2237 lines
114 KiB
Plaintext
2237 lines
114 KiB
Plaintext
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- Poisons of the Realm -
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Part One A-L
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This document reveals most of the poisons, toxins, venoms, and
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acids that have been discovered in use around the realms. The
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terms are described below. Note that some of these are real-life
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poisons and should NOT EVER be considered for anything other than
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game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!
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Definitions:
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Poison: Some form of harmful substance that exists in
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naturally with no alterations from PC's (Other than
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the collecting of said poison)
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Toxin: A damaging substance that does NOT occur in nature.
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A toxin must be produced manualy by an alchemist or
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assassin.
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Mixture: A substance that is used as a poison, but must be
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made and produced by magic.
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Venom, Spit:A sdamaging substance that is produced ONLY within
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the glands of an animal. Generally thought to be
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the strongest of the poison types, but also the
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hardest to collect.
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Acid: A corrosive substance that either exists in nature,
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is produced by an animal gland, or is produced by
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someone. Causes damage upon contact but can
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usually be washed off upon initial contact to stop
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damage, unlike a poison.
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-----------------------------------------------------------------
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- Forms of Poisons -
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Ingestive: This form of poison is the most common. To effect
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a creature, it must first ingest the poison. This
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means that the creature must eat the poison one way
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or another. Getting a poison in this form is of a
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normal cost.
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Insinuative: This form of poison will effect a creature just by
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getting it into it's blood stream. This is the
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form of poison that is used on weapons. (And in
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specialized weapons as a Dagger of Venom). This
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form of poison costs an extra 50% to create (Cost *
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1.5)
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Contact: This form of poison will effect a creature just by
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coming in contact with the poison. This is one of
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the most expensive and most dangerous forms. Many
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a user has slain themselves through carelessness.
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This form of poison costs 300% normal cost (Cost *
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3) NOTE: This form of poison is easily bypassed
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by thick gloves. However I have heard of an
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assassin which mixes acid and poison for just that
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sort of case.
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Gas: This form of poison is very dangerous. It will
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effect EVERYTHING within range. You will have to
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pay a pretty gold piece for any alchemist to add an
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oxidizing agent to a poison and it's EXPENSIVE to
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ask someone to risk their life for that. This form
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costs 1000% normal costs (Cost * 100). The normal
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effect is a sealed vial which when broken will
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produce a 20' x 20' x 20' cloud of gas.
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Antidotes: Antidotes are available if a sample of the poison
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is made available. The antidote usually cost
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120% of the purchace price of the poison.
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Antidotes take approximately one week to create,
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and must be administered within 2 rounds of the
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toxification to be effective. If no sample of the
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toxin is availible, one cam be distilled from a
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blood sample, but that will take approximately a
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month and a 1,000 extra gold (by then it's too late
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anyway).
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-----------------------------------------------------------------
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- NOTE TO GM'S -
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These poison (toxins...etc...) have not been assigned any
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price or dosage for effect (with few exceptions). These
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things are up to you. This also goes for availability of
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these and antidotes (Note thought that there are a few that
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have no known antidote!) The only other note I should make
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is to keep these in control. To many can really throw a
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game out of balance. For assassins to study these, I
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usually allow them on type (Poison, Toxin, venom...etc...)
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to learn and they may learn how to use, collect, produce..
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it from 5th level on. For each level afterwards, they may
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learn one more from that type of poison.
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-----------------------------------------------------------------
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MANY OF THESE ARE TAKEN FROM OTHER BOOKS AND ARE ACKNOLEDGED
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HERE. MY THANKS TO THE AUTHORS FOR ALLOWING ME TO MAKE THE
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GAME MORE INTERESTING. I'M SORRY IF I'VE MISPELLED ANY OF
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THE NAMES!
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=================================================================
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- Now for the Poisons -
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=================================================================
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A Causes 6 - 10 points of damage
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(1-6, 1-8, 1-10)
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AA Causes six or less points of damage
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(1-3, 1-4, 1-6)
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Achaierai poison Creates a poison gas cloud which
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does 2 - 12 (2d6) damage (no save),
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then save vs. poison or go insane
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for 3 hours as the druid FEEBLEMIND
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spell
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Ajida Odorless, colorless liquid. Does 5
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- 60 (5d12) damage, starts in 1 - 6
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rounds, runs it's course in 1 - 3
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turns. Vision grows dim after
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victim takes 10 points of damage,
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continues to dim until 30 points of
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damage is taken, at which time
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victim is functionally blind. Only
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a CURE BLINDNESS spell will
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neutralize this effect. If
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blindness does not occur, victim's
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vision will clear in 2 - 5 turns.
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Save for half damage at -4
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Amber death Appears as a thin amber colored
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carbonated liquid or amber gel.
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Starts in 1-4 (1d4) rounds, and
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runs it's course in 2-20 (2d10)
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rounds. Damage is equal to the
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total hit points of the victim
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divided by the number of active
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rounds of the poison. (Round *ALL*
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fractions up!)
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Antman poison This poison does 4-26(4d6) damage,
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save for half
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Archer bush poison Save vs. poison or die. If save is
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made, victim loses half their
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remaining hit points
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Ascomoid spores Save vs. poison or die in 1-4 (1d4)
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rounds. If save is made, the
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victim is blinded and stunned for
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1-4 (1d4). Victim gains NO shield
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or dexterity bonus
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Asp toxin Save vs. poison or take 1-8 (1d8)
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damage per round for 20 rounds (or
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until cured). Save each round for
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half damage
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Asp venom Does 4d6 points of damage
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Assassin bug poison Save vs. poison or be paralyzed for
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7 - 12 rounds, a save indicates
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that it effects the recipient as a
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SLOW spell for 1 turn
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Assassin snake toxin Created from a mixtre of various
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types of snake venoms. Due to a
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constant state of instability, the
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save and damage results must be
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rolled for at time of
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induction:
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Rolled # Save Result
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-------- ---- -------------------
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01 - 04 +3 Incapacitated
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05 - 08 +2 Death
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09 - 11 +1 2-8 (2d4) damage
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12 - 14 0 3-12 (3d4) damage
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15 - 17 -1 Incapacitated 4 days
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18 - 19 -1 Incapacitated 12 days
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20 -3 Death
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Assassin's venom A standard poison for assassins, it
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does 1d20 per day of brewing time
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(an average dose does 1d20 to 4d20,
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but cannot exceed 10d20 in damage).
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It costs 500 gold per day to make
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and if a 5,000 gold piece gemstone
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is powdered and added to the brew,
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the poison will do an additional
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1d12 damage per gemstone per day
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(one stone per day maximum)
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Ayala Scarlet fluid. Does 4 - 24 (4d6)
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damage, starts in 2 rounds, runs
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it's course in 1 - 3 rounds. Save
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for half damage at -3
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B Causes 10 - 20 points of damage
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(2d6, 2d8, 3d6, 2d10, 1d20)
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Bamboo poison Damage done is 1d8 to 4d8, and the
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creature is -1 to -4 to hit for 1 -
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6 days afterward due to skin
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irritation
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Banded krait venom 77% chance of death, NO SAVE. If
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this venom is left out in the open
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air, it will evaporate in 4-7
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(1d4+3) segments
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Baneberry Save vs. poison or victim now has
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double chance to catch lycanthropy,
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decreasing 1% per week until down
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to normal percentages
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Barba amarilla Save vs. poison or all voulentary
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muscles will cease to function for
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1-4 (1d4) days. Save at -2
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Belpren This is a luminescent blue acidic
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substance does 1-12 (1d12) damage
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instantly upon skin and internal
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tissues (No save). Further
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applications of Belpren will not
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cause any more damage to the
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effected area, but the damage given
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above is for a roughly hand-sized
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area of exposure; for each
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additional area exposed, add an
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additional 1-12 (1d12) damage.
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However, no damage will be taken if
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used internally (As Ingestive
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poison), it will cause only
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immediate and invoulentary
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vomiting. Belpren will not corrode
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metal, nor will it harm cloth or
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cured leather. It dries and
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becomes ineffective in but a single
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round when exposed to open air, so
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it cannot be used as a blade venom.
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Belpren is neutralized by lamp oil.
