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                    - Poisons of the Realm -
                         Part One  A-L

 This  document reveals most of the poisons, toxins, venoms,  and
acids  that have been discovered in use around the  realms.   The
terms are described below.  Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than
game use.  I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!

Definitions:

  Poison:     Some  form  of  harmful substance  that  exists  in
              naturally with no alterations from PC's (Other than
              the collecting of said poison)

  Toxin:      A damaging substance that does NOT occur in nature.
              A toxin must be produced manualy by an alchemist or
              assassin.

  Mixture:    A  substance that is used as a poison, but must  be
              made and produced by magic.

  Venom, Spit:A sdamaging substance that is produced ONLY  within
              the  glands of an animal.  Generally thought to  be
              the  strongest  of the poison types, but  also  the
              hardest to collect.

  Acid:       A corrosive substance that either exists in nature,
              is  produced by an animal gland, or is produced  by
              someone.   Causes  damage  upon  contact  but   can
              usually be washed off upon initial contact to  stop
              damage, unlike a poison.

-----------------------------------------------------------------

                      - Forms of Poisons -

Ingestive:    This form of poison is the most common.  To  effect
              a creature, it must first ingest the poison.   This
              means that the creature must eat the poison one way
              or another.  Getting a poison in this form is of  a
              normal cost.

Insinuative:  This form of poison will effect a creature just  by
              getting  it  into it's blood stream.  This  is  the
              form  of  poison that is used on weapons.  (And  in
              specialized  weapons as a Dagger of  Venom).   This
              form of poison costs an extra 50% to create (Cost *
              1.5)

Contact:      This form of poison will effect a creature just  by
              coming in contact with the poison.  This is one  of
              the most expensive and most dangerous forms.   Many
              a  user has slain themselves through  carelessness.
              This form of poison costs 300% normal cost (Cost  *
              3)   NOTE:  This form of poison is easily  bypassed
              by  thick  gloves.  However  I  have  heard  of  an
              assassin which mixes acid and poison for just  that
              sort of case.

Gas:          This  form  of poison is very dangerous.   It  will
              effect  EVERYTHING within range.  You will have  to
              pay a pretty gold piece for any alchemist to add an
              oxidizing  agent to a poison and it's EXPENSIVE  to
              ask someone to risk their life for that.  This form
              costs 1000% normal costs (Cost * 100).  The  normal
              effect  is  a sealed vial which  when  broken  will
              produce a 20' x 20' x 20' cloud of gas.

Antidotes:    Antidotes  are available if a sample of the  poison
              is  made  available.   The  antidote  usually  cost
              120%   of  the  purchace  price  of   the   poison.
              Antidotes  take approximately one week  to  create,
              and  must  be administered within 2 rounds  of  the
              toxification to be effective.  If no sample of  the
              toxin  is  availible, one cam be distilled  from  a
              blood  sample, but that will take  approximately  a
              month and a 1,000 extra gold (by then it's too late
              anyway).

-----------------------------------------------------------------
                        - NOTE TO GM'S -

      These  poison (toxins...etc...) have not been assigned  any
     price  or  dosage for effect (with few  exceptions).   These
     things are  up to you.  This also goes for  availability  of
     these and antidotes (Note thought that there are a few  that
     have no known antidote!)  The only other note I should  make
     is  to  keep these in control.  To many can really  throw  a
     game  out  of  balance.  For assassins  to  study  these,  I
     usually  allow them on type (Poison, Toxin,  venom...etc...)
     to  learn and they may learn how to use, collect,  produce..
     it  from 5th level on.  For each level afterwards, they  may
     learn one more from that type of poison.

-----------------------------------------------------------------
     MANY OF THESE ARE TAKEN FROM OTHER BOOKS AND ARE ACKNOLEDGED
     HERE.  MY THANKS TO THE AUTHORS FOR ALLOWING ME TO MAKE  THE
     GAME  MORE INTERESTING.  I'M SORRY IF I'VE MISPELLED ANY  OF
     THE NAMES!
=================================================================
                     - Now for the Poisons -
=================================================================

A                             Causes  6  - 10  points  of  damage
                              (1-6, 1-8, 1-10)

AA                            Causes six or less points of damage
                              (1-3, 1-4, 1-6)

Achaierai poison              Creates  a poison gas  cloud  which
                              does 2 - 12 (2d6) damage (no save),
                              then  save vs. poison or go  insane
                              for 3 hours as the druid FEEBLEMIND
                              spell

Ajida                         Odorless, colorless liquid.  Does 5
                              - 60 (5d12) damage, starts in 1 - 6
                              rounds,  runs it's course in 1 -  3
                              turns.   Vision  grows  dim   after
                              victim  takes 10 points of  damage,
                              continues to dim until 30 points of
                              damage  is  taken,  at  which  time
                              victim is functionally blind.  Only
                              a   CURE   BLINDNESS   spell   will
                              neutralize    this   effect.     If
                              blindness does not occur,  victim's
                              vision  will clear in 2 - 5  turns.
                              Save for half damage at -4

Amber death                   Appears  as  a thin  amber  colored
                              carbonated  liquid  or  amber  gel.
                              Starts  in  1-4 (1d4)  rounds,  and
                              runs  it's  course in  2-20  (2d10)
                              rounds.   Damage  is equal  to  the
                              total  hit  points  of  the  victim
                              divided  by  the number  of  active
                              rounds of the poison. (Round  *ALL*
                              fractions up!)

Antman poison                 This poison does 4-26(4d6)  damage,
                              save for half

Archer bush poison            Save vs. poison or die.  If save is
                              made,   victim  loses  half   their
                              remaining hit points

Ascomoid spores               Save vs. poison or die in 1-4 (1d4)
                              rounds.   If  save  is  made,   the
                              victim  is blinded and stunned  for
                              1-4 (1d4).  Victim gains NO  shield
                              or dexterity bonus

Asp toxin                     Save  vs. poison or take 1-8  (1d8)
                              damage per round for 20 rounds  (or
                              until cured).  Save each round  for
                              half damage

Asp venom                     Does 4d6 points of damage

Assassin bug poison           Save vs. poison or be paralyzed for
                              7  -  12 rounds, a  save  indicates
                              that it effects the recipient as  a
                              SLOW spell for 1 turn

Assassin snake toxin          Created  from a mixtre  of  various
                              types  of snake venoms.  Due  to  a
                              constant state of instability,  the
                              save  and  damage results  must  be
                              rolled     for    at    time     of
                              induction:
                              Rolled #   Save   Result
                              --------   ----   -------------------
                              01 - 04     +3    Incapacitated
                              05 - 08     +2    Death
                              09 - 11     +1    2-8 (2d4) damage
                              12 - 14      0    3-12 (3d4) damage
                              15 - 17     -1    Incapacitated 4 days
                              18 - 19     -1    Incapacitated 12 days
                                20        -3    Death

Assassin's venom              A standard poison for assassins, it
                              does  1d20 per day of brewing  time
                              (an average dose does 1d20 to 4d20,
                              but cannot exceed 10d20 in damage).
                              It  costs 500 gold per day to  make
                              and if a 5,000 gold piece  gemstone
                              is powdered and added to the  brew,
                              the  poison will do  an  additional
                              1d12  damage per gemstone  per  day
                              (one stone per day maximum)

Ayala                         Scarlet  fluid.  Does 4 - 24  (4d6)
                              damage,  starts in 2  rounds,  runs
                              it's course in 1 - 3 rounds.   Save
                              for half damage at -3

B                             Causes  10  - 20 points  of  damage
                              (2d6, 2d8, 3d6, 2d10, 1d20)

Bamboo poison                 Damage done is 1d8 to 4d8, and  the
                              creature is -1 to -4 to hit for 1 -
                              6   days  afterward  due  to   skin
                              irritation

Banded krait venom            77%  chance of death, NO SAVE.   If
                              this venom is left out in the  open
                              air,  it  will  evaporate   in  4-7
                              (1d4+3) segments

Baneberry                     Save  vs. poison or victim now  has
                              double chance to catch lycanthropy,
                              decreasing  1% per week until  down
                              to normal percentages

Barba amarilla                Save  vs. poison or all  voulentary
                              muscles will cease to function  for
                              1-4 (1d4) days.  Save at -2

Belpren                       This  is a luminescent blue  acidic
                              substance  does 1-12 (1d12)  damage
                              instantly  upon skin  and  internal
                              tissues    (No   save).     Further
                              applications  of Belpren  will  not
                              cause   any  more  damage  to   the
                              effected area, but the damage given
                              above  is for a roughly  hand-sized
                              area   of   exposure;   for    each
                              additional  area  exposed,  add  an
                              additional   1-12  (1d12)   damage.
                              However, no damage will be taken if
                              used   internally   (As   Ingestive
                              poison),   it   will   cause   only
                              immediate     and      invoulentary
                              vomiting.  Belpren will not corrode
                              metal,  nor will it harm  cloth  or
                              cured   leather.   It   dries   and
                              becomes ineffective in but a single
                              round when exposed to open air,  so
                              it cannot be used as a blade venom.
                              Belpren is neutralized by lamp oil.
                              Belpren   is   effecting   on   all
                              creatures

Birdsnake venom               Save or take 2 points of damage per
                              round  for 1-10 (1d10)  rounds.   A
                              save indicates half damage

Black hydra                   This  is an acid that  bursts  into
                              flames  upon cotact with  the  air,
                              annd does 3-36(6d6) damage

Black mead                    Clear  liquid or gel,  smells  like
                              honey.  Does 10 - 80 (10d8) damage,
                              starts in 1 round, runs it's course
                              in 15 rounds.  Causes disorentation
                              (-2  to hit, damage, 30% chance  of
                              spell  failure) after 20 points  of
                              damage  are  taken;   Disorentation
                              increases  in  steps of  10  points
                              (Additional -1 to hit, damage,  +5%
                              to  spell  failure).   This  effect
                              wears off 1 - 3 turns after  poison
                              has run it's course.  Save for half
                              damage at -4

Black scorpion poison         Paralyzes victim and does 9-36(9d4)
                              to 16-64(16d4) damage

Black widow toxin             Does 1-6(1d6) damage

Black widow venom             Save vs. poison or take 1d4  damage
                              per  round for 10 rounds. Save  for
                              half damage each round

Black willow acid             Causes  1-4 (1d4) damage per  round
                              until neutralized.  Water will wash
                              this off

Bleeding heart                This  plant  toxin  causes  irratic
                              muscle spasms causing the victim to
                              roll a system shock successfully or
                              die immediately on the spot

Blight worm poison            Save vs. poison or take 4-24  (4d6)
                              damage

Bloodrot                      Bloodrot   toxin   causes   nausea,
                              vomiting,  faintness, vertigo,  and
                              insensability.    It  reduces   the
                              bodies  physical  strength  to  the
                              point  where  the  victim  has   to
                              concentrate  to  keep  their  heart
                              beating.  Save at -1 or die in 3-18
                              (3d6) rounds

Bloodthorn elixir             This  elixir  is derived  from  the
                              thorns and stalks of the bloodthorn
                              vine.   When used, one random  limb
                              of the victim will become paralyzed
                              for  3-6 (1d4+2) rounds.   Save  is
                              made at -1

Blowfish oil poison           This poison is a modified  Blowfish
                              poison,  only it will paralyze  the
                              victim.   It has no effect  if  the
                              victim saves vs. poison

Blowfish poison               Save vs. poison or be paralyzed for
                              1 - 4 days, else victim effected by
                              a SLOW spell for 2 - 12 turns

Blue lotus                    Topaz colored gel.  Does 5-30 (5d6)
                              damage, starts in 1-4 (1d4) rounds,
                              runs  it's  course  in  1-8   (1d8)
                              rounds.  Paralisys sets in after 15
                              points of damage, wears off in  1-3
                              (1d6/2)  turns in victim  survives.
                              Save for half damage at -2

Blueback mushroom poison      Causes  the victim to become  dizzy
                              and light-headed, causing a  FUMBLE
                              spell and the loss of any sense  of
                              direction for 48 hours

Bluebog Poison                Made   from   creatures   from    a
                              different dimension, this poison is
                              very   rare.   When  it  comes   in
                              contact  with the air, it  explodes
                              for 8-64 (8d8) damage is a 20  foot
                              radius

Boggle oil                    This oil is alchemical  preperation
                              of  boggle skin  secretions.   When
                              used,  the  victim  must  save  vs.
                              paralyzation EACH time they attempt
                              a movement.  If the save is missed,
                              they fall down.  It takes one round
                              to   stand  or  sit   again.    The
                              duration   is  25  -   constitution
                              rounds

Boomslang                     Save or die (at +2)

Bracken poison                Destroys   red  blood  cells   (See
                              Mistletoe  poison), victim takes  1
                              point    of    damage    per    day
                              (Cumulative)  and  3d6  damage   is
                              taken  at  introduction  of  poison
                              into victim

Braylock                      An  odorless, surupy amber  liquid.
                              Does 5 - 40 (5d8) damage, starts in
                              1 - 2 rounds, runs it's course in 1
                              turn.  Save for half damage at -1

Breek                         An odorless colorless liquid.  Does
                              5 - 40 (5d8) damage, starts in 1  -
                              8 rounds, runs it's course in 1 - 4
                              turns.  Save for no damage

Buckeye honey                 The honey from this rare plant will
                              cause vertigo, confusion, and if  a
                              save  is not made, the victim  will
                              go into a coma for 2-12 (2d6) days

Budwhipper mushrooms          This    mushroom   powder    causes
                              advanced  drunkedness,  the  victim
                              will  pass out and will be out  for
                              23  -  constitution  rounds.    Any
                              alcohol consumed over the next week
                              will  cause  a  relapse  into   the
                              previous state

Buluka                        Bluish    paint-like     substance.
                              Contact does 3 - 30 (3d10)  damage,
                              starts  in 1 - 6 rounds, runs  it's
                              course  in 1 turn.  Save  for  half
                              damage   at  -2.   Leaves  a   blue
                              discoloration after being applied

Bumblebee toxin               There  are  three  types  of   this
                              toxin:    Normal,  Warrior,  Queen.
                              The  toxin  does 5d4 damage  if  no
                              save  is made (Half damage if  save
                              is  made).   The save  is  adjusted
                              according  to  the  type  of  toxin
                              used:

                               -  Normal:   +0 save / +0 damage
                               -  Warrior:  -2 save / +2 damage
                               -  Queen:    -4 save / +4 damage

C                             Causes  21  - 30 points  of  damage
                              (3d8, 4d6, 3d10, 5d6)

Cascabel venom                Save  or die else take 2 points  of
                              damage per round until the venom is
                              neutralized.  The antidote to  this
                              venom works only 35% of the time

Cashew oil poison             Causes 4d6 points of damage

Catfish poison                Does 2-8 (2d4) damage, half  damage
                              if save is made

Chak                          White  chalky  fluid.   Does   2-16
                              (2d8) damage, starts in one  round,
                              runs  it's  course in  1-3  (1d6/2)
                              rounds.  This actually reduces  the
                              creatures  dexterity by  one  point
                              per  six  points of  damage  taken.
                              THIS   LOSS   IS   PERMENANT.     A
                              restoration is required to  recover
                              the  lost  points.   Save  for   no
                              damage at -5

Chayapa                       A  blue  liquid,  used  on  arrows,
                              darts,  needles, and  sometimes  in
                              daggers  of  venom.   It  must   be
                              injected   and   works   only    on
                              humaniods  (ie: characters),  never
                              on   monsters,  and  it   sets   in
                              immediately.   It's  effect  is  to
                              cause  a  deep  sleep  for  3  -  7
                              (1d4+2)  rounds.  This poison  will
                              effect elves.  Save for no effect

Choke weed poison             Causes   choking   for   1-12(1d12)
                              rounds (Incapacitating the victim),
                              in  addition, the victim must  save
                              vs. poison or take 1-6(1d6)  damage
                              each  round.  This poison will  not
                              effect orcs or half-orcs in any way

Chrysanthemums                Destroys the central nervous system
                              of the victim, Damage is 8d8.  Save
                              indicats one quarter damage

Cobra dust                    Save  vs.  poison  (at  -2)  or  be
                              blinded  until  a HEAL spell  or  a
                              CURE BLINDNESS spell

Cobra venom                   Does 6d6 points of damage

Conehead poison               Save   vs.  poison  or  take   4-24
                              (1d4*6) damage

Convultionary                 Causes  invoulntary muscle  spasms,
                              placing the character out of action
                              for 3 - 18 rounds

Copper centipede (Pincher)    Save  vs. poison or take  2-12(2d6)
                              damage.  A save indicates no damage

Copper centipede (Stinger)    Save  vs. poison or take  6-36(6d6)
                              damage.   A  save  indicates   half
                              damage

Coral snake venom             Save or take 4-24 (4d6) damage

Corrabus poison               Save vs. poison or take 10-60(10d6)
                              damage.   A  save  indicates   half
                              damage.  Then save vs  paralyzation
                              or be paralyzed until cured

Couatl venom                  Save vs. poison or die

Coulmbine                     This poison causes accute shortness
                              of breath, the victim may fight  or
                              move rapidly for only three  rounds
                              before having to rest for a  round.
                              This  lasts  for  10-20   (1d10+10)
                              rounds

Crocotta poison               This poison from this creature is a
                              blend  of TWO neurotoxins  as  only
                              mother nature can do, therefore the
                              victim must save vs. poison  twice.
                              Each poison does 7-42(7d6)  damage,
                              ans a save indicates half damage

Crowfoot                      Save vs. poison or ths poison  will
                              cause accute blistering inside  the
                              trachea   causing  the  victim   to
                              slowly  choke to death in 3  rounds
                              (plus constitution bonus)

Crystle elixir                Created  by  Alchemy  from  crystle
                              ooze,  this will  paralyze  victims
                              for  3-18 (3d6) rounds and will  do
                              2-8  (2d4)  damage. Save  for  half
                              damage

Cuph                          A   clear   liquid,   smells   like
                              pineapple.   Does  4  -  24   (4d6)
                              damage,  starts  in 1 -  6  rounds,
                              runs  it's course in 1 -  8  turns.
                              Save for no damage at +1

Cyanide                       Save  vs. poison or die  else  take
                              4d4 damage

D                             Causes  31  - 40 points  of  damage
                              (4d8, 6d6, 4d10, 5d8, 2d20)

DM-A                          Causes  20 points of damage, 10  if
                              save is made

DM-B                          Causes  30 points of damage, 15  if
                              save is made

DM-C                          Causes  40 points of damage, 20  if
                              save is made

DM-D                          Causes  death, 25 points of  damage
                              if save is made

DM-E                          Causes  death, 30 points of  damage
                              if save is made

DM-F                          Causes 15 points of damage, none if
                              save

DM-G                          Causes 25 points of damage, none if
                              save

DM-H                          Causes 35 points of damage, none if
                              save

DM-I                          Causes death, nothing if save

DM-J                          Turns  victim to stone for 5  -  20
                              rounds  (System Shock check is  not
                              needed)

DM-K                          Muscle    relaxant,   Causes    all
                              voluntary  muscles to relax (-5  to
                              strength, +3 to armor class)

                              Hint: A good cure for convultionary
                              poisons!

Darksnake                     Reddish   powder,  leaves  a   pale
                              reddiscoloration on flesh or others
                              surfaces when applied.  Does 4 - 24
                              (4d6)  damage, starts in  1  round,
                              runs it's course in 1 - 10  rounds.
                              Save for no damage

Death adder venom             Save  for  die else  lose  half  of
                              remaining hit points

Death coma                    Save  vs.  poison  or  this   toxin
                              causes   total  loss  of   muscular
                              coordination  and rapid  breathing.
                              Victim  may  not  move  unassissted
                              while  under the influence of  this
                              toxin,  lasts 5-20 (5d4) rounds

Death cup toxin               This toxin appears only in the form
                              of  powder,  as it is made  from  a
                              RARE  form  of mushrooms.   Once  a
                              victim  has been toxified  by  this
                              substance,  the  effects  will  not
                              begin  to  show  until  10  to   20
                              (1d10+10)  hours after the  initial
                              introduction.  This toxin kills  by
                              disolving  the red blood  cells  in
                              the  blood  stream,  as  such   the
                              victim must save vs. death (at  -3)
                              or  they  die.   This  requires   a
                              NEUTRALIZE POISON and a RAISE  DEAD
                              to recover the victim

Death dog toxin               A poison which the victim must save
                              vs.  poison or become sick and  die
                              in 1 - 4 days

Death-A                       Save at +2 or go into a coma for  1
                              - 4 days

Death-B                       Save at +1 or go into a coma for  1
                              - 6 days

Death-C                       Save normally or go into a coma for
                              1 - 8 days

Death-D                       Save at -1 or go into a coma for  2
                              - 12 days

Deathwine                     Odorless,    burgandy     colorless
                              liquid.   Often mistaken for  wine.
                              May   be   used   both   ways,   as
                              insinuative  (Blade  venom)  or  as
                              ingestive  (Food  poison).   It  is
                              tremendiously  leathal.  A save  is
                              allowed  (at -5), and if it  fails,
                              death  occurs in 1 round.   If  the
                              save  is  successful,  the   victim
                              still takes 25 damage, 12 points of
                              damage  in the first round  and  13
                              points in the second round.  If  an
                              antidote is to be used, it must  be
                              administered within six segments or
                              it    will   not   be    effective.
                              Deathwine  and  it's  antidote  are
                              EXTREEMLY  RARE.  This poison  will
                              effect ANY humanoid even trolls and
                              the like

Deathwing poison (Bite)       Save vs. poison or take  8-80(8d10)
                              damage,   a  save  indicates   half
                              damage

Deathwing poison (Stinger)    Save  vs. poison or take  8-64(8d8)
                              damage

Delusionary                   Recipient  has effectivly one  half
                              of their Intellegence, they get  no
                              save  vs. illusions, and will  also
                              "see things" 50% of the time

Demon locust poison           Does  6-48(6d8) damage  and  causes
                              blindness  for 11-16(1d6+10)  turns
                              with  no  save.   Hobbits  are  not
                              effected by this poison in any way

Depressent                    Recipient is suprised 3 in 6 times,
                              they  are  also -1 to  hit  due  to
                              relaxation  which also  makes  them
                              one armor class easier to hit

Devil-Ale                     Odorless liquid, very light  orange
                              color.   Does a flat 60  points  of
                              damage,  Starts  in 1  -  3  rounds
                              after  ingestion, runs it's  course
                              in 2 - 5 (1d4+1) turns.  No  saving
                              throw, Antidote is only hope

Diffenbachia                  Save  vs.  poison  or  this   toxin
                              causes    total    and     complete
                              relaxation  of  the  vocal  chords.
                              Lasts for 3-12 (3d4) rounds

Disease                       Causes a random disease (Weigh roll
                              towards the virulent diseases)

Dog demon poison              Save vs. poison or take 3-18  (3d6)
                              damage

Dracolisk acid                Does  4-24 (4d6) damage,  save  for
                              half damage

Dragonfish poison             Save  vs. poison at -1 or die  else
                              take 1 - 6 damage

Dream juice                   Green, black or white fluid.   Does
                              3-24    (3d8)    damage,     starts
                              immediately, runs it's course in 1-
                              10  (1d10)  rounds.   Causes   it's
                              victims  to  fall down  and  become
                              catatonic     and    have     vivid
                              pleasentdreams  while dying.   Save
                              for no damage

Droon poison                  Does 1-6(1d6) to 3-18(3d6)  damage,
                              save for half damage

Drow toxin                    Save  vs.  poison  at  -4  or  fall
                              unconcious for 1 - 3 days

Dus poison                    This  poison paralyzes  the  victim
                              and then they must save or take  1-
                              4(1d4)  damage  every  round  until
                              neutralized

Dust poison                   Damage  is usually 1d4 to 8d4,  but
                              this poison will not kill.  It just
                              leaves  the  victim  at  zero   hit
                              points

Dwarf poison                  Kills only Dwarves, all else take 2
                              - 12 (2d6) damage

Dwarfbane                     This  is a rare gummy oil  that  is
                              poisonous  only to  dwarves.   Used
                              insinuatively,   it   is   commonly
                              smeared upon weapons.  It will  not
                              dry out, but prolonged exposure  to
                              air will lesson it potentcy (+2  on
                              save).   Upon contact, it does  1-8
                              (1d8)  damage  with  a  pain  "like
                              blazing skewers" and a further  1-6
                              (1d6) points of damage on the  next
                              three  rounds.   A  sucessful  save
                              indicates half damage

E                             Causes  41  - 50 points  of  damage
                              (7d6, 6d8, 8d6, 5d10)

Elephant-fly poison           Save vs. poison or take 6-36  (6d6)
                              damage

Elven poison                  Kills only Elves, all else take 2 -
                              12 (2d6) damage

Ettercap poison               Does 1 - 8 (1d8) damage (No save)

Eye killer toxin              Made from the eyes of an EyeKiller,
                              the recipient must save vs.  poison
                              or  die, else the victim takes 3  -
                              18 (3d6) damage

F                             Causes  51  - 60 points  of  damage
                              (9d6, 7d8, 6d10, 3d20)

Fighterbane                   A  very simple poison though it  is
                              magical  based.  The effect  simply
                              moves the body's center of  gravity
                              one  foot  higher than  normal  and
                              shortens  the  arms  by  one  foot.
                              Duration:  4  -  24  (4d6)  rounds.
                              (Note:  While under the  effect  of
                              this  poison, all attacks are at  -
                              4/-4  and  the  recipient's   armor
                              class is at -4)

Fire snake venom              Save vs. poison or be paralyzed for
                              2 - 8 (2d4) turns

Flumph acid toxin             An  acidic  toxin  that  does   1d8
                              damage,  then 1d4 damage per  round
                              for 2 - 8 (2d4) rounds

Flydance                      A  green odorless liquid.   Can  be
                              made into a gas, otherwise used  as
                              Chayapa.   Acts  in 1 -  3  rounds.
                              Causes  convultions that knock  the
                              victim  off  their feet  and  cause
                              them  to shake and  twitch  around.
                              Lasts  for 1 - 6 rounds.  Save  for
                              no effect at +2

Formian poison                Does  4-16 (4d4) damage,  save  for
                              half damage

Freeze bee poison             Does    2-16(2d8)   damage    (Cold
                              damage), Save for half damage

Frin                          A  pale  green  liquid  or  powder,
                              smells  like apples.  Does 3  -  30
                              (3d10)  damage,  starts in  1  -  3
                              rounds,  runs it's course in 1 -  8
                              rounds.  Save for no damage

Frog oil poison               Created  from  large  river  toads,
                              this  poison  does  5d6  points  of
                              damage

Fungoid mushroom poison       Save  vs. poison or  this  mushroom
                              dust will act as a FEEBLEMIND spell
                              upon the victim

Fungus poison                 Does 2d8 to 7d8 points of damage

Fuzzy poison                  Save vs. poison or take 2-12  (2d6)
                              damage and be paralyzed for a  like
                              amount or rounds

G                             Causes  61  - 70 points  of  damage
                              (8d8, 11d6, 7d10)

Gaboon                        A  unique  venom,  as  it  is  very
                              powerful but slow (save at -2).  If
                              a save is not made the victim  will
                              seem to be under a SLOW spell,  the
                              next day,the victim will be totally
                              paralized. The following days,  the
                              victim will take 5 points of damage
                              a  day (cumulative: 5, 10, 15,  20,
                              ...)    until   the    poison    is
                              neutralized

Galas                         Pale blue liquid or powder,  smells
                              like  horse  sweat.  Does  4  -  40
                              (4d10)  damage,  starts in  1  -  3
                              rounds,  runs  it's  course  in   2
                              turns.  Save for no damage

Galtrit saliva                Anestitises the body and causes the
                              loss  of  1d4  constitution  points
                              (Regained   at   the  rate   of   1
                              point/day)

Garbug toxin                  Save vs. poison or be paralyzed for
                              1 - 6 turns

Ghoul poison                  Save vs. poison or take 4d6  damage
                              and  begin  to rot at  1  point  of
                              damage  per turn until  healed,  or
                              the  poison  is neutralized,  or  a
                              REMOVE   CURE  is  case  upon   the
                              victim.   A save indicates that  no
                              damage  will  be  taken,  but   the
                              victim still rots

Ghoul sweat                   A  scummy  green  gel,  used   like
                              Chayapa.  Smells like rotten  meat.
                              It's effects are to paralyze for  5
                              -  10  (1d6+4)  rounds.   It   acts
                              immediatly.  Save for no effect  at
                              +1

Giant Hornet poison           Save  vs.  poison or take  5  -  30
                              (5d6)  damage and be  incapacitated
                              for  2  -  12 (2d6)  days,  a  save
                              indicates   half  damage   and   no
                              incapacitation

Giant ant poison              This  acid  does  1-3(1d3)  to  20-
                              60(20d3)  damage,  save  for   half
                              damage

Giant lizard poison           Save  vs. poison or take 2-6  (2d3)
                              to  20-60  (20d3) damage.   A  save
                              indicates half damage

Giant scorpion poison         Save vs. poison or die

Giant sea spider venom        Save  vs. poison or take 1-4  (1d4)
                              damage

Giant snake venom             Save  vs. poison or take 1-4  (1d4)
                              to 20-80 (20d4) damage

Gila monster venom            Save  vs. poison or take 1-6  (1d6)
                              damage per round for 10 rounds  (or
                              until cured).  Save each round  for
                              half damage

Gila poison                   Does 1-8(1d8) damage

Gnome poison                  Kills only Gnomes, all else take  2
                              - 12 (2d6) damage

Goldbug poison                Save vs. poison or DIE!

Golden fool                   Gold  powder.   Touch does 4  -  48
                              (4d12),  starts in 1  rounds,  runs
                              it's course in 1 - 8 rounds.   Save
                              for   half   damage.     Completely
                              indetectable    on   gold    items,
                              otherwise   it   leaves   a    gold
                              discoloration after application

Gom Jabbar                    Does  damage equal to  the  victims
                              hit points (minus 1) and kills that
                              victim with no save

Greenback mushroom poison     Made from a VERY RARE form of green
                              mushrooms, the victim must save vs.
                              poison or sucumb to the effects  of
                              a 12th level PHANTASMAL KILLER

Grell poison                  Save vs. poison or be paralyzed for
                              20   rounds   (Less   the   victims
                              constitution, Min of 5 rounds)

Grey horror                   Appears as greyish powder, does  4-
                              32(4d8)  to  8-64(8d8)  damage  and
                              paralyzes victim.  Save vs.  poison
                              for    half    damage    and     no
                              paralyzation.  Hobbits dissolve  at
                              3-18(3d6)  damage per  round  until
                              neutralized.

Grey horror poison            Save  vs. poison (-2) or take  8-48
                              (8d6)  damage and be paralyzed  for
                              that many rounds

Grond poison                  Save vs. poison or take 3-18  (3d6)
                              damage

Ground golden mushrooms       This  mushroom  powder  is  not   a
                              "true"  poison,  but it  does  have
                              value to an assassin.  If placed on
                              a  piece of stone it will  turn  to
                              flesh, also if placed on flesh, the
                              flesh    will   turn   to    stone.

                              Duration: Until magically dispelled

Ground panther whiskers       Consuming    this   substance    is
                              comparable to eating ground  glass,
                              the substance does 4d8 damage

Ground rakasta whiskers       Similar to ground panther whiskers,
                              this substance is also very deadly.
                              This   poison   works   only   when
                              ingested and it does 5d10 damage

Gurch                         Dark green liquid or powder, smells
                              like wax.  Starts in 1 round does a
                              flat  75 points of damage over 1  -
                              10  turns.  Very  painfull;  victim
                              disabled after taking 15 points  of
                              damage, cannot walk, fight,  barely
                              able to talk.  Save for half damage
                              at -4

Gyronite poison               Does   8-32(8d4)   to   15-45(15d4)
                              damage, save at +4 for no damage

H                             Causes  71  - 80 points  of  damage
                              (9d8, 12d6, 13d6, 8d10, 4d20, 10d8)

Hangman's acid                Does  3-12 (3d4) damage, lasts  for
                              2-4 (1d4, treating all 1's as 2's).
                              This acid will wash off with water,
                              but if alcohol is applied to it, it
                              does DOUBLE DAMAGE

Harvestman poison             Save vs. poison or take 3-24  (3d8)
                              damage

Hell moth poison              Does 1-8(1d8) damage

Hellebore                     Causes the following effects:
                              --Extreem salivation
                              --Vomiting
                              --Abdominal pain
                              --Paralisys of extremities
                              --Convoultions

                              If  the save is made, the  symptoms
                              vanish  after  2-12  (2d6)  rounds,
                              else  the victim dies after a  like
                              amount of time

Hemlock poison                Causes internal bleeding, doing 1d8
                              damage  per  day until death  or  a
                              CURE SERIOUS WOUNDS or better spell
                              is  cast  upon  the  victim  (or  a
                              NEUTRALIZE POISON)

Hobbit poison                 Kills only Hobbits, all else take 2
                              - 12 (2d6) damage

Huecuva poison                Save vs. poison or catch a  cardio-
                              vascular-renal    disease     (Very
                              acute),  a  save indicates  1  -  4
                              (1d4) damage

Huld                          Also    known    as    "Leap"    or
                              "Deathdance".  This is an  odorless
                              oil  that  is  effective  on   non-
                              humanoid  creatures  -  except  for
                              humans  and demi-humans.  It  works
                              only by insinuation.  It's  effects
                              are  the same regardless of  dosage
                              and  appear 1-4 (1d4) rounds  after
                              application.   Huld  causes  severe
                              muscle spasms involving nausea  and
                              the loss of motor control, balance,
                              and speech - lasting for 1-6  (1d6)
                              rounds.    During  this  time   the
                              victim is helpless, but by no means
                              an  easy target since he/she/it  is
                              thrashing    around   wildly    and
                              unpredictable.   Mental   processes
                              are    totally   uneffected    (IE:
                              Psionics or other communication can
                              be  initiated or continued, and  in
                              some cases a psionic ability can be
                              used to control or stop the poisons
                              effects).   A peticular  individual
                              will be 95% resistant to Huld for a
                              period of 10-21 (1d10+9) days after
                              exposure  to it, and thus  repeated
                              doses will not be effective.   Huld
                              will effect all individuals

Humbaba poison                Save vs. poison or take 10-80(10d8)
                              damage.   A save  indicates  2/3rds
                              damage

I                             Causes  81  - 90 points  of  damage
                              (14d6, 11d8, 9d10, 15d6)

Ikaheka venom                 Lose    1-6   (1d6)    points    of
                              constitution.  They are regained at
                              the  rate  of  ONE  per  week.    A
                              RESTORATION spell will replace  all
                              of them.

Imp poison                    Save vs. poison or die else take  1
                              - 4 damage

Ink coprinus                  Comes  from a very common  mushroom
                              as  it is only toxic when  consumed
                              with alcoholic beverages.  Does  5-
                              20  (5d4)  damage,  save  for  half
                              damage

Insanity                      Causes a random insanity for 1 -  4
                              turns

J                             Causes  91  -100 points  of  damage
                              (12d8, 16d6, 10d10, 5d20)

Jameson's mamba venom         This  venom  causes  the   victim's
                              pulse  rate  to double what  it  is
                              normally  for  1-6  (1d6)   rounds,
                              causing  1-12  (1d12)  damage   per
                              round.  Also if a save is not made,
                              the  victim  will  suffocate  in  3
                              rounds (plus constitution bonus)

Jeteye                        This is a glossy (reflective) black
                              liquid  that  effects  all  mammals
                              upon  ingestion, it is  ineffective
                              as a insinuative poison.  Save  for
                              half damage.  It causes the  pupils
                              of  the eyes to go black  (although
                              this does not effect vision in  any
                              way) and causes 1-8 (1d8) damage to
                              the neural system immediately.   No
                              pain is felt by the victim however,
                              for  Jeteye  kills  all  pain   and
                              tactile  sensation for a period  of
                              9-16  (1d8+8)  rounds  (the  "black
                              eyes"  sign will stay for the  same
                              duration).   Jeteye  is   sometimes
                              used voluntarily before torture  or
                              immediately  after battle  injuries
                              (preventing  a system shock  roll).
                              It  has a bitter walnut-like  taste
                              and is hard to disguise in food  or
                              drink

Jima                          A  light  red  powder  or   liquid,
                              smells  like papaya.  Does 8  -  48
                              (8d6)  damage,  starts in  1  -  10
                              rounds,  runs it's course in 1 -  3
                              turns.  Save for half damage at -3

Khargra toxin                 This  poison  causes 3 -  18  (3d6)
                              damage,  the  side effect  of  this
                              poison is that it will dissolve any
                              metal that it is applied to

Kill kitten poison            Save vs poison or die, else  victim
                              is paralyzed for 1-6(1d6) days

Killer bee poison             Save vs. poison (at -2) or die

King cobra poison             Save  vs. poison or take 1-6  (1d6)
                              damage per round for 10 rounds  (or
                              until cured).  Save each round  for
                              half damage

Kolas                         A  thick brown liquid, smells  like
                              roses.  Does 8 - 48 (4d12)  damage,
                              starts  in 1 - 8 rounds, runs  it's
                              course in 1 - 4 turns.  Save for no
                              damage

Kotra                         A  clear oily fluid.  Does 5  -  30
                              (5d6) damage, acts in 1 round, runs
                              it's course in 1 - 10 rounds.  Save
                              for half damage at -1

Krag poison                   Save vs. poison (at -3) or turn  to
                              stone.   A save indicates that  the
                              victim  is  slowed  for   2-12(2d6)
                              rounds   less  their   constitution
                              bonus   (Minimum  of  1  round   of
                              slowness)

Kumba                         Odorless, colorless liquid.  Starts
                              is 1 - 6 rounds, death follows  one
                              round  thereafter.   Save  for   no
                              damage  at  -3, Failed  save  means
                              death

Kuurus                        Named   after  the  Assassin   that
                              invented it, Kuurus does 1-6  (1d6)
                              damage per constitution point  that
                              the victim has.  Save (-3) for half
                              damage

Kuyss poison                  Causes  leprosy, and until  a  CURE
                              DISEASE is cast upon the victim, no
                              other cure spells will work on that
                              creature

Land urchen toxin             Save   vs.   poison  (-1)   or   be
                              paralized for 6 turns

Lhurdas                       (Also  known as "Yellow Death"  and
                              "Beltyn's  Last Drink")  This is  a
                              wine based poison.  It has a  sharp
                              dry  white-grape  taste  and   will
                              readily mix with any such wine.  It
                              reacts with the digestive acids  of
                              the  stomach (Effective in  any  of
                              the  player races) to eat away  the
                              internal   organs   and    tissues.
                              Ingestion  produces  rapid  (within
                              two  rounds)  nausea,  convultions,
                              and  terrific internal cramps  with
                              burning  pain.  It does  1-6  (1d6)
                              damage  in  the first  round,  2-12
                              (2d6)  damage in the second  round,
                              and  1-4 (1d4) damage in the  third
                              and  final  round.   Thereafter  it
                              will do no more damage,  regardless
                              of  dose,  and further  exposer  to
                              Lhurdas  will cause discomfort  and
                              failure   to  heal,  but  no   more
                              damage.  This resistance lasts  for
                              3-25   (3d8)  days.   This  is   an
                              ingestive  poison only.   Save  for
                              half damage

Lisssteeen                    A  liquid  that  when  found   will
                              always be labeled:
                                         "HERE NOW"

                              This yellow liquid has no smell but
                              it  will make your mouth water,  it
                              tastes  spicy  hot  (like   tabasco
                              sauce),   and   works   only   when
                              swallowed   (Only  ingestive   type
                              poison).   There is no  discernable
                              effect to or on any creature within
                              100  feet of the imbiber.   BUT  to
                              any  creature  more than  100  feet
                              from  the  imbiber  will  hear  the
                              voice  of  the imbiber due  to  the
                              "effect"  on  the  imbiber's  vocal
                              coards.   This  fluid  causes   the
                              imbiber's  vocal cords to  transmit
                              on  a  ultrasonic  as  well  as   a
                              subsonic level making all within  a
                              mile  of  them  hear  the  imbiber.
                              This  sound  level  permiates   ALL
                              planes  and dimensions  also.   Any
                              diety's name which is spoken has  a
                              50%   bonus  of  hearing  and   any
                              creature within 300 feet CANNOT  be
                              surprised under any  circumstances!
                              Lasts 25 rounds - imbiber's wisdom

Lomat                         An  odorless, colorless  powder  or
                              liquid.  Does 5 - 30 (5d6)  damage,
                              starts  in 1 - 6 turns,  runs  it's
                              course  in 1 - 4 turns.   Save  for
                              half damage at -2

Longlicker toxin              This poison lasts for four  rounds,
                              starts  instantly, save vs.  poison
                              for the first three rounds or  take
                              3-18  (3d6) damage (take 1-6  (1d6)
                              damage  if save is made).   On  the
                              fourth   round,  take  3-18   (3d6)
                              damage automaticaly (No save)

Lotus dust, black             Causes instant death

Lotus dust, brown             Encases   the   victim   in    wood
                              (Required 20 strength to break out)

Lotus dust, clear             Burns  for  1-6  (1d6)  damage  per
                              round when it comes in contact with
                              flesh.  Lasts for 1-6 (1d6) rounds

Lotus dust, copper            Encases victiim in copper (Requires
                              a 21 strength to break out)

Lotus dust, emerald           Paralizes victms lungs/gills for 2-
                              12 (2d6) rounds

Lotus dust, metalic           Blinds   victim  and  causes   lung
                              failure for 2-12 (2d6) rounds

Lotus dust, red               Causes objects to turn to stone

Lotus dust, yellow            Causes victims to fall asleep (Yes,
                              Even elves!)

Luptak                        A nerve toxin that may be  injected
                              or rendered into a gas.  It appears
                              to  effect dexterity,  causing  the
                              victim  to  stumble, be  unable  to
                              fight, cast spells, etc...; However
                              it does NO direct damage.  There is
                              a  50%  chance of a  victim  taking
                              physical  damage from a fall  while
                              affected  by the toxin.   A  victim
                              who was poisoned in melee would  be
                              quite helpless.  It's effects  last
                              from 3 - 6 (1d4+2) turns.  Save for
                              no effect



                    - Poisons of the Realm -
                         Part Two M-Z

 This  document reveals most of the poisons, toxins, venoms,  and
acids  that have been discovered in use around the  realms.   The
terms are described below.  Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than
game use.  I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!

Magebane                      A  very stable liquid that  can  be
                              disguised   as  any  other   potion
                              (Commonly  disguised as potions  of
                              HEROISM).   The  effect is  one  of
                              severe   mental  sluggishness   and
                              effectively  causes the  victim  to
                              have  one  third  of  their  actual
                              intellegence..  Lasts one round per
                              intellegence point "lost"

Malange toxin                 Causes  tunnel vision, allowing  +1
                              to   hit  for  any   opponent   not
                              directly  in front of the  poisoned
                              creature {Or not in direct line  of
                              sight}.   A creature that has  this
                              introduced  into  the   bloodstream
                              will develop deep blue eyes in 1  -
                              4 days.  The poison will last for 1
                              -  6 + 4 days (A total of 5  to  10
                              days)

Man skorpion poison           Save vs. poison or die instantly

Mantri poison                 The    victim    subtracts    their
                              constitution from 25 and takes  the
                              difference in damage (minimum of  5
                              points of damage)

Marine spider venom           Save vs. poison or be paralized for
                              2-12 (2d6) rounds

Megalo-centipede              This  is an acidic toxin, it  burns
                              the  skin  for  1-8  (1d8)  damage.
                              Save for half damage

Mental Depressent-A           Causes a loss of Psionics for  4-48
                              hours

Mental Depressent-B           Causes a chemically induced Psionic
                              blast

Milkweed                      Causes a severe intestinal disorder
                              that  makes the victim  regurgatate
                              anything that has been eaten, lasts
                              for 5-10 (1d6+4) days.  The  victim
                              will  starve to death if the  toxin
                              is not neutralized

Mistletoe poison              Destroys  red blood  cells,  victim
                              takes  1  point of damage  per  day
                              (Cumulative).  Example: Day 1, take
                              1   point.    Day   two,   take   2
                              points...etc...

Mold poison                   Causes 1d12 or 2d12, a rare form is
                              said to cause 4d20

Monkshood                     This poison causes accute  vomiting
                              and diarreha  for 1-4 (1d4) and  if
                              a save is not made (+1), the victim
                              will have intense convoultions  and
                              die  in  severe pain in  2-8  (2d4)
                              segments

Morphus                       A  clear  citrus-smelling   liquid.
                              Fumes  will cause victim  to  sleep
                              for  1 - 6 turns (After a round  of
                              contact).   Morphus  is  used  like
                              chloroform  for abductions and  the
                              like,  and  is a  potent  gas  when
                              mixed  properly.   Even  works   on
                              elves.  Save for no effect at -2

Mufa                          Odorless, colorless liquid.  Starts
                              in  1  - 10 rounds,  throws  victim
                              into painfull twisting convultions,
                              then  does 15 points of damage  per
                              round     until    victim     dies.
                              Convultions  have a 50%  chance  of
                              causing  an extra 1 - 6  points  of
                              damage  in each round.   No  saving
                              throw

Myconid-H                     Save   vs.   poson  or   begin   to
                              hallucnate  for 2-16 (2d8)  rounds.
                              Roll below:

                               -   01 - 10 : Cower & Wimper
                               -   11 - 15 : Stare into nothngness
                               -   16 - 18 : Run in a random direction
                               -   19 - 20 : Attack the nearest creature

Myconid-P                     Save  vs.  poison  or  be   totally
                              passive.   Victim may  only  watch,
                              cannot  take  any actons,  even  if
                              they are being attacked.  Lasts for
                              2-6  (1d6, treatng all 1's as  2's)
                              rounds

Naral poison                  Save vs. poison or take 6-36  (6d6)
                              damage

Narcosis                      Once  introduced into the body,  is
                              takes effect for 1 - 4 rounds, this
                              poison   causes   severe   nitrogen
                              narcosis (Similar effect to comming
                              up  from  300'  underwater  to  the
                              surface  in  1 second).   Save  for
                              half  damage.  Poison  lasts  until
                              dispelled.   Does  7 -  12  (1d6+6)
                              damage per round and victim  cannot
                              move

Nettle                        A  light brown powder  that  causes
                              extreem   skin  inflamation.    The
                              burning,  itching  &  stinging  can
                              last up to 20 days.  This causes -3
                              to  hit and -2 to damage and  armor
                              class

Nibon                         An odorless colorless liquid.  Does
                              6  - 48 (6d8) damage, starts  in  1
                              round, runs it's course in 1  turn.
                              Save for half damage made at -4

Nightcrawler poison           Save vs. poison or take 7-56  (7d8)
                              damage  and be paralyzed  for  that
                              long

Nightseeker poison            Save vs. poison or take 3-12  (3d4)
                              damage

Ninthla poison                Anything  under  12 hit  dice  must
                              save  or  die, any that  does  save
                              will  fall into a  catatonic  state
                              for 1-20(1d20) days

Nyosan butterfly poison       Save vs. poison or take 2-12  (2d6)
                              damage

OOPS!                         A   clear  liquid  that  is   often
                              mistaken  for  Holy  Water.   While
                              under the influence of this poison,
                              any  type of spell  which  divulges
                              color  (such  as  TRUE  SIGHT,   or
                              DETECT  ALIGNMENT) will reveal  the
                              exact opposite color!.  This poison
                              is  sometimes  called   ColorBlind.
                              Duration: 2-12 (2d6) days

OUCH!                         A very deep ruby red gel or  liquid
                              that  tastes like listerine.   This
                              "poison" holds damage, that is  the
                              next  SIX times the  imbiber  takes
                              damage,  the fluid will "hold"  the
                              damage  so that the body  does  not
                              really take it.  This damage can be
                              cured before  the body really takes
                              the damage.  This is only good  for
                              SIX  hits, for on the SEVENTH  hit,
                              the fluid's power is dispelled  and
                              the imbiber takes ALL damage  taken
                              in  the  previous seven  hits  that
                              hasn't been cured yet!

Oliander poison               Save  vs.  poison or  the  victim's
                              heart stops and death ensues

Opia                          A brown powder with a  honey/almond
                              smell.   When drunk  (it  dissolves
                              into liquids instantly), it  causes
                              blindness  within  1  -  6  rounds.
                              This  is temporary, lasting 1 -  10
                              rounds.  Save for no effect

Optical-A                     Causes blindness equal to the 30  -
                              characters constitution

Optical-B                     Causes  double vision for  30  days
                              less characters constitution

Optical-C                     Causes    inflamation    of     the
                              characters tear ducts, makeing  the
                              character  susceptable  to   taking
                              damage from bright lights

Orvas                         This is a translucent liquid with a
                              green   cast  and  a   bitter-sweet
                              taste.   It does 1-6  (1d6)  damage
                              upon   entering   the   bloodstream
                              (immediately  if introduced into  a
                              wound   or  scrape,  or  in   18-24
                              {1d6+17}  turns  if  introduced  by
                              ingestive  means),  and  1-4  (1d4)
                              points  of damage on the  next  two
                              rounds.   A  successful  save   vs.
                              Orvas means that it is  ineffective
                              against that creature.  Orvas is an
                              antidote to Varrakas if  introduced
                              into   the   bloodstream     before
                              Varrakas has run it's course  (Both
                              counterace each other)  Orvas works
                              only on mammals

Pain                          Causes   severe  pain  making   the
                              victim  -1 to hit for 2 - 12  (2d6)
                              days (Cumulative)

Paralasys                     Causes paralasys for 1 - 4 turns

Phraint poison                Save vs. poison or take 2-7 (1d6+1)
                              damage

Phraint venom                 Also  called "Hive Drink", This  is
                              VERY  POTENT, does  1d100-1  damage
                              (0-99), a save indecates that  2-20
                              (2d10)  points  can  be  subtracted
                              from the total poison damage

Pink lightning                Pinkish  fluid,  Does  5-20   (5d4)
                              damage, starts in 1-6 (1d6) rounds,
                              runs  it's  course in  1-3  (1d6/2)
                              rounds.  Save for half damage at -4

Pit viper venom               Save  or die else take  3-18  (3d6)
                              damage

Poison Ivy toxin              Causes  a skin rash that makes  the
                              creature -1 to -4 to hit and -2  to
                              armor class

Poison ivy hedge toxin        Save  vs. poison (-3) or  take  1-6
                              (1d6) damageand be at -3/-3 for  28
                              turns  -  constitution  because  of
                              itching

Poison pie                    This mushroom powder is always off-
                              white  and  smells  like  radishes.
                              When     consumed,    it     causes
                              destruction of the gastrointestinal
                              tract.  Save vs. poison or take  4-
                              32 (4d8) damage

Pollen poison                 Damage done is in d4, the number of
                              dice  damage  done is equal  to  20
                              minus  the  victims   constitution.
                              This poison does NOT break down, so
                              it  will  effect the  victim  every
                              hour until neutralized (Death  does
                              not neutralize a poison)

Praka                         Small   blue   &   white   speckled
                              pellets.   Starts in 1 - 4  rounds,
                              does 20 points of damage each round
                              until    death.    Causes    vivid,
                              monsterous   hallucinations;    25%
                              chane  of  permenant  insanity   in
                              victim  somehow survives.  Save  in
                              each  round for half damage at  -5,
                              but still eventually fatal

Prespa                        (Also   called   "Mother's   Bane")
                              This  is  an  odorless,   colorless
                              liquid that mixes readily with  any
                              drinkables except for milk and it's
                              byproducts (from which it seperates
                              almost instantly).  Effective  only
                              in  humans,  and  only  if  it   is
                              ingested.   It causes sudden  dizzy
                              spells  and  visual  disorentation,
                              beginning 1-3 (1d6/2) rounds  after
                              ingestion  and lasting 1-12  (1d12)
                              rounds.    During  this  time   the
                              victim moves unsteadily and  fights
                              at -2 to hit and +2 worse on  armor
                              class if having normal vision.   If
                              the  victim  has  infravision,  the
                              effect is only -1/+2.  At the  same
                              time,   the  victim   endures   1-2
                              (1d4/2)   damage  per   rounds   as
                              surface  blood  vessels  burst  all
                              over  the body (Giving a  blotched,
                              reddenedappearance  to  the  skin).
                              Each  round  a  successful   saving
                              throw will avoid the damage, but if
                              the  victim suffers injury  through
                              combat  or misadventure during  the
                              round, no saving throw is allowed

Pseudo-Dragon poison          Save  vs.  poison or  fall  into  a
                              catatonic state for 1 - 6 days

Purple worm poison            Save  vs. poison or die  else  take
                              2d4 damage

Pybra poison (Bite)           Take 3-18 (3d6) damage (No save!)

Pybra poison (Spit)           Take 2-7 (1d6+1) damage

Pybra poison (Sting)          Save vs. poison or take 3-18  (3d6)
                              damage

Pybra venom                   Does 1d2 to 6d2 damage, this is  an
                              acidic  venom, so if a save is  NOT
                              made,  the victim will take  double
                              damage from the acid.

Quaggoth toxin                Save vs. poison (-4) or be  stunned
                              and  walk  in a  random  direction.
                              The  victim will walk 1  round  for
                              each  point that they missed  their
                              save by.  If the victim cannot walk
                              in the rolled direction, they  will
                              simply  move off in another  untill
                              the toxin wears off

Quiggly toxin                 Save  vs. poison (-2) or the  toxin
                              causes a painful form of  arthritis
                              that manifests itself in the hands.
                              Every  time  a  dexterious   action
                              (pick pockets, remove traps,  spell
                              casting...)   is   attempted,   the
                              victim mst save vs. paralization or
                              fumble the action.  The toxin lasts
                              untill neutralized or the arthritis
                              is cured

Recursion                     This  poison  causes an  initial  1
                              point of damage and then the victim
                              must  save  vs.  poison.   If  they
                              miss,  they will take 1 more  point
                              of  damage  and  must  save  again.
                              This will continue until the victim
                              dies or a save is made.

Red Slaad pellets             When these pellets come in  contact
                              with  bare  skin, the  person  must
                              save  vs. poison or die in 3  -  36
                              (3d12) hours  (Only a CURE DISEASE,
                              SLOW POISON, NEUTRALIZE POISON,  or
                              BARKSKIN will affect this "poison",
                              any of the above will stop it)

Red Urched poison             Save vs. poison or sleep for 1 -  4
                              turns

Red fang toxin                Does 3-12(3d4) to 8-32(8d4) damage.
                              This toxin will paralyze all  elves
                              for 3-8 (1d6+2) turns

Red mamba venom               Save  vs. poison (-3) or take  2-12
                              (2d6) to 6-36 (6d6) damage

Redback mushrooms             This  mushroom powder has the  same
                              chemical makeup as the potion  used
                              in   the   IDENTIFY   spell,   when
                              consumed, the same effect occurs

Redbog poison                 When comming into contact with  the
                              air, this poison oxidizes into a 60
                              foot  could of redish  opaque  gas.
                              Anyone  or thing that is  under  12
                              hit  dice must save or fall into  a
                              deep  sleep  for 1  -  100  (1d100)
                              rounds.   Anyone over 12  hit  dice
                              that does not save is slowed.  This
                              poison  will  even  put  elves   to
                              sleep!

Retch                         Derived from the retch plant,  this
                              toxin  has  NO saving  throw.   Any
                              victim will vomit and heave for 1-3
                              (1d6/2)  rounds  and  lose  50%  of
                              their current strength for 6  turns
                              (1 hour)

Rhododendron                  Save  vs.  poison  or  this  poison
                              causes   vertigo   and   headaches,
                              watering of the eyes and fluttering
                              of the heart that is followed in 2-
                              8  (2d4)  rounds by  irregular  and
                              slow    pulse   convoultions    and
                              paralisys  of  the arms  and  legs.
                              The victim will die 12 rounds after
                              the slowed pulse begins

Rhubarb poison                This poison shuts down the  victims
                              kidneys,  so  that each  day  after
                              poisoning, the victim must roll 3d6
                              under  their constitution  or  die.
                              Each  successive day adds 1 to  the
                              die roll (cumulative)

Rock poppy                    Save vs. poison or turn to stone as
                              per FLESH TO STONE spell

Rockworm acid                 Does 7-32(5d6+2) damage

Roper poison                  Save  vs. poison or lose  one  half
                              strength for 1 - 4 days

S                             Sleep  Poison,  After  two  rounds,
                              acts  as  a SLEEP  spell  upon  the
                              victim (Causes No damage, but  this
                              will even put elves asleep)

Salt spider poison            Save or Die!

Sand poison                   A RARE FORM of poison made by  dune
                              stalkers  that does 1d6 damage  and
                              if  a save vs. poison is not  made,
                              the victim takes 2d6 more damage

Screamin' scarlet poison      Causes  a  scarlet  rash  that  has
                              intense  itching.  The victim  will
                              commense to itch the rash causing -
                              3  to  hit and -3 to  armor  class.
                              This  will last until  neutralized.
                              To   neutralize   it   requires   a
                              NEUTRALIZE  POISON and one pint  of
                              holy water

Sea demon poison              Does 4-24(4d6) damage and paralyzes
                              victim  for 1d6 days unless  victim
                              is  an elf or an undead,  in  which
                              case  they dissolve for  2-24(2d12)
                              points  of  damage  per  round  (No
                              save)

Shaggy beast fluid (Bite)     Causes 2-12 (2d6) damage

Shaggy beast fluid (Stinger)  Causes 1-8 (1d8) damage

Sheet ghoul acid              Does 2 - 7 (1d6+1) damage (No save)

Silver Urchen toxin           Save vs. poison or this poison will
                              shut   down  the  central   nervous
                              system  of the victim, putting  the
                              creature in a comatose state for  1
                              - 3 days

Silver lightning              Silvery  liquid.  Does  5-40  (5d8)
                              damage,  sets in immediately,  runs
                              it's  course in 1-6  (1d6)  rounds.
                              Save for half damage at -3

Silver lotus                  Light  silver  liquid  or   powder,
                              smells like lotus flowers.  Does  7
                              - 42 (7d6) damage, starts in 1 -  2
                              turns,  runs it's course in 1  -  6
                              turns.       Reduces       victim's
                              constitution  by 1 point for  every
                              10 points of damage taken.   System
                              shock  roll is required  for  every
                              point  lost; Failure means  instant
                              death.   Constitution  points   can
                              only be regained by rest.  Save for
                              half damage

Skorpadillo poison            Paralyzes victim and does 6-36(3d6)
                              damage, Save for no damage

Skorpoon poison               Does 1-4(1d4) to 4-16(4d4)  damage,
                              save for no damage

Skyzorr'n poison              Save vs. poison or take 2-5 (1d4+1)
                              damage   and  lose one  point  from
                              strength  and  dexterity  for   2-8
                              (2d4) turns

Slowness                      Causes  effects similar to  a  SLOW
                              spell  cast by a Magic User of  the
                              same level as the person that  made
                              the poison

Sluggoth acid                 Does 3-18(3d6) to 8-42(8d6) damage

Snig venom                    Save vs. poison or take 8-64  (8d8)
                              damage.  Save indicates half damage

Snow snake venom              Save vs. poison or the victim  will
                              freeze  solid.  If a save is  made,
                              the victim will take 4d8 damage.

Snow spider poison            Does 3-24(3d8) damage (Half if save
                              is made) and victim is blinded  for
                              1-10(1d10)  turns.  If the save  is
                              missed,  the victim is  permenantly
                              blind

Spell poison                  When this poison is introduced into
                              the  blood  stream, it  releases  a
                              random  spell.   After  that,   any
                              wound  recived  fires  off  another
                              random spell.  This goes on until 2
                              - 12 (2d6) spells have been  "cast"
                              (This does NOT incluse the original
                              spell) or 7 days have passed

Spice poison                  Comsuning   this  poison  or   skin
                              contact  with it will cause 2 -  10
                              (1d6+1d4)  damage,  and  will  also
                              counteract  the  next  TWO  potions
                              that the victim consumes (They will
                              be gone but will NOT take effect)

Spiga venom                   Does   2-12(2d6)   to   12-72(12d6)
                              damage and paralyzes the victim.  A
                              save  indicates half damage and  no
                              paralyzation.

Spiny slayer poison           Save vs. poison or take 8-64  (8d8)
                              damage.   A  save  indicates   half
                              damage

Spore poison                  Damage done is 2d6 to 7d6, Half  if
                              save

Sporoid mushroom poison       This  poison effects the lungs,  as
                              it  causes the lungs to shut  down.
                              The  victim can't breath  and  they
                              will  take no damage for one  round
                              per point of constitution hit  dice
                              bonus,  after  that they  take  one
                              point  of damage and one point  off
                              of their intellegence until dead or
                              the  poison  is  neutralized.    If
                              their  intellegence goes  to  zero,
                              they  are  brain dead and  must  be
                              raised.  Lost  intellegence  points
                              may  be recovered be a  RESTORATION
                              spell

Stego-centipede               Save or die.  If save is made, take
                              3-12 (3d4) damage

Steroid mushroom poison       Save  vs. poison or  this  mushroom
                              dust will act upon the victim as  a
                              12th   level  druidical   CONFUSION
                              spell

Stingray poison               Save vs. poison or be paralyzed for
                              5 - 20 (5d4) rounds and take a like
                              amount  of damage, else take 1 -  3
                              points of damage

Stingwing poison              Save  vs. poison TWICE or die.   If
                              both save are made, save again,  if
                              successful take 3-18 (3d6)  damage,
                              if failed, take 6-36 (6d6) damage

Stirge sweat                  Brownish, sap-like liquid.  Does  6
                              - 24 (6d4) damage, starts in 2 -  4
                              (1d4+2) rounds, runs it's course in
                              2  - 8 (2d4) rounds.  Save  for  no
                              damage

Stonefish toxin               This  toxin from the  stonefish  is
                              given is small doses in respect  to
                              the  intense pain that  is  causes.
                              The  pain,  which is  described  as
                              instantainious, intense, sharp, and
                              burning  radiating  within  minutes
                              from the wound site, involving  the
                              entire  leg, groin, abdomin, or  if
                              in   the  upper  extremities,   the
                              armpit,  shoulder, neck  and  head.
                              The pain may become so severe  that
                              the victim thrashes about,  rolling
                              on the ground, screaming in  agony,
                              and  at times losing  consciouness.
                              The  areas  around the  wound  (and
                              extremity) become numb, a condition
                              that continues for 2-12 (2d6)  days
                              (In  some cases the limb  has  been
                              paralyzed for three weeks).   Death
                              (If the save failed) will happenone
                              to   six  (1d6)  hours  after   the
                              initial  onset of the toxin.   Each
                              successive  dose  will  reduce  the
                              victim's save by one for each  dose
                              introduced.  This is permenant  (It
                              is  also  against future  saves  as
                              well!)

Stunjelly poison              Save  vs. poison or be stunned  and
                              paralyzed for 5 - 20 (5d4) rounds

Sunbear saliva                Causes victim to burst into  flames
                              for  1-8(1d8)  damage  per   round.
                              Save  for half damage.  Holy  water
                              will extinguish the flames as  will
                              a PYROTECHNICHS spell

Sundew acid                   Does  1 point of damage per  round,
                              lasts  1-10  (1d10)  rounds.    Oil
                              washes it off

Surchur saliva                This saliva causes 2-8 (2d4) damage
                              per   round   until    neutralized.
                              Either  salt water or a  NEUTRALIZE
                              POISON will do this

Svirfneblin acid              Instantly  destroys any armor  worn
                              by  the  victim and causes  2  -  8
                              (2d4) damage in the process

Svirfneblin poison            Causes 1 - 3 damage, stunds for 1 -
                              3 rounds and then SLOWs the  victim
                              for 1 - 6 rounds

T'cheem                       Save vs. poison or the victim  will
                              sucumb to the effects of a  REVERSE
                              GRAVITY spell.  They must save each
                              round for 1-6 (1d6) rounds

Taer elixir                   Save  vs.  poison  (+1)  or  become
                              nauseated  for  2-5  (1d4+1)  hours
                              (12-30  turns), causeing -2 to  hit
                              and -1 to damage

Teko                          Light blue oil.  Does 4 - 32  (4d8)
                              damage,  starts  in 1  round,  runs
                              it's course in 1 - 3 rounds.   Save
                              for half damage at -3

Temperature Alteration        Raises  or lowers the victims  body
                              temperature  up or down by 2 to  12
                              degrees (also causing a like amount
                              of damage, lasts for 3 minutes)

Tenamort poison               Save   vs.   paralyzation   or   be
                              paralized for 1 - 6 rounds and  the
                              characters  internal  organs   will
                              begin  to soften so that they  will
                              take   double   damage   from   and
                              physical attacks for 1 - 12 days or
                              until  a  HEAL spell is  cast  upon
                              them

Teneborus poison              Does 1-6 (1d6) damage and save (-3)
                              or  be  paralized  for  6-36  (6d6)
                              turns

Teneborus toxin               Does 4-40 (4d10) damage, save  (-3)
                              for half damage

Terragon poison               A rare spice which if comsumed  raw
                              will cause 6 - 60 (6d10) damage  to
                              the  victim, and will cause 3 -  30
                              (3d10)  if placed in  contact  with
                              bare flesh.  (There is no save  vs.
                              poison when flesh contact is made)

Thaykhay poison               Save vs. poison or take 2-20 (2d10)
                              damage

Thessalhydra acid             Causes 1-20 (1d20) damage, 1  point
                              per round

Thri-kreen venom              Save vs. poison or be paralized for
                              2-16 (2d8) rounds

Thrum                         A light blueish liquid, smells like
                              sour  lemons.   Does 6 -  36  (6d6)
                              damage.   Starts in 1 -  4  rounds,
                              runs  it's course in 1 -  3  turns.
                              Save for half damage

Tigerfly poison               Save  vs.  poison or take  4  -  24
                              (4d12) damage and be paralized  for
                              1 - 6 rounds

Timewasp poison               Save  vs. poison (-1) or take  8-80
                              (8d10)  damage and  be  timestopped
                              for a same number of rounds

Tomatoeleaf poison            Save  vs.  poison or die,  else  it
                              effects  as  a HURT  spell  on  the
                              victim

Touch-Spice poison            Any contact with this poison causes
                              sensory  deprivation, depending  of
                              course,  on how long (one round  of
                              contact equals one contact), or how
                              many   times   contact   is   made.
                              Consult the following chart:
                              -----------------------------
                                1...Touch
                                2...Smell
                                3...Taste
                                4...Hearing
                                5...Sight
                                6...Balance
                                7...Touch*
                                8...Smell*
                                9...Taste*
                               10...Hearing*
                               11...Sight*
                               12...Balance*
                               13...Death of victim
                               14...Disintigration of victim's body

                               * = Permenant loss (Only a WISH will restore)

Toxic toad spittle            Save vs. poison or take 4-32  (4d8)
                              damage.  Save indicates half damage

Tri-flower pollen             Save  vs. poison (-1) or sleep  for
                              1-4 (1d4) days

Tri-flower sap                Does  2-8  (2d4) damage  per  round
                              until neutralized.  Water will wash
                              it off

Trif                          Odorless, light gold liquid.   Does
                              5 - 30 (5d6) damage, starts in 1  -
                              4 turns, runs it's course in 1 - 12
                              rounds.  Reduces victim's dexterity
                              by 2 points for every 10 points  of
                              damage   taken.    This   is   only
                              restored  by rest.  Save  for  half
                              damage at -2

Triffid poison                Save vs. poison or take 4-24  (3d6)
                              damage.  Save indicates half damage

Trivern poison                Save vs. poison or take 8-48  (8d6)
                              damage,   a  save  indicates   half
                              damage

Trollsblood                   Grayish  green fluid.  Does 4 -  48
                              (4d12)  damage,  starts in  1  -  4
                              rounds,  runs it's course in 1 -  6
                              rounds.  Save for no damage

Tubon                         A  pale  yellow liquid  or  powder,
                              smells like ripe mellons.  Does 5 -
                              30  (5d6) damage, starts in 1 -  10
                              rounds, runds it's course in 1 -  6
                              turns.  Save for half damage at +1

Twilightbloom poison          Save vs. poison (-2) or die

Tylatch                       Clear    liquid,    smells     like
                              sandlewood.   Starts  in  1  round,
                              runs it's course in 6 turns,  doing
                              10  points  of  damage  per   turn.
                              Victim   fall   instantly   asleep,
                              cannot be awakened.  Save for  half
                              damage at -2.  If victim  survives,
                              they  will awaken after the 6  turn
                              duration

Ulcrun                        This  is  a  milky  white,  viscous
                              liquid  that  is effective  on  all
                              warm    blooded    creatures,    by
                              insinuation only (No saving throw).
                              Two rounds after contact, it causes
                              1-4  (1d4) damage to  the  muscular
                              system  - weakening  and  softening
                              tendons,   ligaments,   bones   and
                              cartilage.  On the following round,
                              it  causes 1-12 (1d12)  damage  and
                              then  take 1-4 (1d4) damage on  the
                              third round after which the effects
                              of the poison pass.  Until  healing
                              processes   (either   natural    or
                              magical)  counter it's damage,  the
                              effected creature will have lost 1-
                              4  (1d4)  points  of  strength  and
                              dexterity

Uropygus gas                  Save    vs.    poison    (-3)    or
                              fight/defend  at -3 due to  nervous
                              spasms, lasts for 3-18 (3d6) rounds

Ustilagor acid                Causes  2-5 (1d4) damage per  round
                              for 2 rounds

Valley-lilly                  A  neuro-toxin  that  effects   the
                              pulmanary  muscles.  It causes  the
                              heart  to beat at a very  irregular
                              rate.   The  beat  will  be   1-100
                              (1d100)  per  round.   Victim  will
                              take  30 - constitution per  round.
                              Toxin lasts 1-6 (1d6) rounds

Varrakas                      This  is a thick black  syrup.   To
                              avoid  detection, single drops  are
                              added to gravy or dark sauces,  but
                              the effects increase with each dose
                              (drop)  ingested.  Varrakas  has  a
                              slightly oily taste, but no  strong
                              flavor.   Every  drop  of  Varrakas
                              does  1-4  (1d4)  damage  when   it
                              enters  into  the  bloodstream  (It
                              bypasses  the digestive  system  by
                              masquerading  as a  nutrient).   It
                              lies dormant for a period of  18-24
                              (1d8+17)  rounds  after  ingestion.
                              Varrakas   is  only  an   ingestive
                              poison.   It  is effective  in  ALL
                              mammals

Vedya                         Pale purle liquid or powder, smells
                              like   rasins.   Does  10   -   100
                              (10d10),  starts  in 1 -  6  turns,
                              runs it's course over a period of 1
                              - 6 days (assess appropriate points
                              of damage each day, dividing  total
                              into    one    hour    increments).
                              Agaonizing  very  slow  death.   No
                              saving throw

Velvet slime mold poison      Save  vs. poison or take 2-8  (2d4)
                              damage

Vilmat                        Clear oily liquid.  Does 6-36 (6d6)
                              damage,   starts  in  3-7   (1d4+3)
                              rounds, runs it's course in 1 turn.
                              This actually reduces the creatures
                              intellegence  by one point per  six
                              points of damage taken.  THIS  LOSS
                              IN  PERMENANT.   A  restoration  is
                              required   to  recover   the   lost
                              points.  Save indicates half damage

Vocal                         The  effect  of this  poison  would
                              only effect spell casters, as  it's
                              effects on the vocal cords are  the
                              same  as if the victim had  inhaled
                              helium (No vocal components can  be
                              used  while poison is  in  effect).
                              Lasts 24 hours

Voloe poison                  Does  1-3(1d3) to 4-12(4d3)  damage
                              and blinds the victim, save for  no
                              blindness

Vord poison                   Save  vs.  poison or  be  paralyzed
                              until cured.  A save indicates  the
                              recipient  creature has a  muscular
                              slowdown,  the  creature  will   be
                              SLOWed  until  it/they  recieve   a
                              NEUTRALIZE POISON spell

Wave                          This poison dehidrates 5 points  of
                              damage per round (double for  water
                              creatures).   A  NEUTRALIZE  POISON
                              will  not stop this, only a  CREATE
                              WATER will.  Duration: Until  death
                              or stopped.  No save

Weakness                      Causes  a permenent loss of 2  -  8
                              hit points

Weeverfish toxin              Weeverfish toxin generally produces
                              instant     pain    which     comes
                              progressively more severe until  it
                              reaches an excruciating peak.   The
                              severeity of the pain is such  that
                              the   victim  frequently   thrashes
                              about   wildly,   and   may    lose
                              consciousnes.  These symptoms  last
                              anywhere from 2-24 (2d12) hours and
                              are   accompanied   by   headaches,
                              fever,       chills,        cardiac
                              palpitations,   and   convoultions.
                              Death  will occur if more than  one
                              dose  is given.  No save  vs.  this
                              one.   It is used commonly  by  the
                              upper  echelon  of  the  assassin's
                              guild  as a warning (One dose  only
                              causes the pain and convoultions)

Whisper wasp poison           Save  vs.  poison  or  fall  asleep
                              (Instantly) for 8-96(8d12) days,  a
                              save  indicates  groginess  (-2  to
                              hit, -2 to Armor class)

White hydra                   This is an acid which freezes  upon
                              contact  with the air, it  does  6-
                              36(6d6) damage

Whither                       A  rare blend of herbs  and  spices
                              that   causes  a  unique   chemical
                              breakdown in the body, lasts for 10
                              rounds.   Save each round  or  lose
                              one       constitution        point
                              (Permenantly)

Wiess                         A  desert  poison that  causes  the
                              skin to break down.  It causes  the
                              pigment  cells in the skin to  die,
                              turning the creature into an albino
                              within   a  matter  of  weeks   (20
                              days).

                              If subjected to intense light (such
                              as  desert sun), the creature  will
                              take  two (2) points of damage  per
                              turn in the sun

Wimp poison                   No save vs. this one, as it  always
                              does only 1 point of damage

Wind devil toxin              Save vs. poison or take 4-32  (4d8)
                              freezing  damage  per  round  until
                              cured.   Save each round  for  half
                              damage

Witchhand                     A  clear liquid, almost  impossible
                              to detect.  Upon contact with flesh
                              it does 3 - 24 (3d8), starts in 1 -
                              4  rounds, runs it's course in 1  -
                              10 rounds.  Save for no damage

Witherstench fluid            Save vs. poison or be retching  and
                              vomiting  causing the victim to  be
                              unable to defend or attack for 1  -
                              10   rounds  (Less   the   victim's
                              constitution bonus, Not to go  less
                              than 1 round of retching)

Witherweed smoke              When  released,  this  thick   oily
                              smoke  expands into a 20 foot x  20
                              foot cloud and all inside it take 2
                              - 12 (2d6) damage with no save

Wobra poison                  Gotten from a rare form of a cobra,
                              this  poison does 2-12(2d6)  damage
                              then lies in state in the body  for
                              2-8(2d4)  turns.  It  then  becomes
                              active again doing 1-8(1d8)  damage
                              each  round until  neutralized.   A
                              SLOW  POISON  spell  will  add   2-
                              12(2d6)  turns to the "sleep"  time
                              of   the  poison,  or  if  it   has
                              awakened, it will cause  "dormancy"
                              for 1-4(1d4) rounds.

Wolf spider poison            Does 1-4(1d4) damage

Wyvern venom                  Save  vs.  death else take  1  -  6
                              (1d6) points of damage

Wyverwraith poison            Save vs. poison or take 9-54  (9d6)
                              damage, save indicates half damage.
                              Save again or lose one life  level,
                              if   successful,  take  1-4   (1d4)
                              damage

X                             Causes  10 points of  damage  until
                              death occurs

XX                            Causes    Instant    Death    (Save
                              indicates no effect)

XXX                           Causes Instant Death (No Save)

Yaanth poison                 Save  vs.  poison or  be  paralyzed
                              forever (It never wears off!)

Yaksa                         A  white liquid or  powder,  smells
                              like  cherries.  Does 4 - 32  (4d8)
                              damage,  Starts  in 1  -  8  rounds
                              after contact, runs it's course  in
                              1 - 4 turns.  Save for no damage at
                              +2

Yellow peril poison           Save vs. poison or take 7-42  (7d6)
                              to 12-72 (12d6) damage

Yellow peril toxin            Does 4-16(4d4) to 7-28(7d4) damage,
                              save for no damage.  Anyone who has
                              been  damaged  by this  toxin  will
                              retain  a yellowish tint  in  their
                              skin  until a RESTORATION spell  is
                              cast upon them

Yellow urchen poison          Save vs. poison or be paralyzed for
                              1 - 6 days

Yellowback mushroom poison    When   this  mushroom   powder   is
                              consumed,   it  disolves   into   a
                              chemical that causes an  chemically
                              induced "Power Word, STUN"

Yellowbog Poison              When  this poison comes in  contact
                              with the air, it oxidizes instantly
                              into a 10 - 60 foot diameter  cloud
                              (1d6*10).   All  creatures  in  the
                              cloud take 3 - 18 (3d6) damage  per
                              round.  Save for half damage

Yellowbog poison              When this poison comes into contact
                              with    the   air,   it    oxidizes
                              instantly,  creating a cloud (10  -
                              60  feet in diameter).  All in  the
                              cloud  taking 3-18(3d6) damage  per
                              round (Save for half damage)

Zebrilla toxin                Does  1-4  (1d4)  damage  and   the
                              victim  must save or fall  into  an
                              epileptic state that lasts 1  round
                              + 1 round for each point that  they
                              missed  their save by.  If a 1  was
                              rolled,  the epilepsy lasts  for  5
                              turns and has a 10% chance of being
                              permenant

Zzotza                        This  toxin gets NO save.  It  does
                              1-20  (1d20)  damage, 1  point  per
                              round.   But the victim is  stunned
                              and  placed into a  gassious  state
                              for the duration as well