NetBook of Poisons
NetBook of Poisons
NetBook of Poisons
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The Net Book of Poisons: 2
Introduction/Foreward
I’ll begin with the obvious: this is a gaming accessory. It is NOT meant as primer for would-be
poisoners. While most of the tinctures and toxins in this work are fictional, there are a few that
exist in the real world.
This document is based upon the work entitled Poisons of the Realms, and is a correction,
expansion and overall revamping of that work. Additional sources that I have drawn upon
include; The Writer’s Guide to Poisons by Serita Deborah Stevens and Anne Klarner (Writer’s
Digest Books, 1990), The Vault of the Drow, E. Gary Gygax, 1978, and several Dragon
Magazine articles, primarily Taking the Sting out of Poisons, by Chris Landsea, Dragon
Magazine January 1984.
The antidote section of this guide is primarily information from 'The Guide to Herbs for RPGs'
by Shaun Hately. These sections are (c) 1996 Shaun Hately and are used with permission.'
I have made changes to the poisons listed in the original work “Poisons of the Realms” these
are as follows:
1) I have made the ruling that no poison will have a saving throw modifier greater than +4/-4.
2) All poisons have saving throws, even if the saving throw results in half damage.
3) I have removed or rewritten poisons which I felt were either too weak or too powerful,
bringing the work into balance.
4) I have included the categories of poisonous plants, which may be used by druid and
herbalists, and magical poisons.
5) Provided a “quick reference” chart for DM & Player at the back of the book, cross indexing
the type and method of application for the various poisons.
6) Where possible, I have included a rough estimate of cost for a single dose of venom. This
is intended as a “ballpark” figure to aid DM’s in creating their own pricing system for the various
poisons.
Due to the length of this work, I’ve chosen to leave out the “generic” poisons from the 1st and
2nd edition DMG, though details of these poisons appear in the reference lists.
Also, copyrighted poisons, such as Dreambliss and Soultravel, have not been included in this
work, though there are references provided for them.
I would like to thank Desmond Reid, author of "The AD&D Guide to Drugs", Shaun Hatley,
author of the Net Herb Guide, and the author or authors of the "Netbook: Poisons of the
Realm", whoever they are. Special thanks to Steve Mills, Gene Crawford and Ezra Van
Everbroeck for proofreading and critique.
Index
Who Can Use Poisons?
Who Can Manufacture Poisons?
Did I make my Saving Throw or What? (a GM’s ploy for terrifying players...)
Definitions List
The Types of Poisons
The Poisons A-Z
Appendice 1: Poison & Tactics
Appendice 2: “Creating” New Poisons
Appendice 3: Poisons by Class
Appendice 4: Poison by Method of Application
Appendice 5: Quick Reference Chart
The Net Book of Poisons: 4
Definitions:
Mixture: A substance used as a poison, but must be made and produced by alchemy or magic.
Onset Time: This is the amount of time that will elapse between initial contact with the poison
(ingestion, wounding, etc.) and the first symptoms. All of the poisons in this guide have onset
times listed. The DM keeps the roll for onset time a secret.
Result: This is the general effect of the poison. Examples are; damage, death, debilitation,
sleep, etc.
The Net Book of Poisons: 5
Run Time: The amount of time the poison takes to run its course. This can be expressed as a
length of time, or as a number of hit points per round. On some poisons, the run time is
determined by the amount of damage taken; for example type AAA ingestive poison causes 3-
18 (3d6) points of damage per dose ingested and has a run time of 3 hp/round. The victim is
determined to take 7 points of damage from one dose, the damage will be subtracted at the
rate of 3 points per round for two rounds, with the final point being lost in the third round after
the poison takes effect. Some venom will not have a run time, or will have a run time of
“instantaneous”. Poisons with symptoms or effects like vertigo or hallucinations have a run
time, a set amount of time in which the victim suffers the effects.
Type: The poison’s method of administration. For the purposes of this guide all poisons have
been classified as Inhalants, Ingestive, Insinuatives or Contact.
----------------------------------------------------------------------------------------------------------------------------------
- The Types of Poisons -
Ingestive poisons : These are poisonous substances in a liquid or powder form that are only
dangerous when swallowed. Normally they are added to food or drink. Occasionally characters
use them as missiles and attempt to throw the poison containers into the mouths of monsters
(as detailed below). Ingestive poison comes in one-dose containers - about 4 o-z. apiece. -This
type of poison, in comparison to the others, is relatively inexpensive. Generally, they have a
long onset time, and some damage is done even if a saving throw is successful.
Most ingestive powders placed in food or drink leave telltale signs. These signs, no
matter how slight, give the targeted creature a chance to detect the poison before he is
affected (as detailed below).
Each type of “generic” poison (AAA, C, S, etc.), has three different strengths, for which are
given various adjustments on the victims saving throw (See the Ingestive poison table;
Appendices #). Most unique poisons (named poisons) have a single, set strength.
Ingestive poisons have different characteristics, making some fairly easy to detect,
while others are nearly colorless, odorless, and tasteless. Generally, ingestive poisons of
relatively weaker potency are easier to detect.
The chance to detect poisoned food, if actively searching for the poison, is usually twice
as great as the chance to accidentally discover poisoned food or drink. The intelligence of the
person or creature being poisoned is also a factor in being able to detect the poison, as
spelled out in the following paragraph. The more intelligent the creature, the more likely it is to
notice and wonder about a slight change in the taste of food.
Any creature that has encountered the same poison before, regardless of intelligence, gains
an additional 25% to detect. (Treat all results of 0% or less as no chance to detect, and all
results of 100% or more as automatic detection.)
Insinuative poisons: Also known as blade venom, these poisons are also used to coat
weapons such as darts, arrowheads and javelins. Envenomed blunt weapons are not very
effective. Insinuative poison is bought in 4-oz. doses, and comes in three forms; liquid, oil, or
as a thick resin-like paste.
Insinuative poisons are usually water-based, and can be washed off. However, prolonged use
of this poison can be dangerous. Each time an envenomed weapon is sheathed or
unsheathed and during every round the weapon is used in combat, there is a chance,
depending on the wielder's dexterity, that the character could be nicked by his own weapon
and affected by his own poison. If a character using blade venom is determined to have nicked
himself accidentally, then a normal saving throw vs. poison is required - and accidental
poisoning does count as one full usage of the poison (see below).
When a character draws an envenomed weapon, in every round when the weapon is being
used, and when a character puts the weapon back in its sheath or scabbard, the DM should
roll to see if accidental poisoning occurs. The chance is:
Dexterity Score: Chance of Poisoning
3 or less 15%
4 12%
5-9 9%
15-16 3%
17-18 2%
19+ 1%
Each Vial of Insinuative poison is assumed to be about 6-oz., and each vial holds 6 doses and
can coat a number of different types of weapons; in some cases, multiple doses are required
to completely cover a blade. The table below should be used as a general guide:
Any weapon that requires one dose or less to be fully envenomed must be completely
covered, or it will provide no poison damage whatsoever. For weapons that require more than
one dose to fully coat them (i.e., the broad sword through the 2-handed sword), partial coating
does the following:
1) If less than half of the blade is covered, the weapon is so ineffectively envenomed that the
poison will have no effect.
2) If half or more of the blade is coated, but it is not completely covered, the victim of a hit
from this weapon gains an additional +4 on his saving throw, and the poison will be used up
after just one hit (or evaporated after one full day).
The Net Book of Poisons: 7
On normal weapons (steel or iron, not magical), insinuative poison evaporates quickly; on the
first day the poison is in use, very little evaporates and it does full damage. After one full day,
evaporation loss takes its toll, and the poison does only half damage.
After two full days, the poison and its extra damage are completely gone. Each hit on an
opponent by an envenomed weapon has the same effect as one day of evaporation: The first
hit does full damage, the second hit half damage, and the third hit no damage. No damage
would occur from the poison after partial evaporation and partial usage (such as after one full
day and one hit). Partially evaporated or used E, F, G, or S insinuative poisons would not give
half damage (what would be a half-death?), but instead the victim receives a bonus of +4 on
his saving throw.
As stated in the Players Handbook (First Edition, page 29), "Poisoned weapons used run
the risk of being noticed by others". Normal envenomed weapons have a 10% cumulative
chance per round of being
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 dangerous forms. NOTE: This form of poison is easily
bypassed by thick gloves. Contact poisons are prepared in one-dose applications (a six oz.
vial is considered a single “dose”).
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. The normal effect is a sealed vial which
when broken will produce a 20' x 20' x 20' cloud of gas. Poison gases are packaged in single
dose vials.
Inhalants: These poisons are similar to poison gases. Inhalants are usually powders and can
be hurled in vials, expelled in capsule form from a blow tube (range: twenty feet), or dispersed
into the air by hand (range: 5 feet. This is a risky proposition and could result in the user
having to make as saving throw vs. his own poison). Inhalants are commonly packaged in
waxed paper packets, one application per packet, although other arrangements can be made.
Antidotes: Antidotes are available if a sample of the poison is made available. The antidote
usually cost 120% of the purchase price of the poison. Antidotes take approximately one week
to create, and must be administered within 2 rounds of the poison’s onset to be effective. If no
sample of the toxin is available, one can 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).
Errata
Holy and unholy waters: Holy water and unholy water are known for their special corrosive
effect upon the enforcers of evil (such as undead, demons and devils) and the minions of
good (such as paladins, devas and lammasu) respectively. The DMG adds in the glossary
(page 228), almost as an afterthought, that these waters are "useful... to slow the effects of
poison." The following details will be helpful in defining that statement in game terms.
Holy and unholy waters have separate, but not opposite, effects on poisoned creatures who
drink them. Holy water acts as if the imbiber were the beneficiary of a slow poison spell cast by
a 1st level cleric, and the effect has an onset time of 2-5 (d4+1) segments. (In other words, the
effect has a duration of 1 hour, and the holy water must be administered within 1 turn minus 2-
5 segments of the time of poisoning to have the desired effect.) Effects of multiple applications
The Net Book of Poisons: 8
of holy water are cumulative with respect to duration; a double dose will make a creature
poison-resistant for 2 consecutive hours, as long as the second dose is administered before
the first wears off.
This beneficial effect works on evil creatures as well as non-evil ones; however, the holy water
will also have its usual harmful effects on an evil creature who touches it or consumes it; thus,
evil characters and creatures will not voluntarily use it and will avoid it if possible.
Unholy water acts as a poison enhancer. If one vial of unholy water is ingested by a
poisoned creature before the poison has taken effect, it will cause the remaining amount of the
onset time of the poison (any type) to be halved. Additional vials of unholy water consumed
before the onset time expires will cause the poisoned creatures saving throw to be taken at a -
1 penalty (cumulative) for each vial ingested beyond the first. Characters of good alignment will
not use unholy water and will avoid it if possible. Even though their effects are not opposites,
holy and unholy waters will neutralize each other on a vial-for-vial basis when being used to
affect a poisoned creature in the above-described manner.
Venom Handling: This non-weapon proficiency is detailed on page 23 of The Complete Book
of Necromancers, TSR 1995
Herbalism: This non-weapon proficiency is detailed on page # of the Player’s Handbook. This
non-weapon proficiency enables an herbalist to manufacture herbal poisons with a successful
proficiency check.
Toxicology (Revised): (3 slots, Check: Int. -2 Rogue) A character with this skill is an expert on
poisons, both natural and manufactured. The toxicology proficiency includes elements of
herbalism, animal lore, brewing and minor alchemy.
A skilled toxicologist can:
-Identify poisons from samples
-Identify poisons from a victim’s symptoms
The Net Book of Poisons: 9
-manufacture complex poisons & their antidotes (naturally occurring poisons cannot be
manufactured.)
-knows the proper use of the various types of poison, ingestive, inhalant, insinuative, etc.
In addition, the toxicologist gains a +1 when combining this skill with any healing proficiency
check dealing with poison, therefore granting the poison victim an additional +1 to save.
Concoct Poisons: (Rogue, Wizard 2 slots, int. +0) The ability to concoct various toxic
powders and poisons. Powders may be contained in fragile capsules and propelled by the use
of a blowtube (area of effect: five foot radius circle) or added to food or drink. Venoms are
usually used to coat blades or other sharp objects. Time required to mix and prepare is eight
hours.
Possession of this skill also allows a character to make powder or contact poisons. Time
required to mix and refine is one day. Ingredients per single, four-dram dose are as indicated.
Powders may be added to food or drink, hurled in vials, expelled in capsule form from a blow
tube (range: twenty feet), or dispersed into the air by hand (range: 5 feet a risky proposition).
Duration of non-lethal powders is as indicated. The effects of most powders can be resisted by
making a successful saving throw vs. poison. Area of effect for propelled/dispersed powders is
a five foot diameter cloud, which subsides in 1-4 minutes. (Adapted from The Talislantan
Handbook, Games Workshop)
Poison Cost
The DMG gives no cost guide for poisons. What follows is the system I use to calculate the
basic cost of poisons in my own campaign. This is not necessarily the cost paid by a character
trying to obtain poison, merely a starting point.
Each “type” of poison has a base cost, ingestive being the lowest due to the relative lack of risk
involved in creating it. Inhalants and gases have the highest base cost because of the
dangers involved in working with them. The GM should feel free to reset these base costs to
reflect the economics and conditions of their own campaign.
Base cost:
Insinuative 50 gp
Ingestive 20 gp
Contact 50 gp
Inhalant/gases 100 gp
Modifiers:
c A “death” poison adds +100 gp to the base price
c +5 gp per point of potential damage for a failed saving throw
c +10 gp per point of potential damage for a successful saving throw (i.e. a poison that does
half damage with a successful save).
c Sleep & Paralysis poisons add +5 gp for each round of effect, 50 gp for each turn or 100
gp for each hour of effect.
c Poisons with “instantaneous” onset times add 100 gp. to the cost.
c +10 gp for every point below +4 on saving throw; i.e. a +3 poison costs an additional 10 gp,
a -4 poison cost +80 gp
The Net Book of Poisons: 10
c +50 gp for any “bonus” effects, such as blindness, vertigo, etc. If the poison has more than
one “bonus” effect this cost addition is doubled or tripled, depending on the number of
additional effects.(i.e. four effects = +200 gp)
Note that poisons created by an alchemist will generally cost more than poisons created by
someone with the herbalism proficiency (such as a wisewoman or assassin).
Example: Ajida is an ingestive “damage” poison (base cost 20 gp), with a saving throw penalty
of -4 (80 gp), a damage potential of 30 hit points (150 gp) and the added affect of blindness
(50 gp). This adds up to a cost of 300 gp/dose.
Many of the poisons do not have cost/dose ratings. In the case of herbal and natural poisons
it is often a simple matter of knowing what to pick and where to find it. (Herbalist/Animal
Handling)
Monster venoms are generally not available for sale in cities and the GM is free to attach
whatever price he deems fitting upon such commodities. There is a listing of monster venoms
and prices included in the appendices of this guide, but it is not all-inclusive.
The Net Book of Poisons: 11
Antidotes
The following herbs have been reprinted, with permission, from Shaun Hatley’s Herb Guide,
Ver. 4. This is not meant to be a complete list. For more information- download the Herb
Guide, it’s worth the effort.
This plant has a thick red root, narrow hairy leaves, and small red or Blue flowers. The root can
be eaten directly upon being drawn out of the Ground but will only keep for a week or so. The
herb allows a +1 bonus To any saving throw vs. ingested poisons for 1d8 hours after eating.
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid And, when crushed,
may be used to draw poison from a wound. (1 leaf Absorbs a quarter- pint of liquid. Causes
1d4 damage but draws 100% of Poison from a wound if applied within 5 rounds of insinuative
poisoning, -25% for each round thereafter. Does not work against gases or "instant-death"
poisons. Most poison effects are weakened if the poison Is at least partially removed.)
Fennel
Available: Autumn Locale: Marsh
Preparation: 1 week Cost: 2 gp
Uses: 1 Ability Check: INT.
Description: Green herb, with a big white root. This herb is a stimulant and very effective
against poisons. The person drinking the brew made from this herb is allowed another saving
throw against any poisons that have entered his/her body within the last 30 min.
This herb will cure poison if ingested within one hour of the poisoning. Any damage already
taken, including death, remains. Goat's Rue grows to About 3 feet tall. It has hollow branches
and pale whitish blue flowers That hang down in spikes. The flowers must be dried before use.
This herb will reduce the effects of poison weapons, but only if taken Before the weapon
strikes. In the case of non fatal poisons the effect Is completely nullified, but in the case of fatal
poisons, the only Benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly
Leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale Yellow flowers at the top of the
stalk. Either the seed or the flowers Must be dried and then eaten. The effect last 1d8 hours.
This plant has angular grayish stems and grows to a height of three feet. It has oval shaped
tooth edged, ash green leaves. It has small creamy white flowers which group at the base of
the leaves. This herb Will cause the recipient to vomit up any poison in their system. It is
effective only against ingested poisons. The person will be Incapacitated by nausea for 1-3
days. In the case of an `instant death' poison, the person can be saved if the herb is
successfully administered within one round, but they will be incapacitated for the full three day
period.
If applied to a snake bite within one turn, it will draw out the poison. Some very venomous
snakes give bites that are incurable by this method, and so the herb has no effect against
`instant death' poisons. It may (at the GMs discretion) provide protection against other, non-
fatal
animal poisons.)
This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any
damage, including death, already taken will remain.
The seeds of Navew dropped in a drinks or on to food before it is eaten. Acts as counteragent
to ingested poisons. It prevents the death of a person poisoned in that meal, though they may
still be very ill.
Nelthadon
The Net Book of Poisons: 13
Available: Locale:
Preparation: Cost: 10 gp/dose
Uses: Emetic Ability Check:
Nelthadon is used to treat ingested poisons. If administered within 1d10 rounds the victim
gains a second saving throw at +2, success indicating that he/she has vomited up the poison
before it could take full effect.
A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be
boiled and made into a poultice that will draw out poisons from bites and stings and allow the
wound to heal cleanly And without complications. (When poultice is applied promptly, gives an
Additional +2 save vs. Poison, once on any particular poison attack. Also gives back 1 extra
hp/day for the first 2 days after poultice is Applied.)
This is a small plant, about 1 foot tall with pale, divided green leaves and hooded yellow
flowers. The stem if rather hairy. The root must be boiled in water and then applied to a bite
from a venomous creature within 5 rounds of the bite. If used successfully, the damage caused
by
The venom will be reduced by half.
The Net Book of Poisons: 14
-------------------------------------------------
The Poisons
-------------------------------------------------
A
Save: +4 Type: Insinuative
Onset: 1-3 turns Run: 15 rnds
Result: Nil/Damage Cost Per Dose: 70 gp
AA
Save: +4 Type: Insinuative
Onset: 2-5 rnds Run: 1 rnd
Result: Nil/Damage Cost Per Dose: 80 gp
Ajida:
Save: -4 Type: Ingestive
Onset: 1-6 rounds Run Time: 1-3 turns
Result: Nil/damage, blindness Cost Per Dose: 260 gp
Appearance: Odorless, colorless liquid. Effect: 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.
Alanal
Save: +2 Type: Ingestive
Onset: 4-24 rounds Run: 7-12 hours
Result: Nil/Euphoria, see below Cost Per Dose: 150 gp
A crystalline powder, a single dose is mixed with water, wine or beer. The drug has a faint,
bitter taste. Effects: after 4-24 mins. Euphoria, vivid illusions for 7-12 hours. Susceptibility to
suggestion. Overdoses result in brain damage. Prolonged use causes addiction and
personality modification: moodiness, irritability, etc. Antidotes: Large quantities of water taken
within 5 minutes of original dose may (60% chance) flush out stomach. (Adapted from Harn)
Characters dosed with Alanal are incapable of spellcasting during the drug’s run time.
Amber death:
Save: -4 Type: Ingestive
Onset: 1-4 rounds Run: 2-20 rounds
Result: Damage Cost Per Dose:
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!)
Arashni
Save: +0 to -4 Type: Ingestive
Onset: 1-6 rounds, dependent upon dose Run: 1d10
The Net Book of Poisons: 15
Arashni is a powdered herb and is usually added to whiskey and taken in “shots”. Technically
a drug, Arashni has lethal properties that allow it to be classified as a poison. 1) Arashni is
highly addictive and brings on a sense of Euphoria. It is so powerful that there is a 15%
chance of becoming addicted to the drug upon the first use. Additionally there is a 10%
chance of dying of an arashni overdose the first time one takes it. As one becomes used to
the drug’s effects more must be taken to achieve the same results. Death becomes inevitable.
As a poison, Arashni is simply added to the victim’s food or drink in larger quantities. Each
dose of Arashni above the initial causes the victim to save at -1. A saving throw indicates that
the drug has taken effect, but is not fatal- the victim must roll versus the drug’s addictive
properties. (Adapted from the Lejentia Campaign Book One: Skully’s Harbor, Task Force
Games, 1989)
Save vs. poison or die. If save is made, victim loses half their remaining hit points
Asarabacca is a creeping vine with many small leaves each on their own small stalk. It also
has small purple flowers. Found in temperate forests in the Springtime, the flowers are
harvested and brewed. The resulting tea is left to stand for a day. When administered
successfully to Someone, they must save vs. poison or be rendered docile, and incapable Of
violence for 3d8 hours. The brew has a distinctive purple color, and Bitter taste, so to be given
secretly in food, the food must be able to Hide these attributes.
Ascomoid spores
Save: +0 Type: Inhalant
Onset: Instantaneous Run: 1-4 rounds
Result: see below/Death Cost Per Dose: 300 gp
Save vs. poison or die in 1-4 (1d4) rounds. If save is made, the victim is blinded and stunned
for 1-4 (1d4) rounds. Blinded victims gain no shield or dexterity bonus and attacks against
them are made at +4.
Askume:
Save: -3 Type: Inhalant
Onset: 1-2 rounds Run: See below
Result: Debilitating Cost Per Dose: 320 gp
The Net Book of Poisons: 16
Askume is a reddish-orange lichen that grows on warm cavern walls. Askume is crushed and
used as a poison. When blown into someone's face, it causes an allergic reaction. The victim's
tongue and windpipe swell within 1-2 rounds of exposure, causing death if a save vs. poison
(at -3 is failed. If the save is successful, the victim is merely incapacitated for 1 turn, and
suffers a -2 penalty on all strength and constitution rolls for 24 hours.
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
Created from a mixture of snake venoms. Due to the numerous variants of this toxin, the save
and damage results must be rolled for at time of purchase:
Assassin's venom:
Save: Varies Type: Insinuative
Onset: 1-4 rounds Run: 1-4 rounds
Result: Varies Cost Per Dose: Varies
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).
Ayala:
Save: -3 Type: Insinuative
Onset: 2 rnds Run: 1-3 rnds
Result: Damage Cost Per Dose: 360 gp
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
The Net Book of Poisons: 17
B
Save: Type: insinuative
Onset: 2-12 rnds Run:
Result: Damage Cost Per Dose:
Babblejuice:
Save: +2 Type: Ingestive
Onset: 1-4 rounds Run: 1-4 hours
Result: See Below Cost Per Dose: 420 gp
The imbiber must save vs. poison, or he will start speaking of anything that comes to mind.
Questions may be answered truthfully, but the answers may be difficult to understand. This
potion is very rare and has a duration of 1-4 hours. (Not really a poison, but baneful enough to
be included.)
Banelar
Save: +0 Type: Insinuative
Onset: 1 rnd Run: 2-5 turns
Result: Nil/Unconsciousness/Damage Cost:
Save vs. poison or suffer unconsciousness and 2-12 hp additional damage, with skin turning
blue, for 2-5 turns).
Baneberry
Save: -2 Type: Ingestive
Onset: 4-24 Hours Run: 24-48 hours
Result: Debilitating/Death Cost Per Dose:
Baneberry is native to temperate woodlands. The plants grow to three feet in height with large
spreading leaves with sharp, toothed margins. The plants have small white or bluish flowers.
The berries are shiny and are found in summer and autumn. Effects: A small dose (1-4 berries)
is enough to cause a burning in the stomach, dizziness and increased pulse. Larger amounts
cause nausea, vomiting, bloody diarrhea, convulsions and shock followed by kidney failure and
death. A save indicates that the victim will recover, the symptoms however, are the same.
Prolonged contact with the plant causes skin rashes. The berries are often confused with
blueberries in mountain forests.
Barba amarilla
Save: -2 Type: Insinuative
The Net Book of Poisons: 18
Save vs. poison or all voluntary muscles will cease to function for 1-4 (1d4) days. Save at -2
Basidirond Spores
Save: +0 Type: Inhalant
Onset: 2-5 rounds Run: 1-4 rounds +2
Result: Nil/Hallucinations Cost:
A failed saving throw results in vivid hallucinations. These hallucinations generally take the
form of the character’s fears. A character with a fear of spiders would suffer the hallucination
of thousands of spiders crawling on him/her, a character fearing disease would perceive
everyone around him as diseased and shy away from them, etc. The GM should tailor the
hallucinations produced by the spores to fit the individual characters.
Basilisk’s Eye
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-4 turns
Result: Nil/Damage & Paralysis Cost Per Dose: 1000 gp
A mixture of nerve toxins doing 3-24 hp of damage upon a failed saving throw and causing
paralysis for 1-4 turns. (Palladium Role Playing, P. 138)
Belladonna (Nightshade)
Save: -4 Type: Ingestive
Onset: 3 turns Run: 1-24 hours
Result: Debilitating/Death Cost Per Dose: Common
Fruits are purple-black berries; flowers (June-September) are dull, pale purple-blue. All parts of
the plant are poisonous, particularly the roots, leaves, and berries. Effects are listed in order of
appearance: Dilated pupils; blurred vision (-2 to hit with missile weapons); increased heart rate;
dry mouth; disorientation (-4 to all attack rolls, +4 to armor class); hallucinations; impaired
vision; loud heart beat (audible at several feet); aggressive behavior; rapid pulse and
respiration; convulsions; coma; and death. Belladonna takes its name from the practice of
certain women who would use eye drops of the substance to dilate their pupils. This was
thought to enhance their beauty, hence "bella donna" or beautiful woman. It is a common
cosmetic in large cities, and can be purchased there without comment for about 5 gp a dose.
Type: F, Injected, Hemotoxin. This powerful poison, greatly prized by drow nobles for
assassination, is also known as Elash Elghinn, "Silent Death", after the venomous water
serpent of the same name. The venom takes effect immediately, causing damage to the
victim's blood vessels and causing dramatic and extensive hemorrhaging. Within minutes, the
victim will gush blood from his mouth, eyes, nose and ears. He will have time to develop
The Net Book of Poisons: 19
bruises all over his body before he mercifully dies. Drow find death caused by this venom to be
particularly entertaining. However, there are certain individuals who seem to be immune to
Belbol d'Elghinn, and upon whom it has no effect at all. However, when it does work it causes
a spectacular (if regrettably short) show. Frequency of Active Ingredient: Very Rare. Cost per
Dose: 300 gp in Underdark, as much as 1,400 gp elsewhere
Belpren:
Save: -4/+0 Type: Contact/Ingestive
Onset: Instantaneous Run: 1 round
Result: See below Cost Per Dose:
This is a luminescent blue acidic substance does 1-12 (1d12) damage instantly upon skin and
internal tissues. 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
Black mead:
Save: -4 Type: Ingestive
Onset: 1 rnd Run: 15 rnds
Result: Damage Cost Per Dose:
Clear liquid or gel, smells like honey. Does 10-80 (10d8) damage, starts in 1 round, runs it's
course in 15 rounds. Causes disorientation (-2 to hit, damage, 30% chance of spell failure)
after 20 points of damage are taken; Disorientation increases in steps of 10 points (Additional -
1 to hit, damage, +5% to spell failure). This effect wears off 1-3 turns after poison has run it's
course. Save for half damage at -4
Bleeding heart:
Save: +2 Type: Ingestive
Onset: 1-2 hours Run: Instantaneous
Result: Nil/Death Cost Per Dose:
This plant toxin causes erratic muscle spasms causing the victim to roll a system shock
successfully or die immediately on the spot
Bloodfire
Save: +0 Type: Ingestive
Onset: 1 round Run: 1 hour
Result: Nil/Damage Cost Per Dose: 350 gp
Bloodfire is an unusual poison. When the victim fails his saving throw vs. poison, he feels a
strange warmth run through his veins. In a matter of seconds, his inside surge with an
incredibly painful burning sensation. All rolls, including attack, damage, reaction, proficiency,
saving throws, ability and morale checks, are made at a -3 penalty. In addition, the victim
suffers a +3 penalty to his armor class. Affected individuals cannot cast, as the pain caused
The Net Book of Poisons: 20
Bloodflower
Save: +0 Type: Inhalant
Onset: Instant Run: 2-12 turns
Result: Nil/Sleep Cost Per Dose:
The flower exudes a fast-acting narcotic perfume that is effective within a 5’ radius. Victims
must save vs. poison or fall asleep immediately. This sleep lasts 2-12 turns and the victim
cannot be awakened without the use of a neutralize poison spell or similar magic.
Bloodroot
Save: -1 Type: Ingestive
Onset: 1-2 hours Run: 2-3 hours
Result: Cost Per Dose:
Bloodroot is a perennial herb with thick roots and red juice. The flowers are shiny, white, and
poppy-like in shape with eight petals. The plant blooms in early spring and is commonly found
in rich woodlands. All parts of the plant are poisonous. Contact with the plant’s red sap can
cause skin rashes. Effects: reduction in heart function and muscle strength (-2 to strength).
Death occurs from overdoses after violent vomiting, extreme thirst, pain and soreness,
followed by heaviness in the chest and difficulty in breathing, dilation of the pupils, faintness,
coldness of the skin. Death results from heart failure. Bloodroot has a bitter and acrid taste.
Bloodrot:
Save: -1 Type: Insinuative
Onset: 1-4 rounds Run: 3-18 rounds
Result: debilitating/death Cost Per Dose:
Bloodrot toxin causes nausea, vomiting, faintness, vertigo, and insensibility. It reduces the
body’s 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:
Save: -1 Type: Insinuative
Onset: 1-4 rnds Run: 3-6 rounds
Result: Nil/Paralysis Cost Per Dose:
This elixir is derived from the thorns and stalks of the bloodthorn vine. If a save vs. poison is
failed the victim is paralyzed for 3-6 (1d4+2) rounds. Save is made at -1
Blowfish poison:
Save: -4 Type: Ingestive
Onset: 1 turn - 4 Hours Run: 1-2 Hours
Result: Debilitating/death Cost Per Dose:
The Net Book of Poisons: 21
Effects: Difficulty speaking, paralysis spreading into respiratory system, nervous system.
Death results from convulsions or respiratory arrest within 1-2 hours. Note: venom is found in
the fish’s ovaries and is NOT destroyed by cooking.
Causes the victim to become dizzy and light-headed, as if under a FUMBLE spell for 48 hours.
Braylock:
Save: -1 Type: Ingestive
Onset: 1-2 rounds Run: 1 turn
Result: Damage Cost Per Dose:
An odorless, syrupy, amber liquid. Does 5-40 (5d8) damage, starts in 1-2 rounds, runs it's
course in 1 turn. Save for half damage at -1
Breek:
Save: 0 Type: Ingestive
Onset: 1-8 rnds Run: 1-4 turns
Result: Nil/Damage Cost Per Dose:
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:
Save: +2 Type: Ingestive
Onset: 1 turn Run: 2-12 days
Result: Nil/Coma/death Cost Per Dose:
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. At the end of the 2-12 days, the victim must
make a system shock roll, failure means death.
Buluka:
Save: -2 Type: Contact
Onset: 1-6 rnds Run: 1 turn
Result: Damage Cost Per Dose:
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
Bryony
Save: -1 Type: Ingestive
Onset: 4-16 hours Run: 2-12 hours after onset
Result: /death Cost Per Dose:
The Net Book of Poisons: 22
Bryony is primarily a healing plant, and its use as a poison assumes that there is a delay in
treatment. Poisonous parts of the plant include berries and roots. Effects: burning of the
mouth after ingestion, followed by nausea and vomiting. Other symptoms are diarrhea,
convulsive coma, and paralysis. Death results from respiratory arrest. Byrony juice is also a
skin irritant, causing blisters.
C
Save: Type: Insinuative
Onset: 2-5 rnds Run:
Result: Damage Cost Per Dose:
2-8 hit points of damage with a successful saving throw, 25 hit points if the saving throw is
failed.
Cascabel venom:
Save: -0 Type: Insinuative
Onset: Instantaneous Run: 1 turn
Result: Damage/Death Cost Per Dose:
Save or die else take 2 points of damage per round for 1 turn, or until the venom is neutralized.
There is an antidote to this venom, but it only works 35% of the time
Catfish, Giant
Save: +0 Type: Contact
Onset: Instant Run: Instant
Result: 1/2/Damage Cost:
The feelers of the giant catfish secrete a toxin that causes 2d4 points of damage on contact. A
save vs. poison limits the damage to 1d4 points.
Caustar
Save: Special Type: Contact
Onset: Instantaneous Run: Instant/3 rounds
Result: Nil/Damage/Pain Cost Per Dose: 50 gp
Caustar is brewed from very toxic herbs, and is used by many mercenaries. One dose coats a
medium-sized slashing or piercing weapon, or two small weapons of the same type, and lasts
for 2d4 successful hits. When the weapon hits and does damage to an opponent they must
save vs. poison. Failure means that the hit does 2 extra points of damage. The caustar enters
the wound and slows its closing, also causing extreme pain. A successful save means that
The Net Book of Poisons: 23
only the caustar’s pain factor affects its target. The victim suffers a -1 penalty to all rolls for 3
rounds.
Chak:
Save: -0 Type: Contact ?
Onset: 1 round Run: 1-3 rounds
Result: Damage Cost Per Dose:
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. Save for no damage at -4.
Chayapa:
Save: 0 Type: Insinuative
Onset: Instantaneous Run: 3-7 rounds
Result: Nil/Sleep Cost Per Dose:
A blue liquid, used on arrows, darts, needles, and sometimes in daggers of venom. It must be
injected and works only on humanoids, 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
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
Choldrith Venom
Save: +0 Type: Insinuative
Onset: 1-2 rounds Run: 16 hours
Result: Nil/Damage, Paralyzation
Obtained from a sub-race of the chitine (a Lloth-worshipping Underdark race) this poison
causes 13 hp of damage and has a paralytic element that lasts 16 hours. Normal saving
throws apply.
Claria
Save: +2 Type: Ingestive
Onset: 1-4 rounds Run: 3 hours
Result: See Below Cost Per Dose:
Claria causes a temporary loss of magical abilities when absorbed into the magic user’s
bloodstream. Its usual form is that of a thick syrup that is added to a drink. Effects begin
within moments of consumption and include dizziness, loss of magical abilities, inability to
focus, and a slight headache. A stronger version of this drug, known as Hy’Claria exists and is
The Net Book of Poisons: 24
detailed later in this volume. (Adapted from the Lejentia Campaign Book One: Skully’s Harbor,
Task Force Games 1988)
Convultionary (Skintwister):
Save:-1/+0 Type: Ingestive/Insinuative
Onset: 1-8 rnds/1-4 rnds Run: 3-18 rounds
Result: Debilitating Cost Per Dose:
Causes involuntary muscle spasms, placing the character out of action for 3-18 rounds
Corrabus poison:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
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: Type:
Onset: Run:
Result: Cost Per Dose:
Coulmbine:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
This poison causes acute shortness of breath, the victim may fight or move rapidly for only
three rounds before having to rest for a round. This lasts for 10-20 (1d10+10) rounds
Crowfoot:
Save: +0 Type: Ingestive, Inhalant
Onset: 1-4 rounds Run: Special, see below
Result: Nil/Death Cost Per Dose:
Save vs. poison or this poison will cause acute blistering inside the trachea causing the victim
to slowly choke to death in 3 rounds (plus constitution bonus)
Crystal elixir:
The Net Book of Poisons: 25
Created by Alchemy from crystal ooze, this will paralyze victims for 3-18 (3d6) rounds and will
do 2-8 (2d4) damage. Save for half damage
Cuph:
Save: +1 Type: Ingestive?
Onset: 1-6 rnds Run: 1-8 turns
Result: Nil/Damage Cost Per Dose:
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
Curare is derived from the Strychnos Toxifera plant, found in tropical regions. Though the
entire plant is fatal, curare is made from the plant’s sap. Crude or raw curare is a resinous,
aromatic, dark sticky mess from a clinging vine. Curare is harmless when swallowed. It is
administered through injection, or through use as a blade venom (the name “Flying Death”
results from its frequency as an arrow venom). Effects: paralysis of muscles, starting with the
eyelid and face, followed by the inability to lift the head. Within seconds of injection the poison
affects the diaphragm, the victim’s pulse drops drastically. Paralysis of the lungs occurs next.
Death results from respiratory failure. During the death throes the victim turns blue. Similar
Poisons, and other names: urali, woorar, ourari, urari
Creatures caught within a spore cloud must save against poison or feel drowsy, with a deep,
peaceful sleep coming on in 1-4 rounds. Even those who save are affected as per a confusion
spell for 1-4 rounds, and must save again 10 rounds later if they haven’t left the vicinity of the
cloud. Creatures failing their saves will fall to the ground, asleep, and will remain in this state
until they are removed from the radius of the cloud and a neutralize poison spell is cast on
them (without this spell, 1-3 days are required before the victim wakes up).
Cyanide:
Save: -4 Type: ingestive
Onset: Immediate Run: 1-15 minutes
Result: 4d4 damage/death Cost Per Dose:
Cyanide occurs naturally in a large variety of fruit seeds and pits. Cyanide has a faint “bitter-
almond” odor and in its various forms can be ingestive, contact or an inhalant. The poison in
The Net Book of Poisons: 26
the seeds is only released if the seeds are chewed. Ingested or inhaled cyanide cause
immediate unconsciousness (if a saving throw vs. poison is failed) convulsions and death in 1-
15 rounds. If the save vs. poison is successful the victim takes 4d4 hit points of damage, but
suffers no further ill effect.
D
Save: Type: Insinuative
Onset: 2-5 rnds Run:
Result: Damage Cost Per Dose:
2-12 hit points of damage with a successful saving throw, 30 hit points if the saving throw is
failed.
Darkshaft
Save: -2 Type: Insinuative
Onset: Immediate Run: 2d6 rounds
Result: Nil/Hallucinations/vertigo Cost Per Dose:
This poison is a fiendish concoction that causes nightmarish hallucinations. Victims must save
vs. poison at -2 or suffer -2 on their rolls “to hit” and -2 on their dexterity for 2d6 rounds.
Darksnake:
Save: +1 Type: Contact
Onset: 1 round Run: 1-10 rounds
Result: Nil/Damage Cost Per Dose:
Reddish powder, leaves a pale red discoloration on flesh or others surfaces when applied.
Does 4-24 (4d6) damage, starts in 1 round, runs it's course in 1-10 rounds. Save for no
damage
Death coma:
Save: +0 Type: Inhalant/Insinuative
Onset: 1 round Run: 5-20 rounds
Result: Nil/Debilitating Cost Per Dose:
Save vs. poison or this toxin causes total loss of muscular coordination and rapid breathing.
Victim may not move unassisted while under the influence of this toxin, lasts 5-20 (5d4) rounds
This toxin appears only in the form of powder, as it is made from a RARE form of mushrooms.
Once a victim has been poisoned by this substance, the effects will not begin to show until 10
to 20 (1d10+10) hours after the initial introduction. This toxin kills by dissolving the red blood
cells in the blood stream, as such the victim must save vs. poison (at -3) or they die in 1-6
hours. This requires a NEUTRALIZE POISON and a RAISE DEAD to recover the victim
Deathdust *
Save: +0 Type: Insinuative/Contact
Onset: 1-3 rounds Run: 1 round
Result: Nil/Death Cost Per Dose:
Deadman:
Save: -2 Type: Contact
Onset: 2-5 rounds Run: Instantaneous
Result: Nil/Death Cost Per Dose:
A pale white plant which thrives only in darkness, deadman is commonly found in caves, the
hollows of rotting trees, and so forth. The leaves of this plant exude a lethal toxic contact
poison, a single touch often being sufficient to cause death within two to five minutes' time.
Deadman sells for over two hundred gold lumens per dram on the black market, and is a
favorite of assassins from Arim to Rajanistan.
Devilroot:
Save: +0 Type: Ingestive
Onset: 2d10 rounds Run: 3 turns
Result: Debilitating/Death Cost Per Dose:
Devilroot is a rare species of plant recognizable by its blue-black, 'horned' leaves. The plant's
forked root is a deep crimson in color and averages about 12 inches in length when fully
grown. When dried and prepared in the proper fashion the root yields a powder with toxic
properties. A single dose, taken internally, can cause death within just a few moments. The
timely administration of a poison antidote will generally counter the plant's toxic effects, though
victims may suffer long-term side effects (reduction in Strength or Con. (-2 to each score,
lasting from two to twelve weeks). (adapted from The Naturalist’s Guide to Talislanta)
Deathwine:
Save: -4 Type: Insinuative/Ingestive
Onset: 1 round Run: 1-2 rounds
Result: Damage/Death Cost Per Dose:
Odorless, burgundy colorless liquid. Often mistaken for wine. May be used both ways, as
insinuative (Blade venom) or as ingestive (Food poison). It is tremendously lethal. A save is
allowed (at -4), and if it fails, death occurs in 1 round. If the save is successful, the victim still
takes 25 damage, 12 points of damage in the first round and 13 points in the second round. If
an antidote is to be used, it must be administered within six segments or it will not be effective.
Deathwine and it's antidote are EXTREMELY RARE. This poison will effect ANY humanoid
even trolls and the like
The Net Book of Poisons: 28
Save vs. poison for 1/2 damage. Full damage is 6-48 (6d8) of damage. As a secondary effect,
this poison causes blindness for 11-16(1d6+10) turns. A successful saving throw indicates that
blindness has been avoided, though all missile and distance attacks will be made at -2 for 1
turn. This blindness is temporary and is cured by application of a neutralize poison spell.
Hobbits are not effected by this poison in any way.
Devil-Ale:
Save: +0 Type: Ingestive
Onset: 1-3 rounds Run: 2-5 turns
Result: Nil/Damage Cost Per Dose:
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.
Diffenbachia:
Save: +0 Type: Ingestive
Onset: Run: 3-12 rounds
Result: Cost Per Dose:
Save vs. poison or this toxin causes complete relaxation of the vocal chords. Lasts for 3-12
(3d4) rounds
Doshenkana:
Save: +0 Type: Ingestive
Onset: 1-3 hours Run: 3-12 hours
Result: Debilitating/Death Cost Per Dose:
A fine, dull green powder with a bitter taste. Within three hours of ingestion the victim begins to
experience shortness of breath, blurred vision and nausea. This is followed by convulsions,
there is a 70% chance the victim will die. In non-fatal cases, the victim requires two weeks of
convalescence. There is a 40% chance of permanent eye damage. Resistance can be
acquired by intake of gradually larger doses.
Dragon Venom:
Save: +0 Type: Ingestive
Onset: 2-8 hours Run: 2-12 hours
Result: Nil/Damage Cost Per Dose: 3000 gp
A mixture of herbs and venoms, this murky liquid has a slight aftertaste and no odor, it does 8-
64 hp damage per dose, save for no damage (indicating that the victim has detected the
venom and spit it out promptly).
Dragonfish poison:
The Net Book of Poisons: 29
The poison is slow-acting, and creatures injected with the toxin must make a saving throw vs.
poison at a -4 or dies. If successful, the character suffers a -2 penalty on all attack rolls for the
next 1d12+4 hours.
Dreambliss:
Save: +0 Type: Insinuative
Onset: Varies by size of victim Run: 2-8 hours
Result: Nil/Sleep Cost Per Dose: 200-1200 gp
Dream juice:
Save: +0 Type: Ingestive
Onset: Instantaneous Run: 1-10 rounds
Result: Nil/Death Cost Per Dose:
Green, black or white fluid. Does 3-24 (3d8) damage, starts immediately, runs it's course in 1-
10 (1d10) rounds. Causes its victims to fall down and become catatonic and have vivid
pleasant dreams while dying. Save for no damage
Drider Spittle
Save: -2 Type: Insinuative
Onset: Run: 1-2 turns
Result: Nil/Paralysis Cost: N/A
This is just what the name implies, drider spittle. A failed saving throw results in paralysis
lasting 1-2 turns.
Droon poison:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
Save vs. poison at -4 Victim suffers weakness and lassitude the round after being struck,
resulting in -4 to hit, 1/2 movement and a +4 to armor class. At the end of the round the victim
will fall unconscious and sleep for 2d4 hours. Drow sleep poison is a black, gummy substance,
rather like molasses. It reacts to both air and sunlight. It will remain potent for a year if kept in
a sealed packet but loses its efficacy 60 days after exposure to air (either aboveground or in
The Net Book of Poisons: 30
the Underdark). It loses its potency instantly when exposed to sunlight. (The Vault of the
Drow, The Drow of Underdark) See Khaless (q.v.)
Dus poison:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
This poison paralyzes the victim and then they must save or take 1-4(1d4) damage every
round until neutralized
Dwarfbane:
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 3 rounds
Result: 1/2 Damage/Damage Cost Per Dose:
This is a rare gummy oil that is poisonous only to dwarves. Used as an insinuative it is
commonly smeared upon weapons. It will not dry out, but prolonged exposure to air will lesson
it potency (+2 on save). Upon contact, it does 1-8 (1d8) damage with a pain "like blazing
skewers" and a further 1-6 (1d6) points of damage on the next three rounds. A successful save
indicates half damage
E
Save: Type: Insinuative
Onset: Instant Run: 1 round
Result: Damage/Death Cost Per Dose:
A successful saving throw results in 20 hit points of damage, a failed save results in instant
death.
Elvenbane (Athinar)
Save: +0/-4 Type: Insinuative
Onset: Instantaneous Run: 3 rounds
Result: Damage/Death Cost Per Dose: 310 gp
This poison is lethal only to elves, used against creatures of other races it is a damage poison,
causing 2-12 hit points of damage on a failed saving throw. When used against elves the
saving throw vs. poison is made at a -4, and a successful saving throw indicates that the victim
take 2-12 (2d6) damage.
Erwurgwort
Save: +1 Type: Ingestive
The Net Book of Poisons: 31
Description: Brilliant blue flowers, many small flowers on a long stalk. Availability: Very Rare,
Autumn, Coniferous forest Effects: To avoid the worst of the damage, the recipient must make
a saving throw vs. poison at +1. If the saving throw is successful the victim suffers respiratory
problems and uncontrolled shaking for the next five hours (-1 to Strength, Dexterity and
Constitution). If the saving throw is failed the victims breathing becomes labored, after about
one hour the victims lungs are attacked by the poison and are paralyzed, leading to
asphyxiation.
Ettercap poison:
Save: +0 Type: Insinuative
Onset: 1-4 turns Run: Instant
Result: Nil/Death Cost Per Dose: 1,000 gp
The poison secreted by an ettercap is highly toxic and very similar to the poison of giant
spiders. A creature injected with it must immediately roll a saving throw vs. poison. A failed roll
means that the creature dies within 1d4 turns when the toxin paralyzes the victim's heart.
Ettercap poison is highly valued, partly because of its extreme toxicity and partly because it is
rather difficult to obtain. An ettercap's poison glands hold only one ounce of poison at any
time, but this ounce is worth up to 1,000 gp on the open market.
Made from the eyes of an EyeKiller, the recipient must save vs. poison or die, else the victim
takes 3-18 (3d6) damage
F
Save: Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
Fansolin (Mindbender)
Save: -1 Type: Ingestive
Onset: 1-6 rounds Run: 1-4 hours
Result: See below Cost Per Dose: 1000 gp/dose
When this tall plant flowers it is picked and crushed, flower and all, and mixed with water. The
mixture ferments for two months, is strained and distilled. This yields a purple liquid. Three
The Net Book of Poisons: 32
pounds of plant material yields one ounce of drug. One half ounce of drug is mixed in 1/2 cup
of liquid. After 1-6 rounds a hypnotic state is induced in the victim. This lasts for 1-4 hours
depending on the subject. This allows someone to command the victim to do anything. If the
command is contrary to his beliefs, alignment, etc., he is allowed to save vs. Poisons. If
successful, the victim can refuse the order, but must roll to save against each command. The
drug is enjoyed for its complete euphoria and total loss of physical sensation. Addicts suffer
memory loss.
Flydance:
Save: +2 Type: Inhalant
Onset: 1-3 rounds Run: 1-6 rounds
Result: Nil/Convulsions Cost Per Dose:
A green odorless liquid. Can be made into a gas, otherwise used as Chayapa. Acts in 1-3
rounds. Causes convolutions 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
Foxtail:
Save: +0 Type: Ingestive
Onset: 1-6 turns Run: 1d6+4 hours
Result: Nil/Paralysis Cost per Dose: 2-4 gp
A short-stemmed plant usually found in meadows and grasslands, Foxtail has dark red flowers
during the late summer months. Foxtail is a strong ingestive poison, and will cause paralysis
unless a successful saving throw is made. The victim will be paralyzed for 1d6+4 hours. The
victim does receive an INT. check to find out if the food is drugged (Foxtail has a very special
taste, and all herbalist will immediately recognize it - no test necessary).
Frin:
Save: +0 Type: Ingestive
Onset: 1-3 rounds Run: 1-8 rounds
Result: Nil/Damage Cost Per Dose:
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
G
Save: Type: Ingestive
Onset: 2-12 hrs Run:
Result: Damage 20/10 Cost Per Dose:
The Net Book of Poisons: 33
Gaboon:
Save: -2 Type: Insinuative
Onset: See below Run: See below
Result: Nil/slow, Damage
A unique venom, as it is very powerful but slow (save at -2). If a save is not made the victim will
seem to be under a SLOW spell, the next day, the victim will be totally paralyzed. The following
days, the victim will take 5 points of damage a day (cumulative: 5, 10, 15, 20,...) until the
poison is neutralized
Galas:
Save: +0 Type: Ingestive/Insinuative
Onset: 1-3 rnds Run: 2 turns
Result: Nil/Damage Cost Per Dose:
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
Garbug toxin:
Save: +0 Type: Insinuative
Onset: Run: 1-6 turns
Result: Nil/Paralysis Cost Per Dose:
Ghoul sweat:
Save: +1 Type: Contact
Onset: Instant Run: 5-10 rnds
Result: Nil/Paralysis Cost Per Dose:
A scummy green gel, used like Chayapa. Smells like rotten meat. It's effects are to paralyze
for 5-10 (1d6+4) rounds. It acts immediately. Save for no effect at +1
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
Goldbug poison:
Save: +0 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
A tiny frog native to The Green Hell. Native tribes in the region use the frog’s poisonous
secretions to coat their hunting darts. The poison can be extracted and bottled, but it is both
dangerous and tedious, because of this, the poison is extremely rare outside of The Green
Hell.
Golden fool:
Save: +0 Type: Contact
Onset: 1 round Run: 1-8 rounds
Result: half damage/damage Cost Per Dose:
Gold powder. Touch does 4-48 (4d12), starts in 1 round, runs it's course in 1-8 rounds. Save
for half damage. Completely undetectable on gold items, otherwise it leaves a gold
discoloration after application
Gurch
Save: -4 Type: Contact
Onset: 1 round Run: 1-10 turns
Result: half/damage Cost Per Dose:
Dark green liquid or powder, smells like wax. Starts in 1 round does a flat 75 points of damage
over 1-10 turns. Very painful; victim disabled after taking 15 points of damage, cannot walk,
fight, barely able to talk. Save for half damage at -4
Gyronite poison
Save: Type:
Onset: Run:
Result: Cost Per Dose:
The Net Book of Poisons: 35
H
Save: Type: Ingestive
Onset: 1-4 hrs Run:
Result: Damage 20/10 Cost Per Dose:
Hallorn’s rest is a mushroom found in shady hollows during the summer months. It is
recognized by its dirty white color, large “hat”, and long root. The mushroom is gathered, dried
and crushed into a fine powder (the entire process takes four weeks). This powder is then
mixed with food or drink and ingested. A strong hallucinogen, the powder causes heavy sleep,
and vivid nightmares. It is these dreams that cause the greatest effect, they are very
unpleasant. The victim will sleep for 2-8 hours, regardless of attempts to wake him/her.
Repeated use of this drug/poison can result in insanity.
Harvestman poison:
Save: +0 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Damage Cost Per Dose:
This is not strictly speaking a poison, but a very potent alchemical creation. Using a certain
nerve cluster in the brain of an illithid, the potion is magical in nature. It's cost reflects both the
rarity of its active ingredient and its unusually long duration. It is an effective, if expensive, toxin
to use against a spellcaster, as it acts in almost all respects as the “feeblemind” spell. It does
have an interesting variation, though: rather than reduce the victim to a state of retardation, it
causes hallucinations and paranoid delusions for its entire duration, punctuated only by
interludes of catatonia. This is a potion dearly loved by the sadistic drow.
Hellebore, Black:
The Net Book of Poisons: 36
The poison has a blistering effect on the mucous membranes of the mouth, causes severe
diarrhea, vomiting. After several hours paralysis of extremities--convulsions. If the save is
made, the symptoms vanish after 2-12 (2d6) rounds, else the victim dies after a like amount of
time
Hemlock:
Save: -4 Type: Ingestive
Onset: 3 turns Run: 3-12 Hours
Result: Nil/Death Cost Per Dose:
Heavy, sweet odor and taste, does 4-32+10 hit points of damage per dose. Causes internal
bleeding, doing 1d8 damage per day until an antidote is administered or neutralize poison is
cast. Cost is 100 gp/dose. (Palladium Role Playing, P. 138, and the Writer’s Guide to Poisons)
Hornet, Giant
Save: +0 Type: Insinuative
Onset: Run: 2-12 hours
Result: Nil/Damage, Incapacitation Cost:
The poison causes 5-30 hit points of damage on a failed saving throw and results in
incapacitation for 2-12 hours.
Also known as "Leap" or "Deathdance". This is an odorless oil. It works only by insinuation. It's
effects are the same regardless of dosage and appear 1-4 (1d4) rounds after application. Huld
causes severe muscle spasms involving nausea and the loss of motor control, balance, and
speech - lasting for 1-6 (1d6) rounds. During this time the victim is helpless, but by no means
an easy target since he/she/it is thrashing around wildly and unpredictable. Mental processes
are totally unaffected (I.E.: Psionics or other communication can be initiated or continued, and
in some cases a psionic ability can be used to control or stop the poisons effects). A particular
individual will be 95% resistant to Huld for a period of 10-21 (1d10+9) days after exposure to it,
and thus repeated doses will not be effective. Huld will effect all individuals
Hy’Claria
Save: -2 Type: Insinuative/Ingestive
Onset: 1 round Run: See Below
Result: See Below Cost Per Dose:
Hy’Claria is a more powerful version of the drug/poison Claria. Hy’claria is encountered in both
ingestive and insinuative forms. Primarily used against wizards, Hy’claria causes the loss of
magical abilities and brings on wracking headaches, dizziness, blurred vision and severe
The Net Book of Poisons: 37
stress to the cardiovascular system. Within seconds of contact (ingestion or insinuation) the
victim will begin to feel dizzy and will be unable to stand or cast spells. This effect lasts for 8-
12 hours. Residual effects; loss of magical powers and occasional dizziness, can last for up to
two weeks.
I
Save: Type: Ingestive
Onset: 2-12 rnds Run:
Result: Damage 30/15 Cost Per Dose:
Ikaheka venom:
Save: +0 Type: ?
Onset: 1-6 rounds Run: 1-6 turns
Result: Nil/Debilitation Cost Per Dose:
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: +0 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
Ink coprinus:
Save: +0 Type: Ingestive
Onset: Run:
Result: 1/2 damage/Damage Cost Per Dose:
Comes from a very common mushroom. It is most toxic when consumed with alcoholic
beverages. Does 5-20 (5d4) damage, save for half damage
J
The Net Book of Poisons: 38
Compared to some of the other poisons used by drow, this is no more than a gentle warning. It
is not directly fatal, though the poisoned one might wish it were otherwise. It could become
lethal if the poisoner is able to strike while his victim is weakened. The poison is brewed from
the venom pouch of the rakhyrr, a blind species of underground toad. The victim is plagued by
intense nausea, vomiting, fever, chills and malaise. A *neutralize poison spell will take care of it
immediately, limiting its usefulness against the priestesses of Menzoberranzan. Cost per Dose:
25 gp in Underdark, as much as 60 gp elsewhere.
The threat of this nut lies in the very pleasant taste of the seeds, since anyone who tastes one
will instinctively eat more of them. Difficulty breathing, sore throat, bloating, dizziness,
vomiting, diarrhea, drowsiness, and leg cramps. The tree grows in tropical regions, where the
nut is used for soap and candle-making and the seeds are taken as a folk remedy
[purgative]though they are dangerous.
Jeteye:
Save: +0 Type: Ingestive
Onset: Immediate Run: 9-16 rounds
Result: 1/2 damage/Damage Cost Per Dose:
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:
Save: -3 Type: Ingestive
Onset: 1-10 rounds Run: 1-3 turns
Result: 1/2 damage/Damage Cost Per Dose:
The Net Book of Poisons: 39
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
Found in warm climates. The plant has large, funnel-shaped purple or white flowers and an
unpleasant odor. The fruit, appearing in Autumn, is prickly, ovoid or globular, and contains
numerous wrinkled black seeds. All parts of the plant are toxic. The juice and wilted leaves
are particularly poisonous. Effects: headache, vertigo, extreme thirst, dry burning sensation of
skin, dilated pupils, blurred vision, loss of sight, involuntary motion, mania, delirium,
drowsiness, weak pulse, convulsions, and coma, ending in death. Common methods of use: a
tea brewed from the leaves, smoke from burning leaves.
Ju-Ju Wine:
Save: +0 Type: Ingestive
Onset: See Below Run: See Below
Result: See Below Cost Per Dose:
K
Save: Type: Contact
Onset: 2-8 rnds Run:
Result: Damage 5/0 Cost Per Dose:
This is the famous sleep-poison of the drow, used on their crossbow bolts to immobilize an
enemy so that he can be killed at leisure. The active ingredient comes from the spores of the
“oloth'arr” mushroom. While the mushroom itself is fairly common, harvesting the spores is not
an effortless chore. Still, it is common enough to be almost trademark. The poison attacks the
central nervous system, causing the victim to fall asleep as per the wizard spell for 20 rounds.
Unlike the magical version, elves are vulnerable to this effect, as it is biological and not
magical. Cost per Dose: 15 gp in Underdark, as much as 50 elsewhere
Kolas:
The Net Book of Poisons: 40
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:
Save: +1 Type: Contact
Onset: 1 round Run: 1-10 rounds
Result: 1/2 damage/Damage Cost Per Dose:
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
Kumba:
Save: -3 Type: Ingestive
Onset: 1-6 rounds Run: 1 round
Result: Nil/Death Cost Per Dose:
Odorless, colorless liquid. Starts in 1-6 rounds, death follows one round thereafter. Save for
no damage at -3, Failed save means death
L
Save: Type: Contact
Onset: 2-8 rnds Run:
Result: Damage 10/0 Cost Per Dose:
Land urchin
Save: -1 Type: Insinuative
Onset: 1-2 rnds Run: 6 turns
Result: Nil/Paralysis Cost Per Dose:
The land urchin is a small scavenger that is often mistaken for a small bush or cactus. The
creature produces a poison that produces paralysis (lasting 6 turns)
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, convolutions, and terrific internal cramps with burning pain. It does 1-6 (1d6)
damage in the first round, 2-12 (2d6) damage in the second round, and 1-4 (1d4) damage in
the third and final round. Thereafter it will do no more damage, regardless of dose, and further
exposure to Lhurdas will cause discomfort and failure to heal, but no more damage. This
resistance lasts for 3-25 (3d8) days. This is an ingestive poison only. Save for half damage
Lomat:
Save: -2 Type: Ingestive
Onset: 1-6 turns Run: 1-4 turns
Result: 1/2 damage/Damage Cost Per Dose:
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
Effect: The victim falls unconscious, and if a saving throw is failed, dies instantly. If the save is
made, the victim will remain unconscious for 1-6 hours. There is no known antidote for this
poison.
Effect: The victim is afflicted with a long-lasting mental lethargy (Treat as a Feeblemind spell)
lasting 2-5 weeks. A successful saving throw reduces the victim’s intelligence score by 1-4
points, each point being recovered after one hour’s rest. A neutralize poison spell removes the
effects at once.
Effect: If a saving throw vs. poison at -1 is failed, the victim is paralyzed for 7-12 hours. If the
save is successful the victim is paralyzed for 1 hour.
Effects: The victim becomes afflicted with a debilitating sickness lasting 1-4 days. At the end
of this period a saving throw is made vs. poison with a -2 penalty. Failure results in death.
During the illness the victim’s hit points are reduced by 90% and cannot be recovered save by
magical cures such as a neutralize poison spell.
Effects: When the dust from this lotus is inhaled It causes the victim to experience intense
hallucinations. The hallucinations are accompanied by auditory and other sensory input, and
are extremely unpleasant and frightening. These hallucinations overpower the victim and may
cause insanity if a saving throw vs. poison is failed. Permanent insanity can be acquired if a
second saving throw vs. poison at +2 (made only if the first saving throw failed) is failed; this
save is made at the end of the 5-8 hour period of hallucinations. The nature of the insanity
inflicted is randomly determined.
Effects: The victim’s strength and dexterity are reduced by half (round fractions up) for 3-6
weeks if a save vs. poison is failed. If the save is made, the loss lasts for only 2-8 turns, and
only one point from each score is lost.
Luptak:
Save: +0 Type: Insinuative/Inhalant
Onset: 1 round Run: 3-6 turns
Result: Nil/Debilitating Cost Per Dose:
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
M
Save: Type: Contact
Onset: 1-4 rnds Run:
The Net Book of Poisons: 43
Magebane:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
A very stable liquid that can be disguised as any other potion (Commonly disguised as potions
of HEROISM). The effect is one of severe mental sluggishness and effectively causes the
victim to have one third of their actual intelligence.. Lasts one round per intelligence point
"lost"
Mandrake:
Save: +0 Type: Ingestive
Onset: Run:
Result: Cost Per Dose: 100 gp
(Ingestive) bitter taste, virtually no odor, does 5-40+10 per dose, save for half damage. Costs
100 gp/dose. (Palladium Role Playing Game, p. 138) The root of this herb sends the recipient
to sleep. The sleep will last Five hours, during which time the person cannot be woken except
by a Neutralize poison spell or potion. The root is said to bear a Resemblance to the naked
male form, hence its name. The plant has Several dark green leaves which are about 1 foot
long. The purple Flowers of the plant are bell shaped. The root of the plant must be Boiled on
the night of a full moon and left to sit for an entire month Before use.
Megalo-centipede:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
This is an acidic toxin, it burns the skin for 1-8 (1d8) damage. Save for half damage
Mindshadow:
Save: Varies, see below Type: Insinuative/Ingestive
Onset: 1-3 rounds Run: 5-20 turns
Result: Nil/Confusion (see below) Cost Per Dose: 300-1800 gp
This non-magical poison is brewed from a variety of arboreal fungus and is available in most
temperate climes for between 300-1,800 gp per dose. When introduced into a human's
bloodstream, mindshadow causes extreme disorientation and both visual and auditory
hallucinations in the victim, who must make a saving throw vs. poison to resist the effect (onset
time is only 1-3 rounds).
The Net Book of Poisons: 44
Victims failing their save become confused (as per the wizard spell) for 5-20 turns. During
that time, the victim is highly susceptible to suggestion (-6 penalty to the saving throw 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 by necromancers
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 +1 to +4
bonus to their save (onset time 2-12 rounds, depending on their physical size and the amount
of poison employed). If they fail, they are only slowed (as the wizard spell) for 2-12 turns (with
no susceptibility to suggestion, as in humans). Dwarves are immune to the poison's effects.
Monkshood:
Save: +1 Type: Ingestive
Onset: Run: See below
Result: Cost Per Dose:
This poison causes acute vomiting and diarrhea for 1-4 (1d4) turns and if a save is not made
(+1), the victim will have intense convulsions and die in severe pain in 2-8 (2d4) segments
Morphius:
Save: +3 Type: Inhalant
Onset: Immediate Run: 2-20 rnds
Result: Nil/Sleep Cost Per Dose: 10 gp
Morphius is a parasitic plant which grows amidst the branches of trees and bushes. The
fragrance exuded by its deep blue blossoms induces sleep in most types of living creatures,
usually of fairly short duration (2 to 20 rounds, on the average). Seven drams of morphius
blossom, distilled as an elixir, will cause sleep of a much longer duration (2 to 12 hours,
generally speaking) if taken orally. Morphius usually costs about ten gold lumens per dram.
Morphus:
Save: -2 Type: Ingestive
Onset: 1 round Run: 1-6 turns
Result: Nil/Sleep Cost Per Dose:
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:
Save: +0 Type: Ingestive
Onset: 1-10 rounds Run: 1-4 turns
Result: half damage/damage Cost Per Dose:
Odorless, colorless liquid. Starts in 1-10 rounds, throws victim into painful twisting convulsions,
then does 15 points of damage per round until victim dies. Convulsions have a 50% chance of
causing an extra 1-6 points of damage in each round.
Myconid-H:
The Net Book of Poisons: 45
Save vs. poison or begin to hallucinate for 2-16 (2d8) rounds. Roll below:
01 - 10 : Cower & Whimper
11 - 15 : Stare into nothingness
16 - 18 : Run in a random direction
19 - 20 : Attack the nearest creature
Myconid-P:
Save: Type: Inhalant
Onset: Instant Run: 2-6 rounds
Result: Nil/Passivity Cost Per Dose:
Save vs. poison or be totally passive. Victim may only watch, cannot take any actions, even if
they are being attacked. Lasts for 2-6 (1d6, treating all 1's as 2's) rounds
N
Save: Type: Contact
Onset: 1 rnd Run:
Result: Death/25 Cost Per Dose:
Naga, Dark
Save: +0 Type: Insinuative
Onset: Instant Run: 1-6 rnds
Result: Nil/Damage, Sleep Cost Per Dose:
Save or take 1-2 hit points of damage and fall into a drugged sleep for 1-6 rounds.
Needleleaf:
Save: +0 Type: Contact
Onset: 1/10 segment Run: 1 turn
Result: Nil/Irritation, see below Cost Per Dose:
Needleleaf is found in temperate forest regions. The plant is light green in color with thick,
spongy leaves, the needleleaf is classified as a variety of succulent. The plant is sensitive to
vibrations occurring within a ten foot radius area. In response to such stimuli, the plant
launches a shower of inch-long, barbed needles. The needles contain a mild toxin that causes
an unpleasant burning and itching sensation (Onset 1/10th of a segment, Run time: 1 turn, -1
on all rolls to hit, due to the distraction). Permanent blindness can result if the plant's spiny
projectiles strike a creature's eyes. A mature needleleaf may have sufficient needles to launch
The Net Book of Poisons: 46
up to a dozen such attacks. The collected needles are ground into a fine powder and used as
a mild contact poison. (The Naturalist’s Guide to Talislanta)
Neogi Venom
Save: +0 Type: Insinuative
Onset: Instant Run: 1-8 rounds
Result: Nil/Slow, as per spell Cost:
Second, the bite of the neogi is poisonous. Those bitten and failing a saving throw vs. poison
are affected as by a slow spell for 1d8 rounds. Multiple bites will extend this period by an
additional 1d8 rounds per bite.
Nettle:
Save: +1 Type: Contact
Onset: 1-4 rounds Run: 1-20 days
Result: Nil/Irritation, see below Cost Per Dose:
A light brown powder that causes extreme skin inflammation. The burning, itching & stinging
can last up to 20 days. This causes -3 to hit and -2 to damage and armor class
Nibon:
Save: -4 Type: Ingestive
Onset: 1 round Run: 1 turn
Result: 1/2 damage/Damage Cost Per Dose:
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
Ninthla poison:
Save: +3 Type: Insinuative
Onset: 1 round Run: Varies
Result: Catatonia/Death Cost Per Dose:
Save vs. poison or die, a successful saving throw indicates that the victim falls into a catatonic
state lasting 1-20(1d20) days.
O
Save: +0 Type: Insinuative
Onset: 1-3 hrs Run: 2-12 hours
Result: Nil/Paralysis Cost Per Dose:
Oleander
Save: -4 Type: Ingestive/Special
The Net Book of Poisons: 47
Oleander is an evergreen shrub favoring temperate climates. It has narrow leaves, milky sap
and white, pink or red flowers. All parts of the plant are poisonous, including the nectar of the
flowers. The water in which cut flowers are placed soon becomes poisonous, and smoke from
the burning plant is also poisonous. Symptoms are: sweating, vomiting, bloody diarrhea,
unconsciousness, respiratory paralysis and death.
Opia:
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 1-10 rounds
Result: Nil/Blindness Cost Per Dose:
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
Opium
Save: -2 Type: Inhalant, Ingestive
Onset: 1-4 rnds Run: 2-4 hrs
Result: Lethargy/Death Cost Per Dose:
A gummy substance, opium can be smoked, chewed or drunk. In liquid form, opium is a thick,
sweet syrup. Symptoms appear within 1-4 rounds of exposure and include nausea, vomiting,
pinpoint pupils, slow, shallow breathing and weak pulse. Victims also experience a loss of
sense of time and space, euphoria and elevated pain threshold. A failed saving throw results
in a deep coma, followed by death.
This poison is brewed from venoms of five different spiders. As all spiders are sacred to Lolth,
the venoms must be carefully harvested without killing the spiders. All of the spiders used are
huge in size, allowing for more easy harvest of the venom. The collected venoms are then
dried to a powder and added to a strongly-flavored food or drink, as it does have a slight sour
taste. The poison causes chills, fever and prostration for several hours, and, if not halted by a
*neutralize poison spell, does permanent damage to the body's immune system. This makes
the victim more susceptible to disease and poison in the future (-2 to all poison saves and
Constitution/Health checks vs. disease), a weakness that can only be counteracted later by
use of a heal spell. Cost per Dose: 150 in Underdark, as much as 500 elsewhere
Orvas:
Save: +0 Type: Insinuative/Ingestive
Onset: Immediate/18-24 turns Run: See Below
Result: Nil/Damage Cost Per Dose:
The Net Book of Poisons: 48
This is a translucent liquid with a green cast and bitter-sweet taste. It does 1-6 (1d6) damage
upon entering the bloodstream (immediately if introduced into a wound or scrape, or in 18-24
{1d6+17} turns if introduced by ingestive means), and 1-4 (1d4) points of damage on the next
two rounds. A successful save vs. Orvas means that it is ineffective against that creature.
Orvas is an antidote to Varrakas if introduced into the bloodstream before Varrakas has run it's
course (Both counteract each other) Orvas works only on mammals
P
Save: +0 Type: Insinuative
Onset: 1-3 hrs Run: 2-12 hours
Result: Debilitative Cost Per Dose:
Pedipalp, Giant
Save: +0 Type: Gas
Onset: Instant Run: 1-6 rnds
Result: Nil/Muscle Spasms Cost:
An acrid, irritating yellow gas that causes all in its area of effect to save vs. poison. Those
failing are affected with twitching muscular tremors and spasms for 1-6 rounds, during this time
they fight with a -3 penalty.
Pink lightning:
Save: -4 Type: Ingestive
Onset: 1-6 rounds Run: 1-3 rounds
Result: 1/2 damage/Damage Cost Per Dose:
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
Praka:
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 1d6 rounds
Result: Hallucinations/Damage Cost Per Dose:
Small blue & white speckled pellets. Starts in 1-4 rounds, does 2-20 points of damage each
round for 1d6 rounds. Causes vivid, monstrous hallucinations; 25% chance of permanent
insanity in victim somehow survives.
Prespa:
Save: +0 Type: Ingested
Onset: 1-3 rounds Run: 1d12 rounds
Result: Nil/Vertigo, damage Cost Per Dose:
The Net Book of Poisons: 49
(Also called "Mother's Bane") This is an odorless, colorless liquid that mixes readily with any
drinkable except for milk and it's byproducts (from which it separates almost instantly).
Effective only in humans, and only if it is ingested. It causes sudden dizzy spells and visual
disorientation, beginning 1-3 (1d6/2) rounds after ingestion and lasting 1-12 (1d12) rounds.
During this time the victim moves unsteadily and fights at -2 to hit and +2 worse on armor
class if having normal vision. If the victim has infravision, the effect is only -1/+2. At the same
time, the victim endures 1-2 (1d4/2) damage per rounds as surface blood vessels burst all over
the body (Giving a blotched, reddened appearance to the skin). Each round a successful
saving throw will avoid the damage, but if the victim suffers injury through combat or
misadventure during the round, no saving throw is allowed
Pseudo-Dragon poison:
Save: Type: Insinuative
Onset: Run: 1-6 days
Result: Cost Per Dose:
Save vs. poison or fall into a catatonic state for 1-6 days
This is a poison greatly favored by Matron Mothers for use in their torture chambers. Brewed
from the venom of the ghostyk, a strange insectoid creature that resembles a praying mantis, it
attacks the central nervous system, rendering its victim completely incapable of movement,
though fully capable of feeling pain. Why it should be so prized by the drow should be obvious.
Note that this is a biological, not magical or terror-induced effect: elves are fully susceptible.
()Frequency of Active Ingredient: Uncommon Cost per Dose: 25 gp in Underdark, up to
75 gp elsewhere
Does 8-32(8d4) damage. This toxin will paralyze elves for 3-8 (1d6+2) turns. Save vs. poison
for no effect.
The Net Book of Poisons: 50
Rhododendron:
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: See Below
Result: Vertigo/Death Cost Per Dose:
Save vs. poison or this poison causes vertigo and headaches, watering of the eyes and
fluttering of the heart that is followed in 2-8 (2d4) rounds by irregular and slow pulse
convulsions and paralysis of the arms and legs. The victim will die 12 rounds after the slowed
pulse begins
S
Save: Type: Insinuative
Onset: 2 rnds Run: 1-4 rnds
Result: Sleep Cost Per Dose:
Scarlet Sporozoid:
Save: +0 Type: Contact
Onset: 1 rnd Run: ?
Result: Nil/Infestation & Death Cost Per Dose:
The scarlet sporozoid is a small, blood-red variety of mushroom found only in dark, damp
environs such as swamps, caverns, and ancient crypts. If disturbed or approached carelessly,
the fungus will expel a cloud of crimson spores in a five foot radius area. Each of the tiny
spores is a living, feeding entity that will greedily devour organic substances of any sort: hide,
flesh, and even bone included. The spores feed continuously until the unfortunate victim is
dead, new scarlet sporozoids then growing from the unwitting host's corpse. Only fire or strong
acid will kill the malignant spores, neither treatment being without its own harmful side effects
to victims infected by these insidious organisms. If placed in a sealed glass jar the spore dust
may be obtained with little risk, and later employed for a variety of purposes. (adapted from
The Naturalist’s Guide to Talislanta)
Scorpion, Black
Save: +0 Type: Insinuative
Onset: 1-2 rounds Run: ?
Result: Nil/Paralyzation. Damage Cost Per Dose:
Scorpion, Giant
Save: Type: Insinuative
Onset: 1 round Run: Instant
Result: Nil/Death Cost Per Dose:
The Net Book of Poisons: 51
The victim must save versus poison or die the next round.
Scorpion, Huge
Save: +0 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
Scorpion, Large
Save: +2 Type: Insinuative
Onset: 1 round Run: Instant
Result: Nil/Death Cost Per Dose:
The victim must save versus poison or die the next round. However, the poison of the large
scorpion is weaker than normal, giving the victim a +2 on his saving throw.
Scorpion’s Blood:
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Damage Cost Per Dose: 1500 gp
Actually a mixture of neuro-toxins (Scorpion, spider, and snake venom) This yellow-tinged
liquid does 4-32 hp of damage (if a saving throw is failed). Cost per dose is 1,500 gp.
(Palladium Role Playing, P. 138)
Serpent, Winged
Save: +0 Type: Insinuative
Onset: 1 rnd Run: 2 rnds
Result: half damage/damage Cost Per Dose:
A corrosive, acidic fluid. This poison has an onset time of 1 round and inflicts an additional 2d8
points of damage for the following 2 rounds (half damage if a save vs. poison is made).
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:
Save: -3 Type: Ingestive
Onset: Immediate Run: 1-6 rounds
Result: 1/2 damage/Damage Cost Per Dose:
Silvery liquid. Does 4-40 hit points of damage, sets in immediately, runs it's course in 1-6 (1d6)
rounds. Save for half damage at -3
The Net Book of Poisons: 52
Silver lotus:
Save: +1 Type: Inhalant
Onset: 1-2 turns Run: 1-6 turns
Result: Temporary loss of Con/Death Cost Per Dose:
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
Skullcap:
Save: +0 Type: Ingestive
Onset: 1-2 rounds Run: 1 hour
Result: Nil/Variable by dose Cost Per Dose: 70 gp
Skullcap is a poisonous variety of mushroom notable for its bone-white cap and black, bowed
stem. Taken in minute quantities of one half dram or less, the mushroom can cause highly
irrational and even violent behavior, such symptoms lasting up to one hour. A dram or more
will cause swift and painless death in most cases, usually within one to two minutes. The
Wildmen of Yrmania have, through long use, developed a virtual immunity to the more toxic
effects of skull-cap Most have also been rendered insane, a possible side effect of this
hallucinogenic substance. Per dram, skullcap can cost as much as seventy gold lumens.
Skyzorr'n poison:
Save: +0 Type: Insinuative
Onset: 1 round Run: 2-8 turns
Result: Nil/Damage & Dex/Str. loss Cost Per Dose:
Save vs. poison or take 2-5 (1d4+1) damage and lose one point from strength and dexterity for
2-8 (2d4) turns
Slovefoot (grass)
Save: +1 Type: Ingestive
Onset: 1 turn Run: 1-4 turns/6-12 hours
Result: Nil/Sleep Cost Per Dose: 1 gp
Slovefoot is a tall grass with woolly white flowers. It is harvested in autumn from marshy
ground and brewed into a thin green liquid. When added to food or drink slovefoot induces (or
forces) the person to sleep. A successful saving throw (at -1) means that the victim remains
awake, but fights at -2 on to hit rolls and with a +2 penalty to armor class due to lethargy.
Failure means 6-12 hours of sleep. The person wakes up clear and refreshed but unable to
remember anything that happened the last 3 hours before taking the drug.
Snake, Poisonous
There are many types of poisonous snake in the world. I’ve gathered them here, along with a
table for “generic” poisonous snakes.
Snake, Amphisbaena
Save: Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
Save vs. poison or die. If this venom is left out in the open air, it will evaporate in 4-7 (1d4+3)
segments
Snake, Birdsnake:
Save: +0 Type: Insinuative
Onset: 1-4 rounds Run: 1-10 rounds
Result: 1/2 damage/damage Cost Per Dose:
Save or take 2 points of damage per round for 1-10 (1d10) rounds. A save indicates half
damage
Snake, Fire:
Save: +0 Type: Insinuative
Onset: 1-4 rnds Run: 2-8 turns
Result: Nil/Paralyzation Cost Per Dose:
Snake, Giant
Save: +0 Type: Insinuative
Onset: Run:
Result: Nil/
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)
Save vs. poison or take 1-6 hp of damage per round for 10 rounds.
Save vs. poison (-3) or take 6-36 (6d6) damage. A successful save indicates half damage.
Soultravel*:
Save: vs. spells Type: Contact
Onset: Immediate Run: 4-16 turns
Result: Nil/Severs the connection between body and spirit
Cost Per Dose:
Spider, Bolas:
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-2 rounds
Result: Nil/Death
Spider, Crystal
Save: +0 Type: Insinuative, Contact
Onset: Instant Run: 1-4 rounds
The Net Book of Poisons: 55
Result: Damage/Death
Crystal spider venom is highly acidic, it quickly destroys all the flesh it touches. Most victims die
quickly and in great pain, and those who survive suffer terrible burns from the acid and are
often crippled or disfigured. Damage with a successful saving throw is 2-16 hit points.
Spider, Elfbane
Save: Varies Type: Insinuative
Onset: Varies Run: Varies
Result: Varies
The severity of a bite from an Elf-bane spider varies as a function of the victim's race, affecting
onset time, damage, and saving throw adjustment, see the table below. The adjustment to the
victim's saving throw is
cumulative with any other adjustments, such as those due to low or high constitution. For
example, while Gwenn, an Elf, faces immediate death (with a -4 penalty to her save) should
she be bit; Halminok, a Dwarf, has a good chance (+4 bonus to his save) to remain unaffected,
especially if he also has a high constitution.
Those skilled in herbalism or the making of poison can extract enough poison from one spider
for 2d6 applications--the poison has the same properties as above and retains its potency for
12.
Spider, Gargantuan
Save: -2 Type: Insinuative
Onset: 1-3 rounds Run: 2-8 turns
Result: Nil/Coma
When bitten, a victim must make a successful saving throw vs. poison, with a penalty of -2, or
fall into a coma for 2d4 turns.
Spider, Giant:
Save: +0 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death
This poison causes immediate death if the victim fails the saving throw.
Spider, Hairy
Save: +2 Type: Insinuative
Onset: 1 rnd Run: 2-5 rnds
Result: Nil/Disorientation Cost Per Dose:
The hairy spider’s weak poison causes temporary disorientation, giving the victim a +1 penalty
on armor class, -1 to attack rolls, and -3 on dexterity.
Spider, Huge
Save: +1 Type: Insinuative
Onset: 1-3 turns Run: 1-3 turns
Result: Nil/Damage
Victims receive a +1 to saving throws vs. the poison of the huge spider.
Spider, Hunting
Save: +2 Type: Insinuative
Onset: 1-3 turns Run: 15 rnds
Result: Nil/Damage Cost Per Dose:
Spider, Large:
Save: +2 Type: Insinuative
Onset: 1-4 rounds Run: 15 rounds
Result: Nil/Damage
The large spider's poison is Type A, the onset time is 15 minutes. Victims take 15 points of
damage, or no damage if a saving throw vs. poison (with a +2 to the roll) is successful.
Spider, Phase:
Save: -2 Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death
Phase spiders have Type F poison, and victims receive a -2 penalty on saving throws against
it.
Spider, Phoenix
Save: +0 Type: Insinuative
Onset: Instant Run: Instant
The Net Book of Poisons: 57
Result: Damage/Death
The poison kills if a save vs. poison is missed; the damage taken for a successful saving throw
is 4-20 hit points.
Spider, Polar
Save: -2 Type: Insinuative
Onset: 1-2 rounds Run: Instant
Result: Nil/Death Cost:
This spider's venom is unusually poisonous, and all saves vs. poison are at -2 against it.
Spider, Snow
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-10 turns
Result: See below Cost Per Dose:
Does 3-24(3d8) damage (Half if save is made) and victim is blinded for 1-10 turns. If the save
is missed, the victim is permanently blind.
Spider, Watch
Save: +1 Type: Insinuative
Onset: 1-2 rnds Run: 2-8 turns
Result: Nil/Paralysis Cost Per Dose:
Spiga venom:
Save: +0 Type: Insinuative
Onset: 1 round Run:
Result: 1/2 damage/Damage, Paralysis Cost Per Dose:
Does 2-12(2d6) to 12-72(12d6) damage and paralyzes the victim. A save indicates half
damage and no paralyzation.
Stingray poison:
Save: +0 Type: Insinuative
Onset: 1-2 rnds Run: 5-20 rnds
Result: Nil/Paralysis Cost Per Dose:
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
Stonefish toxin:
Save: +0 Type: Insinuative
Onset: 1-4 rounds Run: See below
Result: Damage/Death Cost Per Dose:
This toxin from the stonefish is given is small doses in respect to the intense pain that is
causes. The pain, which is described as instantaneous, intense, sharp, and burning radiating
within minutes from the wound site, involving the entire leg, groin, abdomen, or if in the upper
The Net Book of Poisons: 58
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 save failed) will happen one to six (1d6) hours after the initial onset of the toxin.
Each successive dose will reduce the victim's save by one for each dose introduced.
Stunjelly poison
Save: +0 Type: Contact
Onset: 1-4 rnds Run: 5-20 rnds
Result: Nil/Paralysis Cost Per Dose:
Save vs. poison or be stunned and paralyzed for 5-20 (5d4) rounds
Svirfneblin poison:
Save: +0 Type: Inhalant
Onset: Immediate Run: 1-6 rounds
Result: Nil/Stunned Cost Per Dose:
Causes no damage, victim must save vs. poison or be stunned for 1 round and then Slowed
for 1-6 rounds. A successful Save vs. poison indicates no effect.
Sytharm
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1 turn
Result: Nil/Hallucinations Cost Per Dose: 150 gp
Often used by the lower classes in large cities, sytharm is a hallucinogen. When injected, the
victim is allowed a saving throw (which he may voluntarily forego). If the saving throw is failed,
the user is overwhelmed by strange sensations and visions. The effects are similar to those of
a “Spectral Force” spell; the victim behaves as though the hallucinations were real and
present, but cannot defy the laws of physics. A victim who believes he is walking on a rainbow
bridge cannot float over a chasm, though he won’t move past what he thinks is a brick wall. In
some areas, distilled sytharm is sold much cheaper, around 10 gp per dose. However, the
effects are only 3 rounds, and the hallucinations are less realistic. Addiction is possible,
though it is totally psychological. Each time a person willingly takes a dose of sytharm they
must make a wisdom check at -1. Success means they realize that this is addictive. Failure
means they will take another dose, if one is available. Checks are made after each dose
taken, though there is a cumulative -1 penalty applied to each successive dose (after a 10th
dose the wisdom check is made at a -10 penalty). Each day without a “fix” results in a -1
penalty to all rolls. The addict may make a Constitution check (with the penalties for a day
without a dose) to come off the addiction, if he goes one day without a dose.
The Net Book of Poisons: 59
Teko
Save: -3 Type: Contact
Onset: 1 round Run: 1-3 rounds
Result: 1/2 damage/Damage Cost Per Dose:
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
Tenamort poison
Save: Type: Insinuative
Onset: 1 round Run: 1-6 rounds
Result: Nil/Paralysis Cost Per Dose:
Save vs. paralyzation or be paralyzed 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
Save: -3 Type: Insinuative
Onset: 1 round Run: 6-36 turns
Result: Nil/Paralysis Cost Per Dose:
Does 1-6 (1d6) damage and save (-3) or be paralyzed for 6-36 (6d6)turns
Thri-Kreen Venom
Save: +0 Type: Insinuative
Onset: 1-2 rnds Run: Varies
Result: Nil/Paralyzation Cost Per Dose:
Save throw vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed
for 2d10 rounds, man-sized for 2d8 rounds, large creatures for 1d8 rounds, and huge and
gargantuan creatures for only one round.
Thrum:
Save: +1 Type: Ingestive
Onset: 1-4 rounds Run: 1-3 turns
Result: 1/2 damage/Damage Cost Per Dose:
A light blue 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
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-6 rounds
Result: Nil/Paralysis Cost:
The Net Book of Poisons: 60
Tigerfly venom is a watery amber liquid that is usually mixed with oil or jell to help it stick to
weapon surfaces. It is ineffective as a contact or ingestive poison.
Toad, Poisonous
Save: +2 Type: Insinuative
Onset: 1-2 rnds Run: 24 hours
Result: Nil/Coma, Death Cost Per Dose:
A weak, hemotoxic poison, save vs. poison at +2. Failure means the victim falls comatose and
will die within 24 hours unless treated.
Tri-flower pollen
Save: -1 Type: Inhalant
Onset: 1 round Run: 1-4 days
Result: Nil/ Comatose slumber Cost Per Dose:
Triflower Enzyme
Save: +0 Type: Contact
Onset: Instant Run: Until washed away
Result: Nil/Damage Cost:
Triflower enzyme does 2-8 hit points of damage per round, until it is washed away or
neutralized. The poison is easily removed by water. A successful saving throw indicates the
poison did not touch exposed skin.
Trif
Save: -2 Type: Ingestive
Onset: 1-4 turns Run: 1-12 rounds
Result: Damage Cost Per Dose:
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
Trollsblood
Save: +1 Type: Insinuative
Onset: 1-4 rounds Run: 1-6 rounds
Result: Nil/Damage Cost Per Dose:
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:
Save: +1 Type: Ingestive
Onset: 1-10 rounds Run: 1-6 turns
Result: 1/2 damage/Damage Cost Per Dose:
The Net Book of Poisons: 61
A pale yellow liquid or powder, smells like ripe melons. Does 5-30 (5d6) damage, starts in 1-
10 rounds, runs it's course in 1-6 turns. Save for half damage at +1
Twilight bloom
Save: +0 Type: Contact/Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost:
The flowers of the Twilight bloom are cup shaped, purple and very fragrant and exude a syrupy
poison. A single drop is enough to poison a man-sized creature.
Tylatch:
Save: -2 Type: Inhalant
Onset: 1 round Run: 6 turns
Result: 1/2 damage/Damage & Sleep Cost Per Dose:
Clear liquid, smells like sandalwood. Starts in 1 round, runs it's course in 6 turns, doing 10
points of damage per turn. Victim fall instantly asleep, cannot be awakened. Save for half
damage at -2. If victim survives, they will awaken after the 6 turn duration
This clear liquid smells strongly of roses, making it difficult to disguise, as a result it is often
placed on fresh flowers or mixed into perfume or scented oils. The poison is named after the
Jezulien sorceress Tzolo, in whose tomb it was rediscovered.
&
Ulcrun:
Save: +2 Type: Insinuation
Onset: 2 rounds Run: See Below
Result: Nil/See below Cost Per Dose:
This is a milky white, viscous liquid that is effective on all warm blooded creatures, by
insinuation only. 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: -3 Type: Inhalant
The Net Book of Poisons: 62
Save vs. poison (-3) or fight/defend at -3 due to nervous spasms, lasts for 3-18 (3d6) rounds
Valley-Lilly:
Save: Type:
Onset: Run:
Result: Cost Per Dose:
A neuro-toxin that effects the pulmonary muscles. It causes the heart to beat at a very irregular
rate. The beat will be 1-100 (1d100) per round. Victim will take 30 - constitution per round.
Toxin lasts 1-6 (1d6) rounds
Varrakas:
Save: +0 Type: Ingestive
Onset: 18-24 rounds Run: 1 round
Result: Nil/Damage Cost Per Dose:
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:
Save: +2 Type: Ingestive
Onset: 1-6 turns Run: 1-6 days
Result: Nil/Damage Cost Per Dose:
Pale purple liquid or powder, smells like raisins. Does 10-100 (10d10), starts in 1-6 turns,
runs it's course over a period of 1-6 days (assess appropriate points of damage each day,
dividing total into one hour increments). Agonizing very slow death. Save for no effect.
Veilbud:
Save: +2 Type: Ingestive
Onset: 1 turn Run: 3-6 turns
Result: Nil/Stomach Cramps Cost Per Dose: 2-6 gp
Veilbud causes violent stomach cramps for 1/2-1 hour. The victim is unable to do much beside
collapsing on the floor in agony.
This rare poison is taken from the toxin sacs of the uncommon dakhree fish that swims in
certain Underdark lakes. The brewer must remove the sacs with gloves on his hands if he
wishes to avoid being poisoned himself. The sacs are located all over the fish's six-inch body,
and are tiny, requiring a steady hand and delicacy to remove effectively, hence the rarity. The
dakhree fish hunts by rubbing against its prey, releasing the toxin onto its victim. On most fish,
the effect is instantaneous, though humanoids take longer. At the time of onset, the poison
causes the victim to convulse as the potent substance attacks his nervous system. The victim
begins grand mal seizures and suffers spinal damage, his back arching and twisting violently
as his body jerks involuntarily. If the poison is not neutralized before it has run it's course, the
victim will require a cure serious wounds spell to recover from the nervous system damage:
bed rest alone is not sufficient to cure him of the debilitating aftereffects. Frequency of Active
Ingredient: Rare Cost Per Dose: 175 gp in Underdark, as much as
800 elsewhere
Venomwood:
Save: +0 Type: Insinuative
Onset: 1 round Run: 2-8 hours
Result: See below/Death Cost Per Dose:
The venomwood tree is a rare variety of tropical plant found only in the jungles of the Green
Hell. Its wood exudes a virulent poison which is thought to protect the tree from boring insects.
The cannibalistic Na-Ku tribes make 'poison arrows' from the branches of venomwood. Victims
hit by these arrows first experience searing pain in the area surrounding the wound, followed
swiftly by noticeable loss of strength. Unless and antidote or magical cure can be obtained
even the slightest wound from a poison arrow will result in death within two to eight hours.
Illegal in all civilized lands, these arrows are greatly favored by assassins, and are sometimes
available through black market connections. (The Naturalist’s Guide to Talislanta)
Vilmat:
Save: +1 Type: Ingestive
Onset: 3-7 rnds Run: 1 turn
Result: Nil/damage, Int. loss Cost Per Dose:
Clear oily liquid. Does 6-36 (6d6) damage, starts in 3-7 (1d4+3) rounds, runs it's course in 1
turn. This actually reduces the creatures intelligence by one point per six points of damage
taken. Save indicates half damage
Vocal:
Save: +2 Type: Ingestive, Inhalant
Onset: 1 round Run: 24 hrs.
Result: Nil/Mute Cost Per Dose:
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:
Save: +0 Type: Ingestive
Onset: 1-6 turns Run: 1-3 turns
The Net Book of Poisons: 64
Does 4-12(4d3) points of damage and blinds the victim, save for no effect.
- - -
Weeverfish toxin:
Save: -1/special Type: Insinuative
Onset: Instant Run: 2-24 hours
Result: See below Cost Per Dose:
Weeverfish toxin produces instant pain, becoming more intense until it peaks, leaving the
victim incapable of voluntary action. The pain causes the victim to thrash about wildly, victims
may also lose consciousness. Symptoms last from 2-24 (2d12) hours and are accompanied by
headaches, fever, chills, cardiac palpitations, and convulsions. More than one dose is usually
deadly (save vs. poison at -3). It is used commonly by the upper echelon of the assassin's
guild as a warning (One dose only causes the pain and convulsions)
Derived from a type of seaweed, Wharifin takes the form of a brown-green powder. It is
commonly added to food, where it is virtually undetectable except for its faintly sweet
aftertaste. In liquids it dissolves clear and without flavor.
Whipsting Venom
Save: -4 Type: Contact, Insinuative
Onset: 1 rnd Run: 3 rounds
Result: Nil/Weakness, nausea Cost:
Whipsting poison is effective both internally and by skin contact). The victim must save versus
poison at -7 to avoid the venom effects. If the save fails, the prey shudders uncontrollably on
the round following the sting-strike. Nausea and weakness ruin all attacks and spellcasting
attempted by the victim on that round, and cause the automatic dropping of all wielded or
carried objects. Tasks requiring high manual dexterity are impossible. The victim suffers a
one-round armor-class penalty of 1. On subsequent rounds, the victim can move normally but
is still weak; attacks are at -1 on attack and damage rolls initially -2 on the round following, -1
on the next round and normal thereafter.
Save vs. poison or fall asleep (Instantly) for 8-96(8d12) days, a save indicates grogginess (-2
to hit, -2 to Armor class) for 1 turn.
Witch Bane:
Save: +0 Type: Contact
Onset: Immediate Run: Immediate
Result: Nil/Damage Cost Per Dose: 1500 gp
A blend of toxins doing 4-32+4 damage on contact with bare flesh (save for no damage). Cost
is 1500 gp/dose. (Palladium Role Playing, P. 138)
Witchhand:
Save: +1 Type: Contact
Onset: 1-4 rounds Run: 1-10 rounds
Result: Nil/Damage Cost Per Dose:
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 at +1 for no damage
Worm, Purple
Save: Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
Victims must make a successful saving throw vs. poison or be slain instantly.
Wyvern venom:
Save: Type: Insinuative
Onset: Instant Run: Instant
Result: Nil/Death Cost Per Dose:
X
Save: +0 Type: Insinuative
Onset: 1-4 rnds Run: 1-4 rnds
Result: Death/Nil Cost Per Dose:
X
Save: +0 Type: Ingestive
Onset: 1-2 hours Run: 1-4 hrs
Result: Death/Damage Cost Per Dose:
Yaksa:
Save: +2 Type: Contact
Onset: 1-8 rounds Run: 1-4 turns
The Net Book of Poisons: 66
Yellowbog Poison:
Save: +1 Type: Inhalant
Onset: Immediate Run: 1-6 rounds
Result: Nil/Damage Cost Per Dose:
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. The cloud will
dissipate in 1-6 rounds. Save for half damage.
Zebrilla toxin
Save: +2 Type: Insinuative
Onset: 1 round Run: 1-12 rounds
Result: Nil/Damage, convulsions Cost Per Dose:
Does 1-4 (1d4) damage and the victim must save or suffer violent convulsions lasting 1-12
rounds.
Zzotza
Save: +0 Type: Insinuative
Onset: 1 round Run: 2 turns
Result: 1/2 damage/Damage Cost Per Dose:
Zzotza is a popular insinuative venom, usually reserved for use on needle traps. Save for half
damage. It does 1-20 (1d20) damage, 1 point per round.
The Net Book of Poisons: 67
The methods of poison delivery are limited only by the poisoner’s imagination and skills. What
follows are a list of possibilities, drawn from various sources;
-placing the poison, in gel or oil form, directly on the victim’s fork/spoon. Victim and food taster
aren’t likely to use the same eating utensils. This option allows for the use of quick acting
poisons.
-A two or three part poison, one component placed in the wine, another on the eating utensils,
and the third introduced later.
-Apply contact poison to the victim’s clothing. (A truly interesting poisoner is a character in JV
Jones's "Book of Words" series. The poisoner, Baralis, poisoned a lord's collar. When the lord
wore the shirt he started to breathe the fumes and it nearly did him in. Fortunately for the lord
he made a pass at a lady and she threw her wine in his face which washed off most of the
poison.) This tactic isn’t limited to clothing and can be used with pillows and other personal
effects.
-a needle, dipped in poison and concealed in the victim’s apartments, where they are certain to
encounter it. (This requires a certain degree of familiarity with the target’s habits, and there is
a certain amount of chance involved.)
Ingestive:
The usual method was to conceal the poison in either food or wine. Although this method is
exceedingly simple, it works very well. Often A bribe to the proper servant means the demise
of the victim.
Another, more personal method it the poison-ring. While most of the so-called "poison rings"
were used to hold memento mori, such as a lock of hair from a deceased loved one, the
practice of concealing poison in rings goes back to ancient Rome.
In later periods, the devout (and highly placed) worshipper might be given poison concealed in
the Eucharist or in sacramental wine.
One might present one's host with a goblet impregnated with poison, especially arsenic, which
would gradually do him in.
Or one might use the more ingenious and cunning method of the poison knife. Such an
implement used a blade connected to a pivot in the handle. When the slightest pressure was
placed on the cutting edge of the blade, three small, envenomed, needle-sharp spikes were
driven into the hand. The poison would ideally act immediately, and the tiny punctures would
not even be noticed, leaving coroners to postulate heart attack or stroke as the cause of death.
[g]
Inhalants:
Since nosegays and pomanders are often used by the gentry to protect their delicate noses
from the unwashed masses, flowers can be poisoned in the fields and added to pomander
balls, which make ideal receptacles for finely powdered poisons.
The Net Book of Poisons: 68
One of the strangest methods of olfactory poisoning was that of Pope Clement VII, who is
reported to have died of the fumes of a poisoned torch (although why the torch-bearer was not
affected is not explained.)
Contact:
An alternate method of using contact poison is through the victim's clothing. Gloves, boots,
shirts and other garments can be impregnated with poisons such as arsenic or cantharides. If
the absorption of the poison through the skin isn’t enough to kill the victim outright, it would
produce syphilis-like symptoms. This doesn't seem so bad until one realizes that the standard
medieval treatment for syphilis was draughts of mercury... another poison.
Countermeasures
Nothing produces paranoia in a campaign (or society) like the threat of poison. To a powerful
or unpopular ruler it becomes a matter of great concern to protect oneself from such a fate.
Persons of note usually employ food tasters, who eat and drink their master’s food and wine.
If the taster is still alive after a suitable amount of time, the food is deemed safe. This is a far
from fool-proof system, obviously.
Beozar stones: were to be found in the stomachs of deer, which were supposedly fond of
dining on venomous snakes. Bezoars could also be found in the stomachs of gazelles,
antelopes, and other such creatures. In fact, "stones" formed of lime and magnesium
phosphates can be found in the digestive systems of various ruminants. Bezoar stones were
first used in Persia, called _pad-zahr_ or "expeller of poison." Bezoar stones were placed in
goblets to protect against poison.
Toadstones: To obtain a toadstone, one was directed to place a large toad on a red cloth, and
then wait. Eventually the toad was supposed to spit out his stone on the cloth, which was then
to be quickly snatched away. One medieval researcher complained that all he got for a long
night's vigil with a toad was an evil disposition from lack of sleep and a surly toad.[8] Another
method for obtaining toadstones was "to put a great or overgrown toad (first bruised in divers
places) into an earthen pot; put the same into an ant's hillock and cover the same with earth,
which toad at length the ants will eat, so that the bones of the toad and his stone will be left in
the pot." Toadstones were used in rings.
Powdered Emerald: powdered emerald in wine would counteract any poison, although the
gem must be large and of good quality.
Emerald, when waved over suspicious food or drink, is believed to render it safe likewise from
poison.
Amethyst was also reputed to be effective against poison. It was said that poison placed in a
cup carved from a single amethyst would be harmless, and those who drank from such a cup
would not become drunk.
The Net Book of Poisons: 69
Unicorn's horn: a detector or remedy for poison. Drinking vessels made from the horn
neutralize any poisons placed in them and provide protection from already ingested poisons...
provided the poison victim drink wine or water from the cup made of unicorn horn before the
poison has run its course. This treatment does not restore hit points already lost to poisons,
nor will it restore a poison victim to life.
The horn of the Indian rhinoceros was used in the same manner as unicorn's horn, and was
believed to have many of the same properties.
The Net Book of Poisons: 70
Choose primary and secondary effects; does your new poison kill, or is it designed to weaken
the victim? Is it completely negated by a saving throw? Note that most ingestive poisons are
“save for half-damage” as the poison has made it into the victim’s body.
Contact: numbness or tingling in the area of contact, skin irritation, headache, sweating,
blurred or double vision, blisters at area of contact, pain, cramps, muscle spasms, necrosis
(dead tissue), paralysis, itching, swelling,
These are a few suggestions, for more consult Deadly Doses, The Writer’s Guide to Poison,
Appendix C- Poisons by the Symptoms They Cause.
Determine the onset and run times. Few poisons should kill instantaneously or even within a
few minutes. Insinuative and inhalant poisons generally have shorter onset times than
ingestive. Contact poisons have varied onset times.
Cost of Poisons:
The cost of poison is based upon its type also. For every point of potential damage done if a
saving throw is failed, 5 gp is added to the base cost. For every point of potential damage
done if the saving throw is made 3 gp is added. Lethal poisons have a base cost of 500 gp.
Ingested poisons add 50% to the cost, while contact poisons add 100 gp to the cost. The final
result is the cost for one dose.
A poison doing 50 points of damage, 10 if the saving throw is successful
The Net Book of Poisons: 71
Herbal Poisons*
Alanal Chokeweed Jimsonweed
Arashni Curare Lotus dust, all types
Archer Bush Poison Cyanide Mandrake
Asarabacca Deadman Morphius
Askume Death Cup Needleleaf
Bamboo Poison Devilroot Nettle
Baneberry Diffenbachia Oleander
Belladonna Erwurgwort Opium
Bleeding Heart Fansolin Rhododendron
Bloodflower Foxtail Skullcap
Bloodroot Greenback Mushroom Slovefoot
Bloodrot Hallorn’s Rest Veilbud
Bloodthorn Hellbore, Black Venomwood
Blue-black mushroom Hemlock Wharifin
Buckeye Honey Ink Coprinus
Byrony Jatropha Curcas
“Monster” Venoms*
Achaierai Poison Couatl Scarlet Sporozoid
Archer Bush Poison Cushion Fungus Spores Scorpion, all varieties
Ascomoid Spores Dragonfish Serpent, winged
Asp Toxin Drider Spittle Silver Urchin
Asp Venom Ettercap Snake, all varieties
Assassin Bug Eye Killer Spider, all varieties
Assassin Bug Fire Snake Stonefish
Banded Krait Venom Garbug Stunjelly
Banelar Giant Hornet Teneborus
Birdsnake Venom Golden Arrow Dart Frog Tentamort
Black Hydra Imp Thri-Kreen
Black Scorpion Land Urchin Tigerfly
Black Scorpion Man-Scorpion Tri-flower
Black Widow Megalo-centipede Twilight Bloom
Black Widow Myconid-H Uropygus
Bloodthorn Myconid-P Weeverfish
Blowfish Naga, Dark Whipsting
Cascabel Neogi Whisper wasp
Catfish, Giant Pedipalp, giant Worm, Purple
Choldrith Venom Pseudo-Dragon Wyvern
Corrabus Red Fang
The Net Book of Poisons: 72
Mixtures
A Doshenkana Nibon
AA Dream Juice O
Ajida Dreambliss Opia
Alanal Drow Sleep Poison Orbb’st Ssrin
Amber Death Dwarfbane Orvas
Arashni Elvenbane P
Assassin’s Venom Flydance Pink Lightning
Assassin Snake Toxin Frin Praka
Ayala G Prespa
Babblejuice Gaboon Rathrae Dos
Basalisk’s Eye Galas S
Belbol d’Elghinn (Gift of Ghoul Sweat Scorpion’s Blood
Death) Golden Fool Skyzorr’n Poison
Belpren Golhyrr del’Ilharess Svirfneblin Poison
Black Mead Gurch Sytharm
Bloodfire Huld Teko
Bloodrot Hy’Claria Thrum
Braylock Ikaheka Trif
Breek Jal wun Jivvin Trollsblood
Buluka Jeteye Tubon
C Jima Tylatch
Caustar Khaless Tzolo’s Tears
Chak Kolas Tzolo’s Tears
Chapaya Kotra Ulcrun
Claria Kumba Varrakas
Convolutionary L Vedya
(Skintwister) Lhurdas Velkyn Ogglin
Crystal Elixir Lomat Vilmat
Cuph Luptak Vocal
D M Witch Bane
Darkshaft Magebane Witchhand
Darksnake Mindshadow X, all varieties
Death Coma Morphus Yaksa
Deathwine Mufa Zebrilla
Devil Ale N Zzotza
Magical Venoms:
Deathdust** JuJu Wine**
Haszak Soultravel**
Ingestive:
A Devilroot Morphius
Ajida Diffenbachia Mufa
Alanal Doshenkana Nibon
Amber Death Dragon venom Oleander
Arashni Dream Juice Opia
Asarabacca Fansolin (Mindbender) Opium
Babblejuice Frin Orbb’st Ssrin
Baneberry Galas Orvas
Belladonna Greenback Mushroom Pink Lightning
Black Mead Gurch Praka
Bloodroot Hellbore Prespa
Blowfish Poison Hemlock Rhododendron
Blue-black mushroom Jeteye Silver Lightning
Braylock Jima Skullcap
Breek JuJu Wine Thrum
Bryony Kolas Trif
Buckeye Honey Kumba Tubon
Claria Lhurdas Valley-Lily
Convolutionary Lomat Varrakas
(Skintwister) Lotus Dust, Purple Vedya
Cyanide Lotus Dust, Yellow Veilbud
Death cup Magebane Vilmat
Deathwine Mandrake Vocal
Demon Locust Mindshadow Wharifin
Devil’s Ale Monkshood
Inhalant:
Ascomoid Spores Cyanide Galas
Askume Death coma Jimsonweed
Basidirond Spores Death cup Lotus Dust, Black
Chokeweed Flydance Lotus Dust, Brown
The Net Book of Poisons: 74
Insinuative:
A Galas Snake, King Cobra
AA Garbug Snake, Pit Viper
AAA Giant Ant Snake, Red Mamba
Archer Bush Goldbug Spider, Bolas
Asp Venom Golden Arrow Dart Frog Spider, Crystal
Assassin’s Snake Toxin Gom Jabbar Spider, Elfbane
Assassin’s Venom Grell Spider, Gargantuan
Assassin Bug Haszak Spider, Giant Marine
Athinar* Hornet, Giant Spider, Hairy
Ayala Huld Spider, Huge
B Hy’Claria Spider, Hunting
Banded Krait Imp Spider, Large
Basilisk’s Eye (Palladium Jal wun Jivvin Spider, Phase
Role Playing, p. 138) Khaless Spider, Phoenix
Basilisk eye Land Urchin Spider, Polar
Belbol d’Elghinn Luptak Spider, Snow
Bloodrot Man-scorpion Spider, Watch
Bloodthorn Megalo-centipede Stingray
C Mindshadow Stonefish
Cascabel Naga, Dark Sytharm
Centipede, giant Neogi Teneborus
Chapaya Ninthla Tentamort
Convolutionary O Thri-Kreen
(Skintwister) Orvas Tigerfly
Corrabus P Toad, Poisonous
Couatl Rathrae Dos Trollsblood
Curare Red Fang Twilight Bloom
D S Ulcrun
Darkshaft Scorpion’s Blood Venomwood
Death coma Scorpion (all) Weeverfish
Deathwine Scorpion, Giant Whipsting
Dragonfish Scorpion, Huge Whisper wasp
Drow sleep poison Scorpion, Large Worm, Purple
Dwarfbane* Serpent, Winged Wyvern
E Silver Urchin X
Elvenbane (Athinar) Skyzorr’n Zebrilla
F Snake (All) Zzotza
Firesnake Snake, Amphisbaena
G Snake, Jameson’s Mamba
Appendices 5: Quick Reference Charts
Ingestive Poisons
Cost (gp) per dose
Saving throw adjustment Detect Onset Run Time Result
Type
A 10/+4 25/+2 50/+0 60%/30% 2-8 rounds 3 hp/rnd 3-36 rnds 1/2
AA 10/+4 25/+2 50/+0 60%/30% 1-2 4 hp/rnd 12 hp Nil
AAA 5/+4 10/+2 25/+0 80%/40% 2-20 3 hp/rnd 3-18 hp 1/2
Ajida 2,500/-4 -- -- 5%/1% 1-6 rounds 1-3 turns 5-60 1/2
Alanal 100/+2 -- -- 50%/25% 4-24 rounds 7-12 hours Euphoria Nil
Amber Death /-4 -- -- 75%/30% 1-4 rounds 2-20 rounds See text Nil
Arashni 100/+0 200/-2 300/-4 15%/5% 1-6 rounds 2-12 hours Euphoria Death
B 50/+2 100/+0 250/-2 40%/20% 2-5 rounds 4 hp/rnd 4-48 hp 1/2
Baneberry ****/-2 -- -- -- 4-24 hours 24-48 hours
C 100/+2 250/+0 500/-2 20%/10% 1-2 rnds 6 hp/rnd 6-60 hp 1/2
Claria /+2 -- -- 10%/5% 1-4 rnds 3 hours Special Special
Cyanide /-4 -- -- 25%/10% Immediate 1-15 rnds Death 4d4 hp
D 500/+0 1,000/+0 2500/-4 4%/2% 1/10 rnd 10 hp/rnd Death 25 hp
Death Cup /-3 -- -- 15%/5% 10-20 hours 1-6 hours Death Nil
Deathwine /-4 -- -- 5%/1% 1 round 1-2 rounds Death 25 hp
Demon Locust /+0 -- -- 20%/10% 1 turn 1 turn Damage,
blindness Nil
Devil-Ale /+0 -- -- 1-3 rnds 2-5 turns 60 hp Nil
Devilroot /+0 -- -- 15%/5% 2-20 rnds 3 turns Death Debilitation
Diffenbachia /+0 -- -- 1-4 rnds 3-12 rnds Mute
Nil
Doshenkana /+0 -- -- 1-3 hours 3-12 hours Death Debilitation
Dragon Venom /+0 -- -- 2-8 hours 2-12 hours 8-64 hp
Nil
Dream Juice /+0 -- -- Immediate 1-10 rnds Death Nil
E 1000/+0 2500/-2 5000/-4 4%/2% 1-4 hours 1 round Death 30 hp
Frin /+0 -- -- 1-3 rnds 1-8 rnds 3-30 hp Nil
R 500/+2 2500/+0 2500/-2 10%/5% Special 1 round Death Nil
S 100/+2 500/-2 500/-2 20%/10% 1-4 rounds 1 round Sleep 3-18 rnds Slow 3
rnds
Hallorn’s Rest /+0 -- 1-4 turns 2-8 hours sleep & Hall. Nil
Hellbore, black /-3 -- 3 turns 1-6 hours Death Debilitation
Hemlock /-4 -- -- 3 turns 3-12 hours Death Nil
Hy’Claria /-2 -- -- 1 round Varies See text See text
Ink Coprinus /+0 -- --
Jatropha curcas /-3 -- 15-20 rnds 1 hour Death Debilitation
Jeteye +0/ -- -- S Immediate 9-16 rnds Damage 1/2
damage
Jima -3/ -- -- S, O 1-10 rnds 1-3 turns Damage 1/2 damage
Jimsonweed -4/ -- -- O 1-6 rnds 2-6 hours Death Debilitation
JuJu Wine +0/ -- -- S, O Immediate Immediate Death & Zombie status
Nil
JuJu Wine, White +0/ -- S, O Immediate 0/2-5 days Living Zombie Nil
Kolas +0/ -- -- S, O 1-8 rnds 1-4 turns 8-48 hp Nil
Kumba -3/ -- -- 1-6 rnds Death Nil
Lhurdas +0/ -- -- T 1-2 rnds 3 rnds Damage 1/2 damage
Lomat -2/ -- -- 1-6 turns 1-4 turns Damage 1/2 damage
Lotus, Purple -2/ -- S 1-12 hours 1-4 days Death Debilitation
Lotus, Yellow +0/ -- -- S 1 seg. 3-6 weeks Weakness See text
Mandrake +0/100 gp -- -- T 1-3 turns 5 hours 4-40+10 1/2 damage
Mindshadow Varies/300-1800 gp -- 1-3 rounds 5-20 turns Confusion Nil
Monkshood +1/ -- -- 1-3 turns 1-8 seg Death Debilitation
1-4 turns
Morphius +3/10 gp -- -- O Immediate 2-20 rnds Sleep Nil
Mufa +0/ -- -- 1-10 rnds 1-4 turns Damage 1/2
damage
Nibon -4/ -- -- 1 rnd 1 turn 6-48 hp 1/2 damage
Oleander -4/ -- -- 1-2 rnds 2-12 rnds Death Nil
Opia +0/ -- -- S, O 1-4 rnds 1-10 rnds Blindness Nil
Opium -2/ -- -- S, O, T 1-4 rnds 2-4 hrs Death Lethargy,
Addiction
Orbb’st Ssrin +0/150-500 gp -- T 2-12 rnds Special See text See text
Orvas +0/ -- -- S, T 18-24 turns See text See text See text
Pink Lightning -4/ -- S 1-6 rnds 1-3 rnds 5-20 hp 1/2 damage
Praka +0/ -- -- S 1-4 rnds 1-6 rnds 2-20 hp/rnd Nil
Prespa +0/ -- -- 1-3 rnds 1-12 rnds Vertigo, Damage Nil
Rhododendron +0/ -- -- 1-4 rnds See text Death Vertigo
Silver Lightning -3/ -- S Immediate 1-6 rnds 4-40 hp 1/2 damage
Skullcap +0/ -- -- 1-2 rnds 1 hour Variable by dose Nil
Thrum +1/ -- -- S, O 1-4 rnds 1-3 turns 6-36 hp 1/2 damage
Trif -2/ -- -- S 1-4 turns 1-12 rnds 5-30 hp 1/2 damage
Tubon +1/ -- -- S, O 1-10 rnds 1-6 turns 5-30 hp 1/2 damage
Valley-Lily +0/ -- -- 1-4 rnds 1-6 rnds 30 hp- con/rnd Nil
Varrakas +0/ -- -- S, T 18-24 rnds 1 rnd Damage Nil
Vedya +2/ -- -- S, O 1-6 turns 1-6 days 10-100 hp Nil
Veilbud +2/2-6 gp -- -- 1 turn 3-6 turns Stomach cramps Nil
Vilmat +1/ -- -- S 3-7 rnds 1 turn 6-36 hp Nil
Vocal +2/ -- -- 1 rnd 24 hours Muteness Nil
Wharifin +0/ -- -- S, T 1-4 rnds 1-4 days Coma Sleep 1-4
rds
Types AAA through E are damage-causing poisons of the standard sort, varying in potency and damage potential
according to type and strength. Type S is a sleep-inducing poison that causes the victim to be slowed if the
save is made.
Type R ingestive poison is a three part poison which can be added to food or drink. All three stages must
be applied to the victim within 1 month, and the victim must only roll one saving throw, after the third
stage is applied. If this save is successful, the victim takes no damage; if it is failed, the victim will
die. The onset time is 1-10 days after the third stage is administered. For pricing purposes, each dose
contains all three stages.
Insinuative Poisons
Cost (gp) per dose
Type Saving throw adjustment Onset Run Time Result
A 25/+4 50/+2 100/+0 1-6 rnds 5 hp/rnd 5-20 hp Nil
AA 25/+4 50/+2 100/+0 1 rnd 4 hp/rnd 8 hp Nil
AAA 10/+4 25/+2 50/+0 1-8 rounds 3 hp/rnd 3-12 hp Nil
Archer Bush / -- -- Death 1/2 hit points
Assassin Bug /+0 -- -- 1 rnd 1 turn Paralysis Slow
Assassin Snake Varies -- -- 1-3 rds Varies Varies Nil
Assassin Venom varies -- -- 1-4 rnds 1-3 rnds Varies Nil
Athinar* /+0 -- -- Instant 3 rnds
Ayala /-3 -- -- 2 rnds 1-3 rnds 4-24 hp half
B 100/+2 250/+0 500/-2 1-4 rnds 5 hp/rnd 5-30 hp Nil
Basilisk eye /+0 -- -- 1 rnd 1-4 turns 3-24 hp/paralysis Nil
Belbol d’Elghinn -- Instant Death Nil
C 250/+2 500/+0 1000/-2 1-3 rnds 5 hp/rnd 5-30 hp Nil
D 1000/+0 2500/-2 5000/-3 1 rnd 5 hp/rnd 5-40 hp Nil
Dragonfish /-1 -- -- 1 rnd 1 rnd Death 1-6 hp
Drow Sleep Poison /-4 -- 1 rnd 2-8 hours Sleep Nil
Dwarfbane* /+0 -- -- Instant 3 rnds 1-8 + 1d6/rnd half
E 2,500/+0 5,000/-2 7,500/-4 1/10 rnd 10 hp/rnd 5-60 hp Nil
F 2,500/+0 5,000/-2 7,500/-4 1-2 rnd 1 round Death Nil
G 5,000/+0 7,500/-2 10,000/-4 1/10 rnd 1 seg. Death Nil
S 250/+2 500/+0 1,000/-2 1-2 rnd 1 round Sleep 3-18 rnds Nil
Firesnake +0/ -- -- 1-6 rnds 2-8 turns Paralysis Nil
Galas +0/ -- -- 1-3 rnds 2 turns 4-40 hp Nil
Garbug +0/ -- -- 1-2 rnds 1-6 turns Paralysis Nil
Hornet, Giant +0/ -- -- Immediate 2-12 days See text 1/2 Damage
Golden Arrow Dart Frog -4/ -- 1 rnd Immediate Death Nil
Haszak +0/1500 gp -- -- Immediate 1-6 days Feeblemind Nil
Huld +0 -- -- 1-4 rnds 1-6 rnds Convulsions Nil
Hy’Claria -2 -- -- 1 rnd See text See text See Text
Jal wun Jivvin +0/25-60 gp -- 1-3 hrs 1-3 days See text Nil
Snake, Jameson’s Mamba +0 -- 1-2 rnds 1-6 rnds Death in 3 rnds 1-2 hp damage/rnd
Khaless -4 -- -- 1-2 rnds 1-4 turns Sleep Nil
Snake, King Cobra +0 -- 1-2 rnds 1 turn 1-6 hp/rnd Nil
Land Urchin -1 -- -- 1-2 rnds 6 turns Paralysis Nil
Luptak +0 -- -- 1 rnd 3-6 turns Debilitation Nil
Man-scorpion -- -- Immediate Immediate Death Nil
Megalo-centipede +0 -- Immediate 1 round 1-8 hp 1/2 damage
Mindshadow Varies/300-1800 gp -- 1-3 rnds 5-20 turns Confusion Nil
Naga, Dark +0 -- -- Immediate 1-6 rnds Sleep, 1-2 hp Nil
Neogi +0 -- -- Immediate 1-8 rnds Slow Nil
Ninthla +3 -- -- 1 rnd Varies Death Catatonia 1-20 days
O +0 -- -- 1-3 hrs 2-12 hrs Paralysis Nil
Orvas +0 -- -- Immediate See text Damage Nil
P +0 -- -- 1-3 hrs 2-12 hrs Debilitating Nil
Rathrae Dos +0 -- -- 2-24 rnds 2-6 hrs Paralysis Nil
Red Fang +0 -- -- 1-4 rnds Varies 8-32 hp Nil
Scorpion, Giant -4 -- 1 rnd Immediate Death Nil
Scorpion, Large +2 -- 1 rnd Immediate Death Nil
Scorpion, Huge +0 -- 1 rnd Immediate Death Nil
Scorpion’s Blood +0 -- Immediate 1-6 rnds 4-32 hp Nil
Serpent, Winged +0 -- 1 rnd 2 rnds 2-16 hp/rnd 1/2 damage
Silver Urchin +0 -- 1-4 rnds 1-3 days Coma Nil
Skyzorr’n +0 -- 1 rnd 2-8 turns See text Nil
Snake, Amphisbaena +0 -- Immediate Immediate Death Nil
Snake, Red Mamba -3 -- 1-2 rnds 1-6 rnds 6-36 hp 1/2 damage
Snake, Pit Viper +0 -- 1-4 rnds 1 rnd Death 3-18 hp
Spider, Bolas +0 -- 1 rnd 1-2 rnds Death Nil
Spider, Crystal +0 -- Immediate 1-4 rnds Death 2-16 hp
Spider, Elfbane Varies -- Varies See text
Spider, Gargantuan -2 -- 1-3 rnds 2-8 turns Coma Nil
Spider, Giant Marine +0 -- Immediate Immediate Death Nil
Spider, Hairy +2 -- 1 rnd 2-5 rnds Disorientation Nil
Spider, Huge +2 -- 1-3 turns 1-3 turns 15 hp Nil
Spider, Hunting +2 -- 1-3 turns 15 rnds 1 hp/rnd Nil
Spider, Large +2 -- 1-4 rnds 15 rnds 1 hp/rnd Nil
Spider, Phase -2 -- Immediate Immediate Death Nil
Spider, Phoenix +0 -- Immediate Immediate Death 4-20 hp
Spider, Polar -2 -- 1-2 rnds Immediate Death Nil
Spider, Snow +0 -- 1 rnd 1-10 turns see text
Spider, Watch +1 -- 1-2 rnds 2-8 turns Paralysis Nil
Stingray +0 -- 1-2 rnds 5-20 rnd Paralysis Nil
Stonefish +0 -- 1-4 rnds See text Death Damage
Sytharm +0 -- Immediate 1 turn Hallucination Nil
Tentamort +0 -- 1 rnd 1-6 rnds Paralysis Nil
Teneborus -3 -- 1 rnd 6-36 turns Paralysis Nil
Thri-Kreen +0 -- 1-2 rnds Varies Paralysis Nil
Tigerfly +0 -- 1 rnd 1-6 rnds Paralysis Nil
Toad, Poisonous +2 -- 1-2 rnds 24 hrs Coma, Death Nil
Trollsblood +1 -- 1-4 rnds 1-6 rnds 4-48 hp Nil
Twilight Bloom +0 -- Immediate Immediate Death Nil
Ulcrun +2 -- 2 rnds See text See text Nil
Venomwood +0 -- 1 rnd 2-8 hrs Death See text]
Weeverfish -1/special -- Immediate 2-24 hrs See text
Whipsting -4 -- 1 rnd 3 rnds Weakness, Nausea Nil
Whisper wasp +2 -- Immediate 8-96 days Sleep Grogginess
Worm, Purple +0 -- Immediate Immediate Death Nil
Wyvern +0 -- Immediate Immediate Death Nil
X +0 -- 1-4 rnds 1-4 rnds Death Nil
Zebrilla +2 -- 1 rnd 1-12 rnds 1-4 hp, convulsions Nil
Zzotza +0 -- 1 rnd 2 turns 1-20 hp 1/2 damage
Contact Poisons
Cost (gp) per dose
Type Saving throw adjustment Detect Onset Run Time Result
A 24/+4 50/+2 100/+0 40%/20% S 2-8 rounds 3hp/rnd 3-12 hp Nil
B 100/+3 250/+1 500/-1 30%/15% 1-8 rounds 4hp/rnd 4-24 hp 1-6 hp
Belpren /+0 -- -- Instant Instant 1-12 hp Nil
Buluka /-2 -- -- 1-6 rnds 1 turn 3-30 hp half
C 25/+2 500/+0 1000/-2 20%/10% 1 round 6 hp/rnd 6-36 hp 3-12 hp
Cyanide /-4 -- -- Immediate 1-15 rnds Death 4-16 hp
Crystal elixir /+0 -- -- 5%/2% 3-18 rnds 2-8 hp, Paralysis Nil
D 1000/+1 2500/-1 5000/-3 10%/5% 1/10 rnd 10 hp/rnd Death 25 hp
Darksnake /+1 -- -- 40%/20% 1 rnd 1-10 rnds 4-24 hp Nil
Deadman /-2 -- -- 2-5 rnds Instant Death Nil
Deathdust* /+0 -- -- 1-3 rnds 1 rnd Death Nil
Golden Fool /+0 -- -- Varies 1 rnd 1-8 rnds 4-48 hp Half
Nettle /+2 -- -- Varies 1-4 rnds 1-20 days Irritation Nil
Soultravel* /Special -- -- Instant 4-16 turns Special Nil
Teko /-3 -- -- O,S 1 rnd 1-3 rnds 4-32 hp Half
Tzolo’s Tears / -- -- See text, O Instant 1 rnd Death Nil
Velkyn Ogglin/ -- -- 1-4 rnds Convulsions, 20 hp 5 hp
Witch Bane /+0 -- -- Instant Instant 4-32+4 hp Nil
Witchhand /+1 -- -- 5%/2% S 1-4 rnds 1-10 rnds 3-24 hp Nil
Yaksa /+2 -- -- 50%/25% O,S 1-8 rnds 1-6 rnds 4-32 hp Nil
Detection: Certain poisons have distinct color or scent that will betray their presence. I’ve included a
key to these betraying factors: S- the poison has a color or residual sheen that is detectable by sight. O:
the poison has a scent, such as the bitter-almond scent of cyanide T- a strong taste or aftertaste that
would betray its presence. The GM should adjust a character’s base chance of detection on a situational
basis, a poison with a residual factor is more likely to be detected in well-lit conditions, etc..
Poisonous Gases/Inhalants
Cost (gp) per dose
Type Saving throw adjustment Onset Run Time Result Saved
A 100/+4 250/+2 500/+0 1-6 rnds 3 hp-rnd 3-12 hp 0
Ascomoid /+0 -- -- Instant 1-4 rnds Death Stunned
Askume /-3 -- -- 1-2 rnds varies Death
Incapacitated
B 250/+4 500/+2 1,000/+0 1-3 rnds 5 hp/rnd 5-30 hp 0
C 1,000/+2 2,500/+0 5,000/-2 1-2 rnds 5 hp/rnd 5-50 hp 1/2
Cyanide /-4 -- -- Instant 1-15 rnds Death 4-16 hp
D 5,000/+0 7,500/-2 10,000/-4 2-5 rnds 6 hp/rnd 6-72 hp 0
Death Cap /-3 -- -- 10-20 hours 1-6 hours Death Nil
E 5,000/+0 7,500/-2 10,000/-4 1 rnd 10 hp/rnd Death 0
Flydance /+2 -- -- 1-3 rnds 1-6 rnds Convulsions 0
Jimsonweed /-4 -- -- 1-6 rnds 2-6 hours Death Incapacitated
Lotus, Black /+1 -- Instant 1-4 rnds Death Unconsciousness
Lotus, Blue /
Lotus, Brown /+0 -- Instant 2-5 weeks Lowered Int. Lethargy
Lotus, Gray
Lotus, Green /-1 -- Instant 7-12 hrs Paralysis Paralysis(1 hour)
Lotus, Purple /-2 -- 1-12 hrs 1-4 days Death Debilitating sickness
Lotus, Red /+2 -- Instant 5-8 hrs Madness Hallucinations
Lotus, Silver /+1 -- 1-2 turns 1-6 turns Death Con. loss (temporary)
Lotus, Yellow /+0 -- Instant 3-6 weeks Loss of Dex. Special
Luptak /+0 -- -- 1 rnd 3-6 turns Disorientation Nil
Morphias /+3 -- -- Instant 2-20 rnds Sleep Nil
Myconid H /+0 -- -- Instant 2-16 rnds Hallucination Nil
Myconid P /+0 -- -- Instant 2-6 rnds Passivity Nil
S 1,000/+2 2,500/+0 5,000/-2 1-4 rnds 1 hp/rnd Sleep 3-18 rounds 0
Svirfnebli Poison /+0 -- Instant 1-6 rnds Stunned Nil
Tri-flower Pollen /-1 -- 1 rnd 1-4 days Sleep Nil
Tylatch /-2 -- 1 rnd 2 turns Sleep, 10 hp/turn Half
Yellowbog /+1 -- Instant 1-6 rnds 3-18 hp/rnd Nil
Monster Venoms
# doses
Available Detect Damage
Type Monst cost/dose Search No Search Save adj. failed saved Onset Run
er
Ant, Gnt. 1 250 40% 20% 0 3-12 hp 1-4 hp 1 rnd 1 rnd
Centipede,g 1/2 1,000 50% 25% +4 Death 0 2-5 rnd 2-5 rnds
t. -- -- -- -- -- -- -- -- --
Couatl 3 6,000 30% 15% 0 Death 0 1 rnd 1-4 rnds
Eel, weed 1 3,000 70% 35% 0 Death 0 2-5 rnds 1-4 rnds
Frog, 1/2 1,000 80% 40% +4 Death 0 2-5 rnds 2-8 rnds
poison. -- -- -- -- -- -- -- -- --
Imp 1 5,000 50% 25% 0 Death 0 1-2 rnds 1-4 rnds
Masher 5 6,000 20% 10% 0 Death 0 1-6 rnds 1 rnd
Medusa 3 4,000 80% 40% 0 Death 0 1 rnd 1-8 rnds
Naga, 4 5,000 40% 20% 0 Death 0 1-4 rnds 1-4 rnds
Guard. -- -- -- -- -- -- -- -- --
Pseudo 1 5,000 50% 25% 0 * 0 1-3 rnds 1-4 rnds
Dragon -- -- -- -- -- -- -- -- --
Purple Worm 7 5,000 70% 40% 0 Death 0 1 rnd 1-3 rnds
ray, pungi 5 5,000 60% 20% 0 Death 0 1 rnd 2-5 rnds
Ray, sting 2 6,000 30% 35% 0 ** 0 1-3 rnds 1 rnd
Scorpion, 3 10,000 50% 30% 0 Death 0 1/10 1/10
gnt -- -- -- -- -- -- -- -- --
Snake, 3 7,000 80% 15% 0 Death 0 1/10 1 rnd
amphis. -- -- -- -- -- -- -- -- --
Snake, 5 7,000 40% 20% 0 Death 3-18 1-2 rnds 2-5 rnds
poison -- -- -- -- -- -- -- -- --
Snake, 3 4,000 80% 25% 0 Death 0 1-3 rnds 1-3 rnds
spitting -- -- -- -- -- -- -- -- --
Spider, 5 5,000 40% 30% 0 Death 0 1-4 rnds 1-2 rnds
gnt. -- -- -- -- -- -- -- -- --
Spider, 3 3,000 50% 30% +1 Death 0 1-6 rnds 1-4 rnds
huge -- -- -- -- -- -- -- -- --
Spider, 2 2,000 60% 5% +2 Death 0 2-5 rnds 2-5 rnds
large -- -- -- -- -- -- -- -- --
Spider, 6 10,000 10% 35% -2 Death 0 1-3 rnds 1 rnd
phase -- -- -- -- -- -- -- -- --
Spider, gt 3 4,000 40% 45% 0 Death 0 2-4 rnds 1-3 rnds
wtr -- -- -- -- -- -- -- -- --
Toad, 3 5,000 20% 10% 0 Death 0 1 rnd 1 rnd
poison -- -- -- -- -- -- -- -- --
Wasp, gnt. 4 6,000 20% 10% 0 *** 0 1-4 rnds 1 rnd
Wyvern 6 4,000 80% 35% 0 Death 1-6 1-6 rnds 1-3 rnds
“Harvesting Poison”
Players have a chance of “harvesting” poison from venomous creatures. The method used in killing or
immobilizing the creature has an effect on the outcome of such and endeavor. A creature killed by a
fireball or similar spell isn’t likely to produce venom.
Monster is . . . % If both blunt and sharp used to kill: use sharp table Chance of Recovering venom
Wounded and killed by sharp weapons and/or Destructive spells; not incapacitated before death. 10%
Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it had 1% to
50% of its full normal hit points. (ex. hit many times with sword, then stopped by hold
monster, then killed with sword) 35%
Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it had 51%
to 99% of its hit points. (ex. hit with sword, then stopped by hold monster, then killed with
sword) 60%
Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it had all
of its Hit points. (ex. stopped by hold monster, then killed with sword) 85%
Wounded and killed by blunt weapons only; not Incapacitated before death. 50%
Wounded and killed by blunt weapons only; incapacitated when it had 1% to 50% of its hit
points. (ex. hit many times with hammer, then stopped by Hold monster, then killed with
hammer) 65%
Wounded and killed by blunt weapons only; incapacitated when it had 51% to 99% of its hit
points. (hit with a hammer, then stopped by Hold Monster, then killed with hammer) 80%
Wounded and killed by blunt weapons only; incapacitated when it had all of its hit points.
(ex. Hold Monster then killed with a hammer) 95%
Incapacitated or influenced by outside force (i.e. magic) (i.e. milked for venom) 100%
(I would like to see someone milk a purple worm!)
A successful roll means that all of the monster’s venom can be recovered; failing the roll means no venom
can be recovered. (This is strictly an all-or-nothing deal.) The price given on the accompanying table is
what an NPC would pay for it on the black market.