***Amphisbaena Poison*** Application: Contact
Potency: 60
Resistance: Endurance
Onset time: Instantaneous for Blindness (spit) or 1d4 + 2 * 5 minutes for bitten Asphyxiation
Duration: 1d3+3 hours for Blindness
Conditions: If spat the victim suffers temporary Blindness. If the victim is bitten instead, the victim dies from Asphyxiation Mythras pg 71.
***Assassin Conch Paralytic*** Application: Contact
Potency: 70
Resistance: Endurance
Onset time: Instantaneous
Duration: Half conch’s CON in hours
Conditions: Failing to resist the potency of the poison
instantly numbs the nerves of the area struck. It acts as both a pain killer and a paralytic, immobilising the location struck. A limb becomes useless, the abdomen prevents both legs or tail from moving and the head results in unconsciousness. If hit in the chest the victim not only loses control over all their limbs, but also begins to suffer Asphyxiation Mythras pg 71.
***Aswang Poison***
Application: Injection
Potency: 65
Resistance: Endurance
Onset time: Immediate Anaesthesia, Unconsciousness
after 1d3 minutes, Nausea if survives
Duration: Aswang’s CON in hours
Conditions: If not resisted the mere touch of the poison
is enough to instantly numb the nerves in the area where the proboscis enters the body, deadening any pain caused by the impaling proboscis. The soporific is mild, lulling the victim into a sleep deep enough not to notice being carried, although they can be brought to full consciousness with a loud enough noise or severe jostling. Until the poison runs its course, a still living victim suffers the effects of a mild Nausea.
***Basilisk Poison*** Application: Contact
Potency: 100
Resistance: Endurance
Onset time: Instantaneous
Duration: Inapplicable
Conditions:Death whether bitten or coming into contact with the noxious fumes
***Bonacon Feces*** POT 70 vs Endurance Onset of itching 1d4 rounds. After 1 hour another vs Endurance or Agony in the area (skill using the area must be <= Willpower, otherwise the attempt fails, and they moan or scream in pain) . After another 1d3 hours a further Endurance roll, this time at one grade lower, must be made to avoid incurring 1d3 levels of Fatigue owing to shortness of breath. 1d3 hours later the airways start to fail resulting in death in CON minutes if some form of poison cure cannot be found. If at any stage the victim succeeds in resisting the poison then all further effects are ignored.
***Centipede Venom***
Application: Injection
Potency: 50 + 5 per 2 metre length of the centipede Resistance: Endurance
Onset time: Immediate Paralysis in location bitten, then
affecting the entire body 1d3 rounds later
Duration: Centipede’s CON in hours
Conditions: If not resisted the poison acts as a muscle
relaxant, immobilising the area bitten, and soon spreading to the rest of the body. Somewhat cruelly it does nothing to stop the sensation of pain.
***Cob Hobbler Spore*** Black finger length spores with a feathery top. Need bare flesh.
Application: Touch
Potency: 60
Resistance: Endurance
Onset time: 1d3+3 months
Duration: Permanent
Conditions: The victim must make a single resistance roll
when first touched by a spore. Failure indicates that they have been infested. The victim will slowly have its nervous system compromised by the infant cob hobbler whilst its eight spider legs grow in a slowly swelling cyst upon its back. See creature description above.
Antidote/Cure: If treated within the first three months, the symbiotic parasite can be removed via surgery. A successful Healing roll excises the creature without harm. Failure either kills the host or causes permanent paralysis due to damage to the spinal cord. MI pg 208.
***Cockledrake Poison*** Application: Breath spores
Potency: 60
Resistance: Willpower
Onset time: 1d6+4 minutes
Duration: as long as breathing the spores
Conditions: Failing to resist the potency of the poison causes Unconsciousness
***Death's Head Club Spores*** Application: Contact or Inhaled Potency: 70 Resistance: Endurance. Onset time: Instant Agony; 1d3 rounds Bleeding See page RQ 108. begins immediately upon inhalation. Duration: spores disperse 2d10 rounds Conditions: Initially acts as irritant which causes Agony (skill using the area must be <= Willpower, otherwise the attempt fails, and they moan or scream in pain) after 1d3 rounds (Bleeding starts from nose and mouth after 1d3 rounds eyes expand and rupture causing Blindness (Herculean at Close Combat).
***Deathdrip Toxin*** Application: Contact, Imbibed or Inhaled
Potency: 80
Resistance: Endurance
Onset time: 1d3 minutes, or ten times that if absorbed
through the skin
Duration: Permanent
Conditions: Failing to resist the toxin causes unending
Unconsciousness. MI pg 210
***Giant Jellyfish Venom*** Application: Contact
Potency: 65
Resistance: Willpower
Onset time: Instantaneous
Duration: Ten times the jellyfish’s CON in minutes Conditions: As soon as the victim contacts the sting-
ing tendrils, they must make a single resistance roll against the potency of the poison. The stingers inflict extreme pain on the area touched, as per the Agony condition (skill using the area must be <= Willpower, otherwise the attempt fails, and they moan or scream in pain) . A victim must mentally overcome the pain or else lose control of the location, which begins to involuntarily spasm. A humanoid that loses command of two or more of its swimming limbs may potentially begin to sink. A sting to the head will pre- vent the victim from thinking logically if they fail to master the pain. MI pg 229
***Huan To Venom*** POT 70 vs Endurance. Onset 1d6 rounds. Duration 1d12+12 hours. Conditions: Unconsciousness, Death. At the end of duration if untreated victim is turned into a ghoul.
***Hydra Venom*** Application: Contact or Inhaled
Potency: 70 Resistance: Endurance.
Onset time: Liquid form: both the Agony condition and acidic effects are instant. As a gaseous miasma, Asphyxiation begins immediately upon inhalation.
Duration: Half the hydra’s CON in rounds as liquid, or minutes as an inhaled miasma
Conditions: Initially acts as Strong Acid which causes 1d4 damage to whatever it touches, either to the Armour Points of an object or the Hit Points of a location. If the venom touches flesh it will inflict Agony for the remainder of the duration, if not resisted . In confined circumstances the acrid miasma causes a victim to cough and choke if they fail to resist, incapacitating them as per Asphyxia as their lungs begin to burn. Such damage is only temporary however, recovering after 10 minutes of breathing clean air. If the accumulated asphyxiation damage to the chest causes the victim to pass unconscious, there is a risk they will choke to death. MI pg 225
***Jellyfish Shoal Venom***
Application: Contact
Potency: Number of accumulated stings x 5%
Resistance: Willpower vs. primary condition, Endurance vs. secondary. Onset time: Instantaneous
Duration: 1d4+1 minutes
Conditions: Each time the victim is stung, they must make a Willpower resistance roll against the current potency of the poison, to avoid suffering Agony. If, and only if, they succumb, then an Endurance resistance roll must be made at the con- clusion of its duration at whatever potency the accumulated venom might have reached. If that is failed the victim suffers Death.
***Jempulex Poison*** Application: Injected
Potency: 50
Resistance: Willpower
Onset time: 1d6 minutes
Duration: Permanent
Conditions: Zombification. If the initial resistance
roll is failed, the victim becomes incapable of indepen- dent action, loses any knowledge-based skill and creatures with INT have their characteristic converted to INS. Fur- thermore they are subject to the complete control of the jempulex. MI pg 230
***Krashtkid Venom*** Applicaton: Injected. Pot: 50 Resitance: Endurance Onset time: 1d3+3 rounds. Duration 1d3+9 Days. Conditions: Total paralysis for victim.
***Lesser Hydra Venom*** Application: Injected
Potency: 65 Resistance: Endurance.
Onset time: Liquid form: Agony condition instant with Death following 1d6+6 rounds later.
Duration: 1d6+6 hours.
Conditions: Neuroptoxi burns the nerve ends affecting only that particular location. Pain is so intense that after a few minutes second roll against the venom or heart attack and die. Aig p 178
***Lotus Dust*** Potency: 90
Resistance: Willpower
Onset time: 1d3 rounds
Duration: Instantaneous in its natural state, 2d6 hours if smoked
Conditions: Death if natural pollen. Paralysis and Hallucinations if smoked. At the end of a
narcotic dream, the smoker must make another resistance roll otherwise subside into an end- less coma, still trapped within his lucid visions.
***Mantithorn Cacti Poison*** Application: Contact
Potency: 70
Resistance: Endurance
Onset time:1d3+3 rounds
Duration: Half cacti's CON in hours
Conditions: Failing to resist the potency of the poison
instantly numbs the nerves of the area struck. It acts as both a pain killer and a paralytic, immobilising the location struck. A limb becomes useless, the abdomen prevents both legs or tail from moving and the head results in unconsciousness. If hit in the chest the victim not only loses control over all their limbs
***Moth Dust*** Application: Inhalation or Ingestion
Potency: 80 (reduced by 10 per week if preserved in some manner)
Resistance: Endurance
Onset time: 1d6 Rounds if inhaled, 1d6 Minutes if licked or eaten
Duration: The moth’s CON in minutes
Conditions: The poison has three stages, each one trig- gered in subsequent order by failing the initial or previous opposed test of Endurance versus the potency of the dust. Succeeding in a resistance roll negates any subsequent effects. The first failure causes Dumbness, the victim’s vocal chords seizing up preventing vocal communication or spell casting. After a minute a second check is required, failure bringing total body paralysis. After a minute more a third failure results in death from cardiac arrest. If the victim survives, all conditions clear at the end when the duration concludes.
