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Afflictions

Contents

  1. 1 Afflictions
  2. 2 Curses
    1. 2.1 Sample Curses
      1. 2.1.1 Baleful Polymorph Spell
      2. 2.1.2 Bestow Curse Trap
      3. 2.1.3 The Bleaching
      4. 2.1.4 Curse of the Ages
      5. 2.1.5 Mummy Rot
      6. 2.1.6 Unluck
      7. 2.1.7 Wendigo Fever
      8. 2.1.8 Werewolf Lycanthropy
  3. 3 Diseases
    1. 3.1 Sample Diseases
      1. 3.1.1 Basidirond Spores
      2. 3.1.2 Blinding Sickness
      3. 3.1.3 Bonecrusher (Dengue) Fever
      4. 3.1.4 Boot Soup
      5. 3.1.5 Brainworms
      6. 3.1.6 Bregar’s Gloom
      7. 3.1.7 Bubonic Plague
      8. 3.1.8 Cackle Fever
      9. 3.1.9 Demon Fever
      10. 3.1.10 Devil Chills
      11. 3.1.11 Dysentery
      12. 3.1.12 Filth Fever
      13. 3.1.13 Firegut
      14. 3.1.14 Green Haze
      15. 3.1.15 Greenscale
      16. 3.1.16 Leprosy
      17. 3.1.17 Malaria (Jungle Fever)
      18. 3.1.18 Mindfire
      19. 3.1.19 Rabies
      20. 3.1.20 Red Ache
      21. 3.1.21 Pulsing Puffs
      22. 3.1.22 Red Drip
      23. 3.1.23 Shakes
      24. 3.1.24 Sleeping Sickness
      25. 3.1.25 Slimy Doom
      26. 3.1.26 Zombie Rot
  4. 4 Drugs and Addiction
    1. 4.1 Drugs
    2. 4.2 Addiction
    3. 4.3 Minor Addiction
    4. 4.4 Moderate Addiction
    5. 4.5 Severe Addiction
    6. 4.6 Curing Addiction
    7. 4.7 Sample Drugs
      1. 4.7.1 AEther
      2. 4.7.2 Dwarven Fire Ale
      3. 4.7.3 Elven Absinthe
      4. 4.7.4 Flayleaf
      5. 4.7.5 Opium
      6. 4.7.6 Pesh
      7. 4.7.7 Scour
      8. 4.7.8 Shiver
      9. 4.7.9 Zerk
      10. 4.7.10 Alcohol (Drunkenness)
  5. 5 Sanity and Madness
    1. 5.1 Going Insane
    2. 5.2 Curing Insanity
    3. 5.3 Types of Insanity
    4. 5.4 Sample Insanities
      1. 5.4.1 Amnesia
      2. 5.4.2 Mania/Phobia
      3. 5.4.3 Multiple Personality Disorder
      4. 5.4.4 Paranoia
      5. 5.4.5 Psychosis
      6. 5.4.6 Schizophrenia
  6. 6 Poison
    1. 6.1 Sample Poisons
      1. 6.1.1 Arsenic
      2. 6.1.2 Azalea Leaves
      3. 6.1.3 Belladonna
      4. 6.1.4 Black Adder Venom
      5. 6.1.5 Black Lotus Extract
      6. 6.1.6 Black Smear
      7. 6.1.7 Bloodroot
      8. 6.1.8 Blue Whinnis
      9. 6.1.9 Burnt Othur Fumes
      10. 6.1.10 Dark Reaver Powder
      11. 6.1.11 Deathblade
      12. 6.1.12 Dhabba Spittle
      13. 6.1.13 Dragon Bile
      14. 6.1.14 Drow Poison
      15. 6.1.15 Flayleaf Spider Venom
      16. 6.1.16 Giant Wasp Poison
      17. 6.1.17 Goldenrod
      18. 6.1.18 Greenblood Oil
      19. 6.1.19 Green Prismatic Poison
      20. 6.1.20 Hemlock
      21. 6.1.21 Id Moss
      22. 6.1.22 Insanity Mist
      23. 6.1.23 Insanity Pill
      24. 6.1.24 King's Sleep
      25. 6.1.25 Large Scorpion Venom
      26. 6.1.26 Lich Dust
      27. 6.1.27 Mage Bane
      28. 6.1.28 Malyass Root Paste
      29. 6.1.29 Medium Spider Venom
      30. 6.1.30 Moonseed Berries
      31. 6.1.31 Nightmare Vapor
      32. 6.1.32 Nitharit
      33. 6.1.33 Oil of Taggit
      34. 6.1.34 Purple Pesh
      35. 6.1.35 Purple Worm Poison
      36. 6.1.36 Sassone Leaf Residue
      37. 6.1.37 Shadow Essence
      38. 6.1.38 Small Centipede Poison
      39. 6.1.39 Striped Toadstool
      40. 6.1.40 Tears of Death
      41. 6.1.41 Terinav Root
      42. 6.1.42 Ungol Dust
      43. 6.1.43 Violet Venom
      44. 6.1.44 Wasp Swarm Poison
      45. 6.1.45 Wolfsbane
      46. 6.1.46 Woundweal
      47. 6.1.47 Wyvern Poison

Afflictions

From curses to poisons to diseases, there are a number of afflictions that can affect a creature. While each of these afflictions has a different effect, they all function using the same basic system. All afflictions grant a saving throw when they are contracted. If successful, the creature does not suffer from the affliction and does not need to make any further rolls. If the saving throw is a failure, the creature falls victim to the affliction and must deal with its effects.

Afflictions require a creature to make a saving throw after a period of time to avoid taking certain penalties. With most afflictions, if a number of saving throws are made consecutively, the affliction is removed and no further saves are necessary. Some afflictions, usually supernatural ones, cannot be cured through saving throws alone and require the aid of powerful magic to remove. Each affliction is presented as a short block of information to help you better adjudicate its results.

