1. Objects

Sithis' Sting (Ingested)

A creature subjected to this poison is riddled with intense pain and persistent damaging effects. Upon being subjected to this poison, the creature must make a DC 25 Constitution saving throw. On a failure, the target is affected by the poisoned condition, takes 54 (10d10) poison damage, and must repeat the saving throw at the start of each subsequent turn. On any successful save, the target takes half as much damage and the poison's effects end.

While poisoned in this way, the target loses all sense of rational thought and composure, and can no longer discern friend from foe. In combat, the DM now decides the creature's actions until the effects of the poison end, the creature falls unconscious, or the poison is cured by some other means.

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Poison Crafting

To make Sithis' Sting, there is one ingredient that is required. The rarest and most powerful poisonous herb in all of Tamrielic history is hard to find, but a must to make this poison as deadly as it is. Jarrin Root is not very well known in regards to its origins or where to find it, but it is an unmistakable ingredient that most anyone would know it upon seeing it.

This poison then capitalizes on a couple of features that are compounded upon to make this poison more deadly. To get the exact effects listed above, ingredients possessing Frenzy and Damage Magicka effects are used to hamper a foe's ability to use magic and to turn them against their friends. However, there are variants of this poison with slightly different effects depending on what exact ingredients are used for specific alchemical effect combinations.


Possible component combinations:

  1. With Blisterwort and a Unknown, the above features are gained. You could further add Comberry to enhance the secondary effects.
  2. With Deathbell and Nirnroot, you lose the stack of magical degradation and frenzy, but gain slowing effects and hampering of a target's ability to fight back allowing you to finish the job in other ways.