Poisons are different around the world - the art of alchemy has the preservation and concentration of animal venoms within its purview, but the majority of poisons used by assassins are made through herbalism, without the arcana of alchemical expertise. There are a huge number of poisons that can be made, and a variety of purposes they can fulfil. The efficacy of poisons is often overstated; powerful poisons that can kill instantly are often rare and expensive, though they do exist. The poisons that exist can be broadly categorised according to the following table. Poison strength is represented with the effects of failing the saving throw before the slash, and the effects of succeeding after it.
Paralytic poisons leave the character unable to move for 2d6 hours. His body is limp, making it difficult for others to move him. The character suffers no other ill effects from the poison, but his condition can lead to quite a few problems for his companions. Debilitating poisons weaken the character for 1d3 days. All of the character's ability scores are reduced by half during this time. All appropriate adjustments to attack rolls, damage, Armor Class, etc., from the lowered ability scores are applied during the course of the illness. In addition, the character moves at one-half his normal movement rate. Finally, the character cannot heal by normal or magical means until the poison is neutralized or the duration of the debilitation is elapsed.
When dealing with injection poisons, a few considerations must be taken into account. First of all, the use of an envenomed weapon is dangerous for those untrained in their use. Assassins and thieves never have any risk of accidentally poisoning themselves with an envenomed blade, but all other classes take this risk unless they possess the Herbalism NWP. For characters with a dexterity of less than 10, this chance is 10%. For those with a dexterity less than 16, this chance is 5%. For those with a dexterity of 16 or higher, this chance is 1%.
Different weapons require different quantities of poison to envenom: daggers, spearheads, and similarly sized weapons require a half dose. Shortswords and other medium weapons require 1 dose. Longswords and other large blades require 2 doses, while massive weapons like two-handed swords require 3 doses. Arrowheads and bolts use up one dose for every 6 projectiles to be poisoned. Darts use up one dose for every 3 projectiles to be poisoned. 8 needles can be poisoned with a single dose. The venom on a blade becomes useless after 10 rounds have passed; an envenomed blade is good for only one successful hit before the venom must be reapplied.
|A||Injected||10-30 minutes||15/0||50 gp|
|B||Injected||2-12 minutes||20/1-3||100 gp|
|C||Injected||2-5 minutes||25/2-8||150 gp|
|D||Injected||1-2 minutes||30/2-12||300 gp|
|G||Ingested||2-12 hours||20/10||195 gp|
|H||Ingested||1-4 hours||20/10||225 gp|
|I||Ingested||2-12 minutes||30/15||400 gp|
|J||Ingested||1-4 minutes||Death/20||800 gp|
|K||Contact||2-8 minutes||5/0||50 gp|
|L||Contact||2-8 minutes||10/0||100 gp|
|M||Contact||1-4 minutes||20/5||275 gp|
|N||Contact||1 minute||Death/25||1350 gp|
|O||Injected||2-24 minutes||Paralytic||250 gp|
|P||Injected||1-3 hours||Debilitative||300 gp|
The poisons described in the table below are all of average potency; unless otherwise noted, they require a single saving throw vs. poison to resist. Certain variants of venom, however, are unusually potent. Likewise, a skilled alchemist may be able to spend additional money to refine and "double-concentrate" poisons. In both cases, the effect is usually that a penalty is applied to the saving throw. Treat conentrated poisons as "masterwork" - which is to say that a multiplier is applied to their value.
|Penalty to Saving Throw||Cost Multiplier|
Beggar's Blood is a standard Class A poison that is typical to poisons of this type in every way. It is composed of two poisonous reagants - firegrass and valen sap. Firegrass is a mildly poisonous herb that can be found along the wayside of the roads across Leng. Valen sap is found in the Valen tree, common around the elvish forests - though it can be found in many forests, especially deep in the hearts of the older woods. It is so named because the reagants are common and easily obtained.
Slowfire is a standard Class B poison that is typical to poisons of this type in every way. It is made by combining several herbs; briar root and asphodel are easily found enough, but it also requires Mort Flesh, a horrid-smelling flower that grows only in swamps, and the root of the Grimwillow plant, which is rare, and only natively found in the plains of Vingaard.
Drow Sleeping Poison, known to them as Quith'Ka is a Class O poison that is made from the venom of certain spiders that dwell only in the Underdark. Its onset is a single round, and the victim must make a saving throw vs. poison or be immediately paralysed for 1d6 hours. This poison is thus very powerful, but has one major flaw: the venoms harvested to produce the poison break down on contact with sunlight, rendering the poison totally inert. Quith'Ka is understandably rare outside of the Underdark (though it is mass-produced by the drow); nevertheless, some skilled herbalists in the overworld are brave enough to keep the spiders needed to manufacture the stuff. When it is sold, it has a market value of 500 gold pieces.
Patience is a Class P poison. It is utterly flavorless, must be ingested and has an onset time of 24 hours. A character who fails the saving throw will be debilitated for 3d6 days. During this time, his ability scores will be halved, and he will be able to move at only half-speed. Until the poison has passed, the character cannot heal by normal or magical means. If the victim passes their saving throw, they only feel the poison's effects for 1 day. Patience is made from the poison glands of the rare and deadly loamfish, which is found in the Sea of Vintas and the Sea of Flails only. It has a market value of 500 gold pieces.