|Brittlebone||30 shillings||1 lb.|
|Chakar Root||750 shillings||¼ lb.|
|Dessicator Poison||2,750 shillings||¼ lb.|
|Ebon Fungus||500 shillings||¼ lb.|
|Embalming Fire||50 shillings||1 lb.|
|Liquid Night||150 shillings||1 lb.|
|Mindfire||200 shillings||¼ lb.|
|Night Venom||500 shillings||¼ lb.|
|Oakdeath||100 shillings||¼ lb.|
|White Sanguine||100 shillings||¼ lb.|
Chakar Root: Chakar is a strange and beautiful plant that produces fragrant blooms and emits a glow visible only to those using darkvision. While the plant is admired for its unsettling beauty, the roots of the plant have proven the most prized part by assassins. Chakar root has a light, pleasant taste, and it is commonly mixed into a victim’s food. When ingested, chakar causes a warm and pleasant sensation that runs throughout the entire body. However, if the victim fails her Fortitude save (DC 16), she becomes paralyzed. This paralysis lasts for 1d3 hours. The root continues to attack the body, and a minute after the initial ingestion, the victim must make a second save or suffer 2d6 points of dexterity damage. Cost: 750 shillings; Craft: Poisonmaking DC: 17; Weight: ¼ lb.
Dessicator Poison: The result of a successful use of the dessicator – a gruesome torture device – is a viscous substance that contains the vital essence of a sentient being. By combining this essence with a mixture of monstrous spider venom, alchemists have learned how to make extremely deadly poisons that target specific races. It requires an Alchemy check (DC 20) as well as the normal Craft: Poisonmaking skill check to create a single vial of dessicator poison. Failure indicates that the ingredients have been wasted, necessitating another use of the dessicator. Dessicator poison is tailored for a specific race. It is a contact poison (DC 19) that causes 3d6 initial Constitution damage and 3d6 secondary Constitution damage if used against a member of the same race that was used to make the dessicator poison. If the poison comes into contact with a different race, it is not nearly as effective (1d2 initial Constitution damage, no secondary damage). Cost: 2,750 shillings; Craft: Poisonmaking DC: 25; Weight: ¼ lb.
Ebon Fungus: Ebon fungus is commonly found near pools of water that are completely devoid of life. Animals that stumble into a patch of ebon fungus begin to become withdrawn, lethargic, and disinterested in the world around them. If left unattended, the animal soon dies from ennui, refusing to even seek food or water. Ebon fungus attacks in two different ways. First, creatures that inhale the spores feel a loss of self-confidence and worth, eventually causing a spiraling depression. Second, the fungus spreads throughout the victim’s body, covering his skin with a fuzzy black substance. When used as a poison, it is ground into a fine black powder and distributed as an inhalant. Those who breathe it must succeed at a Fortitude saving throw (DC 15) or suffer 1 point of Charisma damage. One minute later, the victim must succeed at a second Fortitude saving throw or suffer an additional 2d6 Charisma damage. Cost: 500 shillings; Craft: Poisonmaking DC: 15; Weight: ¼ lb.
Embalming Fire: This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie. If an affected zombie takes even a single point of damage, it bursts into blue flame that lasts 1 minute. The fire does no damage to the zombie, but each successful unarmed melee attack the creature makes while burning deals an additional 1d6 points of fire damage. Cost: 50 shillings; Craft: Alchemy DC: 20; Weight: 1 lb.
Liquid Night: When spread upon a daylight-sensitive undead creature, this dark, sticky fluid provides temporary protection from the sun’s deadly rays. An affected undead creature can ignore its usual vulnerability to sunlight for a full hour. If subjected to a spell or magical effect that would cause extra damage to an undead creature vulnerable to sunlight (such as searing light or sunbeam), a creature under the influence of liquid night is treated as though it did not have that vulnerability. However, exposure to such a spell or magical effect burns away the liquid night, immediately ending all protection against sunlight or magical effects that simulate it. Liquid night has the distinct odor of moonflower (one of its ingredients). Cost: 150 shillings; Craft: Alchemy DC: 25; Weight: 1 lb.
Mindfire: What is not commonly known is that the stem of the wild fireclover is capable of producing a powerful mind-clouding addition to a normal poison. When combined with an ingested poison, mindfire leaves the imbiber confused and disoriented. Imbibers who fail either save required by a mindfire-enhanced poison suffer a -2 alchemical penalty to Will saves. In addition, spell-casters affected by a mindfire-enhanced poison must make a Concentration check (DC 15 + spell level) to cast spells. The effects of mindfire last for 1 hour. Mindfire can only be combined with ingested poisons. Cost: 200 shillings; Craft: Alchemy DC: 30; Weight: ¼ lb.
Night Venom: The root of the orticusp is pulped and mixed with a poison to make a potent additional effect. If the victim of a night-venom enhanced poison fails the initial Fortitude save to resist the poison, she must immediately make an additional Fortitude save against the poison’s normal DC. If the victim fails this save, she falls into a fitful slumber until the poison’s secondary effect sets in. Creatures sleeping due to the effects of a night-venom enhanced poison can be awakened by normal means. Cost: 500 shillings; Craft: Alchemy DC: 35; Weight: ¼ lb.
Oakdeath: The bark of the dwarven oak can be used to create a viscous brown liquid that can be added to any poison to increase its toxicity. Dealing in oakdeath is illegal in most places and often carries the same penalty as actually poisoning someone. If added to a poison less than 1 hour before the poison’s application, oakdeath increases the poison’s save DC by 2. Cost: 100 shillings; Craft: Alchemy DC: 25; Weight: ¼ lb.
White Sanguine: Powdered meadow giant stem is the principle ingredient in white sanguine, a milky, viscous substance smeared on assassin’s blades to prevent blood clotting. Wounds inflicted by a weapon coated in white sanguine enhanced poison often fail to clot. If the victim fails the initial Fortitude save to resist the enhanced poison’s effects, the wound continues to bleed for 1 minute, inflicting 1 point of damage per round in blood loss. The bleeding can be stopped with a DC 15 Heal check or the application of any cure wounds spell. White sanguine can only be combined with injury poisons. Cost: 100 shillings; Craft: Alchemy DC: 20; Weight: ¼ lb.
Home House Rules