Poison List - Part III

Jon A. Lambert jlsysinc at ix.netcom.com
Fri Oct 31 00:32:51 CET 1997


Lisssteeen                    A  liquid  that  when  found   will
                              always be labeled:
                                         "HERE NOW"

                              This yellow liquid has no smell but
                              it  will make your mouth water,  it
                              tastes  spicy  hot  (like   tabasco
                              sauce),   and   works   only   when
                              swallowed   (Only  ingestive   type
                              poison).   There is no  discernable
                              effect to or on any creature within
                              100  feet of the imbiber.   BUT  to
                              any  creature  more than  100  feet
                              from  the  imbiber  will  hear  the
                              voice  of  the imbiber due  to  the
                              "effect"  on  the  imbiber's  vocal
                              coards.   This  fluid  causes   the
                              imbiber's  vocal cords to  transmit
                              on  a  ultrasonic  as  well  as   a
                              subsonic level making all within  a
                              mile  of  them  hear  the  imbiber.
                              This  sound  level  permiates   ALL
                              planes  and dimensions  also.   Any
                              diety's name which is spoken has  a
                              50%   bonus  of  hearing  and   any
                              creature within 300 feet CANNOT  be
                              surprised under any  circumstances!
                              Lasts 25 rounds - imbiber's wisdom

Lomat                         An  odorless, colorless  powder  or
                              liquid.  Does 5 - 30 (5d6)  damage,
                              starts  in 1 - 6 turns,  runs  it's
                              course  in 1 - 4 turns.   Save  for
                              half damage at -2

Longlicker toxin              This poison lasts for four  rounds,
                              starts  instantly, save vs.  poison
                              for the first three rounds or  take
                              3-18  (3d6) damage (take 1-6  (1d6)
                              damage  if save is made).   On  the
                              fourth   round,  take  3-18   (3d6)
                              damage automaticaly (No save)

Lotus dust, black             Causes instant death

Lotus dust, brown             Encases   the   victim   in    wood
                              (Required 20 strength to break out)

Lotus dust, clear             Burns  for  1-6  (1d6)  damage  per
                              round when it comes in contact with
                              flesh.  Lasts for 1-6 (1d6) rounds

Lotus dust, copper            Encases victiim in copper (Requires
                              a 21 strength to break out)

Lotus dust, emerald           Paralizes victms lungs/gills for 2-
                              12 (2d6) rounds

Lotus dust, metalic           Blinds   victim  and  causes   lung
                              failure for 2-12 (2d6) rounds

Lotus dust, red               Causes objects to turn to stone

Lotus dust, yellow            Causes victims to fall asleep (Yes,
                              Even elves!)

Luptak                        A nerve toxin that may be  injected
                              or rendered into a gas.  It appears
                              to  effect dexterity,  causing  the
                              victim  to  stumble, be  unable  to
                              fight, cast spells, etc...; However
                              it does NO direct damage.  There is
                              a  50%  chance of a  victim  taking
                              physical  damage from a fall  while
                              affected  by the toxin.   A  victim
                              who was poisoned in melee would  be
                              quite helpless.  It's effects  last
                              from 3 - 6 (1d4+2) turns.  Save for
                              no effect

Magebane                      A  very stable liquid that  can  be
                              disguised   as  any  other   potion
                              (Commonly  disguised as potions  of
                              HEROISM).   The  effect is  one  of
                              severe   mental  sluggishness   and
                              effectively  causes the  victim  to
                              have  one  third  of  their  actual
                              intellegence..  Lasts one round per
                              intellegence point "lost"

Malange toxin                 Causes  tunnel vision, allowing  +1
                              to   hit  for  any   opponent   not
                              directly  in front of the  poisoned
                              creature {Or not in direct line  of
                              sight}.   A creature that has  this
                              introduced  into  the   bloodstream
                              will develop deep blue eyes in 1  -
                              4 days.  The poison will last for 1
                              -  6 + 4 days (A total of 5  to  10
                              days)

Man skorpion poison           Save vs. poison or die instantly

Mantri poison                 The    victim    subtracts    their
                              constitution from 25 and takes  the
                              difference in damage (minimum of  5
                              points of damage)

