Poison List - Part IV
Jon A. Lambert
jlsysinc at ix.netcom.com
Fri Oct 31 00:32:52 CET 1997
Snow spider poison Does 3-24(3d8) damage (Half if save
is made) and victim is blinded for
1-10(1d10) turns. If the save is
missed, the victim is permenantly
blind
Spell poison When this poison is introduced into
the blood stream, it releases a
random spell. After that, any
wound recived fires off another
random spell. This goes on until 2
- 12 (2d6) spells have been "cast"
(This does NOT incluse the original
spell) or 7 days have passed
Spice poison Comsuning this poison or skin
contact with it will cause 2 - 10
(1d6+1d4) damage, and will also
counteract the next TWO potions
that the victim consumes (They will
be gone but will NOT take effect)
Spiga venom Does 2-12(2d6) to 12-72(12d6)
damage and paralyzes the victim. A
save indicates half damage and no
paralyzation.
Spiny slayer poison Save vs. poison or take 8-64 (8d8)
damage. A save indicates half
damage
Spore poison Damage done is 2d6 to 7d6, Half if
save
Sporoid mushroom poison This poison effects the lungs, as
it causes the lungs to shut down.
The victim can't breath and they
will take no damage for one round
per point of constitution hit dice
bonus, after that they take one
point of damage and one point off
of their intellegence until dead or
the poison is neutralized. If
their intellegence goes to zero,
they are brain dead and must be
raised. Lost intellegence points
may be recovered be a RESTORATION
spell
Stego-centipede Save or die. If save is made, take
3-12 (3d4) damage
Steroid mushroom poison Save vs. poison or this mushroom
dust will act upon the victim as a
12th level druidical CONFUSION
spell
Stingray poison Save vs. poison or be paralyzed for
5 - 20 (5d4) rounds and take a like
amount of damage, else take 1 - 3
points of damage
Stingwing poison Save vs. poison TWICE or die. If
both save are made, save again, if
successful take 3-18 (3d6) damage,
if failed, take 6-36 (6d6) damage
Stirge sweat Brownish, sap-like liquid. Does 6
- 24 (6d4) damage, starts in 2 - 4
(1d4+2) rounds, runs it's course in
2 - 8 (2d4) rounds. Save for no
damage
Stonefish toxin This toxin from the stonefish is
given is small doses in respect to
the intense pain that is causes.
The pain, which is described as
instantainious, intense, sharp, and
burning radiating within minutes
from the wound site, involving the
entire leg, groin, abdomin, or if
in the upper extremities, the
armpit, shoulder, neck and head.
The pain may become so severe that
the victim thrashes about, rolling
on the ground, screaming in agony,
and at times losing consciouness.
The areas around the wound (and
extremity) become numb, a condition
that continues for 2-12 (2d6) days
(In some cases the limb has been
paralyzed for three weeks). Death
(If the save failed) will happenone
to six (1d6) hours after the
initial onset of the toxin. Each
successive dose will reduce the
victim's save by one for each dose
introduced. This is permenant (It
is also against future saves as
well!)
Stunjelly poison Save vs. poison or be stunned and
paralyzed for 5 - 20 (5d4) rounds
Sunbear saliva Causes victim to burst into flames
for 1-8(1d8) damage per round.
Save for half damage. Holy water
will extinguish the flames as will
a PYROTECHNICHS spell
Sundew acid Does 1 point of damage per round,
lasts 1-10 (1d10) rounds. Oil
washes it off
Surchur saliva This saliva causes 2-8 (2d4) damage
per round until neutralized.
Either salt water or a NEUTRALIZE
POISON will do this
Svirfneblin acid Instantly destroys any armor worn
by the victim and causes 2 - 8
(2d4) damage in the process
Svirfneblin poison Causes 1 - 3 damage, stunds for 1 -
3 rounds and then SLOWs the victim
for 1 - 6 rounds
T'cheem Save vs. poison or the victim will
sucumb to the effects of a REVERSE
GRAVITY spell. They must save each
round for 1-6 (1d6) rounds
Taer elixir Save vs. poison (+1) or become
nauseated for 2-5 (1d4+1) hours
(12-30 turns), causeing -2 to hit
and -1 to damage
Teko Light blue oil. Does 4 - 32 (4d8)
damage, starts in 1 round, runs
it's course in 1 - 3 rounds. Save
for half damage at -3
Temperature Alteration Raises or lowers the victims body
temperature up or down by 2 to 12
degrees (also causing a like amount
of damage, lasts for 3 minutes)
Tenamort poison Save vs. paralyzation or be
paralized for 1 - 6 rounds and the
characters internal organs will
begin to soften so that they will
take double damage from and
physical attacks for 1 - 12 days or
until a HEAL spell is cast upon
them
Teneborus poison Does 1-6 (1d6) damage and save (-3)
or be paralized for 6-36 (6d6)
turns
Teneborus toxin Does 4-40 (4d10) damage, save (-3)
for half damage
Terragon poison A rare spice which if comsumed raw
will cause 6 - 60 (6d10) damage to
the victim, and will cause 3 - 30
(3d10) if placed in contact with
bare flesh. (There is no save vs.
poison when flesh contact is made)
Thaykhay poison Save vs. poison or take 2-20 (2d10)
damage
Thessalhydra acid Causes 1-20 (1d20) damage, 1 point
per round
Thri-kreen venom Save vs. poison or be paralized for
2-16 (2d8) rounds
Thrum A light blueish liquid, smells like
sour lemons. Does 6 - 36 (6d6)
damage. Starts in 1 - 4 rounds,
runs it's course in 1 - 3 turns.
Save for half damage
Tigerfly poison Save vs. poison or take 4 - 24
(4d12) damage and be paralized for
1 - 6 rounds
Timewasp poison Save vs. poison (-1) or take 8-80
(8d10) damage and be timestopped
for a same number of rounds
Tomatoeleaf poison Save vs. poison or die, else it
effects as a HURT spell on the
victim
Touch-Spice poison Any contact with this poison causes
sensory deprivation, depending of
course, on how long (one round of
contact equals one contact), or how
many times contact is made.
Consult the following chart:
-----------------------------
1...Touch
2...Smell
3...Taste
4...Hearing
5...Sight
6...Balance
7...Touch*
8...Smell*
9...Taste*
10...Hearing*
11...Sight*
12...Balance*
13...Death of victim
14...Disintigration of victim's body
* = Permenant loss (Only a WISH will restore)
Toxic toad spittle Save vs. poison or take 4-32 (4d8)
damage. Save indicates half damage
Tri-flower pollen Save vs. poison (-1) or sleep for
1-4 (1d4) days
Tri-flower sap Does 2-8 (2d4) damage per round
until neutralized. Water will wash
it off
Trif Odorless, light gold liquid. Does
5 - 30 (5d6) damage, starts in 1 -
4 turns, runs it's course in 1 - 12
rounds. Reduces victim's dexterity
by 2 points for every 10 points of
damage taken. This is only
restored by rest. Save for half
damage at -2
Triffid poison Save vs. poison or take 4-24 (3d6)
damage. Save indicates half damage
Trivern poison Save vs. poison or take 8-48 (8d6)
damage, a save indicates half
damage
Trollsblood Grayish green fluid. Does 4 - 48
(4d12) damage, starts in 1 - 4
rounds, runs it's course in 1 - 6
rounds. Save for no damage
Tubon A pale yellow liquid or powder,
smells like ripe mellons. Does 5 -
30 (5d6) damage, starts in 1 - 10
rounds, runds it's course in 1 - 6
turns. Save for half damage at +1
Twilightbloom poison Save vs. poison (-2) or die
Tylatch Clear liquid, smells like
sandlewood. Starts in 1 round,
runs it's course in 6 turns, doing
10 points of damage per turn.
Victim fall instantly asleep,
cannot be awakened. Save for half
damage at -2. If victim survives,
they will awaken after the 6 turn
duration
Ulcrun This is a milky white, viscous
liquid that is effective on all
warm blooded creatures, by
insinuation only (No saving throw).
Two rounds after contact, it causes
1-4 (1d4) damage to the muscular
system - weakening and softening
tendons, ligaments, bones and
cartilage. On the following round,
it causes 1-12 (1d12) damage and
then take 1-4 (1d4) damage on the
third round after which the effects
of the poison pass. Until healing
processes (either natural or
magical) counter it's damage, the
effected creature will have lost 1-
4 (1d4) points of strength and
dexterity
Uropygus gas Save vs. poison (-3) or
fight/defend at -3 due to nervous
spasms, lasts for 3-18 (3d6) rounds
Ustilagor acid Causes 2-5 (1d4) damage per round
for 2 rounds
Valley-lilly A neuro-toxin that effects the
pulmanary muscles. It causes the
heart to beat at a very irregular
rate. The beat will be 1-100
(1d100) per round. Victim will
take 30 - constitution per round.
Toxin lasts 1-6 (1d6) rounds
Varrakas This is a thick black syrup. To
avoid detection, single drops are
added to gravy or dark sauces, but
the effects increase with each dose
(drop) ingested. Varrakas has a
slightly oily taste, but no strong
flavor. Every drop of Varrakas
does 1-4 (1d4) damage when it
enters into the bloodstream (It
bypasses the digestive system by
masquerading as a nutrient). It
lies dormant for a period of 18-24
(1d8+17) rounds after ingestion.
Varrakas is only an ingestive
poison. It is effective in ALL
mammals
Vedya Pale purle liquid or powder, smells
like rasins. Does 10 - 100
(10d10), starts in 1 - 6 turns,
runs it's course over a period of 1
- 6 days (assess appropriate points
of damage each day, dividing total
into one hour increments).
Agaonizing very slow death. No
saving throw
Velvet slime mold poison Save vs. poison or take 2-8 (2d4)
damage
Vilmat Clear oily liquid. Does 6-36 (6d6)
damage, starts in 3-7 (1d4+3)
rounds, runs it's course in 1 turn.
This actually reduces the creatures
intellegence by one point per six
points of damage taken. THIS LOSS
IN PERMENANT. A restoration is
required to recover the lost
points. Save indicates half damage
Vocal The effect of this poison would
only effect spell casters, as it's
effects on the vocal cords are the
same as if the victim had inhaled
helium (No vocal components can be
used while poison is in effect).
Lasts 24 hours
Voloe poison Does 1-3(1d3) to 4-12(4d3) damage
and blinds the victim, save for no
blindness
Vord poison Save vs. poison or be paralyzed
until cured. A save indicates the
recipient creature has a muscular
slowdown, the creature will be
SLOWed until it/they recieve a
NEUTRALIZE POISON spell
Wave This poison dehidrates 5 points of
damage per round (double for water
creatures). A NEUTRALIZE POISON
will not stop this, only a CREATE
WATER will. Duration: Until death
or stopped. No save
Weakness Causes a permenent loss of 2 - 8
hit points
Weeverfish toxin Weeverfish toxin generally produces
instant pain which comes
progressively more severe until it
reaches an excruciating peak. The
severeity of the pain is such that
the victim frequently thrashes
about wildly, and may lose
consciousnes. These symptoms last
anywhere from 2-24 (2d12) hours and
are accompanied by headaches,
fever, chills, cardiac
palpitations, and convoultions.
