Poisoning (sage study)
Poisoning is a sage study in the field of Grace that involves the alchemical manipulation of toxic substances to harm creatures or employ corrosive acid to erode tissue. The study aims not only to disable foes but also to induce severe illness and, most notably, death. A crucial aspect involves the management and identification of poison exposure, serving as a defensive measure against adversaries who employ these insidious tactics.
Integral to the expertise in poisoning is an enduring partnership with the poison trade — an intricate network involving various entities dedicated to procuring plants, venoms, and ichor from diverse creatures. These raw materials are then sold to poison makers, who refine them into potent insidious or ingestive varieties.
Subsequently, those versed in the art of poisoning possess the skill to render these toxins subtle and virtually undetectable. This expertise is withheld until the opportune moment, when an individual unsuspectingly consumes a sip of wine or another delicacy, succumbing unexpectedly to the lethal effects of the concealed poison.
The sage abilities below are those acquired by a character through the study, according to status.
- Detoxification: reduces the effects of poisoning and other toxic damage, through the use of substances.
- Harvest Poisonous Herb: allows a searching individual to locate, harvest or cultivate poisonous herbs.
- Prepare Ingestive Poisons: enables the making of poisons that must be imbibed to be effective.
- Access Poison Market: empowers the character to obtain pre-made substances within large cities.
- Drain Venom: allows the harvest of vital alchemical fluids from the bodies of various toxic creatures.
- Prepare Antidote: creates specific antidotes to specific ingestive poisons.
- Prepare Insinuative Poisons: enables the making of poisons and acids that can be applied to the skin or directly into the bloodstream.
- Create Poison Gas: enables the making of small amounts of poison gas in order to affect multiple persons.
- Poison Immunity I: defies the dangers of a specific poison, gained through association with that substance.
- Subtle Poisoning: enables the character to poison a victim in a manner that resembles a natural disease.
- Poison Immunity II: defies the dangers of all poisons, gained through association with lethal substances.