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Belpren is effecting on all
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creatures
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Birdsnake venom Save or take 2 points of damage per
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round for 1-10 (1d10) rounds. A
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save indicates half damage
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Black hydra This is an acid that bursts into
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flames upon cotact with the air,
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annd does 3-36(6d6) damage
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Black mead Clear liquid or gel, smells like
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honey. Does 10 - 80 (10d8) damage,
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starts in 1 round, runs it's course
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in 15 rounds. Causes disorentation
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(-2 to hit, damage, 30% chance of
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spell failure) after 20 points of
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damage are taken; Disorentation
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increases in steps of 10 points
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(Additional -1 to hit, damage, +5%
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to spell failure). This effect
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wears off 1 - 3 turns after poison
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has run it's course. Save for half
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damage at -4
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Black scorpion poison Paralyzes victim and does 9-36(9d4)
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to 16-64(16d4) damage
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Black widow toxin Does 1-6(1d6) damage
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Black widow venom Save vs. poison or take 1d4 damage
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per round for 10 rounds. Save for
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half damage each round
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Black willow acid Causes 1-4 (1d4) damage per round
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until neutralized. Water will wash
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this off
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Bleeding heart This plant toxin causes irratic
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muscle spasms causing the victim to
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roll a system shock successfully or
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die immediately on the spot
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Blight worm poison Save vs. poison or take 4-24 (4d6)
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damage
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Bloodrot Bloodrot toxin causes nausea,
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vomiting, faintness, vertigo, and
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insensability. It reduces the
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bodies physical strength to the
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point where the victim has to
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concentrate to keep their heart
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beating. Save at -1 or die in 3-18
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(3d6) rounds
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Bloodthorn elixir This elixir is derived from the
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thorns and stalks of the bloodthorn
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vine. When used, one random limb
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of the victim will become paralyzed
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for 3-6 (1d4+2) rounds. Save is
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made at -1
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Blowfish oil poison This poison is a modified Blowfish
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poison, only it will paralyze the
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victim. It has no effect if the
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victim saves vs. poison
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Blowfish poison Save vs. poison or be paralyzed for
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1 - 4 days, else victim effected by
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a SLOW spell for 2 - 12 turns
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Blue lotus Topaz colored gel. Does 5-30 (5d6)
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damage, starts in 1-4 (1d4) rounds,
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runs it's course in 1-8 (1d8)
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rounds. Paralisys sets in after 15
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points of damage, wears off in 1-3
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(1d6/2) turns in victim survives.
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Save for half damage at -2
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Blueback mushroom poison Causes the victim to become dizzy
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and light-headed, causing a FUMBLE
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spell and the loss of any sense of
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direction for 48 hours
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Bluebog Poison Made from creatures from a
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different dimension, this poison is
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very rare. When it comes in
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contact with the air, it explodes
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for 8-64 (8d8) damage is a 20 foot
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radius
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Boggle oil This oil is alchemical preperation
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of boggle skin secretions. When
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used, the victim must save vs.
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paralyzation EACH time they attempt
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a movement. If the save is missed,
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they fall down. It takes one round
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to stand or sit again. The
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duration is 25 - constitution
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rounds
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Boomslang Save or die (at +2)
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Bracken poison Destroys red blood cells (See
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Mistletoe poison), victim takes 1
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point of damage per day
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(Cumulative) and 3d6 damage is
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taken at introduction of poison
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into victim
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Braylock An odorless, surupy amber liquid.
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Does 5 - 40 (5d8) damage, starts in
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1 - 2 rounds, runs it's course in 1
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turn. Save for half damage at -1
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Breek An odorless colorless liquid. Does
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5 - 40 (5d8) damage, starts in 1 -
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8 rounds, runs it's course in 1 - 4
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turns. Save for no damage
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Buckeye honey The honey from this rare plant will
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cause vertigo, confusion, and if a
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save is not made, the victim will
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go into a coma for 2-12 (2d6) days
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Budwhipper mushrooms This mushroom powder causes
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advanced drunkedness, the victim
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will pass out and will be out for
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23 - constitution rounds. Any
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alcohol consumed over the next week
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will cause a relapse into the
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previous state
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Buluka Bluish paint-like substance.
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Contact does 3 - 30 (3d10) damage,
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starts in 1 - 6 rounds, runs it's
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course in 1 turn. Save for half
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damage at -2. Leaves a blue
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discoloration after being applied
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Bumblebee toxin There are three types of this
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toxin: Normal, Warrior, Queen.
