Magic and poison have more in common than one might immediately guess. They’re both “equalizers” that allow the physically weak to dominate on the battlefield, and, for this reason, are both often viewed as cowardly methods of combat. But to those of us who don’t value strength above all else, there is much value in magic and poison, and potentially even more when they are combined, which happens to be the topic of this article. Some of the following spells work with poison, others against, but all of them will be of interest to anyone who anticipates any poison in his or her future.
CONTAGION BOLT
School necromancy; Level cleric/oracle 4, druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one ray
Duration instantaneous
Saving Throw see text; Spell Resistance yes
You fire a ray of energy that deals 1d8 points of damage per two caster levels you possess. You must succeed on a ranged touch attack to hit the target. If the attack hits, in addition to dealing damage, if you are currently suffering from a poison or disease, the contagion bolt carries that infection to the target, who is immediately exposed to it, and must succeed on a saving throw (using the poison or disease’s normal saving throw DC) or suffer its effects. If you are suffering from multiple poisons or diseases, you may choose which one of them is used for the purposes of this spell.
ENHANCE POISON
School transmutation; Level cleric/oracle 5, druid 4, sorcerer/wizard 5, witch 4
Casting Time 1 standard action
Components V, S, M/DF (a pinch of arsenic)
Range close (25 ft. + 5 ft./2 levels)
Target one dose of poison
Duration 10 min./level
Saving Throw Fortitude negates (harmless, object); Spell Resistance yes (harmless, object)
You increase the potency of the affected poison, making it more difficult to resist. The saving throw DC to resist the poison’s effects increases to be equal to enhance poison’s saving throw DC. If the affected poison’s saving throw DC is already equal to or higher than enhance poison’s saving throw DC, then the affected poison’s saving throw DC is increased by +2, instead.
EXPEL IMPURITY
School abjuration; Level alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, ranger 1, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a dried leech)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude half, see text; Spell Resistance yes
You cause the target’s body to forcefully expel any and all poisons and diseases that are currently affecting him. This is not so much a cure as a violent purge, however, and is a very unpleasant experience. If the target is not currently suffering from a poison or disease, this spell has no effect. If the target is suffering from a poison or disease, he suffers 1d6 points of damage. For every 2 points by which the poison or disease’s saving throw DC exceeds 10, this damage increases by 1d6, (to a maximum of 10d6 points of damage for a poison or disease with a saving throw DC of 28). If the target is suffering from more than one poison and/or disease, use the higher saving throw DC. A successful Fortitude save halves this damage. Creatures that fail the Fortitude save by 5 or more are also nauseated for 1 round.
Regardless of the result of the Fortitude save, the target is immediately cured of all poisons and diseases from which he was suffering. Any diseases or poisons that cannot be cured by succeeding on saving throws to resist their effects are not cured in this way.