Corruption

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Corruption
Last Updated: 1/15/24

Alchemical Item

Blade Alchemical

Alchemical Name: Corruption

Alchemy Level: 1

Type: Blade Alchemical

Duration: Medium (10 Minutes)

Flag: Weapon

Herbalism Required: Yes

Scarce: No

Production Quantity: 1

Harmful: Yes

Description: A blade alchemical that allows a weapon to strike for 'Poison'

Description

Corruption is a toxic substance that is spread along the length of a blade, causing even the least of cuts to molder and putrefy.

Effect

The affected weapon may replace all strikes with the call '<Damage> Poison!'. Use your Might and/ or Accuracy as appropriate for the weapon to determine damage. This lasts the full effect duration, not for a specific number of hits. Cannot be applied to Elven Steel weapons.

References

Poison Calls

The 'Poison!' call sometimes inflicts damage, also it always inflicts the Poisoned condition. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Poison!' damage, otherwise it will only inflict the Poisoned condition and no damage.

Tag bags or arrows that call for 'Poison!' count as weapons and may always be blocked with an unbroken shield.

When the 'Poison' call is used to modify an offensive effect call the whole attack follows the rules for 'Poison!'. It is never considered a spell (if it was) and the attack may be blocked by a shield. Conditions applied by the attack are only removed when the Poisoned condition is removed. Any defense which prevents 'Poison!' prevents the entire call.

Poisoned Condition

A character who has the Poisoned condition cannot heal lost body points. They also may not remove Wound conditions, the Bleeding Out condition, or the Dead condition by any means. This lasts until the Poisoned condition has been removed.

If the call that applied the Poisoned condition applied other conditions, those other conditions can only be removed by removing the Poisoned condition. This will automatically remove the attached conditions at the same time. When the Poisoned condition is attached to another condition like this, the duration of the effect is determined by the attached condition. Both conditions wear off at the same time.

This condition can be removed by spells like Purify Spirit, or alchemicals like Theriac and Catholicon.

Replacement Calls

Some effects give calls that replace a weapon's normal damage. These calls are used instead of the call the weapon would normally make. With each swing of your weapon you may call EITHER the weapon's normal call, or the replacement effect's call. You can chose which with each attack.

A replacement call uses the damage or call provided by the source of the effect and never uses the damage type of your weapon. They only use your Might or Accuracy if they say they do.

Often these replacements apply only to the next legal hit. If you choose to use the weapon's normal call, your next legal hit still consumes a use of whatever effect is happening.

Example: You attack your opponent with a Thermium sword (which has the damage type Nature), and you have the skill Might proficiency. Your normal attack is '2 Nature!' with this weapon. However, you have used the alchemical Scorpion's Kiss on the weapon which lets you call for 'Poison Weaken' instead. When you attack you may chose to call '2 Nature' or 'Poison Weaken', but not both. Whichever choice you make, after you successfully hit an opponent the Scorpion's Kiss is consumed and from that point on you can only call for '2 Nature!'.

Goblin Iron Weapons

Weapons crafted out of Goblin iron call for 'Poison!'. Goblin iron items must be covered with green paint. Many blade alchemicals get bonuses when applied to a pure Goblin Iron weapons. Pure Goblin Iron weapons are those that aren't made with any other material type. Each blade alchemical lists what material types get bonuses in their description. Goblin Iron can never be included in the crafting of a Silver weapon.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Goblin Iron Weapon

No Yes 8 This weapon is crafted out of Goblin Iron. Attacks with it call for 'Poison!'. Goblin Iron weapons cannot also be made of Silver.

Blade Alchemicals

A blade alchemical is a consumable item that is applied to a weapon in order to make it more deadly. All blade alchemicals replace a weapon's normal damage call with something else. In order to apply a blade alchemical you must possess the Herbalism skill and role-play the action of applying the compound to your weapon, then tie a flag to it.

Once applied a blade alchemical typically lasts for 10 minutes and/or replaces the next successful hit the weapon makes (whichever comes first). Some blade alchemicals require different special materials, or have bonuses based on what materials a weapon is made out of. Each blade alchemical lists any special interactions it has with a particular material type.

Some blade alchemicals reference a "pure" weapon. These are weapons made from only the material type listed. A weapon that has the mundane weapon craft feature (which allows it to strike for a material type or no material type) does not count as a pure weapon.

Elven Steel weapons may never have blade alchemicals applied to them. If a blade alchemical is applied to an Elven Steel weapon it is rendered inert immediately.


Categories: Items | Alchemicals | Level 1 Alchemicals | Blade Alchemicals | Poison Calls


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