Known Poisons & Toxins
This document reveals most of the poisons, toxins, venoms, and acids that have been discovered in use around the realms. The terms are described below. Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!
Definitions:
Poison: Some form of harmful substance that exists in naturally with no alterations from PC's (Other than the collecting of said poison)
Toxin: A damaging substance that does NOT occur in nature.
A toxin must be produced manually by an alchemist or assassin.
Mixture: A substance that is used as a poison, but must be made and produced by magic.
Venom, Spit: A damaging substance that is produced ONLY within the glands of an animal. Generally thought to be the strongest of the poison types, but also the
hardest to collect.
Acid: A corrosive substance that either exists in nature, is produced by an animal gland, or is produced by someone. Causes damage upon contact but can
usually be washed off upon initial contact to stop damage, unlike a poison.
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- Forms of Poisons -
Ingestive: This form of poison is the most common. To effect a creature, it must first ingest the poison. This
means that the creature must eat the poison one way or another. Getting a poison in this form is of a normal cost.
Insinuative: This form of poison will effect a creature just by getting it into it's blood stream. This is the
form of poison that is used on weapons. (And in specialized weapons as a Dagger of Venom). This
form of poison costs an extra 50% to create (Cost *1.5)
Contact: This form of poison will effect a creature just by coming in contact with the poison. This is one of
the most expensive and most dangerous forms. Many a user has slain themselves through carelessness.
This form of poison costs 300% normal cost (Cost * 3) NOTE: This form of poison is easily bypassed
by thick gloves. However I have heard of an assassin which mixes acid and poison for just that
sort of case.
Gas: This form of poison is very dangerous. It will effect EVERYTHING within range. You will have to
pay a pretty gold piece for any alchemist to add an oxidizing agent to a poison and it's EXPENSIVE to
ask someone to risk their life for that. This form costs 1000% normal costs (Cost * 100). The normal
effect is a sealed vial which when broken will produce a 20' x 20' x 20' cloud of gas.
Antidotes: Antidotes are available if a sample of the poison is made available. The antidote usually cost
120% of the purchase price of the poison. Antidotes take approximately one week to create,
and must be administered within 2 rounds of the toxification to be effective. If no sample of the
toxin is available, one cam be distilled from a blood sample, but that will take approximately a
month and a 1,000 extra gold (by then it's too late anyway).
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- NOTE TO GM'S -
These poison (toxins...etc...) have not been assigned any price or dosage for effect (with few exceptions). These things are up to you. This also goes for availability of
these and antidotes (Note thought that there are a few that have no known antidote!) The only other note I should make is to keep these in control. To many can really throw a
game out of balance. For assassins to study these, I usually allow them on type (Poison, Toxin, venom...etc...) to learn and they may learn how to use, collect, produce..
it from 5th level on. For each level afterwards, they may learn one more from that type of poison.
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Achaierai poison
Creates a poison gas cloud which does 2 - 12 (2d6) damage (no save), then save vs. poison or go insane for 3 hours as the druid FEEBLEMIND spell.
Ajida
Odorless, colorless liquid. Does 5 - 60 (5d12) damage, starts in 1 - 6 rounds, runs it's course in 1 - 3 turns.
Vision grows dim after victim takes 10 points of damage, continues to dim until 30 points of damage is taken, at which time victim is functionally blind.
Only a CURE BLINDNESS spell will neutralize this effect. If blindness does not occur, victim's vision will clear in 2 - 5 turns. Save for half damage at -4
Amber death
Appears as a thin amber colored carbonated liquid or amber gel. Starts in 1-4 (1d4) rounds, and runs it's course in 2-20 (2d10) rounds.
Damage is equal to the total hit points of the victim divided by the number of active rounds of the poison. (Round *ALL* fractions up!)
Antman poison
This poison does 4-26(4d6) damage, save for half
Archer bush poison
Save vs. poison or die. If save is made, victim loses half their remaining hit points
Ascomoid spores
Save vs. poison or die in 1-4 (1d4) rounds. If save is made, the victim is blinded and stunned for 1-4 (1d4).
Victim gains NO shield or dexterity bonus
Asp toxin
Save vs. poison or take 1-8 (1d8) damage per round for 20 rounds (or until cured). Save each round for half damage
Asp venom
Does 4d6 points of damage
Assassin bug poison
Save vs. poison or be paralyzed for 7 - 12 rounds, a save indicates that it effects the recipient as a SLOW spell for 1 turn
Assassin snake toxin
Created from a mixtre of various types of snake venoms. Due to a constant state of instability, the save and damage results must be rolled for at time of induction:
Rolled # Save Result
-------- ---- -------------------
01 - 04 +3 Incapacitated
05 - 08 +2 Death
09 - 11 +1 2-8 (2d4) damage
12 - 14 0 3-12 (3d4) damage
15 - 17 -1 Incapacitated 4 days
18 - 19 -1 Incapacitated 12 days
20 -3 Death
Assassin's venom
A standard poison for assassins, it does 1d20 per day of brewing time (an average dose does 1d20 to 4d20, but cannot exceed 10d20 in damage).
It costs 500 gold per day to make and if a 5,000 gold piece gemstone is powdered and added to the brew, the poison will do an additional 1d12 damage per gemstone per day
(one stone per day maximum)
Ayala Scarlet fluid
Does 4 - 24 (4d6) damage, starts in 2 rounds, runs it's course in 1 - 3 rounds. Save for half damage at -3
Baile Flower Poison
Causes 10 - 20 points of damage (2d6, 2d8, 3d6, 2d10, 1d20)
Bamboo poison
Damage done is 1d8 to 4d8, and the creature is -1 to -4 to hit for 1 - 6 days afterward due to skin irritation
Banded Kraite venom
77% chance of death, NO SAVE. If this venom is left out in the open air, it will evaporate in 4-7 (1d4+3) segments
Baneberry
Save vs. poison or victim now has double chance to catch lycanthropy, decreasing 1% per week until down to normal percentages
Barba Amarilla
Save vs. poison or all voluntary muscles will cease to function for 1-4 (1d4) days. Save at -2
Belpren Toxin (Belpren fish)
This is a luminescent blue acidic substance does 1-12 (1d12) damage instantly upon skin and internal tissues (No save).
Further applications of Belpren will not cause any more damage to the effected area, but the damage given above is for a roughly hand-sized area of exposure;
for each additional area exposed, add an additional 1-12 (1d12) damage.
However, no damage will be taken if used internally (As Ingestive poison), it will cause only immediate and invoulentary vomiting. Belpren will not corrode metal, nor will it harm cloth or
cured leather. It dries and becomes ineffective in but a single round when exposed to open air, so it cannot be used as a blade venom. Belpren is neutralized by lamp oil.
Belpren is effecting on all creatures
Birdsnake venom
Save or take 2 points of damage per round for 1-10 (1d10) rounds. A save indicates half damage
Black hydra
This is an acid that bursts into flames upon contact with the air, and does 3-36(6d6) damage
Black mead
Clear liquid or gel, smells like honey. Does 10 - 80 (10d8) damage, starts in 1 round, runs it's course in 15 rounds.
Causes disorientation (-2 to hit, damage, 30% chance of spell failure) after 20 points of damage are taken;
Disorientation increases in steps of 10 points (Additional -1 to hit, damage, +5% to spell failure).
This effect wears off 1 - 3 turns after poison has run it's course. Save for half damage at -4
Black scorpion poison [Al'Shiael/Takesh]
Save vs Poison at -3, failure Paralyzes victim d10rounds and does 1d4 - 16d4 damage Success save is no paralysis, but Slowed 2d10rounds , and half damage.
Poison potency starts at 16d4 and lessens 1d4/day its extracted, down to 1d4
Black widow toxin
Does 2-12(2d6) damage.
Black widow venom
Save vs. poison or take 2d4 damage per round for 10 rounds. Save for half damage each round.
