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Table of Contents

  1. Poisons of the Realm -

This document reveals most of the poisons, toxins, venoms, and acids that have been discovered in use around the realms. The terms are described below. Note that some of these are real-life poisons and should NOT EVER be considered for anything other than game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!

Definitions:

Poison:     Some  form  of  harmful substance  that  exists  in
            naturally with no alterations from PC's (Other than
            the collecting of said poison)
Toxin:      A damaging substance that does NOT occur in nature.
            A toxin must be produced manualy by an alchemist or
            assassin.
Mixture:    A  substance that is used as a poison, but must  be
            made and produced by magic.
Venom, Spit:A sdamaging substance that is produced ONLY  within
            the  glands of an animal.  Generally thought to  be
            the  strongest  of the poison types, but  also  the
            hardest to collect.
Acid:       A corrosive substance that either exists in nature,
            is  produced by an animal gland, or is produced  by
            someone.   Causes  damage  upon  contact  but   can
            usually be washed off upon initial contact to  stop
            damage, unlike a poison.

  1. 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).

  1. 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!
  1. 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

  1. 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:
  1. Normal: +0 save / +0 damage
  2. Warrior: -2 save / +2 damage
  3. 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

  1. 4 days

Death-B Save at +1 or go into a coma for 1

  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

  1. 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

  1. 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

  1. 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:

  1. -Extreem salivation
  2. -Vomiting
  3. -Abdominal pain
  4. -Paralisys of extremities
  5. -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

  1. 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

  1. 4 damage

Ink coprinus Comes from a very common mushroom

                            as  it is only toxic when  consumed
                            with alcoholic beverages.  Does  5-
                            20  (5d4)  damage,  save  for  half
                            damage

Insanity Causes a random insanity for 1 - 4

                            turns

J Causes 91 -100 points of damage

                            (12d8, 16d6, 10d10, 5d20)

Jameson's mamba venom This venom causes the victim's

                            pulse  rate  to double what  it  is
                            normally  for  1-6  (1d6)   rounds,
                            causing  1-12  (1d12)  damage   per
                            round.  Also if a save is not made,
                            the  victim  will  suffocate  in  3
                            rounds (plus constitution bonus)

Jeteye This is a glossy (reflective) black

                            liquid  that  effects  all  mammals
                            upon  ingestion, it is  ineffective
                            as a insinuative poison.  Save  for
                            half damage.  It causes the  pupils
                            of  the eyes to go black  (although
                            this does not effect vision in  any
                            way) and causes 1-8 (1d8) damage to
                            the neural system immediately.   No
                            pain is felt by the victim however,
                            for  Jeteye  kills  all  pain   and
                            tactile  sensation for a period  of
                            9-16  (1d8+8)  rounds  (the  "black
                            eyes"  sign will stay for the  same
                            duration).   Jeteye  is   sometimes
                            used voluntarily before torture  or
                            immediately  after battle  injuries
                            (preventing  a system shock  roll).
                            It  has a bitter walnut-like  taste
                            and is hard to disguise in food  or
                            drink

Jima A light red powder or liquid,

                            smells  like papaya.  Does 8  -  48
                            (8d6)  damage,  starts in  1  -  10
                            rounds,  runs it's course in 1 -  3
                            turns.  Save for half damage at -3

Khargra toxin This poison causes 3 - 18 (3d6)

                            damage,  the  side effect  of  this
                            poison is that it will dissolve any
                            metal that it is applied to

Kill kitten poison Save vs poison or die, else victim

                            is paralyzed for 1-6(1d6) days

Killer bee poison Save vs. poison (at -2) or die

King cobra poison Save vs. poison or take 1-6 (1d6)

                            damage per round for 10 rounds  (or
                            until cured).  Save each round  for
                            half damage

Kolas A thick brown liquid, smells like

                            roses.  Does 8 - 48 (4d12)  damage,
                            starts  in 1 - 8 rounds, runs  it's
                            course in 1 - 4 turns.  Save for no
                            damage

Kotra A clear oily fluid. Does 5 - 30

                            (5d6) damage, acts in 1 round, runs
                            it's course in 1 - 10 rounds.  Save
                            for half damage at -1

Krag poison Save vs. poison (at -3) or turn to

                            stone.   A save indicates that  the
                            victim  is  slowed  for   2-12(2d6)
                            rounds   less  their   constitution
                            bonus   (Minimum  of  1  round   of
                            slowness)

Kumba Odorless, colorless liquid. Starts

                            is 1 - 6 rounds, death follows  one
                            round  thereafter.   Save  for   no
                            damage  at  -3, Failed  save  means
                            death

Kuurus Named after the Assassin that

                            invented it, Kuurus does 1-6  (1d6)
                            damage per constitution point  that
                            the victim has.  Save (-3) for half
                            damage

Kuyss poison Causes leprosy, and until a CURE

                            DISEASE is cast upon the victim, no
                            other cure spells will work on that
                            creature

Land urchen toxin Save vs. poison (-1) or be

                            paralized for 6 turns

Lhurdas (Also known as "Yellow Death" and

                            "Beltyn's  Last Drink")  This is  a
                            wine based poison.  It has a  sharp
                            dry  white-grape  taste  and   will
                            readily mix with any such wine.  It
                            reacts with the digestive acids  of
                            the  stomach (Effective in  any  of
                            the  player races) to eat away  the
                            internal   organs   and    tissues.
                            Ingestion  produces  rapid  (within
                            two  rounds)  nausea,  convultions,
                            and  terrific internal cramps  with
                            burning  pain.  It does  1-6  (1d6)
                            damage  in  the first  round,  2-12
                            (2d6)  damage in the second  round,
                            and  1-4 (1d4) damage in the  third
                            and  final  round.   Thereafter  it
                            will do no more damage,  regardless
                            of  dose,  and further  exposer  to
                            Lhurdas  will cause discomfort  and
                            failure   to  heal,  but  no   more
                            damage.  This resistance lasts  for
                            3-25   (3d8)  days.   This  is   an
                            ingestive  poison only.   Save  for
                            half damage

Lisssteeen A liquid that when found will

                            always be labeled:
                                       "HERE NOW"
                            This yellow liquid has no smell but
                            it  will make your mouth water,  it
                            tastes  spicy  hot  (like   tabasco
                            sauce),   and   works   only   when
                            swallowed   (Only  ingestive   type
                            poison).   There is no  discernable
                            effect to or on any creature within
                            100  feet of the imbiber.   BUT  to
                            any  creature  more than  100  feet
                            from  the  imbiber  will  hear  the
                            voice  of  the imbiber due  to  the
                            "effect"  on  the  imbiber's  vocal
                            coards.   This  fluid  causes   the
                            imbiber's  vocal cords to  transmit
                            on  a  ultrasonic  as  well  as   a
                            subsonic level making all within  a
                            mile  of  them  hear  the  imbiber.
                            This  sound  level  permiates   ALL
                            planes  and dimensions  also.   Any
                            diety's name which is spoken has  a
                            50%   bonus  of  hearing  and   any
                            creature within 300 feet CANNOT  be
                            surprised under any  circumstances!
                            Lasts 25 rounds - imbiber's wisdom

Lomat An odorless, colorless powder or

                            liquid.  Does 5 - 30 (5d6)  damage,
                            starts  in 1 - 6 turns,  runs  it's
                            course  in 1 - 4 turns.   Save  for
                            half damage at -2

Longlicker toxin This poison lasts for four rounds,

                            starts  instantly, save vs.  poison
                            for the first three rounds or  take
                            3-18  (3d6) damage (take 1-6  (1d6)
                            damage  if save is made).   On  the
                            fourth   round,  take  3-18   (3d6)
                            damage automaticaly (No save)

Lotus dust, black Causes instant death

Lotus dust, brown Encases the victim in wood

                            (Required 20 strength to break out)

Lotus dust, clear Burns for 1-6 (1d6) damage per

                            round when it comes in contact with
                            flesh.  Lasts for 1-6 (1d6) rounds

Lotus dust, copper Encases victiim in copper (Requires

                            a 21 strength to break out)

Lotus dust, emerald Paralizes victms lungs/gills for 2-

                            12 (2d6) rounds

Lotus dust, metalic Blinds victim and causes lung

                            failure for 2-12 (2d6) rounds

Lotus dust, red Causes objects to turn to stone

Lotus dust, yellow Causes victims to fall asleep (Yes,

                            Even elves!)

