@database Gifte.guide @Master gifte.texi @Width 72 This is the AmigaGuideĀ® file Gifte.guide, produced by Makeinfo-1.55 from the input file gifte.texi. @Node Main "Poisons, toxins, venoms, and acids" This document reveals most of the poisons, toxins, venoms, and acids that have been discovered in use around the realms. The terms are described below. Note that some of these are real-life poisons and should @{b}Not Ever@{ub} be considered for anything other than game use. @{" The Poisons " Link "The Poisons"} @{b}Poison@{ub} Some form of harmful substance that exists in naturally with no alterations from PC's (Other than the collecting of said poison) @{b}Toxin@{ub} A damaging substance that does not occur in nature. A toxin must be produced manualy by an alchemist or assassin. Mixture: A substance that is used as a poison, but must be made and produced by magic. @{b}Venom Spit@{ub} A damaging substance that is produced only within the glands of an animal. Generally thought to be the strongest of the poison types, but also the hardest to collect. @{b}Acid@{ub} A corrosive substance that either exists in nature, is produced by an animal gland, or is produced by someone. Causes damage upon contact but can usually be washed off upon initial contact to stop damage, unlike a poison. @{b}Ingestive@{ub} This form of poison is the most common. To effect a creature, it must first ingest the poison. This means that the creature must eat the poison one way or another. Getting a poison in this form is of a normal cost. @{b}Insinuative@{ub} This form of poison will effect a creature just by getting it into it's blood stream. This is the form of poison that is used on weapons. (And in specialized weapons as a Dagger of Venom). This form of poison costs an extra 50% to create (Cost * 1.5) @{b}Contact@{ub} This form of poison will effect a creature just by coming in contact with the poison. This is one of the most expensive and most dangerous forms. Many a user has slain themselves through carelessness. This form of poison costs 300% normal cost (Cost * 3) NOTE: This form of poison is easily bypassed by thick gloves. However I have heard of an assassin which mixes acid and poison for just that sort of case. @{b}Gas@{ub} This form of poison is very dangerous. It will effect everything within range. You will have to pay a pretty gold piece for any alchemist to add an oxidizing agent to a poison and it's expensive to ask someone to risk their life for that. This form costs 1000% normal costs (Cost * 100). The normal effect is a sealed vial which when broken will produce a 20' x 20' x 20' cloud of gas. @{b}Antidotes@{ub} Antidotes are available if a sample of the poison is made available. The antidote usually cost 120% of the purchace price of the poison. Antidotes take approximately one week to create, and must be administered within 2 rounds of the toxification to be effective. If no sample of the toxin is availible, one cam be distilled from a blood sample, but that will take approximately a month and a 1,000 extra gold (by then it's too late anyway). @{" Note to GM's " Link "Note to GM's"} @EndNode @Node "Note to GM's" "Gifte.guide/Note to GM's" @Next "The Poisons" @Prev "Main" @Toc "Main" Note to GM's ************ These poison (toxins...etc...) have not been assigned any price or dosage for effect (with few exceptions). These things are up to you. This also goes for availability of these and antidotes (Note thought that there are a few that have no known antidote!) The only other note I should make is to keep these in control. To many can really throw a game out of balance. For assassins to study these, I usually allow them on type (Poison, Toxin, venom...etc...) to learn and they may learn how to use, collect, produce.. it from 5th level on. For each level afterwards, they may learn one more from that type of poison. @EndNode @Node "The Poisons" "Gifte.guide/The Poisons" @Prev "Note to GM's" @Toc "Main" The Poisons *********** @{" A " Link "A"} @{" B " Link "B"} @{" C " Link "C"} @{" D " Link "D"} @{" E " Link "E"} @{" F " Link "F"} @{" G " Link "G"} @{" H " Link "H"} @{" I " Link "I"} @{" J " Link "J"} @{" K " Link "K"} @{" L " Link "L"} @{" M " Link "M"} @{" N " Link "N"} @{" O " Link "O"} @{" P " Link "P"} @{" Q " Link "Q"} @{" R " Link "R"} @{" S " Link "S"} @{" T " Link "T"} @{" U " Link "U"} @{" V " Link "V"} @{" W " Link "W"} @{" X " Link "X"} @{" Y " Link "Y"} @{" Z " Link "Z"} @EndNode @Node "A" "Gifte.guide/A" A * @{b}A@{ub} Causes 6-10 points of damage (1-6, 1-8, 1-10) @{b}AA@{ub} Causes six or less points of damage (1-3, 1-4, 1-6) @{b}Achaierai poison@{ub} Creates a poison gas cloud which does 2d6 damage (no save) , then save vs. poison or go insane for 3 hours as the druid @{b}Feeblemind@{ub} spell @{b}Ajida@{ub} Odorless, colorless liquid. Does 5d12 damage, starts in 1-6 rounds, runs it's course in 1-3 turns. Vision grows dim after victim takes 10 points of damage, continues to dim until 30 points of damage is taken, at which time victim is functionally blind. Only a @{b}Cure Blindness@{ub} spell will neutralize this effect. If blindness does not occur, victim's vision will clear in 2-5 turns. Save for half damage at-4 @{b}Amber death@{ub} Appears as a thin amber colored carbonated liquid or amber gel. Starts in 1d4 rounds, and runs it's course in 2d10 rounds. Damage is equal to the total hit points of the victim divided by the number of active rounds of the poison. (Round *ALL* fractions up!) @{b}Antman poison@{ub} This poison does 4d6 damage,save for half @{b}Archer bush poison@{ub} Save vs. poison or die. If save ismade, victim loses half their remaining hit points @{b}Ascomoid spores@{ub} Save vs. poison or die in 1d4 rounds. If save is made, the victim is blinded and stunned for 1d4) . Victim gains NO shield or dexterity bonus @{b}Asp toxin@{ub} Save vs. poison or take 1d8 damage per round for 20 rounds (or until cured) . Save each round for half damage @{b}Asp venom@{ub} Does 4d6 points of damage @{b}Assassin bug poison@{ub} Save vs. poison or be paralyzed for 1d6+6 rounds, a save indicates that it effects the recipient as a SLOW spell for 1 turn @{b}Assassin snake toxin@{ub} Created from a mixtre of varioustypes of snake venoms. Due to a constant state of instability, the save and damage results must be rolled for at time of induction: Rolled \# Save Result 01-04 +3 Incapacitated 05-08 +2 Death 09-11 +1 2d4 damage 12-14 3d4 damage 15-17 -1 Incapacitated 4 days 18-19 -1 Incapacitated 12 days 20 -3 Death @{b}Assassin's venom@{ub} A standard poison for assassins, itdoes 1d20 per day of brewing time (an average dose does 1d20 to 4d20, but cannot exceed 10d20 in damage) . It costs 500 gold per day to make and if a 5,000 gold piece gemstone is powdered and added to the brew, the poison will do an additional 1d12 damage