You are on page 1of 114

The Netbook of Poisons: 0

The Net Book of Poisons


v. 3.0

Revised and expanded


by
Adrienne Mills
(amills@gte.net)

Additional editing and revisions


by
Marco Dalmonte
(mdalmonte@racine.ra.it)

---------------------------------------------------------------------------
This item is not authorized or endorsed by TSR. The item is for
personal use only. In addition, this item cannot be
republished or distributed without the consent of the author.
---------------------------------------------------------------------------
The Netbook of Poisons: 1

Introduction to the Second Edition


By Adrienne Mills

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:
 Taking the Sting out of Poisons, by Chris Landsea (Dragon Magazine, January 1984).
 The Vault of the Drow, E. Gary Gygax, 1978;
 The Writer’s Guide to Poisons by Serita Deborah Stevens and Anne Klarner (Writer’s
Digest Books, 1990);

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 his 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.

Questions? Criticisms? Contributions? Corrections? I can be e-mailed at:


amills@gte.net
The Netbook of Poisons: 2

Introduction to the Third Edition


By Marco Dalmonte

The need for a third edition of this guide arose when I first started to use it and found out that
there were many “gaps” (especially in the most useful tables of reference and in calculating the
costs of some poisons) and unbalancing venoms.

With the help of my patience and a friend of mine who is taking his degree in Chemistry, I
rewrote some of the poisons while changing the overall graphical edition of the guide,
especially inserting titles and and an anchored summary which were lacking in the second
edition. I also took the liberty to add new poisons with strange effects, increase the number of
antidotes (thanx to Shaun Hately’s NetGuide to Herbs) and erase some uninteresting and
undetailed poisons that were featured in the Second edition.

All in all we can say this is a neater document, although I have not changed it so much to
become unrecognizable. I still owe my debt to the one who first edited the first and second
versions of this Netbook, that’s to say Adrienne Mills. Many thanks also to my friend Davide
Collini, who gave me sound opinions and stats for real world toxic substances and poisonous
herbs, to Shaun Hately (see his Net Guide to Herbs v. 5.0) and to Desmond Reid (see his
Netbook of Drugs for AD&D).

I sincererly hope you will find this book as enjoyable and useful as I did.

For any further comments and ideas, e-mail me at:


mdalmonte@racine.ra.it
The Netbook of Poisons: 3
INDEX

INTRODUCTION TO THE SECOND EDITION........................................................................................... 1

INTRODUCTION TO THE THIRD EDITION............................................................................................... 2

WHO CAN USE POISONS?....................................................................................................................... 9

WHO CAN MAKE POISONS?.................................................................................................................... 9

THE TYPES OF POISONS......................................................................................................................... 9


INGESTIVE POISONS:.............................................................................................................................. 9
INSINUATIVE POISONS:.......................................................................................................................... 10
CONTACT POISONS:............................................................................................................................. 11
GAS:.................................................................................................................................................. 11
INHALANTS:......................................................................................................................................... 12
ANTIDOTES:........................................................................................................................................ 12
DEFINITIONS............................................................................................................................................ 12
COMMON POISONS’ EFFECTS:............................................................................................................... 13
RELEVANT NON-WEAPON PROFICIENCIES........................................................................................ 13

POISON COST......................................................................................................................................... 14

ERRATA.................................................................................................................................................... 15

ANTIDOTES.............................................................................................................................................. 16
Alkanet............................................................................................................................................... 16
Entriste............................................................................................................................................... 16
Fennel................................................................................................................................................ 17
Goat's Rue.......................................................................................................................................... 17
Henbane............................................................................................................................................. 17
Horehound.......................................................................................................................................... 17
Land Caltrops..................................................................................................................................... 18
Lesser Centaury................................................................................................................................. 18
Makebate............................................................................................................................................ 18
Melander............................................................................................................................................. 18
Napweed............................................................................................................................................ 19
Navew................................................................................................................................................ 19
Nelthadon........................................................................................................................................... 19
Rose Campion.................................................................................................................................... 19
Rue..................................................................................................................................................... 19
Sessali................................................................................................................................................ 20
Silverthorn.......................................................................................................................................... 20
Spiderwort.......................................................................................................................................... 20
Tempin............................................................................................................................................... 21
Wholesome......................................................................................................................................... 21
Wolfsbane.......................................................................................................................................... 21
THE POISONS (A-Z)................................................................................................................................ 22
A......................................................................................................................................................... 22
AA....................................................................................................................................................... 22
AAA.................................................................................................................................................... 22
Ajida................................................................................................................................................... 22
Alanal.................................................................................................................................................. 22
Amber death....................................................................................................................................... 23
The Netbook of Poisons: 4

Amber lotus pollen.............................................................................................................................. 23


Aranea poison.................................................................................................................................... 23
Arashni............................................................................................................................................... 23
Archer Bush poison............................................................................................................................ 24
Arsenic............................................................................................................................................... 24
Asarabacca......................................................................................................................................... 24
Ascomoid spores................................................................................................................................ 24
Askume.............................................................................................................................................. 24
Assassin Bug poison.......................................................................................................................... 25
Assassin snake toxin.......................................................................................................................... 25
Atzantaxil............................................................................................................................................ 25
B......................................................................................................................................................... 26
Babblejuice......................................................................................................................................... 26
Banelar............................................................................................................................................... 26
Baneberry........................................................................................................................................... 26
Barba amarilla.................................................................................................................................... 27
Basidirond........................................................................................................................................... 27
Basilisk’s Eye...................................................................................................................................... 27
Belladonna.......................................................................................................................................... 27
Belbol d'Elghinn (“Gift of Death”)........................................................................................................ 28
Belpren............................................................................................................................................... 28
Black mead......................................................................................................................................... 28
Bleeding heart.................................................................................................................................... 29
Bleeding powder................................................................................................................................. 29
Bloodfire............................................................................................................................................. 29
Bloodflower......................................................................................................................................... 29
Bloodroot............................................................................................................................................ 30
Bloodrot.............................................................................................................................................. 30
Bloodthorn.......................................................................................................................................... 30
Blowfish poison................................................................................................................................... 30
Blueback mushroom........................................................................................................................... 30
Braylock.............................................................................................................................................. 31
Breek.................................................................................................................................................. 31
Buckeye honey................................................................................................................................... 31
Buluka................................................................................................................................................ 31
Byrony................................................................................................................................................ 31
C......................................................................................................................................................... 32
Calcena mushroom............................................................................................................................ 32
Cascabel venom................................................................................................................................. 32
Catfish poison..................................................................................................................................... 32
Caustar............................................................................................................................................... 33
Chak................................................................................................................................................... 33
Chayapa............................................................................................................................................. 33
Chokeweed powder............................................................................................................................ 33
Choldrith venom................................................................................................................................. 33
Claria.................................................................................................................................................. 34
Convultionary (Skintwister)................................................................................................................. 34
Corallicus............................................................................................................................................ 34
Corrabus poison................................................................................................................................. 34
Couatl venom..................................................................................................................................... 34
Coulmbine.......................................................................................................................................... 35
Cow-Wheat......................................................................................................................................... 35
Crowfoot............................................................................................................................................. 35
Crystal elixir........................................................................................................................................ 35
Cuph................................................................................................................................................... 35
Curare (Flying Death)......................................................................................................................... 36
Cushion Fungus spores...................................................................................................................... 36
The Netbook of Poisons: 5

Cyanide.............................................................................................................................................. 36
D......................................................................................................................................................... 37
Dainaberry (Sleepberry)..................................................................................................................... 37
Dark Naga venom............................................................................................................................... 37
Darkshaft............................................................................................................................................ 38
Darksnake.......................................................................................................................................... 38
Deadman............................................................................................................................................ 38
Death coma........................................................................................................................................ 38
Death cup toxin................................................................................................................................... 38
Deathdust *......................................................................................................................................... 39
Deathwine........................................................................................................................................... 39
Demon Locust poison......................................................................................................................... 39
Devil-Ale............................................................................................................................................. 39
Devilroot............................................................................................................................................. 39
Diffenbachia........................................................................................................................................ 40
Doshenkana....................................................................................................................................... 40
Dragon blood...................................................................................................................................... 40
Dragonfish poison............................................................................................................................... 40
Dreambliss *....................................................................................................................................... 41
Dream juice........................................................................................................................................ 41
Drow Sleep poison............................................................................................................................. 41
Dwarfbane.......................................................................................................................................... 41
E......................................................................................................................................................... 42
Elecampane........................................................................................................................................ 42
Elvenbane (Athinar)............................................................................................................................ 42
Erwurgwort......................................................................................................................................... 42
Esiliir................................................................................................................................................... 43
Eth-krarg (“Bloodthroat”)..................................................................................................................... 43
Ettercap poison................................................................................................................................... 43
F......................................................................................................................................................... 44
Fansolin (Mindbender)........................................................................................................................ 44
Fluted Rose........................................................................................................................................ 44
Flydance............................................................................................................................................. 44
Foxtail................................................................................................................................................. 45
Frin..................................................................................................................................................... 45
Frog poison......................................................................................................................................... 45
G......................................................................................................................................................... 46
Gaboon............................................................................................................................................... 46
Galas.................................................................................................................................................. 46
Garbug toxin....................................................................................................................................... 46
Ghoul sweat....................................................................................................................................... 46
Giant Centipede poison...................................................................................................................... 47
Giant Hornet poison............................................................................................................................ 47
Giant Wasp poison............................................................................................................................. 47
Goblin’s trick....................................................................................................................................... 47
Goby poison....................................................................................................................................... 47
Golden Arrow Dart Frog toxin............................................................................................................. 48
Golden fool......................................................................................................................................... 48
Golhyrr del'Ilharess (“Trap of the Matron”)......................................................................................... 48
Gurch.................................................................................................................................................. 48
H......................................................................................................................................................... 49
Hallorn’s rest....................................................................................................................................... 49
Haszak (“Mind Flayer”)....................................................................................................................... 49
Hellebore............................................................................................................................................ 50
Hemlock............................................................................................................................................. 50
Herexin............................................................................................................................................... 50
Hexegift (Witch poison)...................................................................................................................... 50
The Netbook of Poisons: 6

Hivebrood toxin................................................................................................................................... 50
Huld (Leap, Deathdance).................................................................................................................... 51
Humbogo (Headhunter poison).......................................................................................................... 51
Hy’Claria............................................................................................................................................. 51
I.......................................................................................................................................................... 52
Ikaheka............................................................................................................................................... 52
Imp poison.......................................................................................................................................... 52
Ink coprinus........................................................................................................................................ 52
J.......................................................................................................................................................... 53
Jal wun Jivvin (“All in Fun”)................................................................................................................. 53
Jatropha curcas (Barbados Nut)......................................................................................................... 53
Jellyfish poison................................................................................................................................... 53
Jeteye................................................................................................................................................. 54
Jima.................................................................................................................................................... 54
Jimsonweed (Datura stramonium)...................................................................................................... 54
Ju-Ju Wine *....................................................................................................................................... 54
K......................................................................................................................................................... 55
Kell..................................................................................................................................................... 55
Khaless (“Trust”)................................................................................................................................. 55
Kobold’s bane..................................................................................................................................... 55
Kolas.................................................................................................................................................. 56
Kotra................................................................................................................................................... 56
Kumba................................................................................................................................................ 56
Kylathar.............................................................................................................................................. 56
L......................................................................................................................................................... 57
Leopard’s Bane.................................................................................................................................. 57
Lhurdas (Yellow Death)...................................................................................................................... 57
Lomat................................................................................................................................................. 57
Lotus dust, Black................................................................................................................................ 58
Lotus dust, Brown............................................................................................................................... 58
Lotus dust, Green............................................................................................................................... 58
Lotus dust, Purple.............................................................................................................................. 58
Lotus dust, Red.................................................................................................................................. 58
Lotus dust, Silver................................................................................................................................ 59
Lotus dust, Yellow.............................................................................................................................. 59
Lotus dust, White................................................................................................................................ 59
Luptak................................................................................................................................................. 59
M........................................................................................................................................................ 60
Magebane........................................................................................................................................... 60
Mandrake............................................................................................................................................ 60
Manscorpion poison........................................................................................................................... 60
Manta ray poison................................................................................................................................ 61
Mindshadow....................................................................................................................................... 61
Monkshood (Aconite).......................................................................................................................... 61
Morphius............................................................................................................................................. 61
Morphus............................................................................................................................................. 62
Mufa................................................................................................................................................... 62
Myconid-H.......................................................................................................................................... 62
Myconid-P.......................................................................................................................................... 62
N......................................................................................................................................................... 63
Nathach.............................................................................................................................................. 63
Needleleaf.......................................................................................................................................... 63
Neogi venom...................................................................................................................................... 63
Nettle.................................................................................................................................................. 64
Nibon.................................................................................................................................................. 64
Nightshade (Deadly Nightshade)........................................................................................................ 64
Ninthla................................................................................................................................................ 64
The Netbook of Poisons: 7

Nuckelavee poison............................................................................................................................. 64
O......................................................................................................................................................... 65
Oleander............................................................................................................................................. 65
Olus Veritis......................................................................................................................................... 65
Opia.................................................................................................................................................... 65
Opium................................................................................................................................................. 66
Orbb'st Ssrin (“Spider's Kiss”)............................................................................................................ 66
Orvas.................................................................................................................................................. 66
P......................................................................................................................................................... 67
Pedipalp gas....................................................................................................................................... 67
Pink lightning...................................................................................................................................... 67
Plurigenus........................................................................................................................................... 67
Praka.................................................................................................................................................. 68
Prespa................................................................................................................................................ 68
Pseudo-Dragon poison....................................................................................................................... 68
Purple worm poison............................................................................................................................ 68
R......................................................................................................................................................... 69
Rathrae Dos (“Behind You”)............................................................................................................... 69
Red fang toxin.................................................................................................................................... 69
Red worm poison................................................................................................................................ 69
Rhellarmyn (“Slow Death”)................................................................................................................. 70
Rhododendron.................................................................................................................................... 70
R.O.S.A.B. (Ravager Of Soul And Body)........................................................................................... 70
S......................................................................................................................................................... 71
Scarlet Sporozoid............................................................................................................................... 71
Scorpion poison.................................................................................................................................. 71
Scorpion’s Blood................................................................................................................................. 72
Serpentine venom.............................................................................................................................. 72
Silver lightning.................................................................................................................................... 72
Silver Lotus......................................................................................................................................... 72
Silverthorn.......................................................................................................................................... 72
Silver Urchin poison............................................................................................................................ 73
Skullcap.............................................................................................................................................. 73
Slovefoot............................................................................................................................................ 73
Snake poison...................................................................................................................................... 74
Soulreaver.......................................................................................................................................... 74
Soultravel*.......................................................................................................................................... 75
Spider poison...................................................................................................................................... 75
Spider poison, Elfbane....................................................................................................................... 76
Stingray poison................................................................................................................................... 76
Stonefish toxin.................................................................................................................................... 76
Strychnine.......................................................................................................................................... 77
Stunjelly.............................................................................................................................................. 77
Svirfneblin........................................................................................................................................... 77
Sytharm.............................................................................................................................................. 77
T......................................................................................................................................................... 78
Teko................................................................................................................................................... 78
Teneborus poison............................................................................................................................... 78
Tentamort poison................................................................................................................................ 78
Thri-Kreen venom............................................................................................................................... 78
Thrum................................................................................................................................................. 79
Tigerfly................................................................................................................................................ 79
Toad poison........................................................................................................................................ 79
Trif...................................................................................................................................................... 79
Triflower enzyme................................................................................................................................ 79
Triflower pollen................................................................................................................................... 80
Trollsblood.......................................................................................................................................... 80
The Netbook of Poisons: 8

Twilight bloom..................................................................................................................................... 80
Tylatch................................................................................................................................................ 80
Tzolo’s Tears (Ladykiller, Rosedeath)................................................................................................ 80
Ulcrun................................................................................................................................................. 81
Uolmar................................................................................................................................................ 81
Uroboro............................................................................................................................................... 81
Uropygus............................................................................................................................................ 81
Valley-Lily........................................................................................................................................... 82
Vampire Rose poison......................................................................................................................... 82
Varrakas............................................................................................................................................. 82
Vedya................................................................................................................................................. 82
Velkyn Ogglin (“Invisible Foe”)........................................................................................................... 83
Venomwood........................................................................................................................................ 83
Vilmat................................................................................................................................................. 83
Vocal.................................................................................................................................................. 83
Weeverfish toxin................................................................................................................................. 84
Weilbud............................................................................................................................................... 84
Wharifin (Dreamice, Downer)............................................................................................................. 84
Whipsting venom................................................................................................................................ 84
Whisper Wasp poison......................................................................................................................... 85
Witch Bane......................................................................................................................................... 85
Witchhand.......................................................................................................................................... 85
Woloe................................................................................................................................................. 85
Wyvern venom................................................................................................................................... 85
X......................................................................................................................................................... 86
Yaksa................................................................................................................................................. 86
Ydroexpungion................................................................................................................................... 86
Yellowbog poison................................................................................................................................ 86
Zebrilla................................................................................................................................................ 86
Zombificus.......................................................................................................................................... 87
Zzonga............................................................................................................................................... 87
Zzotza................................................................................................................................................. 87
APPENDIX 1: POISONS AND TACTICS................................................................................................. 88

APPENDIX 2: COUNTERMEASURES..................................................................................................... 89

APPENDIX 3: CREATING NEW POISONS............................................................................................. 90

APPENDIX 4: HARVESTING POISON.................................................................................................... 91


MONSTER VENOMS AND DOSES............................................................................................................ 92
APPENDIX 5: POISONS BY CLASSIFICATION.....................................................................................93

APPENDIX 6: POISONS BY METHOD OF APPLICATION....................................................................95

APPENDIX 7: QUICK REFERENCE CHARTS........................................................................................ 97


INGESTIVE POISONS............................................................................................................................. 97
INSINUATIVE POISONS........................................................................................................................ 100
CONTACT POISONS............................................................................................................................ 104
POISONOUS GASES/INHALANTS........................................................................................................... 105
The Netbook of Poisons: 9

Who Can Use Poisons?


This is up to the individual GM. Technically, anyone can use poisons. However, there
are a few quick guidelines. I prefer the alignment theory of poison usage;
 Lawful Good characters, such as paladins, will not use poisons.

 Characters of Neutral Good and Chaotic Good alignment may use Sleep and Paralyzation
poisons.

 Characters of Neutral alignments may use Sleep, Paralyzation and Damage poisons.

 Characters of Evil alignments may use whatever poisons they can get their hands on.

 Cavaliers are unlikely to use poisons, as the use of poison is considered dishonorable, and
by most societies, cowardly.
However, being able to use poisons doesn’t mean you’re proficient in their use.
Characters without the Venom Handling non-weapon proficiency run a risk of poisoning
themselves as well as granting bonuses to their intended victim’s saving throw.

Who Can Make Poisons?


Druids can extract and use natural poisons (animal venoms) and herbal poisons (see
list) without having to make a skill check.
Trained assassins (9th level or higher in the AD&D 1st Edition) can create mixtures,
complex combinations of plant and animal toxins.
Alchemists and individuals possessing the Toxicology NWP can create mixtures, only
alchemists (or characters with the Alchemy NWP) can create poison gasses.

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 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.), may have different strengths, for which
are given various adjustments on the victims saving throw. Most unique poisons (named
poisons) have a single, set strength.
The Netbook of Poisons: 10

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.

Creature’s Intelligence: Bonus/Penalty


animal (1-2) -30%
semi-intelligent (3-4) -20%
low (5-7) -10%
average intelligence (8-10) 0
very intelligent (11-12) +5%
high intelligence (13-14) +10%
exceptional (15-16) +15%
genius (17-18) +20%
supra-genius (19-20) +30%
Godlike (21+) +40%

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 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%
10-14 6%
15-16 3%
17-18 2%
19+ 1%
The Netbook of Poisons: 11

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:

Weapon Dose Weapon Dose


Dart 0.5 Battle axe 6 (1 vial)
Arrow 1 Pole arm 6 (1 vial)
Dagger 2 Scimitar 6 (1 vial)
Hand axe/Spear 3 Long sword 9 (1 1/2 vial)
Rapier 4 Bastard sword 12 (2 vials)
Short sword 5 Two-handed sword 18 (3 vials)

Any weapon that requires one vial 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 vial 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 successful hit.
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 poisons:
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 (it can be used as Ingestive or Insinuative
as well). 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.
The Netbook of Poisons: 12

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. Alchemical antidotes take approximately 1-6
days to create, while herbal antidotes can be prepared in less time (2d6 minutes); both types
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 double the time and
imposes a -4 on the appropriate NWP check (by then it could be too late, anyway).

Definitions
Save: The penalty or bonus to the save against the effects of the poison. The Gm should
make the character’s saving throw in secret. Only in cases where the character noticed the
poison (see Appendix 6) or has prior knowledge of the poison, should the GM allow the player
to make his own saving throw. In normal cases, the player shouldn’t know that his character
has been poisoned until the poison takes effect at the end of the onset time.
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,
etc.
Type: The poison’s method of administration. For the purposes of this guide all poisons have
been classified as Inhalants, Ingestive, Insinuatives or Contact.
Mixture: A substance used as a poison, but must be made and produced by alchemy or magic.
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.
Cost: The Cost per dose of each venom. Some poisons can be derived directly from herbs or
plants (see their description): in these cases the cost is null, and the cost indicated refers only
to those doses bought somewhere else (“if bought” label). In case of poisons directly derived
from monsters’ venom, the cost indicated is for doses bought (“if bought”) and not directly
harvested.
The Netbook of Poisons: 13

Common Poisons’ Effects:


Blindness: Blinded victims receive a +4 malus on their AC and can attack enemies only within
blade range at -4. They are immune to sight-affecting spells but save against “dodge” type
spells (i.e. FIREBALL or LIGHTNING BOLT) at -4.
Incapacitation: Whenever this definition appears in the effects of the poisons, it means the
victim suffers a -2 penalty to all his rolls for the duration (run time) of the poison’s effects,
unless other penalties are described.
Stun: Stunned victims cannot attack nor cast spells and suffer a -4 on all their rolls, and +4 to
their AC (unless other penalties are described in the poison’s effects).

