Spoil

You don’t poison the person. You poison their luck.
Spoil is old work. Real witchcraft, not gaze tricks. You brew it, you bottle it, you leave it somewhere it will be found.
The recipe calls it Hydra’s Blood — not actual hydra, but close enough. Belladonna, nightshade, aconite, wraith moss that grows behind the metro ventilation shafts, toxin salts scraped from cursed phone screens. Stir widdershins under green candlelight while the city rain hits the window.
The result is a small flask that hums. Thick green liquid, always slightly warm. When you smash it or slip it into a drink, it doesn’t kill. It spoils. The target’s aura curdles. Energy turns sour. Stomach twists, head swims, magic fizzles. The game calls it SICK — witches just call it “the rot.”
Artifacts love this spell. You can’t cast Spoil raw, you need to make it into a thing. That thing can then be thrown in combat. One AP to craft in your lab, then the Blood does the work later.
Every apothecary in the modern city has a shelf labeled “Toxic” that isn’t for humans. This is what’s on it.
“Keep it sealed. Keep it cold. Don’t breathe over it. And for gods’ sake don’t spill it in your backpack again, Maya.” – Lab notes