[the world]

Poisons

Table: Sample Poisons
NameTypeFort DCOnsetFrequencyEffectCureCost
Aconite root ingested
25
1 min 1/rd for 5 rds 1d3 Dex, 1 Con, nauseated 1 rd 2 saves 1,800 gp
Addlemind ingested
15
1 min 1/min for 10 min

1d2 Wis, -5 penalty on
Knowledge and Perception checks

2 saves 75 gp
Alcehmical isolation inhaled
13
1/min for 2 min deafened for 10 min;
blinded for 10 min
1 save 175 gp
Arsenic ingested
13
10 min 1/min for 4 min 1d2 Con 1 save 120 gp
Baneberry ingested
or injury
15
1 rd/30 min 1/min for 5 min 1d3 Str, 1 Con, paralyzed for
1d3 rds
2 saves 90 gp
Belladonna ingested
14
10 min 1/min for 6 min 1d2 Str, see text 1 save 100 gp
Black adder venom injury
11
1/rd for 6 rds 1d2 Con 1 save 120 gp
Black lotus extract contact
20
1 min 1/rd for 6 rds 1d6 Con 2 saves 4,500 gp
Black smear injury

15

1/rd for 6 rds 1d2 Str damage 1 save
Blackfinger's silence injury
14
1/rd for 4 rds Unable to speak 1 rd 1 save 400 gp
Blistercap spore poison contact
20
1/rd for 6 rds 1d2 Dex drain, 1 Con drain;
sickened 1 min
2 saves 1,125 gp
Bloodbrain Venom injury
14
1/rd for 6 rds 1d6 Str and scented/1d3 Str 1 save 400 gp
Bloodpyre contact
14
1/rd for 6 rds 1 Cha, Int, and Wis, 2d6 fire, see text 1 save 1,000 gp
Bloodroot injury
12
1 rd 1/rd for 4 rds 1 Con and 1 Wis 1 save 100 gp
Blue lily extract contact or
ingested
14/18
1 min 1/hr for 6 hrs 1d4 Wis, -4 on Sense Motive,
-4 vs. sleep effects for 1 hour
2 saves  
Blue whinnis injury
14
1/rd for 2 rds 1 Con/unconscious 1d3 hours 1 save 120 gp
Brain blot inhaled
21
1 min 1/min for 6 min -5 on concentration for 1 hour, 1 Int 1 save  
Breath of the mantis god inhaled
21
injury 1/min for 6 min 1d3 Con, 1d4 bleed; see text 2 saves 1,500 gp
Brinestump special ingested
15
1 rd 1 save nauseated for 5 rounds 1 save 400 gp
Burnt othur fumes inhaled
18
1/rd for 6 rds 1 Con drain/1d3 Con 2 saves 2,100 gp
Calistria's revenge ingested
16
alcoholic
drink
1/min for 6 min 1d2 Dex 2 saves 500 gp
Calotropis ingested
14
1 hour 1/min for 6 min 1 Wis and 1d3 Dex 1 save 120 gp
Chelish deathapple ingested
23
1 min 1/min for 2 min Enter a deathlike trance 1 save 200 gp
Confabulation powder inhaled
18
1/min for 2 min staggered for 1 minute, suggestible 1 save 80 gp
Count Ambras' punishment contact
16
1 min 1/min for 6 min 1 Dex drain and
nauseated for 1 minute
1 save 350gp
Cyanide contact
20
1 min 1/rd for 6 rds 1d4 Con, see text 2 saves 4,000 gp
Cytillesh extract ingested
18
1/hr for 8 hr Forgets previous hour and the next
8 hours
2 saves 800 gp
Dark reaver power ingested
18
10 min 1/min for 6 min 1d3 Con and 1 Str 2 saves 800 gp
Deathblade injury
20
1/rd for 6 rds 1d3 Con 2 saves 1,800 gp
Dragon bile contact
26
1/rd for 6 rds 1d3 Str 1,500 gp
Dreaming death Inhaled
16
10 min 1/10 min for 1 hr Sleep 10 min, see text 1 save 2,500 gp
Drow poison injury
13
1/min for 2 min unconscious 1 min/2d4 hours 1 save 75 gp
Everwake serum ingested
16
1/day for 5 days Cannot voluntarily rest or sleep 1 saves  
Flaming doom injury
18
1/rd for 6 rds 1d6 fire and possibly catches on fire 2 saves 900 gp
Fool's leprosy ingested
20
1 day 1/day for 6 days 1d2 Cha damage and 1d2 Con drain 3 saves 10,000 gp
Fury gas inhaled
16
1/min for 4 min Non-orcs are blinded for 1 minute,
orcs rage for 1 minute
2 saves 900 gp
Giant wasp poison injury
18
1/rd for 6 rds 1d2 Dex 1 save 210 gp
Goblinvine oil contact
10
1 rd sickened 2 saves 125 gp
Gray justice Injury
18
1/min for 10 min 1d2 Wis, see text 2 saves 400 gp
Greenblood oil injury
13
1/rd for 4 rds 1 Con 1 save 100 gp
Green prismatic poison spell
varies
1/rd for 6 rds Death/1 Con 2 saves
Grinding joint paste ingested
16
10 min 1/min for 6 min 1d4 Dex damage 1 save 1,400 gp
Halo mushroom toxin ingested
18
10 min 1/min for 6 min distraction/1d4 Wis damage 2 saves 500 gp
Hazemint concentrate injury
16
1 rd 1/rd for 6 rds +4 to DCs to influence subject; see text 1 save 200 gp
Hazemind mist inhaled
13
1 rd 1/rd for 10 rds +4 to DCs to influence subject; see text 1 save 225 gp
Hemlock ingested
18
10 min 1/min for 6 min 1d6 Dex, see text 2 saves 2,500 gp
Id moss ingested
14
10 min 1/min for 6 min 1d3 Int 1 save 125 gp
Insanity mist inhaled
15
1/rd for 6 rds 1d3 Wis 1 save 1,500 gp
Jackalroot essence injury
18
1/rd for 1d6 rds uncontrollable laughter 2 saves 600 gp
King's sleep ingested
19
1 day 1/day 1 Con drain 2 saves 5,000 gp
Laughing gas inhaled
12
1/rd for 5 rds dazed by laughter for 1 rd 1 save 500 gp
Large scorpion venom injury
17
1/rd for 6 rds 1d2 Str 1 save 200 gp
Leng's tears contact
18
1 rd 1/10 min for 1 hr 1d2 Wis, paralyzed for 10 min 1 save 1,500 gp
Lich dust ingested
17
10 min 1/min for 6 min 1d3 Str 2 saves 400 gp
Liquid persuasion ingested
11
10 min 1/min for 5 min 1 Wis, becomes more friendly 1 save 120 gp
Malyass root paste contact
16
1 min 1/min for 6 min 1d2 Dex 1 save 250 gp
Marvelous fear gas inhaled
17
injury or
fear
1/min for 4 min shaken for 10 minutes 1 save 150 gp
Medium spider venom injury
14
1/rd for 4 rds 1d2 Str 1 save 150 gp
Mindrust inhaled
20
1/rd for 6 rds 1 Wis and suggestible 2 saves 1,600 gp
Night's eye dust inhaled
14
1/rd for 6 rds shaken/blinded 2 saves 900 gp
Nightmare vapor inhaled
20
1/rd for 6 rds 1 Wis and confused 1 round 2 saves 1,800 gp
Nitharit contact
13
1 min 1/min for 6 min 1d3 Con 1 save 650 gp
Oil of taggit ingested
15
1 min unconscious 1d3 hours 1 save 90 gp
Peasant's woe injury
15
1/rd for 10 rds -10 to base speed for 1d6 min 1 save  
Purple worm poison injury
24
1/rd for 6 rds 1d3 Str 2 saves 700 gp
Ragespittle contact
17
1 min 1/min for 6 min 1d2 Dex, see text 2 saves 1,000 gp
Rainbow scarab shell injury
14
1 rd 1/rd for 4 rds 1d4 Str and suffocation 1 save 150 gp
Red bedlam ingested
15
10 min 1/min for 10 min confusion 2 saves 1,200 gp
Red tears injury
15
10 min 1/min for 10 min 1d6 hp damage 1 save 50 gp
Sassone leaf residue contact
16
1 min 1/min for 6 min 2d12 hp/1 Con 1 save 300 gp
Scholarblight Inhaled
15
1/min for 6 min 1d3 Int, see text 1 save 1,500 gp
Shadow essence injury
17
1/rd for 6 rds 1 Str drain/1d2 Str 1 save 250 gp
Shamweed contact
18
see text see text gain Con then lose it a week later 2 saves 6,500 gp
Slaver's will ingested
14
10 min 1/hr for 8 hrs 1 Wis, take lower of 2 rolls vs
mind-affecting
1 save 350 gp
Slow nectar injury

17

1/rd for 6 rds 1d3 Dex plus paralysis for 1 rd 1 save
Skinsap extract injury
16
1/rd for 6 rds 1d2 Dex 1 save 1,400 gp
Small centipede poison injury
11
1/rd for 4 rds 1 Dex 1 save 90 gp
Smell of fear inhaled
17
1/rd for 6 rds 1d2 Wis, shaken becomes frightened 2 saves 600 gp
Snap will ingested
198
5 min 1/min for 10 min -4 on Will saves and Wis-based skills 2 save 2,500 gp
Striped toadstool ingested
11
10 min 1/min for 4 min 1d3 Wis and 1 Int 1 save 180 gp
Sweetdream inhaled
19
1 rd 1/min for 2 min sleep 1 min, forget previous 1d4 rds; sleep for 1d4 hrs 1 save 900 gp
Tears of death contact
22
1 min 1/min for 6 min 1d6 Con and paralyzed 1 min 6,500 gp
Terinav root contact
16
1 min 1/min for 6 min 1d3 Dex 1 save 400 gp
Thornaple contact
11
10 min 1/min for 6 min 1 In, 1 Wis, blind 1 min 2 saves 90 gp
Twilight illness contact
19
eating 1/hr for 8 hrs nauseated 1 hr, sickened 1 day 1 save 750 gp
Ungol dust inhaled
15
1/rd for 4 rds 1 Cha drain/1d2 Cha 1 save 1,000 gp
Vampire's kiss injury
15
1/rd for 2 rds 1d2 Con damage, increased bleed 1 save 75 gp
Vessel between ingested

20

sickened 1/min for 4 min 1d2 Con and Wis 2 saves 750 gp
Violet venom contact
13
1/min for 6 min 1d2 Con and 1d2 Str 1 save 800 gp
Whisperwound ingested
20
1 min 1 rd 1d6 Con and can only whisper 1 save 5,000 gp
Widow's kiss Ingested
24
1d4 days 1/day 1d3 Con, see text 3 saves 7,000 gp
Wolfsbane ingested
16
10 min 1/min for 6 min 1d3 Con 1 save 500 gp
Wyvern poison injury
17
1/rd for 6 rds 1d4 Con 2 saves 3,000 gp

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute. Ingested poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round. Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison , and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the crafter to the poison. Crafters with the poison use class feature do not risk poisoning themselves when using Craft to make poison.

The following samples represent just some of the possibilities when creating poisons.

Blackfinger's Silence

Inner Sea Intrigue
Price 400 gp
WeightType Injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect Unable to speak (even to cast spells) for 1 round; Cure 1 save

This poison is typically used by cultists of Norgorber to silence those who might tell secrets they want kept.

Blistercap Spore Poison

Heroes of the Wild
Price 1,125 gp
Weight 1 lb.
Type contact; Save Fortitude DC 20
Frequency 1/round for 6 rounds
Initial Effect 1d2 Dex drain, 1 Con drain; Secondary Effect sickened for 1 minute; Cure 2 consecutive saves

Found primarily in the Darklands, this fungus takes its name from the bruise-colored puffballs capping its stem, which weep a toxic yellow fluid.

 

Blue lily extract

Horror Realms
Type poison (contact or ingested); Save Fortitude DC 14 (18 if ingested) Onset 1 minute; Frequency 1/hour for 6 hours
Effect 1d4 Wisdom damage plus -4 penalty on Sense Motive checks and saving throws versus sleep effects for 1 hour; Cure 2 saves

Brain Blot

Champions of Corruption
Type inhaled; Save Fortitude DC 13
Onset 1 minute; Frequency 1/minute for 6 minutes
Initial Effect -5 on concentration checks for 1 hour; Secondary Effect 1 Int damage; Cure 1 save

Breath of the Mantis God

Inner Sea Intrigue
Price 1,500 gp
WeightType Inhaled; Save Fortitude DC 21
Onset Injury; Frequency 1/minute for 6 minutes
Effect 1d4 bleed; see text; Secondary Effect 1d3 Constitution damage; Cure 2 saves

This red toxin is made only by Red Mantis assassins to ensure a target's death, and Red Mantis often task initiates with creatively administering it to victims before their assassination. Once an affected creature fails its saving throw against this poison's initial effect, if the creature dies before this poison is cured or runs its course, any spellcaster who attempts to raise the creature from the dead must first attempt a concentration check (DC = 10 + the dead creature's total Hit Dice).

Brinestump Special

Heroes of the Wild
Price 400 gp
Weight
Type ingested; Save Fortitude DC 15
Onset 1 round
Effect nauseated for 5 rounds; Cure 1 save

Invented as part of a series of dares between feuding goblin camps, this noxious brew fermented from a slurry of swamp flora is a favored concoction of the Licktoad tribe. The potent intoxicant is popular among goblinoids (who are immune to its nauseating effect), but all other races that partake of this frothy drink are wracked with nausea.

Calistria's Revenge

Inner Sea Intrigue
Price 500 gp
WeightType Ingested; Save Fortitude DC 16
Onset Consuming one or more alcoholic drink; Frequency 1/minute for 6 minutes
Effect 1d2 Dexterity damage; Cure 2 saves

This poison is traditionally brewed as part of Calistrian revenge plots against traitorous lovers.

Calotropis

Type ingested; Save Fortitude DC 14
Onset 1 hour; Frequency 1/minute for 6 minutes
Effect 1 Wis damage and 1d3 Dex damage; Cure 1 save
Cost 120 gp

Cheslish Deathapple

Inner Sea Intrigue
Price 200 gp
Weight 1/2 lb. Type Ingested; Save Fortitude DC 23
Onset 1 minute; Frequency 1/minute for 2 minutes
Effect Enter a deathlike trance for 1 minute; see below; Secondary Effect remain in this deathlike trance for 8 hours; Cure 1 save

This poison is culled from specially bred thornapples, and is often administered on the skin of an apple itself. It is typically employed to fake the deaths of dissidents so their disappearances don't attract attention. Creatures in the deathlike trance this poison causes are unconscious and can't be woken by mundane means; a successful DC 25 Heal check is required to realize the victim is alive. The victim can be shaken from this trance with any magical healing (including lesser restoration, as appropriate).

Confabulation Powder

Alchemy Manual
Price 80 gp; Weight 1 lb.
Type inhaled; Save Fortitude DC 18
Frequency 1/minute for 2 minutes
Initial Effect staggered for 1 minute; Secondary Effect If already staggered, stunned, or unconscious, the victim becomes highly suggestible. If an event (whether true or false) is described to him, he unconsciously fabricates a detailed memory of the event, filling in any gaps in the description with his own best guesses. The confabulated memory can be disbelieved with a successful DC 18 Will save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a restoration or heal spell; Cure 1 save

ALCHEMICAL RECIPE

Recipe (20 quicksilver + 15 cytillesh spores)/digestion; Craft DC 18
Time 1 day; Tools heat source; Type poiso

Count Ambras's Punishment

Alchemy Manual
Price 350 gp; Weight
Type contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Initial Effect 1 Dex drain and nauseated for 1 minute; Secondary Effect 1d2 Dex drain and sickened for 1 minute; Cure 1 save

ALCHEMICAL RECIPE

Recipe (70 dew of lunary + 35 realgar + 70 urea)/digestion; Craft DC 16
Time 1 day; Tools heat source; Type poison

Cyanide

Heroes of the Darklands
Price 4,000 gp
Weight
Type contact; Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1d4 Con damage, target must succeed at a second Fortitude save or 1 point of the Con damage is instead drain. Cyanide's unique metal-extracting properties make it effective against elementals with the earth subtype, despite their natural immunity to other poisons. Cure 2 saves

This potent toxin is used by both drow and duergar to extract gold from ore and to eliminate political enemies. Cyanide poisoning usually manifests as bright red flushing of the skin, even more noticeable in pallid creatures like derros and duergar.

Cytillesh Extract

Alchemy Manual
Price 800 gp; Weight
Type ingested; Save Fortitude DC 18
Frequency 1/hour for 8 hours
Effect The victim loses all memory of events that took place in the previous hour and can't form new memories for 8 hours. These lost and prevented memories might return later in the form of dreams, and can be returned with a restoration or heal spell; Cure 2 saves

ALCHEMICAL RECIPE

Recipe (115 realgar + 115 cytillesh spores)/calcination; Craft DC 18
Time 1 hour; Tools crucible; Type poison

Dark Reaver Powder

Type ingested; Save Fortitude DC 18
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage and 1 Str damage; Cure 2 consecutive saves

Dragon Bile

Type contact; Save Fortitude DC 26
Frequency 1/round for 6 rounds
Effect 1d3 Str damage

Everwake Serum

Champions of Corruption
Type ingested; Save Fortitude DC 16
Frequency 1/day for 5 days
Effect Cannot voluntarily rest or sleep (spells such as sleep still function as normal), preventing spellcasters who need to rest to regain or prepare spells from doing so; Cure 2 saves

Flaming Doom

Alchemy Manual
Price 900 gp; Weight
Type injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d6 fire damage and victim possibly catches on fire; Cure 2 saves

ALCHEMICAL RECIPE

Recipe (200 magnesium + 200 phosphorus + 250 saltpeter)/ distillation; Craft DC 18
Time 1 day; Tools retort; Type poison

Fury Gas

Alchemy Manual
Price 900 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 16
Frequency 1/minute for 4 minutes
Effect Non-orcs are blinded for 1 minute. Orcs rage for 1 minute, gaining a +2 alchemical bonus to Strength and Dexterity, a +1 alchemical bonus on Will saves, and a -2 penalty to AC. This poison's effects are otherwise similar to a barbarian's rage, except that affected orcs are unable to discern friend from foe—attacking the nearest creature each round—and they are not fatigued afterward; Cure 2 saves

ALCHEMICAL RECIPE

Recipe (180 brimstone + 80 quicksilver + 60 saltpeter)/ fermentation; Craft DC 16
Time 1 day; Tools heat source; Type poison

Goblinvine Oil

Heroes of the Wild
Price 125 gp
Weight
Type contact; Save Fortitude DC 10
Onset 1 round
Effect sickened; Cure 2 consecutive saves or 1 minute spent washing the affected area.

Extracted from the mashed leaves of the pernicious goblinvine, this irritant is favored by goblins and tricksters alike.

Green Prismatic Poison

Type spell; Save Fort DC varies by spell
Frequency 1/round for 6 rounds
Initial Effect death; Secondary Effect 1 Con damage; Cure 2 consecutive saves. See prismatic sphere, prismatic spray, or prismatic wall for more details.

Grinding Joint Paste

Adventurer's Armory 2
Price 2,100 gp
Type ingested; Save Fortitude DC 16
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect: 1d4 Dexterity damage; Cure 1 save

This poisonous paste, made from dried cockatrice organs, causes extreme muscle stiffness and joint pain, with an unpleasant feeling of gravel grinding in the victim's shoulders, hips, and knees. As long as a creature has any Dexterity damage from this poison, the creature finds it physically painful to make wide motions with its limbs. Whenever the creature attacks with a two-handed weapon or moves more than 10 feet in a round (other than via travel that doesn't require movement, such as by wagon, or teleportation), it takes 2d6 points of damage.

Halo Mushroom Toxin

Adventurer's Armory 2
Price 500 gp
Type ingested; Save Fortitude DC 18
Onset 10 minutes; Frequency 1/minute for 6 minutes
Initial Effect distraction; Secondary Effect 1d4 Wisdom damage; Cure 2 consecutive saves

Extracted from mushrooms that grow commonly in caves and forests, this toxin is occasionally used as a recreational drug despite its dangerous side effects. A creature that fails its initial saving throws sees displaced auras of color and light around other creatures and objects. The creature treats all targets as if they had concealment, suffering a 20% miss chance on all attack rolls until the creature is cured or the poison has run its course.

Jackalroot Essence

Heroes of the Wild
Price 600 gp
Weight
Type injury; Save Fortitude DC 18
Frequency 1/round for 1d6 rounds
Effect uncontrollable laughter (as hideous laughter); Cure 2 consecutive saves

To followers of Lamashtu, the gnarled, prickle-covered jackalroot is a blessing. The roots of this hearty desert shrub contain a potent, incapacitating ichor used by the gnolls of Katapesh in religious ceremonies and when capturing slaves.

King's Sleep

Type ingested; Save Fortitude DC 19
Onset 1 day; Frequency 1/day
Effect 1 Con drain; Cure 2 consecutive saves

 

Leng's Tears

Adventurer's Armory 2
Price 1,500 gp
Type contact; Save Fortitude DC 18
Onset 1 round; Frequency 1/10 minutes for 1 hour
Effect: 1d2 Wisdom damage and paralyzed for 10 minutes; Cure 1 save

Made from the distilled tears and sweat of denizens of Leng, this substance causes hallucinations and temporary paralysis. A creature that fails its initial saving throw is paralyzed and experiences terrifying hallucinations of wandering through an icy, windswept waste. The creature's paralysis ends if it is cured or once the poison runs its course, though memories of the vivid hallucinations may haunt it for some time.

Liquid Persuasion

Alchemy Manual
Price 120 gp; Weight
Type ingested; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 5 minutes
Effect 1 Wis damage, and for the duration of the poison, the next time the victim's attitude toward another creature would shift one or more steps toward helpful as a result of a successful Diplomacy or Intimidate check or other effect, the victim's attitude also shifts one additional step. For example, if the victim's attitude would shift from indifferent to friendly (one step better), it shifts to helpful instead (two steps better); Cure 1 save

ALCHEMICAL RECIPE

Recipe (20 dew of lunary + 20 quicksilver + 80 spirit of wine)/ distillation; Craft DC 11
Time 1 day; Tools retort; Type poison

Marvelous Fear Gas

Inner Sea Intrigue
Price 150 gp
Weight 1/2 lb. Type Inhaled; Save Fortitude DC 17
Onset Injury or affected by any fear condition or effect; Frequency 1/minute for 4 minutes
Effect shaken for 10 minutes (this can't produce a more severe fear effect); Secondary Effect 1d2 Wisdom damage; Cure 1 save

This poison is the creation of the Guild of Wonders in Absalom, whose members hunt down and intimidate their enemies.

Mindrust

Path of the Hellknight
Price 1,600 gp
WeightType Poison (inhaled); Save Fortitude DC 20 Frequency 1/round for 6 rounds
Effect 1 Wis damage and suggestible for 1 minute per point of Wis damage taken; see above; Cure 2 consecutive saves

Night's Eye Dust

Adventurer's Armory 2
Price 900 gp
Type inhaled; Save Fortitude DC 14
Onset immediate; Frequency 1/round for 6 rounds
Initial Effect shaken; Secondary Effect blinded for 6 rounds; Cure 2 consecutive saves

This fine powder is extracted from the wings of night's-eye moths. Creatures inhaling this poison become shaken and experience slowly building pressure behind the eyes, leading to blindness that persists until the creature is cured or the poison has run its course. A creature immune to fear cannot be shaken by the poison's initial effect and receives a +4 bonus on its saving throw against the poison's secondary effect.

Nightmare Vapor

Type inhaled; Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect 1 Wis damage and confused for 1 round; Cure 2 consecutive saves

Peasant's Woe

Champions of Corruption
Type injury; Save Fortitude DC 15
Frequency 1/round for 4 rounds
Initial Effect -10 ft. to base speed for 1d6 minutes; Secondary Effect 1 Dex damage; Cure 1 save

 

Rainbow Scarab Shell

Adventurer's Armory 2
Price 150 gp
Type injury; Save Fortitude DC 14
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1d4 Strength damage and suffocation; Cure 1 save

This iridescent toxin is made from the crushed shells of a rare type of Osirian beetle. A creature reduced to 0 Strength by the poison asphyxiates and immediately begins suffocating. Creatures that do not breathe are immune to this suffocation, but not the Strength damage.

Red Bedlam

Heroes of the Wild
Price 1,200 gp
Weight 1 lb.
Type ingested; Save Fortitude DC 15
Onset 10 minutes; Frequency 1/minute for 10 minutes
Effect Confusion; Cure 2 consecutive saves

Named for the scab-red mushrooms from which it is made, this potent hallucinogen was first brewed by the witches of the Hoarwood in order to enhance the savagery of their seasonal revels.

 

 

Shamweed

Type contact; Save Fortitude DC 18
Onset immediate and 1 week, see e!ect; Frequency varies, see effect
Initial Effect +1 Con/day for 1 week; Secondary Effect all Con gained from initial e!ect removed, 1d6 Con damage/day for 7 days; Cure 2 consecutive saves
Cost 6,500 gp

Slaver's Will

Heroes of the Darklands
Price 350 gp
Weight
Type ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/hour for 8 hours
Effect 1 Wis damage, target must roll twice and take the lower result for all saving throws against mind-affecting effects until the Wis damage is healed; Cure 1 save

This saccharine extract is made by drow and duergar taskmasters to help keep recalcitrant slaves in line. The poison clouds the minds of those who consume it, impairing victims' critical thinking and making them more suggestible.

Slow Nectar

Giantslayer #3—Forge of the Giant God
Type injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d3 Dex damage plus paralysis for 1 round
Cure 1 save

The ettercaps collect the sap of small white flowers that grow on the nearby cliffs to create a paralytic poison known as slow nectar, which the creatures use in their traps.

Smell of Fear

Alchemy Manual
Price 600 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 17
Frequency 1/minute for 6 minutes
Effect 1d2 Wis damage, and if the victim would become shaken during the next 1 minute, she becomes frightened instead; Cure 2 saves

ALCHEMICAL RECIPE

Recipe (170 quicksilver + 170 realgar)/fermentation; Craft DC 17
Time 1 day; Tools heat source; Type poison

 

Striped Toadstool

Type ingested; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect 1d3 Wis damage and 1 Int damage; Cure 1 save

 

Tears of Death

Type contact; Save Fortitude DC 22
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d6 Con damage and paralyzed for 1 minute

Terinav Root

Type contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d3 Dex damage; Cure 1 save

Thornapple

Type contact; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1 Int damage, 1 Wis damage, 1 Con damage, and blind for 1 minute; Cure 2 saves
Cost 90 gp

Twilight Illness

Inner Sea Intrigue
Price 750 gp
WeightType Contact; Save Fortitude DC 19
Onset Eating food; Frequency 1/hour for 8 hours
Effect Nauseated for 1 hour and then sickened for 1 day; Cure 1 save

This poison is used by Twilight Talons to render targets too ill to work for a day—long enough to impersonate them.

Ungol Dust

Type inhaled; Save Fortitude DC 15
Frequency 1/round for 4 rounds
Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha damage; Cure 1 save

Vampire's Kiss

Alchemy Manual
Price 75 gp; Weight
Type injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d2 Con damage; Secondary Effect bleed damage from non-poison sources increases by 1 for 1 minute; Cure 1 save

ALCHEMICAL RECIPE

Recipe (6 gold + 50 myrrh + 30 quicksilver)/distillation; Craft DC 15
Time 1 day; Tools retort; Type poison

Vessel Between

Inner Sea Intrigue
Price 750 gp
WeightType Ingested; Save Fortitude DC 20
Onset sickened; Frequency 1/minute for 4 minutes
Effect 1d2 Constitution and Wisdom damage; Cure 2 saves

Daggermark assassins speak of this poison as if it were a companion helping them bear their victims along the road from life to death.