Venomist The Venomist fights dirty, very dirty. The Venomist is skilled in what ails you, especially poisons. Be very wary of the Venomist, because he doesn't have to be near you to deliver his toxic brews, and he laughs at those who think they are immune to his particular talents.


Level 1: blood poison
Syntax: cast 'blood poison' <victim> This cruel spell fills the veins of a victim with a deadly poison. Because the poison goes directly into the blood stream, it's fast-working. The cure poison spell works to rid the blood of the toxin.
Level 3: toxic scourge
Syntax: cast 'toxic scourge' <victim> This Venomist spell inflicts poison damage on the victim. Casting insidious malady beforehand will cause the victim to become vulnerable to poisonous attacks. Primary stat: Intelligence. Damage: Poison.
Level 5: insidious malady
Syntax: cast 'insidious malady' <victim> This spell reverses immunities and resistances to all kinds of poison. Necromancers and those affected by holy shield (or in a party with someone affected by holy shield) will shrug off this effect. The higher the spell proficiency is, the higher the vulnerability will be.
Level 7: gale of poison
Syntax: cast 'gale of poison' Casting this spell will create a noxious gust of wind that sweeps through the room and all surrounding rooms, infecting all who inhale it. The poison works its way slower through the body than it would if the poison were injected directly into the blood stream as by the blood poison spell, but it wreaks just as much havok on the victim. If the monster dies while not in combat, the caster will still receive experience, unless the caster has left the area. There is a chance that the victims will chase after the caster and take revenge. The higher this spell has been mastered, the lower that chance will be. The cure poison spell can rid the body of the toxin.
Level 10: fortify health
Syntax: cast 'fortify health' (<target>) This spell strengthen's the target's health, increasing both saves and hitpoints. The amount of saves depends on the spell proficiency and the increase to hitpoints is based on the caster's constitution and target's current pool of hitpoints. CON Hitpoints --- --------- 0 +5% 100 +15% 200 +19% 500 +27% 1000 +36% 1500 +43% Main stat: Constitution