Marine spider venom           Save vs. poison or be paralized for
                              2-12 (2d6) rounds

Megalo-centipede              This  is an acidic toxin, it  burns
                              the  skin  for  1-8  (1d8)  damage.
                              Save for half damage

Mental Depressent-A           Causes a loss of Psionics for  4-48
                              hours

Mental Depressent-B           Causes a chemically induced Psionic
                              blast

Milkweed                      Causes a severe intestinal disorder
                              that  makes the victim  regurgatate
                              anything that has been eaten, lasts
                              for 5-10 (1d6+4) days.  The  victim
                              will  starve to death if the  toxin
                              is not neutralized

Mistletoe poison              Destroys  red blood  cells,  victim
                              takes  1  point of damage  per  day
                              (Cumulative).  Example: Day 1, take
                              1   point.    Day   two,   take   2
                              points...etc...

Mold poison                   Causes 1d12 or 2d12, a rare form is
                              said to cause 4d20

Monkshood                     This poison causes accute  vomiting
                              and diarreha  for 1-4 (1d4) and  if
                              a save is not made (+1), the victim
                              will have intense convoultions  and
                              die  in  severe pain in  2-8  (2d4)
                              segments

Morphus                       A  clear  citrus-smelling   liquid.
                              Fumes  will cause victim  to  sleep
                              for  1 - 6 turns (After a round  of
                              contact).   Morphus  is  used  like
                              chloroform  for abductions and  the
                              like,  and  is a  potent  gas  when
                              mixed  properly.   Even  works   on
                              elves.  Save for no effect at -2

Mufa                          Odorless, colorless liquid.  Starts
                              in  1  - 10 rounds,  throws  victim
                              into painfull twisting convultions,
                              then  does 15 points of damage  per
                              round     until    victim     dies.
                              Convultions  have a 50%  chance  of
                              causing  an extra 1 - 6  points  of
                              damage  in each round.   No  saving
                              throw

Myconid-H                     Save   vs.   poson  or   begin   to
                              hallucnate  for 2-16 (2d8)  rounds.
                              Roll below:

                               -   01 - 10 : Cower & Wimper
                               -   11 - 15 : Stare into nothngness
                               -   16 - 18 : Run in a random direction
                               -   19 - 20 : Attack the nearest creature

Myconid-P                     Save  vs.  poison  or  be   totally
                              passive.   Victim may  only  watch,
                              cannot  take  any actons,  even  if
                              they are being attacked.  Lasts for
                              2-6  (1d6, treatng all 1's as  2's)
                              rounds

Naral poison                  Save vs. poison or take 6-36  (6d6)
                              damage

Narcosis                      Once  introduced into the body,  is
                              takes effect for 1 - 4 rounds, this
                              poison   causes   severe   nitrogen
                              narcosis (Similar effect to comming
                              up  from  300'  underwater  to  the
                              surface  in  1 second).   Save  for
                              half  damage.  Poison  lasts  until
                              dispelled.   Does  7 -  12  (1d6+6)
                              damage per round and victim  cannot
                              move

Nettle                        A  light brown powder  that  causes
                              extreem   skin  inflamation.    The
                              burning,  itching  &  stinging  can
                              last up to 20 days.  This causes -3
                              to  hit and -2 to damage and  armor
                              class

Nibon                         An odorless colorless liquid.  Does
                              6  - 48 (6d8) damage, starts  in  1
                              round, runs it's course in 1  turn.
                              Save for half damage made at -4

Nightcrawler poison           Save vs. poison or take 7-56  (7d8)
                              damage  and be paralyzed  for  that
                              long

Nightseeker poison            Save vs. poison or take 3-12  (3d4)
                              damage

Ninthla poison                Anything  under  12 hit  dice  must
                              save  or  die, any that  does  save
                              will  fall into a  catatonic  state
                              for 1-20(1d20) days

Nyosan butterfly poison       Save vs. poison or take 2-12  (2d6)
                              damage

OOPS!                         A   clear  liquid  that  is   often
                              mistaken  for  Holy  Water.   While
                              under the influence of this poison,
                              any  type of spell  which  divulges
                              color  (such  as  TRUE  SIGHT,   or
                              DETECT  ALIGNMENT) will reveal  the
                              exact opposite color!.  This poison
                              is  sometimes  called   ColorBlind.
                              Duration: 2-12 (2d6) days

OUCH!                         A very deep ruby red gel or  liquid
                              that  tastes like listerine.   This
                              "poison" holds damage, that is  the
                              next  SIX times the  imbiber  takes
                              damage,  the fluid will "hold"  the
                              damage  so that the body  does  not
                              really take it.  This damage can be
                              cured before  the body really takes
                              the damage.  This is only good  for
                              SIX  hits, for on the SEVENTH  hit,
                              the fluid's power is dispelled  and
                              the imbiber takes ALL damage  taken
                              in  the  previous seven  hits  that
                              hasn't been cured yet!

Oliander poison               Save  vs.  poison or  the  victim's
                              heart stops and death ensues

Opia                          A brown powder with a  honey/almond
                              smell.   When drunk  (it  dissolves
                              into liquids instantly), it  causes
                              blindness  within  1  -  6  rounds.
                              This  is temporary, lasting 1 -  10
                              rounds.  Save for no effect

Optical-A                     Causes blindness equal to the 30  -
                              characters constitution

Optical-B                     Causes  double vision for  30  days
                              less characters constitution

Optical-C                     Causes    inflamation    of     the
                              characters tear ducts, makeing  the
                              character  susceptable  to   taking
                              damage from bright lights

Orvas                         This is a translucent liquid with a
                              green   cast  and  a   bitter-sweet
                              taste.   It does 1-6  (1d6)  damage
                              upon   entering   the   bloodstream
                              (immediately  if introduced into  a
                              wound   or  scrape,  or  in   18-24
                              {1d6+17}  turns  if  introduced  by
                              ingestive  means),  and  1-4  (1d4)
                              points  of damage on the  next  two
                              rounds.   A  successful  save   vs.
                              Orvas means that it is  ineffective
                              against that creature.  Orvas is an
                              antidote to Varrakas if  introduced
                              into   the   bloodstream     before
                              Varrakas has run it's course  (Both
                              counterace each other)  Orvas works
                              only on mammals

Pain                          Causes   severe  pain  making   the
                              victim  -1 to hit for 2 - 12  (2d6)
                              days (Cumulative)

Paralasys                     Causes paralasys for 1 - 4 turns

Phraint poison                Save vs. poison or take 2-7 (1d6+1)
                              damage

Phraint venom                 Also  called "Hive Drink", This  is
                              VERY  POTENT, does  1d100-1  damage
                              (0-99), a save indecates that  2-20
                              (2d10)  points  can  be  subtracted
                              from the total poison damage

Pink lightning                Pinkish  fluid,  Does  5-20   (5d4)
                              damage, starts in 1-6 (1d6) rounds,
                              runs  it's  course in  1-3  (1d6/2)
                              rounds.  Save for half damage at -4

Pit viper venom               Save  or die else take  3-18  (3d6)
                              damage

Poison Ivy toxin              Causes  a skin rash that makes  the
                              creature -1 to -4 to hit and -2  to
                              armor class

Poison ivy hedge toxin        Save  vs. poison (-3) or  take  1-6
                              (1d6) damageand be at -3/-3 for  28
                              turns  -  constitution  because  of
                              itching

Poison pie                    This mushroom powder is always off-
                              white  and  smells  like  radishes.
                              When     consumed,    it     causes
                              destruction of the gastrointestinal
                              tract.  Save vs. poison or take  4-
                              32 (4d8) damage

Pollen poison                 Damage done is in d4, the number of
                              dice  damage  done is equal  to  20
                              minus  the  victims   constitution.
                              This poison does NOT break down, so
                              it  will  effect the  victim  every
                              hour until neutralized (Death  does
                              not neutralize a poison)

Praka                         Small   blue   &   white   speckled
                              pellets.   Starts in 1 - 4  rounds,
                              does 20 points of damage each round
                              until    death.    Causes    vivid,
                              monsterous   hallucinations;    25%
                              chane  of  permenant  insanity   in
                              victim  somehow survives.  Save  in
                              each  round for half damage at  -5,
                              but still eventually fatal

