Item: Daylight Vapor
Activate 1 Interact
This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the light trait (although the poison itself doesn't, so only the light effect can be counteracted by darkness effects). The Sickened condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again.
Saving Throw DC 31 Fortitude
Onset 1 round
Maximum Duration 6 rounds
Stage 1 4d6 poison damage and sickened 1 (1 round)
Stage 2 6d6 poison damage and Sickened 2 (1 round)
Stage 3 10d6 poison damage and Sickened 3 (1 round)
Craft Requirements Supply one casting of Sunburst.
Trait Effects
Consumable: 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. A character can Craft consumable items in batches of four.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Inhaled: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.
Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
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