Poisons and Toxins — RPG Rules, Venoms and the Poisoner’s Art

The Silent Assassins

Poisons and toxins in a candlelit apothecary with poison bottles, herbs, a dagger, skull and alchemical equipment
Poisons and toxins in a candlelit apothecary

One poisoned cup can matter more than a hundred swords.

Poisons turn food, drink, weapons, traps, monster venom and apparently harmless objects into threats that cannot always be defeated by armour or brute strength. For adventurers, the immediate questions are practical: How is the poison delivered? What save or check does it use? How long does it remain active? Can it be detected? Can it be neutralised?

Those answers change significantly between rulesets. D&D 5.5e / 2024, D&D 5e / 2014, Pathfinder 1e and D&D 3.5e do not use interchangeable poison mechanics. Choose the edition used at your table below.

In SpiralWorlds, poison is also part of the living campaign world. Apothecaries recognise dangerous substances. Physicians compare symptoms. Courts employ tasters and trusted servants. Alchemists guard their reputations. Monster hunters may discover that a slain creature is worth more for its venom than for its hide.

Game and historical reference: this page treats poison as an RPG mechanic, campaign subject and historical theme. It does not provide instructions for manufacturing real-world toxic substances.

Poison Rules by Edition

Choose your ruleset. Each mechanics panel is self-contained. Do not transfer save DCs, action economy, dose stacking, duration rules or poison tables between editions unless the Games Master deliberately adopts a house rule.

Poison Mechanics — 5.5e / 2024

D&D 2024 / 5.5e

The 2024 rules give each named poison its own effect. A poison does not automatically inflict the Poisoned condition merely because it deals Poison damage.

Basic Poison

Rule 5.5e / 2024 Mechanic
Cost100 GP
ApplicationBonus Action
TargetsOne weapon or up to three pieces of ammunition
TriggerThe coated weapon or ammunition deals Piercing or Slashing damage
DamageExtra 1d4 Poison damage
Saving ThrowNone
Potency1 minute or until the poison deals its damage

Basic Poison does not call for a Constitution save and does not automatically inflict the Poisoned condition.

Poisoner’s Kit

Property 5.5e / 2024 Rule
Cost50 GP
Weight2 lb.
Associated AbilityIntelligence
Detect a poisoned objectDC 10
CraftBasic Poison

Food and Drink

Cook’s Utensils can detect spoiled or poisoned food at DC 15. Brewer’s Supplies can detect a poisoned drink at DC 15. The Poisoner’s Kit provides its own DC 10 check to detect a poisoned object.

Harvesting Monster Venom

A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The process takes 1d6 minutes and requires a DC 20 Intelligence (Nature) check using a Poisoner’s Kit.

  • Success: harvest one dose. No additional poison can be harvested from that creature.
  • Failure: no poison is extracted.
  • Failure by 5 or more: the harvester is subjected to the creature’s poison.

Poison Delivery Types

Type How Exposure Works
Contact Exposure occurs when qualifying skin contact is made with the poison.
Ingested The poison takes effect after it is swallowed.
Inhaled Released poison can affect creatures in its area; holding the breath does not automatically prevent exposure.
Injury Applied to a weapon, ammunition or similar object and delivered through qualifying damage.

5.5e / 2024 Poison Reference

Poison Type Price Save Effect
Assassin’s Blood Ingested 150 GP Con DC 10 1d12 Poison damage and Poisoned for 24 hours on a failure; successful save takes half damage only.
Burnt Othur Fumes Inhaled 500 GP Con DC 13 3d6 Poison damage on failure; repeated saves at the start of turns, with 1d6 Poison damage on subsequent failed saves. Ends after three successful saves.
Crawler Mucus Contact 200 GP Con DC 13 Poisoned for 1 minute and Paralyzed while Poisoned; repeat the save at the end of each turn.
Essence of Ether Inhaled 300 GP Con DC 15 Poisoned for 8 hours and Unconscious while Poisoned. Damage or another creature waking the victim ends the unconsciousness.
Malice Inhaled 250 GP Con DC 15 Poisoned for 1 hour and Blinded while Poisoned.
Midnight Tears Ingested 1,500 GP Con DC 17 No immediate effect. At midnight, 9d6 Poison damage on failure or half on success unless neutralised first.
Oil of Taggit Contact 400 GP Con DC 13 Poisoned for 24 hours and Unconscious while Poisoned; damage wakes the victim.
Pale Tincture Ingested 250 GP Con DC 16 1d6 Poison damage and Poisoned on failure. Save again every 24 hours; failed saves repeat the damage. Poison damage cannot be healed while the condition persists. Ends after seven successful saves.
Purple Worm Poison Injury 2,000 GP Con DC 21 10d6 Poison damage on failure, half on success.
Serpent Venom Injury 200 GP Con DC 11 3d6 Poison damage on failure, half on success.
Spider’s Sting Injury 200 GP Con DC 13 Poisoned for 1 hour. Failure by 5 or more also causes Unconscious while Poisoned; damage or an action to wake the victim ends the unconsciousness.
Torpor Ingested 600 GP Con DC 15 Poisoned for 4d6 hours; Speed is halved while Poisoned.
Truth Serum Ingested 150 GP Con DC 11 Poisoned for 1 hour and unable to knowingly communicate a lie.
Wyvern Poison Injury 1,200 GP Con DC 14 7d6 Poison damage on failure, half on success.

