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- Poisons of the Realm -
Part Two M-Z
This document reveals most of the poisons, toxins, venoms, and
acids that have been discovered in use around the realms. The
terms are described below. Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than
game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!
Magebane A very stable liquid that can be
disguised as any other potion
(Commonly disguised as potions of
HEROISM). The effect is one of
severe mental sluggishness and
effectively causes the victim to
have one third of their actual
intellegence.. Lasts one round per
intellegence point "lost"
Malange toxin Causes tunnel vision, allowing +1
to hit for any opponent not
directly in front of the poisoned
creature {Or not in direct line of
sight}. A creature that has this
introduced into the bloodstream
will develop deep blue eyes in 1 -
4 days. The poison will last for 1
- 6 + 4 days (A total of 5 to 10
days)
Man skorpion poison Save vs. poison or die instantly
Mantri poison The victim subtracts their
constitution from 25 and takes the
difference in damage (minimum of 5
points of damage)
Marine spider venom Save vs. poison or be paralized for
2-12 (2d6) rounds
Megalo-centipede This is an acidic toxin, it burns
the skin for 1-8 (1d8) damage.
Save for half damage
Mental Depressent-A Causes a loss of Psionics for 4-48
hours
Mental Depressent-B Causes a chemically induced Psionic
blast
Milkweed Causes a severe intestinal disorder
that makes the victim regurgatate
anything that has been eaten, lasts
for 5-10 (1d6+4) days. The victim
will starve to death if the toxin
is not neutralized
Mistletoe poison Destroys red blood cells, victim
takes 1 point of damage per day
(Cumulative). Example: Day 1, take
1 point. Day two, take 2
points...etc...
Mold poison Causes 1d12 or 2d12, a rare form is
said to cause 4d20
Monkshood This poison causes accute vomiting
and diarreha for 1-4 (1d4) and if
a save is not made (+1), the victim
will have intense convoultions and
die in severe pain in 2-8 (2d4)
segments
Morphus A clear citrus-smelling liquid.
Fumes will cause victim to sleep
for 1 - 6 turns (After a round of
contact). Morphus is used like
chloroform for abductions and the
like, and is a potent gas when
mixed properly. Even works on
elves. Save for no effect at -2
Mufa Odorless, colorless liquid. Starts
in 1 - 10 rounds, throws victim
into painfull twisting convultions,
then does 15 points of damage per
round until victim dies.
Convultions have a 50% chance of
causing an extra 1 - 6 points of
damage in each round. No saving
throw
Myconid-H Save vs. poson or begin to
hallucnate for 2-16 (2d8) rounds.
Roll below:
- 01 - 10 : Cower & Wimper
- 11 - 15 : Stare into nothngness
- 16 - 18 : Run in a random direction
- 19 - 20 : Attack the nearest creature
Myconid-P Save vs. poison or be totally
passive. Victim may only watch,
cannot take any actons, even if
they are being attacked. Lasts for
2-6 (1d6, treatng all 1's as 2's)
rounds
Naral poison Save vs. poison or take 6-36 (6d6)
damage
Narcosis Once introduced into the body, is
takes effect for 1 - 4 rounds, this
poison causes severe nitrogen
narcosis (Similar effect to comming
up from 300' underwater to the
surface in 1 second). Save for
half damage. Poison lasts until
dispelled. Does 7 - 12 (1d6+6)
damage per round and victim cannot
move
Nettle A light brown powder that causes
extreem skin inflamation. The
burning, itching & stinging can
last up to 20 days. This causes -3
to hit and -2 to damage and armor
class
Nibon An odorless colorless liquid. Does
6 - 48 (6d8) damage, starts in 1
round, runs it's course in 1 turn.
Save for half damage made at -4
Nightcrawler poison Save vs. poison or take 7-56 (7d8)
damage and be paralyzed for that
long
Nightseeker poison Save vs. poison or take 3-12 (3d4)
damage
Ninthla poison Anything under 12 hit dice must
save or die, any that does save
will fall into a catatonic state
for 1-20(1d20) days
Nyosan butterfly poison Save vs. poison or take 2-12 (2d6)
damage
OOPS! A clear liquid that is often
mistaken for Holy Water. While
under the influence of this poison,
any type of spell which divulges
color (such as TRUE SIGHT, or
DETECT ALIGNMENT) will reveal the
exact opposite color!. This poison
is sometimes called ColorBlind.