Black willow acid
Causes 1-4 (1d4) damage per round until neutralized. Water with alkali will wash this off
Bleeding heart
This plant toxin causes irratic muscle spasms causing the victim to roll a system shock successfully or die immediately on the spot.
Blight worm poison
Save vs. poison or take 4-24 (4d6) damage
Bloodrot
Bloodrot toxin causes nausea, vomiting, faintness, vertigo, and insensibility. It reduces the bodies physical strength to the point where the victim has to concentrate to keep their heart
beating. Save at -1 or die in 3-18 (3d6) rounds
Bloodthorn elixir
This elixir is derived from the thorns and stalks of the bloodthorn vine. When used, one random limb of the victim will become paralyzed
for 3-6 (1d4+2) rounds. Save is made at -1
Blowfish oil poison
This poison is a modified Blowfish poison, only it will paralyze the victim. It has no effect if the victim saves vs. poison
Blowfish poison
Save vs. poison or be paralyzed for 1 - 4 days, else victim effected by a SLOW spell for 2 - 12 turns
Blue lotus
Topaz colored gel. Does 5-30 (5d6) damage, starts in 1-4 (1d4) rounds, runs it's course in 1-8 (1d8) rounds. Paralisys sets in after 15
points of damage, wears off in 1-3 (1d6/2) turns in victim survives. Save for half damage at -2
Blueback mushroom poison
Causes the victim to become dizzy and light-headed, causing a FUMBLE spell and the loss of any sense of direction for 48 hours
Bluebog Poison
Made from creatures from a different dimension, this poison is very rare. When it comes in contact with the air, it explodes for 8-64 (8d8) damage
in a 20 foot radius
Boggle oil
This oil is alchemical preperation of boggle skin secretions. When used, the victim must save vs. paralyzation EACH time they attempt a movement.
If the save is missed, they fall down. It takes one round to stand or sit again. The duration is 25 - constitution rounds.
Boomslang Venom
Save or die (at +2)
Bracken poison
Destroys red blood cells (See Mistletoe poison), victim takes 1 point of damage per day (Cumulative) and 3d6 damage is taken at introduction of poison into victim
Braylock
An odorless, surupy amber liquid. Does 5 - 40 (5d8) damage, starts in 1 - 2 rounds, runs it's course in 1 turn. Save for half damage at -1
Breek
An odorless colorless liquid. Does 5 - 40 (5d8) damage, starts in 1 - 8 rounds, runs it's course in 1 - 4 turns.
Save for no damage
Buckeye honey
The honey from this rare plant will cause vertigo, confusion, and if a save is not made, the victim will go into a coma for 2-12 (2d6) days
Budwhipper mushrooms
This mushroom powder causes advanced drunkedness, the victim will pass out and will be out for 23 - constitution rounds.
Any alcohol consumed over the next week will cause a relapse into the previous state
Buluka
Bluish paint-like substance. Contact does 3 - 30 (3d10) damage, starts in 1 - 6 rounds, runs it's course in 1 turn. Save for half damage at -2.
Leaves a blue discoloration after being applied
Bumblebee toxin
There are three types of this toxin: Normal, Warrior, Queen. The toxin does 5d4 damage if no save is made (Half damage if save is made).
The save is adjusted according to the type of toxin used:
Normal: +0 save / +0 damage
- Warrior: -2 save / +2 damage
- Queen: -4 save / +4 damage
Caaliburn oil
Causes 6 - 30 (5d6) points of damage
Cascabel venom
Save or die else take 2 points of damage per round until the venom is neutralized.
The antidote to this venom works only 35% of the time
Cashew oil poison
Causes 4d6 points of damage
Catfish poison
Does 2-8 (2d4) damage, half damage if save is made
Chak
White chalky fluid. Does 2-16 (2d8) damage, starts in one round, runs it's course in 1-3 (1d6/2) rounds.
This actually reduces the creatures dexterity by one point per six points of damage taken.
THIS LOSS IS PERMENANT. A restoration is required to recover the lost points. Save for no damage at -5
Chayapa
A blue liquid, used on arrows, darts, needles, and sometimes in daggers of venom. It must be injected and works only on humaniods (ie: characters),
never on monsters, and it sets in immediately. It's effect is to cause a deep sleep for 3 - 7 (1d4+2) rounds. This poison will effect elves.
Save for no effect
Choke weed poison
Causes choking for 1-12(1d12) rounds (Incapacitating the victim), in addition, the victim must save vs. poison or take 1-6(1d6) damage
each round. This poison will not effect orcs or half-orcs in any way
Chrysanthemums
Destroys the central nervous system of the victim, Damage is 8d8. Save indicates one quarter damage.
Cobra dust
Dried remains of cobra snake with venom sac. Save vs. poison (at -2) or be blinded until a HEAL spell or a CURE BLINDNESS spell
Cobra venom
Does 6d6 points of damage
Conehead poison
Save vs. poison or take 4-24 (1d4*6) damage
Convelum Petals Poison
Causes invoulntary muscle spasms, placing the character out of action for 3 - 18 rounds
Copper centipede (Pincher)
Save vs. poison or take 2-12(2d6) damage. A save indicates no damage
Coral snake venom
Save or take 4-24 (4d6) damage
Corrun Dust
Save vs. poison or take 10-60(10d6) damage. A save indicates half damage. Then save vs paralyzation or be paralyzed until cured
Couatl venom
Save vs. poison or die
Coulmbine
This poison causes accute shortness of breath, the victim may fight or move rapidly for only three rounds before having to rest for a round.
This lasts for 10-20 (1d10+10) rounds
Crocotta poison
This poison from this creature is a blend of TWO neurotoxins as only mother nature can do, therefore the victim must save vs. poison twice.
Each poison does 7-42(7d6) damage, and a save indicates half damage
Crowfoot Root
Save vs. poison or ths poison will cause acute blistering inside the trachea causing the victim to slowly choke to death in 3 rounds
(plus constitution bonus)
Crystle elixir
Created by Alchemy from crystal ooze, this will paralyze victims for 3-18 (3d6) rounds and will do 2-8 (2d4) damage. Save for half
damage
Cuph A clear liquid, smells like
pineapple. Does 4 - 24 (4d6)
damage, starts in 1 - 6 rounds,
runs it's course in 1 - 8 turns.
Save for no damage at +1
Cyanide Save vs. poison or die else take
4d4 damage
D Causes 31 - 40 points of damage
(4d8, 6d6, 4d10, 5d8, 2d20)
DM-A Causes 20 points of damage, 10 if
save is made
DM-B Causes 30 points of damage, 15 if
save is made
DM-C Causes 40 points of damage, 20 if
save is made
DM-D Causes death, 25 points of damage
if save is made
DM-E Causes death, 30 points of damage
if save is made
DM-F Causes 15 points of damage, none if
save
DM-G Causes 25 points of damage, none if
save
DM-H Causes 35 points of damage, none if
save
DM-I Causes death, nothing if save
DM-J Turns victim to stone for 5 - 20
rounds (System Shock check is not
needed)
DM-K Muscle relaxant, Causes all
voluntary muscles to relax (-5 to
strength, +3 to armor class)
Hint: A good cure for convultionary
poisons!
Darksnake Reddish powder, leaves a pale
reddiscoloration on flesh or others
surfaces when applied. Does 4 - 24
(4d6) damage, starts in 1 round,
runs it's course in 1 - 10 rounds.
Save for no damage
Death adder venom Save for die else lose half of
remaining hit points
Death coma Save vs. poison or this toxin
causes total loss of muscular
coordination and rapid breathing.
