Poison v2.01

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Poison overview for D&D/d20 3.0 and 3.5.

Transcript of Poison v2.01

  • POISON A giant scorpion grabs Jozan in its pincers and stings him. The wound burns like fire, and pain

    spreads through his body, bringing a strange weakness with it. Jozan struggles to free himself from the pincers, but his arms have become weak, and the scorpion just stings him again. Mialee uses polymorph other to turn the scorpion into a carp, so Jozan is safe from further harm, but the poison still courses through his veins. Soon it overcomes him, and he falls helpless to the ground.

    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 poisons 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 wayif 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.

    Type

    Poisons can be divided into four basic types according to the method by which their effect is delivered. A select number of poisons can be delivered by more then one method. Multiple different poisons cannot normally be mixed together. Each dose must be administrated to the victim in its own way. There are exceptions using magic and certain delivery systems. A poison filled bloodspike could be covered with contact poison, for example. The poisons would each then take affect inside the victim, but they must be kept separate until then.

    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.

    Thrown Flask: If you have a flask of contact poison, you can throw the flask with the intent of breaking it on your target. This is treated basically the same as if you put it on a thrown weapon and went for the touch attack, instead of the intent to do damage. The flask has a range of 10, and the attack is considered a ranged touch attack. This is treated as

    both a thrown weapon and ammunition, just like shuriken. Since the flask does no damage in and of itself, there is no critical range or multiplier.

    You can add WSA to a masterwork flask (+6 gp) as you would to any thrown weapon/ammunition.

    It is not a grenade like weapon, so there is no splash effect. Even if you have multiple targets in the same square, you can still only affect one.

    If you miss, there is a 50% chance the flask breaks and is useless. On the other hand, that means there is a 50% chance your enemy can pick it up and throw it back at you.

    No weapon proficiency is required, and it provokes an attack of opportunity. 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.

    Ingested poisons follow the general rules for poisons. They differ only in their method of application. If you add multiple doses of poison to a meal, Each dose of a digested poison requires its own saving throw and does its own damage.

    When applying multiple doses of poison to a meal, use common sense. If you pour 50 doses of poison into someones drink, they are going to notice. A good rule of thumb is one dose per serving, whatever a serving might be for any given food item.

    Bloodspike: A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of piercing damage (damage reduction does not apply when using a bloodspike) and causes the fluid in the narrow vial to be absorbed directly into the users body. Alternatively, a bloodspike can be thrown as a ranged weapon with a range increment

  • of 5 feet. The bloodspike deals 1 point of piercing damage if used in this way, with the target subject to the effects of the bloodspikes contents on a successful hit. No proficiency is required to use a bloodspike in this way. Regardless of the method of delivery, using a bloodspike is a standard action that provokes attacks of opportunity. Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes. All of the following is total conjecture and must be approved by your DM before it can be used

    in play. While I have every confidence that the following is completely RAI, it is not RAW, and as such, you should double check before attempting to use any of the following rules.

    Since the bloodspike does one point of damage when used as a thrown weapon, it is assumed that it has a critical range of 20 and a critical multiplier of x2.

    A bloodspike normally is used to deliver alchemical substances, but can be used to deliver potions, or in our case, poisons. While this is not a standard use of the object, the bloodspike does cause the fluid to be directly absorbed by the body.

    Alas, there is no listing for the cost of the bloodspike in and of itself, so we must assume that the cost is equal to the cost of the cheapest blood spike, which is 50 gp. I suspect that it is actually 25 gp, but you need to run that by your DM. Id just add 50 gp to the base price of one dose of poison to be on the save side.

    There is some conjecture to the possibility that bloodspikes are reloadable. For the purposes of this guide, we will assume that bloodspikes are not, thus we will treat them like ammunition, similar to the shuriken. As such, if you wish to enchant one, you need to make a masterwork bloodspike (+6 gp), and then enchant it as any normal thrown weapon/ammunition.

    There are no rules on the creation or filling of blood spikes. I recommend the following: Assume crafting a bloodspike is a Craft (Weapon) roll of DC 25. Filling one is most likely a craft (alchemy or poisonmaking) skill roll (depending on what you are putting inside it.) at a DC of 15. Failing the roll when loading it results in automatic exposure to the poison. This is on top of the 5% chance of exposure, if one does not have poison use.

    While there is a chance of exposure while loading a bloodspike, once loaded there is no chance of accidental exposure to the poison. This is the benefit of using the bloodspike.

    Bloodspikes can carry Contact or Injury poison. Inhaled poisons are rendered inert by the process of loading into a bloodspike and ingested poisons but be eaten (unless you use a mister). While contact poisons can be loaded into a bloodspike, this is normally not done, because there are far more effective uses of contact poison. Contact is sometimes loaded on the outside of the poison, but it is up to the DM to decide if you would allow an injury and a contact poison to both work on the same attack. I would rule, yes, but again, one injury and one contact only. Using two contact or two injury causes them to mix as you use the bloodspike, so as to make them both ineffective.

    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 ones breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.) Inhaled poisons do not work underwater, unless they are specifically made to work underwater. If they work underwater, they no longer work in a normal air-filled environment

    Overlapping Gasses: By looking at the example of Osssra oils, I have come to the following conclusions. Do note, this is speculation on the part of the editor, and only a suggestion. If multiple doses of an inhaled poison are released in an area, they do not affect the target

    multiple times, but instead spread out to cover a wider area. If multiple different inhaled poisons are released in an area, chances are they cancel each other

    out, or create some sort of lesser effect, or whatever the DM wants to happen. 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.

    Save DC

    The Fortitude save DC to avoid the poisons damage. In a select few instances, the save DC may change depending on the method that the poison is delivered.

  • You normally cannot craft a poison with a higher DC then what is listed. Certain exceptions may exist in feats, prestige classes, or other areas of the game, but as a rule, the save DC is the save DC. Trust me, if someone could have made poison that was nastier then what was available, they would have done so by now.

    Damage

    Initial damage is the effect that is inflicted immediately upon failing the saving throw against the poison. This is broken down into the amount and the type of damage inflicted. Secondary damage only takes effect if you fail the first saving throw. Secondary takes effect one minute (10 rounds) after exposure. The number can range from 0 to any random amount. When the damage is against an ability score, this is the amount rolled to determine the amount of damage done. If it is an effect, then this is the duration that the effect takes place. Normally damage heals at a normal pace. A few poisons are permanent.

    Ability Score: This type of damage is against Cha, Con, Dex, Int, Str, and/or Wis. The ability is reduced by the amount rolled, or a set amount, depending on the poison. An ability reduced to 0 incapacitates the target, except in the case of constitution, in which case, the target dies.

    Hit Points: Some poisons do a flat amount of damage. In that case, roll damage normally, but the damage cannot be reduced by any normal means.

    Effect (Blindness, Confused, Dazed, Dazzled, Exhausted, Entangled, Feebleminded, Hold Person, Paralyzed, Sickened, Nauseated, Slow, Stun, Helplessness, and Unconsciousness): All these effects have a duration measured in rounds, minutes, hours, or days.

    Craft DC

    A surreptitious dose of poison can bring an enemy down without the risk of a prolonged battle. Assassins routinely make use of poisonous concoctions, and even some rogues and bards are willing to accept the risks involved in using such substances. But poisons are not always readily available; even where they are legal, their purchase often brings unwelcome scrutiny. Thus, it behooves those who would make frequent use of poisons to brew their own. The Craft DC is the difficulty to perform that process.

    The first rule for refining natural poisons, such as an animals venom, into a generally useful poison is that simply killing the creature and wiping your characters blade on its poison gland doesnt work. Most creatures poisons are a delicate mixture of various toxins, and that delicate mix is often disrupted when the creature dies or the poison is exposed to the air. Getting the poison to persist on a blade and remain effective is a trickier task still. Refining raw materials, such as creature venom, into an effective poison requires time, determination, and an application of craft.

    Not all poisons came with a craft DC. The exact craft DC is left up to your DM. If you want a rule of thumb, I suggest the following: Normal poisons have a craft DC equal to the Save DC +5. Positoxins, Ravages, and Ossra Oils would be equal to double the Save DC. This doesnt hold true in all cases, but its a good rule of thumb.

    Craft (Alchemy): Characters with the Alchemy skill can substitute it for Craft (poisonmaking), but doing so imposes a 4 circumstance penalty on checks related to poisonmaking

    Craft (Poisonmaking): The fine art of refining raw materials into effective poisons requires both patience and care (not to mention discretion, in areas where poisons are outlawed). Making poisons with the Craft (poisonmaking) skill follows the rules in the Players Handbook for all Craft skills, with the following exceptions.

    Cost: The cost of raw materials varies widely depending on whether the character has access to the active ingredientthat is, the venom or plant that actually provides the toxin. If a supply is readily available, the raw materials cost one-sixth of the market price, not one-third. Otherwise, the raw materials cost at least three-quarters of the market priceassuming the substance in question is for sale at all.

    Amount: To figure out how much poison you are able to create in a week, make a Craft (poisonmaking) check at the end of the week. If the check is successful, multiply the check result by the DC for the check. That result is how many gp worth of poison you created that week. When your total gp created equals or exceeds the market price of one dose of the poison, that dose is finished. (You may sometimes be able to create more than one dose in a week, depending on your check result and the market price of the poison.) If you fail the check by 4 or less, you make no progress that week. If you fail the check by 5 or more, you ruin half the raw materials and have to

  • buy them again. Harvesting Venom: Because of the refinement process, raw venom from creatures doesnt command

    anywhere near the price of a dose of real poison. There is no open market for poison raw materials, because the use of poison is often illegal, or at least rarely admitted to. Characters who hunt creatures for their venom will have a difficult time finding buyers for corpses of poisonous creatures. If they can find a buyer, characters will typically get 1/6 of the cost of one dose of the refined version of the poison.

    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.

    Good Poisons: Alternately, a DM may decide that so-called good approved poisons are available. Ravages are rarely banned in respectable cities, since they only affect evil targets and are made from holy water. Positoxins are also rarely banned, since they only affect undead. Also, note that the list of poisons in the Angel Tested/Mother Approved section may also be available, as the DMs so desires. However, one should take note, the reason most poisons are banned because it makes it easy for low level NPCs to cheap shot high level PCs. Remember the golden rule: he who has the gold, makes the rules.

    Application Size

    One dose of poison affects a single weaponlongsword, dagger, dart, arrow, whatever. The weapons size doesnt matter (no, this isnt entirely realistic, but its significantly easier for gameplay purposes). Applying a dose to a weapon takes one standard action.

    Trap CR Modifier:

    If youre designing a trap yourself, modify its Challenge Rating by this amount to account for the poison. Only injury, contact, and inhaled poisons are suitable for traps. Alas, not all poisons have a listed trap CR modifier, and there seems to be no standard by which to estimate. The DM will just have to wing it.

    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.

    A poisoned weapon retains its toxicity until it scores a hit or the poison is wiped off (DMG 296). Exposing yourself to the poison during application doesnt use up that dose of poison.

    The same thing happens if the user accidentally poisons himself with his weapon (by rolling a natural 1 on the attack and failing the DC 15 Reflex save). Again, he hasnt technically scored a hit on himself (you dont damage yourself with the weapon, for example), so this accidental poisoning appears to be a freebie.

    If someone wielding a weapon is forced to hit himself, (The backbiter spell, or the masterslaying WSA) then poison is resolved naturally.

    Positoxin: A corporeal undead character has a 5% chance of exposing itself to a positoxin whenever it applies the positoxin to a weapon or otherwise readies it for use. Additionally, a corporeal undead character who rolls a natural 1 on an attack roll with a positoxin coated weapon must make a DC 15 Reflex save or accidentally poison itself with the substance. A character who can handle poisons safely, such as an assassin, can ignore these risks. Positoxins are harmless to all other creatures, including incorporeal undead.

    Poison Immunities

    Wyverns, medusas, and other 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 (such as tanarri) are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

  • Order of Operation Sometimes multiple poisons or spell effects or weapon damage goes off at the same time. As a

    general guideline, whenever the rules dont stipulate an order of operations for special effects (such as spells or special abilities), you should apply them in the order thats most beneficial to the controller of the effect.

    Alignment Restrictions

    An often asked question about poisons are, Are Poisons Evil? Well, unfortunately, we have two very different and very contradictory answers that are available from two credible sources:

    FAQ: Nothing in the alignment information in the PH or the poison entry in the DMG specifically describes the use of poison as an evil act. Of course, the purpose to which you put the poison might well be an evil act: Using poison to murder the local constable is just as evil as knifing him in a back alley. Its possible that using poison might violate a characters personal moral code, or the moral code of his faith or cause. For example, if local laws restrict the use of poison, its use would be considered an unlawful act, which would violate a paladins code (which includes respect [for] legitimate authority). The DM is the ultimate arbiter of what is or isnt legal in his campaign. Remember, a characters alignment isnt a set of rules to followits a players declaration of an intent to play a character a certain way. Declaring your ninja is lawful good doesnt mean she cant act in a manner considered either unlawful or evil (or both). Repeated behavior of this sort can and should be construed as a decision on your part that your characters actual alignmentthat is, the way youve chosen to play the characterdoesnt match her stated alignment. In this case, the DM is fully within his rights to suggest or even impose an alignment change on your character. For most characters, this has minimal mechanical impact, although some classes impose alignment restrictions.

    Book Of Exalted Deeds: Poison and disease are generally the tools of evil monsters and characters, implements of corruption and destruction. If snakes and vermin are associated with evil, as they are in many cultures, it is usually because of their venom that they are viewed in such a negative light despite their neutral alignment. Using poison that deals ability damage is an evil act because it causes undue suffering in the process of incapacitating or killing an opponent. So, for that reason, only poisons specifically made to target evil, or poisons that do not cause undo suffering can be used without alignment conflict.

    So what is the answer to the question? Well, if one wants to go by RAW, you are screwed. We cannot determine which answer came first. Both are 3.5. If you go by the printing date, the FAQ would appear to be the most recent answer, except that we know that the questions were not all answered at the same time. The FAQ answer could predate the book of exalted deeds. So, if you want to ask us, we have two answers:

    There is no IC reason for limiting PC use of poison. All poisons cause suffering to some degree or another. Ravages definitely do, yet they are specifically listed as being okay for good aligned people to use. Ironically, a ravage can do far more damage then most ordinary poisons. So if you are looking for an in game reason for alignment restrictions on poisons, there are none.

    You should limit poison use to evil. The deck is simply stacked against evil in many, many ways. From a game mechanic perspective, limiting most poisons to evil-only levels the playing field and creates lines that should not be crossed. The lines are totally artificial and only for game balance, but frankly, evil is set up to lose in D&D. Dont give one of evils best tools and give it to the players.

    With that said, our best advice is, ask your DM and see how hes going to play it. His vision of his campaign might be a no holds barred dungeon crawl. Or he might want it to be a classic battle of white knights vs the most depraved bastards. That will color his viewpoint. So, assuming he wants to make it hard of good to use poisons, here are the three categories of poisons that would be considered evil-free

    Positoxins: Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To a corporeal undead creature, a positoxin functions much like a poison, usually dealing initial and secondary ability damage or drain when the target fails a Fortitude save. The ability damage or drain dealt by most positoxins cant reduce an undead creatures ability score below 1. Despite their normal immunity to damage or drain to physical ability scores (Str and Dex), undead are vulnerable to the ability damage or drain caused by positoxins. These substances actually break down the physical form of the undead, while simultaneously interfering with the

  • unholy energies that keep the undead creature animated. In fact, any damage dealt to an undead creatures Str or Dex by a positoxin is actually permanent ability drain, making such substances feared indeed by such creatures. As supernatural substances, positoxins dont function in antimagic fields or similar areas. Treat positoxins as poisons for the purpose of spells and effects such as detect poison, delay poison, and neutralize poison.

    Ravages: Besides the curative abilities of clerics and paladins, the powers of good have their own answer to poison: ravages. Magical traumas that turn the moral corruption of evil creatures into physical corruption that wracks their bodies. Ravages affect only evil creatures, and are particularly debilitating to evil outsidersdespite the immunity to poison that is common among such creatures. Ravages function in a manner similar to poisons. In contrast to most poisons, all ravages are supernatural. Ravages deal damage only to evil creatures. Any evil creature takes damage equal to that listed on either, plus its Charisma bonus. An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points of damage. If more than one kind of damage is listed, the creatures Charisma modifier and additional damage are added to each kind of damage.

    Angel Tested/Mother Approved: There are a limited number or ordinary poisons that do not cause undo suffering, thus are usable by those of good alignment without fear of needing to go get an atonement. (Alchemical sleep gas, Amasstartae, Carrion crawler brain juice, Creeping nullscourge, Crystal scorpion poison, Devilseye, Dark ectoplasm, Drow arrow poison, Drow knockout poison, Goodbye kiss, Oil of taggit, Sirens breath, Sleep poison, Sleep-smoke, Slow taint, Snow spider blood, Sssartisss, Stun gas, Trollbane, Underdark blight, Wild dwarf knockout poison)

    Miscellaneous Poison Categories

    There are two oddball categories of poisons that need clarifying. Magic-Infused Poisons (MIP): As masters of their craft and natural manipulators of magical energies,

    cruel drow alchemists have discovered ways to infuse spell effects into the venoms they concoct. Immunity to mundane poisons provides no resistance to these new substances, nor does spell resistance; however, neutralize poison and slow poison are still effective. A successful dispel magic against a caster level equal to 1/2 the poisons Fortitude save DC likewise removes its effects. These poisons are created not only with the Craft (poisonmaking) skill, but also with an appropriate spell (which must be cast by the creator).

    Magic-infused poisons do not work in anti-magic areas, but once they take effect, the damage remains. The poison continues to count down, so if you get hit with a MIP, fail the first saving throw, then enter a dead magic zone for the next minute, you will not be affected by the secondary effect. But if you step out after only 9 rounds, you will be affected on the 10th.

    Osssra Oils (Smoke): The creations of yuan-ti spellcasters, osssra oils are mixtures of substances that produce pungent, colorful smoke when burned. Osssra smoke confers benefits on all Scaled Ones but functions as an inhaled poison for all other creatures. In some cases, direct contact with the oil in either ignited or unignited form is necessary to receive the benefit. Yuan-ti typically immerse small pieces of firewood in osssra oil for 1d4 days and then burn them to create the smoke. A single vial of oil can treat enough wood to fill a 50-foot-square room with smoke for at least 4 hours. If ignited directly, the smoke fills the same area but lasts only 5 rounds. Once ignited by either method, osssra oil emits a cloud of colored smoke that moves outward from its source as a spread at the rate of 1 foot per round, to a maximum diameter of 60 feet. Osssra smoke is heavily scented, but it does not cause coughing, choking, or any other effect associated with tainted or insufficient air. The secrets of making osssra oils are guarded by yuan-ti tribal elders, and most humans know too little about them to distinguish one from another. In large cities or pirate ports where there is little scrutiny from authorities, merchants often sell osssra oils as cooking oils or scents. Some sellers arrange small demonstrations, using slaves or aging pack-beasts as models on which to demonstrate the precise effects of their wares. Although some osssra effects closely resemble those of spells, they are not magical effects. Thus, they cannot be dispelled or prevented by spell resistance.

    Weapon Special Abilities

    There are basically three types of poison only ammunition: Grenade-like flasks of Inhaled poison,

  • Touch attack flasks of Contact poison, and Bloodspikes. Bloodspikes can have Contact, Injury, or Ingested poison inside, and injury or contact poison outside. That means that any WSAs that you use with just poison must either effect the target when you hit, but do no damage, or if you must do damage first, then you need to use a bloodspike. The following is a brief look at the most noteworthy WSAs that you can use with these forms of ammunition for poisons.

    Anarchic, Aquan, Auran, Axiomatic, Holy, Ignan, Terran, Unholy: All these WSAs do the same thing, they add 2d6 damage and make it easier to hit while eliminating all damage reduction in the target against your attack. So, for a bloodspike, when you are trying to get through a specific type of target, it could be very, very useful. Not useful when using a thrown flask.

    Aquatic: When using a thrown flask of contact/inhaled poison, or a bloodspike, consider using aquatic so the poison can work underwater.

    Assassination: It does +1d6 extra sneak attack and makes it possible to apply poison risk free to your weapon. Alas, it is only effective when used on a bloodspike, since that is the only attack that actually does damage. Still, a bloodspike filled with an ingestion poison on the inside with a coating of injury poison on the outside would be scary. However, only the outside poison benefits from the assassination's save DC bonus.

    Bane: Only useful when adding it to a bloodspike. Consider using it with the poison zealot's blade, which targets a specific type of critter off the ranger's favored enemy list.

    Brilliant Energy: Very expensive, but an excellent way of getting around armor when your poison isn't a touch attack.

    Burning: Set someone on fire for 1d4 rounds, works on flasks and bloodspikes. Clouting: Works with flasks and bloodspikes. You can knock your enemy back and possibly stun them

    while tossing poison on them. Corrosive, Flaming, Frost, Shock: Each does an extra 1d6 of energy damage. For 1d4, you can look

    at desiccating, psychokinetic, and sonic. Deadly Precision: If you plan on sneak attacking with a bloodspike, this adds an extra 1d6. Distance: Doubles the range of your weapon. Exhausting: This causes you to become fatigued, which might be nice with a poison that causes

    fatigue like alforna, because the exhausting WSA would work first, then the secondary damage would render the target exhausted.

    Exit Wound: Only with bloodspikes, your attack would only do an extra 1d6 and the damage to the first target hit. However, if you also used the WSA toxic, any contact or injury poison you apply to the outside would work twice.

    Explosive: Exploding flasks/bloodspikes. Not that impressive as far as damage goes, but scary as all get out.

    Force: You do force damage and over come most forms of damage reduction. A good choice for a bloodspike.

    Ghost Strike: Lets you sneak attack undead. Nuff said. Hideaway: Lets you fold up your flask/bloodspike so you can hide it. Great choice for would-be

    assassins. Impedance: Makes it more difficult for your target to use magic for 1d6 rounds. Great with

    Cha/Int/Wis poisons targeting the correct spellcaster. Magebane: If you hate arcane spellcasters, consider using this with assassinate. The poison will have a

    higher DC based on the weapon bonus, and magebane increases the weapon bonus by +2 for a +1 WSA.

    Merciful: And extra +1d6 of nonlethal damage for use with a bloodspike when you wish to incapacitate.

    Mindcrusher: Will DC 17 or take 1 point of wisdom damage. Nice to stack with any Wisdom poisons. Radiant Holding: You can only use this on flasks that are loaded into a gnome calculus, and it is

    useless with inhaled poisons, so use it only with contact poison. It makes the attack a ranged touch attack (useless), but also causes the attack to do 1 point of damage and make the target make a will save at DC 17 or be held (Hold Monster) for 9 rounds. By adding damage, you open up a wind number of WSAs that only work when you cause damage, thus making your flask of contact poison effectively work like a bloodspike.

    Revealing: Surrounds the target with faerie fire for one round. Meh. Rusting: Works with flask or bloodspike, you effectively destroy the target's armor, which eats into

  • your loot, but if you are trying to wear someone down, you do what you gotta do. Seeking: Hate cover? Displacement? Blurring? Invisibility? Make it easier to hit them. Simple. Sending: On a natural 20 you get to teleport the target up to 1700 miles. For a +4 bonus on a flask or

    bloodspike, it's sort of a hail mary, but you never know. Strength Sapping: Fort save of DC 15 or your target becomes exhausted, a -6 to str and dex. Combine

    with dex poison to make the perfect dragon killer. Subjugating: Will save 20 or become shaken, which is a 2 to saving throws, which helps the poison

    take effect. Torturous/Imp. Torturous: Stun the target for one round with a Fort DC of 12/17 respectively. Toxic: Alas, it only works on contact or injury poison, but it does double the number of uses of a

    poison. The problem is, when throwing a flask of contact poison, it only works once. Only consider using it with a bloodspike.

    Virulent: Only works with injury or contact poison, but in a flask of contact poison, the poison would take effect in 5 rounds, not 10. Very useful for stepping up the damage.

  • ABOLETH OIL - ARMS AND EQUIPMENT GUIDE (3.0) Type: Contact Save DC: 19 Initial Damage: 0 N/A Secondary Damage: Perm Transform Craft DC: 30 Cost: 2500 gp Trap CR Modifier: 3 Transformation takes 1d4+1 minutes. A transformed creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creatures natural armor bonus by 1 (but never to less than 0). Editor (Aboleth Mucus): Listed in savage species is a substance called Aboleth mucus. However, despite

    similarities, this is the actual poison. In fact, with Aboleth mucus costing only 20 gp for what is basically a save or die, I would actually go so far as to recommend that aboleth mucus be banned.

    Editor: As it stands, this is painful, but will take a great deal of time to kill someone. Needing to make two saves before it takes effect is also a great deal of effort for a poison that costs 2,500 gp. Its a cool effect, best reserved for people who want to torture someone, not someone who wants to quickly kill someone.

    ADLEVINE EXTRACT - ARMS AND EQUIPMENT GUIDE (3.0) Type: Ingested Save DC: 14 Initial Damage: 1d4 Wis + Special Secondary Damage: 2d6 Wis Craft DC: 20 Cost: 150 gp Trap CR Modifier: 0 Gain +2 Con Bonus. Temporary ability score increases last 1d10 minutes. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: A strange poison that makes you tougher while making you stupid. For someone who made

    wisdom a dumps stat, this could drop you into a nightmare filled coma with a few bad rolls. With luck, you are someone with a grand fortitude save and can avoid those 1s The problem is, a potion of Bears endurance is 300 gp. Basically, unless you need an edge in an anti-magic zone, this poison sucks.

    Editor (Bloodspike): Cost: 200 gp. Consider adding mindcrusher and subjugating WSAs to speed up the erosion of the targets will save.

    ALCHEMICAL SLEEP GAS - FORGOTTEN REALMS CAMPAIGN SETTING (3.0) Type: Inhaled Save DC: 15 Initial Damage: 1 Uncon (Min) Secondary Damage: 1d4 Uncon (Min) Craft DC: 25 Cost: 30 gp Trap CR Modifier: (?) This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that puts living creatures to sleep. You can throw a flask of sleep gas as a grenade-like weapon. It has a range increment of 10 feet. On a direct hit (splashes have no effect because the gas dissipates instantly), a living target must succeed on a Fortitude save (DC 15) or fall asleep for 1 minute. After 1 minute, the target must make another Fortitude save (DC 15) or sleep 1d4 additional minutes. The sleep gas affects creatures that are immune to magical sleep effects but not creatures that are immune to poison. Spells and effects that cancel or counter poisons (such as neutralize poison) are effective against the gas. The gas affects only one creature of Small or larger size. The gas affects all creatures of Tiny or smaller size in the 5- foot square

  • where it strikes. The Alchemy DC to make alchemical sleep gas is 25. Note: A sleeping creature is helpless. Slapping or wounding awakens the creature, but normal noise does

    not. Awakening the creature is a standard action. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

    unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: For the price, this is one of the better poisons. Not too expensive, very limited target range so you

    can use it without fear of hitting your allies, okay Fortitude save, and it knocks people out, which is basically save-or-suck. Alas, its 3.0, but besides that, its an excellent choice for anyone who can find someone to sell it.

