Poisons
Poisons with a chance component have a 1/36 base chance (2D6 roll of 2) of the effect taking place each turn. If a poison comes from a spell, the chance is increased by the caster's stamina bonus modifier. If the poison comes from some other source, the chance is increased by the power level of the source.
The effects can be resolved by adding 2 to the modifier or potency and comparing the roll against that number. If the roll is equal to or less than the combined number, the effect takes place.
Example: if a creature is afflicted by a poison with a power level of 2, it would then suffer the effects on a 2D6 roll of 2, 3 or 4 at the end of the turn when the lingering effects are resolved.
Blinding Poison
- Lingering effect that has a chance of blinding the creature for
D6 turns. Blinded creatures may act normally with the exception that
they can't see anything. Blinding Poison also applies a negative
modifier to hit rolls that equals to the power level of the
poison.
Charming Poison
- Lingering effect that has a chance of charming the creature for
D6 turns. Charmed creatures are forced to attack the nearest creature
that is also an enemy of the charmer or miss their turn if no such
creature exists. Charming poison also forces the affected creature
to pass a mental check before attacking the charmer.
Confusing Poison
- Lingering effect that has a chance of confusing the creature for
D6 turns. Confused creatures move and attack in a random direction.
Confusing Poison also applies a negative modifier to hit rolls that
equals to the power level of the poison.
Deadly Poison
- Lingering effect that has a chance of causing D3 + X points of poison
damage. Deadly poison also forces the creature to re-roll successful
health regeneration rolls.
Deafening Poison
- Lingering effect that has a chance of deafening the creature for
D6 turns. Deafening Poison also applies a negative modifier on casting
rolls that equals to the power level of the poison. Creatures with
Silent Cast talent are not affected.
Draining Poison
- Lingering effect that has a chance of causing the creature to lose
1 point of energy. Draining Poison also applies a negative modifier
on energy regeneration rolls that equals to the power level of the
poison. The damage caused by this poison also counts as an energy
drain effect for immunity purposes.
Leeching Poison
- Lingering effect that has a chance of causing the creature to lose
D3 + X points of health. Leeching Poison also applies a negative modifier
on health regeneration rolls that equals to the power level of the
poison. The damage caused by this poison also counts as a health
drain effect for immunity purposes.
Paralytic Poison
- Lingering effect that has a chance of paralysing the creature for
D6 turns. Paralytic Poison also counts as a slow effect on the
creature.
Silencing Poison
- Lingering effect that has a chance of silencing the creature for
D6 turns. Silenced creatures may not cast spells, read scrolls or
talk to other creatures. Silencing Poison also applies a negative
modifier on casting rolls that equals to the power level of the poison.
Creatures with Silent Cast talent are not
affected.
Sleeping Poison
- Lingering effect that has a chance of causing the creature to
fall asleep for D6 turns. Any damage will interrupt the currently
affecting sleep effect but the poison remains and the creature
may fall asleep again on the next turn.
Slowing Poison
- Lingering effect that counts as a slow effect and as an effect
that may cause the creature to miss its next turn. Slowing Poison
also reduces dodge, parry and block modifiers with a number that
equals to the power level of the poison. This effect cannot,
however, reduce the respective modifiers below their normal
minimum level (e.g. +1 block modifier when a buckler is equipped).