Victim may not move unassissted
while under the influence of this
toxin, lasts 5-20 (5d4) rounds
Death cup toxin This toxin appears only in the form
of powder, as it is made from a
RARE form of mushrooms. Once a
victim has been toxified by this
substance, the effects will not
begin to show until 10 to 20
(1d10+10) hours after the initial
introduction. This toxin kills by
disolving the red blood cells in
the blood stream, as such the
victim must save vs. death (at -3)
or they die. This requires a
NEUTRALIZE POISON and a RAISE DEAD
to recover the victim
Death dog toxin A poison which the victim must save
vs. poison or become sick and die
in 1 - 4 days
Death-A Save at +2 or go into a coma for 1
- 4 days
Death-B Save at +1 or go into a coma for 1
- 6 days
Death-C Save normally or go into a coma for
1 - 8 days
Death-D Save at -1 or go into a coma for 2
- 12 days
Deathwine Odorless, burgandy colorless
liquid. Often mistaken for wine.
May be used both ways, as
insinuative (Blade venom) or as
ingestive (Food poison). It is
tremendiously leathal. A save is
allowed (at -5), and if it fails,
death occurs in 1 round. If the
save is successful, the victim
still takes 25 damage, 12 points of
damage in the first round and 13
points in the second round. If an
antidote is to be used, it must be
administered within six segments or
it will not be effective.
Deathwine and it's antidote are
EXTREEMLY RARE. This poison will
effect ANY humanoid even trolls and
the like
Deathwing poison (Bite) Save vs. poison or take 8-80(8d10)
damage, a save indicates half
damage
Deathwing poison (Stinger) Save vs. poison or take 8-64(8d8)
damage
Delusionary Recipient has effectivly one half
of their Intellegence, they get no
save vs. illusions, and will also
"see things" 50% of the time
Demon locust poison Does 6-48(6d8) damage and causes
blindness for 11-16(1d6+10) turns
with no save. Hobbits are not
effected by this poison in any way
Depressent Recipient is suprised 3 in 6 times,
they are also -1 to hit due to
relaxation which also makes them
one armor class easier to hit
Devil-Ale Odorless liquid, very light orange
color. Does a flat 60 points of
damage, Starts in 1 - 3 rounds
after ingestion, runs it's course
in 2 - 5 (1d4+1) turns. No saving
throw, Antidote is only hope
Diffenbachia Save vs. poison or this toxin
causes total and complete
relaxation of the vocal chords.
Lasts for 3-12 (3d4) rounds
Disease Causes a random disease (Weigh roll
towards the virulent diseases)
Dog demon poison Save vs. poison or take 3-18 (3d6)
damage
Dracolisk acid Does 4-24 (4d6) damage, save for
half damage
Dragonfish poison Save vs. poison at -1 or die else
take 1 - 6 damage
Dream juice Green, black or white fluid. Does
3-24 (3d8) damage, starts
immediately, runs it's course in 1-
10 (1d10) rounds. Causes it's
victims to fall down and become
catatonic and have vivid
pleasentdreams while dying. Save
for no damage
Droon poison Does 1-6(1d6) to 3-18(3d6) damage,
save for half damage
Drow toxin Save vs. poison at -4 or fall
unconcious for 1 - 3 days
Dus poison This poison paralyzes the victim
and then they must save or take 1-
4(1d4) damage every round until
neutralized
Dust poison Damage is usually 1d4 to 8d4, but
this poison will not kill. It just
leaves the victim at zero hit
points
Dwarf poison Kills only Dwarves, all else take 2
- 12 (2d6) damage
Dwarfbane This is a rare gummy oil that is
poisonous only to dwarves. Used
insinuatively, it is commonly
smeared upon weapons. It will not
dry out, but prolonged exposure to
air will lesson it potentcy (+2 on
save). Upon contact, it does 1-8
(1d8) damage with a pain "like
blazing skewers" and a further 1-6
(1d6) points of damage on the next
three rounds. A sucessful save
indicates half damage
E Causes 41 - 50 points of damage
(7d6, 6d8, 8d6, 5d10)
Elephant-fly poison Save vs. poison or take 6-36 (6d6)
damage
Elven poison Kills only Elves, all else take 2 -
12 (2d6) damage
Ettercap poison Does 1 - 8 (1d8) damage (No save)
Eye killer toxin Made from the eyes of an EyeKiller,
the recipient must save vs. poison
or die, else the victim takes 3 -
18 (3d6) damage
F Causes 51 - 60 points of damage
(9d6, 7d8, 6d10, 3d20)
Fighterbane A very simple poison though it is
magical based. The effect simply
moves the body's center of gravity
one foot higher than normal and
shortens the arms by one foot.
Duration: 4 - 24 (4d6) rounds.
(Note: While under the effect of
this poison, all attacks are at -
4/-4 and the recipient's armor
class is at -4)
Fire snake venom Save vs. poison or be paralyzed for
2 - 8 (2d4) turns
Flumph acid toxin An acidic toxin that does 1d8
damage, then 1d4 damage per round
for 2 - 8 (2d4) rounds
Flydance A green odorless liquid. Can be
made into a gas, otherwise used as
Chayapa. Acts in 1 - 3 rounds.
Causes convultions that knock the
victim off their feet and cause
them to shake and twitch around.
Lasts for 1 - 6 rounds. Save for
no effect at +2
Formian poison Does 4-16 (4d4) damage, save for
half damage
Freeze bee poison Does 2-16(2d8) damage (Cold
damage), Save for half damage
Frin A pale green liquid or powder,
smells like apples. Does 3 - 30
(3d10) damage, starts in 1 - 3
rounds, runs it's course in 1 - 8
rounds. Save for no damage
Frog oil poison Created from large river toads,
this poison does 5d6 points of
damage
Fungoid mushroom poison Save vs. poison or this mushroom
dust will act as a FEEBLEMIND spell
upon the victim
Fungus poison Does 2d8 to 7d8 points of damage
Fuzzy poison Save vs. poison or take 2-12 (2d6)
damage and be paralyzed for a like
amount or rounds
G Causes 61 - 70 points of damage
(8d8, 11d6, 7d10)
Gaboon A unique venom, as it is very
powerful but slow (save at -2). If
a save is not made the victim will
seem to be under a SLOW spell, the
next day,the victim will be totally
paralized. The following days, the
victim will take 5 points of damage
a day (cumulative: 5, 10, 15, 20,
...) until the poison is
neutralized
Galas Pale blue liquid or powder, smells
like horse sweat. Does 4 - 40
(4d10) damage, starts in 1 - 3
rounds, runs it's course in 2
turns. Save for no damage
Galtrit saliva Anestitises the body and causes the
loss of 1d4 constitution points
(Regained at the rate of 1
point/day)
Garbug toxin Save vs. poison or be paralyzed for
1 - 6 turns
Ghoul poison Save vs. poison or take 4d6 damage
and begin to rot at 1 point of
damage per turn until healed, or
the poison is neutralized, or a
REMOVE CURE is case upon the
victim. A save indicates that no
damage will be taken, but the
victim still rots
Ghoul sweat A scummy green gel, used like
Chayapa. Smells like rotten meat.
It's effects are to paralyze for 5
- 10 (1d6+4) rounds. It acts
immediatly. Save for no effect at
+1
Giant Hornet poison Save vs. poison or take 5 - 30
(5d6) damage and be incapacitated
for 2 - 12 (2d6) days, a save
indicates half damage and no
incapacitation
Giant ant poison This acid does 1-3(1d3) to 20-
60(20d3) damage, save for half
damage
Giant lizard poison Save vs. poison or take 2-6 (2d3)
to 20-60 (20d3) damage. A save
indicates half damage
Giant scorpion poison Save vs. poison or die
Giant sea spider venom Save vs. poison or take 1-4 (1d4)
damage
Giant snake venom Save vs. poison or take 1-4 (1d4)
to 20-80 (20d4) damage
Gila monster venom Save vs. poison or take 1-6 (1d6)
damage per round for 10 rounds (or
until cured). Save each round for
half damage
Gila poison Does 1-8(1d8) damage
Gnome poison Kills only Gnomes, all else take 2
- 12 (2d6) damage
Goldbug poison Save vs. poison or DIE!