Duration: 2-12 (2d6) days
OUCH! A very deep ruby red gel or liquid
that tastes like listerine. This
"poison" holds damage, that is the
next SIX times the imbiber takes
damage, the fluid will "hold" the
damage so that the body does not
really take it. This damage can be
cured before the body really takes
the damage. This is only good for
SIX hits, for on the SEVENTH hit,
the fluid's power is dispelled and
the imbiber takes ALL damage taken
in the previous seven hits that
hasn't been cured yet!
Oliander poison Save vs. poison or the victim's
heart stops and death ensues
Opia A brown powder with a honey/almond
smell. When drunk (it dissolves
into liquids instantly), it causes
blindness within 1 - 6 rounds.
This is temporary, lasting 1 - 10
rounds. Save for no effect
Optical-A Causes blindness equal to the 30 -
characters constitution
Optical-B Causes double vision for 30 days
less characters constitution
Optical-C Causes inflamation of the
characters tear ducts, makeing the
character susceptable to taking
damage from bright lights
Orvas This is a translucent liquid with a
green cast and a bitter-sweet
taste. It does 1-6 (1d6) damage
upon entering the bloodstream
(immediately if introduced into a
wound or scrape, or in 18-24
{1d6+17} turns if introduced by
ingestive means), and 1-4 (1d4)
points of damage on the next two
rounds. A successful save vs.
Orvas means that it is ineffective
against that creature. Orvas is an
antidote to Varrakas if introduced
into the bloodstream before
Varrakas has run it's course (Both
counterace each other) Orvas works
only on mammals
Pain Causes severe pain making the
victim -1 to hit for 2 - 12 (2d6)
days (Cumulative)
Paralasys Causes paralasys for 1 - 4 turns
Phraint poison Save vs. poison or take 2-7 (1d6+1)
damage
Phraint venom Also called "Hive Drink", This is
VERY POTENT, does 1d100-1 damage
(0-99), a save indecates that 2-20
(2d10) points can be subtracted
from the total poison damage
Pink lightning Pinkish fluid, Does 5-20 (5d4)
damage, starts in 1-6 (1d6) rounds,
runs it's course in 1-3 (1d6/2)
rounds. Save for half damage at -4
Pit viper venom Save or die else take 3-18 (3d6)
damage
Poison Ivy toxin Causes a skin rash that makes the
creature -1 to -4 to hit and -2 to
armor class
Poison ivy hedge toxin Save vs. poison (-3) or take 1-6
(1d6) damageand be at -3/-3 for 28
turns - constitution because of
itching
Poison pie This mushroom powder is always off-
white and smells like radishes.
When consumed, it causes
destruction of the gastrointestinal
tract. Save vs. poison or take 4-
32 (4d8) damage
Pollen poison Damage done is in d4, the number of
dice damage done is equal to 20
minus the victims constitution.
This poison does NOT break down, so
it will effect the victim every
hour until neutralized (Death does
not neutralize a poison)
Praka Small blue & white speckled
pellets. Starts in 1 - 4 rounds,
does 20 points of damage each round
until death. Causes vivid,
monsterous hallucinations; 25%
chane of permenant insanity in
victim somehow survives. Save in
each round for half damage at -5,
but still eventually fatal
Prespa (Also called "Mother's Bane")
This is an odorless, colorless
liquid that mixes readily with any
drinkables except for milk and it's
byproducts (from which it seperates
almost instantly). Effective only
in humans, and only if it is
ingested. It causes sudden dizzy
spells and visual disorentation,
beginning 1-3 (1d6/2) rounds after
ingestion and lasting 1-12 (1d12)
rounds. During this time the
victim moves unsteadily and fights
at -2 to hit and +2 worse on armor
class if having normal vision. If
the victim has infravision, the
effect is only -1/+2. At the same
time, the victim endures 1-2
(1d4/2) damage per rounds as
surface blood vessels burst all
over the body (Giving a blotched,
reddenedappearance to the skin).
