Poisons
General rules
There are 3 poison types, each describing the way a poison must be applied in order to function. The fact that a creature has been poisoned is not obvious by default, but some symptoms may hint to such a fact. While the possession of some of these poisons is not illegal, even the contrary, most will still land you a sentence in jail, if not worse.
All poisons are considered consumables, and they may be drank just like potions. Unlike potions, you don’t want to drink these yourself. A single dose of any poison can coat a single weapon or 5 pieces of ammunition. It takes a bonus action to coat the item(s) and the poison stays on for 1 minute before drying off.
Internal – The poison must be inserted into the bloodstream to take effect – simple contact will not be enough. This can be done in 3 ways – ingesting a full dose of the poison (both as part of a food or as part of a drink), taking damage from an attack made by an item that has been coated with the poison (fists are not applicable for this, no matter how hard you try), or the poison being injected into the target’s bloodstream by other means.
Contact – For this category of poisons, not only can they take effect in the same way that Internal poisons do, the poison can also take effect by coming into contact with the skin of the target. This means that this poison type can be applied via attacks that hit the target, but do not deal any damage. Objects may be smeared with the poison and the poison will retain its capabilities until someone touches it or the poison is removed.
Inhalation – For this category of poisons, not only can they take effect in the same way that Contact poisons do, but also by the victim inhaling them. They most often take the form of powders or vapors. Inhalation poisons may not be applied to a weapon to coat it, but may be applied to an item for the purposes of someone touching it and setting off a trap (similarly to contact poisons). Inhalation poisons may be blown onto an enemy, affecting all creatures in a 10ft. cube. The subsequent cloud dissipates immediately after the attack, becoming inert. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other similar parts of the body.
Poison Descriptions
Concoction of the Sorrowful Basilisk
1500 §, Internal
Created from a paste made by grinding up leaves of the Dragonleaf plant and combining them with a juice created by cooking dragon scales, this sticky substance has a strangely fruity aroma when smelled. When the poison takes effect, the victim experiences strong headaches and auditory hallucinations that twist their perception of the world. These usually make the victim turn against the world, and the few that live through it are traumatized till the end of their lives.
The creature subjected to this poison must make a DC 15 Saving (Charisma) throw or become poisoned. While poisoned, the creature has a -3 penalty to Ability checks and perceives all creatures as hostile to itself, and will take any according actions. The creature may try to resist the urges of the poison by making a DC 18 Charisma check. On a failure, the creature takes 2d6 mental damage. The creature must succeed three times (not necessarily consecutively) for the poison to be neutralized.
Corrupted Spider Venom
700 §, Internal
The basis for this poison is harvested from a dead corrupted spider, then further refined to increase its potency.
A creature subjected to this poison must make a DC 19 Saving throw, taking 12d6 toxic damage on a failed save, or half as much damage on a successful one.
Crimson Frog Venom
500 §, Contact
The vibrantly colored tree frog that is the basis for this poison spends its life eating insects and drinking nectar (aka being a generally peaceful frog), but also secreting a venom from its skin to keep the many predators at bay. Once the poison has entered the victim’s system, the victim starts itching and purple blisters begin forming on their skin. The toxin then continues to break down the internal organs until the victim perishes, the blood leaking from the blisters.
The creature subjected to the poison must make a DC 14 Saving throw or take 1d4 toxic damage and become poisoned. If the creature fails, it also must repeat the same saving throw at their start of every turn, taking the same damage on a failure. These saving throws continue until the creature makes two successful saving throws (not necessarily consecutively).
Czer Saliva
700 §, Contact
The basis for this poison is harvested from dead czers, one of the many inhabitants of the Bangle Fields and then further refined to increase its potency.
A creature subjected to this poison must succeed on a DC 13 Saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Darkspore Powder
600 §, Inhalation
This innocent looking powder has long been the favored poison of assassins that reside in the northern parts of the imperium. Harvested from a relatively small mushroom that grows in specific parts of the cave systems underneath the Sora mountain range, the toxin begins immediately leeching all of the moisture from a victim’s body after it has entered through the mucous membranes. Once dead, the victim is little more than a lifeless husk.
The creature subjected to the poison must make a DC 15 Saving throw or take 1d6 toxic damage and become poisoned. If the creature fails, it also must repeat the same saving throw at their start of every turn, taking the same damage on a failure. These saving throws continue until the creature makes three successful saving throws (not necessarily consecutively).
Daynight’s Wail
1500 §, Internal
This rare poison is used almost exclusively for assassination attempts between noble families, usually those trying to settle a feud for honor. The poison causes small veins in the stomach lining to pop, sending the person into vomiting a gruesome display of blood each time the sun completes or begins its cycle.
A creature that ingests this poison suffers no effect until sunrise or sunset, whichever comes sooner. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Saving throw, taking 9d6 toxic damage on a failed save, or half as much damage on a successful one. This saving throw repeats with the same effect at every next sunrise or sunset, depending what the original was, until the target succeeds on three consecutive saving throws or the poison is neutralized.
Deathsmoke Fumes
400 §, Inhalation
A creature subjected to this poison must succeed on a DC 13 Saving throw or take 3d6 toxic damage. If the creature fails, it also must repeat the same saving throw at the start of each of its turns. On each of these failed saves, the character takes 1d6 toxic damage. After three successful saves, the poison ends.
Dragonite Venom
1250 §, Internal
This poison is harvested from a dead draconic creature that can secrete a poisonous substance.
A creature subjected to this poison must make a DC 15 Saving throw, taking 7d6 toxic damage on a failed save, or half as much damage on a successful one.
Heretic’s Bane
300 §, Internal
This poison is created from a plant growing in the deserts around Alalia. Bright orange in nature, it resembles an alight pyre when it blooms.
The creature affected with this poison must make a DC 15 Saving (Charisma) throw. On a failure, they fall into a hallucinatory slumber for the next 2d6 hours where they experience horrid nightmares, taking 2d6 mental damage. On a success, they are not sent into a slumber and instead gain advantage on Saving (Charisma) throws against being charmed or frightened for the next 2d4 hours. In addition, the next time they fall to 0 HP within that period, they drop to 1 HP instead.
If ingested regularly over a short period of time, the creature may develop an addiction to the poison, requiring regular doses even at the cost of its own health.
Ice Queen’s Embrace
800 §, Contact
Inspired by the old tale of an ice queen ruling over the northernmost peaks where the snow never melts, this poison mimics the supposed way the queen liked to execute her enemies. The water in the victim’s body starts to freeze into ice, forming small crystals in the muscles that make movement extremely painful, not to mention physically harder. The crystals grow in number and size, eventually shredding the victim’s internal organs and leaving nothing but a frozen pile of tissue.
The creature subjected to the poison must make a DC 15 Saving throw or take 3d6 ice damage and become poisoned. While poisoned, the creature’s speed is reduced in half and the creature must repeat the saving throw on the start of their every turn, taking the same damage on a failed save or half damage on a successful one. The effect ends when the creature makes five successful saving throws (not necessarily consecutively).
Long Sleep
500 §, Contact
This poison has been known to be used as a cure for insomnia, as well as a way to keep patients down when sick.
A creature subjected to this poison must succeed on a DC 13 Saving throw or become poisoned for 24 hours. While poisoned, the creature is also unconscious. The creature wakes up if it takes damage.
Mania
300 §, Inhaled
This poison is often utilized in the middle of combat, confusing enemies and oftentimes making them turn on their allies in the heat of the moment.
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned, the creature is also blinded.
Quiet Grove
900 §, Internal
This sweet smelling poison is the pollen of the carnivorous plant known as the Nine-sided Pine. The sweetness is used to attract unsuspecting prey, who after coming into contact with it enter a (almost) catatonic state. The flower then grows around it, feeding off its nutrients while keeping the prey barely alive until they die, eventually forming a small grove of the pines. A creature that is within 30 ft. of a source of the poison must make a DC 12 Saving (Intelligence) throw to hold itself from willingly coming and ingesting the poison.
