Difference between revisions of "Prepare Ingestive Poisons (sage ability)"

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Provides [[Knowledge Points|knowledge]] regarding the mixing/making of '''[[Ingestive Poisons|ingestive]] [[Poison (substance)|poisons]]''' for the purpose of harming others. These are introduced into consumables through knowledge of [[Dosing (sage ability)|dosing]].
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[[File:Prepare Ingestive Poisons (sage ability).jpg|right|525px|thumb]]
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'''Prepare Ingestive Poisons''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Alchemy (sage study)|Alchemy]] and [[Poisoning (sage study)|Poisoning]], granting the knowledge and skill to create toxic substances meant to be ingested through food or drink. These poisons, carefully prepared and dosed, are designed to incapacitate, sicken or kill those who consume them. Their introduction into consumables requires an understanding of [[Dosing (sage ability)|dosing]], ensuring the poison is effective yet undetectable until its effects take hold.
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The process of preparing ingestive poisons requires a suitable laboratory, where the character can work with various reagents and compounds necessary for the poison's composition. The specific ingredients for these poisons are generally not prohibitively expensive, though some may be rare or difficult to obtain depending on the potency of the desired result. However, time and full concentration are required to produce an effective mixture.  Each recipe below provides enough material to create a "batch" consisting of four doses. The preparation process is fixed, meaning poisons cannot be created in smaller quantities nor can the time required for their production be reduced. The character must follow precise methods to ensure the poison retains its intended potency and remains stable for later use.
  
The character must compound the poison, a process that requires a [[Laboratory|laboratory]] and time and the various ingredients of the poisonThese specific ingredients are, by and large, not too expensive, but some time and the character's full attention is required to produce a result. Each recipe given below is sufficient to create a "batch" which is sufficient for 4 doses. Poison cannot be made in smaller batches, nor can it be made in less time than indicated.<br><br>
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== Amateur-made Poisons ==
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As an amateur, the character is only capable of producing a crude selection of ingestive poisons, lacking the refinement and subtlety of more advanced toxicology. These poisons are relatively easy to detect, with a 60% chance of discovery, reduced by the preparer's [[Knowledge Points|knowledge points]]. Their taste, smell or texture may betray their presence, particularly to those accustomed to handling food and drinkOnce consumed, the imbiber will immediately sense that something is wrong, experiencing an abrupt and undeniable reaction to the poison. There is no delay in their awareness of being poisoned, as the initial effects begin rapidly. However, the precise onset of symptoms is not instantaneous; roll 1d3 to determine the number of rounds that pass (12–36 seconds) before the poison fully takes effect. The symptoms that follow will be unmistakable, making it clear that poisoning has occurred.
  
== Amateur-made ==
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=== Biliosus ===
The character is able to make a group of somewhat clumsy poisons, which are easily detected (60% chance, minus the knowledge points of the preparer). Once consumed, the imbiber will know that something is wrong immediately. It will be clear that a poisoning has occurred, as the first effects take place. In each case below, roll 1d3 to determine the number of rounds that pass (12-36 seconds) before the first effects occur.
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: '''Ingredients:''' 20 grains [[Aliphatic (substance)|aliphatic]], 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.
  
==== Biliosus ====
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This herb-derived poison is formulated to induce nausea in the imbiber, quickly disrupting their physical state. Upon consumption, the first effect is an intense wave of nausea, at which point the imbiber must make a [[Saving Throws|saving throw]]. If the saving throw succeeds, the imbiber experiences severe vomiting, expelling the poison but suffering 1–3 damage in the process. They will feel sick and weak for 2–8 rounds, during which their [[Action Points|action points]] are reduced by 1, though no further harm occurs.
'''Ingredients:''' 20 grains aliphatic, 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.
 
