Poisons are substances that are administered in one of four ways and have detrimental effects. All poisons have negligible weight and require one hand to administer.
Price is the amount, in silver pieces, that a single dose of poison is worth.
Rarity is how common the poison is which relates to how easy it is to acquire the item, see Equipment Rules.
Administration is the method through which the poison is applied to a creature. There are four types: contact, ingested, inhaled, and injury. See Poison Tags for more.
Poison DC is the standard Difficulty Class for the poison against which the Save is rolled.
Poison Tags are used to mark particular qualities of the item. The following is a description of the qualities that each tag imparts to the substance.
- Consumable. This item is a one-time use and cannot be recovered once expended.
- Contact. This poison effects the first creature to come into direct, physical exposure with the poison. Thick or layered cloth, solid metal, leather, or other spacing item protects a creature from direct contact with the poison.
- Ingested. This poison effects a creature which drinks or eats it. Unless otherwise listed, mixing a poison with foods does not neutralize it. An ingested poison which is released into water, poisons all creatures which are breathing that water within 10 feet.
- Inhaled. This poison, which takes the form of a vapor, effects all creatures which inhale the poison. To inhale the poison, a creature must be within 10 feet of the poison when it is released into the air. The poison vapors dissipate immediately unless released into an area with no ventilation. Dissipated vapors are harmless. When released into an area with no ventilation, the poison remains for a round per 5 points of the DC while it settles over time to the ground.
- Injury. This poison effects the first creature to have a wound come into contact with the poison. Most poisons with the injury tag are applied to a weapon, creating a wound through which the poison immediately begins to work.
Poison Entry
tags
- Price: Cost of a single dose of poison
- Save: Save type and DC made to resist the poison
- Onset: Time between first exposure with the poison and its effects
- Frequency: Time between required saves as the poison progresses
- Duration: Maximum length of time the poison lasts after the onset of its effects begin
- Counteract: Number of aids to reduce the poison by a stage
Most poisons have multiple stages which indicate the severity of the effects. Once a creature is exposed to the poison, they must make the listed save after the onset time has passed. On a success a creature is not affected by the specific dose of poison and the poison fades without further danger, on a failure a creature is affected by the poison at Stage 1, and on a critical failure a creature is affected by the poison at Stage 2. Apply the effects of the Stage and begin tracking the poison’s duration.
A creature affected by the poison, must make new saves after the listed frequency. For these saves a critical success reduces the Stage by 1, a success leaves the poison’s stage unchanged, a failure increases the Stage by 1, and a critical failure increases the Stage by 2. After the new Stage is determined, apply its effects. If the poison’s Stage is reduced below 1, the poison fades and the creature is no longer affected by it.
If the poison’s duration is reached, the Stages are automatically reduced at the end of end frequency without the need for a new save. If a creature receives a number of successful aids, though the Medicine skill, item, or ability, equal to the Counteract value, the Stage of the poison is reduced by 1. If a Stage lists a duration and that duration is met, the poison automatically reduces the Stage by 1 at the end of the duration.
Item | Price | Rarity | Administration | DC |
Arsenic | 7 silvers | Common | Ingested | 15 |
Belladonna | 10 silvers | Common | Ingested | 15 |
Black Adder Venom | 20 silvers | Common | Injury | 15 |
Black Lotus Extract | 2,000 silvers | Rare | Contact | 35 |
Blightburn Resin | 400 silvers | Uncommon | Contact | 25 |
Blue Whinnis | 20 silvers | Common | Injury | 16 |
Brimstone Fumes | 220 silvers | Uncommon | Inhaled | 25 |
Cytillesh Oil | 45 silvers | Common | Injury | 18 |
Deathcap Powder | 350 silvers | Uncommon | Ingested | 27 |
Dragon Bile | 400 silvers | Uncommon | Contact | 25 |
Giant Centipede Venom | 5 silvers | Common | Injury | 13 |
Giant Scorpion Venom | 40 silvers | Common | Injury | 15 |
Giant Wasp Venom | 70 silvers | Uncommon | Injury | 17 |
Graveroot | 20 silvers | Common | Injury | 15 |
Greenblood Oil | 55 silvers | Uncommon | Injury | 16 |
Hemlock | 130 silvers | Uncommon | Ingested | 21 |
Hunting Spider Venom | 30 silvers | Common | Injury | 16 |
Insanity Mist | 600 silvers | Uncommon | Inhaled | 30 |
King’s Sleep | 700 silvers | Uncommon | Ingested | 30 |
Leng Spider Venom | 500 silvers | Uncommon | Injury | 28 |
Lich Dust | 75 silvers | Uncommon | Ingested | 17 |
Malyass Root Paste | 100 silvers | Uncommon | Contact | 18 |
Nettleweed Residue | 110 silvers | Uncommon | Contact | 18 |
Nightmare Vapor | 300 silvers | Uncommon | Inhaled | 25 |
Purple Worm Venom | 250 silvers | Uncommon | Injury | 25 |
Shadow Essence | 120 silvers | Uncommon | Injury | 18 |
Sleeping Dust | 100 silvers | Uncommon | Ingested or Injury | 18 |
Slumber Wine | 170 silvers | Uncommon | Ingested | 24 |
Spider Root | 45 silvers | Common | Contact | 16 |
Spider Venom | 10 silvers | Common | Injury | 15 |
Tears of Death | 3,500 silvers | Rare | Contact | 35 |
Wolfsbane | 60 silvers | Uncommon | Ingested | 17 |
Wyvern Poison | 35 silvers | Common | Injury | 16 |