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Poisons

Each poison below can be made with its condition at T1, T2, or T3 unless noted. The dose's DC and damage dice come from the maker.

Vermin bait (arsenic or aconite) is sold by the pennyworth for rats and wolves: 1 sp, too small a portion to poison a person.

Aconite (wolfsbane, monkshood)

A mountain flower whose root numbs the tongue, then the limbs, then the heart. Hunters smear it on wolf baits and arrowheads.

Aconite is administered through ingestion or a wound. A creature affected by aconite takes immediate Primal damage and, after one round, is subject to the Tainted condition. Its bitter, numbing taste gives it away in food or drink unless it's Masked, which is why hunters coat blades and arrows with it.

Strength Effect Side effect Price
T1 Primal damage; Tainted T1 (Delayed) None 1 ss
T2 Primal damage; Tainted T2 (Delayed) None 1 gs
T3 Primal damage; Tainted T3 (Delayed) None 4 gs
Type Primal
Workspace Field kit
Delivery Ingested, Wound
Use Any time
Duration Short
Crash None
Properties None
Modifications Concentrated, Masked, Potent, Prolonged
Rarity Common in upland and mountain country; Uncommon elsewhere
Notes Legal to own as wolf or vermin bait

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 4 days, Peasant 5 days, Knight 7 days, Burgher 11 days, Magnate
Tainted T2 10 days, Burgher 11 days, Magnate 13 days, Noble 17 days, Royal
Tainted T3 19 days, Noble 20 days, Royal 22 days, Royal + 1 26 days, Royal + 2

Aqua Fortis (nitric acid)

The assayer's "strong water": it parts silver from gold. Its red fumes choke.

Aqua fortis is administered by contact, splashed by hand or thrown in its glass vial. A creature or object it touches takes immediate Sea damage, and metal has no resistance to it, except gold. Assayers use it to part silver from gold. A thief uses it on a lock: a steel lock takes a few vials.

Strength Effect Side effect Price
Single strength Sea damage. Ignores the resistance of limestone, marble, chalk, and metal, except gold None 1 sc
Type Sea
Workspace Laboratory
Delivery Contact. Can be thrown (see Incendiaries, Throwing)
Use Any time
Duration Instantaneous
Crash None
Properties Hazardous
Modifications Lingering (Corroding), Thickened
Rarity Uncommon: assayers, mints, and goldsmiths keep it
Notes Kept only in glass

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications
Aqua fortis 1 day, Peasant 2 days, Knight 4 days, Burgher

Arsenic (white arsenic, ratsbane)

A white powder roasted from ore. Tasteless enough for sweets and wine, and its symptoms look like a bad stomach or the flux.

Arsenic is administered through ingestion. After one round, a creature affected by arsenic is subject to the Tainted condition, and while it's Tainted from arsenic it can't regain health. Because it's tasteless and looks like illness, it's the poisoner's choice for a quiet murder: the weakest dose makes the captain of the guard ill for the day, and the strongest kills without a Healer.

Strength Effect Side effect Price
T1 Tainted T1. No healing* None 1 ss
T2 Tainted T2. No healing* None 1 gs
T3 Tainted T3. No healing* None 4 gs

* While Tainted from arsenic, the creature can't regain health. Once the Tainted condition is treated or ends, healing works again.

Type Stone
Workspace Field kit
Delivery Ingested
Use Any time
Duration Long
Crash None
Properties Delayed
Modifications Concentrated, Masked, Potent
Rarity Uncommon: apothecaries sell it "for rats." Common where ore is roasted
Notes Recognizing it as poison takes an Identification trial or a Healer trial against the dose's DC. Often licensed. It keeps indefinitely

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 5 days, Peasant 6 days, Knight 8 days, Burgher 12 days, Magnate
Tainted T2 15 days, Burgher 16 days, Magnate 18 days, Noble 22 days, Royal
Tainted T3 30 days, Noble 31 days, Royal 33 days, Royal + 1 37 days, Royal + 2

Belladonna (dwale berry, deadly nightshade)

Sweet black berries that look like a meal. The poisoned burn with fever, rave, and fight, and the strongest doses stop the heart.