Golden fool Gold powder. Touch does 4 - 48
(4d12), starts in 1 rounds, runs
it's course in 1 - 8 rounds. Save
for half damage. Completely
indetectable on gold items,
otherwise it leaves a gold
discoloration after application
Gom Jabbar Does damage equal to the victims
hit points (minus 1) and kills that
victim with no save
Greenback mushroom poison Made from a VERY RARE form of green
mushrooms, the victim must save vs.
poison or sucumb to the effects of
a 12th level PHANTASMAL KILLER
Grell poison Save vs. poison or be paralyzed for
20 rounds (Less the victims
constitution, Min of 5 rounds)
Grey horror Appears as greyish powder, does 4-
32(4d8) to 8-64(8d8) damage and
paralyzes victim. Save vs. poison
for half damage and no
paralyzation. Hobbits dissolve at
3-18(3d6) damage per round until
neutralized.
Grey horror poison Save vs. poison (-2) or take 8-48
(8d6) damage and be paralyzed for
that many rounds
Grond poison Save vs. poison or take 3-18 (3d6)
damage
Ground golden mushrooms This mushroom powder is not a
"true" poison, but it does have
value to an assassin. If placed on
a piece of stone it will turn to
flesh, also if placed on flesh, the
flesh will turn to stone.
Duration: Until magically dispelled
Ground panther whiskers Consuming this substance is
comparable to eating ground glass,
the substance does 4d8 damage
Ground rakasta whiskers Similar to ground panther whiskers,
this substance is also very deadly.
This poison works only when
ingested and it does 5d10 damage
Gurch Dark green liquid or powder, smells
like wax. Starts in 1 round does a
flat 75 points of damage over 1 -
10 turns. Very painfull; victim
disabled after taking 15 points of
damage, cannot walk, fight, barely
able to talk. Save for half damage
at -4
Gyronite poison Does 8-32(8d4) to 15-45(15d4)
damage, save at +4 for no damage
H Causes 71 - 80 points of damage
(9d8, 12d6, 13d6, 8d10, 4d20, 10d8)
Hangman's acid Does 3-12 (3d4) damage, lasts for
2-4 (1d4, treating all 1's as 2's).
This acid will wash off with water,
but if alcohol is applied to it, it
does DOUBLE DAMAGE
Harvestman poison Save vs. poison or take 3-24 (3d8)
damage
Hell moth poison Does 1-8(1d8) damage
Hellebore Causes the following effects:
--Extreem salivation
--Vomiting
--Abdominal pain
--Paralisys of extremities
--Convoultions
If the save is made, the symptoms
vanish after 2-12 (2d6) rounds,
else the victim dies after a like
amount of time
Hemlock poison Causes internal bleeding, doing 1d8
damage per day until death or a
CURE SERIOUS WOUNDS or better spell
is cast upon the victim (or a
NEUTRALIZE POISON)
Hobbit poison Kills only Hobbits, all else take 2
- 12 (2d6) damage
Huecuva poison Save vs. poison or catch a cardio-
vascular-renal disease (Very
acute), a save indicates 1 - 4
(1d4) damage
Huld Also known as "Leap" or
"Deathdance". This is an odorless
oil that is effective on non-
humanoid creatures - except for
humans and demi-humans. It works
only by insinuation. It's effects
are the same regardless of dosage
and appear 1-4 (1d4) rounds after
application. Huld causes severe
muscle spasms involving nausea and
the loss of motor control, balance,
and speech - lasting for 1-6 (1d6)
rounds. During this time the
victim is helpless, but by no means
an easy target since he/she/it is
thrashing around wildly and
unpredictable. Mental processes
are totally uneffected (IE:
Psionics or other communication can
be initiated or continued, and in
some cases a psionic ability can be
used to control or stop the poisons
effects). A peticular individual
will be 95% resistant to Huld for a
period of 10-21 (1d10+9) days after
exposure to it, and thus repeated
doses will not be effective. Huld
will effect all individuals
Humbaba poison Save vs. poison or take 10-80(10d8)
damage. A save indicates 2/3rds
damage
I Causes 81 - 90 points of damage
(14d6, 11d8, 9d10, 15d6)
Ikaheka venom Lose 1-6 (1d6) points of
constitution. They are regained at
the rate of ONE per week. A
RESTORATION spell will replace all
of them.
Imp poison Save vs. poison or die else take 1
- 4 damage
Ink coprinus Comes from a very common mushroom
as it is only toxic when consumed
with alcoholic beverages. Does 5-
20 (5d4) damage, save for half
damage
Insanity Causes a random insanity for 1 - 4
turns
J Causes 91 -100 points of damage
(12d8, 16d6, 10d10, 5d20)
Jameson's mamba venom This venom causes the victim's
pulse rate to double what it is
normally for 1-6 (1d6) rounds,
causing 1-12 (1d12) damage per
round. Also if a save is not made,
the victim will suffocate in 3
rounds (plus constitution bonus)
Jeteye This is a glossy (reflective) black
liquid that effects all mammals
upon ingestion, it is ineffective
as a insinuative poison. Save for
half damage. It causes the pupils
of the eyes to go black (although
this does not effect vision in any
way) and causes 1-8 (1d8) damage to
the neural system immediately. No
pain is felt by the victim however,
for Jeteye kills all pain and
tactile sensation for a period of
9-16 (1d8+8) rounds (the "black
eyes" sign will stay for the same
duration). Jeteye is sometimes
used voluntarily before torture or
immediately after battle injuries
(preventing a system shock roll).
It has a bitter walnut-like taste
and is hard to disguise in food or
drink
Jima A light red powder or liquid,
smells like papaya. Does 8 - 48
(8d6) damage, starts in 1 - 10
rounds, runs it's course in 1 - 3
turns. Save for half damage at -3
Khargra toxin This poison causes 3 - 18 (3d6)
damage, the side effect of this
poison is that it will dissolve any
metal that it is applied to
Kill kitten poison Save vs poison or die, else victim
is paralyzed for 1-6(1d6) days
Killer bee poison Save vs. poison (at -2) or die
King cobra poison Save vs. poison or take 1-6 (1d6)
damage per round for 10 rounds (or
until cured). Save each round for
half damage
Kolas A thick brown liquid, smells like
roses. Does 8 - 48 (4d12) damage,
starts in 1 - 8 rounds, runs it's
course in 1 - 4 turns. Save for no
damage
Kotra A clear oily fluid. Does 5 - 30
(5d6) damage, acts in 1 round, runs
it's course in 1 - 10 rounds. Save
for half damage at -1
Krag poison Save vs. poison (at -3) or turn to
stone. A save indicates that the
victim is slowed for 2-12(2d6)
rounds less their constitution
bonus (Minimum of 1 round of
slowness)
Kumba Odorless, colorless liquid. Starts
is 1 - 6 rounds, death follows one
round thereafter. Save for no
damage at -3, Failed save means
death
Kuurus Named after the Assassin that
invented it, Kuurus does 1-6 (1d6)
damage per constitution point that
the victim has. Save (-3) for half
damage
Kuyss poison Causes leprosy, and until a CURE
DISEASE is cast upon the victim, no
other cure spells will work on that
creature
Land urchen toxin Save vs. poison (-1) or be
paralized for 6 turns
Lhurdas (Also known as "Yellow Death" and
"Beltyn's Last Drink") This is a
wine based poison. It has a sharp
dry white-grape taste and will
readily mix with any such wine. It
reacts with the digestive acids of
the stomach (Effective in any of
the player races) to eat away the
internal organs and tissues.