per gemstone per day (one stone per day maximum) @{b}Ayala@{ub} Scarlet fluid. Does 4d6 damage, starts in 2 rounds, runs it's course in 1-3 rounds. Save for half damage at-3 @EndNode @Node "B" "Gifte.guide/B" B * @{b}B@{ub} Causes 10-20 points of damage (2d6, 2d8, 3d6, 2d10, 1d20) @{b}Bamboo poison@{ub} Damage done is 1d8 to 4d8, and thecreature is-1 to-4 to hit for 1-6 days afterward due to skin irritation @{b}Banded krait venom@{ub} 77\% chance of death, no save. If this venom is left out in the open air, it will evaporate in 1d4+3 segments @{b}Baneberry@{ub} Save vs. poison or victim now has double chance to catch lycanthropy, decreasing 1\% per week until down to normal percentages @{b}Barba amarilla@{ub} Save vs. poison or all voulentary muscles will cease to function for 1d4 days. Save at-2 @{b}Belpren@{ub} This is a luminescent blue acidic substance does 1d12 damage instantly upon skin and internal tissues (No save) . Further applications of Belpren will not cause any more damage to the effected area, but the damage given above is for a roughly hand-sized area of exposure; for each additional area exposed, add an additional 1d12 damage. However, no damage will be taken if used internally (As Ingestive poison) , it will cause only immediate and invoulentary vomiting. Belpren will not corrode metal, nor will it harm cloth or cured leather. It dries and becomes ineffective in but a single round when exposed to open air, so it cannot be used as a blade venom. Belpren is neutralized by lamp oil. Belpren is effecting on all creatures @{b}Birdsnake venom@{ub} Save or take 2 points of damage per round for 1d10 rounds. A save indicates half damage @{b}Black hydra@{ub} This is an acid that bursts into flames upon cotact with the air, annd does 6d6 damage @{b}Black mead@{ub} Clear liquid or gel, smells like honey. Does 10d8 damage, starts in 1 round, runs it's course in 15 rounds. Causes disorentation (-2 to hit, damage, 30\% chance of spell failure) after 20 points of damage are taken; Disorentation increases in steps of 10 points (Additional-1 to hit, damage, +5\% to spell failure) . This effect wears off 1-3 turns after poison has run it's course. Save for half damage at -4 @{b}Black scorpion poison@{ub} Paralyzes victim and does 9d4 to 16d4 damage @{b}Black widow toxin@{ub} Does 1d6 damage @{b}Black widow venom@{ub} Save vs. poison or take 1d4 damage per round for 10 rounds. Save for half damage each round @{b}Black willow acid@{ub} Causes 1d4 damage per round until neutralized. Water will wash this off @{b}Bleeding heart@{ub} This plant toxin causes irratic muscle spasms causing the victim to roll a system shock successfully or die immediately on the spot @{b}Blight worm poison@{ub} Save vs. poison or take 4d6 damage @{b}Bloodrot@{ub} Bloodrot toxin causes nausea, vomiting, faintness, vertigo, and insensability. It reduces the bodies physical strength to the point where the victim has to concentrate to keep their heart beating. Save at -1 or die in 3d6 rounds @{b}Bloodthorn elixir@{ub} This elixir is derived from the thorns and stalks of the bloodthorn vine. When used, one random limb of the victim will become paralyzed for 1d4+2 rounds. Save is made at -1 @{b}Blowfish oil poison@{ub} This poison is a modified Blowfishpoison, only it will paralyze the victim. It has no effect if the victim saves vs. poison @{b}Blowfish poison@{ub} Save vs. poison or be paralyzed for1-4 days, else victim effected by a @{b}Slow@{ub} spell for 2-12 turns @{b}Blue lotus@{ub} Topaz colored gel. Does 5d6 damage, starts in 1d4 rounds, runs it's course in 1d8 rounds. Paralisys sets in after 15 points of damage, wears off in 1d3 turns in victim survives. Save for half damage at-2 @{b}Blueback mushroom poison@{ub} Causes the victim to become dizzyand light-headed, causing a @{b}Fumble@{ub} spell and the loss of any sense of direction for 48 hours @{b}Bluebog Poison@{ub} Made from creatures from adifferent dimension, this poison is very rare. When it comes in contact with the air, it explodes for 8d8 damage is a 20 foot radius @{b}Boggle oil@{ub} This oil is alchemical preperation of boggle skin secretions. When used, the victim must save vs. paralyzation each time they attempt a movement. If the save is missed, they fall down. It takes one round to stand or sit again. The duration is 25-constitution rounds @{b}Boomslang@{ub} Save or die (at +2) @{b}Bracken poison@{ub} Destroys red blood cells (See Mistletoe poison) , victim takes 1 point of damage per day (Cumulative) and 3d6 damage is taken at introduction of poison into victim @{b}Braylock@{ub} An odorless, surupy amber liquid.Does 5d8 damage, starts in 1-2 rounds, runs it's course in 1 turn. Save for half damage at-1 @{b}Breek@{ub} An odorless colorless liquid. Does 5d8 damage, starts in 1-8 rounds, runs it's course in 1-4 turns. Save for no damage @{b}Buckeye honey@{ub} The honey from this rare plant will cause vertigo, confusion, and if a save is not made, the victim will go into a coma for 2d6 days @{b}Budwhipper mushrooms@{ub} This mushroom powder causes advanced drunkedness, the victim will pass out and will be out for 23-constitution rounds. Any alcohol consumed over the next week will cause a relapse into the previous state @{b}Buluka@{ub} Bluish paint-like substance. Contact does 3d10 damage, starts in 1-6 rounds, runs it's course in 1 turn. Save for half damage at -2. Leaves a blue discoloration after being applied @{b}Bumblebee toxin@{ub} There are three types of this toxin: Normal, Warrior, Queen. The toxin does 5d4 damage if no save is made (Half damage if save is made) . The save is adjusted according to the type of toxin used: Normal +0 save +0 damage Warrior -2 save +2 damage Queen -4 save +4 damage @EndNode @Node "C" "Gifte.guide/C" C * @{b}C@{ub} Causes 21-30 points of damage (3d8, 4d6, 3d10, 5d6) @{b}Cascabel venom@{ub} Save or die else take 2 points of damage per round until the venom is neutralized. The antidote to this venom works only 35\% of the time @{b}Cashew oil poison@{ub} Causes 4d6 points of damage @{b}Catfish poison@{ub} Does 2d4 damage, half damageif save is made @{b}Chak@{ub} White chalky fluid. Does 2-16 (2d8) damage, starts in one round, runs it's course in 1d3 rounds. This actually reduces the creatures dexterity by one point per six points of damage taken. @{b}This Loss Is Permanent@{ub}. A restoration is required to recover the lost points. Save for no damage at -5 @{b}Chayapa@{ub} A blue liquid, used on arrows,darts, needles, and sometimes in daggers of venom. It must be injected and works only on humaniods (ie: characters), never on monsters, and it sets in immediately. It's effect is to cause a deep sleep for 1d4+2 rounds. This poison will effect elves. Save for no effect @{b}Choke weed poison@{ub} Causes choking for 1d12 rounds (Incapacitating