Name: This is the name of the affliction.

Type: This is the type of the affliction, such as curse, disease, or poison. It might also include the means by which it is contracted, such as contact, ingestion, inhalation, injury, spell, or trap.

Save: This gives the type of save necessary to avoid contracting the affliction, as well as the DC of that save. Unless otherwise noted, this is also the save to avoid the affliction's effects once it is contracted, as well as the DC of any caster level checks needed to end the affliction through magic, such as remove curse or neutralize poison.

Onset: Some afflictions have a variable amount of time before they set in. Creatures that come in contact with an affliction with an onset time must make a saving throw immediately. Success means that the affliction is avoided and no further saving throws must be made. Failure means that the creature has contracted the affliction and must begin making additional saves after the onset period has elapsed. The affliction's effect does not occur until after the onset period has elapsed and then only if further saving throws are failed.

Frequency: This is how often the periodic saving throw must be attempted after the affliction has been contracted (after the onset time, if the affliction has any). While some afflictions last until they are cured, others end prematurely, even if the character is not cured through other means. If an affliction ends after a set amount of time, it will be noted in the frequency. For example, a disease with a frequency of “1/day” lasts until cured, but a poison with a frequency of “1/round for 6 rounds” ends after 6 rounds have passed.

Afflictions without a frequency occur only once, immediately upon contraction (or after the onset time if one is listed).

Effect: This is the effect that the character suffers each time if he fails his saving throw against the affliction. Most afflictions cause ability damage or hit point damage. These effects are cumulative, but they can be cured normally. Other afflictions cause the creature to take penalties or other effects. These effects are sometimes cumulative, with the rest only affecting the creature if it failed its most recent save. Some afflictions have different effects after the first save is failed. These afflictions have an initial effect, which occurs when the first save is failed, and a secondary effect, when additional saves are failed, as noted in the text. Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists.

Cure: This tells you how the affliction is cured. Commonly, this is a number of saving throws that must be made consecutively. Even if the affliction has a limited frequency, it might be cured prematurely if enough saving throws are made. Hit point damage and ability score damage is not removed when an affliction is cured. Such damage must be healed normally. Afflictions without a cure entry can only be cured through powerful spells, such as neutralize poison and remove curse. No matter how many saving throws are made, these afflictions continue to affect the target.

He failed a DC 15 Fortitude save to avoid contracting it, so after the onset period of 1d3 days has passed, he must make another DC 15 Fortitude save to avoid taking 1d6 points of Strength damage. From this point onward, he must make a DC 15 Fortitude save each day (according to the disease's frequency) to avoid further Strength damage. If, on two consecutive days, he makes his Fortitude saves, he is cured of the disease and any damage it caused begins to heal as normal.

Curses

Careless rogues plundering a tomb, drunken heroes insulting a powerful wizard, and foolhardy adventurers who pick up ancient swords all might suffer from curses. These magic afflictions can have a wide variety of effects, from a simple penalty to certain checks to transforming the victim into a toad. Some even cause the afflicted to slowly rot away, leaving nothing behind but dust.

Unlike other afflictions, most curses cannot be cured through a number of successful saving throws. Curses can be cured through magic, however, usually via spells such as remove curse and break enchantment. While some curses cause a progressive deterioration, others inflict a static penalty from the moment they are contracted, neither fading over time nor growing worse. In addition, there are a number of magic items that act like curses. See Magic Items for a description of these cursed items.

The following samples present just some of the possibilities when creating curses.

Sample Curses

Baleful Polymorph Spell

Type curse, spell; Save Fortitude DC 17 negates, Will DC 17 partial

Effect transforms target into a lizard; see baleful polymorph description

Bestow Curse Trap

Type curse, spell, trap; Save Will DC 14

Effect –6 penalty to Strength

The Bleaching

Type curse; Save Will halts or reverses (see text)

Onset middle age; Frequency 1/year

Effect Upon reaching middle age, any gnome who in the GM’s opinion does not adequately seek out new and interesting experiences runs the risk of experiencing the Bleaching. Each year that the gnome doesn’t act to mitigate his boredom, he must make a Will save with a DC equal to the amount of ability damage he’s taken from the Bleaching so far or 10 + his level, whichever is greater. If he fails, he takes a 1d6 drain to Intelligence, Wisdom, and Charisma respectively. This drain cannot be healed in any manner short of a wish or miracle. If at any point the gnome undergoes sufficiently interesting experiences, he does not need to save that year to avoid further drain and may instead attempt a save that year at the curse's current DC to remove 1d4 points of ability drain from each affected ability score. If one of the gnome’s ability scores reaches 0 because of the curse (not as a result of some other ability damage or drain), he must immediately make a final save at the curse's current DC. If he fails, he dies and cannot be resurrected; if he succeeds, he becomes a bleachling. A bleachling is immune to the Bleaching and is immune to further effects of aging as per the druid’s timeless body ability, though he retains any age-related penalties already incurred; additionally, any ability drain due to the Bleaching is reversed. The colors of his body are muted, he treats druid as an additional favored class (including retroactively gaining favored class skill ranks which he may apply to Intelligence-, Wisdom-, or Charisma-based skills), and he can cast speak with animals at will. The Bleaching cannot be cured by magic; it persists even in areas where magic does not function.

Section 15: Copyright Notice - Pathfinder Companion: Gnomes of Golarion

Pathfinder Companion: Gnomes of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Hal Maclean, Colin McComb, Mark Moreland, Jeff Quick, Sean K Reynolds, Steven Schend, and Owen K. C. Stephens.

Curse of the Ages

Type curse; Save Will DC 17

Frequency 1/day

Effect age 1 year

Mummy Rot

Type curse, disease, injury; Save Fortitude DC 16

Onset 1 minute; Frequency 1/day

Effect 1d6 Con damage and 1d6 Cha damage; Cure mummy rot can only be cured by successfully casting both remove curse and remove disease within 1 minute of each other.

Unluck

Type curse; Save Will DC 20 negates, no save to avoid effects

Frequency 1/hour

Effect target must reroll any roll decided by the GM and take the worse result

Wendigo Fever

Type disease, injury; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect 1d3 Con and 1d3 Wis plus shaken Cure the victim must first receive a break enchantment or remove curse (requiring a DC 20 caster level check for either spell), and after which the wendigo fever can be magically cured as any normal disease.

Werewolf Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured

Effect target transforms into a wolf under the GM's control until the next morning

Diseases

From a widespread plague to the bite of a dire rat, disease is a serious threat to common folk and adventurers alike. Diseases rarely have a limited frequency, but most have a lengthy onset time. This onset time can also be variable. Most diseases can be cured by a number of consecutive saving throws or by spells such as remove disease.

Sample Diseases

The following samples represent just some of the possibilities when creating diseases.

Basidirond Spores

Type disease, inhaled; Save Fortitude DC 16

Onset immediate; Frequency 1/round for 6 rounds

Effect1d2 Con damage; Cure1 save

Blinding Sickness

Type disease, ingested; Save Fortitude DC 16

Onset 1d3 days; Frequency 1/day

Effect 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves

Bonecrusher (Dengue) Fever

The name of this mosquito-borne illness comes from the terrifying sensation sufferers experience, as if their bones were being squeezed to pulp from within. The illness then leads to severe headaches, high fevers, and a distinctive rash of bright red dots across the lower limbs and chest.

Type disease, injury; Save Fortitude DC 12

Onset 1 week; Frequency 1/day

Effect 1d4 Dex damage; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Boot Soup

This infection is named for its ultimate result, should it go untreated for long periods of time. A fuzzy reddish-brown fungus grows painlessly between the toes and spreads from there to the top of the foot over the course of a day. If not removed within 24 hours, the character's movement speed is reduced by 5 feet for every day the infection is left to spread. It is only at this point that the character begins to feel pain as the fungus starts consuming living tissue and nerves, eventually leading to paralysis.

Type disease (fungus), contact; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Effect speed reduced by 5 feet and 1d3 Dex damage, creatures reduced to speed 0 feet are permanently paralyzed; Cure 2 consecutive saves, or completely skinning or burning the affected area (inflicting 1d8 points of damage)

Source Pathfinder Chronicles: Heart of the Jungle

Brainworms

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they're capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.

Type disease (parasite), contact or injury; Save Fortitude DC 14

Onset 1 day; Frequency 1/day

Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Bregar’s Gloom

Credit

Source: Wayfinder #1 ("The Wretched of Ustalav" by Mike “taig” Welham)

This disease destroys a creature’s self-worth, making them pliable subjects for a would-be tyrant. Those that succumb to the disease become one of the wretched.

Type disease, contact; Save Will DC 14

Onset 1 day; Frequency 1 day

Effect 1d6 Cha damage. A creature that reaches 0 Cha becomes wretched; Cure 3 consecutive saves

Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Cackle Fever

Type disease, inhaled; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Effect 1d6 Wis damage; Cure 2 consecutive saves

Demon Fever

Type disease, injury; Save Fortitude DC 18

Onset 1 day; Frequency 1/day

Effect 1d6 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves

Devil Chills

Type disease, injury; Save Fortitude DC 14

Onset 1d4 days; Frequency 1/day

Effect 1d4 Str damage; Cure 3 consecutive saves

Dysentery

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.

Type disease (parasite), contact or injury; Save Fortitude DC 16

Onset 1d3 days; Frequency 1/day

Effect 1d6 nonlethal damage and target is fatigued and staggered; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Filth Fever

Type disease, injury; Save Fortitude DC 12

Onset 1d3 days; Frequency 1/day

Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves

Firegut

Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.

Type disease, injury or inhaled; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect target is staggered; Cure 3 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Green Haze

This mold tends to begin growing in the folds of the eyelids. Over the course of a day, it spreads to cover the eyelids and begins to cover the eyeball. If left untreated, this mold can cause the character to go permanently blind.

Type disease (fungus), contact; Save Fortitude DC 13

Onset 1 day; Frequency 1/day

Effect -4 on Perception checks, target is permanently blinded if fails 3 saves; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Greenscale

This disgusting disease causes patches of skin to harden and crack, weeping greenish pus and covering the body with putrid, scale-like patterns. The disease is most commonly contracted through injury or other blood-to-blood contact with an infected creature, though certain carrion eaters of the jungle particularly birds have been known to play host to the disease without themselves suffering from it.

Type disease, injury; Save Fortitude DC 15

Onset 1d6 days; Frequency 1/week

Effect 1d2 Cha damage and 1d2 Dex damage, target must make a second Fort save or 1 point of the Cha damage is drain instead; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects

Onset 2d4 weeks; Frequency 1/week

Effect 1d2 Cha damage; Cure 2 consecutive saves

Malaria (Jungle Fever)

A classic traveler's nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.

Type disease, injury; Save Fortitude DC 18

Onset 1d3 days; Frequency 1/day

Effect 1d3 Str damage and 1d3 Con damage and target is fatigued; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Mindfire

Type disease, inhaled; Save Fortitude DC 12

Onset 1 day; Frequency 1/day

Effect 1d4 Int damage; Cure 2 consecutive saves

Rabies

Type disease, injury; Save Fortitude DC 14

Onset 2d6 weeks; Frequency 1/day

Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 2 consecutive saves

Red Ache

Type disease, injury; Save Fortitude DC 15

Onset 1d3 days; Frequency 1/day

Effect 1d6 Str damage; Cure 2 consecutive saves

Pulsing Puffs

A character who has taken a wound (or even a small scratch) that remains unhealed for any length of time may soon find small blue-white spores sprouting within it. These spores quickly grow into phosphorescent, domed mounds that pulse along with the bearer's heartbeat. At first, the only effect of the growths is to prevent natural healing of the wound. However, if left untreated for more than a day, the spores take deeper root and begin to damage the character's Dexterity. Due to the fungus's beauty, some jungle tribes are known to cultivate it on the bound bodies of their prisoners.