Ingestion produces rapid (within
two rounds) nausea, convultions,
and terrific internal cramps with
burning pain. It does 1-6 (1d6)
damage in the first round, 2-12
(2d6) damage in the second round,
and 1-4 (1d4) damage in the third
and final round. Thereafter it
will do no more damage, regardless
of dose, and further exposer to
Lhurdas will cause discomfort and
failure to heal, but no more
damage. This resistance lasts for
3-25 (3d8) days. This is an
ingestive poison only. Save for
half damage
Lisssteeen A liquid that when found will
always be labeled:
"HERE NOW"
This yellow liquid has no smell but
it will make your mouth water, it
tastes spicy hot (like tabasco
sauce), and works only when
swallowed (Only ingestive type
poison). There is no discernable
effect to or on any creature within
100 feet of the imbiber. BUT to
any creature more than 100 feet
from the imbiber will hear the
voice of the imbiber due to the
"effect" on the imbiber's vocal
coards. This fluid causes the
imbiber's vocal cords to transmit
on a ultrasonic as well as a
subsonic level making all within a
mile of them hear the imbiber.
This sound level permiates ALL
planes and dimensions also. Any
diety's name which is spoken has a
50% bonus of hearing and any
creature within 300 feet CANNOT be
surprised under any circumstances!
Lasts 25 rounds - imbiber's wisdom
Lomat An odorless, colorless powder or
liquid. Does 5 - 30 (5d6) damage,
starts in 1 - 6 turns, runs it's
course in 1 - 4 turns. Save for
half damage at -2
Longlicker toxin This poison lasts for four rounds,
starts instantly, save vs. poison
for the first three rounds or take
3-18 (3d6) damage (take 1-6 (1d6)
damage if save is made). On the
fourth round, take 3-18 (3d6)
damage automaticaly (No save)
Lotus dust, black Causes instant death
Lotus dust, brown Encases the victim in wood
(Required 20 strength to break out)
Lotus dust, clear Burns for 1-6 (1d6) damage per
round when it comes in contact with
flesh. Lasts for 1-6 (1d6) rounds
Lotus dust, copper Encases victiim in copper (Requires
a 21 strength to break out)
Lotus dust, emerald Paralizes victms lungs/gills for 2-
12 (2d6) rounds
Lotus dust, metalic Blinds victim and causes lung
failure for 2-12 (2d6) rounds
Lotus dust, red Causes objects to turn to stone
Lotus dust, yellow Causes victims to fall asleep (Yes,
Even elves!)
Luptak A nerve toxin that may be injected
or rendered into a gas. It appears
to effect dexterity, causing the
victim to stumble, be unable to
fight, cast spells, etc...; However
it does NO direct damage. There is
a 50% chance of a victim taking
physical damage from a fall while
affected by the toxin. A victim
who was poisoned in melee would be
quite helpless. It's effects last
from 3 - 6 (1d4+2) turns. Save for
no effect
Magebane A very stable liquid that can be
disguised as any other potion
(Commonly disguised as potions of
HEROISM). The effect is one of
severe mental sluggishness and
effectively causes the victim to
have one third of their actual
intellegence.. Lasts one round per
intellegence point "lost"
Malange toxin Causes tunnel vision, allowing +1
to hit for any opponent not
directly in front of the poisoned
creature {Or not in direct line of
sight}. A creature that has this
introduced into the bloodstream
will develop deep blue eyes in 1 -
4 days. The poison will last for 1
6 + 4 days (A total of 5 to 10
days)
Man skorpion poison Save vs. poison or die instantly
Mantri poison The victim subtracts their
constitution from 25 and takes the
difference in damage (minimum of 5
points of damage)
Marine spider venom Save vs. poison or be paralized for
2-12 (2d6) rounds
Megalo-centipede This is an acidic toxin, it burns
the skin for 1-8 (1d8) damage.
Save for half damage
Mental Depressent-A Causes a loss of Psionics for 4-48
hours
Mental Depressent-B Causes a chemically induced Psionic
blast
Milkweed Causes a severe intestinal disorder
that makes the victim regurgatate
anything that has been eaten, lasts
for 5-10 (1d6+4) days. The victim
will starve to death if the toxin
is not neutralized
Mistletoe poison Destroys red blood cells, victim
takes 1 point of damage per day
(Cumulative). Example: Day 1, take
1 point. Day two, take 2
points...etc...
Mold poison Causes 1d12 or 2d12, a rare form is
said to cause 4d20
Monkshood This poison causes accute vomiting
and diarreha for 1-4 (1d4) and if
a save is not made (+1), the victim
will have intense convoultions and
die in severe pain in 2-8 (2d4)
segments
Morphus A clear citrus-smelling liquid.
Fumes will cause victim to sleep
for 1 - 6 turns (After a round of
contact). Morphus is used like
chloroform for abductions and the
like, and is a potent gas when
mixed properly. Even works on
elves. Save for no effect at -2
Mufa Odorless, colorless liquid. Starts
in 1 - 10 rounds, throws victim
into painfull twisting convultions,
then does 15 points of damage per
round until victim dies.
Convultions have a 50% chance of
causing an extra 1 - 6 points of
damage in each round. No saving
throw
Myconid-H Save vs. poson or begin to
hallucnate for 2-16 (2d8) rounds.
Roll below:
- 01 - 10 : Cower & Wimper
11 - 15 : Stare into nothngness
16 - 18 : Run in a random direction
19 - 20 : Attack the nearest creature
Myconid-P Save vs. poison or be totally
passive. Victim may only watch,
cannot take any actons, even if
they are being attacked. Lasts for
2-6 (1d6, treatng all 1's as 2's)
rounds
Naral poison Save vs. poison or take 6-36 (6d6)
damage
Narcosis Once introduced into the body, is
takes effect for 1 - 4 rounds, this
poison causes severe nitrogen
narcosis (Similar effect to comming
up from 300' underwater to the
surface in 1 second). Save for
half damage. Poison lasts until
dispelled. Does 7 - 12 (1d6+6)
damage per round and victim cannot
move
Nettle A light brown powder that causes
extreem skin inflamation. The
burning, itching & stinging can
last up to 20 days. This causes -3
to hit and -2 to damage and armor
class
Nibon An odorless colorless liquid. Does
6 - 48 (6d8) damage, starts in 1
round, runs it's course in 1 turn.
Save for half damage made at -4
Nightcrawler poison Save vs. poison or take 7-56 (7d8)
damage and be paralyzed for that
long
Nightseeker poison Save vs. poison or take 3-12 (3d4)
damage
Ninthla poison Anything under 12 hit dice must
save or die, any that does save
will fall into a catatonic state
for 1-20(1d20) days
Nyosan butterfly poison Save vs. poison or take 2-12 (2d6)
damage
OOPS! A clear liquid that is often
mistaken for Holy Water. While
under the influence of this poison,
any type of spell which divulges
color (such as TRUE SIGHT, or
DETECT ALIGNMENT) will reveal the
exact opposite color!. This poison
is sometimes called ColorBlind.
Duration: 2-12 (2d6) days
OUCH! A very deep ruby red gel or liquid
that tastes like listerine. This
"poison" holds damage, that is the
next SIX times the imbiber takes
damage, the fluid will "hold" the
damage so that the body does not
really take it. This damage can be
cured before the body really takes
the damage. This is only good for
SIX hits, for on the SEVENTH hit,
the fluid's power is dispelled and
the imbiber takes ALL damage taken
in the previous seven hits that
hasn't been cured yet!
Oliander poison Save vs. poison or the victim's
heart stops and death ensues
Opia A brown powder with a honey/almond
smell. When drunk (it dissolves
into liquids instantly), it causes
blindness within 1 - 6 rounds.
This is temporary, lasting 1 - 10
rounds. Save for no effect
Optical-A Causes blindness equal to the 30 -
characters constitution
Optical-B Causes double vision for 30 days
less characters constitution
Optical-C Causes inflamation of the
characters tear ducts, makeing the
character susceptable to taking
damage from bright lights
Orvas This is a translucent liquid with a
green cast and a bitter-sweet
taste. It does 1-6 (1d6) damage
upon entering the bloodstream
(immediately if introduced into a
wound or scrape, or in 18-24
{1d6+17} turns if introduced by
ingestive means), and 1-4 (1d4)
points of damage on the next two
rounds. A successful save vs.