Prespa                        (Also   called   "Mother's   Bane")
                              This  is  an  odorless,   colorless
                              liquid that mixes readily with  any
                              drinkables except for milk and it's
                              byproducts (from which it seperates
                              almost instantly).  Effective  only
                              in  humans,  and  only  if  it   is
                              ingested.   It causes sudden  dizzy
                              spells  and  visual  disorentation,
                              beginning 1-3 (1d6/2) rounds  after
                              ingestion  and lasting 1-12  (1d12)
                              rounds.    During  this  time   the
                              victim moves unsteadily and  fights
                              at -2 to hit and +2 worse on  armor
                              class if having normal vision.   If
                              the  victim  has  infravision,  the
                              effect is only -1/+2.  At the  same
                              time,   the  victim   endures   1-2
                              (1d4/2)   damage  per   rounds   as
                              surface  blood  vessels  burst  all
                              over  the body (Giving a  blotched,
                              reddenedappearance  to  the  skin).
                              Each  round  a  successful   saving
                              throw will avoid the damage, but if
                              the  victim suffers injury  through
                              combat  or misadventure during  the
                              round, no saving throw is allowed

Pseudo-Dragon poison          Save  vs.  poison or  fall  into  a
                              catatonic state for 1 - 6 days

Purple worm poison            Save  vs. poison or die  else  take
                              2d4 damage

Pybra poison (Bite)           Take 3-18 (3d6) damage (No save!)

Pybra poison (Spit)           Take 2-7 (1d6+1) damage

Pybra poison (Sting)          Save vs. poison or take 3-18  (3d6)
                              damage

Pybra venom                   Does 1d2 to 6d2 damage, this is  an
                              acidic  venom, so if a save is  NOT
                              made,  the victim will take  double
                              damage from the acid.

Quaggoth toxin                Save vs. poison (-4) or be  stunned
                              and  walk  in a  random  direction.
                              The  victim will walk 1  round  for
                              each  point that they missed  their
                              save by.  If the victim cannot walk
                              in the rolled direction, they  will
                              simply  move off in another  untill
                              the toxin wears off

Quiggly toxin                 Save  vs. poison (-2) or the  toxin
                              causes a painful form of  arthritis
                              that manifests itself in the hands.
                              Every  time  a  dexterious   action
                              (pick pockets, remove traps,  spell
                              casting...)   is   attempted,   the
                              victim mst save vs. paralization or
                              fumble the action.  The toxin lasts
                              untill neutralized or the arthritis
                              is cured

Recursion                     This  poison  causes an  initial  1
                              point of damage and then the victim
                              must  save  vs.  poison.   If  they
                              miss,  they will take 1 more  point
                              of  damage  and  must  save  again.
                              This will continue until the victim
                              dies or a save is made.

Red Slaad pellets             When these pellets come in  contact
                              with  bare  skin, the  person  must
                              save  vs. poison or die in 3  -  36
                              (3d12) hours  (Only a CURE DISEASE,
                              SLOW POISON, NEUTRALIZE POISON,  or
                              BARKSKIN will affect this "poison",
                              any of the above will stop it)

Red Urched poison             Save vs. poison or sleep for 1 -  4
                              turns

Red fang toxin                Does 3-12(3d4) to 8-32(8d4) damage.
                              This toxin will paralyze all  elves
                              for 3-8 (1d6+2) turns

Red mamba venom               Save  vs. poison (-3) or take  2-12
                              (2d6) to 6-36 (6d6) damage

Redback mushrooms             This  mushroom powder has the  same
                              chemical makeup as the potion  used
                              in   the   IDENTIFY   spell,   when
                              consumed, the same effect occurs

Redbog poison                 When comming into contact with  the
                              air, this poison oxidizes into a 60
                              foot  could of redish  opaque  gas.
                              Anyone  or thing that is  under  12
                              hit  dice must save or fall into  a
                              deep  sleep  for 1  -  100  (1d100)
                              rounds.   Anyone over 12  hit  dice
                              that does not save is slowed.  This
                              poison  will  even  put  elves   to
                              sleep!