Relevant Non-Weapon Proficiencies


Alchemy: This non-weapon proficiency is detailed in the Player’s Handbook. This non-weapon
proficiency enables an alchemist to recognize poisons and manufacture antidotes and
alchemical mixtures with a successful proficiency check.

Concoct Powders: (Rogue, Wizard 2 slots, Int. +0) The ability to concoct various toxic
powders. 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)

Herbalism: This non-weapon proficiency is detailed in 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
-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.
The Netbook of Poisons: 14

Venom Handling: This non-weapon proficiency is detailed on page 23 of The Complete Book
of Necromancers, TSR 1995
The Netbook of Poisons: 15

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:
Ingestive 20 gp
Insinuative 50 gp
Contact 100 gp
Inhalant/gases 100 gp

Modifiers:
 +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).
 +100 gp if no Save is allowed.
 + 50 gp for poisons with “Instantaneous” onset times.
 +5 gp per point of potential damage for a failed saving throw.
 +10 gp per point of potential damage for a successful saving throw (i.e. a poison that does
half damage with a successful save).
 +50 gp if the successful saving throw halves the victim’s HP.
 +100 gp for a Death or Madness inducing poison.
 +50 gp for any other “bonus” effects, such as blindness, vertigo, lowering stats, 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).
 Sleep, Paralysis or Feeblemind effects, find out the average run time (rounded down) and:
 +5 gp for each round of effect;
 +50 gp for each turn;
 +300 gp for each hour (up to 10 hrs);
 +5,000 gp if it lasts more than 10 hours.
 +1000 gp to the base cost if the poison is magical in nature.
 Halve the total cost if the poison affects only one race (ex: Dwarfbane).

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.

Poisons derived from herbs are free of charge. The cost listed here is only 1/10 of their
extimated price (according to the rules listed above), and refers to the selling price of herbs.
Monster venoms are generally available for sale only in the largest cities in the
Alchemists’ and Wizards’ shops. The GM is free to attach whatever price he deems fitting upon
such commodities. The price listed in this netbook is the selling price (it reflects the danger of
The Netbook of Poisons: 16

acquiring it). In case a person wants to manufacture it, he just has to harvest it from the
appropriate monster for free.
The Netbook of Poisons: 17

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
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.

Creature size (Optional rule)


The size of a creature to be affected by a poison is a factor. Creatures of size L or greater
gain a bonus of +1 for each category beyond M.

Creature Size: Bonus/Penalty:


Tiny -2
Small -1
Man-sized +0
Large +1
Giant +2
Huge +3

A Note on Elves & Sleep Poison:


Elves and half-elves can be put to sleep by these poisons. They do not get to roll their
resistance to sleep, as these poisons are organic, as opposed to magical and their resistance
is mainly against forms of magical sleep.
The Netbook of Poisons: 18

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.

Legenda:
Name: This is what the herb is called. In brackets after each name is the name of the
person who developed the herb for the guide, and the source of the herb if applicable.
Available: This is the time of year when the herb is available, and the percentage
chance for a person who searches for the herb for one day finding it.
Locale: This describes the climatic zone or zones & region or regions in which the herb
can be found.
Preparation: This describes how long a herb needs to be prepared before it can be
used.
Cost: The cost before the “/” is the cost of the herb in raw form. The cost after the “/” is
the cost of buying the herb ready to use.
Uses: The number of uses indicates how much of the herb can be found at any one
time.
Ability Check: The ability check is the value that must be rolled under on a d20 for the
use of the herb to be successful. If the person using the herb or receiving the antidote has the
Herbalism proficiency, the check is made on that value (with the penalty halved); otherwise on
the ability listed. If the ability check is listed as ‘?’ it means that the herb may or may not have
the powers attributed to it. If the ability check is listed as ‘-’ then no ability check is needed for
success. The GM should decide what effects these herbs have if any.
Description: This section describes what the herb can do.

Alkanet
(Shaun Hately)
Available: Summer 30% Locale: Temperate Rural
Preparation: none Cost: 2 gp/ 2 gp
Uses: 1 Ability Check: Intelligence -4

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.

Entriste
(Druann Pagliasotti)
Available: Summer 30% Locale: Desert
Preparation: none Cost: 25 gp/ 25 gp
Uses: 1 Ability Check: Intelligence -3

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
The Netbook of Poisons: 19

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: Intelligence

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.

Goat's Rue
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60% Locale: Temperate Forest
Preparation: 2 weeks Cost: 6 gp/ 15 gp
Uses: 1 Ability Check: Intelligence -10

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.

Henbane
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer, Autumn 90% Locale: Temperate Rural
Preparation: 1 week Cost: 1 gp/ 3 gp
Uses: 3 Ability Check: Intelligence

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.

Horehound
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 90% Locale: Coastal Regions
Preparation: 4 weeks Cost: 1 gp/ 5 gp
Uses: 3 Ability Check: Intelligence -2

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
The Netbook of Poisons: 20

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 he will be incapacitated for three days then.

Land Caltrops
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60% Locale: Tropical Forest
Preparation: 2 weeks Cost: 2 gp/ 5 gp
Uses: 1 Ability Check: Intelligence -1

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 GM’s discretion) provide protection against other, non-
fatal
animal poisons.

Lesser Centaury
(Shaun Hately)
Available: Summer 25% Locale: Temperate, Cold Mountains
Preparation: none Cost: 5 gp/ 5 gp
Uses: 1 Ability Check: Intelligence -3

This plant has rosy-pink flowers, which are splayed out like a five pointed star. These flowers if
eaten within one day of being picked will cause the recipient to vomit up any ingested poison
within their body. The person will remain very weak for 1d3 days, can only move with great
difficulty and is totally unable to perform any useful actions.

Makebate
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 35% Locale: Desert
Preparation: 2 weeks Cost: 1 gp/2 gp
Uses: 2 Ability Check: Intelligence -3

This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any damage
already taken (including death) will remain.

Melander
(Shaun Hately from ICEs “MERP” RPG)
Available: Winter 65% Locale: Cold Rivers
Preparation: 1 day Cost: 12 sp/ 20 sp
Uses: 4 Ability Check: Intelligence

Melander is a moss that must be brewed in clear water. The resultant distillation must then be
drunk. It will then add +1 to all saving throws vs disease for a period of 1d10 days.
The Netbook of Poisons: 21

Napweed
(Shaun Hately)
Available: Spring 40% Locale: Temperate Rural
Preparation: 1 week Cost: 1 gp/ 10 gp
Uses: 1 Ability Check: Intelligence -11

This plant has a single main stem with small fern like leaves, and small pink flowers growing
from it. These flowers must be dried, powdered, and mixed into wine and then drunk to counter
the effect of injected poisons. A successful application means that only half normal damage is
taken from the poison.

Navew
(Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Winter 60% Locale: Rivers
Preparation: 5 weeks Cost: 4 gp/ 12 gp
Uses: 3 Ability Check: 50%

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
Available: Always 60% Locale: alchemical mix
Preparation: 1 week Cost: 20 gp/dose
Uses: 2 Ability Check: Alchemy 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.

Rose Campion
(Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer 80% Locale: Temperate Forest
Preparation: 3 weeks Cost: 1 gp/ 3 gp
Uses: 6 Ability Check: Intelligence -7

This herb will protect against scorpion stings for three days. It will protect against only one
sting. It will protect against ‘instant death’ venom.

Rue
(Shaun Hately)
Available: Summer 25% Locale: Temperate Rural
Preparation: None Cost: 1 gp/ 3 gp
Uses: 4 Ability Check: Intelligence -2
The Netbook of Poisons: 22

Rue is a small rounded bush which grows to about three feet in height. It has yellow, scoop like
flowers. The leaves are shaped like spades, and are blue grey in colour. It has seedpods
which resemble a small green orange. The seedpods should be consumed as an antidote to
ingested poisons. Provided it is taken within 10 minutes, of the poison being ingested, and the
poison has not already had its effect, it will neutralise the poison in 1d4 minutes, on a
successful herbalism check. It is also mixed with wormwood to create a very effective
antiseptic.

Sessali
(Shaun Hately from Feist and Wurts’ “Empire” Trilogy)
Available: Autumn, Spring, Summer 10% Locale: Subtropical Coasts
Preparation: 2 hours Cost: 1 gp/ 4 gp
Uses: 7 Ability Check: Intelligence -3

A rugged thorny plant found by the sea. The leaves must be boiled for two hours in salt water,
and the resultant mix sweetened with honey. This mixture will act as a cure for certain types of
ingested poisons (GMs discretion, as to which ones). The recipient must be made to drink one
dose immediately the mixture is ready, and then a further dose every twelve hours for three
days (7 doses in all). If the number of successful applications is four or more, the patient will
recover.

Silverthorn
(Shaun Hately from Raymond E. Feist’s “Silverthorn”)
Available: Always 1% Locale: Temperate Mountains
Preparation: 12 hours Cost: 1000 gp/ 10,000 gp
Uses: 1 Ability Check: Intelligence

Silverthorn is a small thorny plant, white in colour with red berries and silver thorns. Called
aelebera by the elves, this herb can function either as a poison or as an antidote to itself. It is
found only by one lake located high in the mountains. For use as a poison the thorns must be
crushed and boiled in oil over the course of a night, at which point, the resultant mixture may
be smeared on the end of a weapon. When the weapon pierces its target, the poison will take
effect killing the victim within 2d6 hours. There is no save and no cure, except for the antidote
outlined below. Not even the most powerful magic can cure this poison.
The only cure for this poison, is also made from the Silverthorn plant. The berries must be
boiled in absolutely pure water, contained in a pure silver vessel, and the resultant mixture
stored in a vial of absolutely pure glass until use. The liquid must be placed on the dying
victims lips, where within 1d20 minutes, they will recover from the poisoning.

Spiderwort
(Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 50% Locale: Temperate Special (see below)
Preparation: 2 weeks Cost: 4 gp/ 10 gp
Uses: 3 Ability Check: Intelligence
The Netbook of Poisons: 23

This herb will cure spider poison if applied within 2 rounds. Any damage already incurred,
including death remains. This plant may be found anywhere in temperate regions where there
is chalky soil.

Tempin
(Druann Pagliasotti)
Available: Summer 20% Locale: Temperate Forest
Preparation: none Cost: 5 gp/ 5 gp
Uses: 1 Ability Check: Intelligence -2

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.)

Wholesome
(Shaun Hately)
Available: Summer 25% Locale: Temperate Rural
Preparation: 1 day Cost: 5 gp/ 10 gp
Uses: 2 Ability Check: Intelligence -7

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.

Wolfsbane
(Maya Kniese)
Available: Summer, Autumn 10% Locale: Temperate Hills
Preparation: None (2 days for pills) Cost: 20 gp each/ 40 gp for jelly
Uses: 3 Ability Check: Intelligence

This small (15 cm) plant has black green leaves, sawed deeply several times, and three flower
stalks with tiny white flowers and brown seed pods. The seeds are fine as dust, and are
therefore usually worked into pills, although, in a pinch, it is possible to simply pluck a stalk and
eat it whole. In both cases, the seeds have the effect of granting a +2 on a saving throw vs
poison to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes. If the flowers are burnt
and the smoke directed against a lycanthrope or rubbed vigorously on a lycanthrope’s skin, the
creature must make a ST against Spells or cough terribly and scratch himself, being unable to
fight and his movement rate halved. If the ST is successful, he’ll run away for 1d4 rounds.
The Netbook of Poisons: 24

-------------------------------------------------
The Poisons (A-Z)
-------------------------------------------------
A
Save: +4/+2/+0 Type: Insinuative, Ingestive
Onset: 1-6 rounds Run: 5 rnds
Result: Nil/Damage Cost: 150/170/190 gp

Comes in liquid or powder. 5-20 hp damage if ST is failed (1d4 hp/rnd), otherwise no damage.

AA
Save: +4/+2/+0 Type: Insinuative
Onset: 1 round Run: 2 rnds
Result: Nil/Damage Cost: 90/110/130 gp

Liquid mixture. 8 hp damage taken if ST is failed (4 hp/rnd), otherwise no damage.

AAA
Save: +4/+2/+0 Type: Contact
Onset: 1-8 rounds Run: 4 rounds
Result: Damage Cost: 200/220/240 gp

Powder. 12 hp damage taken if ST is failed (3 hp/rnd), otherwise 4 hp (1hp/rnd) damage.

Ajida
Save: -4 Type: Ingestive
Onset: 1-6 rounds Run: 1-3 turns
Result: Nil/damage, blindness Cost: 300 gp

Odorless, colorless liquid. Does 5-30 (5d6) damage, starts in 1-6 rounds, runs its course in 1-3
turns. Vision grows dim after victim takes 10 points of damage, continues to dim until 20 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 Cost: 140 gp

A crystalline powder, a single dose is mixed with water, wine or beer. The drug has a faint,
bitter taste. After 4-24 minutes euphoria, vivid illusions for 7-12 hours. Characters dosed with
Alanal are incapable of spellcasting during the drug’s run time. Overdoses result in brain
The Netbook of Poisons: 25

damage: prolonged use causes addiction and personality modification (moodiness, irritability,
etc.) Antidote: 1 lt water taken within 5 minutes of original dose may (60% chance) flush out
stomach.

Amber death
Save: -4 Type: Ingestive
Onset: 1-4 rounds Run: 2-20 rounds
Result: Nil/Damage Cost: 200 gp

Appears as a thin amber colored carbonated liquid or amber gel. Starts in 1-4 (1d4) rounds,
and runs its 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!)

Amber lotus pollen


Save: +0 Type: Inhalant
Onset: 1 round Run: 4-16 turns
Result: Nil/Sleep Cost: 64 gp (if bought)

Derived from the Amber Lotus flower, the pollen is incredibly difficult to collect. The pollen is a
useful tool to put asleep enemies by blowing a simple dose of it on their faces (save vs poison
or sleep for 4d4 turns). The pollen retains its properties for one week after being created.

Aranea poison
Save: +0 Type: Insinuative
Onset: 1 round Run: 1d6 turns
Result: Nil/Paralysis Cost: 240 gp (if bought)

Derived from the aranea’s (intelligent spiders) venom sacks, this poison paralyzes those who
fail their ST for 1d6 turns. It can be stored in humid locations for up to two months before
losing its properties. If exposed to fire or intense heat, it explodes affecting all those standing
in 3 feet radius with its paralysing properties (as if it was a contact poison).

Arashni
Save: +0 to -4 Type: Ingestive
Onset: 1-6 rounds, dependent upon dose Run: 1d10 turns
Result: Euphoria, addiction/Death Cost: 21 gp (if bought)

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. 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
The Netbook of Poisons: 26

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)

Archer Bush poison


Save: +0 Type: Insinuative
Onset: Instantaneous Run: Instantaneous
Result: Damage/Death Cost: 100 gp (if bought)

Save vs. poison or die. If save is made, victim loses 10% of their remaining hit points. The
Archer Bush liquid poison is only extracted from the thorns and roots of archer bushes.

Arsenic
Save: +0 Type: Ingestive
Onset: 1-6 rounds Run: 1 round or Special (see below)
Result: Nil/Death Cost: 160 gp

Arsenic is a natural element that is often combined with sulphur to create a deadly mixture. If
ingested it can cause instant death. However, it is normally used by giving small doses (1/10)
to the victim daily, who cannot detect it this way. If he fails his save (make one after ingesting a
complete dose), he dies immediately; nobody but the best alchemist will tell what killed him.

Asarabacca
(Shaun Hately)
Save: +0 Type: Ingestive
Onset: 2-8 rounds Run: 3-8 hours
Result: Nil/Docility Cost: 11 gp (if bought)

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: Blindness/Death Cost: 300 gp (if bought)

Save vs. poison or die in 1-4 rounds. If save is made, the victim is blinded and stunned for 1d4
rounds. Harvesting the spores from the Ascomoid monster is highly dangerous (20% they
explode infecting the harvester).

Askume
Save: -3 Type: Inhalant
The Netbook of Poisons: 27

Onset: 1-2 rounds Run: See below


Result: Debilitating/Death Cost: 37 gp (if bought)

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.

Assassin Bug poison


Save: +0 Type: Insinuative
Onset: 1 round Run: 7-12 rnds or 1 turn
Result: Slow/Paralysis Cost: 195 gp

Liquid. Save vs. poison or be paralyzed for 7-12 (1d6+6) rounds, a save indicates that it effects
the recipient as a SLOW spell for 1 turn.

Assassin snake toxin


Save: Varies Type: Insinuative
Onset: 1-3 rounds Run: Varies
Result: Nil/Varies Cost: Varies

A highly poisonous liquid 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:

Rolled # Save Result Cost _


01 - 04 +3 Incapacitation (2-12 rnds) 60 gp
05 - 08 +2 Death 170 gp
09 - 11 +1 2-8 (2d4) damage 120 gp
12 - 14 0 3-12 (3d4) damage 150 gp
15 - 17 -1 Incapacitation (4 days) 100 gp
18 - 19 -1 Incapacitation (12 days) 100 gp
20 -3 Death 220 gp

Atzantaxil
Save: +0 Type: Contact
Onset: 1-4 rounds Run: Instantaneous or 1-6 trns
Result: Fever/Death Cost: 290 gp

This venom is particularly favoured by the followers of Atzanteotl (Mystara campaign world)
who are the only people to know how to prepare this powder using underground roots and
snake’s poison. It usually comes in a handful of white powder which is snuffed against the
enemy’s bare skin (normally in the face) either from a special blowgun or by taking it on the
gloved palm of one’s hand. If the ST is failed, the death is istantaneous after the onset time
expires. If however the ST succeeds, the victim starts suffering from a great fever and his
Strength, Dexterity and Intelligence scores are halved for 1-6 turns.
The Netbook of Poisons: 28

B
Save: +2/+0/-2 Type: Ingestive
Onset: 1-4 rnds Run: 5 hp/rnd
Result: Damage Cost: 190/210/230 gp

Liquid or powder. Does 5 hit points with a successful save, 5-20 (5d4) hit points if failed.

Babblejuice
Save: +2 Type: Ingestive
Onset: 1-4 rounds Run: 1-4 hours
Result: Nil/See Below Cost: 90 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.

Banelar
Save: +0 Type: Insinuative
Onset: 1 rnd Run: 2-5 turns
Result: Nil/Unconsciousness & Damage Cost: 400 gp

Save vs. poison or suffer unconsciousness and 2-12 hp additional damage, with skin turning
blue, for 2-5 turns. This liquid is a mixture of exotic minerals and common poisons.

Baneberry
Save: -2 Type: Ingestive
Onset: 4-24 Hours Run: 24-48 hours
Result: Debilitating/Death Cost: 18 gp (if bought)

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 and up to 1d10+10 berries can be
harvested from a single bush. 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.
The Netbook of Poisons: 29

Barba amarilla
Save: -2 Type: Insinuative
Onset: 2-8 rounds Run: 1-4 days
Result: Nil/Paralysis Cost: 5,110 gp

Liquid. Save vs. poison at -2 or all voluntary muscles will cease to function for 1-4 (1d4) days.

Basidirond
Save: +0 Type: Inhalant
Onset: 2-5 rounds Run: 1-4 rounds
Result: Nil/Hallucinations Cost: 190 gp

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: 310 gp

A liquid 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
Save: -4 Type: Ingestive
Onset: 3 turns Run: 1-24 hours
Result: Debilitating/Death Cost: 30 gp (if bought)

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 (all are cumulative and occur one hour after the other):
1 dose: Dilated pupils; blurred vision (-2 to hit with missile weapons);
2 doses: Increased heart rate; loud heart beat (audible at several feet - cannot Surprise
enemy);
4 doses: Impaired vision (+2 malus to AC);
6 doses: Dry mouth; disorientation (-4 to all attack rolls);
7 doses: Hallucinations;
8 doses: Aggressive behavior (Wis check each hour to avoid attacking the nearest person in a
fit of rage);
9 doses: Rapid pulse and respiration (Constitution halved);
10 doses: Convulsions (impossible to attack or cast spells, movement reduced to 1/3, -2 to
ST);
12 doses: Coma;
15 doses: Death.
The Netbook of Poisons: 30

If the Saving Throw is made, only the first effect (dilated pupils and blurred vision) applies. One
ST (the penalty applies to all of them) is needed to avoid each of the effects that come with the
doses used.
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 in small quantities (less than 6 doses) without comment.

Belbol d'Elghinn (“Gift of Death”)


(Susannah Redelfs)
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 minutes
Result: Nil/Death Cost: 240 gp

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 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.

Belpren
Save: +0/-4 Type: Contact
Onset: Instantaneous Run: Instantaneous
Result: Nil/Damage Cost: 250/290 gp

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: 20 rnds
Result: Half Damage/Full Damage Cost: 550 gp

Clear liquid or gel, smells like honey. Does 10-40 (10d4) damage, starts in 1 round, runs its
course in 20 rounds. Causes disorientation (-2 to hit, damage, 30% chance of spell failure)
after 20 points of damage are taken. Disorientation increases in steps of 5 points (additional -1
The Netbook of Poisons: 31

to hit, damage, +5% to spell failure). This effect wears off 1-3 turns after poison has run its
course. Save for half damage at -4.

