{"id":14020,"date":"2023-03-21T02:48:52","date_gmt":"2023-03-21T01:48:52","guid":{"rendered":"https:\/\/www.graviton.at\/letterswaplibrary\/the-poisons-of-the-realm-for-a-game\/"},"modified":"2023-03-21T02:48:52","modified_gmt":"2023-03-21T01:48:52","slug":"the-poisons-of-the-realm-for-a-game","status":"publish","type":"post","link":"https:\/\/www.graviton.at\/letterswaplibrary\/the-poisons-of-the-realm-for-a-game\/","title":{"rendered":"The Poisons Of The Realm (For A Game)"},"content":{"rendered":"<p>                    &#8211; Poisons of the Realm &#8211;<\/p>\n<p> This  document reveals most of the poisons, toxins, venoms,  and<br \/>\nacids  that have been discovered in use around the  realms.   The<br \/>\nterms are described below.  Note that some of these are real-life<br \/>\npoisons and should NOT EVER be considered for anything other than<br \/>\ngame use.  I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!<\/p>\n<p>Definitions:<\/p>\n<p>  Poison:     Some  form  of  harmful substance  that  exists  in<br \/>\n              naturally with no alterations from PC&#8217;s (Other than<br \/>\n              the collecting of said poison)<\/p>\n<p>  Toxin:      A damaging substance that does NOT occur in nature.<br \/>\n              A toxin must be produced manualy by an alchemist or<br \/>\n              assassin.<\/p>\n<p>  Mixture:    A  substance that is used as a poison, but must  be<br \/>\n              made and produced by magic.<\/p>\n<p>  Venom, Spit:A sdamaging substance that is produced ONLY  within<br \/>\n              the  glands of an animal.  Generally thought to  be<br \/>\n              the  strongest  of the poison types, but  also  the<br \/>\n              hardest to collect.<\/p>\n<p>  Acid:       A corrosive substance that either exists in nature,<br \/>\n              is  produced by an animal gland, or is produced  by<br \/>\n              someone.   Causes  damage  upon  contact  but   can<br \/>\n              usually be washed off upon initial contact to  stop<br \/>\n              damage, unlike a poison.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>                      &#8211; Forms of Poisons &#8211;<\/p>\n<p>Ingestive:    This form of poison is the most common.  To  effect<br \/>\n              a creature, it must first ingest the poison.   This<br \/>\n              means that the creature must eat the poison one way<br \/>\n              or another.  Getting a poison in this form is of  a<br \/>\n              normal cost.<\/p>\n<p>Insinuative:  This form of poison will effect a creature just  by<br \/>\n              getting  it  into it&#8217;s blood stream.  This  is  the<br \/>\n              form  of  poison that is used on weapons.  (And  in<br \/>\n              specialized  weapons as a Dagger of  Venom).   This<br \/>\n              form of poison costs an extra 50% to create (Cost *<br \/>\n              1.5)<\/p>\n<p>Contact:      This form of poison will effect a creature just  by<br \/>\n              coming in contact with the poison.  This is one  of<br \/>\n              the most expensive and most dangerous forms.   Many<br \/>\n              a  user has slain themselves through  carelessness.<br \/>\n              This form of poison costs 300% normal cost (Cost  *<br \/>\n              3)   NOTE:  This form of poison is easily  bypassed<br \/>\n              by  thick  gloves.  However  I  have  heard  of  an<br \/>\n              assassin which mixes acid and poison for just  that<br \/>\n              sort of case.<\/p>\n<p>Gas:          This  form  of poison is very dangerous.   It  will<br \/>\n              effect  EVERYTHING within range.  You will have  to<br \/>\n              pay a pretty gold piece for any alchemist to add an<br \/>\n              oxidizing  agent to a poison and it&#8217;s EXPENSIVE  to<br \/>\n              ask someone to risk their life for that.  This form<br \/>\n              costs 1000% normal costs (Cost * 100).  The  normal<br \/>\n              effect  is  a sealed vial which  when  broken  will<br \/>\n              produce a 20&#8242; x 20&#8242; x 20&#8242; cloud of gas.<\/p>\n<p>Antidotes:    Antidotes  are available if a sample of the  poison<br \/>\n              is  made  available.   The  antidote  usually  cost<br \/>\n              120%   of  the  purchace  price  of   the   poison.<br \/>\n              Antidotes  take approximately one week  to  create,<br \/>\n              and  must  be administered within 2 rounds  of  the<br \/>\n              toxification to be effective.  If no sample of  the<br \/>\n              toxin  is  availible, one cam be distilled  from  a<br \/>\n              blood  sample, but that will take  approximately  a<br \/>\n              month and a 1,000 extra gold (by then it&#8217;s too late<br \/>\n              anyway).<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n                        &#8211; NOTE TO GM&#8217;S &#8211;<\/p>\n<p>      These  poison (toxins&#8230;etc&#8230;) have not been assigned  any<br \/>\n     price  or  dosage for effect (with few  exceptions).   These<br \/>\n     things are  up to you.  This also goes for  availability  of<br \/>\n     these and antidotes (Note thought that there are a few  that<br \/>\n     have no known antidote!)  The only other note I should  make<br \/>\n     is  to  keep these in control.  To many can really  throw  a<br \/>\n     game  out  of  balance.  For assassins  to  study  these,  I<br \/>\n     usually  allow them on type (Poison, Toxin,  venom&#8230;etc&#8230;)<br \/>\n     to  learn and they may learn how to use, collect,  produce..<br \/>\n     it  from 5th level on.  For each level afterwards, they  may<br \/>\n     learn one more from that type of poison.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     MANY OF THESE ARE TAKEN FROM OTHER BOOKS AND ARE ACKNOLEDGED<br \/>\n     HERE.  MY THANKS TO THE AUTHORS FOR ALLOWING ME TO MAKE  THE<br \/>\n     GAME  MORE INTERESTING.  I&#8217;M SORRY IF I&#8217;VE MISPELLED ANY  OF<br \/>\n     THE NAMES!<br \/>\n=================================================================<br \/>\n                     &#8211; Now for the Poisons &#8211;<br \/>\n=================================================================<\/p>\n<p>A                             Causes  6  &#8211; 10  points  of  damage<br \/>\n                              (1-6, 1-8, 1-10)<\/p>\n<p>AA                            Causes six or less points of damage<br \/>\n                              (1-3, 1-4, 1-6)<\/p>\n<p>Achaierai poison              Creates  a poison gas  cloud  which<br \/>\n                              does 2 &#8211; 12 (2d6) damage (no save),<br \/>\n                              then  save vs. poison or go  insane<br \/>\n                              for 3 hours as the druid FEEBLEMIND<br \/>\n                              spell<\/p>\n<p>Ajida                         Odorless, colorless liquid.  Does 5<br \/>\n                              &#8211; 60 (5d12) damage, starts in 1 &#8211; 6<br \/>\n                              rounds,  runs it&#8217;s course in 1 &#8211;  3<br \/>\n                              turns.   Vision  grows  dim   after<br \/>\n                              victim  takes 10 points of  damage,<br \/>\n                              continues to dim until 30 points of<br \/>\n                              damage  is  taken,  at  which  time<br \/>\n                              victim is functionally blind.  Only<br \/>\n                              a   CURE   BLINDNESS   spell   will<br \/>\n                              neutralize    this   effect.     If<br \/>\n                              blindness does not occur,  victim&#8217;s<br \/>\n                              vision  will clear in 2 &#8211; 5  turns.<br \/>\n                              Save for half damage at -4<\/p>\n<p>Amber death                   Appears  as  a thin  amber  colored<br \/>\n                              carbonated  liquid  or  amber  gel.<br \/>\n                              Starts  in  1-4 (1d4)  rounds,  and<br \/>\n                              runs  it&#8217;s  course in  2-20  (2d10)<br \/>\n                              rounds.   Damage  is equal  to  the<br \/>\n                              total  hit  points  of  the  victim<br \/>\n                              divided  by  the number  of  active<br \/>\n                              rounds of the poison. (Round  *ALL*<br \/>\n                              fractions up!)<\/p>\n<p>Antman poison                 This poison does 4-26(4d6)  damage,<br \/>\n                              save for half<\/p>\n<p>Archer bush poison            Save vs. poison or die.  If save is<br \/>\n                              made,   victim  loses  half   their<br \/>\n                              remaining hit points<\/p>\n<p>Ascomoid spores               Save vs. poison or die in 1-4 (1d4)<br \/>\n                              rounds.   If  save  is  made,   the<br \/>\n                              victim  is blinded and stunned  for<br \/>\n                              1-4 (1d4).  Victim gains NO  shield<br \/>\n                              or dexterity bonus<\/p>\n<p>Asp toxin                     Save  vs. poison or take 1-8  (1d8)<br \/>\n                              damage per round for 20 rounds  (or<br \/>\n                              until cured).  Save each round  for<br \/>\n                              half damage<\/p>\n<p>Asp venom                     Does 4d6 points of damage<\/p>\n<p>Assassin bug poison           Save vs. poison or be paralyzed for<br \/>\n                              7  &#8211;  12 rounds, a  save  indicates<br \/>\n                              that it effects the recipient as  a<br \/>\n                              SLOW spell for 1 turn<\/p>\n<p>Assassin snake toxin          Created  from a mixtre  of  various<br \/>\n                              types  of snake venoms.  Due  to  a<br \/>\n                              constant state of instability,  the<br \/>\n                              save  and  damage results  must  be<br \/>\n                              rolled     for    at    time     of<br \/>\n                              induction:<br \/>\n                              Rolled #   Save   Result<br \/>\n                              &#8212;&#8212;&#8211;   &#8212;-   &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n                              01 &#8211; 04     +3    Incapacitated<br \/>\n                              05 &#8211; 08     +2    Death<br \/>\n                              09 &#8211; 11     +1    2-8 (2d4) damage<br \/>\n                              12 &#8211; 14      0    3-12 (3d4) damage<br \/>\n                              15 &#8211; 17     -1    Incapacitated 4 days<br \/>\n                              18 &#8211; 19     -1    Incapacitated 12 days<br \/>\n                                20        -3    Death<\/p>\n<p>Assassin&#8217;s venom              A standard poison for assassins, it<br \/>\n                              does  1d20 per day of brewing  time<br \/>\n                              (an average dose does 1d20 to 4d20,<br \/>\n                              but cannot exceed 10d20 in damage).<br \/>\n                              It  costs 500 gold per day to  make<br \/>\n                              and if a 5,000 gold piece  gemstone<br \/>\n                              is powdered and added to the  brew,<br \/>\n                              the  poison will do  an  additional<br \/>\n                              1d12  damage per gemstone  per  day<br \/>\n                              (one stone per day maximum)<\/p>\n<p>Ayala                         Scarlet  fluid.  Does 4 &#8211; 24  (4d6)<br \/>\n                              damage,  starts in 2  rounds,  runs<br \/>\n                              it&#8217;s course in 1 &#8211; 3 rounds.   Save<br \/>\n                              for half damage at -3<\/p>\n<p>B                             Causes  10  &#8211; 20 points  of  damage<br \/>\n                              (2d6, 2d8, 3d6, 2d10, 1d20)<\/p>\n<p>Bamboo poison                 Damage done is 1d8 to 4d8, and  the<br \/>\n                              creature is -1 to -4 to hit for 1 &#8211;<br \/>\n                              6   days  afterward  due  to   skin<br \/>\n                              irritation<\/p>\n<p>Banded krait venom            77%  chance of death, NO SAVE.   If<br \/>\n                              this venom is left out in the  open<br \/>\n                              air,  it  will  evaporate   in  4-7<br \/>\n                              (1d4+3) segments<\/p>\n<p>Baneberry                     Save  vs. poison or victim now  has<br \/>\n                              double chance to catch lycanthropy,<br \/>\n                              decreasing  1% per week until  down<br \/>\n                              to normal percentages<\/p>\n<p>Barba amarilla                Save  vs. poison or all  voulentary<br \/>\n                              muscles will cease to function  for<br \/>\n                              1-4 (1d4) days.  Save at -2<\/p>\n<p>Belpren                       This  is a luminescent blue  acidic<br \/>\n                              substance  does 1-12 (1d12)  damage<br \/>\n                              instantly  upon skin  and  internal<br \/>\n                              tissues    (No   save).     Further<br \/>\n                              applications  of Belpren  will  not<br \/>\n                              cause   any  more  damage  to   the<br \/>\n                              effected area, but the damage given<br \/>\n                              above  is for a roughly  hand-sized<br \/>\n                              area   of   exposure;   for    each<br \/>\n                              additional  area  exposed,  add  an<br \/>\n                              additional   1-12  (1d12)   damage.<br \/>\n                              However, no damage will be taken if<br \/>\n                              used   internally   (As   Ingestive<br \/>\n                              poison),   it   will   cause   only<br \/>\n                              immediate     and      invoulentary<br \/>\n                              vomiting.  Belpren will not corrode<br \/>\n                              metal,  nor will it harm  cloth  or<br \/>\n                              cured   leather.   It   dries   and<br \/>\n                              becomes ineffective in but a single<br \/>\n                              round when exposed to open air,  so<br \/>\n                              it cannot be used as a blade venom.<br \/>\n                              Belpren is neutralized by lamp oil.<br \/>\n                              Belpren   is   effecting   on   all<br \/>\n                              creatures<\/p>\n<p>Birdsnake venom               Save or take 2 points of damage per<br \/>\n                              round  for 1-10 (1d10)  rounds.   A<br \/>\n                              save indicates half damage<\/p>\n<p>Black hydra                   This  is an acid that  bursts  into<br \/>\n                              flames  upon cotact with  the  air,<br \/>\n                              annd does 3-36(6d6) damage<\/p>\n<p>Black mead                    Clear  liquid or gel,  smells  like<br \/>\n                              honey.  Does 10 &#8211; 80 (10d8) damage,<br \/>\n                              starts in 1 round, runs it&#8217;s course<br \/>\n                              in 15 rounds.  Causes disorentation<br \/>\n                              (-2  to hit, damage, 30% chance  of<br \/>\n                              spell  failure) after 20 points  of<br \/>\n                              damage  are  taken;   Disorentation<br \/>\n                              increases  in  steps of  10  points<br \/>\n                              (Additional -1 to hit, damage,  +5%<br \/>\n                              to  spell  failure).   This  effect<br \/>\n                              wears off 1 &#8211; 3 turns after  poison<br \/>\n                              has run it&#8217;s course.  Save for half<br \/>\n                              damage at -4<\/p>\n<p>Black scorpion poison         Paralyzes victim and does 9-36(9d4)<br \/>\n                              to 16-64(16d4) damage<\/p>\n<p>Black widow toxin             Does 1-6(1d6) damage<\/p>\n<p>Black widow venom             Save vs. poison or take 1d4  damage<br \/>\n                              per  round for 10 rounds. Save  for<br \/>\n                              half damage each round<\/p>\n<p>Black willow acid             Causes  1-4 (1d4) damage per  round<br \/>\n                              until neutralized.  Water will wash<br \/>\n                              this off<\/p>\n<p>Bleeding heart                This  plant  toxin  causes  irratic<br \/>\n                              muscle spasms causing the victim to<br \/>\n                              roll a system shock successfully or<br \/>\n                              die immediately on the spot<\/p>\n<p>Blight worm poison            Save vs. poison or take 4-24  (4d6)<br \/>\n                              damage<\/p>\n<p>Bloodrot                      Bloodrot   toxin   causes   nausea,<br \/>\n                              vomiting,  faintness, vertigo,  and<br \/>\n                              insensability.    It  reduces   the<br \/>\n                              bodies  physical  strength  to  the<br \/>\n                              point  where  the  victim  has   to<br \/>\n                              concentrate  to  keep  their  heart<br \/>\n                              beating.  Save at -1 or die in 3-18<br \/>\n                              (3d6) rounds<\/p>\n<p>Bloodthorn elixir             This  elixir  is derived  from  the<br \/>\n                              thorns and stalks of the bloodthorn<br \/>\n                              vine.   When used, one random  limb<br \/>\n                              of the victim will become paralyzed<br \/>\n                              for  3-6 (1d4+2) rounds.   Save  is<br \/>\n                              made at -1<\/p>\n<p>Blowfish oil poison           This poison is a modified  Blowfish<br \/>\n                              poison,  only it will paralyze  the<br \/>\n                              victim.   It has no effect  if  the<br \/>\n                              victim saves vs. poison<\/p>\n<p>Blowfish poison               Save vs. poison or be paralyzed for<br \/>\n                              1 &#8211; 4 days, else victim effected by<br \/>\n                              a SLOW spell for 2 &#8211; 12 turns<\/p>\n<p>Blue lotus                    Topaz colored gel.  Does 5-30 (5d6)<br \/>\n                              damage, starts in 1-4 (1d4) rounds,<br \/>\n                              runs  it&#8217;s  course  in  1-8   (1d8)<br \/>\n                              rounds.  Paralisys sets in after 15<br \/>\n                              points of damage, wears off in  1-3<br \/>\n                              (1d6\/2)  turns in victim  survives.<br \/>\n                              Save for half damage at -2<\/p>\n<p>Blueback mushroom poison      Causes  the victim to become  dizzy<br \/>\n                              and light-headed, causing a  FUMBLE<br \/>\n                              spell and the loss of any sense  of<br \/>\n                              direction for 48 hours<\/p>\n<p>Bluebog Poison                Made   from   creatures   from    a<br \/>\n                              different dimension, this poison is<br \/>\n                              very   rare.   When  it  comes   in<br \/>\n                              contact  with the air, it  explodes<br \/>\n                              for 8-64 (8d8) damage is a 20  foot<br \/>\n                              radius<\/p>\n<p>Boggle oil                    This oil is alchemical  preperation<br \/>\n                              of  boggle skin  secretions.   When<br \/>\n                              used,  the  victim  must  save  vs.<br \/>\n                              paralyzation EACH time they attempt<br \/>\n                              a movement.  If the save is missed,<br \/>\n                              they fall down.  It takes one round<br \/>\n                              to   stand  or  sit   again.    The<br \/>\n                              duration   is  25  &#8211;   constitution<br \/>\n                              rounds<\/p>\n<p>Boomslang                     Save or die (at +2)<\/p>\n<p>Bracken poison                Destroys   red  blood  cells   (See<br \/>\n                              Mistletoe  poison), victim takes  1<br \/>\n                              point    of    damage    per    day<br \/>\n                              (Cumulative)  and  3d6  damage   is<br \/>\n                              taken  at  introduction  of  poison<br \/>\n                              into victim<\/p>\n<p>Braylock                      An  odorless, surupy amber  liquid.<br \/>\n                              Does 5 &#8211; 40 (5d8) damage, starts in<br \/>\n                              1 &#8211; 2 rounds, runs it&#8217;s course in 1<br \/>\n                              turn.  Save for half damage at -1<\/p>\n<p>Breek                         An odorless colorless liquid.  Does<br \/>\n                              5 &#8211; 40 (5d8) damage, starts in 1  &#8211;<br \/>\n                              8 rounds, runs it&#8217;s course in 1 &#8211; 4<br \/>\n                              turns.  Save for no damage<\/p>\n<p>Buckeye honey                 The honey from this rare plant will<br \/>\n                              cause vertigo, confusion, and if  a<br \/>\n                              save  is not made, the victim  will<br \/>\n                              go into a coma for 2-12 (2d6) days<\/p>\n<p>Budwhipper mushrooms          This    mushroom   powder    causes<br \/>\n                              advanced  drunkedness,  the  victim<br \/>\n                              will  pass out and will be out  for<br \/>\n                              23  &#8211;  constitution  rounds.    Any<br \/>\n                              alcohol consumed over the next week<br \/>\n                              will  cause  a  relapse  into   the<br \/>\n                              previous state<\/p>\n<p>Buluka                        Bluish    paint-like     substance.<br \/>\n                              Contact does 3 &#8211; 30 (3d10)  damage,<br \/>\n                              starts  in 1 &#8211; 6 rounds, runs  it&#8217;s<br \/>\n                              course  in 1 turn.  Save  for  half<br \/>\n                              damage   at  -2.   Leaves  a   blue<br \/>\n                              discoloration after being applied<\/p>\n<p>Bumblebee toxin               There  are  three  types  of   this<br \/>\n                              toxin:    Normal,  Warrior,  Queen.<br \/>\n                              The  toxin  does 5d4 damage  if  no<br \/>\n                              save  is made (Half damage if  save<br \/>\n                              is  made).   The save  is  adjusted<br \/>\n                              according  to  the  type  of  toxin<br \/>\n                              used:<\/p>\n<p>                               &#8211;  Normal:   +0 save \/ +0 damage<br \/>\n                               &#8211;  Warrior:  -2 save \/ +2 damage<br \/>\n                               &#8211;  Queen:    -4 save \/ +4 damage<\/p>\n<p>C                             Causes  21  &#8211; 30 points  of  damage<br \/>\n                              (3d8, 4d6, 3d10, 5d6)<\/p>\n<p>Cascabel venom                Save  or die else take 2 points  of<br \/>\n                              damage per round until the venom is<br \/>\n                              neutralized.  The antidote to  this<br \/>\n                              venom works only 35% of the time<\/p>\n<p>Cashew oil poison             Causes 4d6 points of damage<\/p>\n<p>Catfish poison                Does 2-8 (2d4) damage, half  damage<br \/>\n                              if save is made<\/p>\n<p>Chak                          White  chalky  fluid.   Does   2-16<br \/>\n                              (2d8) damage, starts in one  round,<br \/>\n                              runs  it&#8217;s  course in  1-3  (1d6\/2)<br \/>\n                              rounds.  This actually reduces  the<br \/>\n                              creatures  dexterity by  one  point<br \/>\n                              per  six  points of  damage  taken.<br \/>\n                              THIS   LOSS   IS   PERMENANT.     A<br \/>\n                              restoration is required to  recover<br \/>\n                              the  lost  points.   Save  for   no<br \/>\n                              damage at -5<\/p>\n<p>Chayapa                       A  blue  liquid,  used  on  arrows,<br \/>\n                              darts,  needles, and  sometimes  in<br \/>\n                              daggers  of  venom.   It  must   be<br \/>\n                              injected   and   works   only    on<br \/>\n                              humaniods  (ie: characters),  never<br \/>\n                              on   monsters,  and  it   sets   in<br \/>\n                              immediately.   It&#8217;s  effect  is  to<br \/>\n                              cause  a  deep  sleep  for  3  &#8211;  7<br \/>\n                              (1d4+2)  rounds.  This poison  will<br \/>\n                              effect elves.  Save for no effect<\/p>\n<p>Choke weed poison             Causes   choking   for   1-12(1d12)<br \/>\n                              rounds (Incapacitating the victim),<br \/>\n                              in  addition, the victim must  save<br \/>\n                              vs. poison or take 1-6(1d6)  damage<br \/>\n                              each  round.  This poison will  not<br \/>\n                              effect orcs or half-orcs in any way<\/p>\n<p>Chrysanthemums                Destroys the central nervous system<br \/>\n                              of the victim, Damage is 8d8.  Save<br \/>\n                              indicats one quarter damage<\/p>\n<p>Cobra dust                    Save  vs.  poison  (at  -2)  or  be<br \/>\n                              blinded  until  a HEAL spell  or  a<br \/>\n                              CURE BLINDNESS spell<\/p>\n<p>Cobra venom                   Does 6d6 points of damage<\/p>\n<p>Conehead poison               Save   vs.  poison  or  take   4-24<br \/>\n                              (1d4*6) damage<\/p>\n<p>Convultionary                 Causes  invoulntary muscle  spasms,<br \/>\n                              placing the character out of action<br \/>\n                              for 3 &#8211; 18 rounds<\/p>\n<p>Copper centipede (Pincher)    Save  vs. poison or take  2-12(2d6)<br \/>\n                              damage.  A save indicates no damage<\/p>\n<p>Copper centipede (Stinger)    Save  vs. poison or take  6-36(6d6)<br \/>\n                              damage.   A  save  indicates   half<br \/>\n                              damage<\/p>\n<p>Coral snake venom             Save or take 4-24 (4d6) damage<\/p>\n<p>Corrabus poison               Save vs. poison or take 10-60(10d6)<br \/>\n                              damage.   A  save  indicates   half<br \/>\n                              damage.  Then save vs  paralyzation<br \/>\n                              or be paralyzed until cured<\/p>\n<p>Couatl venom                  Save vs. poison or die<\/p>\n<p>Coulmbine                     This poison causes accute shortness<br \/>\n                              of breath, the victim may fight  or<br \/>\n                              move rapidly for only three  rounds<br \/>\n                              before having to rest for a  round.<br \/>\n                              This  lasts  for  10-20   (1d10+10)<br \/>\n                              rounds<\/p>\n<p>Crocotta poison               This poison from this creature is a<br \/>\n                              blend  of TWO neurotoxins  as  only<br \/>\n                              mother nature can do, therefore the<br \/>\n                              victim must save vs. poison  twice.<br \/>\n                              Each poison does 7-42(7d6)  damage,<br \/>\n                              ans a save indicates half damage<\/p>\n<p>Crowfoot                      Save vs. poison or ths poison  will<br \/>\n                              cause accute blistering inside  the<br \/>\n                              trachea   causing  the  victim   to<br \/>\n                              slowly  choke to death in 3  rounds<br \/>\n                              (plus constitution bonus)<\/p>\n<p>Crystle elixir                Created  by  Alchemy  from  crystle<br \/>\n                              ooze,  this will  paralyze  victims<br \/>\n                              for  3-18 (3d6) rounds and will  do<br \/>\n                              2-8  (2d4)  damage. Save  for  half<br \/>\n                              damage<\/p>\n<p>Cuph                          A   clear   liquid,   smells   like<br \/>\n                              pineapple.   Does  4  &#8211;  24   (4d6)<br \/>\n                              damage,  starts  in 1 &#8211;  6  rounds,<br \/>\n                              runs  it&#8217;s course in 1 &#8211;  8  turns.<br \/>\n                              Save for no damage at +1<\/p>\n<p>Cyanide                       Save  vs. poison or die  else  take<br \/>\n                              4d4 damage<\/p>\n<p>D                             Causes  31  &#8211; 40 points  of  damage<br \/>\n                              (4d8, 6d6, 4d10, 5d8, 2d20)<\/p>\n<p>DM-A                          Causes  20 points of damage, 10  if<br \/>\n                              save is made<\/p>\n<p>DM-B                          Causes  30 points of damage, 15  if<br \/>\n                              save is made<\/p>\n<p>DM-C                          Causes  40 points of damage, 20  if<br \/>\n                              save is made<\/p>\n<p>DM-D                          Causes  death, 25 points of  damage<br \/>\n                              if save is made<\/p>\n<p>DM-E                          Causes  death, 30 points of  damage<br \/>\n                              if save is made<\/p>\n<p>DM-F                          Causes 15 points of damage, none if<br \/>\n                              save<\/p>\n<p>DM-G                          Causes 25 points of damage, none if<br \/>\n                              save<\/p>\n<p>DM-H                          Causes 35 points of damage, none if<br \/>\n                              save<\/p>\n<p>DM-I                          Causes death, nothing if save<\/p>\n<p>DM-J                          Turns  victim to stone for 5  &#8211;  20<br \/>\n                              rounds  (System Shock check is  not<br \/>\n                              needed)<\/p>\n<p>DM-K                          Muscle    relaxant,   Causes    all<br \/>\n                              voluntary  muscles to relax (-5  to<br \/>\n                              strength, +3 to armor class)<\/p>\n<p>                              Hint: A good cure for convultionary<br \/>\n                              poisons!<\/p>\n<p>Darksnake                     Reddish   powder,  leaves  a   pale<br \/>\n                              reddiscoloration on flesh or others<br \/>\n                              surfaces when applied.  Does 4 &#8211; 24<br \/>\n                              (4d6)  damage, starts in  1  round,<br \/>\n                              runs it&#8217;s course in 1 &#8211; 10  rounds.<br \/>\n                              Save for no damage<\/p>\n<p>Death adder venom             Save  for  die else  lose  half  of<br \/>\n                              remaining hit points<\/p>\n<p>Death coma                    Save  vs.  poison  or  this   toxin<br \/>\n                              causes   total  loss  of   muscular<br \/>\n                              coordination  and rapid  breathing.<br \/>\n                              Victim  may  not  move  unassissted<br \/>\n                              while  under the influence of  this<br \/>\n                              toxin,  lasts 5-20 (5d4) rounds<\/p>\n<p>Death cup toxin               This toxin appears only in the form<br \/>\n                              of  powder,  as it is made  from  a<br \/>\n                              RARE  form  of mushrooms.   Once  a<br \/>\n                              victim  has been toxified  by  this<br \/>\n                              substance,  the  effects  will  not<br \/>\n                              begin  to  show  until  10  to   20<br \/>\n                              (1d10+10)  hours after the  initial<br \/>\n                              introduction.  