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“The Silent Assassins: The Art and History of Poisons and Toxins”

The Hidden Dangers: A Deep Dive into Poisons and Toxins

In the darkest corners of the world, where shadows stretch long and whispers of betrayal are common, poisons and toxins are the silent assassins. They slip into the world unnoticed, infiltrating food, air, and weapons, and once introduced, they bring with them a slow, inevitable end—or perhaps a twisted twist of fate, sparing a life in exchange for unhealing pain. These insidious substances have been the weapon of choice for countless assassins, corrupt politicians, and vengeful foes throughout history, shaping the very course of kingdoms and the destinies of kings and queens.

Poison, unlike the raw brutality of a sword, works its grim magic with a subtler, quieter touch. It lingers, often unnoticed, until it strikes—making it a perfect tool for those who wish to remain hidden in the shadows. Whether it seeps into the skin, is ingested with a drink, or floats invisibly through the air, poison doesn’t demand an immediate confrontation; it quietly brings death or disfigurement from within. And in the world of Dungeons & Dragons, where mighty warriors and cunning wizards thrive, poison can be the game-changer in the most unexpected of ways.

The Nature of Poison

At its core, poison is a substance that disrupts the natural functions of a living organism. It’s a thief in the night, stealing vitality from within, often with little more than a whisper and a touch. The effects of poison vary greatly depending on the type—whether it’s the immediate agony of an injury poison, the creeping danger of an ingested toxin, or the insidious cloud of an inhaled fume. In many ways, poison is a mirror to the hidden fears that lurk beneath the surface of a world filled with fantastical danger.

But not all poisons are created equal. Some work fast, bringing their victim to death’s door within moments, while others creep through the body with slow, agonizing effects, forcing the victim into a battle of wills against the toxin itself. This creates a deadly dance, one of timing, strategy, and, ultimately, survival. The careful application of poison, whether to a weapon or into the food of an unsuspecting target, becomes a weapon of choice for those who prefer to act from the shadows, manipulating the very biology of their foes.

In the world of adventuring, poisons are a tool as much as they are a risk—one that can be used for protection, stealth, or destruction. They exist in a delicate balance of necessity and peril. A warrior might coat their blade with venom to ensure their attack is deadly even against the toughest of enemies. An assassin might mix a rare toxin to incapacitate their prey without a sound. And yet, these same poisons come with the potential for self-harm, as the act of applying or carrying them is fraught with the risk of accidental exposure. The wielder must be cautious, aware of both the power and the danger that comes with the use of such lethal substances.

Real-World Inspirations: The Alchemy of Death

The history of poisons is as old as civilization itself. In the real world, the use of toxins for assassination and control has been well-documented, ranging from the ancient world to modern-day espionage. The fascination with poisons throughout history is both grim and intriguing, as humans have continually sought ways to manipulate life’s most fragile element—health—through substances of deadly potency.

Ancient Rome: A Legacy of Lethal Potions

One of the most famous historical examples of poison’s deadly role comes from Ancient Rome. Empress Lucretia, notorious for her use of poison to control the political scene, was rumored to have used “thickened wine” laced with toxins to eliminate her rivals. The infamous use of poison in Roman politics even led to the creation of special poisons, some of which were sold by the likes of the infamous poisoners Locusta and her student, Agrius, who earned the reputation of being the most dangerous poisoner in Rome.

The Medici Family: Masters of Poison

During the Renaissance, the Medici family, known for their wealth, power, and political manipulation, were also deeply connected to the darker art of poisoning. The most notorious example of this was the so-called “Medici poison,” a deadly substance believed to have been used in the deaths of many enemies and even family members. The Medici’s power extended beyond the battlefield; it reached into the heart of their very court, where poisoning was a common method for those who sought to remove political rivals.

The Discovery of Curare: A Toxin of the Jungle

In South America, indigenous tribes have long known of the deadly powers of curare, a toxin derived from plants and used as a paralyzing agent on blow-darts for hunting. The poison’s action is slow but powerful: it causes paralysis by blocking nerve signals, which can lead to suffocation if left untreated. Curare was eventually discovered by Western scientists in the 19th century, and its use in medicine evolved, later becoming a key component in modern anesthesiology.

Conclusion: The Lingering Legacy

In the world poisons carry with them a rich history of intrigue and danger. They are not mere tools of death—they are a reflection of the complex interplay of power, politics, and survival. In the game, poisons introduce a tactical layer, allowing players to either eliminate threats quietly or engage in a battle of wits with an unseen enemy. Whether through an assassin’s hidden dagger or a wizard’s cursed brew, poison is always present, lurking just beneath the surface, waiting for the right moment to strike.