Bleeding heart
Save: +2 Type: Ingestive
Onset: 1-2 hours Run: Instantaneous
Result: Nil/Death Cost: 14 gp (if bought)

This plant toxin (powder) causes erratic muscle spasms causing the victim to roll a system
shock successfully or die immediately on the spot.

Bleeding powder
Save: +0 Type: Ingestive
Onset: 6 rounds Run: 10 rounds
Result: Damage/Death Cost: 260 gp

An in-color tasteless powder that can be poured into drinks or upon edibles. If the save is
made, then the victim begins to lose 1 hp/round per 10 rounds (total: 10hp damage) due to
internal bleeding, unless the poison’s action is somehow stopped magically. If the ST failed, at
the end of the 10 th round all veins and capillaries explode and the victim collapses dead.

Bloodfire
Save: +0 Type: Ingestive
Onset: 1 round Run: 1 hour
Result: Nil/Damage Cost: 160 gp

Bloodfire is an unusual poison which comes in liquid or powder. 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 by this poison disrupts concentration. Movement is reduced
to 1/3 of normal. Speech is possible, though often short and not very communicative.

Bloodflower
Save: +0 Type: Inhalant
Onset: Instantaneous Run: 2-12 turns
Result: Nil/Sleep Cost: 49 gp (if bought)

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.
The Netbook of Poisons: 32

Bloodroot
Save: -1 Type: Ingestive
Onset: 1-2 hours Run: 2-3 hours
Result: Debilitating/Death Cost: 22 gp (if bought)

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). If
the ST is failed, death results from heart failure 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. Bloodroot has a bitter and acrid taste.

Bloodrot
Save: -1 Type: Insinuative
Onset: 1-4 rounds Run: 3-18 rounds
Result: Debilitating/Death Cost: 250 gp

Bloodrot liquid 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: 12 gp (if bought)

This elixir is derived from the thorns and stalks of the bloodthorn vine. If a save vs. poison at -1
is failed the victim is paralyzed for 3-6 (1d4+2) rounds.

Blowfish poison
Save: -4 Type: Ingestive
Onset: 1-20 turns Run: 1-2 Hours
Result: Debilitating/Death Cost: 400 gp (if bought)

If the ST is made, the effects are: difficulty speaking, paralysis spreading into respiratory
system, nervous system (Int, Con and Dex halved). Death results from convulsions or
respiratory arrest within 1-2 hours if the ST is failed. Note: venom is found in the fish’s ovaries
and is NOT destroyed by cooking. It is normally in liquid form.

Blueback mushroom
Save: +0 Type: Ingestive
Onset: 1 round Run: 48 hours
Result: Nil/Debilitating Cost: 11 gp (if bought)

Causes the victim to become dizzy and light-headed, as if under a FUMBLE spell for 48 hours.
The Netbook of Poisons: 33

Braylock
Save: -1 Type: Ingestive
Onset: 1-2 rounds Run: 1 turn
Result: Half Damage/Full damage Cost: 480 gp

An odorless, syrupy, amber liquid. Does 5-40 (5d8) damage, starts in 1-2 rounds, runs its
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: 210 gp

An odorless colorless liquid. Does 5-30 (5d6) damage, starts in 1-8 rounds, runs its 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: 19 gp (if bought)

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: Half Damage/Full damage Cost: 460 gp

Bluish paint-like substance. Contact does 3-30 (3d10) damage, starts in 1-6 rounds, runs its
course in 1 turn. Save for half damage at -2. Leaves a blue discoloration after being applied.

Byrony
Save: -1 Type: Ingestive
Onset: 4-16 hours Run: 2-12 hours
Result: Vomiting/death Cost: 23 gp (if bought)

Byrony is primarily a healing plant (heals diarrhea and stomachache), and its use as a poison
assumes that the plant or extracts have been spoiled or withered. Poisonous parts of the plant
include berries and roots. Effects: burning of the mouth after ingestion, followed by nausea
and vomiting. Other symptoms (if the save is failed) are diarrhea, convulsive coma, and death,
which results from respiratory arrest. Byrony juice is also a skin irritant, causing blisters.
The Netbook of Poisons: 34

C
Save: +2/+0/-2 Type: Insinuative
Onset: 1-4 rnds Run: Instantaneous
Result: Damage Cost: 275/295/315 gp

Liquid. Does 2-8 hit points of damage with a successful saving throw, 25 hit points if the saving
throw is failed.

Calcena mushroom
(Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Save: +4 Type: Inhalant, Ingestive
Onset: 1-6 rounds Run: 2-12 hours
Result: Nil/Hallucinations Cost: 15 gp (if bought)

Anyone who breathes in the spoors of one of these pink mushrooms incurs a -3 penalty on all
saves vs illusions for 2d12 hours. The mushroom may be brewed into a potion by brewing tea
and leaving the mushroom to stand in the tea for 2 weeks. The resultant concoction when
drunk is a powerful hallucinogen. Anyone under the influence of it will see whatever the GM
wants them to see. This effect also lasts 2d12 hours.

Cascabel venom
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 2-4 rnds
Result: Damage/Death Cost: 400 gp (if bought)

Save or die else take 2 points of damage per round for 2d4 rounds, or until the venom is
neutralized. There is an antidote to this liquid, but it only works 35% of the time.

Catfish poison
Save: +0 Type: Contact
Onset: Instantaneous Run: Instantaneous
Result: Half Damage/Full Damage Cost: 270 gp (if bought)

The feelers of the giant catfish secrete a liquid toxin that causes 2d4 points of damage on
contact. A save vs. poison limits the damage to 1d4 points.
The Netbook of Poisons: 35

Caustar
Save: +0 Type: Insinuative
Onset: Instantaneous Run: Instantaneous
Result: Pain/Damage Cost: 20 gp (if bought)

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
only the caustar’s pain factor affects its target. The victim suffers a -1 penalty to all rolls for 3
rounds.

Chak
Save: -4 Type: Ingestive
Onset: 1 round Run: 1-3 rounds
Result: Nil/Damage Cost: 230 gp

White chalky fluid. Does 2-16 (2d8) damage, starts in one round, runs its course in 1-3 rounds.
This actually reduces the creatures Dexterity by one point per six points of damage taken.

Chayapa
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 2-7 rounds
Result: Nil/Sleep Cost: 160 gp

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 causes a deep sleep for 2-
7 (1d6+1) rounds. This poison will affect elves.

Chokeweed powder
Save: +0 Type: Inhalant
Onset: Instantaneous Run: 1-12 rounds
Result: Incapacitation/Damage Cost: 27 gp (if bought)

Derived from powdered chokeweed, it causes choking for 1-12 rounds (incapacitating the
victim). In addition, the victim must save vs. poison or take 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: 1-6 hours
Result: Nil/Damage + Paralyzation Cost: 750 gp (if bought)

Obtained from a sub-race of the chitine (an Underdark race) this poison causes 12 hp of
damage and has a paralytic element that lasts 1-6 hours.
The Netbook of Poisons: 36

Claria
Save: +2 Type: Ingestive
Onset: 1-4 rounds Run: 3 hours
Result: Nil/Loss of Magic skills Cost: 340 gp

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
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: Nil/Debilitating Cost: 120 gp/150 gp

Toxic liquid that causes involuntary muscle spasms, placing the character out of action for 3-18
rounds. (Stats in italics refer to the Insinuative type of poison.)

Corallicus
Save: +0 Type: Ingestive
Onset: 1 round Run: Instantaneous
Result: Nil/Damage Cost: 210 gp

An alchemical liquid mixture that works best solved in water (leaves no trace). Save or take 4-
24 (4d6) damage.

Corrabus poison
Save: +4 Type: Insinuative
Onset: 1-2 rnds Run: See below
Result: Half dmg/Full dmg + paralysis Cost: 900 gp (if bought)

Monster Poison (Liquid). Save vs. poison or take 10-60 (10d6) damage. A save indicates half
damage. Then save vs. paralyzation or be paralyzed for 2d4 turns.

Couatl venom
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-4 rounds
Result: Nil/Death Cost: 190 gp (if bought)

Liquid poison harvested from the couatl monster. Save vs. poison or die.
The Netbook of Poisons: 37

Coulmbine
Save: +4 Type: Insinuative
Onset: 1-6 rounds Run: 10-20 rounds
Result: Nil/Debilitating Cost: 100 gp

This liquid poison causes acute shortness of breath, the victim may fight, move or talk for only
three rounds before having to rest for a round. This lasts for 10-20 (1d10+10) rounds.

Cow-Wheat
(Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Save: +0 Type: Ingestive
Onset: 1-6 rounds Run: 1-4 hours
Result: Nil/Drunkenness Cost: 11 gp (if bought)

Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a
white powder when crushed (preparation time: 1 week). If this powder is placed into food or
drink it will cause a person to act as if drunk. For those who desire game mechanics to deal
with drunkenness, please consult the Intoxication Table in the 1st Edition AD&D DMG, page
82. Otherwise simply assume a druken character has a -1 on all his rolls. Each dose of this
herb successfully administered will increase the level of drunkenness by one step (malus
cumulative). At fifth stage, the person passes out and remains unconscious for 5-8 (1d4+4)
hours.

Crowfoot
Save: +0 Type: Inhalant
Onset: 1-4 rounds Run: Special, see below
Result: Nil/Death Cost: 240 gp

Save vs. poison or this powder will cause acute blistering inside the trachea causing the victim
to slowly choke to death in 3 rounds plus Constitution bonus.

Crystal elixir
Save: +0 Type: Contact
Onset: 1-3 rounds Run: 3-18 rnds
Result: Half dmg/Paralysis, full dmg Cost: 270 gp

Created by alchemy from crystal ooze, this will paralyze victims for 3-18 (3d6) rounds and will
do 2d4 damage. Save for half damage.

Cuph
Save: +1 Type: Ingestive
Onset: 1-6 rnds Run: 1-8 turns
Result: Nil/Damage Cost: 170 gp
The Netbook of Poisons: 38

A clear liquid, smells like pineapple. Does 4-24 (4d6) damage, starts in 1-6 rounds, runs its
course in 1-8 turns. Save for no damage at +1.

Curare (Flying Death)


Save: -4 Type: Insinuative
Onset: Instantaneous Run: 1-2 rounds
Result: Nil/Varies (see below) Cost: 38 gp (if bought)

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). The effects (all cumulative) vary with the
concentration of the doses used:
1 dose: paralysis of muscles, starting with the eyelid and face, followed by the inability to lift
the head (-2 to Dex for 1-6 turns).
2 doses: Within seconds of injection the poison affects the diaphragm, the victim’s pulse drops
drastically and he passes out for 1-6 turns.
3 doses: Paralysis of the lungs occurs and death results from respiratory failure. During the
death throes the victim turns blue.
Similar poisons and other names: urali, woorar, ourari, urari.

Cushion Fungus spores


Save: +0 Type: Inhalant
Onset: 1-4 rnds Run: 1-4 rnds/1-3 days
Result: Confusion/Sleep Cost: 32 gp (if bought)

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/-2 Type: Ingestive/Inhalant
Onset: Instantaneous Run: 1-12 minutes
Result: Damage/Death Cost: 41 gp/44 gp (if bought)

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 or an inhalant. The poison in 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 1-12 minutes.
If the save vs. poison is successful the victim takes 4d4 hit points of damage, but suffers no
further ill effect. (Stats in italics refer to the Inhalant type of poison.)
The Netbook of Poisons: 39

D
Save: +0/-4 Type: Insinuative
Onset: 1 round Run: Instantaneous
Result: Damage Cost: 410/450 gp

Liquid. Does 2-12 hit points of damage with a successful saving throw, 30 hit points if the
saving throw is failed.

Dainaberry (Sleepberry)
(Maya Kniese)
Save: No save Type: Ingestive
Onset: 1 round Run: Special (see below)
Result: Sleep Cost: 17 gp (if bought)

The Dainabush is a creeping, thorny vine, much like a bramble, which grows near rivers.
Young vines are about 5 mm thick, with 2 mm long thorns. Older vines can become as thick as
10 cm, with curved thorns up to 5 cm long, although this requires many years of growth. Young
vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to
black, with leaves, such as there are, dark green in colour. The vines flower in early summer,
with light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries (or
Sleepberries), which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet
and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The
berries have this effect on mammals only, but a single berry is enough to bring down any man
sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep.
There is no saving throw, although the sleep caused is quite normal, and a sleeping creature
can simply be awakened. Although the berries can simply be eaten to cause the effect, it is
also possible to dry them carefully, and grind them into powder (preparation time: 3 weeks).
This powder is weaker (save vs poison to avoid), but will keep a long time. The powder can be
added to any food or drink, but has a very sweet taste. Up to 3d10 berries can be harvested at
one time.

Dark Naga venom


Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Damage, Sleep Cost: 215 gp (if bought)

Liquid. Save or take 1-2 hit points of damage and fall into a drugged sleep for 1-6 rounds.
The Netbook of Poisons: 40

Darkshaft
Save: -2 Type: Insinuative
Onset: Istantaneous Run: 2d6 rounds
Result: Nil/Hallucinations Cost: 210 gp

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: 250 gp

Reddish powder, leaves a pale red discoloration on flesh or others surfaces when applied.
Does 4-24 (4d6) damage, starts in 1 round, runs its course in 1-10 rounds. Save for no
damage.

Deadman
Save: -2 Type: Contact
Onset: 2-5 rounds Run: Instantaneous
Result: Nil/Death Cost: 26 gp (if bought)

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 is a favorite of assassins from all cultures.

Death coma
Save: +0 Type: Inhalant
Onset: 1 round Run: 5-20 rounds
Result: Nil/Coma Cost: 240 gp

Save vs. poison or this toxin causes total loss of muscular coordination and brain damage.
Victim may not move unassisted while under the influence of this toxin, and he doesn’t speak
either. The effect lasts 5-20 (5d4) rounds.

Death cup toxin


Save: -3 Type: Inhalant, Ingestive
Onset: 11-20 Hours Run: 1-6 hours
Result: Nil/Death Cost: 27 gp (if bought)

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 11
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 die in 1-6 hours.
This requires a NEUTRALIZE POISON and a RAISE DEAD to recover the victim.
The Netbook of Poisons: 41

Deathdust *
Save: +0 Type: Contact
Onset: 1-3 rounds Run: 1 round
Result: Nil/Death Cost: 1240 gp

* (The Complete Book of Necromancers, p. 98.)

Deathwine
Save: -4 Type: Insinuative, Ingestive
Onset: 1 round Run: 1-2 rounds
Result: Damage/Death Cost: 480 gp

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 its antidote are extremely rare. This poison will effect any humanoid.

Demon Locust poison


Save: +0 Type: Ingestive
Onset: 1 turn Run: 1 turn
Result: Half dmg/Full dmg + Blindness Cost: 590 gp

Liquid. Full damage is 6-48 (6d8); save vs. poison for 1/2 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.

Devil-Ale
Save: +0 Type: Ingestive
Onset: 1-3 rounds Run: 2-5 turns
Result: Nil/Damage Cost: 360 gp

Odorless liquid, very light orange color. Does a flat 60 points of damage: starts in 1-3 rounds
after ingestion, runs its course in 2-5 (1d4+1) turns.

Devilroot
Save: +0 Type: Ingestive
Onset: 2d10 rounds Run: 3 turns
Result: Debilitating/Death Cost: 21 gp (if bought)
The Netbook of Poisons: 42

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 Constitution, -2 to each
score, lasting from two to twelve weeks). (adapted from The Naturalist’s Guide to Talislanta)

Diffenbachia
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 3-12 rounds
Result: Nil/Dumbness Cost: 11 gp (if bought)

Save vs. poison or this plant toxin causes complete relaxation of the vocal chords (the victim
cannot speak). Lasts for 3-12 (3d4) rounds.

Doshenkana
Save: No save Type: Ingestive
Onset: 1-3 hours Run: 3-12 hours
Result: Debilitating/Death Cost: 270 gp

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 blood
Save: +0 Type: Ingestive
Onset: 2-8 hours Run: 2-12 hours
Result: Nil/Damage Cost: 360 gp

A mixture of herbs, venoms and dragons’ blood, this murky liquid has a slight aftertaste and no
odor, it does 6-60 hp damage per dose, save for no damage (indicating that the victim has
detected the venom and spit it out promptly).

Dragonfish poison
Save: -4 Type: Insinuative
Onset: 1-4 rounds Run: Instantaneous
Result: Incapacitation/Death Cost: 280 gp (if bought)

The poison is slow-acting, and creatures injected with the liquid toxin must make a saving
throw vs. poison at a -4 or die. If successful, the character suffers a -2 penalty on all rolls for
the next 1d12+4 hours.
The Netbook of Poisons: 43

Dreambliss *
Save: +0 Type: Insinuative
Onset: Varies by size of victim Run: 2-8 hours
Result: Nil/Sleep Cost: 1590 gp

* (The Complete Book of Necromancers)

Dream juice
Save: +0 Type: Ingestive
Onset: Instantaneous Run: 1-10 rounds
Result: Nil/Damage Cost: 230 gp

Green, black or white fluid. Does 3-24 (3d8) damage, starts immediately, runs its 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.

Drow Sleep poison


Save: -4 Type: Insinuative
Onset: 1 round Run: 2-8 hours
Result: Nil/Sleep Cost: 1650 gp (165 gp in the Underdark)

Save vs. poison at -4 or 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 Underdark). It loses its potency instantly when exposed to sunlight. (The Vault of the
Drow, The Drow of Underdark) See Khaless (q.v.)

Dwarfbane
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 3 rounds
Result: Half damage/Full damage Cost: 150 gp

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
its potency (+2 on save). It does 1d8 damage with a pain "like blazing skewers" and a further
1d6 points of damage on the next three rounds. A successful save indicates half damage.
The Netbook of Poisons: 44

E
Save: -4 Type: Insinuative
Onset: Instantaneous Run: 1 round
Result: Damage Cost: 430 gp

Liquid or powder. A successful saving throw results in 1-20 hit points of damage, a failed save
halves the current hit points of the victim.

Elecampane
(Shaun Hately)
Save: +0 Type: Ingestive
Onset: Instantaneous Run: 2-12 hours
Result: Nil/Nausea Cost: 11 gp (if bought)

This plant has a thick root, with leaves that are white on the bottom and green on top, as well
as showy yellow flowers. It is normally found in temperate rural areas in winter and spring (15%
chance). The root may be eaten, in which case it will cause the recipient to vomit. This effect,
while useful in removing ingested poisons from the system, will leave the recipient weak (-1d4
to Constitution for 2d6 hours). For this reason it may be used as a mildly debilitating poison.

Elvenbane (Athinar)
Save: +0 (-4 elves) Type: Insinuative
Onset: Instantaneous Run: 3 rounds
Result: Nil/Damage (Death for elves) Cost: 200 gp

This liquid 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 takes 2-12 (2d6) damage.

Erwurgwort
Save: +1 Type: Ingestive
Onset: 1-3 turns Run: 1 hour
Result: See below/death Cost: 20 gp (if bought)

Brilliant blue, small flowers on a long stalk. Very Rare, available in autumn in coniferous
forests. To avoid the worst of the damage, the recipient must make a saving throw vs. poison
The Netbook of Poisons: 45

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.

Esiliir
Save: +0 Type: Inhalant
Onset: 1-4 rounds Run: 1-2 turns
Result: Nil/Laughter Cost: 19 gp (if bought)

This inhalant powder is made by using the pollen and the crushed petals of the Esiliir flower,
which normally grows underground or in the darkest underbrush of magical places (like
Alfheim). All those who inhale this poison must save or begin to laugh uncontrollably for 1-2
turns. Their AC is penalized by 2 points and they suffer a -2 on all their dice rolls. Besides, no
spells can be cast by spellcasters affected by this powder.

Eth-krarg (“Bloodthroat”)
Save: -2 Type: Ingestive
Onset: 1-10 rounds Run: 2-12 rounds
Result: Nil/Damage Cost: 220 gp

A common poison, brewed also by some tribes of goblinoids. Save or begin to cough and spit
blood, losing 1 hp per round until the poison runs its course.

Ettercap poison
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-4 turns
Result: Nil/Death Cost: 240 gp (if bought)

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 1400 gp (six doses) on the open market.
The Netbook of Poisons: 46

F
Save: -2 Type: Insinuative
Onset: 1-2 rounds Run: Instant
Result: Damage/Death Cost: 310 gp

Liquid. Save at -2 to avoid death, otherwise take 1 hp of damage per Constitution point.

Fansolin (Mindbender)
Save: -1 Type: Ingestive
Onset: 1-6 rounds Run: 1-4 hours
Result: See below Cost: 13 gp (if bought)

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
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.

Fluted Rose
(Desmond Reid)
Save: +0 Type: Ingestive
Onset: 1-6+1 rounds Run: 1-4 hours
Result: Nil/Relax Cost: 11 gp (if bought)

This lovely pink flower resembles a small rose. It grows in poor rocky soils at high altitudes in
temperate or tropical areas (60% to find it). The flowers are dried and brewed as a tea. This
beverage is a strong relaxant. Imbibers are very relaxed and tend to be uncaring about
external events, whether these events are work, play, or a rampaging dragon.
Effects: The imbiber gets +4 save vs. fear, +4 to morale, but -2 to Dexterity and +2 to AC (very
relaxed), and movement halved.