the victim) , in addition, the victim must save vs. poison or take 1d6 damage each round. This poison will not effect orcs or half-orcs in any way @{b}Chrysanthemums@{ub} Destroys the central nervous systemof the victim, Damage is 8d8. Save indicats one quarter damage @{b}Cobra dust@{ub} Save vs. poison (at -2) or beblinded until a @{b}Heal@{ub}spell or a @{b}Cure Blindness@{ub} spell @{b}Cobra venom@{ub} Does 6d6 points of damage @{b}Conehead poison@{ub} Save vs. poison or take 1d4*6 damage @{b}Convultionary@{ub} Causes invoulntary muscle spasms, placing the character out of action for 3-18 rounds @{b}Copper centipede (Pincher) @{ub} Save vs. poison or take 2d6 damage. A save indicates no damage @{b}Copper centipede (Stinger) @{ub} Save vs. poison or take 6d6 damage. A save indicates half damage @{b}Coral snake venom@{ub} Save or take 4d6 damage @{b}Corrabus poison@{ub} Save vs. poison or take 10d6 damage. A save indicates half damage. Then save vs paralyzation or be paralyzed until cured @{b}Couatl venom@{ub} Save vs. poison or die @{b}Coulmbine@{ub} This poison causes accute shortness of breath, the victim may fight or move rapidly for only three rounds before having to rest for a round. This lasts for 1d10+10 rounds @{b}Crocotta poison@{ub} This poison from this creature is ablend of two neurotoxins as only mother nature can do, therefore the victim must save vs. poison twice. Each poison does 7d6 damage, ans a save indicates half damage @{b}Crowfoot@{ub} Save vs. poison or ths poison willcause accute blistering inside the trachea causing the victim to slowly choke to death in 3 rounds (plus constitution bonus) @{b}Crystle elixir@{ub} Created by Alchemy from crystle ooze, this will paralyze victims for 3d6 rounds and will do 2d4 damage. Save for half damage @{b}Cuph@{ub} A clear liquid, smells like pineapple. Does 4d6 damage, starts in 1-6 rounds, runs it's course in 1-8 turns. Save for no damage at +1 @{b}Cyanide@{ub} Save vs. poison or die else take 4d4 damage @EndNode @Node "D" "Gifte.guide/D" D * @{b}D@{ub} Causes 31-40 points of damage (4d8, 6d6, 4d10, 5d8, 2d20) @{b}DM-A@{ub} Causes 20 points of damage, 10 if save is made @{b}DM-B@{ub} Causes 30 points of damage, 15 if save is made @{b}DM-C@{ub} Causes 40 points of damage, 20 if save is made @{b}DM-D@{ub} Causes death, 25 points of damage if save is made @{b}DM-E@{ub} Causes death, 30 points of damage if save is made @{b}DM-F@{ub} Causes 15 points of damage, none if save @{b}DM-G@{ub} Causes 25 points of damage, none if save @{b}DM-H@{ub} Causes 35 points of damage, none if save @{b}DM-I@{ub} Causes death, nothing if save @{b}DM-J@{ub} Turns victim to stone for 5-20 rounds (System Shock check is not needed) @{b}DM-K@{ub} Muscle relaxant, Causes all voluntary muscles to relax (-5 to strength, +3 to armor class) Hint: A good cure for convultionary poisons! @{b}Darksnake@{ub} Reddish powder, leaves a pale red discoloration on flesh or others surfaces when applied. Does 4d6 damage, starts in 1 round, runs it's course in 1-10 rounds. Save for no damage @{b}Death adder venom@{ub} Save for die else lose half of remaining hit points @{b}Death coma@{ub} Save vs. poison or this toxin causes total loss of muscular coordination and rapid breathing. Victim may not move unassissted while under the influence of this toxin, lasts 5d4 rounds @{b}Death cup toxin@{ub} This toxin appears only in the form of powder, as it is made from a @{b}rare@{ub} form of mushrooms. Once a victim has been toxified by this substance, the effects will not begin to show until 1d10+10 hours after the initial introduction. This toxin kills by disolving the red blood cells in the blood stream, as such the victim must save vs. death (at-3) or they die. This requires a @{b}Neutralize Poison@{ub} and a @{b}Raise Dead@{ub} to recover the victim @{b}Death dog toxin@{ub} A poison which the victim must savevs. poison or become sick and die in 1-4 days @{b}Death-A@{ub} Save at +2 or go into a coma for 1-4 days @{b}Death-B@{ub} Save at +1 or go into a coma for 1-6 days @{b}Death-C@{ub} Save normally or go into a coma for 1-8 days @{b}Death-D@{ub} Save at-1 or go into a coma for 2-12 days @{b}Deathwine@{ub} Odorless, burgandy colorlessliquid. Often mistaken for wine. May be used both ways, as insinuative (Blade venom) or as ingestive (Food poison). It is tremendiously leathal. A save is allowed (at -5) , and if it fails, death occurs in 1 round. If the save is successful, the victim still takes 25 damage, 12 points of damage in the first round and 13 points in the second round. If an antidote is to be used, it must be administered within six segments or it will not be effective. Deathwine and it's antidote are @{b}extreemly rare@{ub} . This poison will effect @{b}any@{ub} humanoid even trolls and the like @{b}Deathwing poison (Bite) @{ub} Save vs. poison or take 8d10 damage, a save indicates half damage @{b}Deathwing poison (Stinger) @{ub} Save vs. poison or take 8d8 damage @{b}Delusionary@{ub} Recipient has effectivly one halfof their Intelligence, they get no save vs. illusions, and will also "see things" 50\% of the time @{b}Demon locust poison@{ub} Does 6d8 damage and causesblindness for 1d6+10 turns with no save. Hobbits are not effected by this poison in any way @{b}Depressent@{ub} Recipient is suprised 3 in 6 times,they are also -1 to hit due to relaxation which also makes them one armor class easier to hit @{b}Devil-Ale@{ub} Odorless liquid, very light orangecolor. Does a flat 60 points of damage, Starts in 1-3 rounds after ingestion, runs it's course in 1d4+1 turns. No saving throw, Antidote is only hope @{b}Diffenbachia@{ub} Save vs. poison or this toxincauses total and complete relaxation of the vocal chords. Lasts for 3d4 rounds @{b}Disease@{ub} Causes a random disease (Weigh roll towards the virulent diseases) @{b}Dog demon poison@{ub} Save vs. poison or take 3d6 damage @{b}Dracolisk acid@{ub} Does 4d6 damage, save forhalf damage @{b}Dragonfish poison@{ub} Save vs. poison at-1 or die else take 1-6 damage @{b}Dream juice@{ub} Green, black or white fluid. Does 3-24 (3d8) damage, starts immediately, runs it's course in 1d10 rounds. Causes it's victims to fall down and become catatonic and have vivid pleasent dreams while dying. Save for no damage @{b}Droon poison@{ub} Does 1d6 to 3d6 damage, save for half damage @{b}Drow toxin@{ub} Save vs. poison at-4 or fall unconcious for 1-3 days @{b}Dus poison@{ub} This poison paralyzes the victim and then they must save or take 1d4 damage every round until neutralized @{b}Dust poison@{ub} Damage is usually 1d4 to 8d4, but this poison will not kill. It just leaves the victim at zero hit points @{b}Dwarf poison@{ub} Kills only Dwarves, all else take 2d6 damage @{b}Dwarfbane@{ub} This is a rare gummy oil that is poisonous only to dwarves. Used insinuatively, it