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The toxin does 5d4 damage if no
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save is made (Half damage if save
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is made). The save is adjusted
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according to the type of toxin
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used:
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- Normal: +0 save / +0 damage
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- Warrior: -2 save / +2 damage
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- Queen: -4 save / +4 damage
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C Causes 21 - 30 points of damage
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(3d8, 4d6, 3d10, 5d6)
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Cascabel venom Save or die else take 2 points of
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damage per round until the venom is
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neutralized. The antidote to this
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venom works only 35% of the time
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Cashew oil poison Causes 4d6 points of damage
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Catfish poison Does 2-8 (2d4) damage, half damage
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if save is made
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Chak White chalky fluid. Does 2-16
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(2d8) damage, starts in one round,
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runs it's course in 1-3 (1d6/2)
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rounds. This actually reduces the
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creatures dexterity by one point
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per six points of damage taken.
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THIS LOSS IS PERMENANT. A
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restoration is required to recover
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the lost points. Save for no
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damage at -5
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Chayapa A blue liquid, used on arrows,
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darts, needles, and sometimes in
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daggers of venom. It must be
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injected and works only on
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humaniods (ie: characters), never
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on monsters, and it sets in
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immediately. It's effect is to
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cause a deep sleep for 3 - 7
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(1d4+2) rounds. This poison will
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effect elves. Save for no effect
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Choke weed poison Causes choking for 1-12(1d12)
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rounds (Incapacitating the victim),
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in addition, the victim must save
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vs. poison or take 1-6(1d6) damage
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each round. This poison will not
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effect orcs or half-orcs in any way
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Chrysanthemums Destroys the central nervous system
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of the victim, Damage is 8d8. Save
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indicats one quarter damage
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Cobra dust Save vs. poison (at -2) or be
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blinded until a HEAL spell or a
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CURE BLINDNESS spell
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Cobra venom Does 6d6 points of damage
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Conehead poison Save vs. poison or take 4-24
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(1d4*6) damage
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Convultionary Causes invoulntary muscle spasms,
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placing the character out of action
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for 3 - 18 rounds
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Copper centipede (Pincher) Save vs. poison or take 2-12(2d6)
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damage. A save indicates no damage
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Copper centipede (Stinger) Save vs. poison or take 6-36(6d6)
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damage. A save indicates half
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damage
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Coral snake venom Save or take 4-24 (4d6) damage
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Corrabus poison Save vs. poison or take 10-60(10d6)
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damage. A save indicates half
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damage. Then save vs paralyzation
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or be paralyzed until cured
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Couatl venom Save vs. poison or die
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Coulmbine This poison causes accute shortness
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of breath, the victim may fight or
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move rapidly for only three rounds
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before having to rest for a round.
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This lasts for 10-20 (1d10+10)
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rounds
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Crocotta poison This poison from this creature is a
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blend of TWO neurotoxins as only
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mother nature can do, therefore the
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victim must save vs. poison twice.
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Each poison does 7-42(7d6) damage,
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ans a save indicates half damage
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Crowfoot Save vs. poison or ths poison will
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cause accute blistering inside the
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trachea causing the victim to
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slowly choke to death in 3 rounds
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(plus constitution bonus)
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Crystle elixir Created by Alchemy from crystle
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ooze, this will paralyze victims
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for 3-18 (3d6) rounds and will do
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2-8 (2d4) damage. Save for half
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damage
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Cuph A clear liquid, smells like
|
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pineapple. Does 4 - 24 (4d6)
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damage, starts in 1 - 6 rounds,
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runs it's course in 1 - 8 turns.
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Save for no damage at +1
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Cyanide Save vs. poison or die else take
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4d4 damage
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D Causes 31 - 40 points of damage
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(4d8, 6d6, 4d10, 5d8, 2d20)
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DM-A Causes 20 points of damage, 10 if
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save is made
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DM-B Causes 30 points of damage, 15 if
|
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save is made
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DM-C Causes 40 points of damage, 20 if
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save is made
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DM-D Causes death, 25 points of damage
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if save is made
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DM-E Causes death, 30 points of damage
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if save is made
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DM-F Causes 15 points of damage, none if
|
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save
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DM-G Causes 25 points of damage, none if
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save
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DM-H Causes 35 points of damage, none if
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save
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DM-I Causes death, nothing if save
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|
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
|
|
|
|
|
|
|
|
- Poisons of the Realm -
|
|
Part Two M-Z
|
|
|
|
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!!
|
|
|
|
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
|
|
|