Joined: Wed Jun 11, 2014 1:54 am
Full Syntax: envenom <item> <target>
1. Envenom <weapon> - adds poison flag to weapon in the same fashion as the poison spell
2. Envenom <consumable> - replaces consumable's properties with 'poison'
Example: a potion/edible item with level 30 'haste' 'giant strength' would have that replaced by level 30 'poison' 'poison'
3. Envenom <consumable> <target> - same as before but poisons a specific consumable in the target's inventory; saves throw and lag like steal; isn't shown to victim
It has always bothered me that rogues can throw poisoned daggers but can't poison their weapons.
I'm fine without the #2 #3 parts but they would add an interesting alternative to stealing: instead of grabbing the items from someone's inventory, replace them with poison so that when the opponent actually needs them, he ends up crippling himself. Just imagine someone using a potion of sanctuary/flying after being dispelled and being poisoned instead. It's a guaranteed "Fucking rogue and his rogueish tactics!" moment. Totally fits the class concept.
And it would work wonders if the attributes overcap was removed.