Retch                         Derived from the retch plant,  this
                              toxin  has  NO saving  throw.   Any
                              victim will vomit and heave for 1-3
                              (1d6/2)  rounds  and  lose  50%  of
                              their current strength for 6  turns
                              (1 hour)

Rhododendron                  Save  vs.  poison  or  this  poison
                              causes   vertigo   and   headaches,
                              watering of the eyes and fluttering
                              of the heart that is followed in 2-
                              8  (2d4)  rounds by  irregular  and
                              slow    pulse   convoultions    and
                              paralisys  of  the arms  and  legs.
                              The victim will die 12 rounds after
                              the slowed pulse begins

Rhubarb poison                This poison shuts down the  victims
                              kidneys,  so  that each  day  after
                              poisoning, the victim must roll 3d6
                              under  their constitution  or  die.
                              Each  successive day adds 1 to  the
                              die roll (cumulative)

Rock poppy                    Save vs. poison or turn to stone as
                              per FLESH TO STONE spell

Rockworm acid                 Does 7-32(5d6+2) damage

Roper poison                  Save  vs. poison or lose  one  half
                              strength for 1 - 4 days

S                             Sleep  Poison,  After  two  rounds,
                              acts  as  a SLEEP  spell  upon  the
                              victim (Causes No damage, but  this
                              will even put elves asleep)

Salt spider poison            Save or Die!

Sand poison                   A RARE FORM of poison made by  dune
                              stalkers  that does 1d6 damage  and
                              if  a save vs. poison is not  made,
                              the victim takes 2d6 more damage

Screamin' scarlet poison      Causes  a  scarlet  rash  that  has
                              intense  itching.  The victim  will
                              commense to itch the rash causing -
                              3  to  hit and -3 to  armor  class.
                              This  will last until  neutralized.
                              To   neutralize   it   requires   a
                              NEUTRALIZE  POISON and one pint  of
                              holy water

Sea demon poison              Does 4-24(4d6) damage and paralyzes
                              victim  for 1d6 days unless  victim
                              is  an elf or an undead,  in  which
                              case  they dissolve for  2-24(2d12)
                              points  of  damage  per  round  (No
                              save)

Shaggy beast fluid (Bite)     Causes 2-12 (2d6) damage

Shaggy beast fluid (Stinger)  Causes 1-8 (1d8) damage

Sheet ghoul acid              Does 2 - 7 (1d6+1) damage (No save)

Silver Urchen toxin           Save vs. poison or this poison will
                              shut   down  the  central   nervous
                              system  of the victim, putting  the
                              creature in a comatose state for  1
                              - 3 days

Silver lightning              Silvery  liquid.  Does  5-40  (5d8)
                              damage,  sets in immediately,  runs
                              it's  course in 1-6  (1d6)  rounds.
                              Save for half damage at -3

Silver lotus                  Light  silver  liquid  or   powder,
                              smells like lotus flowers.  Does  7
                              - 42 (7d6) damage, starts in 1 -  2
                              turns,  runs it's course in 1  -  6
                              turns.       Reduces       victim's
                              constitution  by 1 point for  every
                              10 points of damage taken.   System
                              shock  roll is required  for  every
                              point  lost; Failure means  instant
                              death.   Constitution  points   can
                              only be regained by rest.  Save for
                              half damage

Skorpadillo poison            Paralyzes victim and does 6-36(3d6)
                              damage, Save for no damage

Skorpoon poison               Does 1-4(1d4) to 4-16(4d4)  damage,
                              save for no damage

Skyzorr'n poison              Save vs. poison or take 2-5 (1d4+1)
                              damage   and  lose one  point  from
                              strength  and  dexterity  for   2-8
                              (2d4) turns

Slowness                      Causes  effects similar to  a  SLOW
                              spell  cast by a Magic User of  the
                              same level as the person that  made
                              the poison

Sluggoth acid                 Does 3-18(3d6) to 8-42(8d6) damage

Snig venom                    Save vs. poison or take 8-64  (8d8)
                              damage.  Save indicates half damage

Snow snake venom              Save vs. poison or the victim  will
                              freeze  solid.  If a save is  made,
                              the victim will take 4d8 damage.



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