

                    - Poisons of the Realm -
                         Part Two M-Z

 This  document reveals most of the poisons, toxins, venoms,  and
acids  that have been discovered in use around the  realms.   The
terms are described below.  Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than
game use.  I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!

Magebane                      A  very stable liquid that  can  be
                              disguised   as  any  other   potion
                              (Commonly  disguised as potions  of
                              HEROISM).   The  effect is  one  of
                              severe   mental  sluggishness   and
                              effectively  causes the  victim  to
                              have  one  third  of  their  actual
                              intellegence..  Lasts one round per
                              intellegence point "lost"

Malange toxin                 Causes  tunnel vision, allowing  +1
                              to   hit  for  any   opponent   not
                              directly  in front of the  poisoned
                              creature {Or not in direct line  of
                              sight}.   A creature that has  this
                              introduced  into  the   bloodstream
                              will develop deep blue eyes in 1  -
                              4 days.  The poison will last for 1
                              -  6 + 4 days (A total of 5  to  10
                              days)

Man skorpion poison           Save vs. poison or die instantly

Mantri poison                 The    victim    subtracts    their
                              constitution from 25 and takes  the
                              difference in damage (minimum of  5
                              points of damage)

Marine spider venom           Save vs. poison or be paralized for
                              2-12 (2d6) rounds

Megalo-centipede              This  is an acidic toxin, it  burns
                              the  skin  for  1-8  (1d8)  damage.
                              Save for half damage

Mental Depressent-A           Causes a loss of Psionics for  4-48
                              hours

Mental Depressent-B           Causes a chemically induced Psionic
                              blast

Milkweed                      Causes a severe intestinal disorder
                              that  makes the victim  regurgatate
                              anything that has been eaten, lasts
                              for 5-10 (1d6+4) days.  The  victim
                              will  starve to death if the  toxin
                              is not neutralized

Mistletoe poison              Destroys  red blood  cells,  victim
                              takes  1  point of damage  per  day
                              (Cumulative).  Example: Day 1, take
                              1   point.    Day   two,   take   2
                              points...etc...

Mold poison                   Causes 1d12 or 2d12, a rare form is
                              said to cause 4d20

Monkshood                     This poison causes accute  vomiting
                              and diarreha  for 1-4 (1d4) and  if
                              a save is not made (+1), the victim
                              will have intense convoultions  and
                              die  in  severe pain in  2-8  (2d4)
                              segments

Morphus                       A  clear  citrus-smelling   liquid.
                              Fumes  will cause victim  to  sleep
                              for  1 - 6 turns (After a round  of
                              contact).   Morphus  is  used  like
                              chloroform  for abductions and  the
                              like,  and  is a  potent  gas  when
                              mixed  properly.   Even  works   on
                              elves.  Save for no effect at -2

Mufa                          Odorless, colorless liquid.  Starts
                              in  1  - 10 rounds,  throws  victim
                              into painfull twisting convultions,
                              then  does 15 points of damage  per
                              round     until    victim     dies.
                              Convultions  have a 50%  chance  of
                              causing  an extra 1 - 6  points  of
                              damage  in each round.   No  saving
                              throw

Myconid-H                     Save   vs.   poson  or   begin   to
                              hallucnate  for 2-16 (2d8)  rounds.
                              Roll below:

                               -   01 - 10 : Cower & Wimper
                               -   11 - 15 : Stare into nothngness
                               -   16 - 18 : Run in a random direction
                               -   19 - 20 : Attack the nearest creature

Myconid-P                     Save  vs.  poison  or  be   totally
                              passive.   Victim may  only  watch,
                              cannot  take  any actons,  even  if
                              they are being attacked.  Lasts for
                              2-6  (1d6, treatng all 1's as  2's)
                              rounds

Naral poison                  Save vs. poison or take 6-36  (6d6)
                              damage

Narcosis                      Once  introduced into the body,  is
                              takes effect for 1 - 4 rounds, this
                              poison   causes   severe   nitrogen
                              narcosis (Similar effect to comming
                              up  from  300'  underwater  to  the
                              surface  in  1 second).   Save  for
                              half  damage.  Poison  lasts  until
                              dispelled.   Does  7 -  12  (1d6+6)
                              damage per round and victim  cannot
                              move

Nettle                        A  light brown powder  that  causes
                              extreem   skin  inflamation.    The
                              burning,  itching  &  stinging  can
                              last up to 20 days.  This causes -3
                              to  hit and -2 to damage and  armor
                              class

Nibon                         An odorless colorless liquid.  Does
                              6  - 48 (6d8) damage, starts  in  1
                              round, runs it's course in 1  turn.
                              Save for half damage made at -4