Each round a successful saving
throw will avoid the damage, but if
the victim suffers injury through
combat or misadventure during the
round, no saving throw is allowed
Pseudo-Dragon poison Save vs. poison or fall into a
catatonic state for 1 - 6 days
Purple worm poison Save vs. poison or die else take
2d4 damage
Pybra poison (Bite) Take 3-18 (3d6) damage (No save!)
Pybra poison (Spit) Take 2-7 (1d6+1) damage
Pybra poison (Sting) Save vs. poison or take 3-18 (3d6)
damage
Pybra venom Does 1d2 to 6d2 damage, this is an
acidic venom, so if a save is NOT
made, the victim will take double
damage from the acid.
Quaggoth toxin Save vs. poison (-4) or be stunned
and walk in a random direction.
The victim will walk 1 round for
each point that they missed their
save by. If the victim cannot walk
in the rolled direction, they will
simply move off in another untill
the toxin wears off
Quiggly toxin Save vs. poison (-2) or the toxin
causes a painful form of arthritis
that manifests itself in the hands.
Every time a dexterious action
(pick pockets, remove traps, spell
casting...) is attempted, the
victim mst save vs. paralization or
fumble the action. The toxin lasts
untill neutralized or the arthritis
is cured
Recursion This poison causes an initial 1
point of damage and then the victim
must save vs. poison. If they
miss, they will take 1 more point
of damage and must save again.
This will continue until the victim
dies or a save is made.
Red Slaad pellets When these pellets come in contact
with bare skin, the person must
save vs. poison or die in 3 - 36
(3d12) hours (Only a CURE DISEASE,
SLOW POISON, NEUTRALIZE POISON, or
BARKSKIN will affect this "poison",
any of the above will stop it)
Red Urched poison Save vs. poison or sleep for 1 - 4
turns
Red fang toxin Does 3-12(3d4) to 8-32(8d4) damage.
This toxin will paralyze all elves
for 3-8 (1d6+2) turns
Red mamba venom Save vs. poison (-3) or take 2-12
(2d6) to 6-36 (6d6) damage
Redback mushrooms This mushroom powder has the same
chemical makeup as the potion used
in the IDENTIFY spell, when
consumed, the same effect occurs
Redbog poison When comming into contact with the
air, this poison oxidizes into a 60
foot could of redish opaque gas.
Anyone or thing that is under 12
hit dice must save or fall into a
deep sleep for 1 - 100 (1d100)
rounds. Anyone over 12 hit dice
that does not save is slowed. This
poison will even put elves to
sleep!
Retch Derived from the retch plant, this
toxin has NO saving throw. Any
victim will vomit and heave for 1-3
(1d6/2) rounds and lose 50% of
their current strength for 6 turns
(1 hour)
Rhododendron Save vs. poison or this poison
causes vertigo and headaches,
watering of the eyes and fluttering
of the heart that is followed in 2-
8 (2d4) rounds by irregular and
slow pulse convoultions and
paralisys of the arms and legs.
The victim will die 12 rounds after
the slowed pulse begins
Rhubarb poison This poison shuts down the victims
kidneys, so that each day after
poisoning, the victim must roll 3d6
under their constitution or die.
Each successive day adds 1 to the
die roll (cumulative)
Rock poppy Save vs. poison or turn to stone as
per FLESH TO STONE spell
Rockworm acid Does 7-32(5d6+2) damage
Roper poison Save vs. poison or lose one half
strength for 1 - 4 days
S Sleep Poison, After two rounds,
acts as a SLEEP spell upon the
victim (Causes No damage, but this
will even put elves asleep)
Salt spider poison Save or Die!
Sand poison A RARE FORM of poison made by dune
stalkers that does 1d6 damage and
if a save vs. poison is not made,
the victim takes 2d6 more damage
Screamin' scarlet poison Causes a scarlet rash that has
intense itching. The victim will
commense to itch the rash causing -
3 to hit and -3 to armor class.
This will last until neutralized.
To neutralize it requires a
NEUTRALIZE POISON and one pint of
holy water
Sea demon poison Does 4-24(4d6) damage and paralyzes
victim for 1d6 days unless victim
is an elf or an undead, in which
case they dissolve for 2-24(2d12)
points of damage per round (No
save)
Shaggy beast fluid (Bite) Causes 2-12 (2d6) damage
Shaggy beast fluid (Stinger) Causes 1-8 (1d8) damage
Sheet ghoul acid Does 2 - 7 (1d6+1) damage (No save)
Silver Urchen toxin Save vs. poison or this poison will
shut down the central nervous
system of the victim, putting the
creature in a comatose state for 1
- 3 days
Silver lightning Silvery liquid. Does 5-40 (5d8)
damage, sets in immediately, runs
it's course in 1-6 (1d6) rounds.
Save for half damage at -3
Silver lotus Light silver liquid or powder,
smells like lotus flowers. Does 7
- 42 (7d6) damage, starts in 1 - 2
turns, runs it's course in 1 - 6
turns. Reduces victim's
constitution by 1 point for every
10 points of damage taken. System
shock roll is required for every
point lost; Failure means instant
death. Constitution points can
only be regained by rest. Save for
half damage
Skorpadillo poison Paralyzes victim and does 6-36(3d6)
damage, Save for no damage
Skorpoon poison Does 1-4(1d4) to 4-16(4d4) damage,
save for no damage
Skyzorr'n poison Save vs. poison or take 2-5 (1d4+1)
damage and lose one point from
strength and dexterity for 2-8
(2d4) turns
Slowness Causes effects similar to a SLOW
spell cast by a Magic User of the
same level as the person that made
the poison
Sluggoth acid Does 3-18(3d6) to 8-42(8d6) damage
Snig venom Save vs. poison or take 8-64 (8d8)
damage. Save indicates half damage
Snow snake venom Save vs. poison or the victim will
freeze solid. If a save is made,
the victim will take 4d8 damage.
Snow spider poison Does 3-24(3d8) damage (Half if save
is made) and victim is blinded for
1-10(1d10) turns. If the save is
missed, the victim is permenantly
blind
Spell poison When this poison is introduced into
the blood stream, it releases a
random spell. After that, any
wound recived fires off another
random spell. This goes on until 2
- 12 (2d6) spells have been "cast"
(This does NOT incluse the original
spell) or 7 days have passed
Spice poison Comsuning this poison or skin
contact with it will cause 2 - 10
(1d6+1d4) damage, and will also
counteract the next TWO potions
that the victim consumes (They will
be gone but will NOT take effect)
Spiga venom Does 2-12(2d6) to 12-72(12d6)
damage and paralyzes the victim. A
save indicates half damage and no
paralyzation.
Spiny slayer poison Save vs. poison or take 8-64 (8d8)
damage. A save indicates half
damage
Spore poison Damage done is 2d6 to 7d6, Half if
save
Sporoid mushroom poison This poison effects the lungs, as
it causes the lungs to shut down.
The victim can't breath and they
will take no damage for one round
per point of constitution hit dice
bonus, after that they take one
point of damage and one point off
of their intellegence until dead or
the poison is neutralized. If
their intellegence goes to zero,
they are brain dead and must be
raised. Lost intellegence points
may be recovered be a RESTORATION
spell
Stego-centipede Save or die. If save is made, take
3-12 (3d4) damage
Steroid mushroom poison Save vs. poison or this mushroom
dust will act upon the victim as a
12th level druidical CONFUSION
spell
Stingray poison Save vs. poison or be paralyzed for
5 - 20 (5d4) rounds and take a like
amount of damage, else take 1 - 3
points of damage
Stingwing poison Save vs. poison TWICE or die. If
both save are made, save again, if
successful take 3-18 (3d6) damage,
if failed, take 6-36 (6d6) damage
Stirge sweat Brownish, sap-like liquid. Does 6
- 24 (6d4) damage, starts in 2 - 4
(1d4+2) rounds, runs it's course in
2 - 8 (2d4) rounds. Save for no
damage
Stonefish toxin This toxin from the stonefish is
given is small doses in respect to
the intense pain that is causes.
The pain, which is described as
instantainious, intense, sharp, and
burning radiating within minutes
from the wound site, involving the
entire leg, groin, abdomin, or if
in the upper extremities, the
armpit, shoulder, neck and head.
The pain may become so severe that
the victim thrashes about, rolling
on the ground, screaming in agony,
and at times losing consciouness.
The areas around the wound (and
extremity) become numb, a condition
that continues for 2-12 (2d6) days
(In some cases the limb has been
paralyzed for three weeks). Death
(If the save failed) will happenone
to six (1d6) hours after the
initial onset of the toxin. Each
successive dose will reduce the
victim's save by one for each dose
introduced. This is permenant (It
is also against future saves as
well!)
Stunjelly poison Save vs. poison or be stunned and
paralyzed for 5 - 20 (5d4) rounds
Sunbear saliva Causes victim to burst into flames
for 1-8(1d8) damage per round.
Save for half damage. Holy water
will extinguish the flames as will
a PYROTECHNICHS spell
Sundew acid Does 1 point of damage per round,
lasts 1-10 (1d10) rounds. Oil
washes it off
Surchur saliva This saliva causes 2-8 (2d4) damage
per round until neutralized.
Either salt water or a NEUTRALIZE
POISON will do this
Svirfneblin acid Instantly destroys any armor worn
by the victim and causes 2 - 8
(2d4) damage in the process
Svirfneblin poison Causes 1 - 3 damage, stunds for 1 -
3 rounds and then SLOWs the victim
for 1 - 6 rounds
T'cheem Save vs. poison or the victim will
sucumb to the effects of a REVERSE
GRAVITY spell. They must save each
round for 1-6 (1d6) rounds
Taer elixir Save vs. poison (+1) or become
nauseated for 2-5 (1d4+1) hours
(12-30 turns), causeing -2 to hit
and -1 to damage
Teko Light blue oil. Does 4 - 32 (4d8)
damage, starts in 1 round, runs
it's course in 1 - 3 rounds. Save
for half damage at -3
Temperature Alteration Raises or lowers the victims body
temperature up or down by 2 to 12
degrees (also causing a like amount
of damage, lasts for 3 minutes)
Tenamort poison Save vs. paralyzation or be
paralized for 1 - 6 rounds and the
characters internal organs will
begin to soften so that they will
take double damage from and
physical attacks for 1 - 12 days or
until a HEAL spell is cast upon
them
Teneborus poison Does 1-6 (1d6) damage and save (-3)
or be paralized for 6-36 (6d6)
turns
Teneborus toxin Does 4-40 (4d10) damage, save (-3)
for half damage
Terragon poison A rare spice which if comsumed raw
will cause 6 - 60 (6d10) damage to
the victim, and will cause 3 - 30
(3d10) if placed in contact with
bare flesh. (There is no save vs.
poison when flesh contact is made)
Thaykhay poison Save vs. poison or take 2-20 (2d10)
damage
Thessalhydra acid Causes 1-20 (1d20) damage, 1 point
per round
Thri-kreen venom Save vs. poison or be paralized for
2-16 (2d8) rounds
Thrum A light blueish liquid, smells like
sour lemons. Does 6 - 36 (6d6)
damage. Starts in 1 - 4 rounds,
runs it's course in 1 - 3 turns.
Save for half damage
Tigerfly poison Save vs. poison or take 4 - 24
(4d12) damage and be paralized for
1 - 6 rounds
Timewasp poison Save vs. poison (-1) or take 8-80
(8d10) damage and be timestopped
for a same number of rounds
Tomatoeleaf poison Save vs. poison or die, else it
effects as a HURT spell on the
victim
Touch-Spice poison Any contact with this poison causes
sensory deprivation, depending of
course, on how long (one round of
contact equals one contact), or how
many times contact is made.
Consult the following chart:
-----------------------------
1...Touch
2...Smell
3...Taste
4...Hearing
5...Sight
6...Balance
7...Touch*
8...Smell*
9...Taste*
10...Hearing*
11...Sight*
12...Balance*
13...Death of victim
14...Disintigration of victim's body
* = Permenant loss (Only a WISH will restore)
Toxic toad spittle Save vs. poison or take 4-32 (4d8)
damage. Save indicates half damage
Tri-flower pollen Save vs. poison (-1) or sleep for
1-4 (1d4) days
Tri-flower sap Does 2-8 (2d4) damage per round
until neutralized. Water will wash
it off
Trif Odorless, light gold liquid. Does
5 - 30 (5d6) damage, starts in 1 -
4 turns, runs it's course in 1 - 12
rounds. Reduces victim's dexterity
by 2 points for every 10 points of
damage taken. This is only
restored by rest. Save for half
damage at -2
Triffid poison Save vs. poison or take 4-24 (3d6)
damage. Save indicates half damage
Trivern poison Save vs. poison or take 8-48 (8d6)
damage, a save indicates half
damage
Trollsblood Grayish green fluid. Does 4 - 48
(4d12) damage, starts in 1 - 4
rounds, runs it's course in 1 - 6
rounds. Save for no damage
Tubon A pale yellow liquid or powder,
smells like ripe mellons. Does 5 -
30 (5d6) damage, starts in 1 - 10
rounds, runds it's course in 1 - 6
turns. Save for half damage at +1
Twilightbloom poison Save vs. poison (-2) or die
Tylatch Clear liquid, smells like
sandlewood. Starts in 1 round,
runs it's course in 6 turns, doing
10 points of damage per turn.