Type disease (fungus), injury; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Effect 1d4 Dex damage; Cure 2 consecutive saves

Source Pathfinder Chronicles: Heart of the Jungle

Red Drip

The first sign that a character has the red drip is an inflammation of the cuticles and hands. Ifleft untreated, the cuticles begin to bleed and the hands swell until the nails blacken and fall off entirely. From there, the hands become a mess of oozing sores, festering and rotting. The infection then spreads up the arms and into the chest, killing the victim. Fortunately, this fungus generally only attacks one hand at a time, making amputation an effective cure.

Type disease (fungus), contact; Save Fortitude DC 18

Onset 1 day; Frequency 1/day

Effect 1d4 Dex damage and 1d2 Cha damage; Cure 2 consecutive saves or amputation of infected hand

Source Pathfinder Chronicles: Heart of the Jungle

Shakes

Type disease, contact; Save Fortitude DC 13

Onset 1 day; Frequency 1/day

Effect 1d8 Dex damage; Cure 2 consecutive saves

Sleeping Sickness

Endemic throughout the Sodden Lands and the Mwangi Expanse, this parasitic affliction is spread by flying insects injecting tiny parasites into the victim's bloodstream and inducing fever, headache, joint pain, swelling of glands in the back and neck, and most notably fatigue. The disease gradually infects the brain, causing confusion, reduced coordination, difficulty keeping track of time, and insomnia. The best cure for this disease is dosing the patient with the poison arsenic if the patient survives, there's a cumulative 30% chance that the disease is immediately cured.

Type disease (parasite), injury; Save Fortitude DC 14

Onset 1d2 days; Frequency 1/day

Effect 1d4 Wis damage and target is fatigued; Cure 2 consecutive saves or arsenic (see text)

Source Pathfinder Chronicles: Heart of the Jungle

Slimy Doom

Type disease, contact; Save Fortitude DC 14

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves

Zombie Rot

Type disease, contact; Save Fortitude DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier

Onset 1d4 days; Frequency 1/day

Effect 1d2 Con damage (this damage cannot be healed while the creature is infected); Cure 2 consecutive saves.

Note Anyone who dies while infected rises as a plague zombie in 2d6 hours.

Drugs and Addiction

Gamemastery Guide on Drugs and Addiction

Hard-drinking heroes, deities of wine and celebration, and the hazy halls of oracles and wise men stand alongside the most memorable tropes of myth and classic fantasy literature. Thus it’s no surprise that the adventures of fantasy roleplaying games are filled with similar characters and locales. After all, countless campaigns have been launched around a tavern table and all adventurers know the infamous potency of stout dwarven ale.

For better or worse, all things that one might find in the real world multiply and take on wondrous and lethal qualities in fantasy settings, and the vices of alcohol and chemical abuse are no different. While many games have no place for realistic bouts of drunkenness or the soul-scouring depths of addiction, such elements hold great potential for adventure. Whether one seeks to reenact a feat of fortitude like the drinking contest between Hercules and Dionysus, have an encounter with lotus-eater-like decadents, or recreate the entheogens of religious mysteries, these rules cover the highs and lows.

Drugs

Drugs are alchemical items that grant effects to those who make use of them. What sets them apart from similar items is that a drug’s effects manifest as both a short term (usually beneficial) effect and an amount of ability damage. In addition, those who take drugs also risk addiction, a type of disease of varying severity depending on the type of drug used.

When a character takes a drug, he immediately gains the effects, an amount of ability damage, and must make a Fortitude save to resist becoming addicted to that drug (see Addiction). While the initial effect represents the physical or mind altering effects of the drug, the drain represents both its side effects and the amount of time a dose remains active in a character’s body. As ability score damage heals at a rate of 1 point per day, a drug that causes 1 point of ability score damage remains in a character’s system for 1 day, though some might cause greater damage and thus remain active for longer. While taking multiple doses of a drug at once rarely has any benefit, taking additional doses as the effects wear off renew those effects but increase the ability damage and potential for addiction.

Drugs can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug.

Addiction

Anytime a character takes a drug he must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction (see below). Should a character take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.

Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction.

Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.

Minor Addiction

Type disease, variable; Save variable
Onset 1 day; Frequency 1/day
Effect –2 penalty to Con; Cure 2 consecutive saves

Moderate Addiction

Type disease, variable; Save variable
Onset 1 day; Frequency 1/day
Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves

Severe Addiction

Type disease, variable; Save variable
Onset 1 day; Frequency 1/day
Effect –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves

Curing Addiction

As addictions are diseases, they can be cured as such, through the use of spells like remove disease or by succeeding at Fortitude saves over time. Unlike with other diseases, an addicted character can only make a Fortitude save to overcome his addiction after a day of not taking the drug he is addicted to. The DC of this Fortitude save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC.

Depending on the severity of the character’s addiction, it might take two or three consecutive successful Fortitude saves to overcome the disease. Should a character take a dose of the drug he’s addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.

Sample Drugs

Numerous types of drugs exist, both in the real world and fantasy worlds. Presented here are several samples with a variety of effects. All drugs have the following features.

Type: This notes how the drug is introduced into the system. These types equate to the types most common to poisons: contact, ingestion, inhalation, injury.

Addiction: This is the severity of the addiction disease the drug causes, followed by the base DC of the save a character must succeed at to resist an addiction and potentially overcome an addiction. This DC can increase through multiple uses of the drug.

Price: The common price of 1 dose of this drug.

Effect: The duration and effect of the drug.

Damage: The amount and type of ability damage caused.

AEther

Type inhaled; Addiction moderate, Fortitude DC 16
Price 20 gp
Effect 1 hour; +1 caster level
Effect 1d4 hours; user must make a caster check to cast spells, DC 15 + spell level
Damage 1d2 Con damage

Dwarven Fire Ale

Type ingested; Addiction moderate, Fortitude DC 20
Price 50 gp
Effect 1d4 rounds; rage as per the spell
Effect 1 hour; cold resistance 5
Damage 1d2 Con damage

Elven Absinthe

Type ingested; Addiction moderate, Fortitude DC 16
Price 500 gp
Effects 1 hour; +1d4 Cha
Damage 1d4 Con damage

Flayleaf

Type inhaled or ingested; Addiction minor, Fortitude DC 12
Price 10 gp
Effects 1 hour; +2 alchemical bonus on saves against mindaffecting effects, fatigue
Damage 1 Wis damage

Opium

Type inhaled, ingested, or injury; Addiction major, Fortitude DC 20
Price 25 gp
Effects 1 hour; +1d8 temporary hit points, +2 alchemical bonus on Fortitude saves, fatigue
Damage 1d4 Con and 1d4 Wis damage

Pesh

Type ingested or inhaled; Addiction moderate, Fortitude DC 20
Price 15 gp
Effects 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects
Effect after 1 hour; 1d2 hours of fatigue
Damage 1d2 Con and 1d2 Wis damage

Scour

Type ingested or inhaled; Addiction major, Fortitude DC 24
Price 45 gp
Effects 3 hours; +1d4 alchemical bonus to Dexterity, –1d4 penalty to Wisdom
Damage 1d6 Con damage

Shiver

Type injury or ingested; Addiction major, Fortitude DC 18
Price 50 gp
Effects variable; 50% chance to sleep for 1d4 hours or gain immunity to fear for 1d4 minutes
Damage 1d2 Con damage

Zerk

Type injury; Addiction minor, Fortitude DC 18
Price 50 gp
Effects 1 hour; +1 alchemical bonus to initiative. If addicted, the user also gains a +1d4 alchemical bonus to Strength for as long as he is addicted
Damage 1d2 Con damage

Alcohol (Drunkenness)

Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.

Sanity and Madness

Gamemastery Guide on Sanity and Madness

Insanity is an affliction inflicted upon those who suffer from extraordinary physical, mental, or spiritual anguishes and trials. Insanity can also be caused by exposure to particularly potent sources of unhinging horror, madness, or alien natures, such that the mind simply cannot withstand them. Insanity is a mind-affecting effect.

Going Insane

In-game, a person has a chance of going insane every time he suffers a tremendous shock to one of his mental ability scores—Intelligence, Wisdom, or Charisma. Every time a creature is reduced to a score of 0 in one of these scores, here’s a chance he goes insane. (Note: Wisdom damage is particularly likely to cause insanity, since a 0 Wisdom score imparts a –5 penalty on all Will saves.) Either roll on the table on this page or select an insanity appropriate to the cause of what reduced the victim’s score to 0. You should make the victim’s saving throw in secret—he should not know the result, nor the type of insanity that might afflict him. These effects should play out naturally— some insanities (like phobias) take days or even months to trigger or have effects, while others (such as paranoia) are immediately obvious.

At your option, a creature can run the risk of going insane under extremely unusual situations, even when his mental ability scores are unharmed. A character suffering from long imprisonment might have to make a save against developing agoraphobia or claustrophobia. Someone repeatedly betrayed by allies might have to make a save against developing paranoia. And a poor soul whose mind is possessed by a powerful demon might have to make a save upon being exorcized to keep from becoming psychotic. The causes of such insanities are left to you as the GM to determine.

Insanity can also be inflicted via magic. Consider allowing the spell insanity to merely inflict 1 randomly determined insanity per 5 caster levels on its victim rather than causing permanent confusion. Bestow curse can also inflict a single insanity on a foe, although in this case the insanity is also a curse.

It’s possible to suffer from multiple forms of insanity. If you become afflicted with a form of insanity you are already suffering from, the current DC of that insanity increases by +5.

Curing Insanity

All insanities have a DC that represents the insanity’s strength. An insanity’s DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Recovering from an insanity naturally is a lengthy process—once per week, you make a Will save against the insanity’s current DC. If you succeed on this save, the insanity’s DC is reduced by a number of points equal to your Charisma bonus (minimum of 1). You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely.

Lesser restoration has no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity.

Types of Insanity

When a creature goes insane, roll on the following table to determine what form of insanity strikes. Alternatively, you can assign the insanity to match the cause.

d% Insanity
1–11 Amnesia
12–48 Mania/Phobia
49–68 Multiple Personality Disorder
69–78 Paranoia
79–84 Psychosis
85–100 Schizophrenia

Sample Insanities

Amnesia

Type insanity; Save Will DC 20
Onset immediate
Effect –4 penalty on Will saving throws and all skill checks; loss of memory (see below)

Description

A character suffering from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories that existed before he became an amnesiac are suppressed.

Worse, the amnesiac loses all class abilities, feats, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat maneuver bonus, combat maneuver defense, total experience points, and hit dice (and hit points), but everything else is gone until the amnesia is cured. If a character gains a class level while suffering from amnesia, he may use any abilities gained by that class level normally. If the class level he gained was of a class he already possess levels in, he gains the  abilities of a 1st-level character of that class, even though he is technically of a higher level in that class. If his amnesia is later cured, he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.

Mania/Phobia

Type insanity; Save Will DC 14
Onset 1 day
Effect target is sickened (if manic) or shaken (if phobic) as long as the source of the mania or phobia is obvious; chance of becoming fascinated or frightened (see below)

Description

A mania is an irrational obsession with a (usually inappropriate) particular object or situation, while a phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a manic or phobic character is directly confronted by his obsession (requiring a standard action), he must make a Will save against the insanity or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.

