost: Rare Holy x1, Rare Shadow x1
Phys-Rep: 3 dose cards, poison vial

Dark Mother’s Favor Recipe
The Qabbalim are fond of using this poison upon those who would spy on their activities. Such individuals are afflicted by this poison and then hunted down at the Favored Children’s leisure.
Erudite Poison (Ingested)
Create: 3 doses of Dark Mother’s Favor; expires after 6 moons
Dose: For the rest of this period, the Target feels like his flesh is crawling with invisible spiders and worms. He is unable to regenerate SP or recharge abilities, spells or spells through Short Rests.
Aftermath: Target loses all remaining SP. For the next period, the Target’s Short Rests heal the him for 5 HP and trigger waking dreams of being blanketed in insects while feeling the comfort of a mother’s embrace.
Cost: Rare Demonic x1, Rare Shadow x1
Phys-Rep: 3 dose cards, poison vial

Mind-Breaker Poison Recipe
This poison is said to have come from the Gnomes. Those who partake of its venomous nectar will find themselves in ignorant bliss as they forget everything about themselves for a significant amount of time.
Erudite Poison (Ingested)
Create: 3 doses of Mind-Breaker Poison; expires after 6 moons
Dose: 5 minutes after ingestion, the Target cannot remember who he is for the rest of this period. Until this poison is removed, he cannot use any Feats, Spells or Skills that are not from the Racial or Everyman lists.
Aftermath: The target loses all remaining SP. For the next period, he has 10 second moments of amnesia that have random triggers (as determined by the Target).
Cost: Rare Shadow x1, Rare Herbal x1
Phys-Rep: 3 dose cards, poison vial