Nightcrawler poison           Save vs. poison or take 7-56  (7d8)
                              damage  and be paralyzed  for  that
                              long

Nightseeker poison            Save vs. poison or take 3-12  (3d4)
                              damage

Ninthla poison                Anything  under  12 hit  dice  must
                              save  or  die, any that  does  save
                              will  fall into a  catatonic  state
                              for 1-20(1d20) days

Nyosan butterfly poison       Save vs. poison or take 2-12  (2d6)
                              damage

OOPS!                         A   clear  liquid  that  is   often
                              mistaken  for  Holy  Water.   While
                              under the influence of this poison,
                              any  type of spell  which  divulges
                              color  (such  as  TRUE  SIGHT,   or
                              DETECT  ALIGNMENT) will reveal  the
                              exact opposite color!.  This poison
                              is  sometimes  called   ColorBlind.
                              Duration: 2-12 (2d6) days

OUCH!                         A very deep ruby red gel or  liquid
                              that  tastes like listerine.   This
                              "poison" holds damage, that is  the
                              next  SIX times the  imbiber  takes
                              damage,  the fluid will "hold"  the
                              damage  so that the body  does  not
                              really take it.  This damage can be
                              cured before  the body really takes
                              the damage.  This is only good  for
                              SIX  hits, for on the SEVENTH  hit,
                              the fluid's power is dispelled  and
                              the imbiber takes ALL damage  taken
                              in  the  previous seven  hits  that
                              hasn't been cured yet!

Oliander poison               Save  vs.  poison or  the  victim's
                              heart stops and death ensues

Opia                          A brown powder with a  honey/almond
                              smell.   When drunk  (it  dissolves
                              into liquids instantly), it  causes
                              blindness  within  1  -  6  rounds.
                              This  is temporary, lasting 1 -  10
                              rounds.  Save for no effect

Optical-A                     Causes blindness equal to the 30  -
                              characters constitution

Optical-B                     Causes  double vision for  30  days
                              less characters constitution

Optical-C                     Causes    inflamation    of     the
                              characters tear ducts, makeing  the
                              character  susceptable  to   taking
                              damage from bright lights

Orvas                         This is a translucent liquid with a
                              green   cast  and  a   bitter-sweet
                              taste.   It does 1-6  (1d6)  damage
                              upon   entering   the   bloodstream
                              (immediately  if introduced into  a
                              wound   or  scrape,  or  in   18-24
                              {1d6+17}  turns  if  introduced  by
                              ingestive  means),  and  1-4  (1d4)
                              points  of damage on the  next  two
                              rounds.   A  successful  save   vs.
                              Orvas means that it is  ineffective
                              against that creature.  Orvas is an
                              antidote to Varrakas if  introduced
                              into   the   bloodstream     before
                              Varrakas has run it's course  (Both
                              counterace each other)  Orvas works
                              only on mammals

Pain                          Causes   severe  pain  making   the
                              victim  -1 to hit for 2 - 12  (2d6)
                              days (Cumulative)

Paralasys                     Causes paralasys for 1 - 4 turns

Phraint poison                Save vs. poison or take 2-7 (1d6+1)
                              damage

Phraint venom                 Also  called "Hive Drink", This  is
                              VERY  POTENT, does  1d100-1  damage
                              (0-99), a save indecates that  2-20
                              (2d10)  points  can  be  subtracted
                              from the total poison damage

Pink lightning                Pinkish  fluid,  Does  5-20   (5d4)
                              damage, starts in 1-6 (1d6) rounds,
                              runs  it's  course in  1-3  (1d6/2)
                              rounds.  Save for half damage at -4

Pit viper venom               Save  or die else take  3-18  (3d6)
                              damage

Poison Ivy toxin              Causes  a skin rash that makes  the
                              creature -1 to -4 to hit and -2  to
                              armor class

Poison ivy hedge toxin        Save  vs. poison (-3) or  take  1-6
                              (1d6) damageand be at -3/-3 for  28
                              turns  -  constitution  because  of
                              itching

Poison pie                    This mushroom powder is always off-
                              white  and  smells  like  radishes.
                              When     consumed,    it     causes
                              destruction of the gastrointestinal
                              tract.  Save vs. poison or take  4-
                              32 (4d8) damage

Pollen poison                 Damage done is in d4, the number of
                              dice  damage  done is equal  to  20
                              minus  the  victims   constitution.
                              This poison does NOT break down, so
                              it  will  effect the  victim  every
                              hour until neutralized (Death  does
                              not neutralize a poison)

