SWURPG

Toxic Ichor

Nightsister MagickDark
Cost
3 FP
Activation
Action
Range
30 ft
Recommended Lv
Lv 5+
Prerequisites
LVL 5

Effect

As an Action, you fling a gout of corrosive ichor at a creature within 30 ft. Make a ranged Use the Force attack. On a hit, the target takes 2d6 chem-toxic damage and must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become Poisoned for 3 rounds. The Poisoned creature repeats the saving throw at the end of each of its turns, ending the effect early on a success.

At the Table

A Nightsister acolyte, run down on a Dathomiri ridgeline by a clone scout 25 ft below, spends 3 FP and rips an Action to hurl a gout of corrosive ichor. Her ranged Use the Force attack lands, splattering him for 2d6 chem-toxic damage, and he blows the Constitution save (DC 8 + her Proficiency Bonus + Wisdom mod) — now Poisoned for 3 rounds, hacking and half-blind with disadvantage on his shots. He gets to retry the save at the end of each of his turns, so the GM has him cough out a roll every round, but the ichor keeps eating at him until he finally shakes it on a success.

In the Lore

Toxic Ichor belongs to the Magick of the Nightsisters of Dathomir, the Dark-side witch tradition led in canon by Mother Talzin and carried by figures like Asajj Ventress, Morgan Elsbeth, and the survivor Merrin. Nightsister Magick is depicted as something apart from ordinary Jedi and Sith Force use — spirit-channeling, alchemy, and venom-laced curses drawn from Dathomir's ancestral dead, seen across The Clone Wars, Dark Disciple, and Star Wars: Jedi Fallen Order/Survivor. The clan's witches were renowned for brewing toxins and poisons and for spells that corrupted and weakened the body, making a corrosive, sickening hex like this a fitting expression of their craft. As with most of their arts, it draws on green ichor and ritual venom rather than the clean elemental powers of the Jedi, marking it firmly as Dark-side sorcery.