is commonly smeared upon weapons. It will not dry out, but prolonged exposure to air will lesson it potentcy (+2 on save) . Upon contact, it does 1d8 damage with a pain "like blazing skewers" and a further 1-6 (1d6) points of damage on the next three rounds. A sucessful save indicates half damage @EndNode @Node "E" "Gifte.guide/E" E * @{b}E@{ub} Causes 41-50 points of damage (7d6, 6d8, 8d6, 5d10) @{b}Elephant-fly poison@{ub} Save vs. poison or take 6d6 damage @{b}Elven poison@{ub} Kills only Elves, all else take 2d6 damage @{b}Ettercap poison@{ub} Does 1d8 damage (No save) @{b}Eye killer toxin@{ub} Made from the eyes of an EyeKiller,the recipient must save vs. poison or die, else the victim takes 3d6 damage @EndNode @Node "F" "Gifte.guide/F" F * @{b}F@{ub} Causes 51-60 points of damage (9d6, 7d8, 6d10, 3d20) @{b}Fighterbane@{ub} A very simple poison though it ismagical based. The effect simply moves the body's center of gravity one foot higher than normal and shortens the arms by one foot. Duration: 4d6 rounds. (Note: While under the effect of this poison, all attacks are at-4/-4 and the recipient's armor class is at-4) @{b}Fire snake venom@{ub} Save vs. poison or be paralyzed for 2d4 turns @{b}Flumph acid toxin@{ub} An acidic toxin that does 1d8 damage, then 1d4 damage per round for 2d4 rounds @{b}Flydance@{ub} A green odorless liquid. Can bemade into a gas, otherwise used as Chayapa. Acts in 1-3 rounds. Causes convultions that knock the victim off their feet and cause them to shake and twitch around. Lasts for 1-6 rounds. Save for no effect at +2 @{b}Formian poison@{ub} Does 4d4 damage, save forhalf damage @{b}Freeze bee poison@{ub} Does 2d8 damage (Colddamage) , Save for half damage @{b}Frin@{ub} A pale green liquid or powder,smells like apples. Does 3d10 damage, starts in 1-3 rounds, runs it's course in 1-8 rounds. Save for no damage @{b}Frog oil poison@{ub} Created from large river toads,this poison does 5d6 points of damage @{b}Fungoid mushroom poison@{ub} Save vs. poison or this mushroom dust will act as a @{b}Feeblemind@{ub} spell upon the victim @{b}Fungus poison@{ub} Does 2d8 to 7d8 points of damage @{b}Fuzzy poison@{ub} Save vs. poison or take 2d6 damage and be paralyzed for a like amount or rounds @EndNode @Node "G" "Gifte.guide/G" G * @{b}G@{ub} Causes 61-70 points of damage (8d8, 11d6, 7d10) @{b}Gaboon@{ub} A unique venom, as it is very powerful but slow (save at-2). If a save is not made the victim will seem to be under a @{b}Slow@{ub} spell, the next day,the victim will be totally paralized. The following days, the victim will take 5 points of damage a day (cumulative: 5, 10, 15, 20, ...) until the poison is neutralized @{b}Galas@{ub} Pale blue liquid or powder, smellslike horse sweat. Does 4d10 damage, starts in 1-3 rounds, runs it's course in 2 turns. Save for no damage @{b}Galtrit saliva@{ub} Anestitises the body and causes the loss of 1d4 constitution points (Regained at the rate of 1 point/day) @{b}Garbug toxin@{ub} Save vs. poison or be paralyzed for 1-6 turns @{b}Ghoul poison@{ub} Save vs. poison or take 4d6 damage and begin to rot at 1 point of damage per turn until healed, or the poison is neutralized, or a @{b}Remove Curse@{ub} is case upon the victim. A save indicates that no damage will be taken, but the victim still rots @{b}Ghoul sweat@{ub} A scummy green gel, used likeChayapa. Smells like rotten meat. It's effects are to paralyze for 5-10 (1d6+4) rounds. It acts immediatly. Save for no effect at +1 @{b}Giant Hornet poison@{ub} Save vs. poison or take 5-30 (5d6) damage and be incapacitated for 2d6 days, a save indicates half damage and no incapacitation @{b}Giant ant poison@{ub} This acid does 1d3 to 20d3 damage, save for half damage @{b}Giant lizard poison@{ub} Save vs. poison or take 2d3 to 20d3 damage. A save indicates half damage @{b}Giant scorpion poison@{ub} Save vs. poison or die @{b}Giant sea spider venom@{ub} Save vs. poison or take 1d4 damage @{b}Giant snake venom@{ub} Save vs. poison or take 1d4 to 20-80 (20d4) damage @{b}Gila monster venom@{ub} Save vs. poison or take 1d6 damage per round for 10 rounds (or until cured) . Save each round for half damage @{b}Gila poison@{ub} Does 1d8 damage @{b}Gnome poison@{ub} Kills only Gnomes, all else take 2d6 damage @{b}Goldbug poison@{ub} Save vs. poison or @{b}die@{ub} ! @{b}Golden fool@{ub} Gold powder. Touch does 4d12 , starts in 1 rounds, runs it's course in 1-8 rounds. Save for half damage. Completely indetectable on gold items, otherwise it leaves a gold discoloration after application @{b}Gom Jabbar@{ub} Does damage equal to the victimshit points (minus 1) and kills that victim with no save @{b}Greenback mushroom poison@{ub} Made from a very rare form of green mushrooms, the victim must save vs. poison or sucumb to the effects of a 12th level @{b}Phantasmal Killer@{ub} @{b}Grell poison@{ub} Save vs. poison or be paralyzed for20 rounds (Less the victims constitution, Min of 5 rounds) @{b}Grey horror@{ub} Appears as greyish powder, does 4d8 to 8d8 damage and paralyzes victim. Save vs. poison for half damage and no paralyzation. Hobbits dissolve at 3d6 damage per round until neutralized. @{b}Grey horror poison@{ub} Save vs. poison (-2) or take 8d6 damage and be paralyzed for that many rounds @{b}Grond poison@{ub} Save vs. poison or take 3d6 damage @{b}Ground golden mushrooms@{ub} This mushroom powder is not a "true" poison, but it does have value to an assassin. If placed on a piece of stone it will turn to flesh, also if placed on flesh, the flesh will turn to stone. Duration: Until magically dispelled @{b}Ground panther whiskers@{ub} Consuming this substance is comparable to eating ground glass, the substance does 4d8 damage @{b}Ground rakasta whiskers@{ub} Similar to ground panther whiskers,this substance is also very deadly. This poison works only when ingested and it does 5d10 damage @{b}Gurch@{ub} Dark green liquid or powder, smellslike wax. Starts in 1 round does a flat 75 points of damage over 1-10 turns. Very painfull; victim disabled after taking 15 points of damage, cannot walk, fight, barely able to talk. Save for half damage at-4 @{b}Gyronite poison@{ub} Does 8-32 (8d4) to 15-45 (15d4) damage, save at +4 for no damage @EndNode @Node "H" "Gifte.guide/H" H * @{b}H@{ub} Causes 71-80 points of damage (9d8, 12d6, 13d6, 8d10, 4d20, 10d8) @{b}Hangman's acid@{ub} Does 3d4 damage, lasts for 2-4 (1d4, treating all 1's as 2's) . This acid will wash off with water, but if alcohol is applied to it, it does @{b}double damage@{ub} @{b}Harvestman poison@{ub} Save vs. poison or take 3-24 (3d8) damage @{b}Hell moth poison@{ub} Does 1d8 damage @{b}Hellebore@{ub} Causes the following effects @{b}*@{ub} Extreem salivation @{b}*@{ub} Vomiting @{b}*@{ub} Abdominal pain @{b}*@{ub} Paralisys of extremities @{b}*@{ub} Convoultions If the save is made, the symptoms vanish after 2d6 rounds, else the victim dies after a like amount of time @{b}Hemlock poison@{ub} Causes internal bleeding, doing 1d8 damage per day until death or a @{b}Cure Serious Wounds@{ub} or better spell is cast upon the victim (or a @{b}Neutralize Poison@{ub} ) @{b}Hobbit poison@{ub} Kills only Hobbits, all else take 2d6 damage @{b}Huecuva poison@{ub} Save vs. poison or catch a cardio-vascular-renal disease (Very acute) , a save indicates 1d4 damage @{b}Huld@{ub} Also known as "Leap" or "Deathdance". This is an odorless oil that is effective on non-humanoid creatures-except for humans and demihumans. It works only by insinuation. It's effects are the same regardless of dosage and appear 1d4 rounds after application. Huld causes severe muscle spasms involving nausea and the loss of motor control, balance, and speech-lasting for 1d6 rounds. During this time the victim is helpless, but by no means an easy target since he/she/it is thrashing around wildly and unpredictable. Mental processes are totally uneffected (IE: Psionics or other communication can be initiated or continued, and in some cases a psionic ability can be used to control or stop the poisons effects) . A peticular individual will be 95\% resistant to Huld for a period of 1d10+9 days after exposure to it, and thus repeated doses will not be effective. Huld will effect all individuals @{b}Humbaba poison@{ub} Save vs. poison or take 10-80 (10d8) damage. A save indicates 2/3rds damage @EndNode @Node "I" "Gifte.guide/I" I * @{b}I@{ub} Causes 81-90 points of damage (14d6, 11d8, 9d10, 15d6) @{b}Ikaheka venom@{ub} Lose 1d6 points of constitution. They are regained at the rate of one per week. A @{b}Restoration@{ub} spell will replace all of them. @{b}Imp poison@{ub} Save vs. poison or die else take 1-4 damage @{b}Ink coprinus@{ub} Comes from a very common mushroomas it is only toxic when consumed with alcoholic beverages. Does 5d4 damage, save for half damage @{b}Insanity@{ub} Causes a random insanity for 1-4turns @EndNode @Node "J" "Gifte.guide/J" J * @{b}J@{ub} Causes 91-100 points of damage (12d8, 16d6, 10d10, 5d20) @{b}Jameson's mamba venom@{ub} This venom causes the victim'spulse rate to double what it is normally for 1d6 rounds, causing 1d12 damage per round. Also if a save is not made, the victim will suffocate in 3 rounds (plus constitution bonus) @{b}Jeteye@{ub} This is a glossy (reflective) blackliquid that effects all mammals upon ingestion, it is ineffective as a insinuative poison. Save for half damage. It causes the pupils of the eyes to go black (although this does not effect vision in any way) and causes 1d8 damage to the neural system immediately. No pain is felt by the victim however, for Jeteye kills all pain and tactile sensation for a period of 1d8+8 rounds (the "black eyes" sign will stay for the same duration) . Jeteye is sometimes used voluntarily before torture or immediately after battle injuries (preventing a system shock roll) . It has a bitter walnut-like taste and is hard to disguise in food or drink @{b}Jima@{ub} A light red powder or liquid,smells like papaya. Does 8d6 damage, starts in 1-10 rounds, runs it's course in 1-3 turns. Save for half damage at -3 @EndNode @Node "K" "Gifte.guide/K" K * @{b}Khargra toxin@{ub} This poison causes 3d6 damage, the side effect of this poison is that it will dissolve any metal that it is applied to @{b}Kill kitten poison@{ub} Save vs poison or die, else victimis paralyzed for 1d6 days @{b}Killer bee poison@{ub} Save vs. poison (at -2) or die @{b}King cobra poison@{ub} Save vs. poison or take 1d6 damage per round for 10 rounds (or until cured) . Save each round for half damage @{b}Kolas@{ub} A thick brown liquid, smells like roses. Does 4d12 damage, starts in 1-8 rounds, runs it's course in 1-4 turns. Save for no damage @{b}Kotra@{ub} A clear oily fluid. Does 5d6 damage, acts in 1 round, runs it's course in 1-10 rounds. Save for half damage at-1 @{b}Krag poison@{ub} Save vs. poison (at -3) or turn to stone. A save indicates that the victim is slowed for 2d6 rounds less their constitution bonus (Minimum of 1 round of slowness) @{b}Kumba@{ub} Odorless, colorless liquid. Starts 1-6 rounds, death follows one round thereafter. Save for no damage at-3, Failed save means death @{b}Kuurus@{ub} Named after the Assassin that invented it, Kuurus does 1d6 damage per constitution point that the victim has. Save (-3) for half damage @{b}Kuyss poison@{ub} Causes leprosy, and until a @{b}Cure Disease@{ub} is cast upon the victim, no other cure spells will work on that creature @EndNode @Node "L" "Gifte.guide/L" L * @{b}Land urchen toxin@{ub} Save vs. poison (-1) or beparalized for 6 turns @{b}Lhurdas@{ub} (Also known as "Yellow Death" and "Beltyn's Last Drink") This is a wine based poison. It has a sharp dry white-grape taste and will readily mix with any such wine. It reacts with the digestive acids of the stomach (Effective in any of the player races) to eat away the internal organs and tissues. Ingestion produces rapid (within two rounds) nausea, convultions, and terrific internal cramps with burning pain. It does 1d6 damage in the first round, 2d6 damage in the second round, and 1d4 damage in the third and final round. Thereafter it will do no more damage, regardless of dose, and further exposer to Lhurdas will cause discomfort and failure to heal, but no more damage. This resistance lasts for 3d8 days. This is an ingestive poison only. Save for half damage @{b}Lisssteeen@{ub} 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 @{b}cannot@{ub} be surprised under any circumstances! Lasts 25 rounds-imbiber's wisdom @{b}Lomat@{ub} An odorless, colorless powder orliquid. Does 5d6 damage, starts in 1-6 turns, runs it's course in 1-4 turns. Save for half damage at -2 @{b}Longlicker toxin@{ub} This poison lasts for four rounds,starts instantly, save vs. poison for the first three rounds or take 3d6 damage (take 1d6 damage if save is made) . On the fourth round, take 3d6 damage automaticaly (No save) @{b}Lotus dust, black@{ub} Causes instant death @{b}Lotus dust, brown@{ub} Encases the victim in wood (Required 20 strength to break out) @{b}Lotus dust, clear@{ub} Burns for 1d6 damage per round when it comes in contact with flesh. Lasts for 1d6 rounds @{b}Lotus dust, copper@{ub} Encases victim in copper (Requires a 21 strength to break out) @{b}Lotus dust, emerald@{ub} Paralizes victims lungs/gills for 2d6 rounds @{b}Lotus dust, metalic@{ub} Blinds victim and causes lung failure for 2-12 (2d6) rounds @{b}Lotus dust, red@{ub} Causes objects to turn to stone @{b}Lotus dust, yellow@{ub} Causes victims to fall asleep (Yes, Even elves!) @{b}Luptak@{ub} 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 1d4+2 turns. Save for no effect @EndNode @Node "M" "Gifte.guide/M" M * @{b}Magebane@{ub} A