Praka                         Small   blue   &   white   speckled
                              pellets.   Starts in 1 - 4  rounds,
                              does 20 points of damage each round
                              until    death.    Causes    vivid,
                              monsterous   hallucinations;    25%
                              chane  of  permenant  insanity   in
                              victim  somehow survives.  Save  in
                              each  round for half damage at  -5,
                              but still eventually fatal

Prespa                        (Also   called   "Mother's   Bane")
                              This  is  an  odorless,   colorless
                              liquid that mixes readily with  any
                              drinkables except for milk and it's
                              byproducts (from which it seperates
                              almost instantly).  Effective  only
                              in  humans,  and  only  if  it   is
                              ingested.   It causes sudden  dizzy
                              spells  and  visual  disorentation,
                              beginning 1-3 (1d6/2) rounds  after
                              ingestion  and lasting 1-12  (1d12)
                              rounds.    During  this  time   the
                              victim moves unsteadily and  fights
                              at -2 to hit and +2 worse on  armor
                              class if having normal vision.   If
                              the  victim  has  infravision,  the
                              effect is only -1/+2.  At the  same
                              time,   the  victim   endures   1-2
                              (1d4/2)   damage  per   rounds   as
                              surface  blood  vessels  burst  all
                              over  the body (Giving a  blotched,
                              reddenedappearance  to  the  skin).
                              Each  round  a  successful   saving
                              throw will avoid the damage, but if
                              the  victim suffers injury  through
                              combat  or misadventure during  the
                              round, no saving throw is allowed

Pseudo-Dragon poison          Save  vs.  poison or  fall  into  a
                              catatonic state for 1 - 6 days

Purple worm poison            Save  vs. poison or die  else  take
                              2d4 damage

Pybra poison (Bite)           Take 3-18 (3d6) damage (No save!)

Pybra poison (Spit)           Take 2-7 (1d6+1) damage

Pybra poison (Sting)          Save vs. poison or take 3-18  (3d6)
                              damage

Pybra venom                   Does 1d2 to 6d2 damage, this is  an
                              acidic  venom, so if a save is  NOT
                              made,  the victim will take  double
                              damage from the acid.

Quaggoth toxin                Save vs. poison (-4) or be  stunned
                              and  walk  in a  random  direction.
                              The  victim will walk 1  round  for
                              each  point that they missed  their
                              save by.  If the victim cannot walk
                              in the rolled direction, they  will
                              simply  move off in another  untill
                              the toxin wears off

Quiggly toxin                 Save  vs. poison (-2) or the  toxin
                              causes a painful form of  arthritis
                              that manifests itself in the hands.
                              Every  time  a  dexterious   action
                              (pick pockets, remove traps,  spell
                              casting...)   is   attempted,   the
                              victim mst save vs. paralization or
                              fumble the action.  The toxin lasts
                              untill neutralized or the arthritis
                              is cured

Recursion                     This  poison  causes an  initial  1
                              point of damage and then the victim
                              must  save  vs.  poison.   If  they
                              miss,  they will take 1 more  point
                              of  damage  and  must  save  again.
                              This will continue until the victim
                              dies or a save is made.

Red Slaad pellets             When these pellets come in  contact
                              with  bare  skin, the  person  must
                              save  vs. poison or die in 3  -  36
                              (3d12) hours  (Only a CURE DISEASE,
                              SLOW POISON, NEUTRALIZE POISON,  or
                              BARKSKIN will affect this "poison",
                              any of the above will stop it)

Red Urched poison             Save vs. poison or sleep for 1 -  4
                              turns

Red fang toxin                Does 3-12(3d4) to 8-32(8d4) damage.
                              This toxin will paralyze all  elves
                              for 3-8 (1d6+2) turns

Red mamba venom               Save  vs. poison (-3) or take  2-12
                              (2d6) to 6-36 (6d6) damage

Redback mushrooms             This  mushroom powder has the  same
                              chemical makeup as the potion  used
                              in   the   IDENTIFY   spell,   when
                              consumed, the same effect occurs

Redbog poison                 When comming into contact with  the
                              air, this poison oxidizes into a 60
                              foot  could of redish  opaque  gas.
                              Anyone  or thing that is  under  12
                              hit  dice must save or fall into  a
                              deep  sleep  for 1  -  100  (1d100)
                              rounds.   Anyone over 12  hit  dice
                              that does not save is slowed.  This
                              poison  will  even  put  elves   to
                              sleep!

