Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Scorpion Venom

Alchemy, Venom

Deals damage every minute for ten minutes.

From the book

Distilled from 4 drs. of scorpion venom, it deals 2-8 points of damage each minute for 10 minutes; a save vs Constitution halves the damage.

Venoms are resinous toxins smeared on blades, darts, pins, arrows and the like; they act through the bloodstream, so they only work when they enter a wound or puncture. One dose coats a sword of any size, a two-handed axe, 2 hand axes, 4 spear or javelin heads, 6 daggers, 10 arrows or bolts, or 20 war darts, and the coating is spent on the first successful hit. Each dose takes a full day with a mortar and pestle, small cauldron or crucible and steady heat, succeeding 90% of the time plus 1% per level (99% at most). The maker must save vs Dexterity, +1 per level, or be exposed to the venom through a cut, scratch or fumes. Only alchemists may legally hold venoms in most of the Atlantean world; elsewhere a dose may fetch 200-600 G.P. on the black market.

At a glance

Ingredients
4 drs. scorpion venom
Damage
2-8 per minute for 10 minutes
Save
Constitution for half damage
Delivery
Wound or puncture (edged weapons, darts, arrows)
Coverage per dose
1 sword, 1 two-handed axe, 2 hand axes, 4 spear/javelin heads, 6 daggers, 10 arrows/bolts, or 20 war darts; lasts until first successful hit
Equipment
Mortar and pestle, small cauldron or crucible, reliable heat source
Time to complete
1 full day per dose
Chance of success
90% +1% per level (max 99%)
Mishap
Maker saves vs Dexterity (+1 per level) or is exposed to the toxin
Cost
200-600 G.P. per dose (illegal outside alchemists in most Atlantean lands)
Requires
Venoms skill (no prerequisite)