Hazemind Mist — Pathfinder 1e Inhaled Poison

The Inhaled Hazemind Variant

Hazemind mist is the inhaled Pathfinder 1e counterpart of hazemind concentrate. Both alter a creature’s attitude and make social influence harder; neither is a charm spell or a way to command a victim.

Pathfinder 1e rules

Price 225 gp; Type poison (inhaled); Save Fortitude DC 13; Onset 1 round; Frequency once per round for 10 rounds; Cure 1 successful save.

Effects

Effect: Use the same social-attitude change and +4 increase to influence DCs as Hazemind Concentrate. Mist has a lower Fortitude DC (13 instead of 16), but its listed saving-throw frequency continues for up to 10 rounds rather than 6. These are poison-rule checks, not a ten-round duration for a mind-control spell.

Using it in an adventure

Several witnesses leaving the same sealed chamber appear suddenly detached from people they trusted. The party must determine whether this is fear, enchantment or a shared affliction. Use the Pathfinder poison rules and allow characters to investigate the cause; the mist does not force obedience or supply instructions for making a real poison.

Related: Hazemind Concentrate (injury variant), Poisons and Toxins, and the Substance Index. Source: Pathfinder Player Companion: Familiar Folio, p. 20 (Paizo, 2015). Pathfinder 1e rules only.

Section 15: Copyright Notice

Pathfinder Player Companion: Familiar Folio © 2015, Paizo Inc.; Authors: Will McCardell, Philip Minchin, Mark Seifter, and Jerome Virnich

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