No Pathfinder dose stacking: repeated exposure does not automatically give a poison +2 to its save DC in 5.5e. Use the individual poison’s rules.

Poison Mechanics — 5e / 2014

D&D Fifth Edition / 2014

The original fifth-edition rules use a different version of Basic Poison and several named poisons differ from their 2024 counterparts.

Basic Poison

Rule 5e / 2014 Mechanic
Cost100 GP
ApplicationAction
TargetsOne slashing or piercing weapon or up to three pieces of ammunition
Saving ThrowDC 10 Constitution
Failed Save1d4 poison damage
Successful SaveNo poison damage
Potency1 minute after application

Basic Poison does not deal half damage on a successful save and does not automatically impose the poisoned condition.

The Four Poison Types

Type Delivery
ContactExposure through uncovered skin.
IngestedThe creature consumes the poison in food, drink or another substance.
InhaledPowders and gases affect creatures in the released area.
InjuryDelivered through piercing or slashing damage from a poisoned object.

5e / 2014 Poison Reference

Poison Type Price Save Effect
Assassin’s Blood Ingested 150 GP Con DC 10 1d12 poison damage and poisoned for 24 hours on failure; half damage and no poisoned condition on success.
Burnt Othur Fumes Inhaled 500 GP Con DC 13 3d6 poison damage on failure, followed by repeated saves; each later failure deals 1d6 poison damage. Ends after three successful saves.
Crawler Mucus Contact 200 GP Con DC 13 Poisoned for 1 minute and paralyzed while poisoned; repeat save at the end of each turn.
Drow Poison Injury 200 GP Con DC 13 Poisoned for 1 hour. Failure by 5 or more also causes unconsciousness while poisoned.
Essence of Ether Inhaled 300 GP Con DC 15 Poisoned for 8 hours and unconscious while poisoned; damage or an action to wake the victim ends unconsciousness.
Malice Inhaled 250 GP Con DC 15 Poisoned for 1 hour and blinded while poisoned.
Midnight Tears Ingested 1,500 GP Con DC 17 No immediate effect. At midnight, 9d6 poison damage on failure or half on success.
Oil of Taggit Contact 400 GP Con DC 13 Poisoned for 24 hours and unconscious while poisoned.
Pale Tincture Ingested 250 GP Con DC 16 1d6 poison damage and poisoned; repeat the save every 24 hours. Damage caused by the poison cannot be healed until the effect ends after seven successful saves.
Purple Worm Poison Injury 2,000 GP Con DC 19 12d6 poison damage on failure, half on success.
Serpent Venom Injury 200 GP Con DC 11 3d6 poison damage on failure, half on success.
Torpor Ingested 600 GP Con DC 15 Poisoned for 4d6 hours and incapacitated while poisoned.
Truth Serum Ingested 150 GP Con DC 11 Poisoned for 1 hour and unable to knowingly speak a lie.
Wyvern Poison Injury 1,200 GP Con DC 15 7d6 poison damage on failure, half on success.

Edition lock: Pathfinder’s cumulative +2 save-DC rule is not part of 2014 fifth edition.

Poison Mechanics — Pathfinder 1e

Pathfinder First Edition

Pathfinder treats poison as an affliction described by its delivery type, Fortitude save DC, onset, frequency, effect and cure.