Flydance
Save: +2 Type: Inhalant
Onset: 1-3 rounds Run: 1-6 rounds
Result: Nil/Convulsions Cost: 170 gp
The Netbook of Poisons: 47

A green odorless liquid. Can be made into a gas, otherwise used as Chayapa. Acts in 1-3
rounds. Causes convolutions that knock the victims 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: 15 gp (if bought)

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: 210 gp

A pale green liquid or powder, smells like apples. Does 3-30 (3d10) damage, starts in 1-3
rounds, runs its course in 1-8 rounds. Save for no damage.

Frog poison
Save: Varies (see below) Type: Insinuative
Onset: Varies (see below) Run: Varies (see below)
Result: Varies (see below) Cost: Varies (see below)

Type Terrain Save Onset Run Cost/dose Doses in Effects


Time (if bought) each frog ST done ST failed
Aurotaenia Forest -4 Instant 2d4 rnds 205 gp 1 Incapacit. Paralysis
Bicolor Swamp -4 Instant 1d4+2 t 380 gp 2 Mild Pain Paralysis
Deudrobates River 0 Instant 1d6 trns 290 gp 1 Mild Pain Paralysis
Giant frog S,R,F 0 1 round Instant 310 gp 3 None 3d8 hp
Lugubris Forest -2 Instant 1 turn 160 gp 2 Mild Pain Incapacit.
Terribilis River -4 Instant 6 turns 580 gp 1 Paralysis Death
Vittatus Plain -2 Instant 1d4 trns 210 gp 1 Mild Pain Stunned
The Netbook of Poisons: 48

G
Save: -1 Type: Insinuative
Onset: 1-10 rounds Run: 1 round
Result: Damage/Death Cost: 245 gp

Liquid. Save at -2 or die horribly for convulsions. If save is made, the victim loses 9 hp.

Gaboon
Save: -2 Type: Insinuative
Onset: 1 round Run: See below
Result: Nil/Damage Cost: 310 gp

A unique liquid 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 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: 290 gp

Pale blue liquid or powder, smells like horse sweat. Does 4-40 (4d10) damage, starts in 1-3
rounds, runs its course in 2 turns. Save for no damage.

Garbug toxin
Save: +0 Type: Insinuative
Onset: 1-2 rounds Run: 1-6 turns
Result: Nil/Paralysis Cost: 240 gp (if bought)

Save vs. poison or be paralyzed for 1-6 turns.

Ghoul sweat
Save: +1 Type: Contact
Onset: Instantaneous Run: 5-10 rnds
Result: Nil/Paralysis Cost: 215 gp

A scummy green gel, used like Chayapa. Smells like rotten meat. Its effects are to paralyze for
5-10 (1d6+4) rounds. It acts immediately. Save for no effect at +1; elves are immune.
The Netbook of Poisons: 49

Giant Centipede poison


Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 turns
Result: Nil/Slow Cost: 190 gp (if bought)

The venom extracted from the giant centipede’s glands is not deadly. However, the victim who
fails his ST finds himself hindered in his movements, dizzy and victim of migraine (acts as if
SLOWED) for 1d6 turns. The effects can be canceled by a NEUTRALIZE POISON spell or by
the appropriate antidote.

Giant Hornet poison


Save: +0 Type: Insinuative
Onset: Instantaneous Run: 2-12 hours
Result: Half dmg/Damage, incapacitation Cost: 440 gp (if bought)

Save vs. poison or take 5-30 (5d6) damage and be incapacitated for 2-12 (2d6) hours; a save
indicates half damage and no incapacitation.

Giant Wasp poison


Save: +0 Type: Insinuative
Onset: 1 round Run: 2-5 days
Result: Nil/Paralysis + Death Cost: 5190 gp (if bought)

Save vs. poison or be paralyzed for 1d4+1 days, at the end of which the victim dies.

Goblin’s trick
Save: +0 (-2 demi-humans) Type: Insinuative
Onset: 1 round Run: 1 turn or 1-12 rounds (see below)
Result: Special (see below) Cost: 14 gp (if bought)

This strange concoction is usually prepared by goblin shamans and wiccas using herbs, fungi
and samples of their own blood. It is much effective against demi-humans (gnomes, elves,
halflings, dwarves) and has no effect on beings bigger than a gnoll (2 meters high or more).
The demi-humans listed save against its effects with a -2 penalty and if they succeed, they get
1d6 hp of damage. If they fail however, they start viewing all those around them as goblins and
other humanoids and feel the urge to kill them all. The hallucination prevents them from
recognizing the real people (it affects all senses) and they will attack everyone in their sight
until the run time expires. In case of non-demihuman, if they make their save they suffer no ill
effect, otherwise they are stunned for 1-12 rounds.

Goby poison
Save: +0 Type: Ingestive, Insinuative
Onset: 1-4 rounds Run: 1-4 turns
Result: Nil/Death Cost: 190 gp (if bought)
The Netbook of Poisons: 50

The venom harvested from the small sacks under the skin and needles of this peaceful fish
that dwells in sweetwaters is dangerous indeed. It can be used as an Insinuative or Ingestive
poison and leaves no escape to those who fail the ST: they die in 1-4 turns without any
significant symptom of the incoming death.

Golden Arrow Dart Frog toxin


Save: -4 Type: Insinuative
Onset: 1 round Run: Instantaneous
Result: Nil/Death Cost: 230 gp (if bought)

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/Full damage Cost: 620 gp

Gold powder. Touch does 4-48 (4d12). Starts in 1 round, runs its course in 1-8 rounds. Save
for half damage. Leaves a gold discoloration after application (undetectable on gold items).

Golhyrr del'Ilharess (“Trap of the Matron”)


Save: +0 Type: Ingestive
Onset: Special Run: 1-6 rounds
Result: Nil/Death Cost: 160 gp

This poison is the flesh of the rare “krashyll” mushroom. Successful administering of this
poison to one's enemies is seen as quite a victory of “cuel'a'cul” (the drow ritual of slowly, over
time, destroying one's enemy while remaining blameless). It must be given in six stages, its
poison slowly building in the body, in doses no more than a two tendays apart. Since drow are
a suspicious race, it is easy to see why success with this poison is greatly admired, worthy of
the twisted, centuries-long plots of the Matron Mothers. After administering the sixth dose,
death will strike its victim in half an hour, causing the throat to suddenly close up in massive
anaphylactic shock. The victim dies of asphyxiation within one minute unless an antidote or
neutralize poison spell is used. Note that while choking to death, spells cannot cast! Ingredient
Frequency: Rare.

Gurch
Save: -4 Type: Contact
Onset: 1 round Run: 1-10 turns
Result: Half damage/Full damage Cost: 680 gp
The Netbook of Poisons: 51

Dark green liquid or powder, smells like wax. Starts in 1 round does a flat 50 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.
The Netbook of Poisons: 52

H
Save: +0 Type: Ingestive
Onset: 1-4 hrs Run: 20 rounds
Result: Half damage/Full damage Cost: 260 gp

An alchemical liquid mixture that causes 20 hp damage in 20 rounds (1hp/rnd) if the save fails.
If the ST succeeds, the victim takes only 10 hp (1hp/2 rnds). A NEUTRALIZE POISON will halt
the damage.

Hallorn’s rest
Save: +0 Type: Ingestive
Onset: 1-4 turns Run: 2-8 hours
Result: Nil/Sleep + Hallucinations Cost: 100 gp (if bought)

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.

Haszak (“Mind Flayer”)


(Susannah Redelfs)
Save: -4 Type: Insinuative
Onset: Instantaneous Run: 1 day
Result: Nil/Hallucinations Cost: 1230 gp

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. Its 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
Save: -3 Type: Ingestive
The Netbook of Poisons: 53

Onset: 3 turns Run: 1-6 Hours


Result: Debilitating/Death Cost: 200 gp

The poison has a blistering effect on the mucous membranes of the mouth, causes severe
diarrhea, vomiting. After several hours paralysis of extremities and convulsions. If the save is
made, the symptoms vanish after 2-12 (2d6) rounds, else the victim dies after 1d6 hours.

Hemlock
Save: -4 Type: Ingestive
Onset: 3 turns Run: 3-12 Hours
Result: Nil/Death Cost: 41 gp (if bought)

Toxic plant with 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. (Palladium Role Playing, P. 138)

Herexin
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 4-32 rounds
Result: Incapacitation/Paralysis Cost: 260 gp (if bought)

The venom derived by the herex’s sting can paralyze the victim for 4d8 rounds if a ST is failed.
If the save is made, the victim is simply incapacitated for the following 1 round.

Hexegift (Witch poison)


Save: -4 Type: Insinuative
Onset: Instantaneous Run: 5-30 rounds
Result: Incapacitation/Death Cost: 330 gp

The venom is normally prepared by witches and hags using strange mixtures known only to
these beings (some speculate it also involves part of their spoiled bodily fluids). The victim
suffers a sudden heart attack and if he doesn’t make his save he drops dead. If the save is
made, his heartbeat accellerates and he begins to feel dizzy and disoriented (-2 to all his rolls
for 5d6 rounds). It is incredibly costly, for very few witches sell it.

Hivebrood toxin
Save: -2 Type: Inhalant
Onset: 1 round Run: 1 turn + special (see below)
Result: Nil/Paralysis + Damage Cost: 310 gp (if bought)

The powerful hivebrood toxin can be only extracted from hivebrood’s lungs and the process is
very dangerous. If properly treated, this inhalant poison causes those who fail their ST in a 3
foot radius to be paralyzed for 1 turn. They also suffer 3-18 (3d6) points of damage per round
until they make their save (they can try each round).
The Netbook of Poisons: 54

Huld (Leap, Deathdance)


Save: +0 Type: Insinuative
Onset: 1-4 rounds Run: 1-6 rounds
Result: Nil/Convulsions Cost: 140 gp

Also known as “Leap” or “Deathdance”. This is an odorless oil. It works only by insinuation. Its
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.

Humbogo (Headhunter poison)


Save: +0 Type: Insinuative
Onset: 1-4 rounds Run: 1-6 turns
Result: Nil/Paralysis Cost: 24 gp (if bought)

A common venom among headhunters’ tribes, derived from a mix of exotic serpents’ venom
and hallucinogen herbs. The humbogo’s effects are immediate: if the save fails, the victim
starts loosing control over his body and collapses after 1-4 rounds, becoming completely
unable to move for 1d6 turns. The poison leaves the body of the victim limp.

Hy’Claria
Save: -2 Type: Insinuative, Ingestive
Onset: 1 round Run: See Below
Result: Nil/Loss of magic skills Cost: 1110 gp

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
stress to the cardio-vascular 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.
The Netbook of Poisons: 55

I
Save: -2 Type: Inhalant
Onset: 1 round Run: 2-12 rounds
Result: Nil/Laughter Cost: 210 gp

Those who inhale this type of poison must make their ST at -2 or start to laugh immediately,
unable to speak in any way or to concentrate; they also suffer a +2 on their AC, hit rolls and all
their ST. The effect lasts for 2d6 rounds.

Ikaheka
Save: +0 Type: Ingestive
Onset: 1-6 rounds Run: Special (see below)
Result: Nil/Debilitation Cost: 110 gp

Victims who fail their ST lose 1-6 (1d6) points of Constitution. They are regained at the rate of
one per week. A RESTORATION or NEUTRALIZE POISON spell will replace all of them.

Imp poison
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Death Cost: 240 gp

Red salty liquid. Save vs. poison or die for brain damage in 1d6 rounds.

Ink coprinus
Save: +0 Type: Ingestive
Onset: Instantaneous Run: Instantaneous
Result: Half damage/Full damage Cost: 31 gp (if bought)

Comes from a very common mushroom. It is most toxic when consumed with alcoholic
beverages. Does 5-20 (5d4) damage, save for half damage.
The Netbook of Poisons: 56

J
Save: -4 Type: Ingestive
Onset: 1 turn Run: 10 rounds
Result: Nil/Damage Cost: 150 gp

A brown tasteless powder. Does 1 hp/round per 10 rounds (total: 10hp damage) if save fails.

Jal wun Jivvin (“All in Fun”)


(Susannah Redelfs)
Save: +0 Type: Insinuative
Onset: 1-3 hours Run: 1-3 days
Result: Nil/Ability scores reduced by half Cost: 140 gp

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 main component is the
venom of the rakhyrr, a blind species of underground toad, mixed with other brews. The victim
is plagued by intense nausea, vomiting, fever, chills and malaise, which results in halving all
the ability scores for 1-3 days. A NEUTRALIZE POISON spell will take care of it immediately.

Jatropha curcas (Barbados Nut)


Save: -3 Type: Ingestive
Onset: 15-20 rounds Run: 1 hour
Result: Debilitating/Death Cost: 24 gp (if bought)

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. Ingestion of this nut requires two saving
throws (both at -3): if the first is made, only vomiting occurs for 1 hour, otherwise all the
symptoms listed above apply. If the second is failed, at the end of the hour the victim dies,
otherwise he recovers. 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.

Jellyfish poison
Save: +0 Type: Contact
Onset: 1 round Run: 1 hour
Result: Nil/Paralysis Cost: 490 gp (if bought)
The Netbook of Poisons: 57

The poison derived from the giant jellyfish has strong paralyzing properties. If the save is not
made, all of the victim’s muscles will tense and remain immobile for 1 hour. Being a contact
poison, it must be handled very carefully (also by those who want to harvest it from the
jellyfish).

Jeteye
Save: +0 Type: Ingestive
Onset: Instantaneous Run: 9-16 rounds
Result: Half damage/Full damage Cost: 240 gp

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.

Jima
Save: -3 Type: Ingestive
Onset: 1-10 rounds Run: 1-3 turns
Result: Half damage/Full damage Cost: 570 gp

A light red powder or liquid, smells like papaya. Does 8-48 (8d6) damage, starts in 1-10
rounds, runs its course in 1-3 turns. Save for half damage at -3.

Jimsonweed (Datura stramonium)


Save: -4 Type: Inhalant, Ingestive
Onset: 1-6 rounds Run: 2-6 hours
Result: Debilitating/Death Cost: 33 gp (if bought)

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: Instantaneous Run: Instantaneous
Result: Nil/Zombie status Cost: 1210 gp

* (The Complete Book of Necromancers, P. 98)


The Netbook of Poisons: 58

K
Save: +0/-4 Type: Contact
Onset: 2-8 rnds Run: 6 rounds
Result: Nil/Blindness + Damage Cost: 300/340 gp

A victim of this contact poison who fails his ST begins to weep blood uncontrollably for 6
rounds, losing 2 hp per round and being blinded until the effect expires or is interrupted.

Kell
Save: -4 Type: Ingestive
Onset: 1 hour Run: 1 day
Result: Nil/Hallucinations + Death Cost: 250/290 gp

A very rare and deceiving mixture, this ingestive poison has most unique properties. If the ST
is failed, the victim is struck a short fever 1 hour after the ingestion. During the fever, he
experiences hallucinations that tell him he has been blessed by the gods. Once the fever
disappears, he starts noticing improvements in his physical conditions: healthier (gains 1d4
hp), radiant visage and body (+1 Comeliness) and even stronger muscles (+1 Strength).
However, at the end of the 24 hours period from his poisoning, he will suddenly die for heart
failure with a grin on his face. The death can be prevented by casting a NEUTRALIZE
POISON on the victim, in which case all the benefits associated with this drug vanish
immediately. No other cure works.

Khaless (“Trust”)
(Susannah Redelfs)
Save: -4 Type: Insinuative
Onset: 1-2 rnds Run: 1-4 turns
Result: Nil/Sleep Cost: 33 gp (if bought)

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 1-4 turns.
Unlike the magical version, elves are vulnerable to this effect, as it is biological and not
magical.

Kobold’s bane
Save: +0 Type: Insinuative
Onset: 1 round Run: 6 rounds
The Netbook of Poisons: 59

Result: Nil/Irritation Cost: 10 gp (if bought)

Used primarly by dwarves, this poison is derived from an underground fungus that grows often
near silver mines. It is effective only against kobolds, as the dwarves have found out, and
causes the little humanoid to scratch himself uncontrollably (cannot do anything else) for 6
rounds if he fails his save.

Kolas
Save: +0 Type: Ingestive
Onset: 1-8 rounds Run: 1-4 turns
Result: Nil/Damage Cost: 300 gp

A thick brown liquid, smells like roses. Does 8-48 (4d12) damage, starts in 1-8 rounds, runs its
course in 1-4 turns. Save for no damage.

Kotra
Save: -1 Type: Contact
Onset: 1 round Run: 1-10 rounds
Result: Half damage/Full damage Cost: 500 gp

A clear oily fluid. Does 5-30 (5d6) damage, acts in 1 round, runs its 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: 190 gp

Odorless, colorless liquid. Starts in 1-6 rounds, death follows one round thereafter. Save for no
damage at -3, failed save means death.

Kylathar
(Maya Kniese)
Save: No save Type: Ingestive
Onset: 1 round Run: permanent
Result: Stats exchange (see below) Cost: 17 gp (if bought)

The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum
sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with
Dexterity; anything is possible (the GM should determine which statistics are
exchanged).There is no saving throw, and no cure (no easy one anyway; if you as DM want
one, make it up). Eating more of the berries will simply cause more stats to be randomly
exchanged. Short of magical storage, the fruits will spoil and rot within 2 days after plucking.
The bush itself grows about 2 metres high, with long, dusty green leaves, which are slightly
sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The
flowers grow in late spring, the fruits are ripe in autumn in subtropical forests.
The Netbook of Poisons: 60

L
Save: +2/-2 Type: Contact
Onset: 1-4 rounds Run: 2-12 rounds
Result: Nil/Damage Cost: 260/300 gp

If the save fails, the victim gets 1d2 points of damage per round until the run time expires or
the poison is somehow neutralized. Since it’s a contact poison, it must be handled with care.

Leopard’s Bane
(Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Save: -1 Type: Ingestive
Onset: 1-4 rounds Run: Instantaneous
Result: Nil/Death Cost: 17 gp (if bought)

This is a poison that kills animals (but not monsters) that eat it, but has no effect on
humanoids, demi-humans or humans. It’s derived from a plant that grows in temperate
grassland areas during summer (25% to find it in these locales).

Lhurdas (Yellow Death)


Save: +0 Type: Ingestive
Onset: 1-2 rounds Run: 3 rounds
Result: Half damage/Full damage Cost: 300 gp

This is a wine based poison. It has a sharp dry white-grape taste and will readily mix with any
such wine. It reacts with the digestive acids of the stomach (effective in any of the player
races) to eat away the internal organs and tissues. Ingestion produces rapid (within two
rounds) nausea, convultions, and terrific internal cramps with burning pain. It does 1-6 (1d6)
damage in the first round, 2-12 (2d6) damage in the second round, and 1-4 (1d4) damage in
the third and final round. Thereafter it will do no more damage, regardless of dose, and further
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 once for half
damage.

Lomat
Save: -2 Type: Ingestive
Onset: 1-6 turns Run: 1-4 turns
Result: Half damage/Full damage Cost: 380 gp
The Netbook of Poisons: 61

An odorless, colorless powder or liquid. Does 5-30 (5d6) damage, starts in 1-6 turns, runs its
course in 1-4 turns. Save for half damage at -2.

Lotus dust, Black


Save: +1 Type: Inhalant
Onset: 1 round Run: 1-4 rounds
Result: Hallucinations/Death Cost: 830 gp

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 during which he experiences vivid
hallucinations and nightmares that cause him to wake up shocked (-1 to all his rolls for the next
24 hours). There is no known antidote for this poison.

Lotus dust, Brown


Save: +0 Type: Inhalant
Onset: Instantaneous Run: 2-5 weeks
Result: Lethargy/Lowered Int. Cost: 5240 gp

The victim is afflicted with a long-lasting mental lethargy (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.

Lotus dust, Green


Save: -1 Type: Inhalant
Onset: 1 round Run: 7-12 hours
Result: Paralysis Cost: 2850 gp

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.

Lotus dust, Purple


Save: -2 Type: Ingestive
Onset: 1-12 hours Run: 1-4 days
Result: Debilitating/Death Cost: 1130 gp

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.

Lotus dust, Red


Save: +2 Type: Inhalant
Onset: 1 round Run: 5-8 hours
The Netbook of Poisons: 62

Result: Hallucinations/Madness Cost: 270 gp

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.

Lotus dust, Silver


Save: +1 Type: Inhalant
Onset: 1-2 turns Run: 1-6 turns
Result: Temporary loss of Con/Death Cost: 490 gp

Light silver powder, smells like lotus flowers. Does 7-42 (7d6) damage, starts in 1-2 turns, runs
its 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 be regained by rest or by RESTORATION spell. Save for half damage.

Lotus dust, Yellow


Save: +0 Type: Ingestive
Onset: 1 round Run: 3-6 weeks
Result: Loss of Str & Dex Cost: 290 gp

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.

Lotus dust, White


Save: +0 Type: Inhalant
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Stun + Slow Cost: 240 gp

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.

Luptak
Save: +0/-3 Type: Insinuative/Inhalant
Onset: 1 round Run: 3-6 turns
Result: Nil/Debilitating Cost: 190 gp/240 gp

A nerve toxin that may be injected or rendered into a gas. It appears to affect Dexterity
(reducing it to 3 points), 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
The Netbook of Poisons: 63

helpless. Its effects last from 3-6 (1d4+2) turns. Save for no effect. (Stats in italics refer to the
Inhalant version of the poison.)
The Netbook of Poisons: 64

M
Save: +4/-4 Type: Contact
Onset: 1-4 rnds Run: Instantaenous
Result: Vomit/Damage Cost: 250/330 gp

Save vs poison or take 2d10 hp of damage. If save is made, the victim vomits the whole meal.