A creature subject to the poison must make a DC 16 Saving throw. On a success, it takes a -2 penalty to Saving throws for the next 1d4 rounds, cumulative. On a failure, it becomes stunned for 1d4 hours. While stunned, the creature is awake and aware for the entire time, but to all others it seems dead. The victim appears to have no pulse and their body temperature starts to drop. At the end of the duration, the creature must repeat the saving throw, suffering the same effect on a failure.
Rotblood Poison
400 §, Internal
Created from the seeds of a black flower that grows in the farthest reaches of the Portal fragmen that thrives on the fields littered by rotting corpses, the poison has a highly noticeable visual effect upon the victim. The veins nearest to the surface of the skin bulge up and turn visibly black, while the rest of the skin is stripped of any color, turning into a ghastly white.
The creature subjected to this poison must make a DC 12 Saving throw or take 2d4 withering damage and become poisoned. If the creature fails, it also must repeat the same saving throw every 24 hours, taking the same damage on a failure. These saving throws continue until the creature makes three successful saving throws (not necessarily consecutively).
Serpent Venom
300 §, Internal
This poison is harvested from a dead giant poisonous snake.
A creature subjected to this poison must succeed on a DC 11 Saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Shunned’s Secret
500 §, Internal
Harvested and distilled from the oozing sap of the Striped Cactus that dwells in the most remote deserts in the Imperium, this almost honey-like poison dissolves organic material upon contact. For this reason, it is sometimes used for less nefarious purposes as well, serving to remove mold and other unwanted organic substances from buildings and ships. It is another favorite of assassins, as the poison is less likely to drip from their blades thanks to the higher viscosity while being equally as effective.
The creature subjected to the poison must make a DC 16 Saving throw or take 1d8 toxic damage and become poisoned. If the creature fails, it also must repeat the same saving throw every minute, taking the same damage on a failure. These saving throws continue until the creature consecutively makes two successful saving throws.
Sorcerer’s Bane
800 §, Internal
A poison that seems to have been created for the sole purpose of hampering spellcasters. The yellow ooze is often smeared upon blades wielded by assassins seeking to end the life of a magically gifted person, and is quite easily identified by those familiar with the effects. It has recently seen a rise in popularity, as multiple cases of soothesayer murders have been identified to have been done using the help of this poison.
The creature subjected to the poison must make a DC 15 Saving throw or lose 4d8 FP and become poisoned for 2d10 minutes. If the creature fails, it also takes a – 5 penalty to all Spellcasting checks and their Spell Save DC is reduced by 5 for the duration.
Stupor
450 §, Internal
This poison can be found in many hospitals, as it is used to keep patients down for surgery.
A creature subjected to this poison must succeed on a DC 15 Saving throw or become poisoned for 4d6 hours. While poisoned, the creature is also incapacitated.
Succubus’s Kiss
600 §, Inhaled
This poison is favored among soldiers who want a way to knock themselves out for sleep reliably, while being able to snap awake in no time. There are more than a few funny stories of this backfiring.
A creature subjected to this poison must succeed on a DC 15 Saving throw or become poisoned for 8 hours. While poisoned, the creature is also unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Suspicious Liquid
650 §, Internal
There are rumors that this poison is actually the result of one of the many experiments done at the Polyhedron in Vinovium. Or was it a mix of several? No one truly knows for sure, and even fewer are willing to find out.
A creature subjected to this poison must succeed on a DC 16 Saving throw or take 1d6 toxic damage and become poisoned. If the creature fails, it also must repeat the same saving throw every 24 hours, taking 1d6 toxic damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After five successful saving throws, the effect ends and the creature can heal normally.
Sweet Dreams
300 §, Internal
This poison is made from a rare blue flower. Its extract, mixed in with several other ingredients, creates a powerful hallucinogenic substance that causes the victim to be severely disorientated, inhibited, and generally blissfully unaware as they enter a dreamlike realm of peace and tranquility. It is sometimes willingly consumed for these effects.