Reading a Pathfinder Poison

Entry Meaning
TypeContact, ingested, inhaled or injury.
SaveUsually a Fortitude saving throw.
OnsetDelay before periodic effects begin.
FrequencyHow often the poison resolves and how long it remains active.
EffectThe damage, ability damage, drain, condition or other consequence.
CureThe successful saves required to end the affliction.

Applying Poison

Applying poison to a weapon or one piece of ammunition is normally a standard action. A character who applies or readies poison normally has a 5% chance of accidental exposure. A natural 1 when attacking with a poisoned weapon also exposes the wielder. A character with the Poison Use class feature avoids these normal accidental-poisoning risks.

Multiple Doses

Pathfinder specifically allows active doses of the same poison to stack. Each additional dose increases the save DC by +2 and extends the total duration by half the poison’s listed duration. These increases are cumulative. The cure requirement does not increase.

Crafting Poison

Poisons can be created with Craft (alchemy). The Craft DC equals the poison’s Fortitude save DC. A natural 1 on the Craft check exposes the crafter unless an applicable Poison Use ability prevents that risk.

Pathfinder 1e Poison Reference

This table restores the complete established SpiralWorlds Pathfinder poison reference rather than reducing it to a short selection.

Poison Type Fort DC Onset Frequency Effect Cure Price
ArsenicIngested1310 min.1/min. for 4 min.1d2 Con1 save120 gp
Azure Lily PollenInhaled151/min. for 2 min.Nauseated 1 min. / paralyzed 2d4 hours1 save1,500 gp
BelladonnaIngested1410 min.1/min. for 6 min.1d2 Str; see poison entry1 save100 gp
Black Adder VenomInjury111/round for 6 rounds1d2 Con1 save120 gp
Black Lotus ExtractContact201 min.1/round for 6 rounds1d6 Con2 saves4,500 gp
BloodrootInjury121 round1/round for 4 rounds1 Con and 1 Wis; see poison entry1 save100 gp
Blue WhinnisInjury141/round for 2 rounds1 Con / unconscious 1d3 hours1 save120 gp
Burnt Othur FumesInhaled181/round for 6 rounds1 Con drain / 1d3 Con2 saves2,100 gp
Dark Reaver PowderIngested1810 min.1/min. for 6 min.1d3 Con and 1 Str2 saves800 gp
DeathbladeInjury201/round for 6 rounds1d3 Con2 saves1,800 gp
Dragon BileContact261/round for 6 rounds1d3 Str1,500 gp
Drow PoisonInjury131/min. for 2 min.Unconscious 1 min. / 2d4 hours1 save75 gp
Giant Wasp PoisonInjury181/round for 6 rounds1d2 Dex1 save210 gp
Greenblood OilInjury131/round for 4 rounds1 Con1 save100 gp
Green Prismatic PoisonSpellVaries1/round for 6 roundsDeath / 1 Con2 saves
HemlockIngested1810 min.1/min. for 6 min.1d6 Dex; see poison entry2 saves2,500 gp
Id MossIngested1410 min.1/min. for 6 min.1d3 Int1 save125 gp
Indigo DreamsIngested1310 min.1/min. for 6 min.1d3 Wis2 saves150 gp
Insanity MistInhaled151/round for 6 rounds1d3 Wis1 save1,500 gp
King’s SleepIngested191 day1/day1 Con drain2 saves5,000 gp
Large Scorpion VenomInjury171/round for 6 rounds1d2 Str1 save200 gp
Lich DustIngested1710 min.1/min. for 6 min.1d3 Str2 saves400 gp
Malyass Root PasteContact161 min.1/min. for 6 min.1d2 Dex1 save250 gp
Medium Spider VenomInjury141/round for 4 rounds1d2 Str1 save150 gp
Nightmare VaporInhaled201/round for 6 rounds1 Wis and confused 1 round2 saves1,800 gp
NitharitContact131 min.1/min. for 6 min.1d3 Con1 save650 gp
Oil of TaggitIngested151 min.Unconscious 1d3 hours1 save90 gp
Purple Worm PoisonInjury241/round for 6 rounds1d3 Str2 saves700 gp
Sassone Leaf ResidueContact161 min.1/min. for 6 min.2d12 hp / 1 Con1 save300 gp
Shadow EssenceInjury171/round for 6 rounds1 Str drain / 1d2 Str1 save250 gp
Small Centipede PoisonInjury111/round for 4 rounds1 Dex1 save90 gp
Striped ToadstoolIngested1110 min.1/min. for 4 min.1d3 Wis and 1 Int1 save180 gp
Swampseer PoisonIngested1810 min.1/min. for 3 min.1d4 Wis / 1d2 Wis and confusion 1 min.2 saves400 gp
Tears of DeathContact221 min.1/min. for 6 min.1d6 Con and paralyzed 1 min.6,500 gp
Terinav RootContact161 min.1/min. for 6 min.1d3 Dex1 save400 gp
Ungol DustInhaled151/round for 4 rounds1 Cha drain / 1d2 Cha1 save1,000 gp
Violet VenomContact131/min. for 6 min.1d2 Str and 1d2 Con1 save800 gp
Wasp Swarm PoisonInjury131/round for 4 rounds1 Dex damage1 save
WolfsbaneIngested1610 min.1/min. for 6 min.1d3 Con1 save500 gp
Wyvern PoisonInjury171/round for 6 rounds1d4 Con2 saves3,000 gp

Pathfinder only: onset, frequency, cure and cumulative +2 save-DC dose stacking belong to Pathfinder 1e and must not leak into either fifth-edition panel.

Poison Mechanics — D&D 3.5e

D&D 3.5 Edition

D&D 3.5e usually resolves poison in two stages. The first failed Fortitude save causes the listed initial damage. A second Fortitude save is normally required 1 minute later to avoid the listed secondary damage.

Core Poison Sequence

Stage 3.5e Mechanic
ExposureContact, ingestion, inhalation or injury exposes the creature.
First SaveFortitude save against the listed DC.
Failed First SaveTake the listed initial damage.
Second SaveNormally made 1 minute later.
Failed Second SaveTake the listed secondary damage.

Perils of Using Poison

  • Applying or readying poison: 5% accidental-exposure chance.
  • Natural 1 with a poisoned weapon: DC 15 Reflex save or the wielder poisons themselves.
  • Natural creature poison DC: normally 10 + half racial Hit Dice + Constitution modifier, unless the creature entry says otherwise.

3.5e Poison Reference

Poison Type / DC Initial Damage Secondary Damage Price
NitharitContact DC 1303d6 Con650 gp
Sassone Leaf ResidueContact DC 162d12 hp1d6 Con300 gp
Malyss Root PasteContact DC 161 Dex2d4 Dex500 gp
Terinav RootContact DC 161d6 Dex2d6 Dex750 gp
Black Lotus ExtractContact DC 203d6 Con3d6 Con4,500 gp
Dragon BileContact DC 263d6 Str01,500 gp
Striped ToadstoolIngested DC 111 Wis2d6 Wis + 1d4 Int180 gp
ArsenicIngested DC 131 Con1d8 Con120 gp
Id MossIngested DC 141d4 Int2d6 Int125 gp
Oil of TaggitIngested DC 150Unconsciousness90 gp
Lich DustIngested DC 172d6 Str1d6 Str250 gp
Dark Reaver PowderIngested DC 182d6 Con1d6 Con + 1d6 Str300 gp
Ungol DustInhaled DC 151 Cha1d6 Cha + 1 Cha permanent drain1,000 gp
Insanity MistInhaled DC 151d4 Wis2d6 Wis1,500 gp
Burnt Othur FumesInhaled DC 181 Con permanent drain3d6 Con2,100 gp
Black Adder VenomInjury DC 111d6 Con1d6 Con120 gp
Small Centipede PoisonInjury DC 111d2 Dex1d2 Dex90 gp
BloodrootInjury DC 1201d4 Con + 1d3 Wis100 gp
Drow Poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75 gp
Greenblood OilInjury DC 131 Con1d2 Con100 gp
Blue WhinnisInjury DC 141 ConUnconsciousness120 gp
Medium Spider VenomInjury DC 141d4 Str1d4 Str150 gp
Shadow EssenceInjury DC 171 Str permanent drain2d6 Str250 gp
Wyvern PoisonInjury DC 172d6 Con2d6 Con3,000 gp
Large Scorpion VenomInjury DC 181d6 Str1d6 Str200 gp
Giant Wasp PoisonInjury DC 181d6 Dex1d6 Dex210 gp
DeathbladeInjury DC 201d6 Con2d6 Con1,800 gp
Purple Worm PoisonInjury DC 241d6 Str2d6 Str700 gp

Poison Immunity in 3.5e

The 3.5e rules explicitly give poison immunity to several creature categories, including constructs, undead and elementals, with additional categories such as oozes and plants also normally immune. This is an edition-specific rule and should not be projected automatically into 5e or 5.5e.