  
::This herb-derived poison attempts to promote nausea in the imbiber.  Once consumed, the first effect is an intense nauseated response, at which time the imbiber makes a [[Saving Throws|saving throw]].  A success will mean the imbiber vomits and suffers 1-3  damage. The imbiber will feel sick for 2-8 rounds, reducing their [[Action Points|action points]] by 1 during that time.  No other effects will be experienced.
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If the saving throw fails, the poison takes full effect. The imbiber is overwhelmed by an intense wave of revulsion, rendering them incapable of acting while they vomit uncontrollably for two rounds, suffering 2–5 damage in the process. On the third round, their [[Strength (ability stat)|strength]] is reduced by 1 point, with an additional 1–4 points lost every minute (every 5 rounds) thereafterDuring this period, the victim experiences debilitating nausea, impairing both [[Armour List|armour class]] and [[Roll to Hit|attack rolls]] by -2. The nausea persists for 5–20 rounds after the last strength point is lost. Strength recovery begins with 1–3 hours of [[Rest (healing)|rest]] following the subsidence of nausea, after which the victim will gradually return to full capacity.
  
::If the saving throw fails, the imbiber will feel an intense wave of revulsion while vomiting for two rounds and suffering 2-5 damage; the imbiber cannot take any other action at this time. On the third round, the imbiber's [[Strength (ability stat)|strength]] ability will fall by 1 point. The imbiber will then lose up to 1-4 additional points of strength each minute (every 5 rounds).  This weakness will be complimented by nausea, which will lower the imbiber's [[Armour List|armour class]] and [[Roll to Hit|rolls to hit]] by -2.  The nausea will pass within 5-20 rounds after the last strength point is lost; the imbiber's strength will be restored by 1-3 hours [[Rest (healing)|rest]] following the subsidence of nausea.
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=== Ictus ===
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: '''Ingredients:''' 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.
  
==== Ictus ====
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This fruitseed-derived poison is designed to induce a localised paralysis, temporarily restricting movement in the imbiber. Upon ingestion, the first effect manifests as a sudden stiffness in the right arm, alerting the imbiber that something is wrong. At this moment, they must make a saving throw. If the saving throw succeeds, the stiffness will gradually pass within 3–12 rounds, during which time the imbiber will experience reduced dexterity and control, suffering a -2 penalty to any action performed with their right hand. Once the stiffness fades, no lingering effects remain.
'''Ingredients:''' 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.
 
  
::This fruitseed-derived poison attempts to produce a partial paralysis in the imbiber.  Once consumed, the first effect brings a conscious stiffening of the right arm, at which time the imbiber makes a saving throwIf successful, the stiffness will pass in 3-12 rounds, during which time the imbiber will experience some difficulty and have a modifier of -2 for any action performed with the right hand.
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If the saving throw fails, the poison takes full effect, resulting in complete paralysis of the right arm and hand for 1–4 hours. During this period, the affected limb is entirely immobilised, preventing the imbiber from using it for combat, spellcasting or any fine motor tasksAs the poison wears off, the affected arm slowly regains function.  Within one hour of the effect lifting, the imbiber regains partial use of the arm, though all actions performed with it suffer a -4 penalty.  This impairment gradually improves over time, with the penalty reducing by 1 point every half hour until full control is restored.
  
::If the saving throw fails, the whole right arm and hand will become immobilized completely for 1-4 hours, during which time the imbiber will be unable to perform any actions with it. After the time indicated, the effect will diminish, so that the imbiber will be able to regain partial use of the arm and hand (-4 modifier to all actions) within an hour; with each half hour thereafter, the negative modifier will improve for the imbiber by 1 point.
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=== Somnikus ===
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: '''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.
  
==== Somnikus ====
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This herb-derived poison is formulated to induce powerful drowsiness, potentially rendering the imbiber unconscious for a significant period. Once consumed, the first effect is an overwhelming wave of exhaustion, at which point the imbiber must make a saving throw.  If the saving throw succeeds, the imbiber will collapse momentarily but remain fully conscious of their surroundings. Though unable to stand immediately, they will experience a groggy state for 1–4 rounds, during which they remain aware of any conversations, actions or threats around them. If they wish, they may choose to feign sleep, allowing them to mislead any would-be attackers or captors. While not truly incapacitated, they will suffer a -4 penalty to their [[Armour List|armour class]] and [[Roll to Hit|attack rolls]] while groggy. Once this effect subsides, the penalties are reduced by half for one additional round, then disappear completely.
'''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.
 
  
::This herb-derived poison attempts to cause the imbiber to sleep.  Once consumed, the first effect is a sudden awareness of being overtaken by sleep, at which time the imbiber makes a saving throw.  On success, the imbiber will collapse, will feel groggy for 1-4 rounds but will be completely aware of their surroundings and of what might be said.  If wishing to, the imbiber may choose to feign sleep at this pointThe imbiber will not be [https://tao-dndwiki.blogspot.com/search?q=helpless+defenders helpless], however; if they wish, they will be able to defend themselves, though they will suffer a -4 penalty to their armour class and rolls to hit for the time they are groggy. Once the grogginess has passed, this penalty is reduced by 50% for 1 round, and then evaporate the round thereafter.
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If the saving throw fails, the poison takes full effect, and the imbiber collapses into a deep sleep for 3–12 rounds, rendering them completely helpless. They will remain unconscious and unresponsive, unable to take action or defend themselves during this timeIf the imbiber has a [[Constitution (ability stat)|constitution]] score of less than 8, they must immediately make a constitution check. Failure to do so results in the imbiber falling into a coma for a full day, after which they will require another full day of rest before they are capable of taking any meaningful action. If they succeed in the check, they will wake normally once the poison has worn off, suffering no further consequences.
  
::If the saving throw fails, the imbiber will collapse completely for 3-12 rounds and will be helpless during that time.  If the imbiber has a [[Constitution (ability stat)|constitution]] ability of less than 8, they must make a [[Ability Checks|constitution check]]. If this fails, the imbiber will collapse into a coma for one full day, thereafter requiring a full day of rest before any action can be taken. Otherwise, the sleeping person will wake up normally once the somnikus poison has worn off.
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=== Vexation ===
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: '''Ingredients:''' 10 grains [[Asphyxiant (substance)|asphyxiant]], 4 grains [[Arsenic (substance)|arsenic]], 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.
  
==== Vexation ====
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This mushroom-derived poison is designed to incapacitate or kill the imbiber through a series of progressively worsening symptoms. Upon consumption, the first effect is a severe blow to the digestive tract, causing 3–6 damage as the poison rapidly begins breaking down the body's internal defenses. The imbiber experiences sharp cramping pain, nausea and a wave of burning discomfort spreading through the gut.
'''Ingredients:''' 10 grains asphixiant, 4 grains arsenic, 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.
 
  
::This mushroom-derived poison attempts to kill the imbiber.  Once consumed, the first effect is a strong blow to the digestive tract, causing 3-6 damage.  This is followed two rounds later by another effect, causing 2-5 damage. If this doesn't kill, the imbiber makes a saving throw; a success will mean that the poison has run its course; no more damage will occur and within 6-8 hours, the imbiber will actually feel better, with 1-4 hit points being restored.
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Two rounds later, the poison delivers a secondary effect, inflicting 2–5 damage, as it continues to attack the digestive system. If this combined damage does not immediately prove fatal, the imbiber must make a saving throw. A successful saving throw means the poison has run its course; no further harm will occur, and within 6–8 hours, the imbiber will actually begin to recover, regaining 1–4 hit points as the body purges the toxins and stabilises.  If the saving throw fails, the poison lingers, continuing to weaken the victim over time. After an additional 5–20 rounds, another 1–3 damage is suffered, causing further distress. Even if the victim remains alive, the poison's lingering effects persist, dealing 1 hit point of damage approximately 20 minutes later and another 1 hit point an hour after ingestion.
  
::If a saving throw fails, then a third effect will be felt after 5-20 additional rounds, causing 1-3 damage.  The imbiber will then suffer 1 h.p. of damage about 20 minutes later, and 1 h.p. of damage an hour after taking the poison.  This is all the suffering that vexation is able to bestow.  It is rarely sufficient enough to kill a strong, fit levelled person, but it is effective against common folk and as a means to kill vermin.
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Though rarely strong enough to kill a fit and levelled adventurer, vexation is highly effective against common folk, making it a preferred tool for discreet assassinations and exterminating vermin. It is most commonly used to eliminate weaker targets, slow an opponent's recovery or as a method of prolonged suffering rather than outright murder.
  
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See Also,<br>
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See also,<br>
[[Alchemy (sage study)|Alchemy]]<br>
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[[Earth & Sky (sage field)]]<br>
[[Poisoning (sage study)|Poisoning]]
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[[Grace (sage field)]]<br>
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[[Prepare Insinuative Poisons (sage ability)]]<br>
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[[Prepare Toxins (sage ability)]]<br>
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[[Science (sage field)]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 04:56, 17 February 2025

Prepare Ingestive Poisons (sage ability).jpg

Prepare Ingestive Poisons is an amateur-status sage ability in the studies of Alchemy and Poisoning, granting the knowledge and skill to create toxic substances meant to be ingested through food or drink. These poisons, carefully prepared and dosed, are designed to incapacitate, sicken or kill those who consume them. Their introduction into consumables requires an understanding of dosing, ensuring the poison is effective yet undetectable until its effects take hold.

The process of preparing ingestive poisons requires a suitable laboratory, where the character can work with various reagents and compounds necessary for the poison's composition. The specific ingredients for these poisons are generally not prohibitively expensive, though some may be rare or difficult to obtain depending on the potency of the desired result. However, time and full concentration are required to produce an effective mixture. Each recipe below provides enough material to create a "batch" consisting of four doses. The preparation process is fixed, meaning poisons cannot be created in smaller quantities nor can the time required for their production be reduced. The character must follow precise methods to ensure the poison retains its intended potency and remains stable for later use.

Amateur-made Poisons

As an amateur, the character is only capable of producing a crude selection of ingestive poisons, lacking the refinement and subtlety of more advanced toxicology. These poisons are relatively easy to detect, with a 60% chance of discovery, reduced by the preparer's knowledge points. Their taste, smell or texture may betray their presence, particularly to those accustomed to handling food and drink. Once consumed, the imbiber will immediately sense that something is wrong, experiencing an abrupt and undeniable reaction to the poison. There is no delay in their awareness of being poisoned, as the initial effects begin rapidly. However, the precise onset of symptoms is not instantaneous; roll 1d3 to determine the number of rounds that pass (12–36 seconds) before the poison fully takes effect. The symptoms that follow will be unmistakable, making it clear that poisoning has occurred.

Biliosus

Ingredients: 20 grains aliphatic, 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.

This herb-derived poison is formulated to induce nausea in the imbiber, quickly disrupting their physical state. Upon consumption, the first effect is an intense wave of nausea, at which point the imbiber must make a saving throw. If the saving throw succeeds, the imbiber experiences severe vomiting, expelling the poison but suffering 1–3 damage in the process. They will feel sick and weak for 2–8 rounds, during which their action points are reduced by 1, though no further harm occurs.

If the saving throw fails, the poison takes full effect. The imbiber is overwhelmed by an intense wave of revulsion, rendering them incapable of acting while they vomit uncontrollably for two rounds, suffering 2–5 damage in the process. On the third round, their strength is reduced by 1 point, with an additional 1–4 points lost every minute (every 5 rounds) thereafter. During this period, the victim experiences debilitating nausea, impairing both armour class and attack rolls by -2. The nausea persists for 5–20 rounds after the last strength point is lost. Strength recovery begins with 1–3 hours of rest following the subsidence of nausea, after which the victim will gradually return to full capacity.

