Grip of Darkness

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Grip of Darkness
Alchemy Level:5
Duration:10 Minutes or until expended
Flag Required:Weapon
Herbalism Required to Use:Yes
Production Requirements:5 Production Points, 5 Coin, Philosopher's Stone, Alchemy Five
Requires a Formula to Create

Grip of Darkness

This blade poison causes a weapon's next legal hit to call "poison stun".

Related Rules

Blade Poisons

A blade poison is a consumable item that is applied to weapons in order to make them more deadly. In order to use a blade poison you must role-play the action of opening the vial and applying the poison to your weapon, then tie a flag to the blade.

Once applied a blade poison will last for 10 minutes or until the weapon has successfully hit an opponent. Some blade poisons require that they can only be applied to goblin iron weapons. These poisons get no special increased duration benefit when applied to such a weapon. All other blade poisons when applied to a goblin iron weapon, last for 20 minutes or until the weapon has successfully made two hits.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Poison Calls

When a player is successfully hit by an attack with the "poison" call they are now considered poisoned until the condition is cured.

Poison Attacks Are Not Spells

When the poison call is added to any attack even a spell effect such as pin or stun that attack no longer counts as a spell. This means that immunities to spell or compulsion effects no longer apply. The attack is now a poison effect.

Stun Calls

A target hit by this effect falls to the ground paralyzed. This effect lasts for 10 minutes or until the target is hit by a weapon or a tag bag.

While stunned, the target is helpless (they may not move, speak, cast spells, draw weapons, etc.) and must simply fall to the ground and act motionless. The player is not allowed to speak in-game or make any other noise while stunned. A stun victim should make appropriate game calls like "no effect" while stunned.

The stun call never inflicts damage.

Unless modified by another call (such as poison) stun is a compulsion spell effect.

Changing Weapon Calls

When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.

For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.

Categories: Alchemical Items | Level Five Alchemical Items | Items | Poison Calls | Stun Calls | Blade Poisons

Page last modified on November 18, 2017, at 07:26 PM
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