Orvas means that it is ineffective
against that creature. Orvas is an
antidote to Varrakas if introduced
into the bloodstream before
Varrakas has run it's course (Both
counterace each other) Orvas works
only on mammals
Pain Causes severe pain making the
victim -1 to hit for 2 - 12 (2d6)
days (Cumulative)
Paralasys Causes paralasys for 1 - 4 turns
Phraint poison Save vs. poison or take 2-7 (1d6+1)
damage
Phraint venom Also called "Hive Drink", This is
VERY POTENT, does 1d100-1 damage
(0-99), a save indecates that 2-20
(2d10) points can be subtracted
from the total poison damage
Pink lightning Pinkish fluid, Does 5-20 (5d4)
damage, starts in 1-6 (1d6) rounds,
runs it's course in 1-3 (1d6/2)
rounds. Save for half damage at -4
Pit viper venom Save or die else take 3-18 (3d6)
damage
Poison Ivy toxin Causes a skin rash that makes the
creature -1 to -4 to hit and -2 to
armor class
Poison ivy hedge toxin Save vs. poison (-3) or take 1-6
(1d6) damageand be at -3/-3 for 28
turns - constitution because of
itching
Poison pie This mushroom powder is always off-
white and smells like radishes.
When consumed, it causes
destruction of the gastrointestinal
tract. Save vs. poison or take 4-
32 (4d8) damage
Pollen poison Damage done is in d4, the number of
dice damage done is equal to 20
minus the victims constitution.
This poison does NOT break down, so
it will effect the victim every
hour until neutralized (Death does
not neutralize a poison)
Praka Small blue & white speckled
pellets. Starts in 1 - 4 rounds,
does 20 points of damage each round
until death. Causes vivid,
monsterous hallucinations; 25%
chane of permenant insanity in
victim somehow survives. Save in
each round for half damage at -5,
but still eventually fatal
Prespa (Also called "Mother's Bane")
This is an odorless, colorless
liquid that mixes readily with any
drinkables except for milk and it's
byproducts (from which it seperates
almost instantly). Effective only
in humans, and only if it is
ingested. It causes sudden dizzy
spells and visual disorentation,
beginning 1-3 (1d6/2) rounds after
ingestion and lasting 1-12 (1d12)
rounds. During this time the
victim moves unsteadily and fights
at -2 to hit and +2 worse on armor
class if having normal vision. If
the victim has infravision, the
effect is only -1/+2. At the same
time, the victim endures 1-2
(1d4/2) damage per rounds as
surface blood vessels burst all
over the body (Giving a blotched,
reddenedappearance to the skin).
Each round a successful saving
throw will avoid the damage, but if
the victim suffers injury through
combat or misadventure during the
round, no saving throw is allowed
Pseudo-Dragon poison Save vs. poison or fall into a
catatonic state for 1 - 6 days
Purple worm poison Save vs. poison or die else take
2d4 damage
Pybra poison (Bite) Take 3-18 (3d6) damage (No save!)
Pybra poison (Spit) Take 2-7 (1d6+1) damage
Pybra poison (Sting) Save vs. poison or take 3-18 (3d6)
damage
Pybra venom Does 1d2 to 6d2 damage, this is an
acidic venom, so if a save is NOT
made, the victim will take double
damage from the acid.
Quaggoth toxin Save vs. poison (-4) or be stunned
and walk in a random direction.
The victim will walk 1 round for
each point that they missed their
save by. If the victim cannot walk
in the rolled direction, they will
simply move off in another untill
the toxin wears off
Quiggly toxin Save vs. poison (-2) or the toxin
causes a painful form of arthritis
that manifests itself in the hands.
Every time a dexterious action
(pick pockets, remove traps, spell
casting...) is attempted, the
victim mst save vs. paralization or
fumble the action. The toxin lasts
untill neutralized or the arthritis
is cured
Recursion This poison causes an initial 1
point of damage and then the victim
must save vs. poison. If they
miss, they will take 1 more point
of damage and must save again.
This will continue until the victim
dies or a save is made.
Red Slaad pellets When these pellets come in contact
with bare skin, the person must
save vs. poison or die in 3 - 36
(3d12) hours (Only a CURE DISEASE,
SLOW POISON, NEUTRALIZE POISON, or
BARKSKIN will affect this "poison",
any of the above will stop it)
Red Urched poison Save vs. poison or sleep for 1 - 4
turns
Red fang toxin Does 3-12(3d4) to 8-32(8d4) damage.
This toxin will paralyze all elves
for 3-8 (1d6+2) turns
Red mamba venom Save vs. poison (-3) or take 2-12
(2d6) to 6-36 (6d6) damage
Redback mushrooms This mushroom powder has the same
chemical makeup as the potion used
in the IDENTIFY spell, when
consumed, the same effect occurs
Redbog poison When comming into contact with the
air, this poison oxidizes into a 60
foot could of redish opaque gas.
Anyone or thing that is under 12
hit dice must save or fall into a
deep sleep for 1 - 100 (1d100)
rounds. Anyone over 12 hit dice
that does not save is slowed. This
poison will even put elves to
sleep!
Retch Derived from the retch plant, this
toxin has NO saving throw. Any
victim will vomit and heave for 1-3
(1d6/2) rounds and lose 50% of
their current strength for 6 turns
(1 hour)
Rhododendron Save vs. poison or this poison
causes vertigo and headaches,
watering of the eyes and fluttering
of the heart that is followed in 2-
8 (2d4) rounds by irregular and
slow pulse convoultions and
paralisys of the arms and legs.
The victim will die 12 rounds after
the slowed pulse begins
Rhubarb poison This poison shuts down the victims
kidneys, so that each day after
poisoning, the victim must roll 3d6
under their constitution or die.
Each successive day adds 1 to the
die roll (cumulative)
Rock poppy Save vs. poison or turn to stone as
per FLESH TO STONE spell
Rockworm acid Does 7-32(5d6+2) damage
Roper poison Save vs. poison or lose one half
strength for 1 - 4 days
S Sleep Poison, After two rounds,
acts as a SLEEP spell upon the
victim (Causes No damage, but this
will even put elves asleep)
Salt spider poison Save or Die!
Sand poison A RARE FORM of poison made by dune
stalkers that does 1d6 damage and
if a save vs. poison is not made,
the victim takes 2d6 more damage
Screamin' scarlet poison Causes a scarlet rash that has
intense itching. The victim will
commense to itch the rash causing -
3 to hit and -3 to armor class.
This will last until neutralized.
To neutralize it requires a
NEUTRALIZE POISON and one pint of
holy water
Sea demon poison Does 4-24(4d6) damage and paralyzes
victim for 1d6 days unless victim
is an elf or an undead, in which
case they dissolve for 2-24(2d12)
points of damage per round (No
save)
Shaggy beast fluid (Bite) Causes 2-12 (2d6) damage
Shaggy beast fluid (Stinger) Causes 1-8 (1d8) damage
Sheet ghoul acid Does 2 - 7 (1d6+1) damage (No save)
Silver Urchen toxin Save vs. poison or this poison will
shut down the central nervous
system of the victim, putting the
creature in a comatose state for 1
3 days
Silver lightning Silvery liquid. Does 5-40 (5d8)
damage, sets in immediately, runs
it's course in 1-6 (1d6) rounds.
Save for half damage at -3
Silver lotus Light silver liquid or powder,
smells like lotus flowers. Does 7
42 (7d6) damage, starts in 1 - 2
turns, runs it's course in 1 - 6
turns. Reduces victim's
constitution by 1 point for every
10 points of damage taken. System
shock roll is required for every
point lost; Failure means instant
death. Constitution points can
only be regained by rest. Save for
half damage
Skorpadillo poison Paralyzes victim and does 6-36(3d6)
damage, Save for no damage
Skorpoon poison Does 1-4(1d4) to 4-16(4d4) damage,
save for no damage
Skyzorr'n poison Save vs. poison or take 2-5 (1d4+1)
damage and lose one point from
strength and dexterity for 2-8
(2d4) turns
Slowness Causes effects similar to a SLOW
spell cast by a Magic User of the
same level as the person that made
the poison
Sluggoth acid Does 3-18(3d6) to 8-42(8d6) damage
Snig venom Save vs. poison or take 8-64 (8d8)
damage. Save indicates half damage
Snow snake venom Save vs. poison or the victim will
freeze solid. If a save is made,
the victim will take 4d8 damage.
Snow spider poison Does 3-24(3d8) damage (Half if save
is made) and victim is blinded for
1-10(1d10) turns. If the save is
missed, the victim is permenantly
blind
Spell poison When this poison is introduced into
the blood stream, it releases a
random spell. After that, any
wound recived fires off another
random spell. This goes on until 2
12 (2d6) spells have been "cast"
(This does NOT incluse the original
spell) or 7 days have passed
Spice poison Comsuning this poison or skin
contact with it will cause 2 - 10
(1d6+1d4) damage, and will also
counteract the next TWO potions
that the victim consumes (They will
be gone but will NOT take effect)
Spiga venom Does 2-12(2d6) to 12-72(12d6)
damage and paralyzes the victim. A
save indicates half damage and no
paralyzation.
Spiny slayer poison Save vs. poison or take 8-64 (8d8)
damage. A save indicates half
damage
Spore poison Damage done is 2d6 to 7d6, Half if
save
Sporoid mushroom poison This poison effects the lungs, as
it causes the lungs to shut down.
The victim can't breath and they
will take no damage for one round
per point of constitution hit dice
bonus, after that they take one
point of damage and one point off
of their intellegence until dead or
the poison is neutralized. If
their intellegence goes to zero,
they are brain dead and must be
raised. Lost intellegence points
may be recovered be a RESTORATION
spell
Stego-centipede Save or die. If save is made, take
3-12 (3d4) damage
Steroid mushroom poison Save vs. poison or this mushroom
dust will act upon the victim as a
12th level druidical CONFUSION
spell
Stingray poison Save vs. poison or be paralyzed for
5 - 20 (5d4) rounds and take a like
amount of damage, else take 1 - 3
points of damage
Stingwing poison Save vs. poison TWICE or die. If
both save are made, save again, if
successful take 3-18 (3d6) damage,
if failed, take 6-36 (6d6) damage
Stirge sweat Brownish, sap-like liquid. Does 6
24 (6d4) damage, starts in 2 - 4
(1d4+2) rounds, runs it's course in
2 - 8 (2d4) rounds. Save for no
damage
Stonefish toxin This toxin from the stonefish is
given is small doses in respect to
the intense pain that is causes.
The pain, which is described as
instantainious, intense, sharp, and
burning radiating within minutes
from the wound site, involving the
entire leg, groin, abdomin, or if
in the upper extremities, the
armpit, shoulder, neck and head.
The pain may become so severe that
the victim thrashes about, rolling
on the ground, screaming in agony,
and at times losing consciouness.
The areas around the wound (and
extremity) become numb, a condition
that continues for 2-12 (2d6) days
(In some cases the limb has been
paralyzed for three weeks). Death
(If the save failed) will happenone
to six (1d6) hours after the
initial onset of the toxin. Each
successive dose will reduce the
victim's save by one for each dose
introduced. This is permenant (It
is also against future saves as
well!)
Stunjelly poison Save vs. poison or be stunned and
paralyzed for 5 - 20 (5d4) rounds
Sunbear saliva Causes victim to burst into flames
for 1-8(1d8) damage per round.
Save for half damage. Holy water
will extinguish the flames as will
a PYROTECHNICHS spell
Sundew acid Does 1 point of damage per round,
lasts 1-10 (1d10) rounds. Oil
washes it off
Surchur saliva This saliva causes 2-8 (2d4) damage
per round until neutralized.
Either salt water or a NEUTRALIZE
POISON will do this
Svirfneblin acid Instantly destroys any armor worn
by the victim and causes 2 - 8
(2d4) damage in the process
Svirfneblin poison Causes 1 - 3 damage, stunds for 1 -
3 rounds and then SLOWs the victim
for 1 - 6 rounds
T'cheem Save vs. poison or the victim will
sucumb to the effects of a REVERSE
GRAVITY spell. They must save each
round for 1-6 (1d6) rounds
Taer elixir Save vs. poison (+1) or become
nauseated for 2-5 (1d4+1) hours
(12-30 turns), causeing -2 to hit
and -1 to damage
Teko Light blue oil. Does 4 - 32 (4d8)
damage, starts in 1 round, runs
it's course in 1 - 3 rounds. Save
for half damage at -3
Temperature Alteration Raises or lowers the victims body
temperature up or down by 2 to 12
degrees (also causing a like amount
of damage, lasts for 3 minutes)
Tenamort poison Save vs. paralyzation or be
paralized for 1 - 6 rounds and the
characters internal organs will
begin to soften so that they will
take double damage from and
physical attacks for 1 - 12 days or
until a HEAL spell is cast upon
them
Teneborus poison Does 1-6 (1d6) damage and save (-3)
or be paralized for 6-36 (6d6)
turns
Teneborus toxin Does 4-40 (4d10) damage, save (-3)
for half damage
Terragon poison A rare spice which if comsumed raw
will cause 6 - 60 (6d10) damage to
the victim, and will cause 3 - 30
(3d10) if placed in contact with
bare flesh. (There is no save vs.
poison when flesh contact is made)
Thaykhay poison Save vs. poison or take 2-20 (2d10)
damage
Thessalhydra acid Causes 1-20 (1d20) damage, 1 point
per round
Thri-kreen venom Save vs. poison or be paralized for
2-16 (2d8) rounds
Thrum A light blueish liquid, smells like
sour lemons. Does 6 - 36 (6d6)
damage. Starts in 1 - 4 rounds,
runs it's course in 1 - 3 turns.
Save for half damage
Tigerfly poison Save vs. poison or take 4 - 24
(4d12) damage and be paralized for
1 - 6 rounds
Timewasp poison Save vs. poison (-1) or take 8-80
(8d10) damage and be timestopped
for a same number of rounds
Tomatoeleaf poison Save vs. poison or die, else it
effects as a HURT spell on the
victim
Touch-Spice poison Any contact with this poison causes
sensory deprivation, depending of
course, on how long (one round of
contact equals one contact), or how
many times contact is made.
Consult the following chart:
-----------------------------
1...Touch
2...Smell
3...Taste
4...Hearing
5...Sight
6...Balance
7...Touch*
8...Smell*
9...Taste*
10...Hearing*
11...Sight*
12...Balance*
13...Death of victim
14...Disintigration of victim's body
* = Permenant loss (Only a WISH will restore)
Toxic toad spittle Save vs. poison or take 4-32 (4d8)
damage. Save indicates half damage
Tri-flower pollen Save vs. poison (-1) or sleep for
1-4 (1d4) days
Tri-flower sap Does 2-8 (2d4) damage per round
until neutralized. Water will wash
it off
Trif Odorless, light gold liquid. Does
5 - 30 (5d6) damage, starts in 1 -
4 turns, runs it's course in 1 - 12
rounds. Reduces victim's dexterity
by 2 points for every 10 points of
damage taken. This is only
restored by rest. Save for half
damage at -2
Triffid poison Save vs. poison or take 4-24 (3d6)
damage. Save indicates half damage
Trivern poison Save vs. poison or take 8-48 (8d6)
damage, a save indicates half
damage
Trollsblood Grayish green fluid. Does 4 - 48
(4d12) damage, starts in 1 - 4
rounds, runs it's course in 1 - 6
rounds. Save for no damage
Tubon A pale yellow liquid or powder,
smells like ripe mellons. Does 5 -
30 (5d6) damage, starts in 1 - 10
rounds, runds it's course in 1 - 6
turns. Save for half damage at +1
Twilightbloom poison Save vs. poison (-2) or die
Tylatch Clear liquid, smells like
sandlewood. Starts in 1 round,
runs it's course in 6 turns, doing
10 points of damage per turn.
