Dancing Lamentation
Activate ◆◆ (manipulate)
This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round.
Saving Throw DC 30 fortitude
Maximum Duration 6 rounds
Stage 1 4d6 poison and 1 Step of forced movement (1 round)
Stage 2 6d6 poison, Clumsy 1, and 1 Step of forced movement (1 round)
Stage 3 8d6 poison, Clumsy 2, 2 Steps of forced movement (1 round)
Traits
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.