Belladonna is administered through ingestion, or by contact as a Thickened ointment. After one round, a creature affected by belladonna is subject to the Disoriented condition and, at higher strengths, the Tainted condition one tier behind it: the mind goes first, and the body follows. Its berries look like a meal, which is how most of its victims find it.

Strength Effect Side effect Price
T1 Disoriented T1 None 1 ss
T2 Disoriented T2, Tainted T1 None 1 gs
T3 Disoriented T3, Tainted T2 None 4 gs
Type Primal
Workspace Field kit
Delivery Ingested; Contact through Thickened
Use Any time
Duration Short
Crash None
Properties Delayed
Modifications Concentrated, Masked, Potent, Prolonged, Thickened
Rarity Common in hedgerows and at woodland edges
Notes One Intelligence trial per tier resists both conditions. Each failure advances Disoriented, and Tainted one tier behind it

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Disoriented T1 3 days, Peasant 4 days, Knight 6 days, Burgher 10 days, Magnate
Disoriented T2, Tainted T1 12 days, Burgher 13 days, Magnate 15 days, Noble 19 days, Royal
Disoriented T3, Tainted T2 27 days, Noble 28 days, Royal 30 days, Royal + 1 34 days, Royal + 2

Cantharides (blister beetle)

Green blister beetles, dried and powdered. Sold as a lovers' secret; it burns the gut and kills.

Cantharides is administered through ingestion or contact. Swallowed, it deals immediate Primal damage and, after one round, the creature is subject to the Tainted condition. On the skin, it only blisters. It's the usual secret ingredient of love philtres, which is how most of its victims come to take it.

Strength Effect Side effect Price
T1 Primal damage; Tainted T1 (Delayed)* None 1 ss
T2 Primal damage; Tainted T2 (Delayed)* None 1 gs
T3 Primal damage; Tainted T3 (Delayed)* None 4 gs

* By contact, cantharides deals only its Primal damage, with no Tainted condition.

Type Primal
Workspace Field kit
Delivery Ingested, Contact
Use Any time
Duration Short
Crash None
Properties None
Modifications Concentrated, Lingering**, Masked, Potent, Prolonged
Rarity Uncommon: apothecaries
Notes None

** Lingering adds Attrition (Withering): the blistering keeps working.

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 4 days, Peasant 5 days, Knight 7 days, Burgher 11 days, Magnate
Tainted T2 10 days, Burgher 11 days, Magnate 13 days, Noble 17 days, Royal
Tainted T3 19 days, Noble 20 days, Royal 22 days, Royal + 1 26 days, Royal + 2

Hellebore, White (yerba de ballestero)

The crossbowman's herb: the root boiled down to a paste for bolts and hunting arrows. A wounded deer drops within a few hundred paces.

White hellebore is administered through a wound or ingestion. A creature affected by it takes immediate Primal damage and, after one round, is subject to the Exhausted condition as its strength fails and it collapses. Swallowed, it makes the victim vomit, which works against the poison.

Strength Effect Side effect Price
T1 Primal damage; Exhausted T1 (Delayed) Self-purging* 1 ss
T2 Primal damage; Exhausted T2 (Delayed) Self-purging* 1 gs
T3 Primal damage; Exhausted T3 (Delayed) Self-purging* 4 gs

* Swallowed only. After the creature's first failed trial against the dose, its later trials against the dose have Dominance. Corrected removes this.

Type Primal
Workspace Field kit
Delivery Wound, Ingested
Use Any time
Duration Short
Crash None
Properties None
Modifications Concentrated, Corrected, Masked, Potent, Prolonged
Rarity Common in mountain country; Uncommon elsewhere
Notes None

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Exhausted T1 4 days, Peasant 5 days, Knight 7 days, Burgher 11 days, Magnate
Exhausted T2 10 days, Burgher 11 days, Magnate 13 days, Noble 17 days, Royal
Exhausted T3 19 days, Noble 20 days, Royal 22 days, Royal + 1 26 days, Royal + 2

Hemlock

A ditch weed often mistaken for parsley. The legs fail first, then the rest, and the victim stays awake to the end.

Hemlock is administered through ingestion, or through a wound as a Thickened blade coating. After one round, a creature affected by hemlock is subject to the Impaired condition. It grows in every ditch, and it's easily mistaken for parsley.

Strength Effect Side effect Price
T1 Impaired T1 None 1 ss
T2 Impaired T2 None 1 gs
T3 Impaired T3 None 4 gs
Type Primal
Workspace Field kit
Delivery Ingested; Wound through Thickened
Use Any time
Duration Short
Crash None
Properties Delayed
Modifications Concentrated, Masked, Potent, Prolonged, Thickened
Rarity Common everywhere
Notes None

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Impaired T1 3 days, Peasant 4 days, Knight 6 days, Burgher 10 days, Magnate
Impaired T2 9 days, Burgher 10 days, Magnate 12 days, Noble 16 days, Royal
Impaired T3 18 days, Noble 19 days, Royal 21 days, Royal + 1 25 days, Royal + 2

Henbane

A stinking weed of waste ground. Burned for toothache, brewed into ale, rubbed into witches' ointments. It drives a man mad and strong at once.

Henbane is administered through ingestion, as smoke, or by contact as a Thickened ointment. After one round, a creature affected by henbane is subject to the Disoriented and Invigorated conditions: it lashes out at whoever is nearest, with unnatural strength, and when the dose ends it's left exhausted. Unlike other poisons, it's resisted with a single trial. Some take it willingly, to fight as madmen.

Strength Effect Side effect Price
T1 Disoriented T2, Invigorated T1 None 1 sp
T2 Disoriented T2, Invigorated T2 None 1 sc
T3 Disoriented T2, Invigorated T3 None 1 gs
Type Primal
Workspace Field kit
Delivery Ingested, Inhaled; Contact through Thickened
Use Any time
Duration Short
Crash Exhausted at the dose's tier, for as long as the dose lasted
Properties Delayed
Modifications Concentrated, Masked, Potent, Prolonged, Thickened
Rarity Common on waste ground
Notes One Intelligence trial resists the whole dose: on a failure, the creature takes both conditions. A willing user takes them without a trial. Burned as smoke, it affects the user too

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Invigorated T1 12 days, Peasant 13 days, Knight 15 days, Burgher 19 days, Magnate
Invigorated T2 18 days, Burgher 19 days, Magnate 21 days, Noble 25 days, Royal
Invigorated T3 27 days, Noble 28 days, Royal 30 days, Royal + 1 34 days, Royal + 2

Oil of Vitriol (sulfuric acid)

Distilled from green vitriol in the alchemist's retort. It chars cloth, leather, wood, and flesh.

Oil of vitriol is administered by contact, splashed by hand or thrown in its glass vial. A creature or object it touches takes immediate Sea damage, which falls on armor first, and cloth, leather, wood, rope and flesh have no resistance to it. It's the alchemist's answer to a door, a rope, or a face.

Strength Effect Side effect Price
Single strength Sea damage, to armor durability first. Ignores the resistance of cloth, leather, wood, rope, flesh, limestone, marble, and chalk None 1 sc
Type Sea
Workspace Laboratory
Delivery Contact. Can be thrown (see Incendiaries, Throwing)
Use Any time
Duration Instantaneous
Crash None
Properties Hazardous
Modifications Lingering (Corroding), Thickened
Rarity Uncommon in cities with alchemists' laboratories; Imported elsewhere
Notes Kept only in glass

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications
Oil of vitriol 1 day, Peasant 2 days, Knight 4 days, Burgher

Quicklime

Burned limestone, freshly fired, ground fine, sifted, and sealed bone-dry. Every sailor who has thrown it knows to check the wind first.

Quicklime is thrown in a pot that bursts into a blinding cloud. Creatures caught in it take immediate Sea damage and are Blinded for a round, and everyone inside is harder to see. The wind decides where the cloud goes, which can include back toward the thrower.

Strength Effect Side effect Price
Single strength A 10 ft radius cloud: Concealed T1 for the round. Sea damage; Blinded for 1 round* None 1 ss

* Washing the eyes ends Blinded early: 1 AP with water, by the victim or an adjacent ally.

Type Sea
Workspace Field kit
Delivery Contact, Inhaled. Thrown (see Incendiaries, Throwing)
Use Any time
Duration Instantaneous
Crash None
Properties None
Modifications Lingering (Corroding), Prolonged**
Rarity Common everywhere there's building
Notes The GM decides the wind. If it blows toward the thrower, they may be caught in the cloud too. Indoors or in still air, the cloud hangs where it burst. A character with Wilderness (Weather Sense) can read the wind before throwing. Raw builders' lime is a GM's improvisation, not a concoction

** Prolonged: the cloud hangs for the encounter, and anyone inside at the end of their turn makes the trial. The GM moves or clears it as the wind dictates.

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications
Quicklime 1 day, Peasant 2 days, Knight 4 days, Burgher

Sublimate (corrosive mercury)

Quicksilver sublimed with salt and vitriol: a skin caustic for the apothecary, and a brutal poison for anyone else.

Sublimate is administered through ingestion, or by contact as a Thickened skin caustic. A creature affected by it takes immediate Stone damage and, after one round, is subject to the Tainted condition. Its vapors poison whoever breathes them, so making it is dangerous even for the alchemist. It's the costliest poison an apothecary sells, made only in a laboratory.

Strength Effect Side effect Price
T1 Stone damage; Tainted T1 (Delayed) None 1 sc
T2 Stone damage; Tainted T2 (Delayed) None 2 gs
T3 Stone damage; Tainted T3 (Delayed) None 8 gs
Type Stone
Workspace Laboratory
Delivery Ingested; Contact through Thickened
Use Any time
Duration Short
Crash None
Properties None
Modifications Concentrated, Masked, Potent, Prolonged, Thickened
Rarity Uncommon: apothecaries
Notes None

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 4 days, Peasant 5 days, Knight 7 days, Burgher 11 days, Magnate
Tainted T2 10 days, Burgher 11 days, Magnate 13 days, Noble 17 days, Royal
Tainted T3 19 days, Noble 20 days, Royal 22 days, Royal + 1 26 days, Royal + 2

Verdigris

Green rust scraped from copper hung over vinegar. A painter's pigment, a surgeon's caustic, and a poison the body throws back up.

Verdigris is administered through ingestion or by contact on a wound. After one round, a creature affected by verdigris is subject to the Tainted condition. Swallowed, it makes the victim vomit, which works against the poison. Anyone with copper and vinegar can make it, with no furnace needed.

Strength Effect Side effect Price
T1 Tainted T1 Self-purging* 1 ss
T2 Tainted T2 Self-purging* 1 gs
T3 Tainted T3 Self-purging* 4 gs

* Swallowed only. After the creature's first failed trial against the dose, its later trials against the dose have Dominance. Corrected removes this.

Type Stone
Workspace Field kit
Delivery Ingested, Contact
Use Any time
Duration Short
Crash None
Properties Delayed
Modifications Concentrated, Corrected, Masked, Potent, Prolonged
Rarity Common anywhere with copper and vinegar
Notes None

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 3 days, Peasant 4 days, Knight 6 days, Burgher 10 days, Magnate
Tainted T2 9 days, Burgher 10 days, Magnate 12 days, Noble 16 days, Royal
Tainted T3 18 days, Noble 19 days, Royal 21 days, Royal + 1 25 days, Royal + 2

Yew

The churchyard tree. Its seeds and needles stop the heart with almost no warning; livestock are found dead beneath it.

Yew is administered through ingestion, or through a wound as a Thickened coating on arrows or quarrels. After one round, a creature affected by yew takes Primal damage and is subject to the Tainted condition, with no warning before.

Strength Effect Side effect Price
T1 Primal damage; Tainted T1 None 1 ss
T2 Primal damage; Tainted T2 None 1 gs
T3 Primal damage; Tainted T3 None 4 gs
Type Primal
Workspace Field kit
Delivery Ingested; Wound through Thickened
Use Any time
Duration Short
Crash None
Properties Delayed
Modifications Concentrated, Masked, Potent, Prolonged, Thickened
Rarity Common in churchyards and old woods
Notes None

To make (days for one dose, and the recipe's Social Class):

Makes No modifications 1 modification 2 modifications 3 modifications
Tainted T1 4 days, Peasant 5 days, Knight 7 days, Burgher 11 days, Magnate
Tainted T2 10 days, Burgher 11 days, Magnate 13 days, Noble 17 days, Royal
Tainted T3 19 days, Noble 20 days, Royal 22 days, Royal + 1 26 days, Royal + 2