Multiple Personality Disorder

Type insanity; Save Will DC 19
Onset 2d6 days
Effect –6 penalty on Will saving throws and Wisdom based skill checks; multiple personalities (see below)

Description

This is a complicated disorder that manifests as 1 or more distinct and different personalities within the same body and mind. The number of additional personalities the victim manifests equals the DC of the insanity divided by 10 (round down, minimum of 1 additional personality). Should the insanity worsen in some way (such as by the save DC increasing), the number of additional personalities increases as well. Likewise, the number of additional personalities decreases as the sufferer recovers and the insanity’s DC decreases. The GM should develop these additional personalities. Every morning, and each time the afflicted character is rendered unconscious, he must make a Will save against his insanity’s DC. Failure indicates that a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of each other and will deny, often violently, that these other personalities exist.

Paranoia

Type insanity; Save Will DC 17
Onset 2d6 days
Effect –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against his insanity’s DC

Description

The paranoid character is convinced that the world and all that dwell within it are out to get him. Paranoid characters are typically argumentative or introverted.

Psychosis

Type insanity; Save Will DC 20
Onset 3d6 days
Effect character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide insanity

Description

This complex insanity fills the victim with hate for the world. He may suppress his psychosis for a period of 1 day by making a Will save against the DC of his insanity, otherwise he cannot help but plot and plan the death and destruction of his friends and enemies alike. For the most part, the impact of psychosis must be roleplayed, although not all players find entertainment in roleplaying a lunatic who’s trying to do in his friends. In such cases, the GM should assume control of the character whenever his psychosis is in control.

Schizophrenia

Type insanity; Save Will DC 16
Onset 1d6 days
Effect –4 penalty on all Wisdom and Charisma-based skill checks; cannot take 10 or take 20; chance of becoming confused (see below)

Description

A schizophrenic character has lost his grip on reality, and can no  longer tell the difference between what is real and what is not. These constant hallucinations cause the schizophrenic to appear erratic, chaotic, and unpredictable to others. Each time a schizophrenic character finds himself in a stressful situation (such as combat) he must make a Will save against his insanity’s DC. Failure indicates that the character becomes confused for 1d6 rounds.

Poison

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute.

Ingested poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.

Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

Action: Applying poison to a weapon or single piece of ammunition is a standard action.

Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This consumes the poison on the weapon. Characters with the poison use class feature do not risk accidentally poisoning themselves.

Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the crafter to the poison. Crafters with the poison use class feature do not risk poisoning themselves when using Craft to make poison.

Sample Poisons

The following samples represent just some of the possibilities when creating poisons.

Table: Sample Poisons

Name Type Fort DC Onset Frequency Effect Cure Cost
Arsenic ingested 13 10 min. 1/min. for 4 min. 1d2 Con 1 save 120 gp
Belladonna ingested 14 10 min. 1/min. for 6 min. 1d2 Str, see text 1 save 100 gp
Black adder venom injury 11 1/rd. for 6 rds. 1d2 Con 1 save 120 gp
Black lotus extract contact 20 1 min. 1/rd. for 6 rds. 1d6 Con 2 saves 4,500 gp
Bloodroot injury 12 1 rd. 1/rd. for 4 rds. 1 Con and 1 Wis 1 save 100 gp
Blue whinnis injury 14 1/rd. for 2 rds 1 Con/unconscious 1d3 hours 1 save 120 gp
Burnt othur fumes inhaled 18 1/rd. for 6 rds. 1 Con drain/1d3 Con 2 saves 2,100 gp
Dark reaver power ingested 18 10 min. 1/min. for 6 min. 1d3 Con and 1 Str 2 saves 800 gp
Deathblade injury 20 1/rd. for 6 rds. 1d3 Con 2 saves 1,800 gp
Dragon bile contact 26 1/rd. for 6 rds. 1d3 Str 1,500 gp
Drow poison injury 13 1/min. for 2 min. unconscious 1 min./2d4 hours 1 save 75 gp
Giant wasp poison injury 18 1/rd. for 6 rds. 1d2 Dex 1 save 210 gp
Greenblood oil injury 13 1/rd. for 4 rds. 1 Con 1 save 100 gp
Green prismatic poison spell varies 1/rd. for 6 rds. Death/1 Con 2 saves
Hemlock ingested 18 10 min. 1/min. for 6 min. 1d6 Dex, see text 2 saves 2,500 gp
Id moss ingested 14 10 min. 1/min. for 6 min. 1d3 Int 1 save 125 gp
Insanity mist inhaled 15 1/rd. for 6 rds. 1d3 Wis 1 save 1,500 gp
King's sleep ingested 19 1 day 1/day 1 Con drain 2 saves 5,000 gp
Large scorpion venom injury 17 1/rd. for 6 rds. 1d2 Str 1 save 200 gp
Lich dust ingested 17 10 min. 1/min. for 6 min. 1d3 Str 2 saves 400 gp
Malyass root paste contact 16 1 min. 1/min. for 6 min. 1d2 Dex 1 save 250 gp
Medium spider venom injury 14 1/rd. for 4 rds. 1d2 Str 1 save 150 gp
Nightmare vapor inhaled 20 1/rd. for 6 rds. 1 Wis and confused 1 round 2 saves 1,800 gp
Nitharit contact 13 1 min. 1/min. for 6 min. 1d3 Con 1 save 650 gp
Oil of taggit ingested 15 min. unconscious 1d3 hours 1 save 90 gp
Purple worm poison injury 24 1/rd. for 6 rds. 1d3 Str 2 saves 700 gp
Sassone leaf residue contact 16 1 min. 1/min. for 6 min. 2d12 hp/1 Con 1 save 300 gp
Shadow essence injury 17 1/rd. for 6 rds. 1 Str drain/1d2 Str 1 save 250 gp
Small centipede poison injury 11 1/rd. for 4 rds. 1 Dex save 90 gp
Striped toadstool ingested 11 10 min. 1/min. for 4 min. 1d3 Wis and 1 Int 1 save 180 gp
Tears of death contact 22 1 min. 1/min. for 6 min. 1d6 Con and paralyzed 1 min. 6,500 gp
Terinav root contact 16 1 min. 1/min. for 6 min. 1d3 Dex 1 save 400 gp
Ungol dust inhaled 15 1/rd. for 4 rds. 1 Cha drain/1d2 Cha 1 save 1,000 gp
Violet venom
contact 13 1/min. for 6 min. 1d2 Str and 1d2 Con
1 save 800 gp
Wasp Swarm Poison
injury 13 1/rd. for 4 rds. 1 Dex damage 1 save
Wolfsbane ingested 16 10 min. 1/min. for 6 min. 1d3 Con 1 save 500 gp
Wyvern poison injury 17 1/rd. for 6 rds. 1d4 Con 2 saves 3,000 gp