Retch                         Derived from the retch plant,  this
                              toxin  has  NO saving  throw.   Any
                              victim will vomit and heave for 1-3
                              (1d6/2)  rounds  and  lose  50%  of
                              their current strength for 6  turns
                              (1 hour)

Rhododendron                  Save  vs.  poison  or  this  poison
                              causes   vertigo   and   headaches,
                              watering of the eyes and fluttering
                              of the heart that is followed in 2-
                              8  (2d4)  rounds by  irregular  and
                              slow    pulse   convoultions    and
                              paralisys  of  the arms  and  legs.
                              The victim will die 12 rounds after
                              the slowed pulse begins

Rhubarb poison                This poison shuts down the  victims
                              kidneys,  so  that each  day  after
                              poisoning, the victim must roll 3d6
                              under  their constitution  or  die.
                              Each  successive day adds 1 to  the
                              die roll (cumulative)

Rock poppy                    Save vs. poison or turn to stone as
                              per FLESH TO STONE spell

Rockworm acid                 Does 7-32(5d6+2) damage

Roper poison                  Save  vs. poison or lose  one  half
                              strength for 1 - 4 days

S                             Sleep  Poison,  After  two  rounds,
                              acts  as  a SLEEP  spell  upon  the
                              victim (Causes No damage, but  this
                              will even put elves asleep)

Salt spider poison            Save or Die!

Sand poison                   A RARE FORM of poison made by  dune
                              stalkers  that does 1d6 damage  and
                              if  a save vs. poison is not  made,
                              the victim takes 2d6 more damage

Screamin' scarlet poison      Causes  a  scarlet  rash  that  has
                              intense  itching.  The victim  will
                              commense to itch the rash causing -
                              3  to  hit and -3 to  armor  class.
                              This  will last until  neutralized.
                              To   neutralize   it   requires   a
                              NEUTRALIZE  POISON and one pint  of
                              holy water

Sea demon poison              Does 4-24(4d6) damage and paralyzes
                              victim  for 1d6 days unless  victim
                              is  an elf or an undead,  in  which
                              case  they dissolve for  2-24(2d12)
                              points  of  damage  per  round  (No
                              save)

Shaggy beast fluid (Bite)     Causes 2-12 (2d6) damage

Shaggy beast fluid (Stinger)  Causes 1-8 (1d8) damage

Sheet ghoul acid              Does 2 - 7 (1d6+1) damage (No save)

Silver Urchen toxin           Save vs. poison or this poison will
                              shut   down  the  central   nervous
                              system  of the victim, putting  the
                              creature in a comatose state for  1
                              - 3 days

Silver lightning              Silvery  liquid.  Does  5-40  (5d8)
                              damage,  sets in immediately,  runs
                              it's  course in 1-6  (1d6)  rounds.
                              Save for half damage at -3

Silver lotus                  Light  silver  liquid  or   powder,
                              smells like lotus flowers.  Does  7
                              - 42 (7d6) damage, starts in 1 -  2
                              turns,  runs it's course in 1  -  6
                              turns.       Reduces       victim's
                              constitution  by 1 point for  every
                              10 points of damage taken.   System
                              shock  roll is required  for  every
                              point  lost; Failure means  instant
                              death.   Constitution  points   can
                              only be regained by rest.  Save for
                              half damage

Skorpadillo poison            Paralyzes victim and does 6-36(3d6)
                              damage, Save for no damage

Skorpoon poison               Does 1-4(1d4) to 4-16(4d4)  damage,
                              save for no damage

Skyzorr'n poison              Save vs. poison or take 2-5 (1d4+1)
                              damage   and  lose one  point  from
                              strength  and  dexterity  for   2-8
                              (2d4) turns

Slowness                      Causes  effects similar to  a  SLOW
                              spell  cast by a Magic User of  the
                              same level as the person that  made
                              the poison

Sluggoth acid                 Does 3-18(3d6) to 8-42(8d6) damage

Snig venom                    Save vs. poison or take 8-64  (8d8)
                              damage.  Save indicates half damage

Snow snake venom              Save vs. poison or the victim  will
                              freeze  solid.  If a save is  made,
                              the victim will take 4d8 damage.

Snow spider poison            Does 3-24(3d8) damage (Half if save
                              is made) and victim is blinded  for
                              1-10(1d10)  turns.  If the save  is
                              missed,  the victim is  permenantly
                              blind

Spell poison                  When this poison is introduced into
                              the  blood  stream, it  releases  a
                              random  spell.   After  that,   any
                              wound  recived  fires  off  another
                              random spell.  This goes on until 2
                              - 12 (2d6) spells have been  "cast"
                              (This does NOT incluse the original
                              spell) or 7 days have passed

Spice poison                  Comsuning   this  poison  or   skin
                              contact  with it will cause 2 -  10
                              (1d6+1d4)  damage,  and  will  also
                              counteract  the  next  TWO  potions
                              that the victim consumes (They will
                              be gone but will NOT take effect)

Spiga venom                   Does   2-12(2d6)   to   12-72(12d6)
                              damage and paralyzes the victim.  A
                              save  indicates half damage and  no
                              paralyzation.

