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This looks like a game breaking bug, ending this run.
Funny thing is, this is kind of how the spell should actually work. Once the duration end, any poisons you failed your save against are active again. Delay poison makes it so the party has time to try to help cure the effects/boost the character's saves (heal checks,anti-toxin, neutralize poison). But Owlcat made it so delay poison just makes you immune to poison for simplicity.
I wouldn't mind if Delay Poison worked the way it does in PnP. But here it was obviously bugged, it made my party poison-immune during the quest line -- no debuffs, no ill effects visible on char portraits -- then once the map was done everyone suddenly gained the debuff.
And the poison debuff itself is bugged, it doesn't get removed upon fort saves. Though it's not as bad as what I initially thought: the bugged debuff only ticks when I teleport between certain zones, such as the tavern and the frost realm, and even then it only seems to affect my mercenaries (even though my story companions have the poison icon on their portraits as well).
I'm now simply reloading when I teleport from one zone to another, until my mercenaries make their fort save (the saves do not remove the debuff, but at least those prevent the CON damage).
Maybe it's the same stuff with this poison.