Guide to Poisons

By [email protected]

 

" . . . Let me have A dram of poison, such soon-speeding gear As will disperse itself through all the veins, That the life-weary taker may fall dead . . ."

"Romeo and Juliet," Act 5, Scene 1

 

NEW POISONS

Name: Name of the poison, plus any nicknames or black-market terms

Delivery: Injected, ingested or contact

Effect: The effect on the victim if the save vs. poison is failed

Save: The effect if the save vs. poison succeeds (not whether there is a save allowed. There always is)

Onset: How long it takes for the poison's effects to begin

Duration: How long the poison's effects lasts

Cost: Cost to obtain 1 dose of the poison

Dwarfrot

Delivery: Ingested

Effect: Death

Save: 25 dmg.

Onset: 1 round

Duration: Instant

Cost: 700 gp

Dwarfrot is a special kind of poison, constructed using alchemy, very primitive genetics and a bit of black magic. It nullifies a dwarf's normal saving throw bonus vs. poison. Note that normal bonuses for high Constitution still apply, but not the special dwarven saving throw bonuses.

Example: Ron Jewelcutter has a Constitution of 19. When drinking dwarfrot (unintentionally), he no longer gains his dwarven poison save bonus of +5 for a 19 Constitution. However, on the chart in the PHB, he still gains a +1 to his poison save for an unnaturally high Constitution.

Skills and Powers note: The optional poison save bonuses that are offered to other races and a few classes under the Character Points system ARE NOT affected by dwarfrot.

Bloodfire

Delivery: Ingested

Effect: Special

Save: None

Onset: 1 round

Duration: 1 hour

Cost: 350 gp

Bloodfire is an unusual poison. When the victim fails his save vs. poison, he feels a strange warmth run through his veins. In a matter of seconds, his insides 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. AC receives a +3 penalty. Spells may not be cast, as the magic-user cannot concentrate through the pain. Movement is reduced to one-third, and talking is possible, though often short and not very communicative.

Sytharm

Delivery: Injected

Effect: Special

Save: None

Onset: Instant

Duration: 1 turn

Cost: 150 gp

Often used in the lower classes of a large city, sytharm is a hallucinogen. When injected, the victim is allowed a save which he may voluntarily forego. If the save fails, he is overwhelmed by strange sensations and visions. The effects are similar to that of a "spectral force" spell; the victim behaves as if the hallucinations were real and present, but cannot defy the laws of physics. A subject who believes he is walking on a rainbow bridge cannot float over a chasm, though he won't move past what he thinks is a brick wall.

In some areas, distilled sytharm is sold much cheaper, around 10 gp per dose. However, the effects of that type last for only 3 rounds, and the hallucinations are much less realistic.

Addiction is possible, although it is a totally psychological addiction. Every time a person willingly takes a dose, they must make an Wisdom check with a -1 penalty. Success means they realize that this is addictive, and will not use it again. Failure means they take another dose. Checks are made after every dose taken, though there is a cumulative -1 penalty applied to each successive dose (so, after your 10th dose, you have a -10 penalty to break the habit). Each day without a dose results in a -1 penalty to all rolls. The addict may make a Constitution check (with the penalties for a day without a dose) to come off the addiction, if he goes one day without a dose.

Mindbuzz

Delivery: Injected, ingested

Effect: Special

Save: None

Onset: 1 round

Duration: 1 hour

Cost: 200 gp

Popular among statesmen and nobles, mindbuzz is a sympathizing drug. Any who take it become susceptible to any persuasion or requests. When taken, provided the save vs. poison is failed, the victim suffers a -5 penalty to saves vs. spell for defending against enchantment/charm spells. If mundane methods of convincing are being used, any who speak to the victim seem to receive +5 to their Charisma score.

Elves and half-elves are affected differently. Their normal bonuses against charm-related spells are halved. Thus, elves, for the poison's duration, have a 45% resistance against charm spells, and half-elves get only 15%. Their resistance against hold spells isn't affected.

Caustar

Delivery: Contact

Effect: Special

Save: Special

Onset: Instant

Duration: Instant / 3 rounds

Cost: 50 gp

Caustar is brewed from very toxic herbs, and is used by many professional 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 giving 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.

COSTS OF POISONS

The poisons listed in the DMG have no cost listed with them. What a shame! Fortunately, I have provided a chart that solves this problem. Each of the 16 different poison types is listed below with its cost to obtain one dose.