Edition lock: D&D 3.5e uses initial and secondary poison damage. Do not replace this with Pathfinder’s onset, frequency and cure system.

Using Poison in Play

Poison is most interesting when it creates a decision rather than appearing as unexplained damage. A suspicious cup, a needle hidden in a lock, a discoloured weapon, a venomous monster carcass or a suddenly ill companion can all provide clues before the saving throw is rolled.

Detecting Poison

The appropriate detection mechanic depends on edition. Tools, skills and magic may all provide answers.

See Detect Poison for the SpiralWorlds multi-edition spell treatment.

Delaying and Neutralising Poison

Older-edition campaigns may use Delay Poison or Neutralize Poison where appropriate to their ruleset.

The Moly Herb provides a separate magical method of purifying poisoned liquids before they are consumed.

Clues Before the Save

A poison encounter does not have to begin with the Games Master announcing a saving throw. Fictional clues might include disturbed wax around a bottle, an unusual stain on a weapon, an unexpectedly nervous cupbearer, a missing apothecary label, a dead insect beside a cup or symptoms that do not match the victim’s visible wound.

Resistance and Immunity

Outside editions that explicitly establish broad creature-type poison immunity, use the creature’s actual statistics rather than assuming that every member of a category is automatically immune.

Poisons in the World of 1454

Poison sits where medicine, alchemy, hunting, monster lore, crime and politics overlap. The same apothecary who prepares a legitimate treatment may recognise a suspicious substance. The hunter who knows how to survive a venomous beast may also know that its remains have considerable value. Courts that fear poisoned wine employ trusted servants, physicians and tasters because magic cannot watch every plate, cup, door latch and blade.

Source Campaign Role Typical Complication
Apothecary substances Medicine, investigation and trade A legitimate substance becomes evidence in a murder inquiry.
Plant toxins Wilderness danger and herbal knowledge A dangerous plant is mistaken for an ordinary species.
Monster venom Hunting and specialist trade The carcass must survive the battle in usable condition.
Alchemical poison Urban crime and covert warfare The maker leaves behind a distinctive container or residue.
Supernatural toxin Bestiary encounters and magical contamination Ordinary medicine recognises the symptoms but not their cause.
Poisoned weapon Ambush and assassination The wound itself is only the beginning of the danger.

Apothecaries and Physicians

An apothecary is not automatically a poisoner. Most survive by selling useful preparations and preserving the confidence of customers, guilds, patrons and local authorities. Supplying murderers can ruin a livelihood or bring far worse consequences.

Illicit trade therefore tends to pass through intermediaries: corrupt servants, travelling merchants, criminal brokers, monster hunters or alchemists willing to risk their reputations.

Courts and Great Houses

Fear of poisoning changes behaviour even when no poison is present. Food may be watched from kitchen to table. Cups may remain under supervision. Tasters may be used. Visiting cooks may be excluded. Physicians may stay close to rulers during important feasts.

The accusation itself can become a political weapon. A forged poisoning plot can destroy a rival or transform an ordinary death into a crisis.

Monster Venoms

A dangerous creature may be valuable after death. Giant spiders, monstrous serpents, wyverns and stranger predators give adventurers a reason to preserve bodies rather than simply abandoning them.

Use the harvesting system appropriate to the selected edition. The 5.5e / 2024 procedure appears in its mechanics tab above.

Law, Reputation and the Black Market

There is no single universal poison law across SpiralWorlds. A frontier settlement surrounded by venomous monsters may tolerate substances that an Imperial city regards as evidence of criminal intent.

The useful campaign question is therefore not merely whether poison is legal. It is who possesses it, why they possess it, what kind it is and which authority has discovered it.

Campaign principle: poison should create investigation, danger and consequences. A vial can be evidence. A missing vial can matter even more. An antidote becomes priceless when the nearest capable healer is days away.

Adventure Hooks

  • The Empty Bottle: a noble collapses at a banquet, but the cup contains nothing suspicious. Someone has already removed the true vessel.
  • The Venom Contract: a monster hunter offers exceptional pay if one particular creature can be brought back intact enough for its venom to be harvested.
  • The False Poisoner: an apothecary is accused of murder because one of the shop’s bottles was found beside a corpse. The bottle is genuine. The accusation may not be.
  • The Silent Kitchen: every servant who handled a diplomatic feast disappears before the guests arrive.
  • The Wrong Antidote: a victim is treated for ordinary poison, but their condition worsens because the true cause is supernatural.
  • The Poison Ledger: an alchemist’s private records list customers, dates and payments. Several prominent names belong to people who deny ever meeting the alchemist.
  • The Unpoisoned Cup: a ruler becomes convinced that an assassin is poisoning the household. Every test is negative, yet members of the court continue to die.
  • The Monster Market: preserved venom from a rare creature appears for sale in a city where the creature has supposedly never been seen.

Poison in Myth and Legend

Poison, enchanted drugs and protective herbs appear throughout classical myth. These stories blur the boundary between toxin, medicine and magic — exactly the ambiguity that makes poison useful in a fantasy campaign.

Circe, Moly and the Poisoned Cup

In Homer’s Odyssey, Book 10, Circe prepares a drugged drink intended to overcome Odysseus. Hermes gives him the mysterious herb moly, which protects him from her enchantment.

The episode is especially useful for SpiralWorlds because it treats a single substance as both herb and supernatural countermeasure. That idea survives in the campaign through the Moly Herb.

Medea, Theseus and Aconite

Classical tradition repeatedly associates Medea with dangerous herbs, drugs and poison. After Theseus reaches Athens, Medea persuades Aegeus to treat the unknown young hero as an enemy. Aegeus is about to give Theseus a poisoned draught when he recognises his son and strikes the cup away.

The episode appears in Apollodorus, Epitome, Book E. Later tradition, including Ovid, specifically identifies the poison with aconite.

These stories make poison more than a mundane weapon. It becomes part of a wider mythic vocabulary of transformation, hidden knowledge, dangerous plants, witchcraft, antidotes and divine intervention.

Poison in History and Legend

Historical poisoning is difficult to separate from accusation, political propaganda and later storytelling. Sudden illness and unexplained death have repeatedly produced poison stories even when no forensic evidence survives. That uncertainty is also useful in play: suspicion can destabilise a court whether the suspected poison existed or not.

Ancient Rome — Locusta, Claudius and Britannicus

Lucretia, who appeared incorrectly in the older version of this page as a poison-using Roman empress, belongs to an entirely different Roman tradition and was not an empress.

A stronger historical example is Locusta, a woman described by ancient writers as a convicted poisoner associated with the imperial court. Tacitus, Annals XIII describes Nero arranging poison for Britannicus through Locusta.

These are ancient literary accounts rather than modern forensic reports, but they show how strongly poison, secrecy and imperial politics were linked in Roman historical tradition.

Renaissance Courts and the Medici Reputation

Renaissance politics accumulated many stories of covert poisoning, but later reputation frequently turned suspicion into certainty. The Medici became particularly associated with tales of secret toxins, murder and intrigue.

That reputation should not simply be projected backwards into the campaign present. Catherine de’ Medici, for example, belongs to the sixteenth century, and several famous accusations surrounding her — including stories of poisoned objects — are treated by modern historians as unsupported or heavily embellished.

For a modern examination of how that reputation developed, see Smithsonian Magazine — The Many Myths of Catherine de’ Medici.

Jan Matejko painting Poisoning of Queen Bona showing the queen being offered a cup
Jan Matejko, Poisoning of Queen Bona (1859). A later artistic interpretation of a sixteenth-century poisoning tradition rather than contemporary evidence of the event. View the public-domain artwork record.
Poisoning of Queen Bona by Jan Matejko

Queen Bona and the Poison Story

Queen Bona Sforza lived after the campaign present, so Matejko’s painting is used here as historical illustration rather than evidence for events in 1454. Its value is thematic: the cup, the suspicious attendant, the vulnerable ruler and the instant before certainty.

Curare and European Chronology

The older version of this page stated that curare was first discovered by Western scientists in the nineteenth century. That chronology was too late.

Indigenous knowledge in South America long predates European study. One of the earliest documented European encounters is associated with exploration of the Lake Maracaibo region in 1548. More systematic botanical and physiological investigation came much later.

See the historical review of the early history of curare in PubMed for the documented chronology.

