Lux Aeterna
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Anathema is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

anathema

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The victim of this poison immediately takes 1d6 Holy damage then gains +1 Holy Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Holy damage then gains +2 Holy Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Holy damage then gains +3 Holy Vulnerability until the end of their next Rest.
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Conduit is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Conduit

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The victim of this poison immediately takes 1d6 Electric damage then gains +1 Electric Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Electric damage then gains +2 Electric Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Electric damage then gains +3 Electric Vulnerability until the end of their next Rest.
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Eitr is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

EITR

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The victim of this poison immediately takes 1d6 Acid damage then gains +1 Acid Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Acid damage then gains +2 Acid Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Acid damage then gains +3 Acid Vulnerability until the end of their next Rest.
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Emberlight is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Emberlight

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The victim of this poison immediately takes 1d6 Fire damage then gains +1 Fire Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Fire damage then gains +2 Fire Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Fire damage then gains +3 Fire Vulnerability until the end of their next Rest.
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Emperor's Twilight is a Rare Poison
valued at 20 Lux per Notch
with a Variable duration

Emperor's Twilight

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The victim of this poison must make a Save against the next clear command they are given. The command they are given must be simple; no more than two steps or caveats. If they fail to Save, they will obey the command flawlessly (so long as it does not take more than an hour to carry out) but will be aware that they are not in control of their actions. They will remain under the thrall of this poison until the command is carried out or an hour passes. If they successfully Save, they may pay 2 Resolve to ignore the poison's effects, otherwise its effects take place.
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As above, but the victim will enter a fugue state and will have no memory of what took place while they were under the influence of Emperor's Twilight. The command may be more complicated, encompassing no more than five steps and caveats. The victim remains under the thrall of this poison until the command is carried out or six hours pass. If they successfully Save, they may pay 4 Resolve to ignore the poison's effects, otherwise its effects take place.
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As above, but the victim will believe that the command is something they want to do; that is to say, they will not be aware that they are under the influence of the poison, but will believe they are acting on their own impulses. The command may be multifaceted, with up to ten steps and caveats. The victim remains under the thrall of this poison until the command is carried out or twelve hours pass. If they successfully Save, they may pay 6 Resolve to ignore the poison's effects, otherwise its effects take place.
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Epitaph is an Uncommon Poison
valued at 10 Lux per Notch
with a Variable duration

Epitaph

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The victim of this poison must Save or lose 1 Resolve. Until their next Rest ends, they must continue to Save once every 20 minutes for the next hour or lose 1 Resolve with each failed Save. If they reach 0 Resolve while still under the effects of this poison, the victim dies.
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As above, but the victim loses 2 Resolve per failed Save instead of 1 and must Save every 30 minutes for 2 hours.
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As above, but the victim loses 3 Resolve per failed Save instead of 1 and must Save every 15 minutes for 3 hours.
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Falmew is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Falmew

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The victim of this poison immediately takes 1d6 Bio damage then gains +1 Bio Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Bio damage then gains +2 Bio Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Bio damage then gains +3 Bio Vulnerability until the end of their next Rest.
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Fool's Tea is a Common Poison
valued at 5 Lux per Notch
with a Variable duration

Fool's Tea

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Weakened until the start of their next turn.
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As above, but the effects last for 3 hours.
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As above, but the effects last until the end of the victim's next Full Rest and cannot be ended any other way.
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Frostbite is an Uncommon Poison
valued at 10 Lux per Notch
with 1 Scene duration

Frostbite

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Slowed until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Staggered until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Frozen until the start of their next turn.
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Galaxial Glint is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Galaxial Glint

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The victim of this poison immediately takes 1d6 Psionic damage then gains +1 Psionic Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Psionic damage then gains +2 Psionic Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Psionic damage then gains +3 Psionic Vulnerability until the end of their next Rest.
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Ghast is an Uncommon Poison
valued at 10 Lux per Notch
with a Variable duration

Ghast

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Terrified of the creature nearest to them until the start of their next turn.
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As above, but the effects last for 3 hours.
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As above, but the effects last until the end of the victim's next Full Rest and cannot be ended any other way.
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Hag's Eye is an Uncommon Poison
valued at 10 Lux per Notch
with 1 Scene duration