Arsenic

Type poison, ingested; Save Fortitude DC 13

Onset 10 minutes.; Frequency 1/minute for 4 minutes

Effect 1d2 Con damage; Cure 1 save

Azalea Leaves

Type poison, ingested; Save Fortitude DC 14

Frequency 1/round for 2 rounds

Effect 1d3 Con damage and 1d3 Wis damage; Cure 1 save

Cost 300 gp

Source Wayfinder #3

Belladonna

Type poison, ingested; Save Fortitude DC 14

Onset 10 minutes; Frequency 1/minute for 6 minutes

Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save

Black Adder Venom

Type poison, injury; Save Fortitude DC 11

Frequency 1/round for 6 rounds

Effect 1d2 Con damage; Cure 1 save

Black Lotus Extract

Type poison, contact; Save Fortitude DC 20

Onset 1 minute; Frequency 1/round for 6 rounds

Effect 1d6 Con damage; Cure 2 consecutive saves

Black Smear

Type poison, injury; Save Fortitude DC 15

Onset immediate; Frequency 1/round for 6 rounds

Effect1d2 Str damage; Cure 1 save.

Typical Users Dark stalkers and dark creepers

Bloodroot

Type poison, injury; Save Fortitude DC 12

Onset 1 round; Frequency 1/round for 4 rounds

Effect 1 Con damage and 1 Wis damage; Cure 1 save

Blue Whinnis

Type poison, injury; Save Fortitude DC 14

Frequency 1/round for 2 rounds

Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

Burnt Othur Fumes

Type poison, inhaled; Save Fortitude DC 18

Frequency 1/round for 6 rounds

Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves

Dark Reaver Powder

Type poison, ingested; Save Fortitude DC 18

Onset 10 minutes; Frequency 1/minute for 6 minutes

Effect 1d3 Con damage and 1 Str damage; Cure 2 consecutive saves

Deathblade

Type poison, injury; Save Fortitude DC 20

Frequency 1/round for 6 rounds

Effect 1d3 Con damage; Cure 2 consecutive saves

Dhabba Spittle

Harvested from specially drugged dhabbas, this poison burns the flesh around where a victim is injured while also sickening the creature.

Type poison, injury; Save Fortitude DC 12; Frequency 1/round for 6 rounds

Initial Effect 1d6 acid Damage and nauseated; Secondary Effect 1d4 Dex; Cure 1 save.

Cost: 50 gp for 1 dose (liquid).

Dragon Bile

Type poison, contact; Save Fortitude DC 26

Frequency 1/round for 6 rounds

Effect 1d3 Str damage

Drow Poison

Type poison, injury; Save Fortitude DC 13

Frequency 1/minute for 2 minutes

Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

Flayleaf Spider Venom

Harvested from the venomous spiders that infest the narcotic flayleaf plant, this poison is an inexpensive but seldom-lethal means of debilitating an enemy.

Type poison, injury; Save Fortitude DC 11

Onset 1 round; Frequency 1/round for 6 rounds

Effect 1d3 Con damage; Cure 1 save.

Cost: 100 gp per dose (liquid).

Source Pathfinder Chronicles: Campaign Setting

Giant Wasp Poison

Type poison, injury; Save Fortitude DC 18

Frequency 1/round for 6 rounds

Effect 1d2 Dex damage; Cure 1 save

Goldenrod

Type poison, injury; Save Fortitude DC 13

Frequency 1/round for 6 rounds

Effect 1d2 Dex damage; Cure 2 consecutive saves

Cost 325 gp

Source Wayfinder #3

Greenblood Oil

Type poison, injury; Save Fortitude DC 13

Frequency 1/round for 4 rounds

Effect 1 Con damage; Cure 1 save

Green Prismatic Poison

Type poison, spell; Save Fort DC varies by spell

Frequency 1/round for 6 rounds

Initial Effect death; Secondary Effect 1 Con damage; Cure 2 consecutive saves. See prismatic sphere, prismatic spray, or prismatic wall for more details.

Hemlock

Type poison, ingested; Save Fortitude DC 18

Onset 10 minutes; Frequency 1/minute for 6 minutes

Effect 1d6 Dex damage, creatures reduced to 0 Dexterity suffocate; Cure 2 consecutive saves

Id Moss

Type poison, ingested; Save Fortitude DC 14

Onset 10 minutes; Frequency 1/minute for 6 minutes

Effect 1d3 Int damage; Cure 1 save

Insanity Mist

Type poison, inhaled; Save Fortitude DC 15

Frequency 1/rounds for 6 rounds

Effect 1d3 Wis damage; Cure 1 save

Insanity Pill

This extremely rare and difficult-to-make poison comes from a special gland harvested from chaos beasts. When mixed with stabilizing reagents and chemicals, an odorless and flavorless poison is the end result. When ingested, the elixir induces temporary insanity that lasts for 1 minute. While the effect lasts, the creature suffers terrifying hallucinations of his own body melting away and transforming into a variety of hideous shapes. An affected creature is treated as if under the effects of a confusion spell.

Type poison, ingested; Save Fortitude DC 14

Onset 1 minute

Effect creature affected as if by a confusion spell for 1 minute; Cure 2 consecutive saves.

Cost: 1,500 gp (soluble tablet).

King's Sleep

Type poison, ingested; Save Fortitude DC 19

Onset 1 day; Frequency 1/day

Effect 1 Con drain; Cure 2 consecutive saves

Large Scorpion Venom

Type poison, injury; Save Fortitude DC 17

Frequency 1/round for 6 rounds

Effect 1d2 Str damage; Cure 1 save

Lich Dust

Type poison, ingested; Save Fortitude DC 17

Onset 10 minutes; Frequency 1/minute for 6 minutes

Effect 1d3 Str damage; Cure 2 consecutive saves

Mage Bane

The Mana Wastes of Nex produce a dark crimson orchid called a bloodspike. When dried and ground into a powder and mixed with striped toadstool, it creates a poison that makes it extremely difficult for a creature under its effects to cast spells or Spell-Like Abilities.

Type poison, contact; Save Fortitude DC 20

Onset 1 minute; Frequency 1/minute for 6 minutes;

Effect -10 to all caster level checks for 1 hour; Cure 2 consecutive saves.

Cost: 500 gp per dose (powder).

Malyass Root Paste

Type poison, contact; Save Fortitude DC 16

Onset 1 minute; Frequency 1/minute for 6 minutes

Effect 1d2 Dex damage; Cure 1 save

Medium Spider Venom

Type poison, injury; Save Fortitude DC 14

Frequency 1/round for 4 rounds

Effect 1d2 Str damage; Cure 1 save

Moonseed Berries

Moonseed Berries

These small berries are bluish-purple and resemble wild grapes. They are highly poisonous and are often mixed with food or crushed and smeared on a weapon or object.

Type poison, contact or ingested; Save Fortitude DC18; Onset 1 round

Frequency Once

Effect 3d6 Con damage; Price 1,500 gp.

Section 15 Copyright Notice

Moonseed Berries from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Nightmare Vapor

Type poison, inhaled; Save Fortitude DC 20

Frequency 1/round for 6 rounds

Effect 1 Wis damage and confused for 1 round; Cure 2 consecutive saves

Nitharit

Type poison, contact; Save Fortitude DC 13

Onset 1 minute; Frequency 1/minute for 6 minutes

Effect 1d3 Con damage; Cure 1 save

Oil of Taggit

Type poison, ingested; Save Fortitude DC 15

Onset 1 minute

Effect unconsciousness for 1d3 hours; Cure 1 save

Purple Pesh

The poison makers of Katapesh have discovered that the rotting milk of a dead Pesh cactus can be harvested to create a highly effective poison for incapacitating an enemy.

Type poison, ingested; Save Fortitude DC 18;

Onset 1 minute; Initial Effect 1d2 Con and Str damage; Secondary Effect unconsciousness for 1 hour; Cure 1 save.

Cost 200 gp per dose (paste).

Purple Worm Poison

Type poison, injury; Save Fortitude DC 24

Frequency 1/round for 6 rounds

Effect 1d3 Str damage; Cure 2 consecutive saves

Sassone Leaf Residue

Type poison, contact; Save Fortitude DC 16

Onset 1 minute; Frequency 1/minute for 6 minutes

Initial Effect 2d12 hit point damage; Secondary Effect 1 Con damage; Cure 1 save

Shadow Essence

Type poison, injury; Save Fortitude DC 17

Frequency 1/round for 6 rounds

Initial Effect 1 Str drain; Secondary Effect 1d2 Str damage; Cure 1 save

Small Centipede Poison

Type poison, injury; Save Fortitude DC 11

Frequency 1/round for 4 rounds

Effect 1 Dex damage; Cure 1 save

Striped Toadstool

Type poison, ingested; Save Fortitude DC 11

Onset 10 minutes; Frequency 1/minute for 4 minutes

Effect 1d3 Wis damage and 1 Int damage; Cure 1 save

Tears of Death

Type poison, contact; Save Fortitude DC 22

Onset 1 minute; Frequency 1/minute for 6 minutes

Effect 1d6 Con damage and paralyzed for 1 minute

Terinav Root

Type poison, contact; Save Fortitude DC 16

Onset 1 minute; Frequency 1/minute for 6 minutes

Effect 1d3 Dex damage; Cure 1 save

Ungol Dust

Type poison, inhaled; Save Fortitude DC 15

Frequency 1/round for 4 rounds

Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha damage; Cure 1 save

Violet Venom

Type poison, contact; Save Fort DC 13

Frequency 1/minute for 6 minutes

Effect 1d2 Str and 1d2 Con damage; Cure 1 save; Cost 800 gp.

Wasp Swarm Poison

Type poison, injury; Save Fortitude DC 13

Frequency 1/round for 4 rounds

Effect 1 Dex damage; Cure 1 save

Wolfsbane

Type poison, ingested; Save Fortitude DC 16

Onset 10 minute; Frequency 1/minute for 6 minutes

Effect 1d3 Con damage; Cure 1 save

Woundweal

Type poison, injury; Save Fortitude DC 18

Onset 1 round; Frequency 1/day

Effect impaired healing; Cure 2 consecutive saves

This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.

Source Adventurers Armory 18

Wyvern Poison

Type poison, injury; Save Fortitude DC 17

Frequency 1/round for 6 rounds

Effect 1d4 Con damage; Cure 2 consecutive saves