Wyvern Poison
Properly harvested and preserved, the poison from a wyvern's sting is effective and direct.
Activate ◆◆ (manipulate)
Saving Throw DC 26 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage (1 round)
Stage 2 3d8 poison damage (1 round)
Stage 3 3d10 poison damage (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.