Death will occur if more than one
dose is given. No save vs. this
one. It is used commonly by the
upper echelon of the assassin's
guild as a warning (One dose only
causes the pain and convoultions)
Whisper wasp poison Save vs. poison or fall asleep
(Instantly) for 8-96(8d12) days, a
save indicates groginess (-2 to
hit, -2 to Armor class)
White hydra This is an acid which freezes upon
contact with the air, it does 6-
36(6d6) damage
Whither A rare blend of herbs and spices
that causes a unique chemical
breakdown in the body, lasts for 10
rounds. Save each round or lose
one constitution point
(Permenantly)
Wiess A desert poison that causes the
skin to break down. It causes the
pigment cells in the skin to die,
turning the creature into an albino
within a matter of weeks (20
days).
If subjected to intense light (such
as desert sun), the creature will
take two (2) points of damage per
turn in the sun
Wimp poison No save vs. this one, as it always
does only 1 point of damage
Wind devil toxin Save vs. poison or take 4-32 (4d8)
freezing damage per round until
cured. Save each round for half
damage
Witchhand A clear liquid, almost impossible
to detect. Upon contact with flesh
it does 3 - 24 (3d8), starts in 1 -
4 rounds, runs it's course in 1 -
10 rounds. Save for no damage
Witherstench fluid Save vs. poison or be retching and
vomiting causing the victim to be
unable to defend or attack for 1 -
10 rounds (Less the victim's
constitution bonus, Not to go less
than 1 round of retching)
Witherweed smoke When released, this thick oily
smoke expands into a 20 foot x 20
foot cloud and all inside it take 2
- 12 (2d6) damage with no save
Wobra poison Gotten from a rare form of a cobra,
this poison does 2-12(2d6) damage
then lies in state in the body for
2-8(2d4) turns. It then becomes
active again doing 1-8(1d8) damage
each round until neutralized. A
SLOW POISON spell will add 2-
12(2d6) turns to the "sleep" time
of the poison, or if it has
awakened, it will cause "dormancy"
for 1-4(1d4) rounds.
Wolf spider poison Does 1-4(1d4) damage
Wyvern venom Save vs. death else take 1 - 6
(1d6) points of damage
Wyverwraith poison Save vs. poison or take 9-54 (9d6)
damage, save indicates half damage.
Save again or lose one life level,
if successful, take 1-4 (1d4)
damage
X Causes 10 points of damage until
death occurs
XX Causes Instant Death (Save
indicates no effect)
XXX Causes Instant Death (No Save)
Yaanth poison Save vs. poison or be paralyzed
forever (It never wears off!)
Yaksa A white liquid or powder, smells
like cherries. Does 4 - 32 (4d8)
damage, Starts in 1 - 8 rounds
after contact, runs it's course in
1 - 4 turns. Save for no damage at
+2
Yellow peril poison Save vs. poison or take 7-42 (7d6)
to 12-72 (12d6) damage
Yellow peril toxin Does 4-16(4d4) to 7-28(7d4) damage,
save for no damage. Anyone who has
been damaged by this toxin will
retain a yellowish tint in their
skin until a RESTORATION spell is
cast upon them
Yellow urchen poison Save vs. poison or be paralyzed for
1 - 6 days
Yellowback mushroom poison When this mushroom powder is
consumed, it disolves into a
chemical that causes an chemically
induced "Power Word, STUN"
Yellowbog Poison When this poison comes in contact
with the air, it oxidizes instantly
into a 10 - 60 foot diameter cloud
(1d6*10). All creatures in the
cloud take 3 - 18 (3d6) damage per
round. Save for half damage
Yellowbog poison When this poison comes into contact
with the air, it oxidizes
instantly, creating a cloud (10 -
60 feet in diameter). All in the
cloud taking 3-18(3d6) damage per
round (Save for half damage)
Zebrilla toxin Does 1-4 (1d4) damage and the
victim must save or fall into an
epileptic state that lasts 1 round
+ 1 round for each point that they
missed their save by. If a 1 was
rolled, the epilepsy lasts for 5
turns and has a 10% chance of being
permenant
Zzotza This toxin gets NO save. It does
1-20 (1d20) damage, 1 point per
round. But the victim is stunned
and placed into a gassious state
for the duration as well
More information about the mud-dev-archive
mailing list