Luptak A nerve toxin that may be injected

                            or rendered into a gas.  It appears
                            to  effect dexterity,  causing  the
                            victim  to  stumble, be  unable  to
                            fight, cast spells, etc...; However
                            it does NO direct damage.  There is
                            a  50%  chance of a  victim  taking
                            physical  damage from a fall  while
                            affected  by the toxin.   A  victim
                            who was poisoned in melee would  be
                            quite helpless.  It's effects  last
                            from 3 - 6 (1d4+2) turns.  Save for
                            no effect

Magebane A very stable liquid that can be

                            disguised   as  any  other   potion
                            (Commonly  disguised as potions  of
                            HEROISM).   The  effect is  one  of
                            severe   mental  sluggishness   and
                            effectively  causes the  victim  to
                            have  one  third  of  their  actual
                            intellegence..  Lasts one round per
                            intellegence point "lost"

Malange toxin Causes tunnel vision, allowing +1

                            to   hit  for  any   opponent   not
                            directly  in front of the  poisoned
                            creature {Or not in direct line  of
                            sight}.   A creature that has  this
                            introduced  into  the   bloodstream
                            will develop deep blue eyes in 1  -
                            4 days.  The poison will last for 1
                            -  6 + 4 days (A total of 5  to  10
                            days)

Man skorpion poison Save vs. poison or die instantly

Mantri poison The victim subtracts their

                            constitution from 25 and takes  the
                            difference in damage (minimum of  5
                            points of damage)

Marine spider venom Save vs. poison or be paralized for

                            2-12 (2d6) rounds

Megalo-centipede This is an acidic toxin, it burns

                            the  skin  for  1-8  (1d8)  damage.
                            Save for half damage

Mental Depressent-A Causes a loss of Psionics for 4-48

                            hours

Mental Depressent-B Causes a chemically induced Psionic

                            blast

Milkweed Causes a severe intestinal disorder

                            that  makes the victim  regurgatate
                            anything that has been eaten, lasts
                            for 5-10 (1d6+4) days.  The  victim
                            will  starve to death if the  toxin
                            is not neutralized

Mistletoe poison Destroys red blood cells, victim

                            takes  1  point of damage  per  day
                            (Cumulative).  Example: Day 1, take
                            1   point.    Day   two,   take   2
                            points...etc...

Mold poison Causes 1d12 or 2d12, a rare form is

                            said to cause 4d20

Monkshood This poison causes accute vomiting

                            and diarreha  for 1-4 (1d4) and  if
                            a save is not made (+1), the victim
                            will have intense convoultions  and
                            die  in  severe pain in  2-8  (2d4)
                            segments

Morphus A clear citrus-smelling liquid.

                            Fumes  will cause victim  to  sleep
                            for  1 - 6 turns (After a round  of
                            contact).   Morphus  is  used  like
                            chloroform  for abductions and  the
                            like,  and  is a  potent  gas  when
                            mixed  properly.   Even  works   on
                            elves.  Save for no effect at -2

Mufa Odorless, colorless liquid. Starts

                            in  1  - 10 rounds,  throws  victim
                            into painfull twisting convultions,
                            then  does 15 points of damage  per
                            round     until    victim     dies.
                            Convultions  have a 50%  chance  of
                            causing  an extra 1 - 6  points  of
                            damage  in each round.   No  saving
                            throw

Myconid-H Save vs. poson or begin to

                            hallucnate  for 2-16 (2d8)  rounds.
                            Roll below:
  1. 01 - 10 : Cower & Wimper
  2. 11 - 15 : Stare into nothngness
  3. 16 - 18 : Run in a random direction
  4. 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

  1. 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
/data/webs/external/dokuwiki/data/pages/archive/fun/poison.dig.txt · Last modified: 1999/08/01 17:07 by 127.0.0.1

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