Item: Necrobinding Serum
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This potent necromantic serum is distilled from the body of an intelligent corporeal undead who seeks to establish absolute control over their undead minions. The raw materials of a necrobinding serum are composed of a slurry made from the creator's own flesh and blood mixed with pulped fungal toxins. The exact ingredients vary, but the act of brewing a necrobinding serum is typically viewed with distaste at best and, in many societies, is regarded as an evil act. While necrobinding serum isn't a poison, its method of delivery is identical to that of an injury poison-it's applied to a weapon that's then used to Strike an undead target (living creatures suffer no additional effect from exposure to a dose of necrobinding serum). When an undead creature is targeted by a dose of necrobinding serum, it must attempt a DC 19 Will save.
Critical Success The undead creature is unaffected.
Success The undead creature is momentarily disoriented; it takes a -1 status penalty to all attack rolls made against you until the start of your next turn.
Failure The undead creature becomes friendly toward you. If it was already friendly, it becomes helpful. It can't use hostile actions against you. This effect persists for 8 hours if the undead is mindless. Against other undead, the effect gains the mental trait and persists for 10 minutes.
Critical Failure The undead creature becomes helpful toward you and can't use hostile actions against you. This effect persists for 24 hours if the undead is mindless. Against other undead, the effect gains the mental trait and persists for 1 hour.
Craft Requirements You must be a corporeal undead, and the serum must include some of your flesh and blood.
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.
Incapacitation: An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Injury: 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. Only one injury poison can be applied to a weapon or ammunition at a time.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
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