This toxin kills  by<br \/>\n                              disolving  the red blood  cells  in<br \/>\n                              the  blood  stream,  as  such   the<br \/>\n                              victim must save vs. death (at  -3)<br \/>\n                              or  they  die.   This  requires   a<br \/>\n                              NEUTRALIZE POISON and a RAISE  DEAD<br \/>\n                              to recover the victim<\/p>\n<p>Death dog toxin               A poison which the victim must save<br \/>\n                              vs.  poison or become sick and  die<br \/>\n                              in 1 &#8211; 4 days<\/p>\n<p>Death-A                       Save at +2 or go into a coma for  1<br \/>\n                              &#8211; 4 days<\/p>\n<p>Death-B                       Save at +1 or go into a coma for  1<br \/>\n                              &#8211; 6 days<\/p>\n<p>Death-C                       Save normally or go into a coma for<br \/>\n                              1 &#8211; 8 days<\/p>\n<p>Death-D                       Save at -1 or go into a coma for  2<br \/>\n                              &#8211; 12 days<\/p>\n<p>Deathwine                     Odorless,    burgandy     colorless<br \/>\n                              liquid.   Often mistaken for  wine.<br \/>\n                              May   be   used   both   ways,   as<br \/>\n                              insinuative  (Blade  venom)  or  as<br \/>\n                              ingestive  (Food  poison).   It  is<br \/>\n                              tremendiously  leathal.  A save  is<br \/>\n                              allowed  (at -5), and if it  fails,<br \/>\n                              death  occurs in 1 round.   If  the<br \/>\n                              save  is  successful,  the   victim<br \/>\n                              still takes 25 damage, 12 points of<br \/>\n                              damage  in the first round  and  13<br \/>\n                              points in the second round.  If  an<br \/>\n                              antidote is to be used, it must  be<br \/>\n                              administered within six segments or<br \/>\n                              it    will   not   be    effective.<br \/>\n                              Deathwine  and  it&#8217;s  antidote  are<br \/>\n                              EXTREEMLY  RARE.  This poison  will<br \/>\n                              effect ANY humanoid even trolls and<br \/>\n                              the like<\/p>\n<p>Deathwing poison (Bite)       Save vs. poison or take  8-80(8d10)<br \/>\n                              damage,   a  save  indicates   half<br \/>\n                              damage<\/p>\n<p>Deathwing poison (Stinger)    Save  vs. poison or take  8-64(8d8)<br \/>\n                              damage<\/p>\n<p>Delusionary                   Recipient  has effectivly one  half<br \/>\n                              of their Intellegence, they get  no<br \/>\n                              save  vs. illusions, and will  also<br \/>\n                              &#8220;see things&#8221; 50% of the time<\/p>\n<p>Demon locust poison           Does  6-48(6d8) damage  and  causes<br \/>\n                              blindness  for 11-16(1d6+10)  turns<br \/>\n                              with  no  save.   Hobbits  are  not<br \/>\n                              effected by this poison in any way<\/p>\n<p>Depressent                    Recipient is suprised 3 in 6 times,<br \/>\n                              they  are  also -1 to  hit  due  to<br \/>\n                              relaxation  which also  makes  them<br \/>\n                              one armor class easier to hit<\/p>\n<p>Devil-Ale                     Odorless liquid, very light  orange<br \/>\n                              color.   Does a flat 60  points  of<br \/>\n                              damage,  Starts  in 1  &#8211;  3  rounds<br \/>\n                              after  ingestion, runs it&#8217;s  course<br \/>\n                              in 2 &#8211; 5 (1d4+1) turns.  No  saving<br \/>\n                              throw, Antidote is only hope<\/p>\n<p>Diffenbachia                  Save  vs.  poison  or  this   toxin<br \/>\n                              causes    total    and     complete<br \/>\n                              relaxation  of  the  vocal  chords.<br \/>\n                              Lasts for 3-12 (3d4) rounds<\/p>\n<p>Disease                       Causes a random disease (Weigh roll<br \/>\n                              towards the virulent diseases)<\/p>\n<p>Dog demon poison              Save vs. poison or take 3-18  (3d6)<br \/>\n                              damage<\/p>\n<p>Dracolisk acid                Does  4-24 (4d6) damage,  save  for<br \/>\n                              half damage<\/p>\n<p>Dragonfish poison             Save  vs. poison at -1 or die  else<br \/>\n                              take 1 &#8211; 6 damage<\/p>\n<p>Dream juice                   Green, black or white fluid.   Does<br \/>\n                              3-24    (3d8)    damage,     starts<br \/>\n                              immediately, runs it&#8217;s course in 1-<br \/>\n                              10  (1d10)  rounds.   Causes   it&#8217;s<br \/>\n                              victims  to  fall down  and  become<br \/>\n                              catatonic     and    have     vivid<br \/>\n                              pleasentdreams  while dying.   Save<br \/>\n                              for no damage<\/p>\n<p>Droon poison                  Does 1-6(1d6) to 3-18(3d6)  damage,<br \/>\n                              save for half damage<\/p>\n<p>Drow toxin                    Save  vs.  poison  at  -4  or  fall<br \/>\n                              unconcious for 1 &#8211; 3 days<\/p>\n<p>Dus poison                    This  poison paralyzes  the  victim<br \/>\n                              and then they must save or take  1-<br \/>\n                              4(1d4)  damage  every  round  until<br \/>\n                              neutralized<\/p>\n<p>Dust poison                   Damage  is usually 1d4 to 8d4,  but<br \/>\n                              this poison will not kill.  It just<br \/>\n                              leaves  the  victim  at  zero   hit<br \/>\n                              points<\/p>\n<p>Dwarf poison                  Kills only Dwarves, all else take 2<br \/>\n                              &#8211; 12 (2d6) damage<\/p>\n<p>Dwarfbane                     This  is a rare gummy oil  that  is<br \/>\n                              poisonous  only to  dwarves.   Used<br \/>\n                              insinuatively,   it   is   commonly<br \/>\n                              smeared upon weapons.  It will  not<br \/>\n                              dry out, but prolonged exposure  to<br \/>\n                              air will lesson it potentcy (+2  on<br \/>\n                              save).   Upon contact, it does  1-8<br \/>\n                              (1d8)  damage  with  a  pain  &#8220;like<br \/>\n                              blazing skewers&#8221; and a further  1-6<br \/>\n                              (1d6) points of damage on the  next<br \/>\n                              three  rounds.   A  sucessful  save<br \/>\n                              indicates half damage<\/p>\n<p>E                             Causes  41  &#8211; 50 points  of  damage<br \/>\n                              (7d6, 6d8, 8d6, 5d10)<\/p>\n<p>Elephant-fly poison           Save vs. poison or take 6-36  (6d6)<br \/>\n                              damage<\/p>\n<p>Elven poison                  Kills only Elves, all else take 2 &#8211;<br \/>\n                              12 (2d6) damage<\/p>\n<p>Ettercap poison               Does 1 &#8211; 8 (1d8) damage (No save)<\/p>\n<p>Eye killer toxin              Made from the eyes of an EyeKiller,<br \/>\n                              the recipient must save vs.  poison<br \/>\n                              or  die, else the victim takes 3  &#8211;<br \/>\n                              18 (3d6) damage<\/p>\n<p>F                             Causes  51  &#8211; 60 points  of  damage<br \/>\n                              (9d6, 7d8, 6d10, 3d20)<\/p>\n<p>Fighterbane                   A  very simple poison though it  is<br \/>\n                              magical  based.  The effect  simply<br \/>\n                              moves the body&#8217;s center of  gravity<br \/>\n                              one  foot  higher than  normal  and<br \/>\n                              shortens  the  arms  by  one  foot.<br \/>\n                              Duration:  4  &#8211;  24  (4d6)  rounds.<br \/>\n                              (Note:  While under the  effect  of<br \/>\n                              this  poison, all attacks are at  &#8211;<br \/>\n                              4\/-4  and  the  recipient&#8217;s   armor<br \/>\n                              class is at -4)<\/p>\n<p>Fire snake venom              Save vs. poison or be paralyzed for<br \/>\n                              2 &#8211; 8 (2d4) turns<\/p>\n<p>Flumph acid toxin             An  acidic  toxin  that  does   1d8<br \/>\n                              damage,  then 1d4 damage per  round<br \/>\n                              for 2 &#8211; 8 (2d4) rounds<\/p>\n<p>Flydance                      A  green odorless liquid.   Can  be<br \/>\n                              made into a gas, otherwise used  as<br \/>\n                              Chayapa.   Acts  in 1 &#8211;  3  rounds.<br \/>\n                              Causes  convultions that knock  the<br \/>\n                              victim  off  their feet  and  cause<br \/>\n                              them  to shake and  twitch  around.<br \/>\n                              Lasts  for 1 &#8211; 6 rounds.  Save  for<br \/>\n                              no effect at +2<\/p>\n<p>Formian poison                Does  4-16 (4d4) damage,  save  for<br \/>\n                              half damage<\/p>\n<p>Freeze bee poison             Does    2-16(2d8)   damage    (Cold<br \/>\n                              damage), Save for half damage<\/p>\n<p>Frin                          A  pale  green  liquid  or  powder,<br \/>\n                              smells  like apples.  Does 3  &#8211;  30<br \/>\n                              (3d10)  damage,  starts in  1  &#8211;  3<br \/>\n                              rounds,  runs it&#8217;s course in 1 &#8211;  8<br \/>\n                              rounds.  Save for no damage<\/p>\n<p>Frog oil poison               Created  from  large  river  toads,<br \/>\n                              this  poison  does  5d6  points  of<br \/>\n                              damage<\/p>\n<p>Fungoid mushroom poison       Save  vs. poison or  this  mushroom<br \/>\n                              dust will act as a FEEBLEMIND spell<br \/>\n                              upon the victim<\/p>\n<p>Fungus poison                 Does 2d8 to 7d8 points of damage<\/p>\n<p>Fuzzy poison                  Save vs. poison or take 2-12  (2d6)<br \/>\n                              damage and be paralyzed for a  like<br \/>\n                              amount or rounds<\/p>\n<p>G                             Causes  61  &#8211; 70 points  of  damage<br \/>\n                              (8d8, 11d6, 7d10)<\/p>\n<p>Gaboon                        A  unique  venom,  as  it  is  very<br \/>\n                              powerful but slow (save at -2).  If<br \/>\n                              a save is not made the victim  will<br \/>\n                              seem to be under a SLOW spell,  the<br \/>\n                              next day,the victim will be totally<br \/>\n                              paralized. The following days,  the<br \/>\n                              victim will take 5 points of damage<br \/>\n                              a  day (cumulative: 5, 10, 15,  20,<br \/>\n                              &#8230;)    until   the    poison    is<br \/>\n                              neutralized<\/p>\n<p>Galas                         Pale blue liquid or powder,  smells<br \/>\n                              like  horse  sweat.  Does  4  &#8211;  40<br \/>\n                              (4d10)  damage,  starts in  1  &#8211;  3<br \/>\n                              rounds,  runs  it&#8217;s  course  in   2<br \/>\n                              turns.  Save for no damage<\/p>\n<p>Galtrit saliva                Anestitises the body and causes the<br \/>\n                              loss  of  1d4  constitution  points<br \/>\n                              (Regained   at   the  rate   of   1<br \/>\n                              point\/day)<\/p>\n<p>Garbug toxin                  Save vs. poison or be paralyzed for<br \/>\n                              1 &#8211; 6 turns<\/p>\n<p>Ghoul poison                  Save vs. poison or take 4d6  damage<br \/>\n                              and  begin  to rot at  1  point  of<br \/>\n                              damage  per turn until  healed,  or<br \/>\n                              the  poison  is neutralized,  or  a<br \/>\n                              REMOVE   CURE  is  case  upon   the<br \/>\n                              victim.   A save indicates that  no<br \/>\n                              damage  will  be  taken,  but   the<br \/>\n                              victim still rots<\/p>\n<p>Ghoul sweat                   A  scummy  green  gel,  used   like<br \/>\n                              Chayapa.  Smells like rotten  meat.<br \/>\n                              It&#8217;s effects are to paralyze for  5<br \/>\n                              &#8211;  10  (1d6+4)  rounds.   It   acts<br \/>\n                              immediatly.  Save for no effect  at<br \/>\n                              +1<\/p>\n<p>Giant Hornet poison           Save  vs.  poison or take  5  &#8211;  30<br \/>\n                              (5d6)  damage and be  incapacitated<br \/>\n                              for  2  &#8211;  12 (2d6)  days,  a  save<br \/>\n                              indicates   half  damage   and   no<br \/>\n                              incapacitation<\/p>\n<p>Giant ant poison              This  acid  does  1-3(1d3)  to  20-<br \/>\n                              60(20d3)  damage,  save  for   half<br \/>\n                              damage<\/p>\n<p>Giant lizard poison           Save  vs. poison or take 2-6  (2d3)<br \/>\n                              to  20-60  (20d3) damage.   A  save<br \/>\n                              indicates half damage<\/p>\n<p>Giant scorpion poison         Save vs. poison or die<\/p>\n<p>Giant sea spider venom        Save  vs. poison or take 1-4  (1d4)<br \/>\n                              damage<\/p>\n<p>Giant snake venom             Save  vs. poison or take 1-4  (1d4)<br \/>\n                              to 20-80 (20d4) damage<\/p>\n<p>Gila monster venom            Save  vs. poison or take 1-6  (1d6)<br \/>\n                              damage per round for 10 rounds  (or<br \/>\n                              until cured).  Save each round  for<br \/>\n                              half damage<\/p>\n<p>Gila poison                   Does 1-8(1d8) damage<\/p>\n<p>Gnome poison                  Kills only Gnomes, all else take  2<br \/>\n                              &#8211; 12 (2d6) damage<\/p>\n<p>Goldbug poison                Save vs. poison or DIE!<\/p>\n<p>Golden fool                   Gold  powder.   Touch does 4  &#8211;  48<br \/>\n                              (4d12),  starts in 1  rounds,  runs<br \/>\n                              it&#8217;s course in 1 &#8211; 8 rounds.   Save<br \/>\n                              for   half   damage.     Completely<br \/>\n                              indetectable    on   gold    items,<br \/>\n                              otherwise   it   leaves   a    gold<br \/>\n                              discoloration after application<\/p>\n<p>Gom Jabbar                    Does  damage equal to  the  victims<br \/>\n                              hit points (minus 1) and kills that<br \/>\n                              victim with no save<\/p>\n<p>Greenback mushroom poison     Made from a VERY RARE form of green<br \/>\n                              mushrooms, the victim must save vs.<br \/>\n                              poison or sucumb to the effects  of<br \/>\n                              a 12th level PHANTASMAL KILLER<\/p>\n<p>Grell poison                  Save vs. poison or be paralyzed for<br \/>\n                              20   rounds   (Less   the   victims<br \/>\n                              constitution, Min of 5 rounds)<\/p>\n<p>Grey horror                   Appears as greyish powder, does  4-<br \/>\n                              32(4d8)  to  8-64(8d8)  damage  and<br \/>\n                              paralyzes victim.  Save vs.  poison<br \/>\n                              for    half    damage    and     no<br \/>\n                              paralyzation.  Hobbits dissolve  at<br \/>\n                              3-18(3d6)  damage per  round  until<br \/>\n                              neutralized.<\/p>\n<p>Grey horror poison            Save  vs. poison (-2) or take  8-48<br \/>\n                              (8d6)  damage and be paralyzed  for<br \/>\n                              that many rounds<\/p>\n<p>Grond poison                  Save vs. poison or take 3-18  (3d6)<br \/>\n                              damage<\/p>\n<p>Ground golden mushrooms       This  mushroom  powder  is  not   a<br \/>\n                              &#8220;true&#8221;  poison,  but it  does  have<br \/>\n                              value to an assassin.  If placed on<br \/>\n                              a  piece of stone it will  turn  to<br \/>\n                              flesh, also if placed on flesh, the<br \/>\n                              flesh    will   turn   to    stone.<\/p>\n<p>                              Duration: Until magically dispelled<\/p>\n<p>Ground panther whiskers       Consuming    this   substance    is<br \/>\n                              comparable to eating ground  glass,<br \/>\n                              the substance does 4d8 damage<\/p>\n<p>Ground rakasta whiskers       Similar to ground panther whiskers,<br \/>\n                              this substance is also very deadly.<br \/>\n                              This   poison   works   only   when<br \/>\n                              ingested and it does 5d10 damage<\/p>\n<p>Gurch                         Dark green liquid or powder, smells<br \/>\n                              like wax.  Starts in 1 round does a<br \/>\n                              flat  75 points of damage over 1  &#8211;<br \/>\n                              10  turns.  Very  painfull;  victim<br \/>\n                              disabled after taking 15 points  of<br \/>\n                              damage, cannot walk, fight,  barely<br \/>\n                              able to talk.  Save for half damage<br \/>\n                              at -4<\/p>\n<p>Gyronite poison               Does   8-32(8d4)   to   15-45(15d4)<br \/>\n                              damage, save at +4 for no damage<\/p>\n<p>H                             Causes  71  &#8211; 80 points  of  damage<br \/>\n                              (9d8, 12d6, 13d6, 8d10, 4d20, 10d8)<\/p>\n<p>Hangman&#8217;s acid                Does  3-12 (3d4) damage, lasts  for<br \/>\n                              2-4 (1d4, treating all 1&#8217;s as 2&#8217;s).<br \/>\n                              This acid will wash off with water,<br \/>\n                              but if alcohol is applied to it, it<br \/>\n                              does DOUBLE DAMAGE<\/p>\n<p>Harvestman poison             Save vs. poison or take 3-24  (3d8)<br \/>\n                              damage<\/p>\n<p>Hell moth poison              Does 1-8(1d8) damage<\/p>\n<p>Hellebore                     Causes the following effects:<br \/>\n                              &#8211;Extreem salivation<br \/>\n                              &#8211;Vomiting<br \/>\n                              &#8211;Abdominal pain<br \/>\n                              &#8211;Paralisys of extremities<br \/>\n                              &#8211;Convoultions<\/p>\n<p>                              If  the save is made, the  symptoms<br \/>\n                              vanish  after  2-12  (2d6)  rounds,<br \/>\n                              else  the victim dies after a  like<br \/>\n                              amount of time<\/p>\n<p>Hemlock poison                Causes internal bleeding, doing 1d8<br \/>\n                              damage  per  day until death  or  a<br \/>\n                              CURE SERIOUS WOUNDS or better spell<br \/>\n                              is  cast  upon  the  victim  (or  a<br \/>\n                              NEUTRALIZE POISON)<\/p>\n<p>Hobbit poison                 Kills only Hobbits, all else take 2<br \/>\n                              &#8211; 12 (2d6) damage<\/p>\n<p>Huecuva poison                Save vs. poison or catch a  cardio-<br \/>\n                              vascular-renal    disease     (Very<br \/>\n                              acute),  a  save indicates  1  &#8211;  4<br \/>\n                              (1d4) damage<\/p>\n<p>Huld                          Also    known    as    &#8220;Leap&#8221;    or<br \/>\n                              &#8220;Deathdance&#8221;.  This is an  odorless<br \/>\n                              oil  that  is  effective  on   non-<br \/>\n                              humanoid  creatures  &#8211;  except  for<br \/>\n                              humans  and demi-humans.  It  works<br \/>\n                              only by insinuation.  It&#8217;s  effects<br \/>\n                              are  the same regardless of  dosage<br \/>\n                              and  appear 1-4 (1d4) rounds  after<br \/>\n                              application.   Huld  causes  severe<br \/>\n                              muscle spasms involving nausea  and<br \/>\n                              the loss of motor control, balance,<br \/>\n                              and speech &#8211; lasting for 1-6  (1d6)<br \/>\n                              rounds.    During  this  time   the<br \/>\n                              victim is helpless, but by no means<br \/>\n                              an  easy target since he\/she\/it  is<br \/>\n                              thrashing    around   wildly    and<br \/>\n                              unpredictable.   Mental   processes<br \/>\n                              are    totally   uneffected    (IE:<br \/>\n                              Psionics or other communication can<br \/>\n                              be  initiated or continued, and  in<br \/>\n                              some cases a psionic ability can be<br \/>\n                              used to control or stop the poisons<br \/>\n                              effects).   A peticular  individual<br \/>\n                              will be 95% resistant to Huld for a<br \/>\n                              period of 10-21 (1d10+9) days after<br \/>\n                              exposure  to it, and thus  repeated<br \/>\n                              doses will not be effective.   Huld<br \/>\n                              will effect all individuals<\/p>\n<p>Humbaba poison                Save vs. poison or take 10-80(10d8)<br \/>\n                              damage.   A save  indicates  2\/3rds<br \/>\n                              damage<\/p>\n<p>I                             Causes  81  &#8211; 90 points  of  damage<br \/>\n                              (14d6, 11d8, 9d10, 15d6)<\/p>\n<p>Ikaheka venom                 Lose    1-6   (1d6)    points    of<br \/>\n                              constitution.  They are regained at<br \/>\n                              the  rate  of  ONE  per  week.    A<br \/>\n                              RESTORATION spell will replace  all<br \/>\n                              of them.<\/p>\n<p>Imp poison                    Save vs. poison or die else take  1<br \/>\n                              &#8211; 4 damage<\/p>\n<p>Ink coprinus                  Comes  from a very common  mushroom<br \/>\n                              as  it is only toxic when  consumed<br \/>\n                              with alcoholic beverages.  Does  5-<br \/>\n                              20  (5d4)  damage,  save  for  half<br \/>\n                              damage<\/p>\n<p>Insanity                      Causes a random insanity for 1 &#8211;  4<br \/>\n                              turns<\/p>\n<p>J                             Causes  91  -100 points  of  damage<br \/>\n                              (12d8, 16d6, 10d10, 5d20)<\/p>\n<p>Jameson&#8217;s mamba venom         This  venom  causes  the   victim&#8217;s<br \/>\n                              pulse  rate  to double what  it  is<br \/>\n                              normally  for  1-6  (1d6)   rounds,<br \/>\n                              causing  1-12  (1d12)  damage   per<br \/>\n                              round.  Also if a save is not made,<br \/>\n                              the  victim  will  suffocate  in  3<br \/>\n                              rounds (plus constitution bonus)<\/p>\n<p>Jeteye                        This is a glossy (reflective) black<br \/>\n                              liquid  that  effects  all  mammals<br \/>\n                              upon  ingestion, it is  ineffective<br \/>\n                              as a insinuative poison.  Save  for<br \/>\n                              half damage.  It causes the  pupils<br \/>\n                              of  the eyes to go black  (although<br \/>\n                              this does not effect vision in  any<br \/>\n                              way) and causes 1-8 (1d8) damage to<br \/>\n                              the neural system immediately.   No<br \/>\n                              pain is felt by the victim however,<br \/>\n                              for  Jeteye  kills  all  pain   and<br \/>\n                              tactile  sensation for a period  of<br \/>\n                              9-16  (1d8+8)  rounds  (the  &#8220;black<br \/>\n                              eyes&#8221;  sign will stay for the  same<br \/>\n                              duration).   Jeteye  is   sometimes<br \/>\n                              used voluntarily before torture  or<br \/>\n                              immediately  after battle  injuries<br \/>\n                              (preventing  a system shock  roll).<br \/>\n                              It  has a bitter walnut-like  taste<br \/>\n                              and is hard to disguise in food  or<br \/>\n                              drink<\/p>\n<p>Jima                          A  light  red  powder  or   liquid,<br \/>\n                              smells  like papaya.  Does 8  &#8211;  48<br \/>\n                              (8d6)  damage,  starts in  1  &#8211;  10<br \/>\n                              rounds,  runs it&#8217;s course in 1 &#8211;  3<br \/>\n                              turns.  Save for half damage at -3<\/p>\n<p>Khargra toxin                 This  poison  causes 3 &#8211;  18  (3d6)<br \/>\n                              damage,  the  side effect  of  this<br \/>\n                              poison is that it will dissolve any<br \/>\n                              metal that it is applied to<\/p>\n<p>Kill kitten poison            Save vs poison or die, else  victim<br \/>\n                              is paralyzed for 1-6(1d6) days<\/p>\n<p>Killer bee poison             Save vs. poison (at -2) or die<\/p>\n<p>King cobra poison             Save  vs. poison or take 1-6  (1d6)<br \/>\n                              damage per round for 10 rounds  (or<br \/>\n                              until cured).  Save each round  for<br \/>\n                              half damage<\/p>\n<p>Kolas                         A  thick brown liquid, smells  like<br \/>\n                              roses.  Does 8 &#8211; 48 (4d12)  damage,<br \/>\n                              starts  in 1 &#8211; 8 rounds, runs  it&#8217;s<br \/>\n                              course in 1 &#8211; 4 turns.  Save for no<br \/>\n                              damage<\/p>\n<p>Kotra                         A  clear oily fluid.  Does 5  &#8211;  30<br \/>\n                              (5d6) damage, acts in 1 round, runs<br \/>\n                              it&#8217;s course in 1 &#8211; 10 rounds.  Save<br \/>\n                              for half damage at -1<\/p>\n<p>Krag poison                   Save vs. poison (at -3) or turn  to<br \/>\n                              stone.   A save indicates that  the<br \/>\n                              victim  is  slowed  for   2-12(2d6)<br \/>\n                              rounds   less  their   constitution<br \/>\n                              bonus   (Minimum  of  1  round   of<br \/>\n                              slowness)<\/p>\n<p>Kumba                         Odorless, colorless liquid.  Starts<br \/>\n                              is 1 &#8211; 6 rounds, death follows  one<br \/>\n                              round  thereafter.   Save  for   no<br \/>\n                              damage  at  -3, Failed  save  means<br \/>\n                              death<\/p>\n<p>Kuurus                        Named   after  the  Assassin   that<br \/>\n                              invented it, Kuurus does 1-6  (1d6)<br \/>\n                              damage per constitution point  that<br \/>\n                              the victim has.  Save (-3) for half<br \/>\n                              damage<\/p>\n<p>Kuyss poison                  Causes  leprosy, and until  a  CURE<br \/>\n                              DISEASE is cast upon the victim, no<br \/>\n                              other cure spells will work on that<br \/>\n                              creature<\/p>\n<p>Land urchen toxin             Save   vs.   poison  (-1)   or   be<br \/>\n                              paralized for 6 turns<\/p>\n<p>Lhurdas                       (Also  known as &#8220;Yellow Death&#8221;  and<br \/>\n                              &#8220;Beltyn&#8217;s  Last Drink&#8221;)  This is  a<br \/>\n                              wine based poison.  It has a  sharp<br \/>\n                              dry  white-grape  taste  and   will<br \/>\n                              readily mix with any such wine.  It<br \/>\n                              reacts with the digestive acids  of<br \/>\n                              the  stomach (Effective in  any  of<br \/>\n                              the  player races) to eat away  the<br \/>\n                              internal   organs   and    tissues.<br \/>\n                              Ingestion  produces  rapid  (within<br \/>\n                              two  rounds)  nausea,  convultions,<br \/>\n                              and  terrific internal cramps  with<br \/>\n                              burning  pain.  It does  1-6  (1d6)<br \/>\n                              damage  in  the first  round,  2-12<br \/>\n                              (2d6)  damage in the second  round,<br \/>\n                              and  1-4 (1d4) damage in the  third<br \/>\n                              and  final  round.   Thereafter  it<br \/>\n                              will do no more damage,  regardless<br \/>\n                              of  dose,  and further  exposer  to<br \/>\n                              Lhurdas  will cause discomfort  and<br \/>\n                              failure   to  heal,  but  no   more<br \/>\n                              damage.  This resistance lasts  for<br \/>\n                              3-25   (3d8)  days.   This  is   an<br \/>\n                              ingestive  poison only.   Save  for<br \/>\n                              half damage<\/p>\n<p>Lisssteeen                    A  liquid  that  when  found   will<br \/>\n                              always be labeled:<br \/>\n                                         &#8220;HERE NOW&#8221;<\/p>\n<p>                              This yellow liquid has no smell but<br \/>\n                              it  will make your mouth water,  it<br \/>\n                              tastes  spicy  hot  (like   tabasco<br \/>\n                              sauce),   and   works   only   when<br \/>\n                              swallowed   (Only  ingestive   type<br \/>\n                              poison).   There is no  discernable<br \/>\n                              effect to or on any creature within<br \/>\n                              100  feet of the imbiber.   BUT  to<br \/>\n                              any  creature  more than  100  feet<br \/>\n                              from  the  imbiber  will  hear  the<br \/>\n                              voice  of  the imbiber due  to  the<br \/>\n                              &#8220;effect&#8221;  on  the  imbiber&#8217;s  vocal<br \/>\n                              coards.   This  fluid  causes   the<br \/>\n                              imbiber&#8217;s  vocal cords to  transmit<br \/>\n                              on  a  ultrasonic  as  well  as   a<br \/>\n                              subsonic level making all within  a<br \/>\n                              mile  of  them  hear  the  imbiber.<br \/>\n                              This  sound  level  permiates   ALL<br \/>\n                              planes  and dimensions  also.   Any<br \/>\n                              diety&#8217;s name which is spoken has  a<br \/>\n                              50%   bonus  of  hearing  and   any<br \/>\n                              creature within 300 feet CANNOT  be<br \/>\n                              surprised under any  circumstances!<br \/>\n                              Lasts 25 rounds &#8211; imbiber&#8217;s wisdom<\/p>\n<p>Lomat                         An  odorless, colorless  powder  or<br \/>\n                              liquid.  Does 5 &#8211; 30 (5d6)  damage,<br \/>\n                              starts  in 1 &#8211; 6 turns,  runs  it&#8217;s<br \/>\n                              course  in 1 &#8211; 4 turns.   Save  for<br \/>\n                              half damage at -2<\/p>\n<p>Longlicker toxin              This poison lasts for four  rounds,<br \/>\n                              starts  instantly, save vs.  poison<br \/>\n                              for the first three rounds or  take<br \/>\n                              3-18  (3d6) damage (take 1-6  (1d6)<br \/>\n                              damage  if save is made).   On  the<br \/>\n                              fourth   round,  take  3-18   (3d6)<br \/>\n                              damage automaticaly (No save)<\/p>\n<p>Lotus dust, black             Causes instant death<\/p>\n<p>Lotus dust, brown             Encases   the   victim   in    wood<br \/>\n                              (Required 20 strength to break out)<\/p>\n<p>Lotus dust, clear             Burns  for  1-6  (1d6)  damage  per<br \/>\n                              round when it comes in contact with<br \/>\n                              flesh.  Lasts for 1-6 (1d6) rounds<\/p>\n<p>Lotus dust, copper            Encases victiim in copper (Requires<br \/>\n                              a 21 strength to break out)<\/p>\n<p>Lotus dust, emerald           Paralizes victms lungs\/gills for 2-<br \/>\n                              12 (2d6) rounds<\/p>\n<p>Lotus dust, metalic           Blinds   victim  and  causes   lung<br \/>\n                              failure for 2-12 (2d6) rounds<\/p>\n<p>Lotus dust, red               Causes objects to turn to stone<\/p>\n<p>Lotus dust, yellow            Causes victims to fall asleep (Yes,<br \/>\n                              Even elves!)<\/p>\n<p>Luptak                        A nerve toxin that may be  injected<br \/>\n                              or rendered into a gas.  It appears<br \/>\n                              to  effect dexterity,  causing  the<br \/>\n                              victim  to  stumble, be  unable  to<br \/>\n                              fight, cast spells, etc&#8230;; However<br \/>\n                              it does NO direct damage.  There is<br \/>\n                              a  50%  chance of a  victim  taking<br \/>\n                              physical  damage from a fall  while<br \/>\n                              affected  by the toxin.   A  victim<br \/>\n                              who was poisoned in melee would  be<br \/>\n                              quite helpless.  It&#8217;s effects  last<br \/>\n                              from 3 &#8211; 6 (1d4+2) turns.  Save for<br \/>\n                              no effect<\/p>\n<p>Magebane                      A  very stable liquid that  can  be<br \/>\n                              disguised   as  any  other   potion<br \/>\n                              (Commonly  disguised as potions  of<br \/>\n                              HEROISM).   The  effect is  one  of<br \/>\n                              severe   mental  sluggishness   and<br \/>\n                              effectively  causes the  victim  to<br \/>\n                              have  one  third  of  their  actual<br \/>\n                              intellegence..  Lasts one round per<br \/>\n                              intellegence point &#8220;lost&#8221;<\/p>\n<p>Malange toxin                 Causes  tunnel vision, allowing  +1<br \/>\n                              to   hit  for  any   opponent   not<br \/>\n                              directly  in front of the  poisoned<br \/>\n                              creature {Or not in direct line  of<br \/>\n                              sight}.   A creature that has  this<br \/>\n                              introduced  into  the   bloodstream<br \/>\n                              will develop deep blue eyes in 1  &#8211;<br \/>\n                              4 days.  The poison will last for 1<br \/>\n                              &#8211;  6 + 4 days (A total of 5  to  10<br \/>\n                              days)<\/p>\n<p>Man skorpion poison           Save vs. poison or die instantly<\/p>\n<p>Mantri poison                 The    victim    subtracts    their<br \/>\n                              constitution from 25 and takes  the<br \/>\n                              difference in damage (minimum of  5<br \/>\n                              points of damage)<\/p>\n<p>Marine spider venom           Save vs. poison or be paralized for<br \/>\n                              2-12 (2d6) rounds<\/p>\n<p>Megalo-centipede              This  is an acidic toxin, it  burns<br \/>\n                              the  skin  for  1-8  (1d8)  damage.<br \/>\n                              Save for half damage<\/p>\n<p>Mental Depressent-A           Causes a loss of Psionics for  4-48<br \/>\n                              hours<\/p>\n<p>Mental Depressent-B           Causes a chemically induced Psionic<br \/>\n                              blast<\/p>\n<p>Milkweed                      Causes a severe intestinal disorder<br \/>\n                              that  makes the victim  regurgatate<br \/>\n                              anything that has been eaten, lasts<br \/>\n                              for 5-10 (1d6+4) days.  The  victim<br \/>\n                              will  starve to death if the  toxin<br \/>\n                              is not neutralized<\/p>\n<p>Mistletoe poison              Destroys  red blood  cells,  victim<br \/>\n                              takes  1  point of damage  per  day<br \/>\n                              (Cumulative).  Example: Day 1, take<br \/>\n                              1   point.    Day   two,   take   2<br \/>\n                              points&#8230;etc&#8230;<\/p>\n<p>Mold poison                   Causes 1d12 or 2d12, a rare form is<br \/>\n                              said to cause 4d20<\/p>\n<p>Monkshood                     This poison causes accute  vomiting<br \/>\n                              and diarreha  for 1-4 (1d4) and  if<br \/>\n                              a save is not made (+1), the victim<br \/>\n                              will have intense convoultions  and<br \/>\n                              die  in  severe pain in  2-8  (2d4)<br \/>\n                              segments<\/p>\n<p>Morphus                       A  clear  citrus-smelling   liquid.<br \/>\n                              Fumes  will cause victim  to  sleep<br \/>\n                              for  1 &#8211; 6 turns (After a round  of<br \/>\n                              contact).   Morphus  is  used  like<br \/>\n                              chloroform  for abductions and  the<br \/>\n                              like,  and  is a  potent  gas  when<br \/>\n                              mixed  properly.   Even  works   on<br \/>\n                              elves.  Save for no effect at -2<\/p>\n<p>Mufa                          Odorless, colorless liquid.  Starts<br \/>\n                              in  1  &#8211; 10 rounds,  throws  victim<br \/>\n                              into painfull twisting convultions,<br \/>\n                              then  does 15 points of damage  per<br \/>\n                              round     until    victim     dies.<br \/>\n                              Convultions  have a 50%  chance  of<br \/>\n                              causing  an extra 1 &#8211; 6  points  of<br \/>\n                              damage  in each round.   No  saving<br \/>\n                              throw<\/p>\n<p>Myconid-H                     Save   vs.   poson  or   begin   to<br \/>\n                              hallucnate  for 2-16 (2d8)  rounds.<br \/>\n                              Roll below:<\/p>\n<p>                               &#8211;   01 &#8211; 10 : Cower &amp; Wimper<br \/>\n                               &#8211;   11 &#8211; 15 : Stare into nothngness<br \/>\n                               &#8211;   16 &#8211; 18 : Run in a random direction<br \/>\n                               &#8211;   19 &#8211; 20 : Attack the nearest creature<\/p>\n<p>Myconid-P                     Save  vs.  poison  or  be   totally<br \/>\n                              passive.   Victim may  only  watch,<br \/>\n                              cannot  take  any actons,  even  if<br \/>\n                              they are being attacked.  Lasts for<br \/>\n                              2-6  (1d6, treatng all 1&#8217;s as  2&#8217;s)<br \/>\n                              rounds<\/p>\n<p>Naral poison                  Save vs. poison or take 6-36  (6d6)<br \/>\n                              damage<\/p>\n<p>Narcosis                      Once  introduced into the body,  is<br \/>\n                              takes effect for 1 &#8211; 4 rounds, this<br \/>\n                              poison   causes   severe   nitrogen<br \/>\n                              narcosis (Similar effect to comming<br \/>\n                              up  from  300&#8242;  underwater  to  the<br \/>\n                              surface  in  1 second).   Save  for<br \/>\n                              half  damage.  Poison  lasts  until<br \/>\n                              dispelled.   Does  7 &#8211;  12  (1d6+6)<br \/>\n                              damage per round and victim  cannot<br \/>\n                              move<\/p>\n<p>Nettle                        A  light brown powder  that  causes<br \/>\n                              extreem   skin  inflamation.    The<br \/>\n                              burning,  itching  &amp;  stinging  can<br \/>\n                              last up to 20 days.  This causes -3<br \/>\n                              to  hit and -2 to damage and  armor<br \/>\n                              class<\/p>\n<p>Nibon                         An odorless colorless liquid.  Does<br \/>\n                              6  &#8211; 48 (6d8) damage, starts  in  1<br \/>\n                              round, runs it&#8217;s course in 1  turn.<br \/>\n                              Save for half damage made at -4<\/p>\n<p>Nightcrawler poison           Save vs. poison or take 7-56  (7d8)<br \/>\n                              damage  and be paralyzed  for  that<br \/>\n                              long<\/p>\n<p>Nightseeker poison            Save vs. poison or take 3-12  (3d4)<br \/>\n                              damage<\/p>\n<p>Ninthla poison                Anything  under  12 hit  dice  must<br \/>\n                              save  or  die, any that  does  save<br \/>\n                              will  fall into a  catatonic  state<br \/>\n                              for 1-20(1d20) days<\/p>\n<p>Nyosan butterfly poison       Save vs. poison or take 2-12  (2d6)<br \/>\n                              damage<\/p>\n<p>OOPS!                         A   clear  liquid  that  is   often<br \/>\n                              mistaken  for  Holy  Water.   While<br \/>\n                              under the influence of this poison,<br \/>\n                              any  type of spell  which  divulges<br \/>\n                              color  (such  as  TRUE  SIGHT,   or<br \/>\n                              DETECT  ALIGNMENT) will reveal  the<br \/>\n                              exact opposite color!.  This poison<br \/>\n                              is  sometimes  called   ColorBlind.<br \/>\n                              Duration: 2-12 (2d6) days<\/p>\n<p>OUCH!                         A very deep ruby red gel or  liquid<br \/>\n                              that  tastes like listerine.   This<br \/>\n                              &#8220;poison&#8221; holds damage, that is  the<br \/>\n                              next  SIX times the  imbiber  takes<br \/>\n                              damage,  the fluid will &#8220;hold&#8221;  the<br \/>\n                              damage  so that the body  does  not<br \/>\n                              really take it.  This damage can be<br \/>\n                              cured before  the body really takes<br \/>\n                              the damage.  This is only good  for<br \/>\n                              SIX  hits, for on the SEVENTH  hit,<br \/>\n                              the fluid&#8217;s power is dispelled  and<br \/>\n                              the imbiber takes ALL damage  taken<br \/>\n                              in  the  previous seven  hits  that<br \/>\n                              hasn&#8217;t been cured yet!<\/p>\n<p>Oliander poison               Save  vs.  poison or  the  victim&#8217;s<br \/>\n                              heart stops and death ensues<\/p>\n<p>Opia                          A brown powder with a  honey\/almond<br \/>\n                              smell.   When drunk  (it  dissolves<br \/>\n                              into liquids instantly), it  causes<br \/>\n                              blindness  within  1  &#8211;  6  rounds.<br \/>\n                              This  is temporary, lasting 1 &#8211;  10<br \/>\n                              rounds.  Save for no effect<\/p>\n<p>Optical-A                     Causes blindness equal to the 30  &#8211;<br \/>\n                              characters constitution<\/p>\n<p>Optical-B                     Causes  double vision for  30  days<br \/>\n                              less characters constitution<\/p>\n<p>Optical-C                     Causes    inflamation    of     the<br \/>\n                              characters tear ducts, makeing  the<br \/>\n                              character  susceptable  to   taking<br \/>\n                              damage from bright lights<\/p>\n<p>Orvas                         This is a translucent liquid with a<br \/>\n                              green   cast  and  a   bitter-sweet<br \/>\n                              taste.   It does 1-6  (1d6)  damage<br \/>\n                              upon   entering   the   bloodstream<br \/>\n                              (immediately  if introduced into  a<br \/>\n                              wound   or  scrape,  or  in   18-24<br \/>\n                              {1d6+17}  turns  if  introduced  by<br \/>\n                              ingestive  means),  and  1-4  (1d4)<br \/>\n                              points  of damage on the  next  two<br \/>\n                              rounds.   A  successful  save   vs.<br \/>\n                              Orvas means that it is  ineffective<br \/>\n                              against that creature.  Orvas is an<br \/>\n                              antidote to Varrakas if  introduced<br \/>\n                              into   the   bloodstream     before<br \/>\n                              Varrakas has run it&#8217;s course  (Both<br \/>\n                              counterace each other)  Orvas works<br \/>\n                              only on mammals<\/p>\n<p>Pain                          Causes   severe  pain  making   the<br \/>\n                              victim  -1 to hit for 2 &#8211; 12  (2d6)<br \/>\n                              days (Cumulative)<\/p>\n<p>Paralasys                     Causes paralasys for 1 &#8211; 4 turns<\/p>\n<p>Phraint poison                Save vs. poison or take 2-7 (1d6+1)<br \/>\n                              damage<\/p>\n<p>Phraint venom                 Also  called &#8220;Hive Drink&#8221;, This  is<br \/>\n                              VERY  POTENT, does  1d100-1  damage<br \/>\n                              (0-99), a save indecates that  2-20<br \/>\n                              (2d10)  points  can  be  subtracted<br \/>\n                              from the total poison damage<\/p>\n<p>Pink lightning                Pinkish  fluid,  Does  5-20   (5d4)<br \/>\n                              damage, starts in 1-6 (1d6) rounds,<br \/>\n                              runs  it&#8217;s  course in  1-3  (1d6\/2)<br \/>\n                              rounds.  Save for half damage at -4<\/p>\n<p>Pit viper venom               Save  or die else take  3-18  (3d6)<br \/>\n                              damage<\/p>\n<p>Poison Ivy toxin              Causes  a skin rash that makes  the<br \/>\n                              creature -1 to -4 to hit and -2  to<br \/>\n                              armor class<\/p>\n<p>Poison ivy hedge toxin        Save  vs. poison (-3) or  take  1-6<br \/>\n                              (1d6) damageand be at -3\/-3 for  28<br \/>\n                              turns  &#8211;  constitution  because  of<br \/>\n                              itching<\/p>\n<p>Poison pie                    This mushroom powder is always off-<br \/>\n                              white  and  smells  like  radishes.<br \/>\n                              When     consumed,    it     causes<br \/>\n                              destruction of the gastrointestinal<br \/>\n                              tract.  Save vs. poison or take  4-<br \/>\n                              32 (4d8) damage<\/p>\n<p>Pollen poison                 Damage done is in d4, the number of<br \/>\n                              dice  damage  done is equal  to  20<br \/>\n                              minus  the  victims   constitution.<br \/>\n                              This poison does NOT break down, so<br \/>\n                              it  will  effect the  victim  every<br \/>\n                              hour until neutralized (Death  does<br \/>\n                              not neutralize a poison)<\/p>\n<p>Praka                         Small   blue   &amp;   white   speckled<br \/>\n                              pellets.   Starts in 1 &#8211; 4  rounds,<br \/>\n                              does 20 points of damage each round<br \/>\n                              until    death.    Causes    vivid,<br \/>\n                              monsterous   hallucinations;    25%<br \/>\n                              chane  of  permenant  insanity   in<br \/>\n                              victim  somehow survives.  Save  in<br \/>\n                              each  round for half damage at  -5,<br \/>\n                              but still eventually fatal<\/p>\n<p>Prespa                        (Also   called   &#8220;Mother&#8217;s   Bane&#8221;)<br \/>\n                              This  is  an  odorless,   colorless<br \/>\n                              liquid that mixes readily with  any<br \/>\n                              drinkables except for milk and it&#8217;s<br \/>\n                              byproducts (from which it seperates<br \/>\n                              almost instantly).  Effective  only<br \/>\n                              in  humans,  and  only  if  it   is<br \/>\n                              ingested.   It causes sudden  dizzy<br \/>\n                              spells  and  visual  disorentation,<br \/>\n                              beginning 1-3 (1d6\/2) rounds  after<br \/>\n                              ingestion  and lasting 1-12  (1d12)<br \/>\n                              rounds.    During  this  time   the<br \/>\n                              victim moves unsteadily and  fights<br \/>\n                              at -2 to hit and +2 worse on  armor<br \/>\n                              class if having normal vision.   If<br \/>\n                              the  victim  has  infravision,  the<br \/>\n                              effect is only -1\/+2.  At the  same<br \/>\n                              time,   the  victim   endures   1-2<br \/>\n                              (1d4\/2)   damage  per   rounds   as<br \/>\n                              surface  blood  vessels  burst  all<br \/>\n                              over  the body (Giving a  blotched,<br \/>\n                              reddenedappearance  to  the  skin).<br \/>\n                              Each  round  a  successful   saving<br \/>\n                              throw will avoid the damage, but if<br \/>\n                              the  victim suffers injury  through<br \/>\n                              combat  or misadventure during  the<br \/>\n                              round, no saving throw is allowed<\/p>\n<p>Pseudo-Dragon poison          Save  vs.  poison or  fall  into  a<br \/>\n                              catatonic state for 1 &#8211; 6 days<\/p>\n<p>Purple worm poison            Save  vs. poison or die  else  take<br \/>\n                              2d4 damage<\/p>\n<p>Pybra poison (Bite)           Take 3-18 (3d6) damage (No save!)<\/p>\n<p>Pybra poison (Spit)           Take 2-7 (1d6+1) damage<\/p>\n<p>Pybra poison (Sting)          Save vs. poison or take 3-18  (3d6)<br \/>\n                              damage<\/p>\n<p>Pybra venom                   Does 1d2 to 6d2 damage, this is  an<br \/>\n                              acidic  venom, so if a save is  NOT<br \/>\n                              made,  the victim will take  double<br \/>\n                              damage from the acid.<\/p>\n<p>Quaggoth toxin                Save vs. poison (-4) or be  stunned<br \/>\n                              and  walk  in a  random  direction.<br \/>\n                              The  victim will walk 1  round  for<br \/>\n                              each  point that they missed  their<br \/>\n                              save by.  If the victim cannot walk<br \/>\n                              in the rolled direction, they  will<br \/>\n                              simply  move off in another  untill<br \/>\n                              the toxin wears off<\/p>\n<p>Quiggly toxin                 Save  vs. poison (-2) or the  toxin<br \/>\n                              causes a painful form of  arthritis<br \/>\n                              that manifests itself in the hands.<br \/>\n                              Every  time  a  dexterious   action<br \/>\n                              (pick pockets, remove traps,  spell<br \/>\n                              casting&#8230;)   is   attempted,   the<br \/>\n                              victim mst save vs. paralization or<br \/>\n                              fumble the action.  The toxin lasts<br \/>\n                              untill neutralized or the arthritis<br \/>\n                              is cured<\/p>\n<p>Recursion                     This  poison  causes an  initial  1<br \/>\n                              point of damage and then the victim<br \/>\n                              must  save  vs.  poison.   If  they<br \/>\n                              miss,  they will take 1 more  point<br \/>\n                              of  damage  and  must  save  again.<br \/>\n                              This will continue until the victim<br \/>\n                              dies or a save is made.<\/p>\n<p>Red Slaad pellets             When these pellets come in  contact<br \/>\n                              with  bare  skin, the  person  must<br \/>\n                              save  vs. poison or die in 3  &#8211;  36<br \/>\n                              (3d12) hours  (Only a CURE DISEASE,<br \/>\n                              SLOW POISON, NEUTRALIZE POISON,  or<br \/>\n                              BARKSKIN will affect this &#8220;poison&#8221;,<br \/>\n                              any of the above will stop it)<\/p>\n<p>Red Urched poison             Save vs. poison or sleep for 1 &#8211;  4<br \/>\n                              turns<\/p>\n<p>Red fang toxin                Does 3-12(3d4) to 8-32(8d4) damage.<br \/>\n                              This toxin will paralyze all  elves<br \/>\n                              for 3-8 (1d6+2) turns<\/p>\n<p>Red mamba venom               Save  vs. poison (-3) or take  2-12<br \/>\n                              (2d6) to 6-36 (6d6) damage<\/p>\n<p>Redback mushrooms             This  mushroom powder has the  same<br \/>\n                              chemical makeup as the potion  used<br \/>\n                              in   the   IDENTIFY   spell,   when<br \/>\n                              consumed, the same effect occurs<\/p>\n<p>Redbog poison                 When comming into contact with  the<br \/>\n                              air, this poison oxidizes into a 60<br \/>\n                              foot  could of redish  opaque  gas.<br \/>\n                              Anyone  or thing that is  under  12<br \/>\n                              hit  dice must save or fall into  a<br \/>\n                              deep  sleep  for 1  &#8211;  100  (1d100)<br \/>\n                              rounds.   Anyone over 12  hit  dice<br \/>\n                              that does not save is slowed.  This<br \/>\n                              poison  will  even  put  elves   to<br \/>\n                              sleep!<\/p>\n<p>Retch                         Derived from the retch plant,  this<br \/>\n                              toxin  has  NO saving  throw.   Any<br \/>\n                              victim will vomit and heave for 1-3<br \/>\n                              (1d6\/2)  rounds  and  lose  50%  of<br \/>\n                              their current strength for 6  turns<br \/>\n                              (1 hour)<\/p>\n<p>Rhododendron                  Save  vs.  poison  or  this  poison<br \/>\n                              causes   vertigo   and   headaches,<br \/>\n                              watering of the eyes and fluttering<br \/>\n                              of the heart that is followed in 2-<br \/>\n                              8  (2d4)  rounds by  irregular  and<br \/>\n                              slow    pulse   convoultions    and<br \/>\n                              paralisys  of  the arms  and  legs.<br \/>\n                              The victim will die 12 rounds after<br \/>\n                              the slowed pulse begins<\/p>\n<p>Rhubarb poison                This poison shuts down the  victims<br \/>\n                              kidneys,  so  that each  day  after<br \/>\n                              poisoning, the victim must roll 3d6<br \/>\n                              under  their constitution  or  die.<br \/>\n                              Each  successive day adds 1 to  the<br \/>\n                              die roll (cumulative)<\/p>\n<p>Rock poppy                    Save vs. poison or turn to stone as<br \/>\n                              per FLESH TO STONE spell<\/p>\n<p>Rockworm acid                 Does 7-32(5d6+2) damage<\/p>\n<p>Roper poison                  Save  vs. poison or lose  one  half<br \/>\n                              strength for 1 &#8211; 4 days<\/p>\n<p>S                             Sleep  Poison,  After  two  rounds,<br \/>\n                              acts  as  a SLEEP  spell  upon  the<br \/>\n                              victim (Causes No damage, but  this<br \/>\n                              will even put elves asleep)<\/p>\n<p>Salt spider poison            Save or Die!<\/p>\n<p>Sand poison                   A RARE FORM of poison made by  dune<br \/>\n                              stalkers  that does 1d6 damage  and<br \/>\n                              if  a save vs. poison is not  made,<br \/>\n                              the victim takes 2d6 more damage<\/p>\n<p>Screamin&#8217; scarlet poison      Causes  a  scarlet  rash  that  has<br \/>\n                              intense  itching.  The victim  will<br \/>\n                              commense to itch the rash causing &#8211;<br \/>\n                              3  to  hit and -3 to  armor  class.<br \/>\n                              This  will last until  neutralized.<br \/>\n                              To   neutralize   it   requires   a<br \/>\n                              NEUTRALIZE  POISON and one pint  of<br \/>\n                              holy water<\/p>\n<p>Sea demon poison              Does 4-24(4d6) damage and paralyzes<br \/>\n                              victim  for 1d6 days unless  victim<br \/>\n                              is  an elf or an undead,  in  which<br \/>\n                              case  they dissolve for  2-24(2d12)<br \/>\n                              points  of  damage  per  round  (No<br \/>\n                              save)<\/p>\n<p>Shaggy beast fluid (Bite)     Causes 2-12 (2d6) damage<\/p>\n<p>Shaggy beast fluid (Stinger)  Causes 1-8 (1d8) damage<\/p>\n<p>Sheet ghoul acid              Does 2 &#8211; 7 (1d6+1) damage (No save)<\/p>\n<p>Silver Urchen toxin           Save vs. poison or this poison will<br \/>\n                              shut   down  the  central   nervous<br \/>\n                              system  of the victim, putting  the<br \/>\n                              creature in a comatose state for  1<br \/>\n                              &#8211; 3 days<\/p>\n<p>Silver lightning              Silvery  liquid.  Does  5-40  (5d8)<br \/>\n                              damage,  sets in immediately,  runs<br \/>\n                              it&#8217;s  course in 1-6  (1d6)  rounds.<br \/>\n                              Save for half damage at -3<\/p>\n<p>Silver lotus                  Light  silver  liquid  or   powder,<br \/>\n                              smells like lotus flowers.  Does  7<br \/>\n                              &#8211; 42 (7d6) damage, starts in 1 &#8211;  2<br \/>\n                              turns,  runs it&#8217;s course in 1  &#8211;  6<br \/>\n                              turns.       Reduces       victim&#8217;s<br \/>\n                              constitution  by 1 point for  every<br \/>\n                              10 points of damage taken.   System<br \/>\n                              shock  roll is required  for  every<br \/>\n                              point  lost; Failure means  instant<br \/>\n                              death.   Constitution  points   can<br \/>\n                              only be regained by rest.  Save for<br \/>\n                              half damage<\/p>\n<p>Skorpadillo poison            Paralyzes victim and does 6-36(3d6)<br \/>\n                              damage, Save for no damage<\/p>\n<p>Skorpoon poison               Does 1-4(1d4) to 4-16(4d4)  damage,<br \/>\n                              save for no damage<\/p>\n<p>Skyzorr&#8217;n poison              Save vs. poison or take 2-5 (1d4+1)<br \/>\n                              damage   and  lose one  point  from<br \/>\n                              strength  and  dexterity  for   2-8<br \/>\n                              (2d4) turns<\/p>\n<p>Slowness                      Causes  effects similar to  a  SLOW<br \/>\n                              spell  cast by a Magic User of  the<br \/>\n                              same level as the person that  made<br \/>\n                              the poison<\/p>\n<p>Sluggoth acid                 Does 3-18(3d6) to 8-42(8d6) damage<\/p>\n<p>Snig venom                    Save vs. poison or take 8-64  (8d8)<br \/>\n                              damage.  Save indicates half damage<\/p>\n<p>Snow snake venom              Save vs. poison or the victim  will<br \/>\n                              freeze  solid.  If a save is  made,<br \/>\n                              the victim will take 4d8 damage.<\/p>\n<p>Snow spider poison            Does 3-24(3d8) damage (Half if save<br \/>\n                              is made) and victim is blinded  for<br \/>\n                              1-10(1d10)  turns.  If the save  is<br \/>\n                              missed,  the victim is  permenantly<br \/>\n                              blind<\/p>\n<p>Spell poison                  When this poison is introduced into<br \/>\n                              the  blood  stream, it  releases  a<br \/>\n                              random  spell.   After  that,   any<br \/>\n                              wound  recived  fires  off  another<br \/>\n                              random spell.  This goes on until 2<br \/>\n                              &#8211; 12 (2d6) spells have been  &#8220;cast&#8221;<br \/>\n                              (This does NOT incluse the original<br \/>\n                              spell) or 7 days have passed<\/p>\n<p>Spice poison                  Comsuning   this  poison  or   skin<br \/>\n                              contact  with it will cause 2 &#8211;  10<br \/>\n                              (1d6+1d4)  damage,  and  will  also<br \/>\n                              counteract  the  next  TWO  potions<br \/>\n                              that the victim consumes (They will<br \/>\n                              be gone but will NOT take effect)<\/p>\n<p>Spiga venom                   Does   2-12(2d6)   to   12-72(12d6)<br \/>\n                              damage and paralyzes the victim.  A<br \/>\n                              save  indicates half damage and  no<br \/>\n                              paralyzation.<\/p>\n<p>Spiny slayer poison           Save vs. poison or take 8-64  (8d8)<br \/>\n                              damage.   A  save  indicates   half<br \/>\n                              damage<\/p>\n<p>Spore poison                  Damage done is 2d6 to 7d6, Half  if<br \/>\n                              save<\/p>\n<p>Sporoid mushroom poison       This  poison effects the lungs,  as<br \/>\n                              it  causes the lungs to shut  down.<br \/>\n                              The  victim can&#8217;t breath  and  they<br \/>\n                              will  take no damage for one  round<br \/>\n                              per point of constitution hit  dice<br \/>\n                              bonus,  after  that they  take  one<br \/>\n                              point  of damage and one point  off<br \/>\n                              of their intellegence until dead or<br \/>\n                              the  poison  is  neutralized.    If<br \/>\n                              their  intellegence goes  to  zero,<br \/>\n                              they  are  brain dead and  must  be<br \/>\n                              raised.  Lost  intellegence  points<br \/>\n                              may  be recovered be a  RESTORATION<br \/>\n                              spell<\/p>\n<p>Stego-centipede               Save or die.  If save is made, take<br \/>\n                              3-12 (3d4) damage<\/p>\n<p>Steroid mushroom poison       Save  vs. poison or  this  mushroom<br \/>\n                              dust will act upon the victim as  a<br \/>\n                              12th   level  druidical   CONFUSION<br \/>\n                              spell<\/p>\n<p>Stingray poison               Save vs. poison or be paralyzed for<br \/>\n                              5 &#8211; 20 (5d4) rounds and take a like<br \/>\n                              amount  of damage, else take 1 &#8211;  3<br \/>\n                              points of damage<\/p>\n<p>Stingwing poison              Save  vs. poison TWICE or die.   If<br \/>\n                              both save are made, save again,  if<br \/>\n                              successful take 3-18 (3d6)  damage,<br \/>\n                              if failed, take 6-36 (6d6) damage<\/p>\n<p>Stirge sweat                  Brownish, sap-like liquid.  Does  6<br \/>\n                              &#8211; 24 (6d4) damage, starts in 2 &#8211;  4<br \/>\n                              (1d4+2) rounds, runs it&#8217;s course in<br \/>\n                              2  &#8211; 8 (2d4) rounds.  Save  for  no<br \/>\n                              damage<\/p>\n<p>Stonefish toxin               This  toxin from the  stonefish  is<br \/>\n                              given is small doses in respect  to<br \/>\n                              the  intense pain that  is  causes.<br \/>\n                              The  pain,  which is  described  as<br \/>\n                              instantainious, intense, sharp, and<br \/>\n                              burning  radiating  within  minutes<br \/>\n                              from the wound site, involving  the<br \/>\n                              entire  leg, groin, abdomin, or  if<br \/>\n                              in   the  upper  extremities,   the<br \/>\n                              armpit,  shoulder, neck  and  head.<br \/>\n                              The pain may become so severe  that<br \/>\n                              the victim thrashes about,  rolling<br \/>\n                              on the ground, screaming in  agony,<br \/>\n                              and  at times losing  consciouness.<br \/>\n                              The  areas  around the  wound  (and<br \/>\n                              extremity) become numb, a condition<br \/>\n                              that continues for 2-12 (2d6)  days<br \/>\n                              (In  some cases the limb  has  been<br \/>\n                              paralyzed for three weeks).   Death<br \/>\n                              (If the save failed) will happenone<br \/>\n                              to   six  (1d6)  hours  after   the<br \/>\n                              initial  onset of the toxin.   Each<br \/>\n                              successive  dose  will  reduce  the<br \/>\n                              victim&#8217;s save by one for each  dose<br \/>\n                              introduced.  This is permenant  (It<br \/>\n                              is  also  against future  saves  as<br \/>\n                              well!)<\/p>\n<p>Stunjelly poison              Save  vs. poison or be stunned  and<br \/>\n                              paralyzed for 5 &#8211; 20 (5d4) rounds<\/p>\n<p>Sunbear saliva                Causes victim to burst into  flames<br \/>\n                              for  1-8(1d8)  damage  per   round.<br \/>\n                              Save  for half damage.  Holy  water<br \/>\n                              will extinguish the flames as  will<br \/>\n                              a PYROTECHNICHS spell<\/p>\n<p>Sundew acid                   Does  1 point of damage per  round,<br \/>\n                              lasts  1-10  (1d10)  rounds.    Oil<br \/>\n                              washes it off<\/p>\n<p>Surchur saliva                This saliva causes 2-8 (2d4) damage<br \/>\n                              per   round   until    neutralized.<br \/>\n                              Either  salt water or a  NEUTRALIZE<br \/>\n                              POISON will do this<\/p>\n<p>Svirfneblin acid              Instantly  destroys any armor  worn<br \/>\n                              by  the  victim and causes  2  &#8211;  8<br \/>\n                              (2d4) damage in the process<\/p>\n<p>Svirfneblin poison            Causes 1 &#8211; 3 damage, stunds for 1 &#8211;<br \/>\n                              3 rounds and then SLOWs the  victim<br \/>\n                              for 1 &#8211; 6 rounds<\/p>\n<p>T&#8217;cheem                       Save vs. poison or the victim  will<br \/>\n                              sucumb to the effects of a  REVERSE<br \/>\n                              GRAVITY spell.  They must save each<br \/>\n                              round for 1-6 (1d6) rounds<\/p>\n<p>Taer elixir                   Save  vs.  poison  (+1)  or  become<br \/>\n                              nauseated  for  2-5  (1d4+1)  hours<br \/>\n                              (12-30  turns), causeing -2 to  hit<br \/>\n                              and -1 to damage<\/p>\n<p>Teko                          Light blue oil.  Does 4 &#8211; 32  (4d8)<br \/>\n                              damage,  starts  in 1  round,  runs<br \/>\n                              it&#8217;s course in 1 &#8211; 3 rounds.   Save<br \/>\n                              for half damage at -3<\/p>\n<p>Temperature Alteration        Raises  or lowers the victims  body<br \/>\n                              temperature  up or down by 2 to  12<br \/>\n                              degrees (also causing a like amount<br \/>\n                              of damage, lasts for 3 minutes)<\/p>\n<p>Tenamort poison               Save   vs.   paralyzation   or   be<br \/>\n                              paralized for 1 &#8211; 6 rounds and  the<br \/>\n                              characters  internal  organs   will<br \/>\n                              begin  to soften so that they  will<br \/>\n                              take   double   damage   from   and<br \/>\n                              physical attacks for 1 &#8211; 12 days or<br \/>\n                              until  a  HEAL spell is  cast  upon<br \/>\n                              them<\/p>\n<p>Teneborus poison              Does 1-6 (1d6) damage and save (-3)<br \/>\n                              or  be  paralized  for  6-36  (6d6)<br \/>\n                              turns<\/p>\n<p>Teneborus toxin               Does 4-40 (4d10) damage, save  (-3)<br \/>\n                              for half damage<\/p>\n<p>Terragon poison               A rare spice which if comsumed  raw<br \/>\n                              will cause 6 &#8211; 60 (6d10) damage  to<br \/>\n                              the  victim, and will cause 3 &#8211;  30<br \/>\n                              (3d10)  if placed in  contact  with<br \/>\n                              bare flesh.  (There is no save  vs.<br \/>\n                              poison when flesh contact is made)<\/p>\n<p>Thaykhay poison               Save vs. poison or take 2-20 (2d10)<br \/>\n                              damage<\/p>\n<p>Thessalhydra acid             Causes 1-20 (1d20) damage, 1  point<br \/>\n                              per round<\/p>\n<p>Thri-kreen venom              Save vs. poison or be paralized for<br \/>\n                              2-16 (2d8) rounds<\/p>\n<p>Thrum                         A light blueish liquid, smells like<br \/>\n                              sour  lemons.   Does 6 &#8211;  36  (6d6)<br \/>\n                              damage.   Starts in 1 &#8211;  4  rounds,<br \/>\n                              runs  it&#8217;s course in 1 &#8211;  3  turns.<br \/>\n                              Save for half damage<\/p>\n<p>Tigerfly poison               Save  vs.  poison or take  4  &#8211;  24<br \/>\n                              (4d12) damage and be paralized  for<br \/>\n                              1 &#8211; 6 rounds<\/p>\n<p>Timewasp poison               Save  vs. poison (-1) or take  8-80<br \/>\n                              (8d10)  damage and  be  timestopped<br \/>\n                              for a same number of rounds<\/p>\n<p>Tomatoeleaf poison            Save  vs.  poison or die,  else  it<br \/>\n                              effects  as  a HURT  spell  on  the<br \/>\n                              victim<\/p>\n<p>Touch-Spice poison            Any contact with this poison causes<br \/>\n                              sensory  deprivation, depending  of<br \/>\n                              course,  on how long (one round  of<br \/>\n                              contact equals one contact), or how<br \/>\n                              many   times   contact   is   made.<br \/>\n                              Consult the following chart:<br \/>\n                              &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n                                1&#8230;Touch<br \/>\n                                2&#8230;Smell<br \/>\n                                3&#8230;Taste<br \/>\n                                4&#8230;Hearing<br \/>\n                                5&#8230;Sight<br \/>\n                                6&#8230;Balance<br \/>\n                                7&#8230;Touch*<br \/>\n                                8&#8230;Smell*<br \/>\n                                9&#8230;Taste*<br \/>\n                               10&#8230;Hearing*<br \/>\n                               11&#8230;Sight*<br \/>\n                               12&#8230;Balance*<br \/>\n                               13&#8230;Death of victim<br \/>\n                               14&#8230;Disintigration of victim&#8217;s body<\/p>\n<p>                               * = Permenant loss (Only a WISH will restore)<\/p>\n<p>Toxic toad spittle            Save vs. poison or take 4-32  (4d8)<br \/>\n                              damage.  Save indicates half damage<\/p>\n<p>Tri-flower pollen             Save  vs. poison (-1) or sleep  for<br \/>\n                              1-4 (1d4) days<\/p>\n<p>Tri-flower sap                Does  2-8  (2d4) damage  per  round<br \/>\n                              until neutralized.  Water will wash<br \/>\n                              it off<\/p>\n<p>Trif                          Odorless, light gold liquid.   Does<br \/>\n                              5 &#8211; 30 (5d6) damage, starts in 1  &#8211;<br \/>\n                              4 turns, runs it&#8217;s course in 1 &#8211; 12<br \/>\n                              rounds.  Reduces victim&#8217;s dexterity<br \/>\n                              by 2 points for every 10 points  of<br \/>\n                              damage   taken.    This   is   only<br \/>\n                              restored  by rest.  Save  for  half<br \/>\n                              damage at -2<\/p>\n<p>Triffid poison                Save vs. poison or take 4-24  (3d6)<br \/>\n                              damage.  Save indicates half damage<\/p>\n<p>Trivern poison                Save vs. poison or take 8-48  (8d6)<br \/>\n                              damage,   a  save  indicates   half<br \/>\n                              damage<\/p>\n<p>Trollsblood                   Grayish  green fluid.  Does 4 &#8211;  48<br \/>\n                              (4d12)  damage,  starts in  1  &#8211;  4<br \/>\n                              rounds,  runs it&#8217;s course in 1 &#8211;  6<br \/>\n                              rounds.  Save for no damage<\/p>\n<p>Tubon                         A  pale  yellow liquid  or  powder,<br \/>\n                              smells like ripe mellons.  Does 5 &#8211;<br \/>\n                              30  (5d6) damage, starts in 1 &#8211;  10<br \/>\n                              rounds, runds it&#8217;s course in 1 &#8211;  6<br \/>\n                              turns.  Save for half damage at +1<\/p>\n<p>Twilightbloom poison          Save vs. poison (-2) or die<\/p>\n<p>Tylatch                       Clear    liquid,    smells     like<br \/>\n                              sandlewood.   Starts  in  1  round,<br \/>\n                              runs it&#8217;s course in 6 turns,  doing<br \/>\n                              10  points  of  damage  per   turn.<br \/>\n                              Victim   fall   instantly   asleep,<br \/>\n                              cannot be awakened.  Save for  half<br \/>\n                              damage at -2.  If victim  survives,<br \/>\n                              they  will awaken after the 6  turn<br \/>\n                              duration<\/p>\n<p>Ulcrun                        This  is  a  milky  white,  viscous<br \/>\n                              liquid  that  is effective  on  all<br \/>\n                              warm    blooded    creatures,    by<br \/>\n                              insinuation only (No saving throw).<br \/>\n                              Two rounds after contact, it causes<br \/>\n                              1-4  (1d4) damage to  the  muscular<br \/>\n                              system  &#8211; weakening  and  softening<br \/>\n                              tendons,   ligaments,   bones   and<br \/>\n                              cartilage.  On the following round,<br \/>\n                              it  causes 1-12 (1d12)  damage  and<br \/>\n                              then  take 1-4 (1d4) damage on  the<br \/>\n                              third round after which the effects<br \/>\n                              of the poison pass.  Until  healing<br \/>\n                              processes   (either   natural    or<br \/>\n                              magical)  counter it&#8217;s damage,  the<br \/>\n                              effected creature will have lost 1-<br \/>\n                              4  (1d4)  points  of  strength  and<br \/>\n                              dexterity<\/p>\n<p>Uropygus gas                  Save    vs.    poison    (-3)    or<br \/>\n                              fight\/defend  at -3 due to  nervous<br \/>\n                              spasms, lasts for 3-18 (3d6) rounds<\/p>\n<p>Ustilagor acid                Causes  2-5 (1d4) damage per  round<br \/>\n                              for 2 rounds<\/p>\n<p>Valley-lilly                  A  neuro-toxin  that  effects   the<br \/>\n                              pulmanary  muscles.  It causes  the<br \/>\n                              heart  to beat at a very  irregular<br \/>\n                              rate.   The  beat  will  be   1-100<br \/>\n                              (1d100)  per  round.   Victim  will<br \/>\n                              take  30 &#8211; constitution per  round.<br \/>\n                              Toxin lasts 1-6 (1d6) rounds<\/p>\n<p>Varrakas                      This  is a thick black  syrup.   To<br \/>\n                              avoid  detection, single drops  are<br \/>\n                              added to gravy or dark sauces,  but<br \/>\n                              the effects increase with each dose<br \/>\n                              (drop)  ingested.  Varrakas  has  a<br \/>\n                              slightly oily taste, but no  strong<br \/>\n                              flavor.   Every  drop  of  Varrakas<br \/>\n                              does  1-4  (1d4)  damage  when   it<br \/>\n                              enters  into  the  bloodstream  (It<br \/>\n                              bypasses  the digestive  system  by<br \/>\n                              masquerading  as a  nutrient).   It<br \/>\n                              lies dormant for a period of  18-24<br \/>\n                              (1d8+17)  rounds  after  ingestion.<br \/>\n                              Varrakas   is  only  an   ingestive<br \/>\n                              poison.   It  is effective  in  ALL<br \/>\n                              mammals<\/p>\n<p>Vedya                         Pale purle liquid or powder, smells<br \/>\n                              like   rasins.   Does  10   &#8211;   100<br \/>\n                              (10d10),  starts  in 1 &#8211;  6  turns,<br \/>\n                              runs it&#8217;s course over a period of 1<br \/>\n                              &#8211; 6 days (assess appropriate points<br \/>\n                              of damage each day, dividing  total<br \/>\n                              into    one    hour    increments).<br \/>\n                              Agaonizing  very  slow  death.   No<br \/>\n                              saving throw<\/p>\n<p>Velvet slime mold poison      Save  vs. poison or take 2-8  (2d4)<br \/>\n                              damage<\/p>\n<p>Vilmat                        Clear oily liquid.  Does 6-36 (6d6)<br \/>\n                              damage,   starts  in  3-7   (1d4+3)<br \/>\n                              rounds, runs it&#8217;s course in 1 turn.<br \/>\n                              This actually reduces the creatures<br \/>\n                              intellegence  by one point per  six<br \/>\n                              points of damage taken.  THIS  LOSS<br \/>\n                              IN  PERMENANT.   A  restoration  is<br \/>\n                              required   to  recover   the   lost<br \/>\n                              points.  Save indicates half damage<\/p>\n<p>Vocal                         The  effect  of this  poison  would<br \/>\n                              only effect spell casters, as  it&#8217;s<br \/>\n                              effects on the vocal cords are  the<br \/>\n                              same  as if the victim had  inhaled<br \/>\n                              helium (No vocal components can  be<br \/>\n                              used  while poison is  in  effect).<br \/>\n                              Lasts 24 hours<\/p>\n<p>Voloe poison                  Does  1-3(1d3) to 4-12(4d3)  damage<br \/>\n                              and blinds the victim, save for  no<br \/>\n                              blindness<\/p>\n<p>Vord poison                   Save  vs.  poison or  be  paralyzed<br \/>\n                              until cured.  A save indicates  the<br \/>\n                              recipient  creature has a  muscular<br \/>\n                              slowdown,  the  creature  will   be<br \/>\n                              SLOWed  until  it\/they  recieve   a<br \/>\n                              NEUTRALIZE POISON spell<\/p>\n<p>Wave                          This poison dehidrates 5 points  of<br \/>\n                              damage per round (double for  water<br \/>\n                              creatures).   A  NEUTRALIZE  POISON<br \/>\n                              will  not stop this, only a  CREATE<br \/>\n                              WATER will.  Duration: Until  death<br \/>\n                              or stopped.  No save<\/p>\n<p>Weakness                      Causes  a permenent loss of 2  &#8211;  8<br \/>\n                              hit points<\/p>\n<p>Weeverfish toxin              Weeverfish toxin generally produces<br \/>\n                              instant     pain    which     comes<br \/>\n                              progressively more severe until  it<br \/>\n                              reaches an excruciating peak.   The<br \/>\n                              severeity of the pain is such  that<br \/>\n                              the   victim  frequently   thrashes<br \/>\n                              about   wildly,   and   may    lose<br \/>\n                              consciousnes.  These symptoms  last<br \/>\n                              anywhere from 2-24 (2d12) hours and<br \/>\n                              are   accompanied   by   headaches,<br \/>\n                              fever,       chills,        cardiac<br \/>\n                              palpitations,   and   convoultions.<br \/>\n                              Death  will occur if more than  one<br \/>\n                              dose  is given.  No save  vs.  this<br \/>\n                              one.   It is used commonly  by  the<br \/>\n                              upper  echelon  of  the  assassin&#8217;s<br \/>\n                              guild  as a warning (One dose  only<br \/>\n                              causes the pain and convoultions)<\/p>\n<p>Whisper wasp poison           Save  vs.  poison  or  fall  asleep<br \/>\n                              (Instantly) for 8-96(8d12) days,  a<br \/>\n                              save  indicates  groginess  (-2  to<br \/>\n                              hit, -2 to Armor class)<\/p>\n<p>White hydra                   This is an acid which freezes  upon<br \/>\n                              contact  with the air, it  does  6-<br \/>\n                              36(6d6) damage<\/p>\n<p>Whither                       A  rare blend of herbs  and  spices<br \/>\n                              that   causes  a  unique   chemical<br \/>\n                              breakdown in the body, lasts for 10<br \/>\n                              rounds.   Save each round  or  lose<br \/>\n                              one       constitution        point<br \/>\n                              (Permenantly)<\/p>\n<p>Wiess                         A  desert  poison that  causes  the<br \/>\n                              skin to break down.  It causes  the<br \/>\n                              pigment  cells in the skin to  die,<br \/>\n                              turning the creature into an albino<br \/>\n                              within   a  matter  of  weeks   (20<br \/>\n                              days).<\/p>\n<p>                              If subjected to intense light (such<br \/>\n                              as  desert sun), the creature  will<br \/>\n                              take  two (2) points of damage  per<br \/>\n                              turn in the sun<\/p>\n<p>Wimp poison                   No save vs. this one, as it  always<br \/>\n                              does only 1 point of damage<\/p>\n<p>Wind devil toxin              Save vs. poison or take 4-32  (4d8)<br \/>\n                              freezing  damage  per  round  until<br \/>\n                              cured.   Save each round  for  half<br \/>\n                              damage<\/p>\n<p>Witchhand                     A  clear liquid, almost  impossible<br \/>\n                              to detect.  Upon contact with flesh<br \/>\n                              it does 3 &#8211; 24 (3d8), starts in 1 &#8211;<br \/>\n                              4  rounds, runs it&#8217;s course in 1  &#8211;<br \/>\n                              10 rounds.  Save for no damage<\/p>\n<p>Witherstench fluid            Save vs. poison or be retching  and<br \/>\n                              vomiting  causing the victim to  be<br \/>\n                              unable to defend or attack for 1  &#8211;<br \/>\n                              10   rounds  (Less   the   victim&#8217;s<br \/>\n                              constitution bonus, Not to go  less<br \/>\n                              than 1 round of retching)<\/p>\n<p>Witherweed smoke              When  released,  this  thick   oily<br \/>\n                              smoke  expands into a 20 foot x  20<br \/>\n                              foot cloud and all inside it take 2<br \/>\n                              &#8211; 12 (2d6) damage with no save<\/p>\n<p>Wobra poison                  Gotten from a rare form of a cobra,<br \/>\n                              this  poison does 2-12(2d6)  damage<br \/>\n                              then lies in state in the body  for<br \/>\n                              2-8(2d4)  turns.  It  then  becomes<br \/>\n                              active again doing 1-8(1d8)  damage<br \/>\n                              each  round until  neutralized.   A<br \/>\n                              SLOW  POISON  spell  will  add   2-<br \/>\n                              12(2d6)  turns to the &#8220;sleep&#8221;  time<br \/>\n                              of   the  poison,  or  if  it   has<br \/>\n                              awakened, it will cause  &#8220;dormancy&#8221;<br \/>\n                              for 1-4(1d4) rounds.<\/p>\n<p>Wolf spider poison            Does 1-4(1d4) damage<\/p>\n<p>Wyvern venom                  Save  vs.  death else take  1  &#8211;  6<br \/>\n                              (1d6) points of damage<\/p>\n<p>Wyverwraith poison            Save vs. poison or take 9-54  (9d6)<br \/>\n                              damage, save indicates half damage.<br \/>\n                              Save again or lose one life  level,<br \/>\n                              if   successful,  take  1-4   (1d4)<br \/>\n                              damage<\/p>\n<p>X                             Causes  10 points of  damage  until<br \/>\n                              death occurs<\/p>\n<p>XX                            Causes    Instant    Death    (Save<br \/>\n                              indicates no effect)<\/p>\n<p>XXX                           Causes Instant Death (No Save)<\/p>\n<p>Yaanth poison                 Save  vs.  poison or  be  paralyzed<br \/>\n                              forever (It never wears off!)<\/p>\n<p>Yaksa                         A  white liquid or  powder,  smells<br \/>\n                              like  cherries.  Does 4 &#8211; 32  (4d8)<br \/>\n                              damage,  Starts  in 1  &#8211;  8  rounds<br \/>\n                              after contact, runs it&#8217;s course  in<br \/>\n                              1 &#8211; 4 turns.  Save for no damage at<br \/>\n                              +2<\/p>\n<p>Yellow peril poison           Save vs. poison or take 7-42  (7d6)<br \/>\n                              to 12-72 (12d6) damage<\/p>\n<p>Yellow peril toxin            Does 4-16(4d4) to 7-28(7d4) damage,<br \/>\n                              save for no damage.  Anyone who has<br \/>\n                              been  damaged  by this  toxin  will<br \/>\n                              retain  a yellowish tint  in  their<br \/>\n                              skin  until a RESTORATION spell  is<br \/>\n                              cast upon them<\/p>\n<p>Yellow urchen poison          Save vs. poison or be paralyzed for<br \/>\n                              1 &#8211; 6 days<\/p>\n<p>Yellowback mushroom poison    When   this  mushroom   powder   is<br \/>\n                              consumed,   it  disolves   into   a<br \/>\n                              chemical that causes an  chemically<br \/>\n                              induced &#8220;Power Word, STUN&#8221;<\/p>\n<p>Yellowbog Poison              When  this poison comes in  contact<br \/>\n                              with the air, it oxidizes instantly<br \/>\n                              into a 10 &#8211; 60 foot diameter  cloud<br \/>\n                              (1d6*10).   All  creatures  in  the<br \/>\n                              cloud take 3 &#8211; 18 (3d6) damage  per<br \/>\n                              round.  Save for half damage<\/p>\n<p>Yellowbog poison              When this poison comes into contact<br \/>\n                              with    the   air,   it    oxidizes<br \/>\n                              instantly,  creating a cloud (10  &#8211;<br \/>\n                              60  feet in diameter).  All in  the<br \/>\n                              cloud  taking 3-18(3d6) damage  per<br \/>\n                              round (Save for half damage)<\/p>\n<p>Zebrilla toxin                Does  1-4  (1d4)  damage  and   the<br \/>\n                              victim  must save or fall  into  an<br \/>\n                              epileptic state that lasts 1  round<br \/>\n                              + 1 round for each point that  they<br \/>\n                              missed  their save by.  If a 1  was<br \/>\n                              rolled,  the epilepsy lasts  for  5<br \/>\n                              turns and has a 10% chance of being<br \/>\n                              permenant<\/p>\n<p>Zzotza                        This  toxin gets NO save.  It  does<br \/>\n                              1-20  (1d20)  damage, 1  point  per<br \/>\n                              round.   But the victim is  stunned<br \/>\n                              and  placed into a  gassious  state<br \/>\n                              for the duration as well<\/p>\n<div class='watch-action'><div class='watch-position align-right'><div class='action-like'><a class='lbg-style1 like-14020 jlk' href='javascript:void(0)' data-task='like' data-post_id='14020' data-nonce='41b6e01389' rel='nofollow'><img class='wti-pixel' src='https:\/\/www.graviton.at\/letterswaplibrary\/wp-content\/plugins\/wti-like-post\/images\/pixel.gif' title='Like' \/><span class='lc-14020 lc'>0<\/span><\/a><\/div><\/div> <div class='status-14020 status align-right'><\/div><\/div><div class='wti-clear'><\/div>","protected":false},"excerpt":{"rendered":"<p>&#8211; Poisons of the Realm &#8211; This document reveals most of the poisons, toxins, venoms, and acids&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[27],"class_list":["post-14020","post","type-post","status-publish","format-standard","hentry","category-othernonsense","tag-english","wpcat-7-id"],"_links":{"self":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14020","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/comments?post=14020"}],"version-history":[{"count":1,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14020\/revisions"}],"predecessor-version":[{"id":14021,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14020\/revisions\/14021"}],"wp:attachment":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/media?parent=14020"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/categories?post=14020"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/tags?post=14020"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}