Homebrew Poisons (pun intended)

Vrecknidj

Explorer
I don't buy very many 3rd party products, so I'm sure someone will tell me that this has already been done. But, I'm planning to create a table of poisons that have slightly different effects than the usual. The named damage types are as per the abilities and conditions SRD (though of course more such things could be dreamed up and rules could be written for them).

Here are some examples (I don't have any good names yet, sorry, maybe you can help with these).

Vomitous Fluid
This fluid is secreted by some monsters' (vermins'?) fangs and can cause those bitten to become very ill.
Type: Injury DC 11
Initial: Sickened 1 minute
Secondary: Nauseated 1 minute

Paranoia Potion
Though not a magical potion, per se, some alchemists have concocted this brew to sell to thieves.
Type: Ingestion DC 13
Initial: Shaken 1 minute
Secondary: Panicked 1 minute

Paralysis Oil
This oil is secreted by some snake-like magical beasts.
Type: Contact DC 15
Initial: 1d6 Dex + 1d6 Str
Secondary: Paralyzed 1 minute

So, is it worth my time to make up a few dozen of these? Anyone else want to join me?

Dave
 

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These are cool. I would suggest that the secondary effects last longer. I'd say that the paralysis and nausea poisons should last an hour at least. The Panic Potion maybe 10 minutes. The SRD poisons that cause unconsciousness last 1d3 hours (or 2d4 hours for the drow stuff). Here's one:

Trollweed
Type: Ingestion DC 15
Initial: 1 Cha
Secondary: 1d6 Cha
Cost: 100 GP

Prepared trollweed, when ingested, causes the victim's skin to develop a crusty, flaky appearance with a greenish tint. This condition is both unsightly and very uncomfortable, causing the victim to scratch and fidget incessantly. Together these effects make it very difficult to carry on a conversation with the victim.


I've also considered (but never written up) magical/alchemical drugs that actually give you a benefit, but at a cost. Let's try a couple:

Ox Root
Type: Ingestion DC 13
Initial: +4 Alchemical bonus to Str (1 minute)
Secondary: Exhaustion, 1d4 Str Damage

Third Eye
Type: Ingestion DC 13
Initial: +4 Alchemical bonus to Wis (1 hour)
Secondary: 1d4 Wis Damage

These can be generalized to: +4 to a stat for one minute, 1d4 damage to that stat as secondary. You can choose to forego the saving throw for the initial "damage". I would probably also include a rule for long-term addiction of some kind.
 

JimAde said:
These are cool. I would suggest that the secondary effects last longer. I'd say that the paralysis and nausea poisons should last an hour at least. The Panic Potion maybe 10 minutes. The SRD poisons that cause unconsciousness last 1d3 hours (or 2d4 hours for the drow stuff). Here's one:

Trollweed
Type: Ingestion DC 15
Initial: 1 Cha
Secondary: 1d6 Cha
Cost: 100 GP

Prepared trollweed, when ingested, causes the victim's skin to develop a crusty, flaky appearance with a greenish tint. This condition is both unsightly and very uncomfortable, causing the victim to scratch and fidget incessantly. Together these effects make it very difficult to carry on a conversation with the victim.


I've also considered (but never written up) magical/alchemical drugs that actually give you a benefit, but at a cost. Let's try a couple:

Ox Root
Type: Ingestion DC 13
Initial: +4 Alchemical bonus to Str (1 minute)
Secondary: Exhaustion, 1d4 Str Damage

Third Eye
Type: Ingestion DC 13
Initial: +4 Alchemical bonus to Wis (1 hour)
Secondary: 1d4 Wis Damage

These can be generalized to: +4 to a stat for one minute, 1d4 damage to that stat as secondary. You can choose to forego the saving throw for the initial "damage". I would probably also include a rule for long-term addiction of some kind.

Thanks for the additions. So, from these last two, it might be easy to generalize a total of six. These both reminded me of what happens when people drink too much. Hence:

Confidence Juice :)
Type: Ingestion DC 13
Initial: +4 bonus to Cha-based skill checks (untrained skills only), -2 penalty to Intelligence and Wisdom, and to Dex-based skill checks.
Secondary: Sickened + 1d2 Con Damage (and if the save is a natural 1, Nauseated for 1d2 hours).

When I have time for more serious ones, I'll post some more.

Dave
 

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