Magebane
Save: -4 Type: Ingestive
Onset: 1 round Run: Special (see below)
Result: Nil/Loss of Int. points Cost: 150 gp

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: -4 Type: Ingestive
Onset: 1-3 turns Run: 5 hours
Result: Damage/Sleep Cost: 100 gp (if bought)

Mandrake has a bitter taste, virtually no odor. 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. If the save is made, the victim takes 1d6 points of
damage. 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.

Manscorpion poison
Save: +0 Type: Insinuative
Onset: Instantaneous Run: Instantaneous
Result: Nil/Death Cost: 240 gp (if bought)

Harvested from the manscorpion’s sting, this powerful venom slays the victim instantly if the
save vs. poison fails. If the ST succeeds, nothing happens (while normally the venom could still
The Netbook of Poisons: 65

paralyze if used by manscorpions): this is due to the fact that the poison loses its paralyzing
powers 1 minute after being extracted from the creature’s glands.

Manta ray poison


Save: -1 Type: Insinuative
Onset: Instantaneous Run: 1-4 turns
Result: Nil/Paralysis Cost: 250 gp

Harvested from the large manta rays of the deeps, this venom can paralyze the nervous
centers of the brain that controls movement, rendering the victim helpless for 1d4 turns.

Mindshadow
Save: Varies, see below Type: Insinuative, Ingestive
Onset: 1-3 rounds Run: 5-20 turns
Result: Nil/Confusion (see below) Cost: 14 gp (if bought)

This non-magical mixture brewed from a variety of arboreal fungus and is available in most
temperate climes. When introduced into a human's bloodstream, mindshadow causes extreme
disorientation and both visual and auditory hallucinations in the victim, who must make a
saving throw vs. poison to resist the effect (onset time is only 1-3 rounds).
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 (Aconite)
Save: +1 Type: Ingestive
Onset: 1-3 turns Run: See below
Result: Debilitating/Death Cost: 20 gp (if bought)

This herb causes acute vomiting and diarrhea for 1-4 (1d4) turns and if a save (at +1) is not
made, the victim will have intense convulsions and die in severe pain in 2-8 (2d4) rounds.

Morphius
Save: +3 Type: Ingestive
Onset: Instantaneous Run: 2-20 rnds
Result: Nil/Sleep Cost: 21 gp (if bought)

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,
The Netbook of Poisons: 66

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 twenty gold pieces per dram.

Morphus
Save: -2 Type: Inhalant
Onset: 1 round Run: 1-6 turns
Result: Nil/Sleep Cost: 310 gp

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: Special (See below)
Result: Damage/Death Cost: 230 gp

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 or is cured with a NEUTRALIZE
POISON. Convulsions have a 50% chance of causing an extra 1-6 points of damage in each
round. If the save succeeds, the victim only takes 7 points of damage from convulsions which
last one minute.

Myconid-H
Save: +0 Type: Inhalant
Onset: Instantaneous Run: 2-16 rounds
Result: Nil/Hallucinations Cost: 240 gp

Save vs. poison or begin to hallucinate for 2-16 (2d8) rounds. Roll below (d20) to determine
the hallucinations’ effects:
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: +0 Type: Inhalant
Onset: Instantaneous Run: 2-6 rounds
Result: Nil/Passivity Cost: 240 gp

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.
The Netbook of Poisons: 67

N
Save: +2/-4 Type: Contact
Onset: 1 round Run: 1-6 rounds
Result: Nil/Death Cost: 220/280 gp

Incolor tasteless powder. Save or die because of lungs failure.

Nathach
Save: -4 Type: Insinuative
Onset: Instantaneous Run: 1-6 turns
Result: Nil/Paralysis Cost: 330 gp (if bought)

The poison (derived from the terrible Athach’s saliva) is capable to paralyze everyone (even
the corporeal undead) for 1d6 turns if the victim fails his save.

Needleleaf
Save: +0 Type: Contact
Onset: 1 round Run: 1 turn
Result: Nil/Irritation Cost: 19 gp (if bought)

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 (-1 on all rolls to hit, due to the distraction for 1
turn). Permanent blindness can result if the plant's spiny projectiles strike a creature's eyes. A
mature needleleaf may have sufficient needles to launch 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: Instantaneous Run: 1-8 rounds
Result: Nil/Slow, as per spell Cost: 190 gp

The neogi’s saliva is highly poisonous and those failing a saving throw vs. poison are affected
as by a slow spell for 1d8 rounds. Multiple wounds inflicted using this venom will extend this
period by an additional 1d8 rounds per wound.
The Netbook of Poisons: 68

Nettle
Save: +1 Type: Contact
Onset: 1-4 rounds Run: 1-20 days
Result: Nil/Irritation Cost: 18 gp (if bought)

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 +2 to Armor Class.

Nibon
Save: -4 Type: Ingestive
Onset: 1 round Run: 1 turn
Result: Half damage/Full damage Cost: 580 gp

An odorless colorless liquid. Does 6-48 (6d8) damage, starts in 1 round, runs its course in 1
turn. Save for half damage made at -4.

Nightshade (Deadly Nightshade)


(Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Save: +0 Type: Ingestive
Onset: 1 round Run: 4-32 hours
Result: Special (see below) Cost: 100 gp (if bought)

This plant can grow up to five feet tall. It has soft green spreading leaves, and purple flowers
and berries. Up to a maximum of 4 berries can be harvested from a single plant. It usually
(75%) grows in temperate forests and produces its berries in summer. The berries must be left
to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to
sleep for 4d8 hours. They cannot be woken. A Save will negate the effect, but with a roll of 1
the drug will kill them, while a roll of 20 will render them insane.

Ninthla
Save: +3 Type: Insinuative
Onset: 1 round Run: Varies (see below)
Result: Catatonia/Death Cost: 5160 gp

Liquid. Save vs. poison or die instantly. A successful saving throw indicates that the victim falls
into a catatonic state lasting 1-20 (1d20) days.

Nuckelavee poison
Save: +0 Type: Insinuative
Onset: Instantaneous Run: Instantaneous
Result: Nil/Death Cost: 240 gp (if bought)

The poison made from the terrible nuckelavee’s blood and saliva is a terrible weapon. The
victim who fails his ST dies instantly, his skin turning black. If the save is made no effects
occur.
The Netbook of Poisons: 69

O
Save: +0 Type: Insinuative
Onset: 1-3 hrs Run: 2-12 hours
Result: Nil/Paralysis Cost: 2190 gp

Liquid. Save to avoid utter paralysis of muscles and nerves for 2d6 hours.

Oleander
Save: -4 Type: Ingestive, Inhalant
Onset: 1-2 rounds Run: 2-12 rounds
Result: Stomachache/Death Cost: 28 gp (if bought)

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. A save means the victim only experiences a
mild stomachache for the run time.

Olus Veritis
(Shaun Hately)
Save: +0 Type: Insinuative
Onset: 1-2 rounds Run: 1-6 turns
Result: Nil/Truth telling (deadly) Cost: 24 gp (if bought)

Olus veritis is pale green in colour and grows right on the edge of rivers in cold or temperate
zones. It is especially available in winter (15%). The leaves are rough in texture, and have tiny
thorns all along their edges. A leaf should be baked in an oven for one hour and then dragged
across the skin of the recipient, cutting their flesh very slightly. The recipient, must save vs
poison or be compelled to answer all questions, absolutely truthfully for the next 1d6 x 10
minutes. Up to three uses of the herb can be made in a 24 hour period. If any more than this
are made the recipient will die within 3 hours of the third dose, or instantly if five or more doses
are administered and all five saves are failed.

Opia
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 1-10 rounds
Result: Nil/Blindness Cost: 110 gp
The Netbook of Poisons: 70

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: 31 gp (if bought)

A gummy substance derived from poppy, 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 in case of an ingested dose results in a deep coma, followed by death.

Orbb'st Ssrin (“Spider's Kiss”)


(Susannah Redelfs)
Save: +0 Type: Ingestive
Onset: 2-12 rnds Run: Special (see below)
Result: Nil/Special (see below) Cost: 110 gp

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.

Orvas
Save: +0/-2 Type: Insinuative/Ingestive
Onset: Instantaneous/18-24 turns Run: Special (see below)
Result: Nil/Damage Cost: 210 gp/150 gp

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 means that it is ineffective against that creature. Orvas is an
antidote to Varrakas if introduced into the bloodstream before Varrakas has run its course
(both counteract each other - see Varrakas). Orvas works only on mammals. (Stats in italicts
refer to the Ingestive type of Orvas.)
The Netbook of Poisons: 71

P
Save: +0 Type: Insinuative
Onset: 1-3 hrs Run: 2-12 hours
Result: Nil/Debilitating Cost: 130 gp

Those who fail their save vs this kind of poison start feeling dizzy and lose their sense of
balance. For the next 2d6 hours they are unable to walk unassisted and their effective DEX is
reduced to 1/3 of the original score.

Pedipalp gas
Save: +0 Type: Gas
Onset: Instantaneous Run: 1-6 rnds
Result: Nil/Muscle Spasms Cost: 230 gp (if bought)

An acrid, irritating yellow gas that causes all in its area of effect (10’ cloud) 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: Half damage/Full damage Cost: 250 gp

Pinkish fluid, does 5-20 (5d4) damage, starts in 1-6 (1d6) rounds, runs its course in 1-3 (1d6/2)
rounds. Save for half damage at -4.

Plurigenus
Save: -4 Type: Ingestive
Onset: 1-6 rounds Run: 1-4 hours
Result: Nil/Personality change Cost: 150 gp

A very strange alchemical brew that has dire effects on the imbiber’s personality. This rare
concoction is able to transform the victim who drinks it and fails his save into the real opposite
of himself. This means that if he was a nice charming fellow, he becomes an ugly gruffy brute,
if he was a master dancer he becomes so clumsy and awkward to be a danger. In game terms,
this means that the Alignment becomes the opposite, all the characteristic’s scores are raised
of 4 points if under 10, and lowered 6 points if above 10. Hit points, memories, special and
The Netbook of Poisons: 72

combat abilities remain the same, however. These effects last for 1d4 hours and cannot be
reverted in any ways.

Praka
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 1d6 rounds
Result: Hallucinations/Full damage Cost: 210 gp

Small blue & white speckled pellets. Starts in 1-4 rounds, does 1-10 points of damage each
round for 1d6 rounds, causing vivid, monstrous hallucinations. 25% chance of permanent
insanity in victim somehow survives. Save to halve damage.

Prespa
Save: +0 Type: Ingestive
Onset: 1-3 rounds Run: 1d12 rounds
Result: Nil/Vertigo, damage Cost: 115 gp

This is an odorless, colorless liquid that mixes readily with any drinkable except for milk and its
byproducts (from which it separates almost instantly). Effective only in humans, and only if it is
ingested. It causes sudden dizziness 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: +0 Type: Insinuative
Onset: 1-4 rounds Run: 1-6 days
Result: Nil/Sleep Cost: 5090 gp (if bought)

Save vs. poison or fall into a catatonic state for 1-6 days.

Purple worm poison


Save: +0 Type: Insinuative
Onset: 1 round Run: Instantaneous
Result: Loss of taste/Death Cost: 240 gp (if bought)

Extracted from the purple worm’s sting, this poison is highly toxic to all races and causes
immediate death is a save is not made vs poisons. Moreover, the victim who makes his save
loses his sense of taste for 24 hours, tasting only bitter in his mouth whatever he eats or drink,
thus preventing to recognize potions by sapping them.
The Netbook of Poisons: 73

R
Save: +2/+0/-2 Type: Ingestive
Onset: Special (see below) Run: 1 round
Result: Nil/Death Cost: 140/160/180 gp

Type R poison is a three part Ingestive 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.

Rathrae Dos (“Behind You”)


(Susannah Redelfs)
Save: +0 Type: Insinuative
Onset: 2-24 rnds Run: 1-6 hours
Result: Nil/Paralysis Cost: 990 gp

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.

Red fang toxin


Save: +0 Type: Insinuative
Onset: 1-4 rnds Run: Varies
Result: Nil/Damage Cost: 250 gp

Does 8-32 (8d4) damage. This liquid toxin will paralyze elves for 3-8 (1d6+2) turns.

Red worm poison


Save: +0 Type: Insinuative
Onset: 1 round Run: Instantaneous
Result: Nil/Damage Cost: 140 gp
The Netbook of Poisons: 74

Extracted from red worms’ (immature fyrsnaca living on Mystara) saliva, this poison is normally
used with slashing weapons and other deadly tools. It has the property to cause a great
hemorragy in the wound, making more blood spill out of the victim’s body. In game terms, it
doubles the damage inflicted by the weapon that struck the victim.

Rhellarmyn (“Slow Death”)


Save: +0 Type: Insinuative
Onset: 1-4 rnds Run: Permanent
Result: Nil/Special (see below) Cost: 190 gp

This powerful liquid concoction brewed by the shadowelves of Mystara has devastating effects
on the victim’s immune system. In case of a failed ST, the immune system is completely
destroyed by this toxin, which means that the subject will automatically fail all further ST
against poisons and diseases. Moreover, the regenerative properties of the body are reduced
to nothing, which means that an untreated wound will not heal by itself (he can regain lost HPs
only via magical means or through the use of the Healing, First Aid or Doctor proficiencies or
via healing herbs). This situation can only be reversed by a HEAL spell.

Rhododendron
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: See Below
Result: Vertigo/Death Cost: 21 gp (if bought)

Save vs. poison or this poison causes vertigo and headaches, watering of the eyes and
fluttering of the heart (all this causes -1 to all rolls) 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 if the save was failed, otherwise the venom’s effects
cease when the paralysis ends.

R.O.S.A.B. (Ravager Of Soul And Body)


Save: Special (see below) Type: Insinuative, Ingestive
Onset: Instantaneous Run: Instantaneous
Result: Nil/Disintegration Cost: 10,000 gp

This potion is a rare mixture and highly impossible to brew. Its effects are devastating, for if a
save vs poison is failed, the whole body of the victim is instantly withered and reduced to
ashes (belongings excluded). The venom is so potent that the save must be made with a -10
penalty, and it affects ALL creatures, both living and unliving. In fact, this is a highly magical
potion, not just a poison, and it acts by destroying all the links that make up the cellular
molecules. The reason this concoction is so powerful is that it can be manufactured only by
adding to the mixture a certain particular and extremely rare ingredient: a deity’s blood (or part
of his immortal body). Since it is not a normal occurrence for an alchemist to have access to
this ingredient, the ROSAB is just as rare as the philosophers’ stone, and will never be found in
a random location.
The Netbook of Poisons: 75

S
Save: +2/+0/-2 Type: Insinuative
Onset: 1-2 rnds Run: 3-18 rnds
Result: Slow/Sleep Cost: 170/190/210 gp

This liquid insinuative poison makes the victim who fails his save fall asleep (as per wizard’s
spell) for 3d6 rnds. If the save is made, the victim acts as if slowed (see the wizard’s spell) for
3d6 rounds.

Scarlet Sporozoid
Save: +0 Type: Contact
Onset: 1 round Run: Special (see below)
Result: Nil/Infestation & Death Cost: 24 gp (if bought)

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 (consuming 1 hp each hour), 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 poison
Save: Varies (see below) Type: Insinuative
Onset: Varies (see below) Run: Varies (see below)
Result: Varies (see below) Cost: Varies (see below)

Type Save Onset Run Cost/dose Doses per Effects


Time (if bought) scorpion ST done ST failed
Black -2 1-2 rnds 2d4 turns 380 gp 2 3d4 hps Paralysis
Giant -4 1 round Instant 230 gp 3 Nil Death
Huge +0 1 round Instant 190 gp 2 Nil Death
Large +2 1 round Instant 170 gp 2 Nil Death
Red +0 1 round 1d4 turns 190 gp 2 Nil Paralysis
The Netbook of Poisons: 76

Scorpion’s Blood
Save: +0 Type: Insinuative
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Damage Cost: 300 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. (Palladium Role Playing, P. 138)

Serpentine venom
Save: -4 Type: Insinuative
Onset: Instantaneous Run: 1-6 rounds or 1 turn (see below)
Result: Paralysis/Feeblemind Cost: 260 gp

A highly dangerous poison used by the Serpentines and their worshippers, now found only in
Davania (Mystara), especially among the Manacapuru headhunters. This complicated
concoction of snakes’ blood and arcane minerals can induce paralysis in the victim ho fails his
ST for 1-6 rounds. Feeblemind for 1 hour results if the save fails, during which the subject
obeys almost every order given (save at -5 to disobey).

Silver lightning
Save: -4 Type: Ingestive
Onset: Instantaneous Run: 1-6 rounds
Result: Damage/Death Cost: 450 gp

Silvery liquid, sets in immediately, runs its course in 1-6 (1d6) rounds, at the end of which the
victim dies for heart failure. If a save is made at -4 the victim takes 2d10 points of damage
nevertheless (spread in 1-6 rounds, as usual).

Silver Lotus
Save: +1 Type: Inhalant
Onset: 1-2 turns Run: 1-6 turns
Result: Temporary loss of Con/Death Cost: 490 gp

Light silver powder, smells like lotus flowers. Does 7-42 (7d6) damage, starts in 1-2 turns, runs
its 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 be regained by rest or by RESTORATION spell. Save for half damage.

Silverthorn
(Shaun Hately from Raymond E. Feist’s ‘Silverthorn’)
Save: No save Type: Insinuative
Onset: 2-12 hours Run: 1 round
Result: Death Cost: 100 gp (if bought)

Silverthorn is a small thorny plant, white in colour with red berries and silver thorns. Called
aelebera by the elves, this herb can function either as a poison or as an antidote to itself. It is
The Netbook of Poisons: 77

found only by one lake located high in the mountains. For use as a poison the thorns must be
crushed and boiled in oil over the course of a night, at which point, the resultant mixture may
be smeared on the end of a weapon. When the weapon pierces its target, the poison will take
effect killing the victim within 2d6 hours. There is no save and no cure, except for the antidote
outlined below. Not even the most powerful magic can cure this poison.
The only cure for this poison, is also made from the Silverthorn plant. The berries must be
boiled in absolutely pure water, contained in a pure silver vessel, and the resultant mixture
stored in a vial of absolutely pure glass until use. The liquid must be placed on the dying
victims lips, where within 1d20 minutes, they will recover from the poisoning.

Silver Urchin poison


Save: +0 Type: Insinuative
Onset: 1-4 rounds Run: 1-3 days
Result: Nil/Coma Cost: 5090 gp (if bought)

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.

Skullcap
Save: +0 Type: Ingestive
Onset: 1-2 rounds Run: 1 hour
Result: Nil/Variable by dose Cost: 16 gp (if bought)

Skullcap is a poisonous variety of mushroom notable for its bone-white cap and black, bowed
stem. Taken in minute quantities of 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 (dose), skullcap can cost as much as twenty gold pieces.

Slovefoot
Save: -1 Type: Ingestive
Onset: 1 turn Run: 1-4 turns/6-12 hours
Result: Lethargy/Sleep Cost: 100 gp (if bought)

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 poison
There are many types of poisonous snake in the world. I’ve gathered them here, along with a
table for “generic” poisonous snakes. All types of snake poisons are Insinuative.
The Netbook of Poisons: 78

Generic Poisonous Snake


Die roll (d20) Save Modifier Failure to Save _
1-4 +3 Sickness + Incapacitation, 2-8 days
5-8 +2 Death
9-11 +1 2-8 hp damage
12-14 +/-0 3-12 hp damage
15-17 -1 Sickness, incapacitation, 1-4 days
18-19 -2 Sickness, incapacitation, 2-12 days
20 -3 Death

Type Save Onset Run Cost/dose Doses per Effects


Time (if bought) snake ST done ST failed
Amphisbaena +0 Instant Instant 240 gp 3 Nil Death
Asp -2 1-6 rnds Instant 210 gp 1 Nil Death
Banded krait * +0 Instant 1-4 rnds 240 gp 2 Nil Death
Birdsnake +0 1-4 rnds 1-10 rnds 290 gp 2 1-10 hps 2-20 hps
Cobra -4 1 round 2-8 trns 420 gp 2 1-4 hps Paralysis
Firesnake +0 1-4 rnds 2-8 trns 340 gp 2 Nil Paralysis
Giant snake +0 Instant 1-4 rnds 240 gp 5 Nil 1-20 hps
Jameson’s +0 1-4 rnds 1-6 rnds 270 gp 2 1d4 hps Death by
mamba per round suffocation
King Cobra +0 1-2 rnds 10 rnds 225 gp 3 Nil 1-6 hp/rnd
Pit Viper +0 1-4 rnds 1 round 370 gp 1 3d6 hps Death
Rattlesnake +0 1 round 1-6 turns 190 gp 2 Nil Death
Red Mamba -3 1-2 rnds 1-6 rnds 480 gp 2 3-18 hps 6-36 hps
Rock Rattler +0 1 round Instant 115 gp 4 Nil 1d4+1 hps
Sea Serpent +0 1 round 2-8 turns 340 gp 4 Nil Paralysis
Spitting Cobra +0 Instant 1 turn 190 gp 3 Nil Blindness
Viper +0 1 round 1-8 turns 290 gp 2 Nil Paralysis
Winged Serpent +0 1 round 2 rounds 250 gp 2 1d8 hps 2d8 hps

(*) If this venom is left out in the open air, it will evaporate in 4-7 (1d4+3) rounds.

