From World of Charun

Poisons, venom and toxins are substances that can cause disturbances to organisms, or even kill. Some can be injected by a bite or sting to cause their effect, while other poisonous substances are absorbed through epithelial linings such as the skin, gut or the breathing organism.

Throughout history, intentional application of poison has been used as a method of assassination, murder, suicide and execution.


Types of Poisons

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells that can be thrown as a ranged attack. When it strikes a hard surface (or is struck hard), the container releases its poison. Each creature within the area of effect must make a saving throw. (Holding one's breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

Poisoned and Cured

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw. The Fortitude save DC against a creature’s natural poison attack is equal to 10 + ½ poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).

One dose of poison smeared on a weapon lasts for 3 rounds, and while the poison is still potent, the wielder of the poisoned weapon may poison as many targets as can be hit in that time. However, since applying the poison is a full round action, it can be difficult to poison 2 or more targets with a single dose.

Use of the Heal skill will remove the poison upon a successful DC check of 15. However, it will not remove any ability score damage resulting from the poison's effect. Rest or recuperative spells are needed to repair ability score damage caused by poison.

Crafting Poison

A character who attains the necessary ingredients can attempt to craft the poison in question. A successful Craft Alchemy check will result in 1d4 doses. Failure does not only contaminate the ingredients, making them useless, but the character also risks being poisoned himself. Another Craft Alchemy check thus made, from which the previous failure range is deducted. Yet a failure results in the character being poisoned. This should be done under DM supervision.

Example: A rogue with Craft Alchemy 16 has ingredients from which he will attempt to craft Wyvern Poison (DC 25). He rolls a Craft Alchemy check with the result of 21, thus failing to successfully create the poison in question. Now it is time to see whether or not he is poisoned himself. Another Craft Alchemy check is made, from which 4 is deducted (DC 25 - the failed roll 21 = 4). He will in other words have to roll at least 29 in order to avoid being poisoned.

Maximum Damage

If the ability affected by the poison reaches zero, terrible things may occur, even death.

Strength reduced to zero: You lose consciousness. Your respitory system will eventually fail and kill you within a number of days equal to 1d4 +/- your Con modifier.

Constitution reduced to zero: You lose consciousness at the end of the round, dying the next round.

Dexterity reduced to zero: You become paralyzed, barely being able to breath and unable to even blink. However, you are still fully conscious and aware of what goes on around you. Your respitory system will eventually fail and kill you within a number of days equal to 1d4 +/- your Con modifier.

Intelligence reduced to zero: Your brain ceases to function and you become mentally disabled, locked into hand flapping and rocking. You will be incurable and forever disabled within a number of days equal to 5d6.

Wisdom reduced to zero: You lapse into a coma, which lasts until the condition is cured.

Charisma reduced to zero: You fall into a zombie-like state, non-aware of your surroundings - even though conscious. You will take orders and follow them to the fullest (very slowly), as long as they don't involve anything more complicated than you're capable of normally. Would the condition be cured, all memories will be gone.


POISON Type Craft DC DC Initial Secondary Price
Nitharit Contact 25 13 0 3d6 Con 650
Sassone leaf residue Contact 20 16 2d12 hp 1d6 Con 300
Malyss root paste Contact 20 16 1 Dex 2d4 Dex 500
Terinav root Contact 25 16 1d6 Dex 2d6 Dex 750
Black lotus extract Contact 30 20 3d6 Con 3d6 Con 4500
Dragon bile Contact 25 26 3d6 Str 0 1500
Striped toadstool Ingested 25 11 1 Wis 2d6 Wis + 1d4 Int 180
Arsenic Ingested 20 13 1 Con 1d8 Con 120
Id moss Ingested 25 14 1d4 Int 2d6 Int 125
Oil of taggit Ingested 15 15 0 Unconscious. 90
Lich dust Ingested 25 17 2d6 Str 1d6 Str 250
Dark reaver powder Ingested 27 18 2d6 Con 1d6 Con + 1d6 Str 300
Ungol dust Inhaled 15 15 1 Cha 1d6 Cha + 1 Cha 1000
Insanity mist Inhaled 20 15 1d4 Wis 2d6 Wis 1500
Burnt othur fumes Inhaled 20 18 1 Con 3d6 Con 2100
Black adder venom Injury 15 11 1d6 Con 1d6 Con 120
Sm.centipede poison Injury 15 11 1d2 Dex 1d2 Dex 90
Bloodroot Injury 15 12 0 1d4 Con + 1d3 Wis 100
Dhazzir poison Injury 15 13 Unconscious. Unconscious. for 2d4 hours 75
Greenblood oil Injury 15 13 1 Con 1d2 Con 100
Blue whinnis Injury 15 14 1 Con Unconscious. 120
Medium spider venom Injury 15 15 14 1d4 Str 1d4 Str 150
Shadow essence Injury 15 17 1 Str 2d6 Str 250
Wyvern poison Injury 25 17 2d6 Con 2d6 Con 3000
Large scorpion venom Injury 20 18 1d6 Str 1d6 Str 200
Giant wasp poison Injury 20 18 1d6 Dex 1d6 Dex 210
Deathblade Injury 25 20 1d6 Con 2d6 Con 1800
Purple worm poison Injury 25 24 1d6 Str 2d6 Str 700

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