very stable liquid that can be disguised as any other potion (Commonly disguised as potions of @{b}Heroism@{ub} ) . The effect is one of severe mental sluggishness and effectively causes the victim to have one third of their actual intelligence.. Lasts one round per intellegence point "lost" @{b}Malange toxin@{ub} 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) @{b}Man skorpion poison@{ub} Save vs. poison or die instantly @{b}Mantri poison@{ub} The victim subtracts theirconstitution from 25 and takes the difference in damage (minimum of 5 points of damage) @{b}Marine spider venom@{ub} Save vs. poison or be paralized for2-12 (2d6) rounds @{b}Megalo-centipede@{ub} This is an acidic toxin, it burns the skin for 1d8 damage. Save for half damage @{b}Mental Depressent-A@{ub} Causes a loss of Psionics for 4-48 hours @{b}Mental Depressent-B@{ub} Causes a chemically induced Psionicblast @{b}Milkweed@{ub} Causes a severe intestinal disorderthat makes the victim regurgatate anything that has been eaten, lasts for 1d6+4 days. The victim will starve to death if the toxin is not neutralized @{b}Mistletoe poison@{ub} Destroys red blood cells, victimtakes 1 point of damage per day (Cumulative) . Example: Day 1, take 1 point. Day two, take 2 points...etc... @{b}Mold poison@{ub} Causes 1d12 or 2d12, a rare form issaid to cause 4d20 @{b}Monkshood@{ub} This poison causes accute vomitingand diarreha for 1d4 and if a save is not made (+1) , the victim will have intense convoultions and die in severe pain in 2d4 segments @{b}Morphus@{ub} 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 @{b}Mufa@{ub} 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 @{b}Myconid-H@{ub} Save vs. poison or begin to hallucinate for 2d8 rounds. Roll below: 01-10 Cower Wimper 11-15 Stare into nothingness 16-18 Run in a random direction 19-20 Attack the nearest creature @{b}Myconid-P@{ub} 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 @EndNode @Node "N" "Gifte.guide/N" N * @{b}Naral poison@{ub} Save vs. poison or take 6d6 damage @{b}Narcosis@{ub} Once introduced into the body, it 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 @{b}Nettle@{ub} 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 @{b}Nibon@{ub} An odorless colorless liquid. Does6d8 damage, starts in 1 round, runs it's course in 1 turn. Save for half damage made at-4 @{b}Nightcrawler poison@{ub} Save vs. poison or take 7-56 (7d8) damage and be paralyzed for that long @{b}Nightseeker poison@{ub} Save vs. poison or take 3d4 damage @{b}Ninthla poison@{ub} Anything under 12 hit dice must save or die, any that does save will fall into a catatonic state for 1d20 days @{b}Nyosan butterfly poison@{ub} Save vs. poison or take 2d6 damage @EndNode @Node "O" "Gifte.guide/O" O * @{b}OOPS!@{ub} 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 @{b}True Sight@{ub} , or @{b}Detect Alignment@{ub} ) will reveal the exact opposite color!. This poison is sometimes called Color Blind. Duration: 2d6 days @{b}OUCH!@{ub} 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! @{b}Oliander poison@{ub} Save vs. poison or the victim's heart stops and death ensues @{b}Opia@{ub} 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 @{b}Optical-A@{ub} Causes blindness equal to the 30-characters constitution @{b}Optical-B@{ub} Causes double vision for 30 daysless characters constitution @{b}Optical-C@{ub} Causes inflamation of thecharacters tear ducts, makeing the character susceptable to taking damage from bright lights @{b}Orvas@{ub} This is a translucent liquid with agreen cast and a bitter-sweet taste. It does 1d6 damage upon entering the bloodstream (immediately if introduced into a wound or scrape, or in 1d6+17 turns if introduced by ingestive means) , and 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 @EndNode @Node "P" "Gifte.guide/P" P * @{b}Pain@{ub} Causes severe pain making thevictim-1 to hit for 2d6 days (Cumulative) @{b}Paralasys@{ub} Causes paralasys for 1-4 turns @{b}Phraint poison@{ub} Save vs. poison or take 1d6+1 damage @{b}Phraint venom@{ub} Also called "Hive Drink", This is very potent, does 1d100-1 damage (0-99) , a save indicates that 2d10 points can be subtracted from the total poison damage @{b}Pink lightning@{ub} Pinkish fluid, Does 5d4 damage, starts in 1d6 rounds, runs it's course in 1d3 rounds. Save for half damage at-4 @{b}Pit viper venom@{ub} Save or die else take 3d6 damage @{b}Poison Ivy toxin@{ub} Causes a skin rash that makes the creature-1 to -4 to hit and -2 to armor class @{b}Poison ivy hedge toxin@{ub} Save vs. poison (-3) or take 1d6 damage and be at-3/-3 for 28 turns-constitution because of itching @{b}Poison pie@{ub} 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 4d8 damage @{b}Pollen poison@{ub} 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) @{b}Praka@{ub} 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 @{b}Prespa@{ub} (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 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, reddened appearance 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 @{b}Pseudo-Dragon poison@{ub} Save vs. poison or fall into a catatonic state for 1-6 days @{b}Purple worm poison@{ub} Save vs. poison or die else take2d4 damage @{b}Pybra poison (Bite) @{ub} Take 3d6 damage (No save!) @{b}Pybra poison (Spit) @{ub} Take 2-7 (1d6+1) damage @{b}Pybra poison (Sting) @{ub} Save vs. poison or take 3d6 damage @{b}Pybra venom@{ub} Does 1d2 to 6d2 damage, this is anacidic venom, so if a save is not made, the victim will take double damage from the acid. @EndNode @Node "Q" "Gifte.guide/Q" Q * @{b}Quaggoth toxin@{ub} Save vs. poison (-4) or be stunnedand 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 @{b}Quiggly toxin@{ub} Save vs. poison (-2) or the toxincauses 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 until neutralized or the arthritis is cured @EndNode @Node "R" "Gifte.guide/R" R * @{b}Recursion@{ub} This poison causes an initial 1point 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. @{b}Red Slaad pellets@{ub} When these pellets come in contact with bare skin, the person must save vs. poison or die in 3d12 hours (Only a @{b}Cure Disease, Slow Poison, Neutralize Poison@{ub} , or @{b}Barkskin@{ub} will affect this "poison", any of the above will stop it) @{b}Red Urched poison@{ub} Save vs. poison or sleep for 1-4turns @{b}Red fang toxin@{ub} Does 3d4 to 8-32 (8d4) damage. This toxin will paralyze all elves for 3-8 (1d6+2) turns @{b}Red mamba venom@{ub} Save vs. poison (-3) or take 2d6 to (6d6) damage @{b}Redback mushrooms@{ub} This mushroom powder has the same chemical makeup as the potion used in the @{b}Identify@{ub} spell, when consumed, the same effect occurs @{b}Redbog poison@{ub} When comming into contact with theair, 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 1d100 