S Poisons
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 (aka Dune Stalker 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 commence 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 Urchin 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 3-2 3d8) damage (Half if save is made) and victim is blinded for 1-10(1d10) turns. If the save is missed, the victim is permanently blind.
Spell poison
When this poison is introduced into the blood stream, it releases a random spell. After that, any wound received fires off another random spell. This goes on until 2
Spice poison
Consuming 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 saved
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 intelligence until dead or the poison is neutralized. If their intelligence goes to zero, they are brain dead and must be raised. Lost intelligence points may be recovered be a RESTORATION spell
Stego-centipede Poison
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 instantaneous, intense, sharp, and burning radiating within minutes from the wound site, involving the entire leg, groin, abdomen, 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 consciousness. 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 happen one 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 permanent (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 PYROTECHNICS 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, stuns for 1 -3 rounds and then SLOWS the victim for 1 - 6 rounds
Type
Biomaterial
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