Poison
If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits).
| School | Necromancy (opposed by Divination) |
| Spell level | Cleric 4, Druid 3, Assassin 3, Blackguard 4 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item or a placeable |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Concentration | Damage can interrupt the casting |
| Descriptor | Poison |
| Area of Effect / Target | Single |
| Duration | Permanent until cured |
| Additional Counter Spells | Neutralize Poison |
| Save | Fortitude Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Quicken (Cleric or Druid; Assassin with Automatic Quicken Spell I; Blackguard with Automatic Quicken Spell II), Silent (Cleric, Druid or Assassin; Blackguard with Automatic Silent Spell II), Still (Cleric, Druid or Assassin; Blackguard with Automatic Still Spell II). The Automatic feats need level 9 spells, so a Assassin or Blackguard takes them only with a second class that casts them |
How it works
- Spell resistance can stop it.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