The real-world inspirations from history show that poison is far from a simple tool of murder; it is a symbol of secrecy, control, and the deadly art of subversion. Whether wielded by emperors, spies, or adventurers, poisons remain a constant reminder of how fragile life is and how the pursuit of power can often lead to a slow, agonizing end.


  • Poison and Toxins (5E, 2024)
  • Poison and Toxins (Pathfinder)

Poisons are insidious toxins delivered in various ways. They are illegal in most societies but favored by assassins and nefarious foes​. In 5E, all poisons require a Constitution saving throw (the exact DC depends on the poison’s potency) and often impose the Poisoned condition (disadvantage on attack rolls and ability checks​ or deal poison damage on a failed save. Poisons fall into four types (as in older editions​), defined by delivery: contact, ingested, inhaled, and injury.

  • Contact Poisons: These are smeared on surfaces or weapons and remain potent until washed off. A creature touching contact poison with exposed skin must make a Con save or suffer its effects​. (If a creature can’t be made to touch it, it’s harmless.) Contact poisons often deal poison damage and impose Poisoned on a failed save. Typical onset is seconds to minutes after exposure (DM’s call, often ~1 round) and they may require repeated saves (e.g. once per round while in contact).
  • Ingested Poisons: Delivered by eating or drinking. A creature must swallow an entire dose to be affected​. (A partial dose might grant advantage on the save or reduced effect.) After ingestion, the victim makes a Con save or be poisoned. Many ingested poisons have a short onset (from one round up to a minute) before taking effect, then require additional saves (often each round) until cured.
  • Inhaled Poisons: Powders, fumes or gases that take effect when breathed in. Releasing an inhaled poison (e.g. smashing a vial or opening a container) affects a 5-foot cube and dissipates immediately​. Creatures in the area must save (often immediately or within one round) or suffer poison effects. Holding one’s breath offers little protection against true inhaled poisons (5E rules disallow effective breath-holding for most inhaled toxins).
  • Injury Poisons: These are applied to weapons, ammunition, or traps. A dose remains potent on the weapon until it hits a creature (or is washed off)​. To use an injury poison, a character coats one slashing or piercing weapon (or up to three pieces of ammunition) with a single dose; doing so takes 1 Action. A creature hit by the poisoned weapon must make a Constitution save (DC as specified by the poison) or suffer its effects: typically poison damage and the Poisoned condition. (For example, Basic Poison is DC 10, deals 1d4 poison damage on a failed save​.) Injury poisons usually take effect immediately (no delay) and may have lingering effects (e.g. repeat saves each round or until neutralized).

Each poison specifies its save DC and effects (damage, conditions, and any special effects like paralysis). On a successful save, the creature usually takes half damage (if any) and suffers no additional effect. Poisons often inflict the Poisoned condition on a failed save; by the rules a poisoned creature has disadvantage on attack rolls and ability checks​. (The Poisoned condition can be cured by spells like Lesser Restoration​.) Note that many creatures (undead, constructs, certain fiends, etc.) are immune to poison, as indicated in their stat blocks.

Applying Poisons

  • Action to Apply: Coating a weapon or preparing a poison usually requires an action. For injury poisons, Basic Poison explicitly states “Applying the poison takes an Action”. (Contact poisons might be applied quickly during preparation or combat at the DM’s discretion; inhaled poisons are usually released as an action or bonus action; administering an ingested poison counts as the same action it takes to feed or give a drink to a target.)
  • Delivery: Contact poisons can be smeared on clothing, weapons, locks, or food and remain deadly until removed or washed off​. Inhaled poisons are typically thrown or dispersed (e.g. as a thrown object or area effect; they affect anyone in a 5-ft. cube upon release​). Ingested poisons must be swallowed; a creature drinking or eating poisoned food is subject to its effects (the DM may call for a check to notice tampering).
  • Kit Proficiency: Characters proficient with a Poisoner’s Kit can handle and apply poison safely. By XGtE rules, proficiency “lets you add your proficiency bonus to any ability checks you make to craft or use poisons”. It also (implicitly) means you can coat a weapon or handle vials without risk of poisoning yourself. Similarly, proficiency with Alchemist’s Supplies (an artisan’s tool) lets you add your proficiency bonus to checks using those tools​, which covers crafting and using alchemical poisons.