Spiny slayer poison           Save vs. poison or take 8-64  (8d8)
                              damage.   A  save  indicates   half
                              damage

Spore poison                  Damage done is 2d6 to 7d6, Half  if
                              save

Sporoid mushroom poison       This  poison effects the lungs,  as
                              it  causes the lungs to shut  down.
                              The  victim can't breath  and  they
                              will  take no damage for one  round
                              per point of constitution hit  dice
                              bonus,  after  that they  take  one
                              point  of damage and one point  off
                              of their intellegence until dead or
                              the  poison  is  neutralized.    If
                              their  intellegence goes  to  zero,
                              they  are  brain dead and  must  be
                              raised.  Lost  intellegence  points
                              may  be recovered be a  RESTORATION
                              spell

Stego-centipede               Save or die.  If save is made, take
                              3-12 (3d4) damage

Steroid mushroom poison       Save  vs. poison or  this  mushroom
                              dust will act upon the victim as  a
                              12th   level  druidical   CONFUSION
                              spell

Stingray poison               Save vs. poison or be paralyzed for
                              5 - 20 (5d4) rounds and take a like
                              amount  of damage, else take 1 -  3
                              points of damage

Stingwing poison              Save  vs. poison TWICE or die.   If
                              both save are made, save again,  if
                              successful take 3-18 (3d6)  damage,
                              if failed, take 6-36 (6d6) damage

Stirge sweat                  Brownish, sap-like liquid.  Does  6
                              - 24 (6d4) damage, starts in 2 -  4
                              (1d4+2) rounds, runs it's course in
                              2  - 8 (2d4) rounds.  Save  for  no
                              damage

Stonefish toxin               This  toxin from the  stonefish  is
                              given is small doses in respect  to
                              the  intense pain that  is  causes.
                              The  pain,  which is  described  as
                              instantainious, intense, sharp, and
                              burning  radiating  within  minutes
                              from the wound site, involving  the
                              entire  leg, groin, abdomin, or  if
                              in   the  upper  extremities,   the
                              armpit,  shoulder, neck  and  head.
                              The pain may become so severe  that
                              the victim thrashes about,  rolling
                              on the ground, screaming in  agony,
                              and  at times losing  consciouness.
                              The  areas  around the  wound  (and
                              extremity) become numb, a condition
                              that continues for 2-12 (2d6)  days
                              (In  some cases the limb  has  been
                              paralyzed for three weeks).   Death
                              (If the save failed) will happenone
                              to   six  (1d6)  hours  after   the
                              initial  onset of the toxin.   Each
                              successive  dose  will  reduce  the
                              victim's save by one for each  dose
                              introduced.  This is permenant  (It
                              is  also  against future  saves  as
                              well!)

Stunjelly poison              Save  vs. poison or be stunned  and
                              paralyzed for 5 - 20 (5d4) rounds

Sunbear saliva                Causes victim to burst into  flames
                              for  1-8(1d8)  damage  per   round.
                              Save  for half damage.  Holy  water
                              will extinguish the flames as  will
                              a PYROTECHNICHS spell

Sundew acid                   Does  1 point of damage per  round,
                              lasts  1-10  (1d10)  rounds.    Oil
                              washes it off

Surchur saliva                This saliva causes 2-8 (2d4) damage
                              per   round   until    neutralized.
                              Either  salt water or a  NEUTRALIZE
                              POISON will do this

Svirfneblin acid              Instantly  destroys any armor  worn
                              by  the  victim and causes  2  -  8
                              (2d4) damage in the process

Svirfneblin poison            Causes 1 - 3 damage, stunds for 1 -
                              3 rounds and then SLOWs the  victim
                              for 1 - 6 rounds

T'cheem                       Save vs. poison or the victim  will
                              sucumb to the effects of a  REVERSE
                              GRAVITY spell.  They must save each
                              round for 1-6 (1d6) rounds

Taer elixir                   Save  vs.  poison  (+1)  or  become
                              nauseated  for  2-5  (1d4+1)  hours
                              (12-30  turns), causeing -2 to  hit
                              and -1 to damage

Teko                          Light blue oil.  Does 4 - 32  (4d8)
                              damage,  starts  in 1  round,  runs
                              it's course in 1 - 3 rounds.   Save
                              for half damage at -3

Temperature Alteration        Raises  or lowers the victims  body
                              temperature  up or down by 2 to  12
                              degrees (also causing a like amount
                              of damage, lasts for 3 minutes)

