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Antidote<br />
Duration: Instant<br />
Antidotes are used to cure lasting effects, such as<br />
from Sleep elixirs and not from instantaneous effects<br />
such as damage.<br />
Antidote (Contact) cures any contact substance.<br />
Antidote (Ingested) cures any ingested elixir. Antidote<br />
(Gas) cures any gas substance. It does not remove<br />
any monster carrier attacks. Gas Antidote will<br />
remove Monster Packet attacks only if the attack<br />
included the word “Gas”. Enslavement needs a<br />
specific antidote.<br />
Berserk<br />
Duration: 5 Minutes<br />
This will drive the victim into an insane killing fury,<br />
causing the victim to attack all creatures in the<br />
vicinity to the best <strong>of</strong> its ability.<br />
Cause Damage<br />
Duration: Instant<br />
This substance does 5, 10 or 20 points <strong>of</strong> body<br />
damage dependent on level <strong>of</strong> substance created.<br />
Charm<br />
Duration: 5 Minutes<br />
This alchemical substance will cause the victim to be<br />
under the same effects as a Charm spell. The victim<br />
will be Charmed to the creature who administered the<br />
poison. It can be resisted by those with a Resist<br />
Charm ability.<br />
Cure Damage<br />
Duration: Instant<br />
This substance heals 5 points <strong>of</strong> body damage.<br />
Damage Undead<br />
Duration: Instant<br />
This gas does either 30 or 70 points <strong>of</strong> damage to<br />
undead. The correct verbal to use is “Damage<br />
undead # gas”.<br />
Death<br />
Duration: Instant<br />
This causes death immediately; this substance does<br />
not leave any traceable marks, and cannot be<br />
identified as the cause <strong>of</strong> death. The only thing that<br />
will save the victim <strong>of</strong> this poison is a Life affect<br />
given within five minutes.<br />
Enslavement<br />
Duration: Indefinite<br />
The victim <strong>of</strong> this poison will be enslaved to the<br />
person administering the poison and will obey<br />
absolutely any and all commands given by the person<br />
to whom they are enslaved, and will even commit<br />
suicide. Otherwise, it is has the same effects as a<br />
Charm spell. Enslavement can only be cured by a<br />
specific antidote. This effect is also removed if the<br />
character resurrects. This effect is stronger than<br />
Charm, Shun, Dominate or Fear.<br />
Please note that additional Enslavement effects do not<br />
affect a character that is already under an<br />
Enslavement effect.<br />
Enslavement is a powerful ability which particularly<br />
as the potential to ruin the fun <strong>of</strong> any player. As such<br />
the use <strong>of</strong> this effect can never be used by a PC on a<br />
PC.<br />
No other effect (either LCO or otherwise) may<br />
duplicate the ability <strong>of</strong> Enslavement.<br />
In addition, the following rules apply to<br />
Enslavement:<br />
-You cannot administer Enslavement to yourself.<br />
-You cannot be enslaved to “act normally,”<br />
However a person under the effects <strong>of</strong> enslavement<br />
does not act like a robot or strangely, they are just<br />
compelled to follow the wishes <strong>of</strong> the enslaver.<br />
-The duration <strong>of</strong> Enslavement is permanent, and it<br />
can only be cured by the specific antidote or the<br />
resurrection <strong>of</strong> the target .<br />
Enslavement Antidote<br />
Duration: Instant<br />
This antidote is the only thing that will release a<br />
victim from the effects <strong>of</strong> an Enslavement poison.<br />
After the Enslavement is cured, the victim<br />
remembers everything that happened and knows they<br />
were enslaved and to whom.<br />
Feeblemind<br />
Duration: 5 Minutes<br />
This alchemical substance lowers a character’s<br />
intelligence to that <strong>of</strong> an idiot for 5 minutes. While<br />
under its effects, a character cannot use any skills and<br />
is so stupid that he or she is not even aware <strong>of</strong> the<br />
poisoning.<br />
Forget-It-Well<br />
Duration: Indefinite<br />
This poison will cause the victim to forget everything<br />
that happened within the last hour. This amnesia<br />
becomes permanent if not cured within ten minutes<br />
by a Purify Blood spell or the appropriate antidote. A<br />
Killing Blow within the ten minutes will not reverse<br />
the memory loss effect <strong>of</strong> this poison, and neither<br />
will resurrection, but if the victim’s body dissipates<br />
before the 10 minute period has elapsed, then the<br />
poison will be negated and the memories restored.<br />
Forget-it poisons, like all poisons, may never be used<br />
on a creature that is dead.<br />
Forget-Me-Not<br />
Duration: Indefinite<br />
This alchemical substance will cause the victim to<br />
lose memory <strong>of</strong> the last 15 minutes. In every other<br />
way it acts the same as a Forget-it-Well.<br />
Hallucinoid<br />
Duration: 5 Minutes<br />
This alchemical substance causes the victim to<br />
hallucinate. They will see pink elephants and other<br />
strange things for 5 minutes. The victim will<br />
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