KNOW POISON

Brak Carslis

Poison here also defines venoms and toxins. Although some may argue they are separate and different substances in either their make-up or their applications, they all perform one function: to cause another to suffer some effect as desired by the producer. This is not connected with diseases, but with all the many substances that can cause an effect, not all of them deadly or damaging, in a target. The term poison will cover all three types throughout this Manc description.

This Manc allows the user to know that poisons are present in an area and then choses which poison to identify. The user initially detects a poison in a target area. The maximum distance a user can detect a poison is up to the creator's Level x 4 feet maximum and is in an arc of 90º centered from the user. The user sees an aura from any poisonous source. This could be a plant, a running stream, an area of ground cover, a person or animal, or even a stone face. Wherever a poison occurs, even one that does not effect the user, it will glow with an aura. The colour is individual to the user, not the creator, but is most often a soft red or mauve. It does not pin-point the source merely the general recepticle of the poison. That is, a stealthling carrying a vial of poison will have their bag or pouch detected where they are carrying it, while a plant that only has poisonous leaves will glow around them only. In locations of many sources the aura may seem to meld into one large aura. The closer the user gets to the source the clearer which specific locations the poison is contained within. If the user does nothing but detect poisons then the Duration ends as stated and the auras fade away. Once within creator's Level feet, the user can then identify one of the poison auras discovered although once identified this ends the Duration, even if less than the time stated.

Identifying the poison tells the user its common name to them, if it has one, and its chief effects that it would have upon them. They can not determine the effects it may have on other creatures, or how to utilise or gather the poison.


Spell Casting:-

The spell gives the caster the sight to see any poisons while searching and to know the poison identified.

Vocals:

old tongue words here
old tongue words here

Item Creation:-

The green potion and green powder must be poured over the suspect target. Two doses of powder are produced.

The glove must be worn and held out with fingers splayed while searching for a poison, or it may be used to touch a target to determine if it has been, or contains, a poison.

The scroll gives the user the same form of detection sight as the spell does, but after the first use the script reappears to be used again.

The wand, staff and rod, must all be held while searching for a poison. They may also all touch a suspected target to determine if it has a poison or is poisoned.

The ring must be worn to be active and by adding an extra Power it can have an activation command added, to allow it to be worn without immediate activation. The number of Rounds used before stopping or discovering or identifying a poison is the number of Rounds used as Charges.

Item Vocals:

old tongue words here
old tongue words here

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Potion
3
2
1
0
Touch
Touch / Green
3 Turns
-
Powder
3
2
2
0
Touch
Touch / Green
1 Passage
-
Glove
4
3
3
42 Rounds
See Text / Touch
Worn
2 Passages
2 Turns
Scroll
4
3
2
42 Rounds
See Text -
1 Passage
3 Turns
Wand
5
4
4
42 Rounds
See Text / Touch
-
2 Passages
1 Passage
Ring
6
5
1-168 Rounds
1-168 Rounds
See Text / Self
Worn
2 Passages
2 Passages
Staff
6
5
5
42 Rounds
See Text / Touch
-
3 Passages
2 Passages
Spell 6 5 5
42 Rounds See Text
- 3 Passages 2 Passages
Rod

7

6
7 42 Rounds See Text / Touch
- 1 Movement 3 Passages
Other 10
9 D.O.I.
D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds