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- Poisons of the Realm -
Part One A-L
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