Poisons from A - Z

These poisons are intended to be available only in NPC shops.  A character with skills like Alchemy or Profession (Herbalist) should not be allowed to create these poisons.  I have made Alchemical and Herbalist potions and poisons available in my Skill section.
  1. Ajida: Odorless, colorless liquid. Does 5 - 60 (5d12) damage, starts in 1 - 6 rounds, runs it's course in 1 - 3 turns. Vision grows dim after victim takes 10 points of damage, continues to dim until 30 points of damage is taken, at which time victim is functionally blind. Only a CURE BLINDNESS spell will neutralize this effect. If blindness does not occur, victim's vision will clear in 2 - 5 turns. Fort save (DC 19) for half damage.
  2. 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).  Fort save (DC 15) for half damage.
  3. Baneberry: Fort save (DC 20) or victim now has double chance to catch lycanthropy, decreasing 1% per week until down to normal percentages.
  4. Belpren: This is a luminescent blue acidic substance does 1-12 (1d12) damage instantly upon skin and internal tissues (No save). Further applications of Belpren will not cause any more damage to the effected area, but the damage given above is for a roughly hand-sized area of exposure; for each additional area exposed, add an additional 1-12 (1d12) damage. However, no damage will be taken if used internally (As Ingestive poison), it will cause only immediate and involuntary vomiting. Belpren will not corrode metal, nor will it harm cloth or cured leather. It dries and becomes ineffective in but a single round when exposed to open air, so it cannot be used as a blade venom. Belpren is neutralized by lamp oil. Belpren is effective on all creatures.
  5. Black Mead: Clear liquid or gel, smells like honey. Does 10 - 80 (10d8) damage, starts in 1 round, runs it's course in 15 rounds. Causes disorientation (-2 to hit, damage, 30% chance of spell failure) after 20 points of damage are taken; Disorientation increases in 10 point steps (Additional -1 to hit, damage, +5% to spell failure). This effect wears off 1 - 3 turns after poison has run it's course. Fort save (DC 24) for half damage.
  6. Bloodroot:  This poison comes in the form of a dark tea brewed from the root of the Bloodberry bush (A bush that makes purpleish berries used to make dye).  Victims that ingest the tea must make a Fort save (DC 20) after ingestion and then every hour after ingestion until it is purged from the system, or suffer a massive heart attack.  Bloodroot is nearly undetectable and is purged from the system within 1d4+2 hours after ingestion.
  7. Blowfish Oil Poison: This poison will paralyze the victim 1-6 rounds. It has no effect if the victim makes Fort save (DC 17).
  8. Budwhipper Mushrooms: This mushroom powder causes advanced drunkenness, the victim will pass out and will be out for (23 - constitution modifier) rounds. Any alcohol consumed over the next week will cause a relapse into the previous state.
  9. Choke Weed Poison: Causes choking for 1-12(1d12) rounds (Incapacitating the victim), in addition, the victim must make a Fort save (DC 20) or take 1-6(1d6) damage each round. This poison will not effect orcs or half-orcs in any way.
  10. Crowfoot: Fort save (DC 25) or this poison will cause acute blistering inside the trachea causing the victim to slowly choke to death in 3 rounds (plus constitution bonus).
  11. Death Cup Toxin: This toxin appears only in the form of powder, as it is made from a RARE form of mushrooms. Once a victim has been toxified by this substance, the effects will not begin to show until 10 to 20 (1d10+10) hours after the initial introduction. This toxin kills by dissolving the red blood cells in the blood stream, as such the victim must make a Fort save (DC 25) or they die. This requires a NEUTRALIZE POISON and a RAISE DEAD to recover the victim.
  12. Deathmock:  This tea causes drinkers to fall into a cataleptic trance (Fort save DC 25). Characters display muscle rigidity and do not appear to breath or have a heartbeat.  While injuries cause them little bleeding, they otherwise suffer normal damage.  Those under the influence of this tea sleep for 2d4 days, during which time they need no food or water.  They need only one-twentieth the air unaffected people do and can survive freezing temperature.
  13. Dreambliss:  This powerful narcotic is derived from the sticky white sap of a thick leafed jungle or desert plant.  Dreambliss quickly sedates even the largest opponents.  Victims struck by a coated weapon must make a Fort. save (DC 20) to resist its potent effect.  If the victim fails the save, he or she falls into a deep, euphoric "Sleep of Bliss" lasting 2d4 hours.  The onset time depends on the victim's constitution (1d4 times Con modifier in rounds).  Upon waking from the poison induced slumber, most victims remember happy, dreamlike visions that they long to experience again someday.

  14. Dreambliss is sometimes used as a recreational drug in rich circles, but the addictive poison quickly drains its victims of all Wisdom (permanent loss of 1 point per month of repeated use) and wealth before long.  The poison's effectiveness against even large sized monsters makes it popular among both adventurers and criminals.
  15. Ghoul Sweat: A scummy green gel, used like Chayapa. Smells like rotten meat. It's effects are to paralyze for 5 - 10 (1d6+4) rounds. It acts immediately. Fort save (DC 15) for no effect.
  16. Golden Fool: Gold- looking powder. Touch does 4 - 48 (4d12), starts in 1 rounds, runs it's course in 1 - 8 rounds. Fort save (DC 15) for half damage. Completely undetectable on gold items, otherwise it leaves a gold discoloration after application.
  17. Juju'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 Fort save (DC 20) is not made, the victim will suffocate in 3 rounds (plus constitution bonus).
  18. Jeteye: This is a glossy (reflective) black liquid that affects all mammals upon ingestion, it is ineffective as a insinuative poison. Fort save (DC 20) 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.
  19. Lhurdas: (Also known as "Yellow Death" and "Beltyn's Last Drink") This is a wine based poison. It has a sharp dry white-grape taste and will readily mix with any such wine. It reacts with the digestive acids of the stomach (Effective in any of the player races) to eat away the internal organs and tissues. Ingestion produces rapid (within two rounds) nausea, convulsions, and terrific internal cramps with burning pain. It does 1-6 (1d6) damage in the first round, 2-12 (2d6) damage in the second round, and 1-4 (1d4) damage in the third and final round. Thereafter it will do no more damage, regardless of dose, and further exposure to Lhurdas will cause discomfort and failure to heal, but no more damage. This resistance lasts for 3-25 (3d8) days. This is an ingestive poison only. Fort save (DC 25) for half damage.
  20. 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 lose one third of their intelligence. Lasts one round per intelligence point lost.
  21. Milkweed: Causes a severe intestinal disorder that makes the victim regurgitate anything that has been eaten, lasts for 5-10 (1d6+4) days. The victim will starve to death if the toxin is not neutralized.
  22. Mindshadow:  This poison is brewed from a variety of arboreal fungus and is available in most temperate climes.  When introduced into a human's bloodstream, mindshadow causes extreme disorientation and both visual and auditory hallucinations in the victim, who must make a Fort. save (DC 18) to resist the effect (onset time is 1d4 rounds).
  23. Victims failing their save become confused (as per the spell) for 5d4 minutes.  During that time, the victim is highly susceptible to suggestion (-6 penalty to the Will save to refuse a specific request) by anyone conversing with or questioning the victim.  Mindshadow can be used in combat to disorient opponents, but it is much more often employed during the interrogation of prisoners.  Since it leaves the victim almost totally at the mercy of frightening hallucinations and suggestions, mindshadow is rarely used as a recreational drug.

    Mindshadow only works effectively with humans.  Other races and monsters gain a +4 bonus to their Fort save to resist the effects.  If they fail, they are only slowed (as per the spell) for 1 hour. (with no susceptibility to suggestion, as in humans).  Dwarves are immune to the poison's effects.

  24. 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...  Fort save (DC 22) per day to negate.
  25. Poison Pie: This mushroom powder is always off-white and smells like radishes. When consumed, it causes destruction of the gastrointestinal tract. Fort save (DC 20) or take 4 - 32 (4d8) damage.
  26. Quiggly Toxin: Fort save (DC 25) or the toxin causes a painful form of arthritis that manifests itself in the hands. Every time a dexterous action (pick pockets, remove traps, spell casting...) is attempted, the victim must make a Ref. save (DC 20) or fumble the action. The toxin lasts until neutralized or the arthritis is cured.
  27. Rock Poppy: Fort save (DC 15) or turn to stone as per FLESH TO STONE spell.
  28. Spell Poison: When this poison is introduced into the blood stream, it releases a random spell. After that, any wound received fires off another random spell. This goes on until 2 - 12 (2d6) spells have been "cast" (This does NOT include the original spell) or 7 days have passed.
  29. Spice Poison: Consuming this poison or skin contact with it will cause 2 - 10 (1d6+1d4) damage, and will also counteract the next TWO potions that the victim consumes (They will be gone but will NOT take effect).
  30. Sporoid Mushroom Poison: This poison effects the lungs, as it causes the lungs to shut down. The victim can't breath and they will take no damage for one round per point of constitution hit dice bonus, after that they take one point of damage and one point off of their intelligence until dead or the poison is neutralized. If their intelligence goes to zero, they are brain dead and must be raised. Lost intelligence points may be recovered be a RESTORATION spell.  Fort save (DC 20) to negate.
  31. Stonefish Toxin: This toxin from the stonefish is given in small doses in respect to the intense pain that is causes. The pain, which is described as instantaneous, intense, sharp, and burning radiating within minutes from the wound site, involving the entire leg, groin, abdomen, or if in the upper extremities, the armpit, shoulder, neck and head. The pain may become so severe that the victim thrashes about, rolling on the ground, screaming in agony, and at times losing consciousness. The areas around the wound (and extremity) become numb, a condition that continues for 2-12 (2d6) days (In some cases the limb has been paralyzed for three weeks). Death (If the Fort save (DC 15) failed) will happen one to six (1d6) hours after the initial onset of the toxin. Each successive dose will increase the victim's difficulty class for the save by one for each dose introduced. This is permanent (It is also against future saves as well!).
  32. Stunjelly Poison: Fort save (DC 20) or be stunned and paralyzed for 5 - 20 (5d4) rounds.
  33. Sunbear Saliva: Causes victim to burst into flames for 1-8(1d8) damage per round. Fort save (DC 20) for half damage. Holy water will extinguish the flames as will a PYROTECHNICS spell.
  34. Surchur Saliva: This saliva causes 2-8 (2d4) damage per round until neutralized. Either salt water or a NEUTRALIZE POISON will do this.
  35. 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).
  36. Vocal Poison Type 1: The effect of this poison can have an adverse affect on spell casters as well as the other classes. The victims brow swells and wrinkles, grows hairy hobbit ears, and talks like an caffinated pixie infant. The speech is so annoying that listeners with-in a ten foot radius will attack in hand-to-hand combat (unless weapon in hand). The victim is incomprehensible. However, he gains water breathing. Last 6 hours.
  37. Vocal Poison Type 2: 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.
  38. Wimp Poison: No save verses this one, as it always does only 1 point of damage.
  39. Zaki Syrup: 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. Zaki Pellets are slightly oily in taste, but no strong flavor otherwise. 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. Zaki Pellets are only an ingested poison. It is effective in ALL mammals.