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