Tenamort poison               Save   vs.   paralyzation   or   be
                              paralized for 1 - 6 rounds and  the
                              characters  internal  organs   will
                              begin  to soften so that they  will
                              take   double   damage   from   and
                              physical attacks for 1 - 12 days or
                              until  a  HEAL spell is  cast  upon
                              them

Teneborus poison              Does 1-6 (1d6) damage and save (-3)
                              or  be  paralized  for  6-36  (6d6)
                              turns

Teneborus toxin               Does 4-40 (4d10) damage, save  (-3)
                              for half damage

Terragon poison               A rare spice which if comsumed  raw
                              will cause 6 - 60 (6d10) damage  to
                              the  victim, and will cause 3 -  30
                              (3d10)  if placed in  contact  with
                              bare flesh.  (There is no save  vs.
                              poison when flesh contact is made)

Thaykhay poison               Save vs. poison or take 2-20 (2d10)
                              damage

Thessalhydra acid             Causes 1-20 (1d20) damage, 1  point
                              per round

Thri-kreen venom              Save vs. poison or be paralized for
                              2-16 (2d8) rounds

Thrum                         A light blueish liquid, smells like
                              sour  lemons.   Does 6 -  36  (6d6)
                              damage.   Starts in 1 -  4  rounds,
                              runs  it's course in 1 -  3  turns.
                              Save for half damage

Tigerfly poison               Save  vs.  poison or take  4  -  24
                              (4d12) damage and be paralized  for
                              1 - 6 rounds

Timewasp poison               Save  vs. poison (-1) or take  8-80
                              (8d10)  damage and  be  timestopped
                              for a same number of rounds

Tomatoeleaf poison            Save  vs.  poison or die,  else  it
                              effects  as  a HURT  spell  on  the
                              victim

Touch-Spice poison            Any contact with this poison causes
                              sensory  deprivation, depending  of
                              course,  on how long (one round  of
                              contact equals one contact), or how
                              many   times   contact   is   made.
                              Consult the following chart:
                              -----------------------------
                                1...Touch
                                2...Smell
                                3...Taste
                                4...Hearing
                                5...Sight
                                6...Balance
                                7...Touch*
                                8...Smell*
                                9...Taste*
                               10...Hearing*
                               11...Sight*
                               12...Balance*
                               13...Death of victim
                               14...Disintigration of victim's body

                               * = Permenant loss (Only a WISH will restore)

Toxic toad spittle            Save vs. poison or take 4-32  (4d8)
                              damage.  Save indicates half damage

Tri-flower pollen             Save  vs. poison (-1) or sleep  for
                              1-4 (1d4) days

Tri-flower sap                Does  2-8  (2d4) damage  per  round
                              until neutralized.  Water will wash
                              it off

Trif                          Odorless, light gold liquid.   Does
                              5 - 30 (5d6) damage, starts in 1  -
                              4 turns, runs it's course in 1 - 12
                              rounds.  Reduces victim's dexterity
                              by 2 points for every 10 points  of
                              damage   taken.    This   is   only
                              restored  by rest.  Save  for  half
                              damage at -2

Triffid poison                Save vs. poison or take 4-24  (3d6)
                              damage.  Save indicates half damage

Trivern poison                Save vs. poison or take 8-48  (8d6)
                              damage,   a  save  indicates   half
                              damage

Trollsblood                   Grayish  green fluid.  Does 4 -  48
                              (4d12)  damage,  starts in  1  -  4
                              rounds,  runs it's course in 1 -  6
                              rounds.  Save for no damage

Tubon                         A  pale  yellow liquid  or  powder,
                              smells like ripe mellons.  Does 5 -
                              30  (5d6) damage, starts in 1 -  10
                              rounds, runds it's course in 1 -  6
                              turns.  Save for half damage at +1

Twilightbloom poison          Save vs. poison (-2) or die

Tylatch                       Clear    liquid,    smells     like
                              sandlewood.   Starts  in  1  round,
                              runs it's course in 6 turns,  doing
                              10  points  of  damage  per   turn.
                              Victim   fall   instantly   asleep,
                              cannot be awakened.  Save for  half
                              damage at -2.  If victim  survives,
                              they  will awaken after the 6  turn
                              duration

Ulcrun                        This  is  a  milky  white,  viscous
                              liquid  that  is effective  on  all
                              warm    blooded    creatures,    by
                              insinuation only (No saving throw).
                              Two rounds after contact, it causes
                              1-4  (1d4) damage to  the  muscular
                              system  - weakening  and  softening
                              tendons,   ligaments,   bones   and
                              cartilage.  On the following round,
                              it  causes 1-12 (1d12)  damage  and
                              then  take 1-4 (1d4) damage on  the
                              third round after which the effects
                              of the poison pass.  Until  healing
                              processes   (either   natural    or
                              magical)  counter it's damage,  the
                              effected creature will have lost 1-
                              4  (1d4)  points  of  strength  and
                              dexterity

Uropygus gas                  Save    vs.    poison    (-3)    or
                              fight/defend  at -3 due to  nervous
                              spasms, lasts for 3-18 (3d6) rounds

Ustilagor acid                Causes  2-5 (1d4) damage per  round
                              for 2 rounds

Valley-lilly                  A  neuro-toxin  that  effects   the
                              pulmanary  muscles.  It causes  the
                              heart  to beat at a very  irregular
                              rate.   The  beat  will  be   1-100
                              (1d100)  per  round.   Victim  will
                              take  30 - constitution per  round.
                              Toxin lasts 1-6 (1d6) rounds

Varrakas                      This  is a thick black  syrup.   To
                              avoid  detection, single drops  are
                              added to gravy or dark sauces,  but
                              the effects increase with each dose
                              (drop)  ingested.  Varrakas  has  a
                              slightly oily taste, but no  strong
                              flavor.   Every  drop  of  Varrakas
                              does  1-4  (1d4)  damage  when   it
                              enters  into  the  bloodstream  (It
                              bypasses  the digestive  system  by
                              masquerading  as a  nutrient).   It
                              lies dormant for a period of  18-24
                              (1d8+17)  rounds  after  ingestion.
                              Varrakas   is  only  an   ingestive
                              poison.   It  is effective  in  ALL
                              mammals

Vedya                         Pale purle liquid or powder, smells
                              like   rasins.   Does  10   -   100
                              (10d10),  starts  in 1 -  6  turns,
                              runs it's course over a period of 1
                              - 6 days (assess appropriate points
                              of damage each day, dividing  total
                              into    one    hour    increments).
                              Agaonizing  very  slow  death.   No
                              saving throw

Velvet slime mold poison      Save  vs. poison or take 2-8  (2d4)
                              damage

Vilmat                        Clear oily liquid.  Does 6-36 (6d6)
                              damage,   starts  in  3-7   (1d4+3)
                              rounds, runs it's course in 1 turn.
                              This actually reduces the creatures
                              intellegence  by one point per  six
                              points of damage taken.  THIS  LOSS
                              IN  PERMENANT.   A  restoration  is
                              required   to  recover   the   lost
                              points.  Save indicates half damage

Vocal                         The  effect  of this  poison  would
                              only effect spell casters, as  it's
                              effects on the vocal cords are  the
                              same  as if the victim had  inhaled
                              helium (No vocal components can  be
                              used  while poison is  in  effect).
                              Lasts 24 hours

Voloe poison                  Does  1-3(1d3) to 4-12(4d3)  damage
                              and blinds the victim, save for  no
                              blindness

Vord poison                   Save  vs.  poison or  be  paralyzed
                              until cured.  A save indicates  the
                              recipient  creature has a  muscular
                              slowdown,  the  creature  will   be
                              SLOWed  until  it/they  recieve   a
                              NEUTRALIZE POISON spell

Wave                          This poison dehidrates 5 points  of
                              damage per round (double for  water
                              creatures).   A  NEUTRALIZE  POISON
                              will  not stop this, only a  CREATE
                              WATER will.  Duration: Until  death
                              or stopped.  No save

Weakness                      Causes  a permenent loss of 2  -  8
                              hit points

Weeverfish toxin              Weeverfish toxin generally produces
                              instant     pain    which     comes
                              progressively more severe until  it
                              reaches an excruciating peak.   The
                              severeity of the pain is such  that
                              the   victim  frequently   thrashes
                              about   wildly,   and   may    lose
                              consciousnes.  These symptoms  last
                              anywhere from 2-24 (2d12) hours and
                              are   accompanied   by   headaches,
                              fever,       chills,        cardiac
                              palpitations,   and   convoultions.
                              Death  will occur if more than  one
                              dose  is given.  No save  vs.  this
                              one.   It is used commonly  by  the
                              upper  echelon  of  the  assassin's
                              guild  as a warning (One dose  only
                              causes the pain and convoultions)

Whisper wasp poison           Save  vs.  poison  or  fall  asleep
                              (Instantly) for 8-96(8d12) days,  a
                              save  indicates  groginess  (-2  to
                              hit, -2 to Armor class)

White hydra                   This is an acid which freezes  upon
                              contact  with the air, it  does  6-
                              36(6d6) damage

Whither                       A  rare blend of herbs  and  spices
                              that   causes  a  unique   chemical
                              breakdown in the body, lasts for 10
                              rounds.   Save each round  or  lose
                              one       constitution        point
                              (Permenantly)

Wiess                         A  desert  poison that  causes  the
                              skin to break down.  It causes  the
                              pigment  cells in the skin to  die,
                              turning the creature into an albino
                              within   a  matter  of  weeks   (20
                              days).