Saving Throws and Effects

When a creature is exposed to poison, it makes a Constitution saving throw against the poison’s DC. The GM sets the poison’s DC (often between 10 and 18 for typical toxins). On a failed save, the creature suffers the poison’s full effect (damage, conditions, etc.); on a successful save, it typically takes half damage and avoids any condition. For example, Basic Poison causes 1d4 poison damage on a failed save (half damage on success)​ and poisons the target for 1 minute (subject to repeated saves or a cure). The duration of effects varies by poison: some poisons deal instant damage and stop, while others require continued saving throws. Most injury poisons last until the target makes a successful save or a set time elapses (Basic Poison’s coating lasts 1 minute​).

Poison effects in 5E commonly impose the Poisoned condition​. They may also have additional effects (for instance, an Assassin’s Blood ingested poison causes unconsciousness on a failed save). As a rule of thumb, poison effects last until a successful save at the end of the creature’s turn unless a cure is applied (compare XGtE: an additional save each minute).

Multiple Doses (Stacking)

If a creature already suffering a poison is exposed to another dose of the same poison before the first has ended, the effects stack​. In 5E terms, this means treating the poison as a continuous effect: each extra dose raises the save DC by +2 (cumulatively) and extends the remaining duration (often roughly adding half of the original duration again). In practice, whenever the creature takes another hit (or swallow) of the same poison while it’s still active and fails the initial save, increase the poison’s DC by 2 for future saves and add to its duration. (If the second exposure is to a different poison, treat it independently.)

Example – Injury Poison Stacking: A rogue coats her dagger with Basic Poison (DC 10, 1d4 damage). She stabs a goblin (Round 1); the goblin fails its save and takes 1d4 poison damage and is poisoned. On Round 2 the rogue strikes the same goblin again with another dose of Basic Poison. Since the goblin is still poisoned, this new dose increases the DC to 12​. The goblin now must make a DC 12 Constitution save or take another 1d4 poison damage and have the poison duration extended.

Example – Ingested Poison Stacking: During a tavern fight, a thug forces a poisoned potion down a guard’s throat on Round 1 (DC 13, example poison). The guard fails and becomes poisoned. On Round 2, the thug somehow manages to get more of the same potion into the guard (e.g. grabs head as a bonus action and pours in another dose). Because the guard is already under the poison’s effect, this second dose bumps the DC to 15​. The guard now makes Con saves at DC 15 to fight off the extended poison.

In each example, notice how the poison’s DC increases and its effect lasts longer whenever an extra dose is given before curing the first. This reflects the legacy rule that “doses stack,” increasing DC and duration​.

Crafting and Poisoner’s Tools

Creating poisons in 5E uses tool proficiencies instead of the old Craft (Alchemy) skill. A character proficient with Poisoner’s Kit can add their proficiency bonus to any ability check to create or handle poisons​. Likewise, proficiency with Alchemist’s Supplies (an artisan’s tool) grants proficiency bonus on checks to concoct alchemical poisons​. The Herbalism Kit is required for basic alchemical concoctions: by default a character must have Herbalism Kit proficiency to create an antitoxin or common potion of healing​, and a similar rule can apply to simple plant-based poisons.

Crafting a poison typically requires downtime and materials. A common guideline (from Xanathar’s) is to spend one day and materials worth half the poison’s market price, making a DC 10+ check to produce one or more doses (DM’s call for DC and timeframe). For example, crafting one dose of a poison that sells for 200 gp might cost 100 gp in rare ingredients and take a day of work with a successful Poisoner’s Kit or Alchemist’s check. The DM may set DCs based on complexity: simple toxins might be DC 10, rare exotic venoms DC 15–20. In summary, rather than “Craft (Alchemy),” use the relevant tool: an Alchemy or Poisoner’s tool check (usually Intelligence or Wisdom-based) with proficiency bonus added​.

Curing Poisons (Spells and Antidotes)

Poison effects can be removed or negated by magic and remedies. Lesser Restoration (2nd-level) can “end either one disease or one condition” affecting a creature; specifically it can end the Poisoned condition​. Protection from Poison (2nd-level) is even stronger: it instantly neutralizes any poison affecting the target, ends the Poisoned condition, and for 1 hour gives the target advantage on saving throws against poison and resistance to poison damage​. In addition, mundane antitoxins exist (crafted via Herbalism Kit): drinking an antitoxin (50 gp) grants advantage on Con saves against poison for 1 hour. Once cured or after a save ends it, the poison is gone.