Ictus

Ingredients: 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.

This fruitseed-derived poison is designed to induce a localised paralysis, temporarily restricting movement in the imbiber. Upon ingestion, the first effect manifests as a sudden stiffness in the right arm, alerting the imbiber that something is wrong. At this moment, they must make a saving throw. If the saving throw succeeds, the stiffness will gradually pass within 3–12 rounds, during which time the imbiber will experience reduced dexterity and control, suffering a -2 penalty to any action performed with their right hand. Once the stiffness fades, no lingering effects remain.

If the saving throw fails, the poison takes full effect, resulting in complete paralysis of the right arm and hand for 1–4 hours. During this period, the affected limb is entirely immobilised, preventing the imbiber from using it for combat, spellcasting or any fine motor tasks. As the poison wears off, the affected arm slowly regains function. Within one hour of the effect lifting, the imbiber regains partial use of the arm, though all actions performed with it suffer a -4 penalty. This impairment gradually improves over time, with the penalty reducing by 1 point every half hour until full control is restored.

Somnikus

Ingredients: 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.

This herb-derived poison is formulated to induce powerful drowsiness, potentially rendering the imbiber unconscious for a significant period. Once consumed, the first effect is an overwhelming wave of exhaustion, at which point the imbiber must make a saving throw. If the saving throw succeeds, the imbiber will collapse momentarily but remain fully conscious of their surroundings. Though unable to stand immediately, they will experience a groggy state for 1–4 rounds, during which they remain aware of any conversations, actions or threats around them. If they wish, they may choose to feign sleep, allowing them to mislead any would-be attackers or captors. While not truly incapacitated, they will suffer a -4 penalty to their armour class and attack rolls while groggy. Once this effect subsides, the penalties are reduced by half for one additional round, then disappear completely.

If the saving throw fails, the poison takes full effect, and the imbiber collapses into a deep sleep for 3–12 rounds, rendering them completely helpless. They will remain unconscious and unresponsive, unable to take action or defend themselves during this time. If the imbiber has a constitution score of less than 8, they must immediately make a constitution check. Failure to do so results in the imbiber falling into a coma for a full day, after which they will require another full day of rest before they are capable of taking any meaningful action. If they succeed in the check, they will wake normally once the poison has worn off, suffering no further consequences.

Vexation

Ingredients: 10 grains asphyxiant, 4 grains arsenic, 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.

This mushroom-derived poison is designed to incapacitate or kill the imbiber through a series of progressively worsening symptoms. Upon consumption, the first effect is a severe blow to the digestive tract, causing 3–6 damage as the poison rapidly begins breaking down the body's internal defenses. The imbiber experiences sharp cramping pain, nausea and a wave of burning discomfort spreading through the gut.

Two rounds later, the poison delivers a secondary effect, inflicting 2–5 damage, as it continues to attack the digestive system. If this combined damage does not immediately prove fatal, the imbiber must make a saving throw. A successful saving throw means the poison has run its course; no further harm will occur, and within 6–8 hours, the imbiber will actually begin to recover, regaining 1–4 hit points as the body purges the toxins and stabilises. If the saving throw fails, the poison lingers, continuing to weaken the victim over time. After an additional 5–20 rounds, another 1–3 damage is suffered, causing further distress. Even if the victim remains alive, the poison's lingering effects persist, dealing 1 hit point of damage approximately 20 minutes later and another 1 hit point an hour after ingestion.

Though rarely strong enough to kill a fit and levelled adventurer, vexation is highly effective against common folk, making it a preferred tool for discreet assassinations and exterminating vermin. It is most commonly used to eliminate weaker targets, slow an opponent's recovery or as a method of prolonged suffering rather than outright murder.


See also,
Earth & Sky (sage field)
Grace (sage field)
Prepare Insinuative Poisons (sage ability)
Prepare Toxins (sage ability)
Science (sage field)