Victim fall instantly asleep,
cannot be awakened. Save for half
damage at -2. If victim survives,
they will awaken after the 6 turn
duration
Ulcrun This is a milky white, viscous
liquid that is effective on all
warm blooded creatures, by
insinuation only (No saving throw).
Two rounds after contact, it causes
1-4 (1d4) damage to the muscular
system - weakening and softening
tendons, ligaments, bones and
cartilage. On the following round,
it causes 1-12 (1d12) damage and
then take 1-4 (1d4) damage on the
third round after which the effects
of the poison pass. Until healing
processes (either natural or
magical) counter it's damage, the
effected creature will have lost 1-
4 (1d4) points of strength and
dexterity
Uropygus gas Save vs. poison (-3) or
fight/defend at -3 due to nervous
spasms, lasts for 3-18 (3d6) rounds
Ustilagor acid Causes 2-5 (1d4) damage per round
for 2 rounds
Valley-lilly A neuro-toxin that effects the
pulmanary muscles. It causes the
heart to beat at a very irregular
rate. The beat will be 1-100
(1d100) per round. Victim will
take 30 - constitution per round.
Toxin lasts 1-6 (1d6) rounds
Varrakas This is a thick black syrup. To
avoid detection, single drops are
added to gravy or dark sauces, but
the effects increase with each dose
(drop) ingested. Varrakas has a
slightly oily taste, but no strong
flavor. Every drop of Varrakas
does 1-4 (1d4) damage when it
enters into the bloodstream (It
bypasses the digestive system by
masquerading as a nutrient). It
lies dormant for a period of 18-24
(1d8+17) rounds after ingestion.
Varrakas is only an ingestive
poison. It is effective in ALL
mammals
Vedya Pale purle liquid or powder, smells
like rasins. Does 10 - 100
(10d10), starts in 1 - 6 turns,
runs it's course over a period of 1
- 6 days (assess appropriate points
of damage each day, dividing total
into one hour increments).
Agaonizing very slow death. No
saving throw
Velvet slime mold poison Save vs. poison or take 2-8 (2d4)
damage
Vilmat Clear oily liquid. Does 6-36 (6d6)
damage, starts in 3-7 (1d4+3)
rounds, runs it's course in 1 turn.
This actually reduces the creatures
intellegence by one point per six
points of damage taken. THIS LOSS
IN PERMENANT. A restoration is
required to recover the lost
points. Save indicates half damage
Vocal The effect of this poison would
only effect spell casters, as it's
effects on the vocal cords are the
same as if the victim had inhaled
helium (No vocal components can be
used while poison is in effect).
Lasts 24 hours
Voloe poison Does 1-3(1d3) to 4-12(4d3) damage
and blinds the victim, save for no
blindness
Vord poison Save vs. poison or be paralyzed
until cured. A save indicates the
recipient creature has a muscular
slowdown, the creature will be
SLOWed until it/they recieve a
NEUTRALIZE POISON spell
Wave This poison dehidrates 5 points of
damage per round (double for water
creatures). A NEUTRALIZE POISON
will not stop this, only a CREATE
WATER will. Duration: Until death
or stopped. No save
Weakness Causes a permenent loss of 2 - 8
hit points
Weeverfish toxin Weeverfish toxin generally produces
instant pain which comes
progressively more severe until it
reaches an excruciating peak. The
severeity of the pain is such that
the victim frequently thrashes
about wildly, and may lose
consciousnes. These symptoms last
anywhere from 2-24 (2d12) hours and
are accompanied by headaches,
fever, chills, cardiac
palpitations, and convoultions.
Death will occur if more than one
dose is given. No save vs. this
one. It is used commonly by the
upper echelon of the assassin's
guild as a warning (One dose only
causes the pain and convoultions)
Whisper wasp poison Save vs. poison or fall asleep
(Instantly) for 8-96(8d12) days, a
save indicates groginess (-2 to
hit, -2 to Armor class)
White hydra This is an acid which freezes upon
contact with the air, it does 6-
36(6d6) damage
Whither A rare blend of herbs and spices
that causes a unique chemical
breakdown in the body, lasts for 10
rounds. Save each round or lose
one constitution point
(Permenantly)
Wiess A desert poison that causes the
skin to break down. It causes the
pigment cells in the skin to die,
turning the creature into an albino
within a matter of weeks (20
days).
If subjected to intense light (such
as desert sun), the creature will
take two (2) points of damage per
turn in the sun
Wimp poison No save vs. this one, as it always
does only 1 point of damage
Wind devil toxin Save vs. poison or take 4-32 (4d8)
freezing damage per round until
cured. Save each round for half
damage
Witchhand A clear liquid, almost impossible
to detect. Upon contact with flesh
it does 3 - 24 (3d8), starts in 1 -
4 rounds, runs it's course in 1 -
10 rounds. Save for no damage
Witherstench fluid Save vs. poison or be retching and
vomiting causing the victim to be
unable to defend or attack for 1 -
10 rounds (Less the victim's
constitution bonus, Not to go less
than 1 round of retching)
Witherweed smoke When released, this thick oily
smoke expands into a 20 foot x 20
foot cloud and all inside it take 2
- 12 (2d6) damage with no save
Wobra poison Gotten from a rare form of a cobra,
this poison does 2-12(2d6) damage
then lies in state in the body for
2-8(2d4) turns. It then becomes
active again doing 1-8(1d8) damage
each round until neutralized. A
SLOW POISON spell will add 2-
12(2d6) turns to the "sleep" time
of the poison, or if it has
awakened, it will cause "dormancy"
for 1-4(1d4) rounds.
Wolf spider poison Does 1-4(1d4) damage
Wyvern venom Save vs. death else take 1 - 6
(1d6) points of damage
Wyverwraith poison Save vs. poison or take 9-54 (9d6)
damage, save indicates half damage.
Save again or lose one life level,
if successful, take 1-4 (1d4)
damage
X Causes 10 points of damage until
death occurs
XX Causes Instant Death (Save
indicates no effect)
XXX Causes Instant Death (No Save)
Yaanth poison Save vs. poison or be paralyzed
forever (It never wears off!)
Yaksa A white liquid or powder, smells
like cherries. Does 4 - 32 (4d8)
damage, Starts in 1 - 8 rounds
after contact, runs it's course in
1 - 4 turns. Save for no damage at
+2
Yellow peril poison Save vs. poison or take 7-42 (7d6)
to 12-72 (12d6) damage
Yellow peril toxin Does 4-16(4d4) to 7-28(7d4) damage,
save for no damage. Anyone who has
been damaged by this toxin will
retain a yellowish tint in their
skin until a RESTORATION spell is
cast upon them
Yellow urchen poison Save vs. poison or be paralyzed for
1 - 6 days
Yellowback mushroom poison When this mushroom powder is
consumed, it disolves into a
chemical that causes an chemically
induced "Power Word, STUN"
Yellowbog Poison When this poison comes in contact
with the air, it oxidizes instantly
into a 10 - 60 foot diameter cloud
(1d6*10). All creatures in the
cloud take 3 - 18 (3d6) damage per
round. Save for half damage
Yellowbog poison When this poison comes into contact
with the air, it oxidizes
instantly, creating a cloud (10 -
60 feet in diameter). All in the
cloud taking 3-18(3d6) damage per
round (Save for half damage)
Zebrilla toxin Does 1-4 (1d4) damage and the
victim must save or fall into an
epileptic state that lasts 1 round
+ 1 round for each point that they
missed their save by. If a 1 was
rolled, the epilepsy lasts for 5
turns and has a 10% chance of being
permenant
Zzotza This toxin gets NO save. It does
1-20 (1d20) damage, 1 point per
round. But the victim is stunned
and placed into a gassious state
for the duration as well
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