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Poisons

Updated Feb 27, 2026 — Chapter 6: Production and Crafting
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The World of Poisons

It is a delicate and often misunderstood science, poison making. History paints such a sordid picture for the masters of this art. Never mind the mortal danger that these artisans put into their craft. Slaving day after day over bubbling cauldrons and test tubes, steam distillers and cold press extractors to make vials of useful trade tools.”

-Julien Rebello, Master Poisoner

Mother’s Milk: A Practical Guide to Poisonous Substances

Adding more than 1 poison into a substance such as food or beverage makes the potion easily noticeable to casual observance, allowing even characters without a poison detection (Detect Poison, Poison Lore, Herbal Lore, etc.) to be aware that the substance is poisoned, although this does not allow an unskilled character to identify the poison, only its presence.

Poison Production

Players with the Create Poison skill can create poison once per event with the help of a Poison Lab. The amount of poison that can be created is based upon the level of the player's Poison Skill, level, the type of lab that is being used, and any other components that are being converted to Poison Production Points.

Any coin cost, tags, or other items used for creation must be turned in to Logistics at Check-In, at which point the player will receive all tags for the event. 

The number of points available will be calculated based on the tables below multiplied by the number of days the player will be at the event. For example, if a level 8 player will be attending Friday, Saturday, and Sunday of an event (Friday and Sunday only count as half days and Saturday is 1 full day) and has Rank 5 Poison and is using a Level 2 Lab, the breakdown would be as follows.

2 Days x (((Rank 5 x 2) + Level 8) x Apprentice Lab) = 72 Poison Production Points for the Event

Poisons have a "Shelf Life" of 1 year and may be used up to the event marking 1 year from the date of creation. Poison Production Points not used may not be "banked" for later use. Poison production may only be done at Check-In and cannot be done after In-Play has been called.

Poison Production Point Breakdown

Base = (Rank x 2) + Level Lab 1 “Novice Lab”: Base x 1.5
Lab 2 “Apprentice Lab”: Base x 2
Lab 3 “Adept Lab”: Base x 2.5
Lab 4 “Master Lab”: Base x 3

Available Poisons

Name Minimum Lab Requirement Type Poison Production Point Cost Cost in Silver Notes
Hallucinoid Novice Ingested 4 8 Target will vividly hallucinate, as such, there really is no predicting what someone under the effects of a hallucinate might do. They could lash out and attack their friends, they could cower, or run in terror from some unknown entity. Let your imagination guide you and have fun with it.
Life Drain Novice Ingested 4 8 Target is drained of their life force. They may not run, cast spells, use skills/abilities, or attack. They may not defend against attacks and may only fend off killing blows.
Paralyze Novice Ingested 4 8 Target is completely paralyzed for 10 minutes. They can hear and see everything around them, but they cannot move or speak. They may however be moved and posed. *Please refer to Hands-Off Policy
Charm Novice Ingested 4 8 Target immediately views the next being (PC, NPC, Monster, etc…) as an ally. Target will not attack the entity that s/he is charmed to and will defend them from attacks. Charm is broken if the entity attacks the target.
Berserk Novice Ingested 4 8 Target compelled to attack anyone in view to the best of their ability.
Weakness Novice Gas 8 16 Target takes minus 4 strength. This can be fixed with the appropriate healing spell.
Sleep Novice Gas 8 16 Target takes a 10-minute nap, unless blocked by the appropriate resists or shields. Target can be shaken awake on a 10 second count, or if they take 10 points of direct body (Health Point) damage.
Death Novice Ingested 8 16 Can either be added to someone's food or drink or poured down a throat. Either way, it must be ingested. Target drops immediately to dead status unless otherwise blocked by the appropriate resist or spell shield.
Disease Apprentice Ingested 4 8 Target is violently ill and cannot fight or cast spells. The target is only able to defend against attacks and fend off killing blows. This can be fixed with the appropriate healing spell, or 10 minutes has passed.
Slow Acting Apprentice Ingested 6 12 Target takes 1 point of damage every 10 seconds until either cured with the appropriate spell or potion/antidote, or until they reach Bleeding to Death status. Damage taken while under the effects of this poison cannot be healed by any means.
Life Drain Apprentice Gas 8 16 Target is drained of their life force. They may not run, cast spells, use skills/abilities, or attack. They may not defend against attacks and may only fend off killing blows.
Paralyze Apprentice Gas 8 16 Target is completely paralyzed for 10 minutes. They can hear and see everything around them, but they cannot move or speak. They may however be moved and posed.
Charm Apprentice Gas 8 16 Target immediately views the next being (PC, NPC, Monster, etc…) as an ally. Target will not attack the entity that s/he is charmed to and will defend them from attacks. Charm is broken if the entity attacks the target.
Berserk Apprentice Gas 8 16 Target compelled to attack anyone in view to the best of their ability.
Forget Me Not Apprentice Ingested 12 24 Upon a single resurrection after ingesting this solution, the target will not suffer from resurrection amnesia.
Cause 2 Damage Adept Ingested 1 2 Deals 2 points of damage, bypassing armor.
Cause 2 Damage Adept Gas 2 4 Deals 2 points of damage, bypassing armor.
Weakness Adept Ingested 4 8 Target takes minus 4 strength. This can be fixed with the appropriate healing spell.
Sleep Adept Ingested 4 8 Target takes a 10-minute nap, unless blocked by the appropriate resists or shields. Target can be shaken awake on a 10 second count, or if they take 10 points of direct body (Health Point) damage.
Venom Strike Adept Applied 4 8 Allows the Poisoner to mix with an ingested poison and apply to a blade. The blade's next swing will have the tagline "Venom Strike ____" after the damage call. If the attack deals direct body (Health Point) damage, the target takes the effect of the poison as though it were ingested. Cannot be used with poisons with a PP cost of 10 or greater. It takes 10 seconds to mix with an ingested poison and another 10 seconds to apply to a blade. Bladed weapons only.
Pacify Adept Gas 8 16 Target will completely give up their desire to fight. The target can still defend against attacks but cannot themselves attack. This effect ends upon taking direct body (Health Point) damage.
Disease Adept Gas 8 16 Target is violently ill and cannot fight or cast spells. The target is only able to defend against attacks and fend off killing blows. This can be fixed with the appropriate healing spell, or 10 minutes has passed.
Lie Adept Ingested 10 20 The target must answer the next 3 Yes or No questions with lies as s/he understands it. The target is compelled to answer and may not remain silent if questioned directly. While active, any "Truth" effect is nullified.
Fugue Adept Ingested 12 24 Target forgets a specific event or period of time up to 10 minutes. Their memory of the event is replaced by a single phrase spoken by the poisoner at the time of ingestion. This effect can be removed by a ritual Cleanse.
Death Adept Gas 12 24 Must be represented by throwing a green packet. If the target is hit and cannot resist or block the gas, they drop immediately to dead status.