Examples of Poison Stacking:

  • Example 1 (Weapon Poison): A rogue coats her scimitar with Basic Poison (DC 10, 1d4). She hits a hobgoblin (Round 1); the hobgoblin fails the Con save and takes 1d4 poison damage and is Poisoned. On Round 2, the rogue hits again with another dose. Because the hobgoblin is still poisoned, this new dose increases the save DC to 12​. The hobgoblin now saves against DC 12; if it fails again, it takes another 1d4 and the poison’s duration is extended further.
  • Example 2 (Drink Poison): A bandit spikes a guard’s ale with a mild toxin (DC 12). The guard drinks it (Round 1) and fails the save, becoming Poisoned. On Round 2, a second dose of the same toxin is slipped into the guard’s cup (before the first wears off). Because the guard is already under that poison’s effect, the second dose raises the DC to 14​. The guard now makes Con saves at DC 14 until the poison ends or is cured.

These examples show how multiple doses of the same poison increase the difficulty of saving and prolong the effect, as per the stacking rule​.

How Poisons Work

When exposed to poison, you must make a Constitution saving throw (DC determined by the poison). Depending on your result:

  • Success: You resist the effects and need no further saves.
  • Failure: You are poisoned and immediately suffer the poison’s effects. Additional saves will be required to mitigate or cure the poison.
  • Onset Period: For poisons with an onset period, nothing happens immediately after the first failed save, but after the onset time, you begin making saves at the next frequency interval (e.g., every round, minute, etc.).
  • Stacking: If you are exposed to more of the same poison while already poisoned, the DC for future saves increases by +2, and the duration is extended by half.

The Poisoned condition (disadvantage on attack rolls and ability checks) is often a part of the effects.


Poison List

PoisonTypeFort DCOnsetFrequencyEffectCurePrice (gp)
ArsenicIngested1310 min.1/min for 4 min.1d2 Constitution1 save120
BelladonnaIngested1410 min.1/min for 6 min.1d2 Strength, see text1 save100
Black Adder VenomInjury111/rd for 6 rds.1d2 Constitution1 save120
Black Lotus ExtractContact201 min.1/rd for 6 rds.1d6 Constitution2 saves4,500
BloodrootInjury121 rd.1/rd for 4 rds.1 Constitution and 1 Wisdom1 save100
Blue WhinnisInjury141/rd for 2 rds.1 Constitution / unconscious 1d3 hrs.1 save120
Burnt Othur FumesInhaled181/rd for 6 rds.1 Constitution drain / 1d3 Constitution2 saves2,100
Dark Reaver PowderIngested1810 min.1/min for 6 min.1d3 Constitution and 1 Strength2 saves800
DeathbladeInjury201/rd for 6 rds.1d3 Constitution2 saves1,800
Dragon BileContact261/rd for 6 rds.1d3 Strength1,500
Drow PoisonInjury131/min for 2 min.Unconscious 1 min./2d4 hrs.1 save75
Giant Wasp PoisonInjury181/rd for 6 rds.1d2 Dexterity1 save210
Greenblood OilInjury131/rd for 4 rds.1 Constitution1 save100
Green Prismatic PoisonSpellVaries1/rd for 6 rds.Death/1 Constitution2 saves
HemlockIngested1810 min.1/min for 6 min.1d6 Dexterity, see text2 saves2,500
Id MossIngested1410 min.1/min for 6 min.1d3 Intelligence1 save125
Insanity MistInhaled151/rd for 6 rds.1d3 Wisdom1 save1,500
King’s SleepIngested191 day1/day1 Constitution drain2 saves5,000
Large Scorpion VenomInjury171/rd for 6 rds.1d2 Strength1 save200
Lich DustIngested1710 min.1/min for 6 min.1d3 Strength2 saves400
Malyass Root PasteContact161 min.1/min for 6 min.1d2 Dexterity1 save250
Medium Spider VenomInjury141/rd for 4 rds.1d2 Strength1 save150
Nightmare VaporInhaled201/rd for 6 rds.1 Wisdom and confused 1 round2 saves1,800
NitharitContact131 min.1/min for 6 min.1d3 Constitution1 save650
Oil of TaggitIngested15min.Unconscious 1d3 hours1 save90
Purple Worm PoisonInjury241/rd for 6 rds.1d3 Strength2 saves700
Sassone Leaf ResidueContact161 min.1/min for 6 min.2d12 hp/1 Constitution1 save300
Shadow EssenceInjury171/rd for 6 rds.1 Strength drain / 1d2 Strength1 save250
Small Centipede PoisonInjury111/rd for 4 rds.1 Dexterity1 save90
Striped ToadstoolIngested1110 min.1/min for 4 min.1d3 Wisdom and 1 Intelligence1 save180
Tears of DeathContact221 min.1/min for 6 min.1d6 Constitution and paralyzed 1 min.6,500
Terinav RootContact161 min.1/min for 6 min.1d3 Dexterity1 save400
Ungol DustInhaled151/rd for 4 rds.1 Charisma drain/1d2 Charisma1 save1,000
Violet VenomContact131/min for 6 min.1d2 Strength and 1d2 Constitution1 save800
Wasp Swarm PoisonInjury131/rd for 4 rds.1 Dexterity damage1 save
WolfsbaneIngested1610 min.1/min for 6 min.1d3 Constitution1 save500
Wyvern PoisonInjury171/rd for 6 rds.1d4 Constitution2 saves3,000

Notes:

  • Effect: Lists how the poison affects the target (damage, condition, etc.).
  • Frequency: How often the creature needs to make a save against the poison (e.g., every round, every minute).
  • Cure: Indicates how many successful saves are needed to cure the poison or neutralize its effects. Some poisons have additional conditions, such as requiring magical healing or a longer period before they wear off.
  • Price: Represents the market price for a dose of poison.
 Poisoning of Queen Bona. Jan Matejko, 1859, Poisons
Poisoning of Queen Bona. Jan Matejko, 1859

A poison is a substance that interferes with the natural functions of a living creature’s body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw. Poisons can be delayed or cured with spells such as delay poison and neutralize poison. Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury.

Contact:
These poisons are delivered the moment a creature touches the poison with its bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute.

Ingested:
These poisons are delivered when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute.

Inhaled:
These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).

Injury: These poisons are primarily delivered through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.

Applying Poison One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes incontact with it). Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class), you do not risk accidentally poisoning yourself when applying poison.

Multiple Doses of Poison Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison’s DC and duration. Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison’s duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Increased Duration:
Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC:
Increase the poison’s DC by +2. These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison. Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison. Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once. Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately.

Example: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once.

Example: This time, the fighter makes two of his initial saves against the spider venom, so he only has one dose active in his body. He fails his save on his turn. On the spiders’s turn, two of them bite him, and he fails both saves, which increases the duration to 8 rounds and the DC to 18, just as if he had failed all three saves in the same round.

Crafting Poison You can make poison with the Craft (alchemy) skill. The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes you to the poison. This does not consume the poison. If you have the poison use class feature, you do not risk accidentally poisoning yourself when applying poison. The sample poisons listed below represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.

Poisons
Poison Type Fort DC Onset Frequency Effect Cure Price (gp)
Arsenic ingested 13 10 min. 1/min. for 4 min. 1d2 Constitution 1 save 120
Belladonna ingested 14 10 min. 1/min. for 6 min. 1d2 Strength, see text 1 save 100
Black adder venom injury 11 1/rd. for 6 rds. 1d2 Constitution 1 save 120
Black lotus extract contact 20 1 min. 1/rd. for 6 rds. 1d6 Constitution 2 saves 4,500
Bloodroot injury 12 1 rd. 1/rd. for 4 rds. 1 Constitution and 1 Wisdom 1 save 100
Blue whinnis injury 14 1/rd. for 2 rds 1 Constitution / unconscious 1d3 hrs. 1 save 120
Burnt othur fumes inhaled 18 1/rd. for 6 rds. 1 Constitution drain / 1d3 Constitution2 saves 2,100
Dark reaver powder ingested 18 10 min. 1/min. for 6 min. 1d3 Constitution and 1 Strength 2 saves 800
Deathblade injury 20 1/rd. for 6 rds. 1d3 Constitution2 saves 1,800
Dragon bile contact 261/rd. for 6 rds. 1d3 Strength 1,500
Drow poison injury 13 1/min. for 2 min. unconscious 1 min./2d4 hrs.1 save 75
Giant wasp poison injury 18 1/rd. for 6 rds. 1d2 Dexterity 1 save 210
Greenblood oil injury 13 1/rd. for 4 rds. 1 Constitution 1 save 100
Green prismatic poison spell varies 1/rd. for 6 rds. Death/1 Constitution 2 saves
Hemlock ingested 18 10 min. 1/min. for 6 min. 1d6 Dexterity, see text 2 saves 2,500
Id moss ingested 14 10 min. 1/min. for 6 min. 1d3 Intelligence 1 save 125
Insanity mist inhaled 15 1/rd. for 6 rds. 1d3 Wisdom 1 save 1,500
King’s sleep ingested 19 1 day 1/day 1 Constitution drain 2 saves 5,000
Large scorpion venom injury 17 1/rd. for 6 rds. 1d2 Strength 1 save 200
Lich dust ingested 17 10 min. 1/min. for 6 min. 1d3 Strength 2 saves 400
Malyass root paste contact 16 1 min. 1/min. for 6 min. 1d2 Dexterity 1 save 250
Medium spider venom injury 14 1/rd. for 4 rds. 1d2 Strength 1 save 150
Nightmare vapor inhaled 201/rd. for 6 rds. 1 Wisdom and confused 1 round 2 saves 1,800
Nitharit contact 13 1 min. 1/min. for 6 min. 1d3 Constitution 1 save 650
Oil of taggit ingested 15 min. unconscious 1d3 hours 1 save 90
Purple worm poison injury 24 1/rd. for 6 rds. 1d3 Strength 2 saves 700
Sassone leaf residue contact 16 1 min. 1/min. for 6 min. 2d12 hp/1 Constitution 1 save 300
Shadow essence injury 171/rd. for 6 rds. 1 Strength drain / 1d2 Strength 1 save 250
Small centipede poison injury 111/rd. for 4 rds. 1 Dexterity 1 save 90
Striped toadstool ingested 11 10 min.1/min. for 4 min. 1d3 Wisdom and 1 Intelligence 1 save 180
Tears of death contact 22 1 min. 1/min. for 6 min. 1d6 Constitution and paralyzed 1 min. 6,500
Terinav root contact 161 min. 1/min. for 6 min. 1d3 Dexterity 1 save 400
Ungol dust inhaled 15 1/rd. for 4 rds.1 Charisma drain/1d2 Charisma 1 save 1,000
Violet venom contact 131/min. for 6 min. 1d2 Strength and 1d2 Constitution 1 save 800
Wasp Swarm Poison injury 13 1/rd. for 4 rds. 1 Dexterity damage 1 save
Wolfsbane ingested 16 10 min. 1/min. for 6 min.1d3 Constitution 1 save 500
Wyvern poisoninjury 17 1/rd. for 6 rds. 1d4 Constitution2 saves3,000

How Do Poisons Work?

When you are initially exposed to a poison (whether during your action or someone else’s), you must make a save to avoid being poisoned.

  • Success You resist being poisoned. You do not suffer any ill effects and you need not make any further saves.
  • Failure You are poisoned and immediately suffer the listed effect. You will need to make further saves to avoid more damage and cure the poison.
  • Exception If the poison has an onset period, failing the initial check does NOT cause you to suffer any effects.

If you are exposed to more of the same poison at any point while you are poisoned, you need to make a new initial save at +2 DC.
Success You resist the new dose and carry on as if it never happened (this success does not count toward the requisite “consecutive saves” for curing any poison that is already in your system)

Failure The DC for all subsequent checks are increased by 2 and the duration of the poison is increased by half of the listed value. (eg if you are poisoned with a poison with a DC 11, being exposed again forces you to make a save at DC 13. If you fail this, all your future checks to cure the poison, avoid damage, or resist being poisoned again are at DC 13 – and the duration is increased by half. If you are exposed for a third time, you would need to save at DC 15 against the new dose, etc)

For the onset period, nothing happens (if there is no onset, the next step happens right away!)
At the next frequency interval (your next turn for 1/round poisons, 1 minute later for 1/minute, next day for 1/day) you must make a save on your turn (at any point during your turn – you must still make this save if you choose to delay).
Success You suffer no ill effects and now have a save towards curing the poison.

If the poison requires only one save to cure, you are cured and no longer need to make saves.

Failure You suffer the listed effects again.

Repeat the previous step until you fulfill either score enough consecutive saves to cure the poison or the duration runs out.

Poisons with initial and secondary effects

For poisons without an onset, failing the initial save causes you to suffer the initial effect of the poison. The subsequent saves are made against the secondary effect.

For poisons with an onset, failing the initial save causes you to be poisoned but not suffer any ill effect. Failing the first save after the onset causes you suffer the initial effect of the poison. Any subsequent saves are made against the secondary effect.

Special If you are exposed to multiple doses of a poison with initial and secondary effects, you only suffer the initial effect once. Subsequent exposures cause you to suffer the secondary effect and add duration to secondary effects.

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