
Snake Venom
Alchemy, Venom
Deals damage every minute for twenty minutes.
From the book
Made from 4 drs. of cobra, viper or asp venom, it deals 2-12 points of damage each minute for 20 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. cobra, viper, or asp venom
- Damage
- 2-12 per minute for 20 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)