    ALFORNA - ARMS AND EQUIPMENT GUIDE (3.0) Type: Injury Save DC: 11 Initial Damage: 1d2 Str Secondary Damage: N/A Fatigue Craft DC: 15 Cost: 75 gp Trap CR Modifier: 1 Fatigue caused by the secondary effects of alforna is treated normally. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Lousy save DC, lousy damage, 3.0, and its a tad bit pricy. Its only saving grace is that it does

    fatigue to the target, but that fatigue isnt timed. You have to take care of it like you would normally. Still, much better in a trap then on a sword. Consider using it with the WSA exhausting.

    AMASSTARTAE (SMOKE) - SERPENT KINGDOMS (3.5) Type: Inhaled Save DC: 13 Initial Damage: 1d4 Hold person (Rds) Secondary Damage: 1d6 Slow (Rds) Craft DC: (?) Cost: 750 gp Trap CR Modifier: (?) The green smoke produced by this oil is shot through with twinkling silvery metallic flecks that resemble sparks. Its smell is often described as prickle-nose spicy. Amasstartae oil is produced by combining sap from the leaves of the silverthorn weed with a distillate of crushed and boiled scales from any salt-water fish. Amasstarte oil grants the benefit of a cure light wounds spell to any Scaled One who pours a vial of it into a bath and soaks in the resulting mixture for at least 1 hour. The effects are cumulative for multiple hours. Editor (Hold Person): The subject becomes paralyzed and freezes in place. It is aware and breathes

    normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity). A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown.

    Editor (Slow): An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and dispels haste.

    Editor (Suffering Free): This may be used by those of good alignment without penalty.

  • Editor: Hard to come by, expensive, low save DC, but it is a save-or-suck poison that affects an area and lingers for a long time. I can see a raid on a bar with the officers putting this smoke at all the exits.

    AMAUNAUTH - SILVER MARCHES (3.0) Type: Injury Save DC: 18 Initial Damage: 2d4 HP Secondary Damage: 1d3 Uncon (Hrs) Craft DC: 15 Cost: 100 gp Trap CR Modifier: (?) Also known as greenflower for its rich green leaves, which open in a starburst close to the ground, amaunauth is a hardy broadleaf ground weed. It grows across colder areas of the North, from the Dessarin Valley north to where ice or snow always lies. If eaten raw, amaunauth is harmful to humans, elves, orcs and all goblinkin, and their half-kin, but has no effect on dwarves, gnomes, halflings, fey creatures, and gnolls, nor on horses, goats, sheep, roth, and deer. The poison called amaunauth is brewed from the sap or internal juices of the weed. An herbalist can concoct amaunauth by crushing the leaves of the plant, boiling whole plants, or even dissolving the leaves in alcohol (Alchemy or Knowledge [herbalism] check, DC 15, and one days work to manufacture). A single plant can produce 1d4+2 doses. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

    unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor: Its 3.0, does an average of 5 hps to start and after a minute, drops the target for a number of hours. Now, that save DC isnt anything to sneeze at, and its not too expensive. Its still more of an NPC poison, then one Id recommend to players.

    ANERMIS - ARMS AND EQUIPMENT GUIDE (3.0) Type: Contact Save DC: 16 Initial Damage: 1d4 Str Secondary Damage: 2d4 Str Craft DC: 20 Cost: 750 gp Trap CR Modifier: 5 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Expensive as heck, low initial damage, slightly above average DC, and 3.0 to boot. I recommend

    against this poison. ARSENIC - DUNGEON MASTER'S GUIDE (3.5) Type: Ingested Save DC: 13 Initial Damage: 1 Con Secondary Damage: 1d8 Con Craft DC: 15 Cost: 120 gp Trap CR Modifier: 0 Editor: The king of poisons in the real world is quite tame in D&D. Below average save, above average

    price, ingestion only, and lousy initial damage makes for two thumbs down from this editor. Note, in the real world, it can kill you in moments. Not sure why it got nerfed. Still, it is con damage, which is the best, so dont discount it when trying to kill someone who you know has a low fortitude save.

  • ASABI MIST - ARMS AND EQUIPMENT GUIDE (3.0) Type: Inhaled Save DC: 12 Initial Damage: 1d4 Con Secondary Damage: 1d4 Con Craft DC: 20 Cost: 1000 gp Trap CR Modifier: 3 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Inhaled area of effect con damage, Yay!. Save DC 12, boo. 1000 gp cost, boo. Thumbs down. BALOR BILE - BOOK OF VILE DARKNESS (3.0) Type: Contact Save DC: 25 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Craft DC: 25 Cost: 1000 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Nice Save DC, okay damage. Priced to reflect it. Consider using with the WSA Strength Sapping. BANELAR ESSENCE - ARMS AND EQUIPMENT GUIDE (3.0) Type: Injury Save DC: 11 Initial Damage: 2d4 Con Secondary Damage: 1d3 Uncon (Hrs) Craft DC: 15 Cost: 300 gp Trap CR Modifier: 2 Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

    unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor: Lousy Fort save, but an average 5 points of con damage on the first save is nice, followed by a save-or-suck 10 rounds later. Its a push.

    BASILISK BREATH - BOOK OF VILE DARKNESS (3.0) Type: Inhaled Save DC: 17 Initial Damage: 1d6 Con Secondary Damage: 1d6 Con Craft DC: 26 Cost: 2500 gp Trap CR Modifier: (?) Affects outsiders otherwise immune to poison. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: It affects outsiders, in an area effect inhaled poison and has a above average DC while doing con

    damage. Except for the price tag, I like it. BATTASSS (SMOKE)

  • - SERPENT KINGDOMS (3.5) Type: Inhaled Save DC: 15 Initial Damage: 1d4 Wis Secondary Damage: 1d4+2 Sleep (Rds) Craft DC: (?) Cost: 1000 gp Trap CR Modifier: (?) The ruby-red smoke emitted by this oil flickers with random darker threads and smells like scorching milk. Battasss oil is made from palm oil and the petals of the tiny white wildflower known as fallen snow. When inhaled by a Scaled One, battasss smoke produces extreme clarity of mind. During this time, the Scaled One requires no Concentration check to perform any action, regardless of distractions or combinations of effects that might ordinarily impair spellcasting or performance. Furthermore, the affected reptile gains a +5 bonus on Will saves. These effects persist for as long as the Scaled One inhales the smoke and for 3d6 minutes thereafter. Editor: As far as poison goes, Ive seen better. BEBILITH VENOM - BOOK OF VILE DARKNESS (3.0) Type: Injury Save DC: 20 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con Craft DC: 20 Cost: 900 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Nice injury con poison over all. A good pick. BEE VENOM - ORIENTAL ADVENTURES (3.0) Type: Injury Save DC: 11 Initial Damage: 1 Con Secondary Damage: 1 Con Craft DC: (?) Cost: 90 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: As far as poisons go, not that impressive. What makes it nice is that it should be a craft check 16 to

    make and only cost you 15 gp in materials. Frankly, bees are easy to come by, so making this poison on your own should be easy, so you can put it on everything at very little personal cost.

    BELLADONNA - MONSTER MANUAL 1 (3.5) Type: Ingested Save DC: 13 Initial Damage: 1d6 Str Secondary Damage: 2d6 Str Craft DC: 15 Cost: 30 gp Trap CR Modifier: (?) Editor: Cheap as heck and a plant based poison, so you should have no problem making it with major

    creation and the like.

  • Editor (Bloodspike): An excellent choice for a bloodspike. Consider the WSA strength sapping as well as virulent, because the secondary damage is so much better then the primary.

    BLACK ADDER VENOM - DUNGEON MASTER'S GUIDE (3.5) Type: Injury Save DC: 11 Initial Damage: 1d6 Con Secondary Damage: 1d6 Con Craft DC: 15 Cost: 120 gp Trap CR Modifier: 1 Editor: For the price, it is an excellent buy for con damaging poison. The save DC sucks, but the price is

    amazing. BLACK LOTUS EXTRACT - DUNGEON MASTER'S GUIDE (3.5) Type: Contact Save DC: 20 Initial Damage: 3d6 Con Secondary Damage: 3d6 Con Craft DC: 35 Cost: 4500 gp Trap CR Modifier: 8 Editor: Plant based poison begging to be made with major creation. Expensive as all get out, its THE

    assassin poison of choice against poor Fortitude save targets. Targets with good Fortitude saves are likely to resist, and that means you are out 4,500 gps.

    Editor (WSAs): On top of the obvious of putting it on the outside of a bloodspike, you can throw it in a flask. Consider using with assassination so as to increase the save DC. With a bloodspike, use exit wound and toxic to get two for the price of one. Hideaway gives you a better place to hide it. If you are firing your flask from a gnome calculus, radiant holding might paralyze your enemy long enough for the secondary damage to kick in. Subjugating lowers the targets save by 2. Finally, virulent is also a good choice, because that secondary damage cannot happen soon enough.

    BLACK PIPER VENOM - ORIENTAL ADVENTURES (3.0) Type: Injury Save DC: 14 Initial Damage: 1d4 Str Secondary Damage: 1d6 Str Craft DC: (?) Cost: 150 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: A below average poison all around. BLASPHEMIX - COMPLETE SCOUNDREL (3.5) Type: Injury Save DC: 22 Initial Damage: N/A Special Secondary Damage: -1 Divine CL Craft DC: 22 Cost: 750 gp

  • Trap CR Modifier: (?) Said to be refined from the spilled ichor of a demon, devil, or other fiend, blasphemix corrupts not only the body but also the soul. Perpetually warm, greasy, and possessed of a vile blackness that seems to writhe of its own accord, blasphemix is further profaned by prayers and chants to dark, ancient, and wholly evil powers. This liquid foulness impedes the power of faith and hinders even the most devout clerics access to his deity. Despite its origin, this poison affects creatures of all alignments and faiths. If the subject of this poison fails the initial saving throw, its ability to cast divine spells is hindered. For the next 10 rounds, the subject must succeed on a caster level check (DC 15 + spell level) each time it attempts to cast a divine spell. Failure means the spell is lost and has no effect. Regardless of the outcome of the initial save, failing the secondary save applies a 1 penalty to the victims caster level for all divine spells it casts for the next 12 hours. If a creature is subjected to another dose of blasphemix before the effect of the first dose has run its course, the duration of the first doses effect ends. In addition to a Craft (poisonmaking) check, creating a dose of blasphemix requires a successful DC 15 Knowledge (religion) check. Editor: If you hate clerics, this is the poison for you. Editor (WSAs): Adding on mindscrusher to lower the targets wisdom could be good, considering the

    primary target of this poison. Also consider impedance, to stack on more caster level checks. BLOODROOT - DUNGEON MASTER'S GUIDE (3.5) Type: Injury Save DC: 12 Initial Damage: 0 N/A Secondary Damage: 1d4/1d3 Con/Wis Craft DC: 15 Cost: 100 gp Trap CR Modifier: 1 Editor: Planet based so major creation fodder. Regardless, the poison sucks. BLOODWINE (POSITOXIN) - LIBRIS MORTIS (3.5) Type: Injury Save DC: 11 Initial Damage: 1d4 Cha Secondary Damage: 2d4 Cha Craft DC: 22 Cost: 250 gp Trap CR Modifier: (?) This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and other undead with a vulnerability to garlic. Such creatures take a 2 penalty on their Fortitude saves to resist damage. Though normally delivered by injury, it can also be consumed by a living creature to deliver it to a vampire or similar blood draining creature via ingestion. A single dose, if consumed by a living creature, remains in the bloodstream for 12 hours. Any undead creature draining blood from a creature that has ingested bloodwine must make a Fortitude save as if it had been injured by a weapon bearing the positoxin, though the save DC drops to 9. Editor: Well, many vampires skimp on charisma as a dump stat, so this could be effective, but the save DC

    is so low as to render it more of an annoyance then a threat. BLUE ANEMONE OIL - STORMWRACK (3.5) Type: Contact Save DC: (?) Initial Damage: 1d4/1d4 Str/Dex Secondary Damage: Perm Blindness Craft DC: (?) Cost: 400 gp

  • Trap CR Modifier: 4 Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus

    to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character.

    Editor: Alas, we do not know the Save DC of Blue anemone oil. I have searched the length and breadth of the internet, but not even my Google-fu can bring about any credible source. The best I have found is the suggested value of 13,14, or 15. These are guesses made by a number of different sources and frankly, nobody has a definitive answer. By RAW, since it has no DC, it has no saving throw, which makes it the only poison in the land that works automatically without a save. Considering it does permanent blindness, I am unwilling to believe that is the RAI. As a DM, It clearly is a typo. I would suggest a DC 14 and be done with it. That said, permanent blindness. Nice.

    BLUE FROG PASTE - SERPENT KINGDOMS (3.5) Type: Contact Save DC: 19 Initial Damage: 1d4 Dex Secondary Damage: 2d6 Paralysis (Min) Craft DC: (?) Cost: 500 gp Trap CR Modifier: (?) The otherwise harmless bright blue frogs of the Serpent Hills secrete a unique poison that the lizardfolk of Kalran have learned to harvest. Mixing it with other natural substances produces a highly toxic oil suitable for applying to weapons. Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed

    character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

    Editor: Nice poison for NPCs, bad choice for PCs. Still, not a bad save DC for the cost. BLUE WHINNIS - DUNGEON MASTER'S GUIDE (3.5) Type: Injury Save DC: 14 Initial Damage: 1 Con Secondary Damage: 1d3 Uncon (Hrs) Craft DC: 15 Cost: 120 gp Trap CR Modifier: 1 Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

    unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor: Con damage, slightly below save DC, followed by save-or-suck. Not bad. BONESHARD PASTE (POSITOXIN) - LIBRIS MORTIS (3.5) Type: Contact Save DC: 13 Initial Damage: 1 Perm Str Loss Secondary Damage: 1d4 Perm Str Loss Craft DC: 26

  • Cost: 750 gp Trap CR Modifier: (?) This positoxin includes bone fragments in its recipe, giving it a pale color. Editor: It sucks. The undead Id want to use it on would laugh at the DC, and the cost is too high to use it

    on zombies. BONESPEAR POISON FUSION - DUNGEONSCAPE (3.5) Type: Injury Save DC: 25 Initial Damage: 2d4/2d4 Str/Dex Secondary Damage: 2d4/2d4 Str/Dex Craft DC: (?) Cost: 3100 gp Trap CR Modifier: 6 Editor: BOOM, baby! Editor (WSAs): Strength sapping or exhausting are good choices, because both lower dexterity AND

    strength. BRAIN DUST - ARMS AND EQUIPMENT GUIDE (3.0) Type: Inhaled Save DC: 12 Initial Damage: 1 Confusion (Min) Secondary Damage: 1d4 Wis Craft DC: 20 Cost: 1300 gp Trap CR Modifier: 2 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Confused): Befuddled and unable to determine a course of action. A confused characters actions

    are determined by rolling d% at the beginning of his turn: 0110, attack poisoner with melee or ranged weapons (or close with poisoner if attacking is not possible); 1120, act normally; 2150, do nothing but babble incoherently; 5170, flee away from poisoner at top possible speed; 71100, attack nearest creature (for this purpose, a familiar counts as part of the subjects self). A confused character who cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

    Editor: Want a crowd of people to try and kill each other? Here you go. Alas, as far as poisons that cause confusion, you are looking at the best you are going to get.

    BURNING ANGEL WING FUMES - BOOK OF VILE DARKNESS (3.0) Type: Inhaled Save DC: 18 Initial Damage: 1d6 Cha Secondary Damage: 2d6 Cha Craft DC: 27 Cost: 2800 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Primarily a I-Hate-Sorcerers-And-Bards poison. As far as charisma poisons go, its the best, and

    you pay for it.

  • BURNT OTHUR FUMES - DUNGEON MASTER'S GUIDE (3.5) Type: Inhaled Save DC: 18 Initial Damage: 1 Perm Con Loss Secondary Damage: 3d6 Con Craft DC: 25 Cost: 2100 gp Trap CR Modifier: 6 Editor: OUCH! Perm con drain followed by 3d6 and its an area of effect inhaled. More for an NPC then a

    PC, but still, impressive. CARRION CRAWLER BRAIN JUICE - DUNGEON MASTER'S GUIDE (3.5) Type: Contact Save DC: 13 Initial Damage: 2d6 Paralysis (Min) Secondary Damage: 0 N/A Craft DC: 15 Cost: 200 gp Trap CR Modifier: 1 Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed

    character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

    Editor: Its a save-or-suck. The saving throw is below average, but it does have the saving grace that it is a contact poison, meaning the actually delivering the poison to the target isnt as hard. Overall, its not a bad choice for people who are trying to take other alive at low levels.

    Editor (WSAs): Radiant holding is a good choice and has a nice synergy to it. CAVE TERROR - UNDERDARK (3.5) Type: Ingested Save DC: 20 Initial Damage: 1 Confusion (Min) Secondary Damage: 1d4 Int Craft DC: (?) Cost: 200 gp Trap CR Modifier: 0 Distilled from cave creeper fungus, this poison can be made with a DC 25 Craft (alchemy) check. Editor (Confused): Befuddled and unable to determine a course of action. A confused characters actions

    are determined by rolling d% at the beginning of his turn: 0110, attack poisoner with melee or ranged weapons (or close with poisoner if attacking is not possible); 1120, act normally; 2150, do nothing but babble incoherently; 5170, flee away from poisoner at top possible speed; 71100, attack nearest creature (for this purpose, a familiar counts as part of the subjects self). A confused character who cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

    Editor: Made from plants, so its major creation fodder. In order to be effective, you need to add it to a bloodspike.

  • CELESTIAL ESSENCE (POSITOXIN) - LIBRIS MORTIS (3.5) Type: Injury Save DC: 14 Initial Damage: 1d6 Wis Secondary Damage: 2d6 Wis Craft DC: 28 Cost: 400 gp Trap CR Modifier: (?) This viscous golden substance seems almost to shine with an inner radiance. Editor: Against a low wisdom undead, this could drop him for a while, but the save DC makes that

    unlikely. CELESTIAL LIGHTSBLOOD (RAVAGE) - BOOK OF EXALTED DEEDS (3.5) Type: Ingested Save DC: 20 Initial Damage: 1d4 Dex Secondary Damage: 1d4 Con Craft DC: (?) Cost: 2500 gp Trap CR Modifier: 0 This rare substance is as ethereal as pure alcohol, though it is not intoxicating. A pure silvery color, it first slows and then sickens creatures it affects. Editor: Way too expensive for not that impressive of a return and ingested to boot. Pass. CHILBLAIN BRAIN JUICE - FROSTBURN (3.5) Type: Injury Save DC: 12 Initial Damage: 1 Dex Secondary Damage: 1d4 Dex Craft DC: (?) Cost: 110 gp Trap CR Modifier: 2 Editor: Sucks, but fairly cheep. CHOLDRITH TOXIN - ARMS AND EQUIPMENT GUIDE (3.0) Type: Injury Save DC: 15 Initial Damage: 2d6 Paralysis (Min) Secondary Damage: 2d4 Con Craft DC: 20 Cost: 1200 gp Trap CR Modifier: 3 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed

    character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

  • Editor: Expensive for what it does, and the save DC does not impress me. That said, if it works, its save-or-suck. Id save the 1,000 gp and get carrion crawler brain juice instead. That one has a lower save DC by 2, but its contact, and this one is an injury poison, and the CCBJ isnt likely to accidentally kill your target. If your goal is to kill the target, there are far better choices.

    COLOSSAL CENTIPEDE POISON - DUNGEONSCAPE (3.5) Type: Injury Save DC: 23 Initial Damage: 2d6 Dex Secondary Damage: 2d6 Dex Craft DC: 30 Cost: 900 gp Trap CR Modifier: 4 Editor: You are looking at the best dex based poison you can buy. Gargantuan centipede poison has a

    better save DC, but the damage is only 1d8. This better over all by damage dice and price. COLOSSAL PURPLE WORM POISON - DUNGEONSCAPE (3.5) Type: Injury Save DC: 27 Initial Damage: 1d6 Str Secondary Damage: 2d6 Str Craft DC: 30 Cost: 1400 gp Trap CR Modifier: 5 Editor: Strangely enough, besides the better save DC, there isnt much to recommend this poison over the

    original. Still, its got some oomph. Double the price for only +3 to the save DC? Meh. COLOSSAL SCORPION VENOM - DUNGEONSCAPE (3.5) Type: Injury Save DC: 33 Initial Damage: 1d10 Con Secondary Damage: 1d10 Con Craft DC: 35 Cost: 9900 gp Trap CR Modifier: 8 Editor: Black lotus may have to volts, but this ones got the amps. Not as much damage as Black lotus

    poison, but its got the single best save DC that you can find in a con drain. Better yet, but the black lotus inside a bloodspike, and put this poison on the outside.

    COLOSSAL SPIDER VENOM - DUNGEONSCAPE (3.5) Type: Injury Save DC: 28 Initial Damage: 2d8 Str Secondary Damage: 2d8 Str Craft DC: 28 Cost: 1900 gp Trap CR Modifier: 6 Editor: Dragon bile has better damage, this has the best save DC. CONE SNAIL VENOM

  • - STORMWRACK (3.5) Type: Injury Save DC: 12 Initial Damage: 1d4 Con Secondary Damage: 1d6/2d6 Con/Paralysis (Min) Craft DC: (?) Cost: 120 gp Trap CR Modifier: 2 Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed

    character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

    Editor: Lousy save DC, fairly cheap. Up front, the con damage ofblack adder venom is better, but on the backend, this is a superior poison. Alas, who expects your enemies to still be alive in ten rounds?

    CONFLAGRATION OOZE ESSENCE - DUNGEONSCAPE (3.5) Type: Contact Save DC: 19 Initial Damage: 1d4/2d4 Con/HP (fire) Secondary Damage: 1d4/2d4 Con/HP (fire) Craft DC: (?) Cost: 850 gp Trap CR Modifier: 4 This deals fire damage in addition to Constitution damage. Creatures that have immunity to poison still must save to avoid taking damage. Creatures that have immunity to fire still must save to avoid taking Constitution damage. Editor: Some assassins just want to see the world burn. May I recommend adding it to a bloodspike, inside

    and out, then adding the WSA burning, so you can set your enemies on fire, big time. CREEPING NULLSCOURGE (MIP) - DROW OF THE UNDERDARK (3.5) Type: Injury Save DC: 20 Initial Damage: 5 SR Secondary Damage: 5 SR Craft DC: 25 Cost: 1000 gp Trap CR Modifier: (?) Used during bouts of drow infighting, on failed save this poison drains 5 points of the targets spell resistance. The secondary damage also drains 5 points of spell resistance. Lost spell resistance returns at the same rate and by the same means as ability score damage. This poison can be created with a DC 25 Craft (poisonmaking) check and an assay spell resistance spell. Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: A DC 20 poison that lowers SR by FIVE on initial and final contact! Requires Assay Spell

    Resistance to create, but talk about a great effect! Consider putting it in a bloodspike with Creeping nullscourage on the inside and outside AND add in the WSA Shattermantle. That should get your targets SR to bottom out in a hurry.

    CRETCHWATER OIL, GHOSTS - GHOSTWALK (3.0) Type: Injury Save DC: 13

  • Initial Damage: 1 Con Secondary Damage: 1d2 Con Craft DC: 15 Cost: 100 gp Trap CR Modifier: 1 This green oil smells strongly of crushed green plants. It does damage depending on the target type. Against ghosts, it functions as greenblood oil. CRETCHWATER OIL, LIVING - GHOSTWALK (3.0) Type: Injury Save DC: 11 Initial Damage: 1d2 Dex Secondary Damage: 1d2 Dex Craft DC: 15 Cost: 150 gp Trap CR Modifier: 1 This green oil smells strongly of crushed green plants. It does damage depending on the target type. Against living creatures, it acts as Small monstrous centipede poison. CRETEL LEAF RESIDUE - ARMS AND EQUIPMENT GUIDE (3.0) Type: Ingested Save DC: 14 Initial Damage: 1d4 Con + Special Secondary Damage: 1d6 Con Craft DC: 20 Cost: 150 gp Trap CR Modifier: 0 Gain +2 Dex Bonus. Temporary ability score increases last 1d10 minutes. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Con drain, Good! Bonus to Dex, bad Its a weird one, thats for sure. CRIPPLING VINE - ARMS AND EQUIPMENT GUIDE (3.0) Type: Contact Save DC: 13 Initial Damage: 1d4/1d4 Str/Con Secondary Damage: 0 N/A Craft DC: 15 Cost: 180 gp Trap CR Modifier: 3 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: A Str/Con drain that has no secondary damage, is contact, and not that expensive. I recommend

    putting it on the outside of a bloodspike and add strength sapping with a good ingested strength poison. Belladona is cheap, but lich dust is a much better choice.

    CRYSTAL SCORPION POISON - SANDSTORM (3.5) Type: Contact Save DC: 19 Initial Damage: 0 N/A Secondary Damage: 1d4/1d4 Helpless (Hrs)/Entangled (Days) Craft DC: 25

  • Cost: 1500 gp Trap CR Modifier: 2 Distilled from the venom of monstrous scorpions, this alchemically treated (Craft [alchemy] DC 25) poison is often sought out by warlords or assassins who want to see a victim suffer for days. The process of treating the venom renders it translucent, but with the refractive qualities of a perfect prism when held up to the light in a clear container. Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: Despite the claim that this is sought out by those who want to see the victims suffer for days, it

    does not actually cause any suffering, in and of itself. While the victim is helpless, you can make him suffer, but that is not a quality intrinsic to the poison itself. Thus this poison is usable by those of good alignment.

    CULUM POWDER - ARMS AND EQUIPMENT GUIDE (3.0) Type: Ingested Save DC: 12 Initial Damage: 1 Dex Secondary Damage: 1d4 Dex Craft DC: 15 Cost: 100 gp Trap CR Modifier: 0 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Honestly, I dont see the point, other then its easy to make. Not even worth a bloodspike. DARK ECTOPLASM - GHOSTWALK (3.0) Type: Injury Save DC: 18 Initial Damage: 1d6 Cha Secondary Damage: 1d6 Cha Craft DC: 25 Cost: 700 gp Trap CR Modifier: (?) This gray-black material is made from corrupted ectoplasm and is the bane of many ghost abilities. It is a poison that affects only ghosts and usually is enough to temporarily disable the more dangerous ghost abilities. Editor: I dont know about enough to temporarily disable anything, but there arent many poisons that

    target undead, so work with what you got. DARK REAVER POWDER - DUNGEON MASTER'S GUIDE (3.5) Type: Ingested Save DC: 18 Initial Damage: 2d6 Con Secondary Damage: 1d6/1d6 Con/Str Craft DC: 25 Cost: 300 gp Trap CR Modifier: 0 Editor: Now this is begging for a bloodspike. Cheap Con damage, good save DC. Excellent choice for the

    assassin on a budget. If your DM allows bloodspikes to use ingested poison, this moves to purple. DARKEYE - SHARN: CITY OF TOWERS (3.5) Type: Ingested

  • Save DC: 12 Initial Damage: 1 Paralysis (min) Secondary Damage: 1 Con + Special Craft DC: 25 Cost: 50 gp Trap CR Modifier: 0 This foul substance acts as an ingested poison. However, if the victim fails his saving throw against the secondary damage, the paralysis continues and he must make another save after a minute has passed. If he fails, he remains paralyzed, loses another point of Constitution, and must save again the following minute. This continues until the victim makes a successful saving throw. During the period of paralysis, the victim is poised on the brink of life and death. Some victims see visions of their past, while others hear the voices of departed friends and family. The experience sensitizes the victim to the emanations of the beyond. For an hour after consuming darkeye, the victim gains +1 effective caster level when casting any sort of necromantic spell; this is increased to +5 when casting speak with dead. Darkeye is terribly bitter, and a full dose (2 ounces) is required to have any effect. Editor: Ineffective as a poison for others, handy for a necromancer to have lying around, or any cleric who

    chats with the dead on a regular basis. DARKLIGHT BREW - DROW OF THE UNDERDARK (3.5) Type: Injury Save DC: 23 Initial Damage: 2d6/1d6 Con/Str Secondary Damage: 1 Blindness (Hrs) Craft DC: 28 Cost: 1500 gp Trap CR Modifier: (?) Darklight ore is powdered and cut with a mild acid to create this poison. The radiation of the ore is diminished greatly in this process, but its effect becomes acute when it is introduced into the bloodstream. This poison can be made with a DC 28 Craft (poisonmaking) check. The blindness from the poison lasts for 1 hour. Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus

    to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character.

    Editor: A DC 23 poison that deals an initial 2d6 Con and 1d6 Strength damage, and blindness as a secondary effect! It's ridiculously expensive, but is made from darklight ore, which means that it can be crafted with Major Creation. A great high level poison.

    DEATHBLADE - DUNGEON MASTER'S GUIDE (3.5) Type: Injury Save DC: 20 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con Craft DC: 25 Cost: 1800 gp Trap CR Modifier: 5 Editor: Good Save DC, okay damage, good secondary, expensive price. Its a push. Now, this poison does

    the exact same thing as bebilith venom, but for 900 gp more. However, bebilith venom is 3.0 and never updated for 3.5, so availability might be an issue.

    DEVILSEYE - BOOK OF VILE DARKNESS (3.0)

  • Type: Injury Save DC: 21 Initial Damage: 1 SR Secondary Damage: 1d3 SR Craft DC: 22 Cost: 1000 gp Trap CR Modifier: (?) Affects outsiders otherwise immune to poison Damage to SR returns at the same rate as ability score damage Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: This and basilisk breath both affect outsiders that are generally immune to poisons. Reducing Spell

    resistance at one point a dose might take forever, but you work with what you got. DOUBT BOMB - FIEND FOLIO (3.0) Type: Inhaled Save DC: 15 Initial Damage: 1d6 Wis Secondary Damage: 1d6 Wis Craft DC: (?) Cost: 500 gp Trap CR Modifier: (?) This small ceramic sphere contains a chemical mixture intended to over stimulate the doubt centers in the brain. The bomb can be thrown as a grenade-like weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs. A doubt bomb has a market price of 500 gp. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: The best wisdom drain you can find. Unfortunately, you are unlikely to ever find one to buy. DRAGON BILE - DUNGEON MASTER'S GUIDE (3.5) Type: Contact Save DC: 26 Initial Damage: 3d6 Str Secondary Damage: 0 N/A Craft DC: 30 Cost: 1500 gp Trap CR Modifier: 6 Editor: The best initial strength damaging poison on the market. DROW ARROW POISON - SAVAGE SPECIES (3.0) Type: Injury Save DC: 17 Initial Damage: 1 Uncon (Min) Secondary Damage: 2d4 Uncon (Hrs) Craft DC: 15 Cost: 120 gp Trap CR Modifier: (?) Drow arrow poison is an injury poison (Fortitude DC 17) that causes unconsciousness. After 1 minute, the injured creature must make a second Fortitude save (same DC) or remain unconscious for 2d4 hours. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

  • unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: As written, drow arrow poison is different from the knockout poison, both in DC and in price. So,

    while it may seem like this poison was replaced in 3.5, technically, it was not. I recommend using both poisons. The cheaper knockout poison for the rank and file drow, and the superior arrow poison for the nobility. Now, that said, this poison rocks. If you can find it, buy it. Its by far the best poison for its value. True, you need to take the time to slit your enemies throats, but it will do the job. Oh, and note, nothing says you have to put the poison on arrows. Any weapon that causes injury should do.

    DROW KNOCKOUT POISON - UNDERDARK (3.5) Type: Injury Save DC: 13 Initial Damage: 1 Uncon (Min) Secondary Damage: 2d4 Uncon (Hrs) Craft DC: 15 Cost: 75 gp Trap CR Modifier: (?) Drow are renowned for their use of unconsciousness inducing poison in subterranean ambushes. The dark elves carefully guard the secret of their venom, and it is exceedingly difficult to find it outside drow realms and outposts. Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A

    unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.

    Editor (Suffering Free): This may be used by those of good alignment without penalty. Editor: At only 75 gp, this DC 13 or unconsciousness poison costs 12.5 gp/hit if you have the materials at

    hand, and unconsciousness is a damned good condition effect. Best to hit an opponent with a con-reducing poison first to lower their saves. Good as a low-level poison. Noted as being distilled from fungi and roots in C. Scoundrel. That all said, if you have the option to get the superior arrow poison, take it.

    DUNEWINDER VENOM - SANDSTORM (3.5) Type: Injury Save DC: 20 Initial Damage: 1d8 Con Secondary Damage: 1d8 Con Craft DC: (?) Cost: 1000 gp Trap CR Modifier: 3 Editor: A good, solid poison for your blade. The 1d8 is slightly better then 1d6, but the save DC is what

    makes this kick. Alas, the cost is fairly high, but injury con poison usually is. DUTHLAHHASS (SMOKE) - SERPENT KINGDOMS (3.5) Type: Inhaled Save DC: 16 Initial Damage: 2d6 Feeblemind (Min) Secondary Damage: 2d4 Dex Craft DC: (?) Cost: 2000 gp Trap CR Modifier: (?) This oil produces a bright amber smoke with a smell similar to that of sizzling seaweed or burnt moss. Humanoids sometimes describe the scent as fiery or nose-clearing. Duthlahhass oil is prepared from

  • mint, the bark of certain tropical trees, and the sap of the greater jungle cling-vine. In Scaled Ones, duthlahhass smoke induces dream-sleepa deep, relaxed slumber in which they receive visions from their own subconscious minds and occasionally their deities. The effects of dream or suggestion spells cast upon them by other beings may also manifest during such a sleep. Dream-sleeping Yuan-ti can retrieve memories (such as where or how they hid something long ago, or snatches of overheard conversation) with crystal clarity. A dream-sleeper awakens immediately upon taking damage; otherwise the sleep lasts for 2d4 hours after the initial duthlahhass contact (regardless of whether or not the smoke is gone). Editor (Feeblemind): The targets Intelligence and Charisma scores each drop to 1, giving it roughly the

    intellect of a lizard. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind, or the poison expires. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a 4 penalty on its saving throw.

    Editor: Most smoke burns for a hours, so you can use it to block an exit or entrance to an area. Perhaps when you are making a raid on a building and want to take people alive. Especially effective against arcane spellcasters. Or, while it would be expensive as all get out, keep logs of this burning day and night in a holding cell that is in the middle of an antimagic zone when you are trying to keep a wizard prisoner.

    EKTHARISSS (SMOKE) - SERPENT KINGDOMS (3.5) Type: Inhaled Save DC: 11 Initial Damage: 1d6 Str Secondary Damage: 1d4 Str Craft DC: (?) Cost: 1250 gp Trap CR Modifier: (?) The dark purple smoke generated by this oil is highlighted by occasional puffs of a slightly lighter blue color. Its smell is reminiscent of fresh-cut lemons or limes. Ektharisss oil is distilled from the sap of the nightshadow jungle plant, which can be easily recognized by its shield-sized, brilliant purple leaves. Ektharisss alters the body density of Scaled Ones in contact with its smoke, enabling them to use levitate as a spell-like ability at will for as long as they are in contact with the vapors (maximum weight 200 lbs.). Yuan-ti often use this ability to reach high ledges, doors, or openings leading to treasure storage areas. Some also use it to rest, study, or work above the reach of distractions or hostile beings. Extreme care is required, however, since normal weight returns the instant contact with ektharisss smoke is lost, making falls quite likely. As with the spell, the affected creature must be willing to rise, and objects can be lifted only by a Scaled One in contact with the smoke. Editor: It burns for hours, yet with that save DC its not really worth it. Still, if you are a scaled one, being

    able to fly is down right cool. ELEMENTAL RIME - COMPLETE SCOUNDREL (3.5) Type: Injury Save DC: 16 Initial Damage: 1d4 Dex + Special Secondary Damage: 1d4 Dex Craft DC: 18 Cost: 200 gp Trap CR Modifier: (?) This frosty blue liquid is concocted from ice found in frozen regions of the Elemental Plane of Air or Water. No amount of heat can totally dispel the coldness that emanates from elemental rime, which partially freezes those exposed to it. If the subject of the poison fails the initial saving throw, in addition to taking 1d4 points of initial and secondary Dexterity damage, it gains vulnerability to fire for 10 rounds. In addition to a Craft (poisonmaking) check, creating a dose of elemental rime requires a successful DC 15

  • Knowledge (the planes) check. Editor: At 200g, this is cheap to make, and though the save DC is low at 16, forcing a creature to gain Fire

    Vulnerability can set up some awesome combos with a blaster mage. A duskblade, for example, can hit his opponent with Elemental Rime poison, and then swift action cast a Scorching Ray at the opponent. Also requires Knowledge (the Planes) to make.

    Editor (WSAs): You definitely want to look into burning as well as flaming if you plan on using this poison. This is definitely funny to use against a red dragon, because it would remove his immunity and give him vulnerability, so you could burn him to death. Pure comedy.

    EYEBLAST - BOOK OF VILE DARKNESS (3.0) Type: Injury Save DC: 22 Initial Damage: 1 Blindness (Min) Secondary Damage: Perm Blindness Craft DC: 23 Cost: 500 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus

    to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character.

    Editor: Great poison. Technically it would be considered a good poison, but for some reason the idea of making someone blind for the rest of their life doesnt strike me as good. Still, as defined by what is an evil poison, this one is fine for paladins to use. Still, for the price and the save DC, its awesome.

    FAELE (SMOKE) - SERPENT KINGDOMS (3.5) Type: Inhaled Save DC: 17 Initial Damage: 2d6 Con Secondary Damage: 1d6 Con Craft DC: (?) Cost: 2500 gp Trap CR Modifier: (?) This oil produces a deep blue smoke laced with occasional streamers of bright emerald hue. Its reek is similar to the sickly-sweet death smell of rotting human or elf flesh. Faele oil consists of human or elf blood mixed with a distillate of boiled boar brain. Faele smoke grants a Scaled One a +4 circumstance bonus on all Fortitude saving throws. Furthermore, any hit point damage taken by a Scaled One under its effects is reduced by 1 point per die, or by 1 point per attack if no die roll is involved. These benefits persist for 1d4 hours from initial contact with faele smoke. Continued contact after that period does not extend the effect, nor does any new contact with it renew the benefits until 24 hours have elapsed from the expiration of the previous effect. Editor: Four hours of con draining smoke? Holy crap, this is some nasty stuff. FANG DRAGON VENOM - ARMS AND EQUIPMENT GUIDE (3.0) Type: Injury Save DC: 15 Initial Damage: 1 Con Secondary Damage: 0 N/A Craft DC: 20 Cost: 300 gp

  • Trap CR Modifier: 2 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: Wow. This blows chunks. FARALIN - ARMS AND EQUIPMENT GUIDE (3.0) Type: Ingested Save DC: 14 Initial Damage: 1d4 Dex + Special Secondary Damage: 1d6 Con Craft DC: 20 Cost: 150 gp Trap CR Modifier: 0 Gain +2 Str bonus. Temporary ability score increases last 1d10 minutes. Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: It makes you stronger, you get more clumsy, and maybe you lose 6 con which is -3 HP per level

    and you fall over dead. Its cheap, Ill give you that. FIRE CORAL EXTRACT - STORMWRACK (3.5) Type: Contact Save DC: 13 Initial Damage: 1 Nausea (Min) Secondary Damage: 1d4 Dex Craft DC: (?) Cost: 150 gp Trap CR Modifier: 2 Editor (Nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do

    anything else requiring attention. The only action such a character can take is a single move action per turn.

    Editor: Cost wise, this is the cheapest nausea poison that can be used on a weapon and works for a significant amount of time.

    FISH GLUE - DROW OF THE UNDERDARK (3.5) Type: Injury Save DC: 14 Initial Damage: 1d4 Dex Secondary Damage: 1 Sickened (Hrs) Craft DC: 18 Cost: 100 gp Trap CR Modifier: (?) The body oil of captured kuo-toas is used to create this poison, which is named for the rigidity it causes in the joints of the victim and its characteristic fishy smell. It can be crafted with a DC 18 Craft (poisonmaking) check. The sickness from the poison lasts for 1 hour. Editor: Its cheap and you get what you pay for. FUANTEI SHI - ORIENTAL ADVENTURES (3.0) Type: Ingested Save DC: 18 Initial Damage: 2d6 Con Secondary Damage: 1d6/1d6 Con/Dex Craft DC: (?)

  • Cost: 300 gp Trap CR Modifier: 0 Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: This needs a bloodspike, BAD. Its cheap and effective and in a bloodspike could ruin someones

    day in a hurry. GARGANTUAN CENTIPEDE POISON - BOOK OF VILE DARKNESS (3.0) Type: Injury Save DC: 26 Initial Damage: 1d8 Dex Secondary Damage: 1d8 Dex Craft DC: 20 Cost: 950 gp Trap CR Modifier: (?) Editor (3.0): This was not updated for 3.5. Your DM may disallow it. Editor: An awesome poison for low Dex targets, and very economical. GARGANTUAN SCORPION VENOM - DUNGEONSCAPE (3.5) Type: Injury Save DC: 23 Initial Damage: 1d8 Con Secondary Damage: 1d8 Con Craft DC: 32 Cost: 3300 gp Trap CR Modifier: 5 Editor: An awesome poison with a great save DC and good con damage. Not the best, since the random

    factor might result in a whiff, but I wouldnt sneeze at it. GARGANTUAN SPIDER VENOM - DUNGEONSCAPE (3.5) Type: Injury Save DC: 20 Initial Damage: 2d6 Str Secondary Damage: 2d6 Str Craft DC: 26 Cost: 850 gp Trap CR Modifier: 4 Editor: Good strength drain and good save DC. Excellent choice for the price. Definitely include it with

    strength sapping or other strength reducing WSAs. GARGANTUAN WYVERN POISON - DUNGEONSCAPE (3.5) Type: Injury Save DC: 21 Initial Damage: 2d6 Con Secondary Damage: 2d6 Con Craft DC: 25 Cost: 5000 gp Trap CR Modifier: 7 Editor: A good con damage poison, but way over priced. GIANT WASP POISON

  • - DUNGEON MASTER'S GUIDE (3.5) Type: Injury Save DC: 18 Initial Damage: 1d6 Dex Secondary Damage: 1d6 Dex Craft DC: 20 Cost: 210 gp Trap CR Modifier: 3 Editor: A great dex poison for the price. Definitely one for the would be assassin on a budget. The next

    logical step up from yeti oil. Also identical to huge centipede poison. GOLDEN ICE (RAVAGE) - BOOK OF EXALTED DEEDS (3.5) Type: Contact Save DC: 14 Initial Damage: 1d6 Dex Secondary Damage: 2d6 Dex Craft DC: (?) Cost: 1200 gp Trap CR Modifier: (?) This crystalline substance is cold to the touch, though it doesnt melt except at infernally high temperatures. Evil creatures subjected to it feel its cold spreading throughout their bodies. Editor: Only worth mentioning for the feat "Touch of Golden Ice". Otherwise, this sucks. GOODBYE KISS - COMPLETE SCOUNDREL (3.5) Type: Ingested/Injury Save DC: 15 Initial Damage: 1 Exhaust (Hrs) Secondary Damage: 1 Exhaust (Hrs) or Uncon (Hrs) Craft DC: 15 Cost: 350 gp Trap CR Modifier: (?) A sweetly flavored tincture distilled from many of the same fungi and roots used in making the drows infamous sleeping poison, this venom is a standby of poisoners who dont want to harm their victims. Goodbye kiss is a favorite of lotharios, swindlers, and others who want to avoid being followed. It can either be added to food (ingested) or used to coat a small needle (injury); the save DC is the same regardless of the method of application. A subject who fails either the initial or the secondary save becomes exhausted for 1 hour. Failing both saves renders the subject unconscious for 1 hour instead. Editor (Exhausted): Tired to the point of significant impairment. An exhausted character moves at half

    speed and takes a 6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

    Editor (Unconscious): Knocked out, helpless, and otherwise completely a