This distinction also keeps campaign chronology clean: later European documentation does not make curare ordinary European scientific knowledge in 1454.

Poison Rules and Worldbuilding Videos

These two videos are retained from the earlier version of the page as supplementary viewing. They sit below the actual mechanics rather than replacing them.

Pathfinder Poison Guide

Foraging & Crafting Poisons & Medicine

Frequently Asked Questions

How does Basic Poison work in D&D 5.5e / 2024?

A vial costs 100 GP. Applying it to one weapon or up to three pieces of ammunition takes a Bonus Action. When the coated weapon or ammunition deals Piercing or Slashing damage, the target takes an extra 1d4 Poison damage. Basic Poison itself has no saving throw. It remains potent for 1 minute or until it deals its damage.

Does 2024 Basic Poison impose the Poisoned condition?

No. Basic Poison adds Poison damage but does not itself impose the Poisoned condition.

What is the Poisoner’s Kit detection DC in 5.5e?

The 2024 Poisoner’s Kit uses Intelligence and lists DC 10 to detect a poisoned object.

What happens if a 5.5e venom-harvesting check fails badly?

A failed DC 20 Intelligence (Nature) check extracts no poison. If the check fails by 5 or more, the harvester is subjected to the creature’s poison.

How is 2014 Basic Poison different?

Applying it takes an Action. A creature exposed through the coated weapon makes a DC 10 Constitution saving throw and takes 1d4 poison damage on a failure. A successful save avoids the poison damage.

Do repeated poison doses automatically raise the DC in fifth edition?

No. The cumulative +2 rule on this page belongs to Pathfinder 1e.

How do repeated doses work in Pathfinder 1e?

Each additional active dose of the same poison increases its save DC by +2 and extends its duration by half the listed duration. These increases are cumulative, but the cure requirement does not increase.

How does D&D 3.5e poison differ from Pathfinder?

D&D 3.5e normally uses initial damage followed by a second saving throw about 1 minute later against secondary damage. Pathfinder instead commonly uses onset, frequency, effect and cure.

Can magic detect poison?

Yes. See Detect Poison for the edition-specific SpiralWorlds treatment.

Can magic neutralise or delay poison?

Depending on the edition, see Delay Poison and Neutralize Poison.

Can characters harvest monster venom?

Yes where the relevant edition permits it. The 5.5e / 2024 procedure appears in the mechanics tab above; other systems use their own creature, poison and skill rules.

Are the historical poisoning stories on this page all proven facts?

No. Ancient and premodern poisoning allegations are often difficult to verify. The historical section distinguishes ancient accounts, later reputation and artistic interpretation rather than treating every accusation as established fact.

Sources, Attribution & Licensing

Rules Sources

  • D&D 5.5e / 2024: System Reference Document 5.2.1.
  • D&D 5e / 2014: System Reference Document 5.1 and the 2014 fifth-edition poison framework.
  • Pathfinder 1e: Pathfinder Roleplaying Game rules and poison material, including Ultimate Equipment.
  • D&D 3.5e: Revised System Reference Document poison and special-ability rules.

Historical and Mythological Sources

  • Homer, Odyssey, Book X, for Circe, the drugged cup and moly.
  • Apollodorus, Epitome, Book E, for Medea’s attempt to poison Theseus; later classical tradition identifies the poison as aconite.
  • Tacitus, Annals, Books XII–XIII, for the ancient accounts concerning Locusta, Claudius and Britannicus.
  • Suetonius, Life of Nero, for a separate ancient account of Locusta and Britannicus.
  • Modern historical reassessments of Catherine de’ Medici and the later poison mythology associated with her reputation.
  • Historical scholarship on the early European record of curare, including the 1548 Lake Maracaibo episode.

Artwork

Hero: Poisons and Toxins — The Silent Assassins, SpiralWorlds, 2026.

Historical illustration: Jan Matejko, Poisoning of Queen Bona, 1859.

Creative Commons Attribution — SRD 5.2.1

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Creative Commons Attribution — SRD 5.1

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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The Pathfinder 1e and D&D 3.5e rules mechanics presented in their respective mechanics panels are designated Open Game Content to the extent required by the Open Game License Version 1.0a.

Designation of Product Identity

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Open Game License v1.0a + Applicable Section 15 Notices

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Reference Document © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.

Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.

Poisons and Toxins. Copyright 2026, SpiralWorlds.

END OF LICENSE

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