Poisons
Poisons in AD&D are divided in various classes, depending on the effect
and how they are to be used. This table is at pag. XX of the Dungeon Master
Guide. For these detailed rules a new skill is introduced, the Poisons
skill, which is of the Rogues group, costs 3 non-weapon proficiencies
and is based on Intelligence. If you use the optional rules on proficiencies
from Player's Option Skills and Powers, the proficiency costs 5 points,
has as a starting value of 6 and is based on Intelligence/Knowledge and
Wisdom/Intuition. Animal poisons can't be reproduced, but they can be
extracted from the animals and treated so that they don't degrade at the
air with a Poisons roll (or another appropriate skill, with a malus at
DM's discretion). These poisons are usually to be injected. They can be
treated to put them on weapons, but in this case the victim will have
a +4 to ST and the effect will be halved. If the poison causes death,
the fictim will instead suffer 1d6 HP per monster's HD. With one monster,
one dose of poison every 6 HD (1 dose minimum) can be produced: most poison
is lost during the extraction. Those in the table are vegetal poisons,
which can be produced with a Poisons roll.
To make poisons a lab is needed, costing 1000 GP. Any character can
make vegetal poisons with a Poisons roll with a malus equal to the difficulty.
This and any other Poisons roll regarding vegetal poisons can be substituted
by a Herbalism roll with a -2 malus. If the roll fails, the ingredients
are wasted. To make one dose of poison, it takes a number of hours equal
to 6 times the difficulty (minimum 1 hour). There are many herbs that
can be used to make the same poison, in a way similar to magical potions.
On the table there are only general guidelines. Contact poisons can
be placed on weapons without penalty and injection poisons with the
same penalties as the animal poisons. Both for vegetal and animal poisons,
one dose lasts for one successful blow.
Making antidotes is done with a Poisons roll, with the same rules as
per making the poison and the same difficulty. The antidote must be
administered in the same way and grants a new ST of 5 (if the normal
one isn't already better) against the poison. If the ST is passed, the
onset is doubled and only the minor effects are sustained. In any case,
the victim doesn't die: if the minor effects would kill him or her,
he or she is left with 1 HP and weak for one day for every HP below
zero. To identify a vegetal poison by the symptoms, a Poisons roll is
required with a -1 penalty for every uncommon or rare herb used. Common
herbs can be found almost anywhere and can be found with a Poisons roll
with a penalty equal to the difficulty in 2d3 hours. Uncommon herbs
can only be found in specific places. The help of a sage is required
and the character must go there and make a roll as for the common herbs.
Rare herbs only grow in very few places in the world. An expert sage
must be contacted and reaching the place can be hard.
| CLASS |
METHOD |
ONSET |
POWER |
PRODUCTION |
ANTIDOTE |
| A |
Injection |
10d3 round |
15/0 |
1 common herb, diff. 0 |
1 common herb |
| B |
Injection |
2d6 round |
20/1d3 |
2 common herbs, diff. 0 |
1 common herb |
| C |
Injection |
1d4+1 round |
25/2d4 |
1 uncommon herb, diff. 2 |
2 common herbs |
| D |
Injection |
1d2 round |
30/2d6 |
1 rare herb, diff. 3 |
1 common herb |
| E |
Injection |
Immediate |
Death/20 |
2 rare herbs and 5 uncommon, diff. 5 |
None |
| F |
Injection |
Immediata |
Death/0 |
2 rare herbs and 3 uncommon, diff. 5 |
None |
| G |
Ingestion |
2d6 hours |
20/10 |
1 common herb, diff. 0 |
1 uncommon herb |
| H |
Ingestion |
1d4 hours |
20/10 |
1 common herb, diff. 0 |
1 uncommon herb |
| I |
Ingestion |
2d6 round |
30/15 |
2 common herbs, diff. 1 |
1 rare herb |
| J |
Ingestion |
1d4 round |
Death/20 |
2 rare herbs and 3 uncommon herbs, diff.
5 |
1 rare herb |
| K |
Contact |
2d4 round |
5/0 |
1 uncommon herb, diff. 2 |
1 common herb |
| L |
Contact |
2d4 round |
10/0 |
1 uncommon herb and 1 common, diff. 2 |
1 common herb |
| M |
Contact |
1d4 round |
20/5 |
2 uncommon herbs, diff. 3 |
2 common herbs |
| N |
Contact |
1 round |
Death/25 |
3 rare herbs, diff. 7 |
2 rare herbs |
| O |
Injection |
2d12 round |
Paralysisi |
2 uncommon herbs, diff. 3 |
2 uncommon herbs |
| P |
Injection |
1d3 hours |
Weakness |
1 common herb, diff. 1 |
3 uncommon herbs |
Mineral poisons have similar effects and can be made in the same way,
but they can only be made with Poisons rolls (not Herbalism), with another
-2 malus, and various minerals and exotic substances are used instead
of herbs. The ST given by an antidote isn't 5 but 8. The cost of a poison
or antidote should be about 100 GP for each rare herb used, 10 GP for
each uncommon herb and 1 GP for each common herb. Mineral poisons cost
twice as much. A character with a high (16+) skill in Poisons can research
new substances with different effects, such as sleep, paralysis, loss
of characteristic points. This skill, anyway, doesn't cover the making
of drugs and isn't of help in making potions.
The player and the DM should decide the ingredients and effects of the
new substance. To research a new poison, a character must have a lab worth
5000 GP, and must spend 1 month for each rare herb used, one week for
each uncommon herb used and one day for each common herb while experimenting.
He spends in ingredients ten times the final cost of the poison. After
this period, he must make a Poisons check with a malus equal to the new
poison's difficulty, plus another -2, and if he succeeds he has the first
dose of his new substance. If he fails, he can try again after having
spent in the lab 25% of the time calculated before (and spent 2,5 times
the poison's final cost), and he has a +1 bonus, stackable, until he succeeds.