Poison

Poison is meant to weaken, sicken, and kill. The Poison theme focuses on poisons, poison damage, and debuffs, with some utility and protection related to poisons.

Spells from the Poison theme allow you to intoxicate creatures, release toxic fumes, detect poison, protect creatures from poison, putrefy water and food, sicken creatures, and create clouds of poisonous and nauseating gas.

Power sources

Occult

Table of contents

Poison feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a repeated exposure to poison or a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to poison damage and advantage on saving throws against being poisoned.

If you, or parts of your body, are ingested by a creature, the creature must succeed on a Fortitude saving throw or be poisoned for 1 minute. At the start of each turn while poisoned by you, the creature takes damage equal to your level + your Constitution. The poisoned condition ends if the creature regurgitates you or your body parts.

Prerequisites: The ability to create a concoction or cast a spell that deals poison damage

When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals poison damage, you or the creature can reroll the die.

You can detect poisons as the detect poison spell at will, without casting the spell or expending mana.

Prerequisites: Poison Adept feat

Concoctions you create and spells you cast ignore resistance to poison damage.

Poison concoctions

unstable, 5 minutes/catalyst

As an action, you can create this poisonous oil. As an action, a creature can coat one weapon with the oil to cause it to inject poison into creatures it hits. For the duration, the weapon deals an extra 1d4 poison damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

1 minute/catalyst

As an action, you can create a packet of fine gray powder. As an action, a creature can throw the packet at a point within 5 meters, where it bursts on impact. Each creature in a sphere twice as big as normal centered on that point must make a Fortitude saving throw.

On a failure, a creature has disadvantage on skill checks for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 day/catalyst

As an action, you can create this vial of emerald-colored adhesive made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere twice as big as normal centered on that point must make a Reflex saving throw.

On a failure, a creature smells like weak prey to predators. Creatures can smell a marked creature at five times the normal range. If they smell it, they can note its direction, pinpoint it when it is within 5 meters, and track it by scent with advantage on its skill checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

unstable, 1 minute/catalyst

As an action, you can create a vial of light green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point is affected. At the start of each of its turns for the duration, an affected creature must make a Fortitude saving throw.

On a failure, it takes 2d6 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional catalyst expended.

As an action, you can create a vial of liquid that looks, smells, and tastes almost exactly like water. However, it is actually deadly poison. A detect magic or detect poison spell reveals its true nature.

A creature can drink the contents as an action, becoming affected. An affected creature suffers no effect. Every hour while affected the creature must make a Fortitude saving throw.

On a failure, it is exhausted 1.

Any affect that removes poison can end the effect.

Often given at dinner, with death from exhaustion occurring around midnight.

As an action, you can create a vial of liquid that looks, smells, and tastes like a healing potion or other beneficial potion. However, it is actually poison. A detect magic or detect poison spell reveals its true nature.

A creature can drink the contents as an action, becoming affected. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 3d10 for each additional catalyst expended.

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst so if the creature is poisoned, one poison is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random.

  • Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

1 hour/catalyst

As an action, you can create a vial of liquid that smells terribly, even a bit while bottled. As an action, a creature can pour the foul smelling contents on itself or throw this vial at a point within 5 meters, where it explodes on impact. For the duration, the following applies to the creature or space where it landed:

  • The stench is noticeable to any creature within 20 meters of the space or odorous creature.
  • Animals will try to avoid the space or odorous creature.
  • Creatures who can smell have advantage to smell or track a odorous creature.
  • An odorous creature has disadvantage on any skill check using Charisma to make a social skill.
  • When another creature moves within 1 meter of the space or odorous creature for the first time on a turn or starts its turn there, it must make a Fortitude saving throw. On a failure, it is poisoned until the start of its next turn.

Washing does not remove the scent.

unstable, 1 minute/catalyst

As an action, you can create a vial of light green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is slowed 1 for the duration.

On a critical failure, it is slowed 2 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the slowed level by 1 for each additional catalyst expended.

1 minute/catalyst

As an action, you can create a bag of sticky, adhesive, black tar. As an action, a creature can throw the bag at a point within 5 meters, where it bursts on impact. Sticky, adhesive, tar covers the ground in a sphere centered on the point and turns it into difficult terrain for the duration.

When the tar appears, each creature standing in its area must succeed on a Reflex saving throw or be restrained. A creature that enters the area or ends its turn there must also make the saving throw.

A creature restrained by the tar, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your alchemical save Difficulty.

On a success, the target is freed.