Soulreaver
Save: +0 Type: Ingestive
Onset: 1-6 rounds Run: 24 hours
Result: Nil/Special (see below) Cost: 6060 gp

A very complicated and highly magical mixture brewed only by the most expert alchemists. The
soulreaver is able to transport the soul of the person who created it (the person who gave a
pint of his blood to be used in the potion) inside the body of the victim who drank or ate the
stuff poisoned with this odorless and tasteless white powder. The person can act freely using
the new body (even using all his special abilities not connected with his old body), although he
has not access to the victim’s memories. The victim’s soul is in the meantime transferred into
the other’s body, but remains there in comatose state until the poison runs its course (24
hours). If one of the two bodies is killed, the soul which was in that body is killed as well, and
the remaining soul is trapped in the new body. A save vs poisons prevents any of the above to
The Netbook of Poisons: 79

occur. An Anti-Magic Barrier will not affect this poison at all, but a DISPEL MAGIC, a Magic
Resistance or an Anti-Magic Ray may stop its effects.

Soultravel*
Save: +0 Type: Contact
Onset: Instantaneous Run: 4-16 turns
Result: Nil/Severs body-spirit connection Cost: 1690 gp

* (The Complete Book of Necromancers, p. 98)

Spider poison
Save: Varies (see below) Type: Insinuative
Onset: Varies (see below) Run: Varies (see below)
Result: Varies (see below) Cost: Varies (see below)

Type Save Onset Run Cost/dose Doses per Effects


Time (if bought) spider ST done ST failed
Black Widow +3 1 turn 1-6 rnds 220 gp 2 1-6 hps Death
Bolas +0 1 round 1-2 rnds 190 gp 2 Nil Death
Crystal +0 Instant 1-4 rnds 400 gp 1 2-16 hps Death
Giant +0 Instant Instant 240 gp 5 Nil Death
Giant, Sea +0 Instant Instant 160 gp 3 Nil 1-4 hps
Hairy +2 1 round 2-5 rnds 120 gp 2 Nil Disorient. *
Huge +1 1-3 trns 15 rnds 155 gp 3 Nil 15 hps (1/r)
Huge, Wood +2 1 round 4-10 rnds 120 gp 3 Nil Incapacit.
Large +2 1-4 rnds 15 mins 145 gp 2 Nil 15 hp
(1/min)
Phase -2 Instant Instant 260 gp 6 Nil Death
Phoenix +0 Instant Instant 440 gp 2 4-20 hps Death
Planar -4 1 round 1-4 rnds 280 gp 3 Slowed Death
Ploppéd +0 1 round 1-6 turns 240 gp 2 Nil Paralysis
Polar -2 1-2 rnds Instant 210 gp 2 Nil Death
Sand +0 1 round 5-9 hours 1250 gp 2 Nil Paralysis
Shroud -1 Instant 2-8 turns 400 gp 2 Nil Paralysis
Snow +0 1 round 1-10 trns 260 gp 2 2-12 hps Blindness **
Watch +1 1-2 rnds 2-8 trns 330 gp 3 Nil Paralysis

(*) 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.

(**) If the save against the snow spider is not made, the victim is permanently blind, otherwise
he is blinded for 1-10 turns.

Spider poison, Elfbane


Save: Varies Type: Insinuative
Onset: Varies Run: Varies
Result: Varies Cost: 250 gp
The Netbook of Poisons: 80

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. The number before the slash
refers to the effects of a failed ST, the stats after the slash to the effects of a passed save.

RACE ONSET STRENGTH ADJUSTMENT


Elf immediate death/20hp -4
Half-elf 1-4 rnds 30hp/2-12hp -2
Dwarf, Mul 10-30 min 15hp/Nil +4
Human 2-5 min 25hp/2-8hp +0
Goblinoid 1-6 min 10hp/1-4hp +1
Others 2-20 min 1-10hp/Nil +2

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 days).

Stingray poison
Save: +0 Type: Insinuative
Onset: 1-2 rnds Run: 5-20 rnds
Result: Damage/Paralysis + Damage Cost: 280 gp

Save vs. poison or be paralyzed for 5-20 (5d4) rounds and take a like amount of damage (5d4
hps), else take 1-3 points of damage.

Stonefish toxin
Save: +0 (-1 per dose, see below) Type: Insinuative
Onset: 1-4 rounds Run: See below
Result: Pain/Death Cost: 240 gp

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
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.

Strychnine
Save: -4 Type: Ingestive, Insinuative
Onset: 1 round Run: 1-6 turns
The Netbook of Poisons: 81

Result: Nil/Varies (see below) Cost: 48 gp (if bought)

A natural poison that can have debilitating to deadly effects according to the doses used
(effects listed are cumulative): shakes, blurred vision (1; -1 to hit), respiratory problems (2; -
2Con), fever, delirium (3; -2Int), paralysis of legs (3), coma (4), death (5).

Stunjelly
Save: +0 Type: Contact
Onset: 1-4 rnds Run: 5-20 rnds
Result: Nil/Paralysis Cost: 200 gp

Save vs. poison or be stunned and paralyzed for 5-20 (5d4) rounds. In order for the jelly
poison to work, it must come in direct contact with head or chest or with the respiratory system.

Svirfneblin
Save: +0 Type: Inhalant
Onset: Instantaneous Run: 1-6 rounds
Result: Nil/Stun Cost: 240 gp

Green powder that stuns (-4 all rolls, +4AC, no attack and no spellcasting) for 1-6 rounds the
vitcim who fails his save vs poison.

Sytharm
Save: +0 Type: Ingestive
Onset: Instantaneous Run: 1 turn
Result: Nil/Hallucinations Cost: 160 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 PHANTASMAL 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 16 gp per dose. However, the
effects are only 1-6 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 and may
refrain from taking others. 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 10 th dose the wisdom check is made at a -10 penalty). Each
day without a “fix” (a dose) results in a -1 penalty to all rolls (cumulative). The addict may
make a Constitution check (with the penalties for a day without a dose) to come off the
addiction.
The Netbook of Poisons: 82

T
Save: -3 Type: Ingestive
Onset: 1 turn Run: 1-6 rounds
Result: Damage/Death Cost: 250 gp

Powder. Save at -3 or die from convulsions in 1-6 rounds. If the ST succeeds, the victim
suffers 1-6 points of damage.

Teko
Save: -3 Type: Contact
Onset: 1 round Run: 1-3 rounds
Result: Half damage/Full damage Cost: 490 gp

Light blue oil. Does 4-32 (4d8) points of damage, starts in 1 round, runs its course in 1-3
rounds. Save for half damage at -3.

Teneborus poison
Save: -3 Type: Insinuative
Onset: 1 round Run: 6-36 turns
Result: Nil/Paralysis + Damage Cost: 330 gp (if bought)

Monster toxin. Does 1-6 (1d6) damage and save (-3) or be paralyzed for 6-36 (6d6) turns.

Tentamort poison
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-6 rounds
Result: Nil/Paralysis + Special Cost: 155 gp (if bought)

Liquid extracted from the tentamort’s spleen. Save vs. paralyzation or be paralyzed for 1-6
rounds and the 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.

Thri-Kreen venom
Save: +0 Type: Insinuative
Onset: 1-2 rounds Run: Varies
Result: Nil/Paralyzation Cost: 140 gp (if bought)
The Netbook of Poisons: 83

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: Half damage/Full damage Cost: 410 gp

A light blue liquid, smells like sour lemons. Does 6-36 (6d6) damage. Starts in 1-4 rounds, runs
its course in 1-3 turns. Save for half damage (3-18 hps).

Tigerfly
Save: +0 Type: Insinuative
Onset: 1 round Run: 1-6 rounds
Result: Nil/Paralysis Cost: 105 gp

Tigerfly 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 because it must enter the
bloodstream to have effect. It paralyzes for 1d6 rounds the victim who fails his save vs
poisons.

Toad poison
Save: +2 Type: Contact
Onset: 1-2 rounds Run: 24 hours
Result: Nil/Coma, Death Cost: 220 gp (if bought)

A weak, hemotoxic poison, save vs. poison at +2. Failure means the victim falls comatose and
will die within 24 hours unless treated.

Trif
Save: -2 Type: Ingestive
Onset: 1-4 turns Run: 1-12 rounds
Result: Half dmg/Full dmg + Dex loss Cost: 430 gp

Odorless, light gold liquid. Does 5-30 (5d6) damage, starts in 1-4 turns, runs its 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.

Triflower enzyme
Save: +0 Type: Contact
Onset: Instantaneous Run: Until washed away
Result: Nil/Damage Cost: 29 gp (if bought)
The Netbook of Poisons: 84

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 get attached to exposed skin.

Triflower pollen
Save: -1 Type: Inhalant
Onset: 1 round Run: 1-4 days
Result: Nil/Comatose slumber Cost: 100 gp (if bought)

Save vs. poison (-1) or sleep for 1-4 (1d4) days.

Trollsblood
Save: +1 Type: Insinuative
Onset: 1-4 rounds Run: 1-6 rounds
Result: Nil/Damage Cost: 320 gp

Grayish green fluid. Does 4-48 (4d12) damage, starts in 1-4 rounds, runs its course in 1-6
rounds. Save for no damage.

Twilight bloom
Save: +0 Type: Contact
Onset: Instantaneous Run: Instantaneous
Result: Nil/Death Cost: 29 gp (if bought)

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 to death.

Tylatch
Save: -2 Type: Inhalant
Onset: 1 round Run: 6 turns
Result: Half dmg/Full dmg & Sleep Cost: 1060 gp

Clear liquid, smells like sandalwood. Starts in 1 round, runs its course in 6 turns, doing 10
points of damage per turn. Victim fall instantly asleep, cannot be awakened. If victim survives,
they will awaken after the 6 turn duration. Save for half damage and to avoid sleep at -2.

Tzolo’s Tears (Ladykiller, Rosedeath)


Save: +0 Type: Contact
Onset: Instantaneous Run: 1 round
Result: Nil/Death Cost: 250 gp

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. It kills on contact (save negates).
The Netbook of Poisons: 85

Ulcrun
Save: +2 Type: Insinuative
Onset: 2 rounds Run: 2 rnds + Special (see below)
Result: Nil/Damage + Str&Dex loss Cost: 200 gp

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 its
damage, the effected creature will have lost 1-4 (1d4) points of strength and dexterity.

Uolmar
Save: -2 Type: Ingestive
Onset: 1-10 rounds Run: 1-4 hours
Result: Nil/Sluggishness Cost: 130 gp

This ingestive powder has a strange effect upon those who fail their save: they begin to lose
interest in everything around them (they become easily surprised - 1-4 on d6), wander
aimlessly in search for food and are unable to concentrate, thus preventing any spellcasting. In
case they are engaged in close combat they suffer a -4 penalty on all their rolls for 1d4 hours.

Uroboro
Save: No save Type: Ingestive
Onset: 1-2 hours Run: 3-12 turns
Result: Coma + Damage Cost: 350 gp

This type of powder is commonly used in foods and drinks and leaves no escape to those who
eat or drink it. The victim’s bodily temperature starts raising by 1°C each turn of the run time,
up to a maximum of 12°C. Above 42°C the victim falls into coma and takes 1d6 hp for each
subsequent turn, until the poison runs its course. If he’s still alive then, the temperature returns
normal and the fever passes, making the victim exit the coma after 8 hours of good sleep. It
can be neutralized at any time by an antidote or a NEUTRALIZE POISON spell.

Uropygus
Save: -3 Type: Inhalant
Onset: Instantaneous Run: 3-18 rounds
Result: Nil/nervous spasms Cost: 270 gp

Save vs. poison or fight/defend at -3 due to nervous spasms caused by the gas for 3d6 rnds.
The Netbook of Poisons: 86

Valley-Lily
Save: +0 Type: Ingestive
Onset: 1-4 rounds Run: 1-6 rounds
Result: Nil/Damage Cost: 16 gp (if bought)

A neuro-toxin that effects the pulmonary muscles. This herb causes the heart to beat at a very
irregular rate. Victim will take 30 - Constitution points per round. Toxin lasts 1-6 (1d6) rounds.

Vampire Rose poison


Save: +0 Type: Insinuative
Onset: Instantaneous Run: 2-12 rounds
Result: Nil/Catatonia Cost: 13 gp (if bought)

Vampire rose poison is an anaesthetic that renders the victim powerless for 2d6 rounds as if in
a catatonic trance. Even violence used against him will not wake the victim from his state.

Varrakas
Save: +0 Type: Ingestive
Onset: 18-24 rounds Run: 1 round
Result: Nil/Damage Cost: 80 gp

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 dose 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: 540 gp

Pale purple liquid or powder, smells like raisins. Does 10-100 (10d10), starts in 1-6 turns,
runs its 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.
The Netbook of Poisons: 87

Velkyn Ogglin (“Invisible Foe”)


(Susannah Redelfs)
Save: +0 Type: Contact
Onset: 1-4 rnds Run: 1-20 rnds
Result: Half damage/Full damage Cost: 340 gp

The most important element of 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. 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 (1 hp per round of effect, half if the save is made), his back arching and
twisting violently as his body jerks involuntarily. If the poison is not neutralized before it has run
its course, the victim will require a CURE 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

Venomwood
Save: +0 Type: Insinuative
Onset: 1 round Run: 2-8 hours
Result: Loss of Str/Death Cost: 24 gp (if bought)

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 (loss of 1-4 points of Strength for 2-8 hours if the save is
made). 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 (if save is failed). Illegal in all civilized
lands, these arrows are greatly favored by assassins. (The Naturalist’s Guide to Talislanta)

Vilmat
Save: +1 Type: Ingestive
Onset: 3-7 rnds Run: 1 turn
Result: Nil/Damage + Loss of Int. Cost: 280 gp

Clear oily liquid. Does 6-36 (6d6) damage, starts in 1d4+3 rounds, runs its course in 1 turn.
This actually reduces the creatures intelligence by one point per six points of damage taken.

Vocal
Save: +2 Type: Ingestive, Inhalant
Onset: 1 round Run: 24 hours
Result: Nil/Mute Cost: 170 gp
The Netbook of Poisons: 88

The effect of this poison would only effect spell casters, as its effects on the vocal cords are
the same as if the victim had inhaled helium (dumbness while poison is in effect). Lasts 24
hours.

Weeverfish toxin
Save: -3 Type: Insinuative
Onset: Instantaneous Run: 2-24 hours
Result: Nil/See below Cost: 270 gp (if bought)

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. It is used commonly by the
upper echelon of the assassin's guild as a warning. One dose only causes the pain and
convulsions, two or more mean death if the save is failed.

Weilbud
Save: +2 Type: Ingestive
Onset: 1 turn Run: 3-6 turns
Result: Nil/Stomach Cramps Cost: 24 gp (if bought)

Weilbud causes violent stomach cramps for 1d4+2 turns. The victim is unable to do much
beside collapsing on the floor in agony, talking with difficulty and moving at half his speed.

Wharifin (Dreamice, Downer)


Save: +0 Type: Ingestive
Onset: 1-4 rnds Run: 1-4 rnds/1-4 days
Result: Sleep/Coma Cost: 100 gp (if bought)

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. If save is failed, victim falls into coma
for 1-4 days; if save is made, he only faints for 1-4 rounds.

Whipsting venom
Save: -4 Type: Insinuative, Ingestive
Onset: 1 round Run: 3 rounds
Result: Nil/Weakness, nausea Cost: 180 gp (if bought)
The Netbook of Poisons: 89

Whipsting poison is effective both internally and by skin contact. The victim must save versus
poison at -4 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 -3 on attack and damage rolls initially, -2 on the round following, -1
on the next round and normal thereafter.

Whisper Wasp poison


Save: +2 Type: Insinuative
Onset: Instantaneous Run: Special (see below)
Result: Grogginess/Sleep Cost: 5170 gp (if bought)

Harvested from the omonimous monster’s sacks. 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: Instantaneous Run: Instantaneous
Result: Nil/Damage Cost: 290 gp

A blend of toxins doing 4-32+4 damage on contact with bare flesh (save for no damage).
(Palladium Role Playing, P. 138)

Witchhand
Save: +1 Type: Contact
Onset: 1-4 rounds Run: 1-10 rounds
Result: Nil/Damage Cost: 250 gp

A clear liquid, almost impossible to detect. Upon contact with flesh it does 3-24 (3d8), starts in
1d4 rounds, runs its course in 1-10 rounds. Save at +1 for no damage.

Woloe
Save: +0 Type: Ingestive
Onset: 1-6 turns Run: 1-3 turns
Result: Nil/Damage & Blindness Cost: 170 gp

Does 3-12 (3d4) points of damage and blinds the victim; save for no effect.

Wyvern venom
Save: +0 Type: Insinuative
Onset: Instantaneous Run: Instantaneous
Result: Nil/Death Cost: 240 gp (if bought)
The Netbook of Poisons: 90

Save vs. poison or die for blood poisoning.


The Netbook of Poisons: 91

- -

X
Save: +0 Type: Insinuative
Onset: 1-4 rnds Run: 1-4 rnds
Result: Nil/Death by suffocation Cost: 190 gp

Yaksa
Save: +2 Type: Contact
Onset: 1-8 rounds Run: 2-8 rounds
Result: Nil/Damage Cost: 300 gp

A white liquid or powder, smells like cherries. Does 4-32 (4d8) damage, starts in 1-8 rounds
after contact, runs its course in 2-8 rounds. Save for no damage at +2.

Ydroexpungion
Save: +0 Type: Contact
Onset: 1-8 rounds Run: 1-4 turns
Result: Dehydratation/Death Cost: 440 gp

This colorless liquid tastes like saltwater and smells like rotten eggs, so it is easily spotted if
mixed with other drinks or foods (70%). For this reason it is normally used as an Insinuative or
Contact poison. It is deadly because it makes the victim’s skin lose gradually the bodily fluids,
causing a complete dehydratation of skin and tissues which can result in death (if the save is
failed) in 1-4 turns. If the save is made, the victim suffers 2d10 hps from dehydratation.

Yellowbog poison
Save: +1 Type: Inhalant
Onset: Instantaneous Run: 1-6 rounds
Result: Half damage/Full damage Cost: 1260 gp

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
Save: +2 Type: Insinuative
Onset: 1 round Run: 1-12 rounds
Result: Nil/Damage, convulsions Cost: 140 gp
The Netbook of Poisons: 92

Does 1-4 (1d4) damage and the victim must save or suffer violent convulsions lasting 1-12
rounds (victim cannot fight nor cast spells). Save indicates no damage and no convulsions.

Zombificus
Save: +0 Type: Inhalant, Ingestive
Onset: 1-6 rounds Run: 1 day
Result: Nil/Coma + Charme Cost: 100 gp (if bought)

This powerful alchemical mixture is known only to the most expert alchemists and
necromancers. It comes as a white tasteless powder that can either be poured on edibles or
drinks or blew on the face of the victim. In either cases, if the save vs poison fails, the victim
drops dead at the end of the onset time. In fact, he is in a deep coma that none will recognize
as such (only expert physician with a thorough control could determine the victim is alive). The
coma lasts 24 hours, at the end of which the subject awakens. His mind however is in a state
of utter confusion, and he will believe anything said by the first person who speaks to him, as if
under a CHARME spell. This effect lasts as per the CHARME rules (it depends on the victim
Intelligence when he will be able to shrug off this “mental domination”). If somebody tries to
raise him or casts DISPEL MAGIC on him, the effort is useless. A NEUTRALIZE POISON will
break the effects of this potion, but only if cast within 24 hours from the failed saving throw.

Zzonga
Save: -4 Type: Ingestive
Onset: 1 turn Run: 1-4 days
Result: Nil/Grogginess + addiction Cost: 100 gp (if bought)

The zzonga bush is a plant which grows to be about 4’ in diameter (commonly found in
Alphatia, on Mystara). It has short spiky green leaves and a large fruit which looks like a pale
pine strawberry. The fruits give off a strong, sweet distinctive odor. It’s nearly impossible to
disguise the odor of the zzonga-fruit. The fruits can be eaten raw, made into preserves and
jellies or fermented and distilled into liquors and wines. In any form, they are delicious.
One dose of zzonga-fruit will drug the consumer if he does not make a save at -4, the effects
lasting 1-4 days. During this time, the drugged person is pleasant and happy, but utterly
unambitious. He can rouse himself to protect his closest loved ones (or himself) only with a
successful Wisdom check. While under the effects of zzonga, a spellcaster casts magic with
difficulty. Wizards must make an Intelligence check at -6 for each spell, while clerics make a
Wisdom check at -4. A second dose of zzonga in the same day means the zzonga effects will
last for full 4 days. More doses in the same day have no further effect. One dose on each
subsequent day will extend the duration of the drugged condition by one day.

Zzotza
Save: +0 Type: Insinuative
Onset: 1 round Run: 2 turns
Result: Half damage/Full damage Cost: 290 gp

Zzotza is a popular insinuative venom, usually reserved for use on needle traps. Save for half
damage or it does 1-20 (1d20) points of damage.
The Netbook of Poisons: 93

Appendix 1: Poisons and Tactics


Now having this battery of toxins, how to administer the fatal dose to one's victim?
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.

Ingestive:
 Multi-part Poisons: a two or three part poison, one component placed in the wine, another
on the eating utensils, and the third introduced later.
 Poisoning Eating Tools: place 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.
 Poisoning Food & Drinks: the usual method is to conceal the poison in either food or wine.
Although this method is exceedingly simple, it works very well. One may also poison some
holy wafer if the victim is an active believer and attends often the holy services.
 Small Doses: insert small doses of poison into the victim’s foodstuffs (especially bribing the
right servants), which would gradually do him in the long run without leaving traces.

Insinuative:
 Needles: 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.) Alternatively a needle concealed
in one’s ring and coated with venom could do the trick (handle with care).
 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]

Contact:
 Poisoning Clothes: apply contact poison to the victim’s clothing. This tactic isn’t limited to
clothing and can be used with pillows and other personal effects. 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.
(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.)

Inhalants:
 Poison Flowers: 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.
 Poison Torchs: 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).
The Netbook of Poisons: 94

Appendix 2: 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.

Food taster: 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.

Dinnerware: Other methods of prevention include dinnerware “guaranteed” to tarnish in the


presence of poison, goblets that are enchanted to shatter when poisoned liquid is poured into
them and amulets and magical cups designed to neutralize poisons.

Beozar stones: These 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.

Emerald: When waved over suspicious food or drink, emerald is believed to render it safe
likewise from poison. Powdered emerald in wine would counteract any poison, although the
gem must be large and of good quality.

Amethyst: 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.

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 rhino was used in the same
manner as unicorn's horn, and was believed to have many of the same properties.
The Netbook of Poisons: 95

Appendix 3: Creating New Poisons


First of all, a “good” poison starts with a name- in the real world, poisons often have complex
chemical names like Strychnos Toxifera. Try find something similar or simply assign the name
of the creature or inventor of the poison to the substance.

Determine the method of administration, or type: insinuative, ingestive, contact, inhalant.

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.

Suggested Effects by Poison Type:

Ingestive: stomach cramps, diarrhea, vomiting, chills, sweating, fatigue, restlessness,


hallucinations, dizziness, giddiness, vertigo, blurred vision, blindness

Insinuative: numbness, pain, lightheadedness, tunnel vision, chills, sweating, coma,


headache, loud heartbeat, slow pulse, convulsions or seizures, drowsiness, difficulty in
speaking, dizziness, giddiness, vertigo, blurred or double vision, blindness

Inhalant: nausea, vomiting, disorientation, delirium, lethargy, dizziness, giddiness, vertigo,

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.

Are there any saving throw penalties or bonuses?

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.

Finally determine the cost by using the Poison Costs table given at the beginning of the book.
The creator of the poison earns an amount of XPs equal to the venom’s gold pieces, with the
exception of monsters’ venoms: in this case the XPs are one-tenth the listed price (this reflects
the fact that they already gained XPs slaying the monster from which they harvested the
venom).
The Netbook of Poisons: 96

Appendix 4: 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. Refer to the following
table to determine the outcome of the attempt.

% Chance of
Monster is . . . Recovering venom

Wounded and killed by sharp weapons and/or Destructive spells; not incapacitated 10%
before death.

Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it 35%
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)

Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it 60%
had 51% to 99% of its hit points. (ex. hit with sword, then stopped by hold monster, then
killed with sword)

Wounded and killed by sharp weapons and/or Destructive spells; incapacitated when it 85%
had all of its Hit points. (ex. stopped by hold monster, then killed with sword)

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 65%
hit points. (ex. hit many times with hammer, then stopped by Hold monster, then killed
with hammer)

Wounded and killed by blunt weapons only; incapacitated when it had 51% to 99% of its 80%
hit points. (hit with a hammer, then stopped by Hold Monster, then killed with hammer)

Wounded and killed by blunt weapons only; incapacitated when it had all of its hit 95%
points.
(ex. Hold Monster then killed with a hammer)
100%
Incapacitated or influenced by outside force (i.e. magic) (i.e. milked for venom)
(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.)
If both blunt and sharp used to kill: use sharp table.
The Netbook of Poisons: 97

Monster Venoms and Doses

Monster Type # doses Monster Type # doses


Aranea 2 Snake, red mamba 2
Assassin bug 1 Snake, rock rattler 1
Athach (Nathach) 3 Snake, sea serpent 4
Blowfish 2 Snake, spitting cobra 3
Cascabel 1 Snake, viper 2
Catfish 1 Snake, winged serpent 3
Choldrith 2 Spider, black widow 2
Corrabus 3 Spider, bolas 1
Couatl 3 Spider, crystal 2
Dark Naga 4 Spider, giant 5
Demon Locust 1 Spider, giant sea 4
Dragonfish 2 Spider, hairy 3
Frog, aurotaenia 1 Spider, huge 3
Frog, bicolor 1 Spider, huge wood 2
Frog, deudrobates 2 Spider, large 2
Frog, giant 2 Spider, phase 6
Frog, lugubris 1 Spider, phoenix 3
Frog, terribilis 1 Spider, planar 3
Frog, vittatus 1 Spider, ploppèd 4
Ettercap 2 Spider, polar 2
Garbug 1 Spider, sand 3
Giant Centipede 1 Spider, shroud 3
Giant Hornet 2 Spider, snow 2
Giant Wasp 4 Spider, watch 3
Goby 2 Stingray 2
Goldenarrow dart frog 3 Stonefish 3
Herex (Herexin) 2 Teneborus 2
Hivebrood 2 Tentamort 2
Imp 3 Thri-kreen 4
Jellyfish 3 Toad 3
Man-scorpion 5 Weeverfish 3
Manta-ray 5 Whipsting 2
Neogi 4 Whisper Wasp 2
Nuckelavee 4 Wyvern 5
Pseudo Dragon 1
Purple Worm 6
Red Worm 2
Scorpion, black 1
Scorpion, giant 3
Scorpion, huge 2
Scorpion, large 2
Scorpion, red 1
Silver Urchin 1
Snake, amphisbaena 3
Snake, asp 2
Snake, banded krait 2
Snake, birdsnake 1
Snake, cobra 3
Snake, firesnake 2
Snake, giant 5
Snake, Jameson's mamba 2
Snake, king cobra 4
The Netbook of Poisons: 98

Snake, pit viper 2


Snake, rattlesnake 1
The Netbook of Poisons: 99

Appendix 5: Poisons by Classification


Herbal poisons can be created and used by characters possessing the Herbalism NWP.
Mixtures require Toxicology, Concoct Powders, Venom Handling or Alchemy NWP to create.

Herbal Poisons*
Amber Lotus Death Cup toxin Morphius
Arashni Devilroot Needleleaf
Archer Bush poison Diffenbachia Nettle
Asarabacca Elecampane Nightshade
Askume Erwurgwort Oleander
Baneberry Esiliir Olus Veritis
Belladonna Fansolin Opium
Bleeding Heart Fluted Rose Rhododendron
Bloodflower Foxtail Silverthorn
Bloodroot Goblin’s Trick Skullcap
Bloodthorn Hallorn’s Rest Slovefoot
Blueback mushroom Hemlock Strychnine
Buckeye Honey Humbogo Triflower enzyme
Byrony Ink Coprinus Triflower pollen
Calcena mushroom Jatropha Curcas Twilight Blood
Caustar Jimsonweed Valley-Lily
Chokeweed powder Khaless Vampire Rose poison
Cow-wheat Kobold’s Bane Weilbud
Curare Kylathar Venomwood
Cushion Fungus spores Leopard’s Bane Wharifin
Cyanide Mandrake Zzonga
Dainaberry Mindshadow
Deadman Monkshood

Monster Venoms*
Aranea poison Giant Wasp poison Red Fang toxin
Ascomoid spores Goby poison Red Worm poison
Assassin Bug poison Golden Arrow Dart Frog Scorpion (all varieties)
Blowfish poison Herexin Silver Urchin poison
Cascabel venom Hivebrood toxin Snake (all varieties)
Catfish poison Imp poison Spider (all varieties)
Choldrith venom Jellyfish poison Stingray poison
Corrabus poison Man-Scorpion poison Stonefish toxin
Couatl poison Manta Ray poison Teneborus poison
Dark Naga venom Myconid-H Tentamort poison
Demon Locust poison Myconid-P Thri-Kreen venom
Dragonfish poison Nathach Toad poison
Frog poison (all varieties) Neogi venom Weeverfish toxin
Ettercap poison Nuckelavee poison Whipsting venom
Garbug toxin Pedipalp gas Whisper Wasp poison
Giant Centipede poison Pseudo-Dragon poison Wyvern venom
Giant Hornet poison Purple Worm poison
* Indicates poisons usable and attainable by Druids.
The Netbook of Poisons: 100

Alchemical Mixtures
A Elvenbane Pink Lightning
AA Eth-Krarg Plurigenus
AAA F Praka
Ajida Flydance Prespa
Alanal Frin R
Amber Death G Rathrae Dos
Arsenic Gaboon Rhellarmyn
Assassin Snake toxin Galas R.O.S.A.B.**
Atzantaxil Ghoul Sweat S
B Golden Fool Scorpion’s Blood
Babblejuice Golhyrr del’Ilharess Serpentine venom
Barba Amarilla Gurch Silver Lightning
Basidirond H Silver Lotus
Basilisk’s Eye Haszak** Soulreaver**
Belbol d’Elghinn Hellebore Soultravel**
Belpren Hexegift Stunjelly
Black Mead Huld Svirfneblin
Bleeding powder Hy’Claria Sytharm
Bloodfire I T
Bloodrot Ikaheka Teko
Braylock J Thrum
Breek Jal wun Jivvin Tigerfly
Buluka Jeteye Trif
C Jima Trollsblood
Chak JuJu Wine** Tubon
Chapaya K Tylatch
Claria Kell Tzolo’s Tears
Convolutionary Kolas Ulcrun
Corallicus Kotra Uolmar
Coulmbine Kumba Uroboro
Crowfoot L Uropygus
Crystal Elixir Lhurdas Varrakas
Cuph Lomat Vedya
D Lotus dust (all types) Velkyn Ogglin
Darkshaft Luptak Vilmat
Darksnake M Vocal
Death Coma Magebane Witch Bane
Deathdust** Morphus Witchhand
Deathwine Mufa Woloe
Devil-Ale N X
Doshenkana Nibon Yaksa
Dragon Blood Ninthla Ydroexpungion
Dreambliss** O Yellowbog poison
Dream Juice Opia Zebrilla
Drow Sleep poison Orbb’st Ssrin Zombificus
Dwarfbane Orvas Zzotza
E P

** Indicates magical poisons that can be brewed only by Wizards with the Alchemy NWP.
The Netbook of Poisons: 101

Appendix 6: Poisons by Method of Application


Contact:
AAA Gurch Stunjelly
Belpren Jellyfish poison Teko
Buluka K Toad poison
Catfish poison Kotra Triflower Enzyme
Chak L Twilight Bloom
Crystal Elixir M Tzolo’s Tears
Darksnake N Velkyn Ogglin
Deadman Needleleaf Witch Bane
Deathdust Nettle Witchhand
Ghoul Sweat Scarlet Sporozoid Yaksa
Golden Fool Soultravel Ydroexpungion

Insinuative:
A Frog poison (all types) Rathrae Dos
AA G Red Fang
Aranea poison Gaboon Red Worm poison
Archer Bush Galas Rhellarmyn
Assassin snake toxin Garbug toxin R.O.S.A.B.
Assassin Bug poison Giant Centipede poison S
Atzantaxil Giant Hornet poison Scorpion poison (all types)
Banelar Giant Wasp poison Scorpion’s Blood
Barba Amarilla Goblin’s Trick Serpentine venom
Basilisk’s Eye Goby poison Silverthorn
Belbol d’Elghinn Golden Arrow Dart Frog Silver Urchin poison
Bloodrot Haszak Snake poison (all types)
Bloodthorn Herexin Spider poison (all types)
C Hexegift Spider poison, Elfbane
Cascabel venom Huld Stingray poison
Caustar Humbogo Stonefish toxin
Chapaya Hy’claria Strychnine
Choldrith venom Imp poison Teneborus poison
Convolutionary Jal wun Jivvin Tentamort poison
Corrabus Khaless Thri-Kreen venom
Couatl venom Kobold’s Bane Tigerfly
Coulmbine Luptak Trollsblood
Curare Manscorpion poison Ulcrun
D Manta ray poison Vampire Rose poison
Dark Nage venom Mindshadow Venomwood
Darkshaft Nathach Weeverfish toxin
Deathwine Neogi venom
Dragonfish poison Ninthla Whipsting venom
Dreambliss Nuckelavee poison Whisper Wasp poison
Drow sleep poison O
Dwarfbane Olus Veritis Wyvern venom
E Orvas X
Elvenbane (Athinar) P Zebrilla
Ettercap poison Pseudo-Dragon poison Zzotza
F Purple Worm poison
The Netbook of Poisons: 102

Ingestive:
A Elecampane Nibon
Ajida Erwugwort Nightshade
Alanal Eth-krarg Oleander
Amber Death Fansolin Opia
Arashni Fluted Rose Opium
Arsenic Foxtail Orbb’st Ssrin
Asarabacca Frin Orvas
Babblejuice Galas Pink Lightning
Baneberry Goby poison Plurigenus
Belladonna Golhyrr del’Ilharess Praka
Black Mead H Prespa
Bleeding Heart Hallorn’s Rest R
Bleeding powder Hellbore Rhododendron
Bloodfire Hemlock R.O.S.A.B.
Bloodroot Hy’Claria Silver Lightning
Blowfish poison Ikaheka Skullcap
Blueback mushroom Ink coprinus Slovefoot
Braylock J Soulreaver
Breek Jatropha curcas Strychnine
Buckeye Honey Jeteye Sytharm
Byrony Jima T
Calcena mushroom Jimsonweed Thrum
Chak JuJu Wine Trif
Claria Kell Uolmar
Convolutionary Kolas Uroboro
Cow-wheat Kumba Valley-Lily
Cuph Kylathar Varrakas
Cyanide Leopard’s Bane Vedya
Dainaberry Lhurdas Vilmat
Death cup Lomat Vocal
Deathwine Lotus dust, Purple Weilbud
Demon Locust posion Lotus dust, Yellow Wharifin
Devil Ale Magebane Whipsting venom
Devilroot Mandrake Woloe
Diffenbachia Mindshadow Zombificus
Doshenkana Monkshood Zzonga
Dragon blood Morphius
Dream Juice Mufa

Inhalant:
Amber Lotus Hivebrood toxin Silver Lotus
Ascomoid Spores I Svirfneblin
Askume Jimsonweed Triflower pollen
Basidirond Lotus dust, Black Tylatch
Bloodflower Lotus dust, Brown Uropygus
Calcena mushroom Lotus dust, Green Vocal
Chokeweed Lotus dust, Red Yellowbog
Crowfoot Lotus dust, White Zombificus
Cushion fungus spores Luptak
Cyanide Morphus
Death coma Myconid-H
Death cup toxin Myconid-P
Esiliir Oleander
Flydance Opium
Appendix 7: Quick Reference Charts

Ingestive Poisons

Cost (gp) per dose/ Detect Onset Run Time ST Result


Type Saving throw adjustment Src/No Src Failed Made
A 150/+4 170/+2 190/+0 60%/30% 1-6 rounds 5 rounds 1d4 hp/rnd Nil
Ajida 300/-4 5%/1% 1-6 rounds 1-3 turns 5-30 Nil
Alanal 140/+2 50%/25% 4-24 rounds 7-12 hours Euphoria Nil
Amber Death 200/-4 75%/30% 1-4 rounds 2-20 rounds See text Nil
Arashni 21/+0 23/-2 25/-4 15%/5% 1-6 rounds 2-10 turns Death Euphoria
Arsenic 160/+0 5%/0% 1-6 rounds 1 rnd, sp. Death Nil
Asarabacca 11/+0 C, T 2-8 rounds 3-8 hours Docility Nil
B 190/+2 210/+0 230/-2 40%/20% 1-4 rounds 5 hp/rnd 5-20 hp 5 hp
Babblejuice 90/+2 - 1-4 rounds 1-4 hours See text Nil
Baneberry 18/-2 C 4-24 hours 24-48 hours Death Nausea
Belladonna 30/-4 C 3 turns 1-24 hours See text See text
Black Mead 550/-4 O 1 round 20 rounds 10-40 hp Half dmg
Bleeding heart 14/+2 - 1-2 hours Instant Death Nil
Bleeding powder 260/+0 - 6 rounds 10 rounds Death 10 hp
Bloodfire 160/+0 10%/5% 1 round 1 hour See text Nil
Bloodroot 22/-1 C 1-2 hours 2-3 hours Death -2 Str.
Blowfish poison 400/-4 T 1-20 turns 1-2 hours Death 1/2 In,Co,St
Blueback mushroom 11/+0 T 1 round 48 hours Debilitating Nil
Braylock 480/-1 T, C 1-2 rounds 1 turn 5-40 hp Half dmg
Breek 210/+0 - 1-8 rounds 1-4 turns 5-30 hp Nil
Buckeye honey 19/+2 T 1 turn 2-12 days Coma+death Nil
Byrony 23/-1 15%/5% 4-16 hours 2-12 hours Death Vomiting
Calcena mushroom 15/+4 - 1-6 rounds 2-12 hours Hallucin. Nil
Chak 230/-4 C 1 round 1-3 rounds 2-16 hp Nil
Claria 340/+2 10%/5% 1-4 rounds 3 hours Loss Magic Nil
Convolutionary 120/-1 - 1-8 rounds 3-18 rounds Debilit. Nil
Corallicus 210/+0 - 1 round Instant 4-24 hp Nil
Cow-wheat 11/+0 C 1-6 round 1-4 hours Drunk Nil
Cuph 170/+1 O 1-6 rounds 1-8 turns 4-24 hp Nil
Cyanide 41/-4 O Instant 1-12 mins Death 4-16 hp
Dainaberry 17/no save T 1 round Special Sleep
Death Cup 27/-3 15%/5% 11-20 hours 1-6 hours Death Nil
Deathwine 480/-4 - 1 round 1-2 rounds Death 25 hp
Demon Locust 590/+0 T 1 turn 1 turn 6-48 hp+blind 3-24 hp
Devil-Ale 360/+0 10%/5% 1-3 rnds 2-5 turns 60 hp Nil
Devilroot 21/+0 15%/5% 2-20 rnds 3 turns Death -2 Str&Int
Diffenbachia 11/+0 - 1-4 rnds 3-12 rnds Mute Nil
Doshenkana 270/+0 C, T 1-3 hours 3-12 hours Death Nausea
Dragon blood 360/+0 C, T 2-8 hours 2-12 hours 6-60 hp Nil
Dream Juice 230/+0 C Instant 1-10 rnds 3-24 hp Nil
E 430/-4 5%/1% Instant 1 round Halve hp 1-20 hp
Elecampane 11/+0 C Instant 2-12 hours Nausea Nil
Erwugwort 20/+1 C 1-3 turns 1 hour Death See text
Eth-krarg 220/-2 10%/5% 1-10 rnds 2-12 rnds 1 hp/rnd Nil
Fansolin 13/-1 C 1-6 rounds 1-4 hours See text See text
Fluted rose 11/+0 C 2-7 rounds 1-4 hours Relax Nil
Foxtail 15/+0 - 1-6 turns 5-10 hours Paralysis Nil
Frin 210/+0 C, O 1-3 rounds 1-8 rounds 3-30 hp Nil
Galas 290/+0 C, O 1-3 rounds 2 turns 4-40 hp Nil
Goby poison 190/+0 - 1-4 rounds 1-4 turns Death Nil
Golhyrr del’Ilharess 160/+0 5%/1% Special 1-6 rounds Death Nil
H 260/+0 - 1-4 hours 20 rounds 20 hp 10 hp
Hallorn’s Rest 100/+0 10%/3% 1-4 turns 2-8 hours Sleep+Hall. Nil
Hellebore 200/-3 10%/5% 3 turns 1-6 hours Death Debilit.
Hemlock 41/-4 O, T 3 turns 3-12 hours Death Nil
Hy’Claria 1,110/-2 - 1 round Varies Loss magic Nil
Ikaheka 110/+0 - 1-6 rounds Special loss 1-6 Con Nil
Ink Coprinus 31/+0 15%/8% Instant Instant 5-20 hp Half dmg
J 150/-4 C 1 turn 10 rounds 10 hp Nil
Jatropha curcas 24/-3 T 15-20 rnds 1 hour Death Debilit.
Jeteye 240/+0 C Instant 9-16 rnds 1-8 hp Half dmg
Jima 570/-3 C, O 1-10 rnds 1-3 turns 8-48 hp Half dmg
Jimsonweed 33/-4 O, T 1-6 rnds 2-6 hours Death Debilit.
JuJu Wine 1,210/+0 C, O Instant Instant Zombie status Nil
Kell 290/-4 - 1 hour 24 hours See text Nil
Kolas 300/+0 C, O 1-8 rnds 1-4 turns 8-48 hp Nil
Kumba 190/-3 - 1-6 rnds 1 round Death Nil
Kylathar 17/no save C, T 1 round Permanent Stats exchange
Leopard’s bane 17/-1 - 1-4 rounds Instant Death Nil
Lhurdas 300/+0 T 1-2 rounds 3 rounds See text Half dmg
Lomat 380/-2 - 1-6 turns 1-4 turns 5-30 hp Half dmg
Lotus dust, Purple 1,130/-2 C 1-12 hours 1-4 days Death Debilit.
Lotus dust, Yellow 290/+0 C 1 round 3-6 weeks Halve St&Dx See text
Magebane 150/-4 C 1 round Special Loss Int. Nil
Mandrake 100/-4 T 1-3 turns 5 hours Sleep 1-6 hp
Mindshadow 14/varies - 1-3 rounds 5-20 turns Confusion Nil
Monkshood (Aconite) 20/+1 T 1-3 turns Special Death Diarrhea
Morphius 21/+3 O Instant 2-20 rnds Sleep Nil
Mufa 230/+0 - 1-10 rnds Special Death 7 hp
Nibon 580/-4 - 1 round 1 turn 6-48 hp Half dmg
Nightshade 100/+0 T 1 round 4-32 hours Sleep/Death Nil/Madness
Oleander 28/-4 O, T 1-2 rounds 2-12 rnds Death Stomachache
Opia 110/+0 C, O 1-4 rounds 1-10 rnds Blindness Nil
Opium 31/-2 C, O, T 1-4 rounds 2-4 hours Death Lethargy
Orbb’st Ssrin 110/+0 T 2-12 rnds Special See text Nil
Orvas 150/-2 C, T 18-24 turns See text See text Nil
Pink Lightning 250/-4 C 1-6 rounds 1-3 rounds 5-20 hp Half dmg
Plurigenus 150/-4 - 1-6 rounds 1-4 hours ID change Nil
Praka 210/+0 C 1-4 rounds 1-6 rounds See text Half dmg
Prespa 115/+0 - 1-3 rounds 1-12 rnds See text Nil
R 140/+2 160/+0 180/-2 10%/5% Special 1 round Death Nil
Rhododendron 21/+0 O 1-4 rounds Special Death Vertigo
R.O.S.A.B. 10,000/special - Instant Instant Disintegr. Nil
Silver Lightning 450/-4 C Instant 1-6 rounds Death 2-20 hp
Skullcap 16/+0 10%/3% 1-2 rounds 1 hour See text Nil
Slovefoot 100/-1 C 1 turn Special Sleep Lethargy
Soulreaver 6060/+0 - 1-6 rounds 24 hours See text Nil
Strychnine 48/-4 T 1 round 1-6 turns See text Nil
Sytharm 160/+0 - Instant 1 turn Hallucin. Nil
T 250/-3 5%/2% 1 turn 1-6 rounds Death 1-6 hp
Thrum 410/+1 C, O 1-4 rnds 1-3 turns 6-36 hp Half dmg
Trif 430/-2 C 1-4 turns 1-12 rnds See text Half dmg
Uolmer 130/-2 - 1-10 rnds 1-4 hours See text Nil
Uroboro 350/no save 10%/6% 1-2 hours 3-12 turns See text
Valley-Lily 16/+0 - 1-4 rounds 1-6 rounds See text Nil
Varrakas 80/+0 C, T 18-24 rnds 1 round 1d4 hp/dose Nil
Vedya 540/+2 C, O 1-6 turns 1-6 days 10-100 hp Nil
Vilmat 280/+1 C 3-7 rounds 1 turn See text Nil
Vocal 170/+2 - 1 round 24 hours Mute Nil
Weilbud 24/+2 - 1 turn 3-6 turns Stomach cramps Nil
Wharifin 100/+0 C, T 1-4 rounds Special Coma Sleep
Whipsting venom 180/-4 25%/15% 1 round 3 rounds Nausea Nil
Woloe 170/+0 O 1-6 turns 1-3 turns 3-12hp+blind Nil
Zombificus 100/+0 10%/3% 1-6 rounds 24 hours Coma+charme Nil
Zzonga 100/-4 90%, O 1 turn 1-4 days See text Nil
Detection: Certain poisons have distinct color or scent that will betray their presence. The basic chance
(unless otherwise noted) is 20% if searched for, 10% if not actively searched for. Key to these betraying
factors: C - the poison has a color or residual sheen that is detectable by sight. O - the poison has a
residual scent or odor. 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..).
Insinuative Poisons