Hag's Eye

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Deafened until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Blinded until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Immobilized until the start of their next turn.
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Magefoil is an Uncommon Poison
valued at 10 Lux per Notch
with a Variable duration

Magefoil

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Silenced until the start of their next turn.
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As above, but the effects last for 3 hours.
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As above, but the effects last until the end of the victim's next Full Rest and cannot be ended any other way.
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Nalosin is a Scarce Poison
valued at 15 Lux per Notch
with a 1 Scene duration

Nalosin

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For the remainder of the Scene, the target must Save at the start of their turn each round or be Dazed until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Confused until the start of their next turn.
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For the remainder of the Scene, the target must Save at the start of their turn each round or be Stunned until the start of their next turn.
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Rapture is a Common Poison
valued at 5 Lux per Notch
with a Variable duration

Rapture

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Several varieties of this poison exist, each intended to bring the victim into a specific emotional state. Whether the poison forces love, anger, envy, or irrational fear, the one who imbibes this poison will strongly feel the intended emotion towards the next living Mortal they see for the next 24 hours and believe the emotions they feel to be genuinely theirs and not the result of poison (unless they have convincing evidence to believe otherwise - and even then, these feelings will not abate until the poison has run its course).
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As above, but the feelings are even more intense and last for an entire week.
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As above, but the feelings are of the utmost intensity and last for an entire month.
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Ravager is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Ravager

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The victim of this poison immediately takes 1d6 Chaos damage then gains +1 Chaos Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Chaos damage then gains +2 Chaos Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Chaos damage then gains +3 Chaos Vulnerability until the end of their next Rest.
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Terminus is a Rare Poison
valued at 20 Lux per Notch
with an Extended duration

Terminus

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The victim of this poison immediately takes 1d6 Physical damage then gains +1 Physical Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Physical damage then gains +2 Physical Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Physical damage then gains +3 Physical Vulnerability until the end of their next Rest.
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Veritas is an Uncommon Poison
valued at 10 Lux per Notch
with a 1 hour duration

Veritas

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For the next hour, the victim of this poison is incapable of lying. They are not compelled to tell the truth, but are simply unable to tell a deliberate lie or present information they know is false.
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As above, but not only is the victim prevented from outright lying, they are also unable to produce half-truths, or otherwise present any information which they know to be false or misleading.
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As above, but the victim is compelled to tell the truth, the whole truth, and nothing but the truth as they understand it.
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Vigo is an Uncommon Poison
valued at 10 Lux per Notch
with a 1 Scene duration

Vigo

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For the remainder of the Scene, the target must Save at the start of their turn each round or take 1d6 Bio damage.
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For the remainder of the Scene, the target must Save at the start of their turn each round or take 2d6 Bio damage.
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For the remainder of the Scene, the target must Save at the start of their turn each round or take 3d6 Bio damage.
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Waters of Lethe is a Mythic Poison
valued at 25 Lux per Notch
with a Permanent duration

WaTers of Lethe

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The last three days are erased from the victim's memory.
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The last three weeks are erased from the victim's memory.
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The last three years are erased from the victim's memory.
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White-Eye is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

White-Eye

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The victim of this poison immediately takes 1d6 Cold damage then gains +1 Cold Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Cold damage then gains +2 Cold Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Cold damage then gains +3 Cold Vulnerability until the end of their next Rest.
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Wyrm's Tear is a Scarce Poison
valued at 15 Lux per Notch
with an Extended duration

Wyrm's Tear

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The victim of this poison immediately takes 1d6 Mystic damage then gains +1 Mystic Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 2d6 Mystic damage then gains +2 Mystic Vulnerability until the end of their next Rest.
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The victim of this poison immediately takes 3d6 Mystic damage then gains +3 Mystic Vulnerability until the end of their next Rest.

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  • Home
  • How to Play
  • Setting
    • AfterLight
    • Belhaven
  • Character Creation
    • Species
    • Backgrounds
    • Assets
    • Features
    • Foils
    • Class >
      • The Berserker
      • The Cantor
      • The Dread
      • The Engineer
      • The Esper
      • The Exorcist
      • The Hallowed
      • The Hunter
      • The Magus
      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment