Poisons of The Realms
Poisons of The Realms
of the Realms
(Netbook not signed or dated)
Version 1.1 (March 2000)
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.
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 manually 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 damaging 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 its 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 10,000% 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
purchase 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 available, 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 though that there are a few that have
no known antidote!) The only other note I should make is to keep use of these under control - too much use of
poisons can really throw a game out of balance. For assassins to study these, I usually allow them one type (poison,
toxin, venom...etc...) to learn and they may learn how to use, collect, and 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 acknowledged here. My thanks to the authors for allowing me to
make the game more interesting. I'm sorry if I've misspelled any of the names!
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 druids 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
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 mixture 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
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 voluntary 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 involuntary 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 contact with the air, and 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 disorientation (-2 to hit, damage, 30% chance of spell failure) after 20 points of damage are
taken; Disorientation 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 Paralyses victim and does 9-36(9d4) to 16-64(16d4) 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 erratic 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 insensibility. 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. Paralysis 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 preparation of boggle skin secretions. When used, the victim must save vs.
paralization 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
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, syrupy 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 drunkenness, 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, and 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.
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
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 PERMANENT.
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 humanoids (i.e.: 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 indicates one quarter
damage
Cobra dust Save vs. poison (at -2) or be blinded until a HEAL spell or a CURE BLINDNESS spell
Convulsionary Causes involuntary 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
Corrabus poison Save vs. poison or take 10-60(10d6) damage. A save indicates half damage. Then save vs.
paralization or be paralyzed until cured
Columbine This poison causes acute 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 (save for half damage).
Crowfoot Save vs. poison or this poison will cause acute blistering inside the trachea causing the victim to slowly
choke to death in 3 rounds (plus constitution bonus)
Crystal elixir Created by Alchemy from crystal 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
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 convulsionary poisons!
Darksnake Reddish powder, leaves a pale red discoloration 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 co-ordination and rapid breathing. Victim
may not move unassisted 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 dissolving the red blood cells in the blood stream, as such the victim
must save vs. death (at -3) or they die. This requires a NEUTRALISE 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
Deathwine Odorless, burgundy colorless liquid. Often mistaken for wine. May be used both ways, as insinuative
(Blade venom) or as Ingestive (Food poison). It is tremendously lethal. 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 EXTREMELY 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
Delusionary Recipient has effectively one half of their intelligence, 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
Depressant Recipient is surprised 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
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 pleasant dreams while dying.
Save for no damage
Droon poison Does 1-6(1d6) to 3-18(3d6) damage, save for half damage
Dus poison This poison paralyses 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 potency (+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 successful save indicates half damage
Elven poison Kills only Elves, all else take 2 - 12 (2d6) damage
Eye killer toxin Made from the eyes of an Eye Killer, the recipient must save vs. Poison or die, else the victim takes
3 - 18 (3d6) damage
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
convulsions 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
Fuzzy poison Save vs. poison or take 2-12 (2d6) damage and be paralyzed for a like amount or rounds
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 paralyzed. 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 Anaesthetises the body and causes the loss of 1d4 constitution points (Regained at the rate of 1
point/day)
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 immediately. 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 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
Gnome poison Kills only Gnomes, all else take 2 - 12 (2d6) damage
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 undetectable 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 succumb 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 grayish powder, does 4- 32(4d8) to 8-64(8d8) damage and paralyses victim. Save vs.
Poison for half damage and no paralization. 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
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 painful; victim disabled after taking 15 points of damage, cannot walk, fight, barely able to talk. Save for
half damage at -4
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
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 NEUTRALISE POISON)
Hobbit poison Kills only Hobbits, all else take 2 - 12 (2d6) damage
Huecuva poison Save vs. poison or catch a cardiovascular-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 unaffected
(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 particular 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
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.
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
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
Kyuss poison Causes leprosy, and until a CURE DISEASE is cast upon the victim, no other cure spells will work
on that creature
Land urchin toxin Save vs. poison (-1) or be paralyzed 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, convulsions, 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 exposure 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 discernible 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 cords. 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 permeates ALL planes and dimensions
also. Any deity'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
automatically (No save)
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 victim in copper (Requires a 21 strength to break out)
Lotus dust, metallic Blinds victim and causes lung failure for 2-12 (2d6) rounds
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 intelligence. Lasts one round per intelligence point "lost"
Malign 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)
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 paralyzed for 2-12 (2d6) rounds
Megalocentipede This is an acidic toxin, it burns the skin for 1-8 (1d8) damage. Save for half damage
Milkweed Causes a severe intestinal disorder that makes the victim regurgitate 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...
Mould poison Causes 1d12 or 2d12, a rare form is said to cause 4d20
Monkshood This poison causes acute vomiting and diarrhea for 1-4 (1d4) and if a save is not made (+1), the victim
will have intense convulsions 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 painful twisting convulsions, then does
15 points of damage per round until victim dies. Convulsions have a 50% chance of causing an extra 1 - 6 points of
damage in each round. No saving throw
Myconid-H Save vs. poison or hallucinate for 2-16 (2d8) rounds as follows: 01-10: cower & whimper; 11-15: stare
into nothingness; 16-18: run in a random direction; 19-20: attack nearest creature
Myconid-P Save vs. poison or be totally passive. Victim may only watch, cannot take any actions, even if they are
being attacked. Lasts for 2-6 (1d6, treating all 1's as 2's) rounds
Narcosis Once introduced into the body, is takes effect for 1 - 4 rounds, this poison causes severe nitrogen narcosis
(Similar effect to coming 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 extreme skin inflammation. 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
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!
Oleander 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-C Causes inflammation of the characters tear ducts, making the character susceptible 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 counteract each other) Orvas works only on mammals
Pain Causes severe pain making the victim -1 to hit for 2 - 12 (2d6) days (Cumulative)
Paralysis Causes paralysis for 1 - 4 turns
Phraint venom Also called "Hive Drink", This is VERY POTENT, does 1d100-1 damage (0-99), a save indicates
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) damage and 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, monstrous hallucinations; 25% chance of permanent 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 drinkable
except for milk and it's by-products (from which it separates almost instantly). Effective only in humans, and only if
it is ingested. It causes sudden dizzy spells and visual disorientation, 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,
reddened appearance 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 (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 until 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 dexterous action (pick pockets, remove traps, spell casting...) is attempted, the victim must save vs.
paralization or fumble the action. The toxin lasts until 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, NEUTRALISE POISON, or BARKSKIN will affect
this "poison", any of the above will stop it)
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 coming into contact with the air, this poison oxidizes into a 60 foot could of reddish 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 convulsions and paralysis 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
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)
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 commence to itch the rash
causing - 3 to hit and -3 to armor class. This will last until neutralized. To neutralize it requires a NEUTRALISE
POISON and one pint of holy water
Sea demon poison Does 4-24(4d6) damage and paralyses 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
Silver Urchin toxin Save vs. poison or this poison will shut down the central nervous system of the victim, putting
the creature in a comatose state for 1 - 3 days
Silver lightning Silvery liquid. Does 5-40 (5d8) damage, sets in immediately, runs it's course in 1-6 (1d6) rounds.
Save for half damage at -3
Silver lotus Light silver liquid or powder, smells like lotus flowers. Does 7 - 42 (7d6) damage, starts in 1 - 2 turns,
runs it's course in 1 - 6 turns. Reduces victim's constitution by 1 point for every 10 points of damage taken. System
shock roll is required for every point lost; Failure means instant death. Constitution points can only be regained by
rest. Save for half damage
Skorpadillo poison Paralyses victim and does 6-36(3d6) 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
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 permanently blind
Spell poison When this poison is introduced into the blood stream, it releases a random spell. After that, any wound
received fires off another random spell. This goes on until 2 - 12 (2d6) spells have been "cast" (This does NOT
include the original spell) or 7 days have passed
Spice poison Consuming this poison or skin contact with it will cause 2 - 10 (1d6+1d4) damage, and will also
counteract the next TWO potions that the victim consumes (They will be gone but will NOT take effect)
Spiga venom Does 2-12(2d6) to 12-72(12d6) damage and paralyses the victim. A save indicates half damage and no
paralization.
Spiny slayer poison Save vs. poison or take 8-64 (8d8) damage. A save indicates half damage
Sporoid mushroom poison This poison effects the lungs, as it causes the lungs to shut down. The victim can't
breath and they will take no damage for one round per point of constitution hit dice bonus, after that they take one
point of damage and one point off of their intelligence until dead or the poison is neutralized. If their intelligence
goes to zero, they are brain dead and must be raised. Lost intelligence points may be recovered be a
RESTORATION spell
Stegocentipede Save or die. If save is made, take 3-12 (3d4) damage
Steroid mushroom poison Save vs. poison or this mushroom dust will act upon the victim as a 12th level druidical
CONFUSION spell
Stingray poison Save vs. poison or be paralyzed for 5 - 20 (5d4) rounds and take a like amount of damage, else take
1 - 3 points of damage
Stingwing poison Save vs. poison TWICE or die. If both save are made, save again, if successful take 3-18 (3d6)
damage, if failed, take 6-36 (6d6) damage
Stirge sweat Brownish, sap-like liquid. Does 6 - 24 (6d4) damage, starts in 2 - 4 (1d4+2) rounds, runs it's course in
2 - 8 (2d4) rounds. Save for no damage
Stonefish toxin This toxin from the stonefish is given is small doses in respect to the intense pain that is causes. The
pain, which is described as instantaneous, intense, sharp, and burning radiating within minutes from the wound site,
involving the entire leg, groin, abdomen, or if in the upper extremities, the armpit, shoulder, neck and head. The pain
may become so severe that the victim thrashes about, rolling on the ground, screaming in agony, and at times losing
consciousness. The areas around the wound (and extremity) become numb, a condition that continues for 2-12 (2d6)
days (In some cases the limb has been paralyzed for three weeks). Death (if save failed) will happen one to six (1d6)
hours after the initial onset of the toxin. Each successive dose will reduce the victim's save by one for each dose
introduced. This is permanent (It is also against future saves as well!)
Stunjelly poison Save vs. poison or be stunned and paralyzed for 5 - 20 (5d4) rounds
Sunbear saliva Causes victim to burst into flames for 1-8(1d8) damage per round. Save for half damage. Holy
water will extinguish the flames as will a PYROTECHNICS spell
Sundew acid Does 1 point of damage per round, lasts 1-10 (1d10) rounds. Oil washes it off
Surchur saliva This saliva causes 2-8 (2d4) damage per round until neutralized. Either salt water or a
NEUTRALISE POISON will do this
Svirfneblin acid Instantly destroys any armor worn by the victim and causes 2 - 8 (2d4) damage in the process
Svirfneblin poison Causes 1 - 3 damage, stuns for 1 - 3 rounds and then slows the victim for 1 - 6 rounds
T'cheem Save vs. poison or the victim will succumb 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), causing -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)
Tentamort poison Save vs. paralization or be paralyzed for 1 - 6 rounds and the characters internal organs will
begin to soften so that they will take double damage from any physical attacks for 1 - 12 days or until a HEAL spell
is cast upon them
Tenebrous worm acid Save vs. poison at -3 or take 2-20 damage; if save successful take NO damage.
Tenebrous worm toxin Does 1-4 damage and save vs. poison or be paralyzed. Paralyzed victims must receive
neutralize poison or slow poison within 1-4 rounds or they will die.
Terragon poison A rare spice which if consumed 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)
Thessalhydra acid Causes 1-20 (1d20) damage, 1 point per round. Save for NO damage.
Thri-kreen venom Save vs. poison or be paralyzed for 2-16 (2d8) rounds
Thrum A light bluish 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 paralyzed 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 Contact with this poison causes sensory deprivation, but the effect varies depending on the
number of touches or duration of the touch (in rounds), as follows: 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...Disintegration of victim's body. (* = loss is permanent, only restorable with a wish).
Toxic toad spittle Save vs. poison or take 4-32 (4d8) damage. Save indicates half damage
Tri-flower pollen Save vs. poison or sleep for 1-4 (1d4) days
Tri-flower sap Enzyme does 2-8 damage per round until neutralized. Water will wash it off: each flask of water
reduces damage by one point, and total immersion in water removes the sap entirely.
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 Greyish 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 melons. Does 5 - 30 (5d6) damage, starts in 1 - 10 rounds,
runs it's course in 1 - 6 turns. Save for half damage at +1
Tylatch Clear liquid, smells like sandalwood. 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 Caustic alkali burns for 2-5 (1d4+1) damage on the first round of contact. Save vs. poison or take 2-5
further damage on the following round also.
Valley-lily A neurotoxin that effects the pulmonary 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 purple liquid or powder, smells like raisins. 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).
Agonizing very slow death. No saving throw
Velvet slime mould 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 intelligence by one point per six points of damage taken. THIS LOSS IN
PERMANENT. 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 receive a NEUTRALISE POISON spell
Wave This poison dehydrates 5 points of damage per round (double for water creatures). A NEUTRALISE
POISON will not stop this, only a CREATE WATER will. Duration: Until death or stopped. No save
Weeverfish toxin Weeverfish toxin generally produces instant pain which comes progressively more severe until it
reaches an excruciating peak. The severity of the pain is such that the victim frequently thrashes about wildly, and
may lose consciousness. These symptoms last anywhere from 2-24 (2d12) hours and are accompanied by headaches,
fever, chills, cardiac palpitations, and convulsions. 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 convulsions)
Whisper wasp poison Save vs. poison or fall asleep (Instantly) for 8-96(8d12) days, a save indicates grogginess (-2
to hit, -2 to Armor class)
White hydra This is an acid which freezes upon contact with the air, it does 6-
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 (Permanently)
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 All within 30 feet save vs. poison or be nauseated, retching uncontrollably and unable to attack
or defend. Effects last 1 - 10 rounds less the victim's constitution bonus, for a minimum of 1 round. Effects also
wear off if an able-bodied person is able to drag the retching person more than 30' away from the source of the stink
(or vice-versa).
Witherweed smoke Witherweed is dry and burns easily. Burns for 1 round per square foot. Releases heavy, oily
and highly toxic smoke which fills 9 times the area of the weed. All inside the smoke take 2 - 12 (2d6) damage with
no save. The smoke takes at least 4 hours to dissipate unless dispersed by a strong wind.
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.
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
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
Yellowback mushroom poison When this mushroom powder is consumed, it dissolves 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 permanent
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 gaseous state for the duration as well
END