rounds. Anyone over 12 hit dice that does not save is slowed. This poison will even put elves to sleep! @{b}Retch@{ub} Derived from the retch plant, thistoxin 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) @{b}Rhododendron@{ub} Save vs. poison or this poisoncauses vertigo and headaches, watering of the eyes and fluttering of the heart that is followed in 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 @{b}Rhubarb poison@{ub} This poison shuts down the victimskidneys, 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) @{b}Rock poppy@{ub} Save vs. poison or turn to stone as per @{b}Flesh to Stone@{ub} spell @{b}Rockworm acid@{ub} Does 7-32 (5d6+2) damage @{b}Roper poison@{ub} Save vs. poison or lose one half strength for 1-4 days @EndNode @Node "S" "Gifte.guide/S" S * @{b}S@{ub} Sleep Poison, After two rounds, acts as a @{b}Sleep@{ub} spell upon the victim (Causes No damage, but this will even put elves asleep) @{b}Salt spider poison@{ub} Save or Die! @{b}Sand poison@{ub} A rare form of poison made by dunestalkers that does 1d6 damage and if a save vs. poison is not made, the victim takes 2d6 more damage @{b}Screamin' scarlet poison@{ub} Causes a scarlet rash that hasintense 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 @{b}Neutralize Poison@{ub} and one pint of holy water @{b}Sea demon poison@{ub} Does 4d6 damage and paralyzes victim for 1d6 days unless victim is an elf or an undead, in which case they dissolve for 2d12 points of damage per round (No save) @{b}Shaggy beast fluid (Bite) @{ub} Causes 2d6 damage @{b}Shaggy beast fluid (Stinger) @{ub} Causes 1d8 damage @{b}Sheet ghoul acid@{ub} Does 1d6+1 damage (No save) @{b}Silver Urchen toxin@{ub} 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 @{b}Silver lightning@{ub} Silvery liquid. Does 5d8 damage, sets in immediately, runs it's course in 1d6 rounds. Save for half damage at-3 @{b}Silver lotus@{ub} Light silver liquid or powder,smells like lotus flowers. Does 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 @{b}Skorpadillo poison@{ub} Paralyzes victim and does 6-36 (3d6) damage, Save for no damage @{b}Skorpoon poison@{ub} Does 1d4 to 4d4 damage,save for no damage @{b}Skyzorr'n poison@{ub} Save vs. poison or take 2-5 (1d4+1) damage and lose one point from strength and dexterity for 2d4 turns @{b}Slowness@{ub} Causes effects similar to a @{b}Slow@{ub} spell cast by a Magic User of the same level as the person that made the poison @{b}Sluggoth acid@{ub} Does 3d6 to 8d6 damage @{b}Snig venom@{ub} Save vs. poison or take 8d8 damage. Save indicates half damage @{b}Snow snake venom@{ub} Save vs. poison or the victim will freeze solid. If a save is made, the victim will take 4d8 damage. @{b}Snow spider poison@{ub} Does 3d8 damage (Half if save is made) and victim is blinded for 1d10 turns. If the save is missed, the victim is permenantly blind @{b}Spell poison@{ub} 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 2d6 spells have been "cast" (This does NOT incluse the original spell) or 7 days have passed @{b}Spice poison@{ub} Consuming this poison or skin contact with it will cause 1d6+1d4 damage, and will also counteract the next two potions that the victim consumes (They will be gone but will not take effect) @{b}Spiga venom@{ub} Does 2d6 to 12d6 damage and paralyzes the victim. A save indicates half damage and no paralyzation. @{b}Spiny slayer poison@{ub} Save vs. poison or take 8-64 (8d8) damage. A save indicates half damage @{b}Spore poison@{ub} Damage done is 2d6 to 7d6, Half if save @{b}Sporoid mushroom poison@{ub} This poison effects the lungs, asit 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 intelligence points may be recovered be a @{b}Restoration@{ub} spell @{b}Stego-centipede@{ub} Save or die. If save is made, take 3d4 damage @{b}Steroid mushroom poison@{ub} Save vs. poison or this mushroom dust will act upon the victim as a 12th level druidical @{b}Confusion@{ub} spell @{b}Stingray poison@{ub} Save vs. poison or be paralyzed for 5d4 rounds and take a like amount of damage, else take 1-3 points of damage @{b}Stingwing poison@{ub} Save vs. poison @{b}twice@{ub} or die. If both saves are made, save again, if successful take 3d6 damage, if failed, take 6d6 damage @{b}Stirge sweat@{ub} Brownish, sap-like liquid. Does 6d4 damage, starts in 1d4+2 rounds, runs it's course in 2d4 rounds. Save for no damage @{b}Stonefish toxin@{ub} 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 2d6 days (In some cases the limb has been paralyzed for three weeks) . Death (If the save failed) will happen one 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!) @{b}Stunjelly poison@{ub} Save vs. poison or be stunned and paralyzed for 5d4 rounds @{b}Sunbear saliva@{ub} Causes victim to burst into flames for 1d8 damage per round. Save for half damage. Holy water will extinguish the flames as will a @{b}Pyrotechnichs@{ub} spell @{b}Sundew acid@{ub} Does 1 point of damage per round, lasts 1d10 rounds. Oil washes it off @{b}Surchur saliva@{ub} This saliva causes 2d4 damageper round until neutralized. Either salt water or a @{b}Neutralize Poison@{ub} will do this @{b}Svirfneblin acid@{ub} Instantly destroys any armor worn by the victim and causes 2d4 damage in the process @{b}Svirfneblin poison@{ub} Causes 1-3 damage, stunds for 1-3 rounds and then @{b}Slows@{ub} the victim for 1-6 rounds @EndNode @Node "T" "Gifte.guide/T" T * @{b}T'cheem@{ub} Save vs. poison or the victim will sucumb to the effects of a @{b}Reverse Gravity@{ub} spell. They must save each round for 1d6 rounds @{b}Taer elixir@{ub} Save vs. poison (+1) or become nauseated for 1d4+1 hours (12-30 turns) , causeing-2 to hit and-1 to damage @{b}Teko@{ub} 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 @{b}Temperature Alteration@{ub} 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) @{b}Tenamort poison@{ub} 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 @{b}Heal@{ub} spell is cast upon them @{b}Teneborus poison@{ub} Does 1d6 damage and save (-3) or be paralized for 6d6 turns @{b}Teneborus toxin@{ub} Does 4-40 (4d10) damage, save (-3) for half damage @{b}Terragon poison@{ub} A rare spice which if consumed raw will cause 6d10 damage to the victim, and will cause 3d10 if placed in contact with bare flesh. (There is no save vs. poison when flesh contact is made) @{b}Thaykhay poison@{ub} Save vs. poison or take 2-20 (2d10) damage @{b}Thessalhydra acid@{ub} Causes 1d20 damage, 1 pointper round @{b}Thri-kreen venom@{ub} Save vs. poison or be paralized for2-16 (2d8) rounds @{b}Thrum@{ub} A light blueish liquid, smells likesour lemons. Does 6d6 damage. Starts in 1-4 rounds, runs it's course in 1-3 turns. Save for half damage @{b}Tigerfly poison@{ub} Save vs. poison or take 4-24 (4d12) damage and be paralized for 1-6 rounds @{b}Timewasp poison@{ub} Save vs. poison (-1) or take 8-80 (8d10) damage and be timestopped for a same number of rounds @{b}Tomatoeleaf poison@{ub} Save vs. poison or die, else it effects as a @{b}Hurt@{ub} spell on the victim @{b}Touch-Spice poison@{ub} 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 @{b}Wish@{ub} will restore) @{b}Toxic toad spittle@{ub} Save vs. poison or take 4-32 (4d8) damage. Save indicates half damage @{b}Tri-flower pollen@{ub} Save vs. poison (-1) or sleep for 1-4 (1d4) days @{b}Tri-flower sap@{ub} Does 2d4 damage per round until neutralized. Water will wash it off @{b}Trif@{ub} Odorless, light gold liquid. Does5d6 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 @{b}Triffid poison@{ub} Save vs. poison or take 3d6 damage. Save indicates half damage @{b}Trivern poison@{ub} Save vs. poison or take 8d6 damage, a save indicates half damage @{b}Trollsblood@{ub} Grayish green fluid. Does 4d12 damage, starts in 1-4 rounds, runs it's course in 1-6 rounds. Save for no damage @{b}Tubon@{ub} A pale yellow liquid or powder,smells like ripe mellons. Does 5d6 damage, starts in 1-10 rounds, runds it's course in 1-6 turns. Save for half damage at +1 @{b}Twilightbloom poison@{ub} Save vs. poison (-2) or die @{b}Tylatch@{ub} 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 @EndNode @Node "U" "Gifte.guide/U" U * @{b}Ulcrun@{ub} 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 1d4 damage to the muscular system-weakening and softening tendons, ligaments, bones and cartilage. On the following round, it causes 1d12 damage and then take 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 1d4 points of strength and dexterity @{b}Uropygus gas@{ub} Save vs. poison (-3) or fight/defend at-3 due to nervous spasms, lasts for 3d6 rounds @{b}Ustilagor acid@{ub} Causes 2-5 (1d4) damage per round for 2 rounds @EndNode @Node "V" "Gifte.guide/V" V * @{b}Valley-lilly@{ub} A neuro-toxin that effects the pulmanary muscles. It causes the heart to beat at a very irregular rate. The beat will be 1d100 per round. Victim will take 30-constitution per round. Toxin lasts 1d6 rounds @{b}Varrakas@{ub} 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 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 1d8+17 rounds after ingestion. Varrakas is only an ingestive poison. It is effective in all mammals @{b}Vedya@{ub} Pale purle liquid or powder, smells like rasins. Does 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 @{b}Velvet slime mold poison@{ub} Save vs. poison or take 2d4 damage @{b}Vilmat@{ub} Clear oily liquid. Does 6d6 damage, starts in 1d4+3 rounds, runs it's course in 1 turn. This actually reduces the creatures intelligence by one point per six points of damage taken. @{b}This Loss is permanent@{ub} . A restoration is required to recover the lost points. Save indicates half damage @{b}Vocal@{ub} 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 @{b}Voloe poison@{ub} Does 1d3 to 4d3 damage and blinds the victim, save for no blindness @{b}Vord poison@{ub} Save vs. poison or be paralyzed until cured. A save indicates the recipient creature has a muscular slowdown, the creature will be @{b}Slow@{ub} ed until it/they recieve a @{b}Neutralize Poison@{ub} spell @EndNode @Node "W" "Gifte.guide/W" W * @{b}Wave@{ub} This poison dehidrates 5 points of damage per round (double for water creatures) . A @{b}Neutralize Poison@{ub} will not stop this, only a @{b}Create Water@{ub} will. Duration: Until death or stopped. No save @{b}Weakness@{ub} Causes a permenent loss of 2-8 hit points @{b}Weeverfish toxin@{ub} 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 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) @{b}Whisper wasp poison@{ub} Save vs. poison or fall asleep (Instantly) for 8-96 (8d12) days, a save indicates groginess (-2 to hit,-2 to Armor class) @{b}White hydra@{ub} This is an acid which freezes upon contact with the air, it does 6d6 damage @{b}Whither@{ub} 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) @{b}Wiess@{ub} 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 @{b}Wimp poison@{ub} No save vs. this one, as it alwaysdoes only 1 point of damage @{b}Wind devil toxin@{ub} Save vs. poison or take 4d8 freezing damage per round until cured. Save each round for half damage @{b}Witchhand@{ub} A clear liquid, almost impossible to detect. Upon contact with flesh it does 3d8, starts in 1-4 rounds, runs it's course in 1-10 rounds. Save for no damage @{b}Witherstench fluid@{ub} 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) @{b}Witherweed smoke@{ub} When released, this thick oilysmoke expands into a 20 foot x 20 foot cloud and all inside it take 2d6 damage with no save @{b}Wobra poison@{ub} Gotten from a rare form of a cobra, this poison does 2d6 damage then lies in state in the body for 2d4 turns. It then becomes active again doing 1d8 damage each round until neutralized. A @{b}Slow Poison@{ub} spell will add 2d6 turns to the "sleep" time of the poison, or if it has awakened, it will cause "dormancy" for 1d4 rounds. @{b}Wolf spider poison@{ub} Does 1d4 damage @{b}Wyvern venom@{ub} Save vs. death else take 1d6 points of damage @{b}Wyverwraith poison@{ub} Save vs. poison or take 9-54 (9d6) damage, save indicates half damage. Save again or lose one life level, if successful, take 1d4 damage @EndNode @Node "X" "Gifte.guide/X" X * @{b}X@{ub} Causes 10 points of damage until death occurs @{b}XX@{ub} Causes Instant Death (Save indicates no effect) @{b}XXX@{ub} Causes Instant Death (No Save) @EndNode @Node "Y" "Gifte.guide/Y" Y * @{b}Yaanth poison@{ub} Save vs. poison or be paralyzed forever (It never wears off!) @{b}Yaksa@{ub} A white liquid or powder, smellslike cherries. Does 4d8 damage, starts in 1-8 rounds after contact, runs it's course in 1-4 turns. Save for no damage at +2 @{b}Yellow peril poison@{ub} Save vs. poison or take 7d6 to 12d6 damage @{b}Yellow peril toxin@{ub} Does 4d4 to 7d4 damage,save for no damage. Anyone who has been damaged by this toxin will retain a yellowish tint in their skin until a @{b}Restoration@{ub} spell is cast upon them @{b}Yellow urchen poison@{ub} Save vs. poison or be paralyzed for1-6 days @{b}Yellowback mushroom poison@{ub} When this mushroom powder is consumed, it disolves into a chemical that causes an chemically induced "@{b}Power Word Stun@{ub} " @{b}Yellowbog Poison@{ub} 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 3d6 damage per round. Save for half damage @{b}Yellowbog poison@{ub} 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 3d6 damage per round (Save for half damage) @EndNode @Node "Z" "Gifte.guide/Z" Z * @{b}Zebrilla toxin@{ub} Does 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 @{b}Zzotza@{ub} This toxin gets no save. It does 1d20 damage, 1 point per round. But the victim is stunned and placed into a gassious state for the duration as well @EndNode