3e SRD:Poison

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Poisons

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way-if the vial containing it is left unstoppered, for instance-remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.

Table: Poisons
PoisonTypeInitial DamageSecondary DamagePrice
Small centipede poisonInjury DC 111d2 Dex1d2 Dex90 gp
Greenblood oilInjury DC 131 Con1d2 Con100 gp
Medium-size spider venomInjury DC 141d4 Str1d4 Str150 gp
BloodrootInjury DC 1201d4 Con + 1d3 Wis100 gp
Purple worm poisonInjury DC 241d6 Str2d6 Str700 gp
Large scorpion venomInjury DC 181d6 Str1d6 Str200 gp
Wyvern poisonInjury DC 172d6 Con2d6 Con3,000 gp
Blue whinnisInjury DC 141 ConUnconsciousness120 gp
Giant wasp poisonInjury DC 181d6 Dex1d6 Dex210 gp
Shadow essenceInjury DC 171 Str*2d6 Str250 gp
Black adder venomInjury DC 111d6 Con1d6 Con120 gp
DeathbladeInjury DC 201d6 Con2d6 Con1,800 gp
Malyss root pasteContact DC 161 Dex2d4 Dex500 gp
NitharitContact DC 1303d6 Con650 gp
Dragon bileContact DC 263d6 Str01,500 gp
Sassone leaf residueContact DC 162d12 hp1d6 Con300 gp
Terinav rootContact DC 161d6 Dex2d6 Dex750 gp
Carrion crawler brain juiceContact DC 13Paralysis0200 gp
Black lotus extractContact DC 203d6 Con3d6 Con4,500 gp
Oil of taggitIngested DC 150Unconscious90 gp
Id mossIngested DC 141d4 Int2d6 Int125 gp
Striped toadstoolIngested DC 111 Wis2d6 Wis + 1d4 Int180 gp
ArsenicIngested DC 131 Con1d8 Con120 gp
Lich dustIngested DC 172d6 Str1d6 Str250 gp
Dark reaver powderIngested DC 182d6 Con1d6 Con + 1d6 Str300 gp
Ungol dustInhaled DC 151 Cha1d6 Cha + 1 Cha*1,000 gp
Burnt othur fumesInhaled DC 181 Con*3d6 Con2,100 gp
Insanity mistInhaled DC 151d4 Wis2d6 Wis1,500 gp
Type

The poison's method of delivery-ingested, inhaled, via an injury, or contact-and the DC needed to save.

Initial Damage

The damage the character takes immediately upon failing his saving throw against this type of poison. Ability score damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage

The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Loss marked with an asterisk is permanent drain instead of temporary damage.

Price

The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose.

Perils of Using Poison

A character has a 5% chance to expose himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must make a Reflex saving throw (DC 15) or accidentally poison himself with the weapon.

Poison Immunities

Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.



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