A 75 gp
B 110 gp
C 150 gp
D 185 gp
E 560 gp
F 450 gp
G 195 gp
H 225 gp
I 300 gp
J 750 gp
K 50 gp
L 100 gp
M 230 gp
N 1150 gp
O 500 gp
P 750 gp

MAKING YOUR OWN POISONS

If you want to make your own poison, you must decide its basic capabilities. Below is a list of all of its necessary qualities, and a step-by-step example poison, created using these rules.

Name: Give it a descriptive name. I've decided that this poison will cause internal bleeding, so I'll call it Red Death.

Delivery: How is it delivered? Is it injected, ingested or transmitted through contact? Red Death will be injected. It's not as subtle as something in the food, but not as easily found.

Effect: What does it do? This is most often direct damage, but poisons can also be Paralytic or Debilitative. See the DMG for descriptions of those. I think that Red Death will just be a typical poison. It does 50 points of damage if the save is failed.

Save: What does it do if the save vs. poison is failed? Sometimes there is no effect if the save is successful. Sometimes the poison still does damage through other means when it doesn't take full effect. Red Death does 10 points of damage if the save succeeds.

Onset: How much time does it take for a poison to take effect? Instant poisons are good for hit-and-runs, though it's easier to reason who has done the deed. Poisons with long onset times are better for covering one's tracks, though they allow more time to see if there is a problem. Red Death will have an onset time of 10 minutes.

Duration: How long does the poison last? If the poison's effect is damaging, this is instantaneous. Otherwise, a longer duration may be applied. Red Death, as it does damage, has an instant duration.

Brewing: The time to mix a poison varies according to its components. The base time to make any poison is 30 minutes. However, potency may modify the poison's time to create. Consult the charts below for appropriate modifiers. Add up all of the modifiers, then multiply the modifier by the base time (30 minutes).

DELIVERY:

Injected 0

Ingested .5

Contact 1

DAMAGE

Per 5 points of damage done .5

Death 5

Paralytic 1

Debilitative 1.5

EFFECTS ON SUCCESSFUL SAVE

Per 2 points of damage done .25

ONSET

Per minute .25

DURATION

Per 30 minutes (if not damaging) .5

Less than 30 minutes .25

Red Death is an injected poison that does 50 points of damage (10 if the save is successful) and has an onset time of 10 minutes. This adds up to a total modifier of 8.75. 8.75 x 30 equals 262.5, or 4 hours and 22 minutes to brew. Quite an afternoon's work, but probably worth it.

Note that, when brewing a poison, the concoction must be observed for the full time, if not specifically attended to. The brewer must, in the very least, remain in the same room as the brew to ensure a successful balance of ingredients. The person brewing the poison must also have the Herbalism proficiency, and makes two Herbalism checks to make it; one for gathering the proper amounts of the right ingredients, and one for successfully mixing and brewing. If both succeed, the poison works; otherwise, it has no effect as a poison.

Cost

The cost of the poison is based upon its type also. For every point of damage done if the save is failed, 5 gp is added onto the cost. For every point of damage that is taken if the save is made, 3 gp is added. Poisons that cause death have a base cost of 500 gp. Ingested poisons add 50% onto the cost, while contact poisons add 100% to the cost. The final result is the cost for one dose.

Red Death does 50 points of damage, 10 if the save is successful. 50x 5 is 250, 10 x 3 is 30. 250+30=280. Since its injected, no more modifiers are done. Thus, one dose of Red Death costs 280 gp. Much more than the average injected poison, but, then again, Red Death is far more powerful. Note also that this is merely the advised cost, the "suggested retail price," as it were. If the poison is incredibly rare, or the seller is rather untrustworthy, the price may be increased.

POTENCY OF POISONS

Poisons may be brewed that are more or less powerful than normal. If you wish to brew a less effective poison, decide the bonus to the saving throw vs. poison that the victim receives, up to +7. For each +1 to the save, reduce the brewing time by 10%.

Let's say that an assassin needs to get a dose of Red Death brewed as quickly as possible, but wants it to still retain some effectiveness. Deciding to allow a +3 bonus to the save, he gets to work on the poison. 3 x 10 is 30, so 262.5 - 30% is 183.75, or 3 hours and about 4 minutes. Much quicker than the 4 hours and 20 minutes originally.

Extra-deadly poisons may also be brewed. For every -1 to the saving throw, add an extra 20% to the brewing time.

An assassin who has plenty of time to kill is mixing some Red Death, with a normal brewing time of 262.5 minutes. She wants her victim to suffer a -5 penalty to the saving throw. 5 x 20 is 100, so the time to brew will be doubled. 525 minutes comes out to 8 hours and 45 minutes.

 

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