Victim fall instantly asleep,
cannot be awakened. Save for half
damage at -2. If victim survives,
they will awaken after the 6 turn
duration
Ulcrun This is a milky white, viscous
liquid that is effective on all
warm blooded creatures, by
insinuation only (No saving throw).
Two rounds after contact, it causes
1-4 (1d4) damage to the muscular
system - weakening and softening
tendons, ligaments, bones and
cartilage. On the following round,
it causes 1-12 (1d12) damage and
then take 1-4 (1d4) damage on the
third round after which the effects
of the poison pass. Until healing
processes (either natural or
magical) counter it's damage, the
effected creature will have lost 1-
4 (1d4) points of strength and
dexterity
Uropygus gas Save vs. poison (-3) or
fight/defend at -3 due to nervous
spasms, lasts for 3-18 (3d6) rounds
Ustilagor acid Causes 2-5 (1d4) damage per round
for 2 rounds
Valley-lilly A neuro-toxin that effects the
pulmanary muscles. It causes the
heart to beat at a very irregular
rate. The beat will be 1-100
(1d100) per round. Victim will
take 30 - constitution per round.
Toxin lasts 1-6 (1d6) rounds
Varrakas This is a thick black syrup. To
avoid detection, single drops are
added to gravy or dark sauces, but
the effects increase with each dose
(drop) ingested. Varrakas has a
slightly oily taste, but no strong
flavor. Every drop of Varrakas
does 1-4 (1d4) damage when it
enters into the bloodstream (It
bypasses the digestive system by
masquerading as a nutrient). It
lies dormant for a period of 18-24
(1d8+17) rounds after ingestion.
Varrakas is only an ingestive
poison. It is effective in ALL
mammals
Vedya Pale purle liquid or powder, smells
like rasins. Does 10 - 100
(10d10), starts in 1 - 6 turns,
runs it's course over a period of 1
- 6 days (assess appropriate points
of damage each day, dividing total
into one hour increments).
Agaonizing very slow death. No
saving throw
Velvet slime mold poison Save vs. poison or take 2-8 (2d4)
damage
Vilmat Clear oily liquid. Does 6-36 (6d6)
damage, starts in 3-7 (1d4+3)
rounds, runs it's course in 1 turn.
This actually reduces the creatures
intellegence by one point per six
points of damage taken. THIS LOSS
IN PERMENANT. A restoration is
required to recover the lost
points. Save indicates half damage
Vocal The effect of this poison would
only effect spell casters, as it's
effects on the vocal cords are the
same as if the victim had inhaled
helium (No vocal components can be
used while poison is in effect).
Lasts 24 hours
Voloe poison Does 1-3(1d3) to 4-12(4d3) damage
and blinds the victim, save for no
blindness
Vord poison Save vs. poison or be paralyzed
until cured. A save indicates the
recipient creature has a muscular
slowdown, the creature will be
SLOWed until it/they recieve a
NEUTRALIZE POISON spell
Wave This poison dehidrates 5 points of
damage per round (double for water
creatures). A NEUTRALIZE POISON
will not stop this, only a CREATE
WATER will. Duration: Until death
or stopped. No save
Weakness Causes a permenent loss of 2 - 8
hit points
Weeverfish toxin Weeverfish toxin generally produces
instant pain which comes
progressively more severe until it
reaches an excruciating peak. The
severeity of the pain is such that
the victim frequently thrashes
about wildly, and may lose
consciousnes. These symptoms last
anywhere from 2-24 (2d12) hours and
are accompanied by headaches,
fever, chills, cardiac
palpitations, and convoultions.
Death will occur if more than one
dose is given. No save vs. this
one. It is used commonly by the
upper echelon of the assassin's
guild as a warning (One dose only
causes the pain and convoultions)
Whisper wasp poison Save vs. poison or fall asleep
(Instantly) for 8-96(8d12) days, a
save indicates groginess (-2 to
hit, -2 to Armor class)
White hydra This is an acid which freezes upon
contact with the air, it does 6-
36(6d6) damage
Whither A rare blend of herbs and spices
that causes a unique chemical
breakdown in the body, lasts for 10
rounds. Save each round or lose
one constitution point
(Permenantly)
Wiess A desert poison that causes the
skin to break down. It causes the
pigment cells in the skin to die,
turning the creature into an albino
within a matter of weeks (20
days).
If subjected to intense light (such
as desert sun), the creature will
take two (2) points of damage per
turn in the sun
Wimp poison No save vs. this one, as it always
does only 1 point of damage
Wind devil toxin Save vs. poison or take 4-32 (4d8)
freezing damage per round until
cured. Save each round for half
damage
Witchhand A clear liquid, almost impossible
to detect. Upon contact with flesh
it does 3 - 24 (3d8), starts in 1 -
4 rounds, runs it's course in 1 -
10 rounds. Save for no damage
Witherstench fluid Save vs. poison or be retching and
vomiting causing the victim to be
unable to defend or attack for 1 -
10 rounds (Less the victim's
constitution bonus, Not to go less
than 1 round of retching)
Witherweed smoke When released, this thick oily
smoke expands into a 20 foot x 20
foot cloud and all inside it take 2
- 12 (2d6) damage with no save
Wobra poison Gotten from a rare form of a cobra,
this poison does 2-12(2d6) damage
then lies in state in the body for
2-8(2d4) turns. It then becomes
active again doing 1-8(1d8) damage
each round until neutralized. A
SLOW POISON spell will add 2-
12(2d6) turns to the "sleep" time
of the poison, or if it has
awakened, it will cause "dormancy"
for 1-4(1d4) rounds.
Wolf spider poison Does 1-4(1d4) damage
Wyvern venom Save vs. death else take 1 - 6
(1d6) points of damage
Wyverwraith poison Save vs. poison or take 9-54 (9d6)
damage, save indicates half damage.
Save again or lose one life level,
if successful, take 1-4 (1d4)
damage
X Causes 10 points of damage until
death occurs
XX Causes Instant Death (Save
indicates no effect)
XXX Causes Instant Death (No Save)
Yaanth poison Save vs. poison or be paralyzed
forever (It never wears off!)
Yaksa A white liquid or powder, smells
like cherries. Does 4 - 32 (4d8)
damage, Starts in 1 - 8 rounds
after contact, runs it's course in
1 - 4 turns. Save for no damage at
+2
Yellow peril poison Save vs. poison or take 7-42 (7d6)
to 12-72 (12d6) damage
Yellow peril toxin Does 4-16(4d4) to 7-28(7d4) damage,
save for no damage. Anyone who has
been damaged by this toxin will
retain a yellowish tint in their
skin until a RESTORATION spell is
cast upon them
Yellow urchen poison Save vs. poison or be paralyzed for
1 - 6 days
Yellowback mushroom poison When this mushroom powder is
consumed, it disolves into a
chemical that causes an chemically
induced "Power Word, STUN"
Yellowbog Poison When this poison comes in contact
with the air, it oxidizes instantly
into a 10 - 60 foot diameter cloud
(1d6*10). All creatures in the
cloud take 3 - 18 (3d6) damage per
round. Save for half damage
Yellowbog poison When this poison comes into contact
with the air, it oxidizes
instantly, creating a cloud (10 -
60 feet in diameter). All in the
cloud taking 3-18(3d6) damage per
round (Save for half damage)
Zebrilla toxin Does 1-4 (1d4) damage and the
victim must save or fall into an
epileptic state that lasts 1 round
+ 1 round for each point that they
missed their save by. If a 1 was
rolled, the epilepsy lasts for 5
turns and has a 10% chance of being
permenant
Zzotza This toxin gets NO save. It does
1-20 (1d20) damage, 1 point per
round. But the victim is stunned
and placed into a gassious state
for the duration as well