Cost (gp) per dose/ Onset Run Time Saving Throw Result
Type Saving throw adjustment Failed Made
A 150/+4 170/+2 190/+0 1-6 rounds 5 rounds 1-4 hp/rnd Nil
AA 90/+4 110/+2 120/+0 1 round 2 rounds 4 hp/rnd Nil
Aranea poison 240/+0 1 round 1-6 turns Paralysis Nil
Archer Bush 100/+0 Instant Instant Death Loss 10%hp
Assassin Bug poison 195/+0 1 round Special Paralysis Slow
Assassin Snake toxin varies 1-3 rounds Varies See text Nil
Atzantaxil 290/+0 1-4 rounds Special Death See text
Banelar 400/+0 1 round 2-5 turns See text Nil
Barba Amarilla 5,110/-2 2-8 rounds 1-4 days Paralysis Nil
Basilisk’s eye 310/+0 1 round 1-4 turns 3-24 hp+paralysis Nil
Belbol d’Elghinn 240/+0 Instant 1-6 mins Death Nil
Bloodrot 250/-1 1-4 rounds 3-18 rnds Death Debilit.
Bloodthorn 12/-1 1-4 rounds 3-6 rounds Paralysis Nil
C 275/+2 295/+0 315/-2 1-4 rounds Instant 25 hp 2-8 hp
Cascabel venom 400/+0 Instant 2-4 rounds Death 2 hp/rnd
Caustar 20/+0 Instant Instant +2 hp Pain (see txt)
Chapaya 160/+0 Instant 2-7 rounds Sleep Nil
Choldrith venom 750/+0 1-2 rounds 1-6 hours 12 hp+paralysis Nil
Convolutionary 150/+0 1-4 rounds 3-18 rnds Stun Nil
Corrabus poison 900/+4 1-2 rounds Special 10-60hp+paral. 5-30 hp
Couatl venom 190/+0 1 round 1-4 rounds Death Nil
Coulmbine 100/+4 1-6 rounds 10-20 rnds Debilitating Nil
Curare 38/-4 Instant 1-2 rounds See text Nil
D 410/+0 450/-4 1 round Instant 30 hp 2-12 hp
Dark Naga venom 215/+0 Instant 1-6 rounds Sleep+ 1-2hp Nil
Darkshaft 210/-2 Instant 2-12 rnds Hallucinations Nil
Deathwine 480/-4 1 round 1-2 rounds Death See text
Dragonfish poison 280/-4 1-4 rounds Instant Death Incapacit.
Dreambliss 1,590/+0 varies 2-8 hours Sleep Nil
Drow Sleep poison 1,650/-4 1 round 2-8 hours Sleep Nil
Dwarfbane 150/+0 Instant 3 rounds See text Half dmg
E 430/-4 Instant 1 round Halve hps 1-20 hp
Elvenbane 200/+0 (-4 vs elves) Instant 3 rounds See text Nil
Ettercap poison 240/+0 Instant 1-4 turns Death Nil
F 310/-2 1-2 rounds Instant Death 1 hp/Con pt.
Frog poison,
Aurotaenia 205/-4 Instant 2-24 rnds Paralysis Incapacit.
Bicolour 380/-4 Instant 1-4+2 trns Paralysis Mild pain
Deudrobates 290/+0 Instant 1-6 turns Paralysis Mild pain
Giant frog 310/+0 1 round Instant 3-24 hp Nil
Lugubris 160/-2 Instant 1 turn Incapacit. Mild pain
Terribilis 580/-4 Instant 6 turns Death Paralysis
Vittatus 210/-2 Instant 1-4 turns Stun Mild pain
G 245/-1 1-10 rnds 1 round Death 9 hp
Gaboon 310/-2 1 round Special See text Nil
Galas 290/+0 1-3 rounds 2 turns 4-40 hp Nil
Garbug toxin 240/+0 1-2 rounds 1-6 turns Paralysis Nil
Giant Centipede poison 190/+0 Instant 1-6 turns Slow Nil
Giant Hornet poison 440/+0 Instant 2-12 hours 5-30hp +stun Half dmg
Giant Wasp poison 5,190/+0 1 round 2-5 days See text Nil
Goblin’s trick 14/+0 (-2 vs demihum.) 1 round Special See text See text
Goby poison 190/+0 1-4 rounds 1-4 turns Death Nil
Golden Arrow Dart Frog toxin 230/-4 1 round Instant Death Nil
Haszak 1,230/-4 Instant 1 day Feeblemind Nil
Herexin 260/+0 Instant 4-23 rnds Paralysis Incapac.
Hexegift 330/-4 Instant 5-30 rnds Death Incapac.
Huld 140/+0 1-4 rounds 1-6 rounds Convulsions Nil
Humbogo 24/+0 1-4 rounds 1-6 turns Paralysis Nil
Hy’Claria 1,110/-2 1 round Special Loss magic Nil
Imp poison 240/+0 Instant 1-6 rounds Death Nil
Jal wun Jivvin 140/+0 1-3 hours 1-3 days See text Nil
Khaless 33/-4 1-2 rounds 1-4 turns Sleep Nil
Kobold’s bane 10/+0 1 round 6 rounds Irritation Nil
Luptak 190/+0 1 round 3-6 turns Debilit. Nil
Manscorpion poison 240/+0 Instant Instant Death Nil
Manta-ray poison 250/-1 Instant 1-4 turns Paralysis Nil
Mindshadow 14/varies 1-3 rounds 5-20 turns Confusion Nil
Nathach 330/-4 Instant 1-6 turns Paralysis Nil
Neogi venom 190/+0 Instant 1-8 rounds Slow Nil
Ninthla 5,160/+3 1 round Special Death Catatonia
Nuckelavee poison 240/+0 Instant Instant Death Nil
O 2,190/+0 1-3 hours 2-12 hours Paralysis Nil
Olus Veritis 24/+0 1-2 rounds 1-6 turns Truthtelling Nil
Orvas 210/+0 Instant Special See text Nil
P 130/+0 1-3 hours 2-12 hours Debilit. Nil
Pseudo-dragon poison 5,090/+0 1-4 rounds 1-6 days Sleep Nil
Purple Worm poison 240/+0 1 round Instant Death Loss taste
Rathrae Dos 990/+0 2-24 rnds 1-6 hours Paralysis Nil
Red Fang toxin 250/+0 1-4 rounds Special See text Nil
Red Worm poison 140/+0 1 round Instant See text Nil
Rhellarmyn 190/+0 1-4 rounds Permanent See text Nil
R.O.S.A.B. 10,000/special Instant Instant Disintegr. Nil
S 170/+2 190/+0 210/-2 1-2 rounds 3-18 rnds Sleep
Scorpion, Black 380/-2 1-2 rounds 2-4 turns Paralysis 3-12 hp
Scorpion, Giant 230/-4 1 round Instant Death Nil
Scorpion, Huge 190/+0 1 round Instant Death Nil
Scorpion, Large 170/+2 1 round Instant Death Nil
Scorpion, Red 190/+0 1 round 1-4 turns Paralysis Nil
Scorpion's Blood 300/+0 Instant 1-6 rounds 4-23 hp Nil
Serpentine venom 260/-4 Instant Special Feeblemind Paralysis
Silverthorn 100/no save 2-12 hours 1 round Death Nil
Silver Urchin poison 5,090/+0 1-4 rounds 1-3 days Coma Nil
Snake, Amphisbaena 240/+0 Instant Instant Death Nil
Snake, Asp 210/-2 1-6 rounds Instant Death Nil
Snake, Banded krait 240/+0 Instant 1-4 rounds Death Nil
Snake, Birdsnake 290/+0 1-4 rounds 1-10 rnds 2-20 hp Half dmg
Snake, Cobra 420/-4 1 round 2-8 turns Paralysis 1-4 hp
Snake, Firesnake 340/+0 1-4 rounds 2-8 turns Paralysis Nil
Snake, Giant 240/+0 Instant 1-4 rounds 1-20 hp Nil
Snake, Jameson’s Mamba 270/+0 1-4 rounds 1-6 rounds Death 1-4 hp/rnd
Snake, King Cobra 225/+0 1-2 rounds 10 rounds 1-6 hp/rnd Nil
Snake, Pit Viper 370/+0 1-4 rounds 1 round Death 3-18 hp
Snake, Rattlesnake 190/+0 1 round 1-6 turns Death Nil
Snake, Red Mamba 480/-3 1-2 rounds 1-6 rounds 6-36 hp Half dmg
Snake, Rock Rattler 115/+0 1 round Instant 1d4+1 hp Nil
Snake, Sea serpent 340/+0 1 round 2-8 turns Paralysis Nil
Snake, Spitting Cobra 190/+0 Instant 1 turn Blind Nil
Snake, Viper 290/+0 1 round 1-8 turns Paralysis Nil
Snake, Winged serpent 250/+0 1 round 2 rounds 2-16 hp Half dmg
Spider, Black Widow 220/+3 1 turn 1-6 rounds Death 1 hp/rnd
Spider, Bolas 190/+0 1 round 1-2 rounds Death Nil
Spider, Crystal 400/+0 Instant 1-4 rounds Death 2-16 hp
Spider, Giant 240/+0 Instant Instant Death Nil
Spider, Giant Sea 160/+0 Instant Instant 1-4 hp Nil
Spider, Hairy 120/+2 1 round 2-5 rounds Disorient. Nil
Spider, Huge 155/+1 1-3 turns 15 rounds 1 hp/rnd Nil
Spider, Huge Wood 120/+2 1 round 4-10 rnds Incapacit. Nil
Spider, Large 145/+2 1-4 rounds 15 mins 1 hp/min Nil
Spider, Phase 260/-2 Instant Instant Death Nil
Spider, Phoenix 440/+0 Instant Instant Death 4-20 hp
Spider, Planar 280/-4 1 round 1-4 rounds Death Slow
Spider, Ploppèd 240/+0 1 round 1-6 turns Paralysis Nil
Spider, Polar 210/-2 1-2 rounds Instant Death Nil
Spider, Sand 1,250/+0 1 round 5-9 hours Paralysis Nil
Spider, Shroud 400/-1 Instant 2-8 turns Paralysis Nil
Spider, Snow 260/+0 1 round Special Blind 2-12hp +blind
Spider, Watch 330/+1 1-2 rounds 2-8 turns Paralysis Nil
Spider poison, Elfbane 250/varies Varies Varies See text See text
Stingray poison 280/+0 1-2 rounds 5-20 rnds Paral.+ 5-20hp 1-3 hp
Stonefish toxin 240/+0 1-4 rounds Special Death Pain
Strychnine 48/-4 1 round 1-6 turns See text Nil
Teneborus poison 330/-3 1 round 6-36 turns Paral,+ 1-6hp Nil
Tentamort poison 155/+0 1 round 1-6 rounds See text Nil
Thri-Kreen venom 140/+0 1-2 rounds Special Paralysis Nil
Tigerfly 105/+0 1 round 1-6 rounds Paralysis Nil
Trollsblood 320/+1 1-4 rounds 1-6 rounds 4-48 hp Nil
Ulcrun 200/+2 2 rounds Special See text Nil
Vampire Rose poison 13/+0 Instant 2-12 rnds Catatonia Nil
Venomwood 24/+0 1 round 2-8 hours Death Loss 1-4 Str.
Weeverfish toxin 270/-3 Instant 2-24 hrs See text Nil
Whipsting venom 180/-4 1 round 3 rounds Weakness, Nausea Nil
Whisper Wasp poison 5,170/+2 Instant Special Sleep Grogginess
Wyvern venom 240/+0 Instant Instant Death Nil
X 190/+0 1-4 rounds 1-4 rounds Death Nil
Zebrilla 140/+2 1 round 1-12 rnds 1-4 hp+convulsions Nil
Zzotza 290/+0 1 round 2 turns 1-20 hp Half dmg
Contact Poisons
Cost (gp) per dose/ Detect Onset Run Time Saving Throw Result
Type Saving throw adjustment Src/No Src Failed Saved
AAA 200/+4 220/+2 240/+0 40%/20% C 1-8 rounds 4 rnds 12 hp 4 hp
Belpren 250/+0 290/-4 - Instant Instant 1-12 hp Nil
Buluka 460/-2 C 1-6 rnds 1 turn 3-30 hp Half
Catfish poison 270/+0 - Instant Instant 2-8 hp Half
Chak 230/-4 C 1 round 1-3 rnds 2-16 hp +sp Nil
Crystal elixir 270/+0 5%/2% 1-3 rnds 3-18 rnds 2-8hp+Paral. Nil
Darksnake 250/+1 40%/20% 1 rnd 1-10 rnds 4-24 hp Nil
Deadman 26/-2 20%/5% 2-5 rnds Instant Death Nil
Deathdust 1,240/+0 5%/2% 1-3 rnds 1 round Death Nil
Ghoul sweat 215/+1 40%/15% Instant 5-10 rnds Paralysis Nil
Golden Fool 620/+0 Varies 1 round 1-8 rnds 4-48 hp Half
Gurch 680/-4 O 1 round 1-10 rnds 50 hp 25 hp
Jellyfish poison 490/+0 - 1 round 1 hour Paralysis Nil
K 300/+0 340/-4 - 2-8 rnds 6 rnds Blind +2hp/r Nil
Kotra 500/-1 C 1 round 1-10 rnds 5-30 hp Half
L 260/+2 300/-2 10%/2% 1-4 rnds 2-12 rnds 1-2 hp/rnd Nil
M 250/+4 330/-4 30%/10% 1-4 rnds Instant 2-20 hp Vomit
N 220/+2 280/-4 - 1 round 1-6 rnds Death Nil
Needleleaf 19/+0 - 1 round 1 turn -1 hit rolls Nil
Nettle 18/+1 C 1-4 rnds 1-20 days Irritation Nil
Scarlet sporozoid 24/+0 C 1 round Special 1 hp/hr Nil
Soultravel 1,690/+0 - Instant 4-16 turns Special Nil
Stunjelly 200/+0 C 1-4 rnds 5-20 rnds Paralysis Nil
Teko 490/-3 C 1 round 1-3 rnds 4-32 hp Half
Toad poison 220/+2 - 1-2 rnds 24 hours Coma, Death Nil
Triflower enzyme 29/+0 C Instant Till washed 2-8 hp/rnd Nil
Twilight bloom 29/+0 O,T Instant Instant Death Nil
Tzolo’s Tears 250/+0 90%/60% O Instant 1 rnd Death Nil
Velkyn Ogglin 340/+0 - 1-4 rnds 1-20 1 hp/rnd Half
Witch Bane 290/+0 - Instant Instant 4-32+4 hp Nil
Witchhand 250/+1 3%/1% C 1-4 rnds 1-10 rnds 3-24 hp Nil
Yaksa 300/+2 50%/25% O 1-8 rnds 2-8 rnds 4-32 hp Nil
Ydroexpungion 440/+0 90%/70% O,T 1-8 rnds 1-4 trns Death 2-20

Detection: Certain poisons have distinct color or scent that will betray their presence. The basic chance
(unless otherwise noted) is 20% if searched for, 10% if not actively searched for. Key to these betraying
factors: C - 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/ Onset Run Time Saving Throw Result
Type Saving throw adjustment Failed Saved
Amber Lotus 64/+0 1 round 4-16 trns Sleep Nil
Ascomoid spores 300/+0 Instant 1-4 rnds Death Blindness
Askume 37/-3 1-2 rnds varies Death Incapacit., -2 Con&Str
Basidirond 190/+0 2-5 rnds 1-4 rnds Hallucination Nil
Bloodflower 49/+0 Instant 2-12 trns Sleep Nil
Calcena mushroom 15/+4 1-6 rnds 2-12 hrs Hallucinations Nil
Chokeweed powder 27/+0 Instant 1-12 rnds 1-6 hp/rnd Incapacitated
Crowfoot 240/+0 1-4 rnds 3+Con rnds Death Nil
Cushion fungus spores 32/+0 1-4 rnds varies Sleep 1-3 days Confusion 1-4 rnds
Cyanide 44/-2 Instant 1-12 mins Death 4-16 hp
Death coma 240/+0 1 round 5-20 rnds Coma Nil
Death Cup toxin 27/-3 11-20 hrs 1-6 hrs Death Nil
Esiliir 19/+0 1-4 rnds 1-2 trns Laughter Nil
Flydance 170/+2 1-3 rnds 1-6 rnds Convulsions Nil
Hivebrood toxin 310/-2 1 round 1 turn +sp Paral.+3d6 hp/rd Nil
I 210/-2 1 round 2-12 rnds Laughter Nil
Jimsonweed 33/-4 1-6 rnds 2-6 hrs Death Incapacitated
Lotus dust, Black 830/+1 1 round 1-4 rnds Death Unconsciousness
Lotus dust, Brown 5,240/+0 Instant 2-5 weeks -1d4 Int. pts Lethargy
Lotus dust, Green 2,850/-1 1 round 7-12 hrs Paralysis Paralysis(1 hour)
Lotus dust, Red 270/+2 1 round 5-8 hrs Madness Hallucinations
Lotus dust, Silver 490/+1 1-2 turns 1-6 turns Death Con. Loss
Lotus dust, White 240/+0 Instant 1-6 rnds Stun + Slow Nil
Luptak 240/-3 1 round 3-6 turns -3 Dexterity Nil
Morphius 21/+3 Instant 2-20 rnds Sleep Nil
Myconid-H 240/+0 Instant 2-16 rnds Hallucination Nil
Myconid-P 240/+0 Instant 2-6 rnds Passivity Nil
Oleander 28/-4 1-2 rnds 2-12 rnds Death Stomachache
Opium 31/-2 1-4 rnds 2-4 hrs Death Lethargy
Svirfneblin 240/+0 Instant 1-6 rnds Stunned Nil
Triflower Pollen 100/-1 1 round 1-4 days Coma Nil
Tylatch 1,060/-2 1 round 6 turns Sleep, 10hp/turn 5 hp/turn
Uropygus 270/-3 Instant 3-18 rnds Spasms Nil
Yellowbog 1,260/+1 Instant 1-6 rnds 3-18 hp/rnd Half
Vocal 170/+2 1 round 24 hrs Mute Nil
Zombificus 100/+0 1-6 rnds 24 hrs Coma + Charme Nil

You might also like