                              If subjected to intense light (such
                              as  desert sun), the creature  will
                              take  two (2) points of damage  per
                              turn in the sun

Wimp poison                   No save vs. this one, as it  always
                              does only 1 point of damage

Wind devil toxin              Save vs. poison or take 4-32  (4d8)
                              freezing  damage  per  round  until
                              cured.   Save each round  for  half
                              damage

Witchhand                     A  clear liquid, almost  impossible
                              to detect.  Upon contact with flesh
                              it does 3 - 24 (3d8), starts in 1 -
                              4  rounds, runs it's course in 1  -
                              10 rounds.  Save for no damage

Witherstench fluid            Save vs. poison or be retching  and
                              vomiting  causing the victim to  be
                              unable to defend or attack for 1  -
                              10   rounds  (Less   the   victim's
                              constitution bonus, Not to go  less
                              than 1 round of retching)

Witherweed smoke              When  released,  this  thick   oily
                              smoke  expands into a 20 foot x  20
                              foot cloud and all inside it take 2
                              - 12 (2d6) damage with no save

Wobra poison                  Gotten from a rare form of a cobra,
                              this  poison does 2-12(2d6)  damage
                              then lies in state in the body  for
                              2-8(2d4)  turns.  It  then  becomes
                              active again doing 1-8(1d8)  damage
                              each  round until  neutralized.   A
                              SLOW  POISON  spell  will  add   2-
                              12(2d6)  turns to the "sleep"  time
                              of   the  poison,  or  if  it   has
                              awakened, it will cause  "dormancy"
                              for 1-4(1d4) rounds.

Wolf spider poison            Does 1-4(1d4) damage

Wyvern venom                  Save  vs.  death else take  1  -  6
                              (1d6) points of damage

Wyverwraith poison            Save vs. poison or take 9-54  (9d6)
                              damage, save indicates half damage.
                              Save again or lose one life  level,
                              if   successful,  take  1-4   (1d4)
                              damage

X                             Causes  10 points of  damage  until
                              death occurs

XX                            Causes    Instant    Death    (Save
                              indicates no effect)

XXX                           Causes Instant Death (No Save)

Yaanth poison                 Save  vs.  poison or  be  paralyzed
                              forever (It never wears off!)

Yaksa                         A  white liquid or  powder,  smells
                              like  cherries.  Does 4 - 32  (4d8)
                              damage,  Starts  in 1  -  8  rounds
                              after contact, runs it's course  in
                              1 - 4 turns.  Save for no damage at
                              +2

Yellow peril poison           Save vs. poison or take 7-42  (7d6)
                              to 12-72 (12d6) damage

Yellow peril toxin            Does 4-16(4d4) to 7-28(7d4) damage,
                              save for no damage.  Anyone who has
                              been  damaged  by this  toxin  will
                              retain  a yellowish tint  in  their
                              skin  until a RESTORATION spell  is
                              cast upon them

Yellow urchen poison          Save vs. poison or be paralyzed for
                              1 - 6 days

Yellowback mushroom poison    When   this  mushroom   powder   is
                              consumed,   it  disolves   into   a
                              chemical that causes an  chemically
                              induced "Power Word, STUN"

Yellowbog Poison              When  this poison comes in  contact
                              with the air, it oxidizes instantly
                              into a 10 - 60 foot diameter  cloud
                              (1d6*10).   All  creatures  in  the
                              cloud take 3 - 18 (3d6) damage  per
                              round.  Save for half damage

Yellowbog poison              When this poison comes into contact
                              with    the   air,   it    oxidizes
                              instantly,  creating a cloud (10  -
                              60  feet in diameter).  All in  the
                              cloud  taking 3-18(3d6) damage  per
                              round (Save for half damage)

Zebrilla toxin                Does  1-4  (1d4)  damage  and   the
                              victim  must save or fall  into  an
                              epileptic state that lasts 1  round
                              + 1 round for each point that  they
                              missed  their save by.  If a 1  was
                              rolled,  the epilepsy lasts  for  5
                              turns and has a 10% chance of being
                              permenant

Zzotza                        This  toxin gets NO save.  It  does
                              1-20  (1d20)  damage, 1  point  per
                              round.   But the victim is  stunned
                              and  placed into a  gassious  state
                              for the duration as well