As an action, you can create a vial of liquid that smells of corrosion. A creature can take the contents into their mouth and spit it out as an action as a green mist shoots forth. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d10 for each additional catalyst expended.

unstable, 1 minute/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. The sphere spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is blinded for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of poisonous, yellow-green fog spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for every two additional catalyst expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

As two actions, you can create this vial of yellow and pink swirling gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned and confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 for each additional catalyst expended.

  • You can expend 1 additional catalyst so the concoction is unstable and the duration changes to 1 minute/catalyst, unstable and a creature is poisoned and confused for the duration. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana expended, instead of the normal increase. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As two actions, you can create a vial of yellow liquid that turns clear when agitated. A creature can drink the contents as an action to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.

1 minute/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. The plume spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 5d6 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional catalyst expended.

As two actions, you create a vial of orange and green liquid. As an action, a creature can coat one weapon with the oil to cause it to inject poison into creatures it hits. Alternatively, a creature can throw this vial at a point within 5 meters, shattering it on impact. A cloud of poisonous gas affects a creature in the space where the vial shatters. A creature is affected even if they hold their breath or don’t need to breathe. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 poison damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 6d6 for each additional catalyst expended.

  • You can expend 1 additional catalyst so the duration changes to 1 minute/catalyst, unstable and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional catalyst so the creature is paralyzed instead of stunned.

unstable, 1 minute/catalyst

As two actions, you can create this vial of slowly swirling neon blue gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d8 poison damage, is poisoned, and is slowed 1 for the duration.

On a critical failure, it takes twice as much damage and is slowed 2 for the duration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for each additional catalyst expended.

  • You can expend 1 additional catalyst to increase the slowed level by 1.

1 minute/catalyst

As two actions, you can create a packet of coarse yellowish-red powder. As an action, a creature can throw the packet at a point within 5 meters, where it bursts on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the concoction has no effect on it.

On a failure, a creature is affected for the duration. An affected creature spends its actions sneezing.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

unstable, 1 minute/mana

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of nauseating, yellow fog spreads to fill a sphere twice as big as normal. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw. If the creature doesn’t need to breathe or is immune to poison, the concoction has no effect on it.

On a failure, it spends its actions that turn retching and reeling.

A moderate wind (at least 15 kilometers per hour) disperses the cloud after 4 rounds. A strong wind (at least 30 kilometers per hour) disperses it after 1 round.

As two actions, you can create a vial of milky liquid with a strong alcohol smell. A creature can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 30 centimeters squared of adhesive it touches, including sovereign glue.

As two actions, you can create this vial of neon green swirling gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is paralyzed until the end of its next turn.

Poison spells

As an action, you extend your hand toward a creature that you can touch or see within 5 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage and has disadvantage on the next attack it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

concentration, 1 minute/mana

As an action, you a poison blooms around a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 poison damage and is blinded for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Fortitude saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of poisons and poisonous creatures within 5 meters of you. You also identify the kind of poison or poisonous creature in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt

concentration, 5 minutes/mana

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d4 poison damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to drip with poison.

concentration, 1 minute/mana

As an action, lingering poison rattles the body of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, poison bursts from your skin. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 4d6 poison damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability poison damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 5 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is poisoned for 1 hour.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, sickening greenish energy lashes out toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, your poison slows the processing and reaction time of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana expended.

As an action, a green mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d10 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a cloud of poisonous, yellow-green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d4 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

concentration, 1 minute/mana

As two actions, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

As two actions, mist sprouts at a point you can see within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d6 poison damage and is poisoned and confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so the damage is reduced to 1d6, but the duration changes to 1 minute/mana, concentration and the creature is poisoned and confused for the duration.

    A creature can make a Will saving throw at the end of each of its turns, ending the effect on itself on a success.

As two actions, you touch a creature to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As two actions, a plume of poison blooms at a point within 20 meters. The plume spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 5d6 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As two actions, you poison a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 poison damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to poison. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to poison damage for the duration and the first time on each turn the creature takes poison damage, it takes an extra 2d6 poison damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you create a sphere of yellow, nauseating gas twice as big as normal centered on a point within 20 meters. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw. If the creature doesn’t need to breathe or is immune to poison, the spell has no effect on it.

On a failure, it spends its actions that turn retching and reeling.

A moderate wind (at least 15 kilometers per hour) disperses the cloud after 4 rounds. A strong wind (at least 30 kilometers per hour) disperses it after 1 round.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick