Class | Method | Onset | Strength |
---|---|---|---|
A | Injected | 10-30 minutes | 15/0 |
B | Injected | 2-12 minutes | 20/1-3 |
C | Injected | 2-5 minutes | 25/2-8 |
D | Injected | 1-2 minutes | 30/2-12 |
E | Injected | Immediate | Death/20 |
F | Injected | Immediate | Death/0 |
G | Ingested | 2-12 hours | 20/10 |
H | Ingested | 1-4 hours | 20/10 |
I | Ingested | 2-12 minutes | 30/15 |
J | Ingested | 1-4 minutes | Death/20 |
K | Contact | 2-8 minutes | 5/0 |
L | Contact | 2-8 minutes | 10/0 |
M | Contact | 1-4 minutes | 20/5 |
N | Contact | 1 minute | Death/25 |
O | Injected | 2-24 minutes | Paralytic |
P | Injected | 1-3 hours | Debilitative |
Method:
The method is the way in which the poison must normally be used
to have full effect. Injected and ingested have no effect on contact.
Contact poisons have full effect even if swallowed or injected, since both
are forms of contact. Injected or ingested poisons have half their normal
effect if administered in the opposite manner, resulting in the save damage
being applied if the saving throw is failed and no damage occurring if the
saving throw is successful.
Onset:
Most poisons require time to work their way through the system to
reach the areas they affect. Onset is the time that elapses before the
poison's effect is felt. The effect of immediate poisons is felt at the
instant the poison is applied.
Strength:
The number before the slash lists the hit points of damage
suffered if the saving throw is failed. The number after the slash lists
the damage taken (if any) if the saving throw is successful. Where "death"
is listed, all hit points are immediately lost, killing the victim. Note
that in some cases a character may roll a successful saving throw and still
die from the hit point loss.
Not all poisons need cause damage. Two other common effects of poison are
to paralyze or debilitate a victim. Paralytic poisons leave the character
unable to move for 2d6 hours. His body is limp, making it difficult for
others to move him. The character suffers no other ill effects from the
poison, but his condition can lead to quite a few problems for his
companions.
Debilitating poisons weaken the character for 1d3 days. All of the
character's ability scores are reduced by half during this time. All
appropriate
adjustments to attack rolls, damage, Armor Class, etc., from the lowered
ability scores are applied during the course of the illness. In addition,
the character moves at one-half his normal movement rate. Finally, the
character cannot heal by normal or magical means until the poison is
neutralized or the duration of the debilitation is elapsed.