SRD:Poisons

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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 takes 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 remains potent until it is touched or used.

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

Poison Categories

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact

Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested

Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled

Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury

This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

Poison Qualities

The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.

Type

The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.

Initial Damage

The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with a superscript "1" (1), 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. Ability damage marked with a superscript "1" 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. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

Perils of Using Poison

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

Poison Immunities

Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) 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.

Table: Poisons
PoisonTypeInitial DamageSecondary DamagePrice
NitharitContact DC 1303d6 Con650 gp
Sassone leaf residueContact DC 162d12 hp1d6 Con300 gp
Malyss root pasteContact DC 161 Dex2d4 Dex500 gp
Terinav rootContact DC 161d6 Dex2d6 Dex750 gp
Black lotus extractContact DC 203d6 Con3d6 Con4,500 gp
Dragon bileContact DC 263d6 Str01,500 gp
Striped toadstoolIngested DC 111 Wis2d6 Wis + 1d4 Int180 gp
ArsenicIngested DC 131 Con1d8 Con120 gp
Id mossIngested DC 141d4 Int2d6 Int125 gp
Oil of taggitIngested DC 150Unconsciousness90 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 Cha11,000 gp
Insanity mistInhaled DC 151d4 Wis2d6 Wis1,500 gp
Burnt othur fumesInhaled DC 181 Con13d6 Con2,100 gp
Black adder venomInjury DC 111d6 Con1d6 Con120 gp
Small centipede poisonInjury DC 111d2 Dex1d2 Dex90 gp
BloodrootInjury DC 1201d4 Con + 1d3 Wis100 gp
Drow poisonInjury DC 13UnconsciousnessUnconsciousness for 2d4 hours75gp
Greenblood oilInjury DC 131 Con1d2 Con100 gp
Blue whinnisInjury DC 141 ConUnconsciousness120 gp
Medium spider venomInjury DC 141d4 Str1d4 Str150 gp
Shadow essenceInjury DC 171 Str12d6 Str250 gp
Wyvern poisonInjury DC 172d6 Con2d6 Con3,000 gp
Huge scorpion venomInjury DC 181d6 Con1d6 Con200 gp
Giant wasp poisonInjury DC 181d6 Dex1d6 Dex210 gp
DeathbladeInjury DC 201d6 Con2d6 Con1,800 gp
Purple worm poisonInjury DC 241d6 Str2d6 Str700 gp
  1. Permanent drain, not temporary damage.

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