You can find the most
up-to-date version here for sure, but I'll try to keep this post up to date as well.
Poison Specialist
Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 10
Creature: Human
Training: Trained in Dark 2, as well as Poison, and creatures with Poison Damage or Conditions, or effects that deal Poison Damage.
Abilities
Poison Master
The Poison Specialist has the Poison Immunity trait. Enemies with at least 3 Poison conditions on them gain Poison +1. Enemies with at least 6 Poison conditions on them gain an additional Poison +1.
1 mana ;; Poison Miasma ;; Poison ;; Ranged ;; Quick ;; 0-1 ;; 1 Dice ;; 9+ Cripple + Daze, Unavoidable, Critical Damage
Once per turn, you may treat the above attack as if it had Counterstrike.
Poisoned Dagger ;; Melee ;; Quick ;; 2 Dice ;; 8+ Rot
The effect dice only applies if the attack deals damage.
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Conjurations
Creeping Death ;; Cost: 15 ;; Air 4 ;; Conjuration ;; Subtype: Poison ;; Full ;; 0-1 ;; Target: Zone
Poison Specialist only
Epic
Legendary
Dissipate 3
Incorporeal
Wind +3
Armor: None
Life: 8+2X
Poison
X Dice
5-8 Weak
9-10 Weak + Rot
11+ Weak + Tainted
When Creeping Death is cast, or a Dissipate Token is removed, it attacks all non-flying creatures in its zone. X = the number of Dissipate Tokens on Creeping Death. When a Dissipate Token is removed, each adjacent zone gains 1 Creeping Death Token with 2 Dissipate Tokens on it. Each Creeping Death Token attacks like Creeping Death when its Dissipate Token is removed. When a Creeping Death Token has a Dissipate Token removed, each adjacent zone gains 1 Creeping Death Token with 1 Dissipate Token on it. A zone cannot have more than 1 Creeping Death or Creeping Death Token at a time. You may spend a Full Action to add 1 Dissipate Token to Creeping Death.
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Enchantment
Poison Leech ;; Cost: 2/6 ;; Dark 2 ;; Enchantment ;; Subtype: Curse, Poison ;; Quick ;; 0-2 ;; Target: Creature with a Poison Condition
Dark Mage only
Cantrip
Magebind +2
During the Upkeep Phase, for each Poison Condition on the enchanted creature, you heal 1.
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Paralyzing Poison ;; 2/X ;; Dark 2 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature
Poison Specialist only
Magebind +3
During the Upkeep Phase, apply the following effects to the enchanted creature as long as they meet the requirements. X = the level of the creature + 1.
Gain 1 Weak condition.
If you have 2 or more Weak conditions, you gain 1 Stagger condition.
If you have 4 or more Weak conditions, you gain 1 Daze condition.
If you have 6 or more Weak conditions, you gain 1 Cripple condition.
If you have 8 or more Weak conditions, you gain 1 Stunned condition.
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Quick Poison ;; 2/6 ;; Dark 3 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature
Upkeep X
During the Upkeep Phase, if the enchanted creature has a Poison Condition on it, you may add 1 more of a 1 Poison Condition it already has to it. X = the number of Poison Conditions on the enchanted creature.
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Ticking Death ;; 2/2 ;; Dark 1 ;; Enchantment ;; Quick ;; 0-2 ;; Target: Minor Undead Creature
Dissipate 2
Poison ;; X Dice ;; 5-7 Daze, 8-10 Daze + Rot, 11+ Stun and Taint, Critical Damage, Unavoidable
When the last Dissipate token is removed, destroy the enchanted creature, then each creature in this zone receives the above attack. X = the level of the enchanted creature.
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Equipment
Pouch of Poisons ;; Cost: 9 ;; Dark 2 ;; Equipment: Belt ;; Quick ;; 0-2 ;; Target: Mage
This Mage may attach upto 2 Quick Poison Spells to Pouch of Poisons during the Planning Phase. When you are attacked, you may cast 1 Poison Spell attached to Pouch of Poisons during the Counterstrike Step instead of a quick attack, targeting the attacker.
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Poison-Maker’s Robes ;; Cost: 6 ;; Air 1 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage
Mage gains Armor +2 and the Poison -3 trait.
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Poisoned Spiked Armor ;; Cost: 8 ;; Dark 2 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage
Poison Specialist only
Poisoned Spikes ;; Damage Barrier ;; Poison ;; 1 Dice ;; Unavoidable, Critical Damage, 7-10 Weak, 11+ Crippled + Weak
Mage gains Armor +1 and a Damage Barrier.
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Poison Ring ;; Cost: 4 ;; Dark 1 ;; Equipment: Ring ;; Quick ;; 0-2 ;; Target: Mage
Once per round, this Mage may pay 1 less mana when he casts or reveals a Poison spell. Enchantments only receive this discount when they are revealed. As a Quick Poison Spell for 2 mana, 1 creature in your zone gains Rot.
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Viper Blade-Whip ;; Cost: 13 ;; Dark 4 ;; Equipment: Weapon ;; Subtype: Poison, Animal, Reptile ;; Quick ;; 0-2 ;; Target: Mage
Poison Specialist only
Unique
Armor: None
Life: 7
Fast
Resilient
Regenerate 1
Viper Strike ;; Quick ;; Melee ;; Poison ;; 2 Dice ;; Reach, 4-8 Rot, 9-10 Rot + Grapple, 11+ Taint + Grapple
Viper Constrict ;; Full ;; Melee ;; 4 Dice ;; Reach, 6-10 Weak + Grapple, 11+ Weak 2 + Grapple ;; This can only be done as a Creature
Rot and Tainted only apply if the attack deals damage. As a Quick Action, you may Summon Viper Blade-Whip as a Creature within 2 zones of you. Viper Blade-Whip gets Melee +2 against its prey while Summoned. If you Summon Viper Blade-Whip while you are Grappling through its effect, your Grapple marker is transferred to it and it must be Summoned in your zone. As a Quick Action while in the same zone as Viper Blade-Whip, you may equip it to yourself and gain any Grapple markers from its attacks on yourself. You cannot Grapple with both Viper Strike and Viper Constrict at the same time. Viper Blade-Whip loses Regenerate while it is Summoned.
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Attacks
Poison Needles ;; Cost: 6 ;; Dark 2 ;; Attack ;; Quick ;; 0-2 ;; Target: Creature
Ranged ;; 2 Dice ;; 5-8 Weak, 9+ Weak + Rot, Sweeping OR Double Strike
Weak and Rot only apply if the attack deals damage.
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Poison Bomb ;; Cost: 8 ;; Air 3 ;; Attack ;; Subtypes: Poison ;; Full ;; 0-0 ;; Target: Zone
Dissipate 1
Ranged ;; Dice 3 ;; Poison ;; 4-7 Cripple, 8-10 Cripple + Rot, 11+ Cripple + Taint, Critical Damage, Unavoidable
This attack remains in the zone it targets. When the Dissipate token is removed, or if a creature enters the zone, it is attacked by Poison Bomb. Objects in the zone are Obscured.
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Mystery Poison ;; Cost 4 ;; Dark 1 ;; Attack ;; Subtypes: Poison ;; Quick ;; 0-1 ;; Target: Creature
Ranged ;; Dice 1 ;; Poison ;; 1-3 Cripple, 4-6 Rot, 7-9 Weak, 10+ Tainted, Critical Damage
If the creature is already under the effect of the Poison Condition that would be gained by Mystery Poison, they are Dazed as well.