The creature subjected to this poison is considered to be under the effects of the maze spell for 2d4 hours, with no option to escape the “maze”. If the creature has consumed the poison at least twice in the last 7 days, the next time it intakes the poison it must make a DC 18 Saving throw or take 3d8 mental damage on a failed save as the brain is overloaded from so much “goodness” in such a short time.
If ingested regularly over a short period of time, the creature may develop an addiction to the poison, requiring regular doses even at the cost of its own health. There are many stories of those who took this poison too much, never to wake up again.
Terminator’s Wrath
300 §, Internal
One of the more basic poisons, its effects are quite basic, but equally as effective. A favorite amongst novice assassins (mostly due to the name).
A creature subjected to this poison must make a DC 10 Saving throw. On a failed save, it takes 1d12 toxic damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
The Deep
250 §, Internal
This poison is a mix of various herbs mixed and boiled together. The effects are felt almost immediately and last for quite a while, filling the mind of the victim with vivid hallucinations, making everything around seem more vibrant, colorful, and subjectively better.
The creature subjected to the poison must make a DC 16 Saving (Intelligence) throw, becoming poisoned for 2d4 hours. During this time their mind is filled with images and hallucinations and they may be slow to react. The creature cannot take reactions, nor can the creature hold their action. In addition, every round the creature has a 50% chance to act normally; otherwise, it takes no actions that round.
If ingested regularly over a short period of time, the creature may develop an addiction to the poison, requiring regular doses even at the cost of its own health.
The Lord’s Breath
600 §, Inhaled
Said to be the “distilled presence of our lord and saviour Pravus”, the only thing that has been found out for certain about this poison is that it contains a hefty amount of holy water. And it also works wonders against heretics.
The creature subjected to the poison must make a DC 13 Saving (Charisma) throw or take 2d6 holy damage and become poisoned. The saving throw is made with disadvantage if the creature is not a follower of Pravus. While the creature is poisoned, it is also frightened by whoever applied the poison to it. While it is frightened in this way, a creature must spend its turns trying to move as far away from it as it can, and it can willingly move to a space within 30 feet of it. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Truth Serum
600 §, Internal
A popular option amongst interrogators, both governmental and illicit, for obvious reasons.
A creature subjected to this poison must succeed on a DC 11 Saving (Intelligence) throw or become poisoned for 1 hour. While poisoned, the creature can’t knowingly speak a lie.
Underworld Poison
400 §, Internal
This poison is commonly utilized by illegal slave traders, as it is easier to come by than poisons with similar effects.
A creature subjected to this poison must succeed on a DC 13 Saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Widow’s Tears
600 §, Internal
This poison somewhat resembles milk. It comes from the striped leaves of the so-called Mother’s Agony. By refining the juice, the resulting liquid can cause unconsciousness and sometimes death. Those affected by the toxin start breathing shallowly as their chest is slowly constricted by the out-of-control muscles.
The creature subjected to the poison must make a DC 10 Saving throw or take 1d6 normal damage and become poisoned. While it is poisoned, the creature is also stunned. If the creature fails, it also must repeat the same saving throw every minute, taking the same damage on a failure. These saving throws continue until the creature makes three successful saving throws (not necessarily consecutively).
Wywern’s Sting
1600 §, Internal
Unlike the name would suggest, this poison isn’t created just from the venom of a wyvern – it is a mixture of at least five other ingredients. Those, besides making the highly unstable venom last longer, also increase its potency and enhance it with additional effects. It is a favorite for those wraiths that kill with daggers.
A creature subjected to this poison must make a DC 16 Saving throw, taking 7d6 toxic damage and becoming poisoned on a failed save, or just taking half as much damage on a successful one. While poisoned, the creature must repeat the saving throw on the start of their every turn, taking 1d6 fire damage on a failed save. The effect ends when the creature makes three successful saving throws (not necessarily consecutively).