Courses / BI / Poison Needles

Poison Needles

Code:
BI 140
Advised:
Qualifies For:
Level:
1
Study DC:
9

Poison Needles

Spell

Time:
Action
Target:
Ranged: sight
Cost:
-1d10 Control
Defense:
Health save negates ongoing damage
Duration:
Until treated

The target takes poison damage now,
and must pass a health save, or take ongoing poison damage at the start of each of its turns.
Poisoning from this spell lasts until ended or treated.

Ongoing poison damage you inflict with this spell does not stack (but each caster of this spell may apply it once to the same target).

Affected creatures may spend an action to attempt a DC 13 health save to end all ongoing poison damage from this ability on themselves.

Track your ongoing damage, and remind your Headmaster about it at the start of each affected creature’s turn.

Damage Boosts:
Unless otherwise specified, damage boosts only add to the up-front damage of this spell, not its ongoing damage.

Intensify:
Intensify applies to both the up-front and ongoing damage, but only lasts for one round. You may continue intensifying this spell as an action using Intensity Boost.

Tags: Action, Spell, Blast, Ranged, Health, Save, Poison, Damage

Poison Needle

Spell

Time:
Action
Target:
Ranged: sight
Cost:
None
Defense:
Health save negates

Target must pass a health save, or take poison damage.

Cantrip:
You cannot Intensify this spell.

Tags: Action, Spell, Blast, Ranged, Health, Save, Poison, Damage, Cantrip

Upgrades
Name Effort Requires Description
Unlock 25 You can cast Poison Needles
1d6 poison damage
DC 13
1d6 ongoing poison damage
DC +2 5 Unlock DC 15
DC +3 5 DC +2 DC 16
Cantrip 0 Unlock You can cast Poison Needle
DC = Poison Needles DC
1d6 poison damage
Previous: Vitality
Next: Corrode