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Poison

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.