Antidote/Cure: None known. The Healing skill can help a victim through the most dangerous stages however. MI pg 249
***Naga Venom***
If spat at the face of a victim it causes blindness. If injected into a bite, the venom causes rapid death.
Application: Contact or Injected
Potency: 75
Resistance: Endurance
Onset time: Instantaneous for Blindness, 1d3+3 rounds
for Death
Duration: Permanent
Conditions: Spat venom which hits the victim in the
face will cause immediate blindness. Failing to resist indi- cates the blindness is permanent, the neurotoxins destroy- ing the surface of the eyes. Success means that the loss of sight is temporary, the victim’s sight returning in 1d3 hours. If the venom is injected via a bite instead, it will attack the nervous system of a victim who fails to resist, causing death in less than half a minute.
Antidote/Cure: None
***Ophidian venom*** has a Potency of 70%. A victim must win an opposed roll of his Endurance against the Potency of the venom else suffer the following symptoms. At the start of the round following being poisoned, the bitten location suffers the Agony condition, rendering it unusable for the next 2d6 minutes and possibly disrupting any attempts at concentration or spell casting. One hour later the victim begins to suffer the combined effects of Hallucination and Mania, developing a rabid fear of snakes. This effect lasts 2d6 days, during which time the victim grows increasingly paranoid until they must eventually be tied up for their own safety. After the poison subsides the victim will have no recollection of what bit them or how.
***Ophidiodis Venom*** Application: Injected
Potency: 60
Resistance: Willpower
Onset time: 2d6 Minutes.
Duration: Half the ophidiodis’s CON in days. Conditions: Hallucination and Mania. The mental
effects of the poison come into play each time the victim encounters a new or stressful situation. For example they meet a suspicious looking traveller on the road they are fol- lowing or must cross a narrow rickety bridge over a chasm. In such circumstances the victim must make an unopposed test of their Willpower or suffer some delusional warping of their reality, which they are absolutely convinced is true. MI pg 256
***Panopticus Slime*** Application: Contact Potency: 85 Resistance: Endurance
Onset time: Instantaneous
Duration: Acid continues for 1 round after contact ceases. Paralysis lasts 1d3 hours
Conditions: As soon as the slime touches a victim, the Hit Location struck goes numb and no longer registers any feeling, but is not rendered immobile. This is perhaps good for the individual, since the slime also begins to eat away at the flesh at a rate of 1d4 Hit Points per round. MI pg 258
***Shoggoth Moisture of War*** This fluid, secreted by shoggoths when they face combat, has roughly the same effect on human beings as tear gas. It is also extremely slippery, increasing the difficulty of grappling with a shoggoth by three Difficulty Levels.
Application: inhalation or skin contact.
*Potency*: 72.
*Onset*: 1d6 seconds.
*Duration*: until the victim is away from the moisture-of-war for 1d20 minutes.
*Condition*: asphyxiation (minor).
***Spellbreaker Venom*** Application: Contact or Injected
Potency: 85
Resistance: Endurance
Onset time: Instant for Agony, 1d3 Rounds for Sapping. Duration: Depends on the condition. Agony lasts for
the Spellbreaker’s CON in minutes. Sapping lasts for the Spellbreaker’s CON in days. Conditions: The conditions inflicted depend on the application. Spat venom inflicts Agony. Injected venom causes Sapping in addition. The Agony condition only affects the location struck. Sapping suppresses the Magic Points of the victim by 1d8, multiple bites incrementing this Magic Point loss, assuming the victim fails to resist the venom. Any Magic Point reduction continues for the entire duration (at least ten days). MI pg 268
***Stingworm Poison*** Application: Contact
Potency: 55
Resistance: Endurance
Onset time: 1d2 rounds
Duration: Half CON in hours
Conditions: Failing to resist the potency of the poison
causes Agony - Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails and they moan or scream in pain.
Victim has their Magic Points current number reduced. Apply the Potency poison on the Spirit Damage table (page 201) to calculate the dice roll used. Lost Magic Points do not recover until the duration ends. Rq6 pg 113
***Stoorworm Breath*** Pot: 60 Resitance: Evade followed by Endurance if the evasion failed. Onset: Instant Duration 1d2 for the acid Conditions: Strong Acid and Asphyxiation.
***Walktapus Poison Cloud*** Pot 55. Application: Inhaled Resitance: Endurance Onset: Instantaneous Duration: 1d10+20 minutes Conditions: Nausea Whilst under its effects any attempt to perform a physical activity requires the skill roll also be equal or less than the Endurance or they helplessly vomit for 1d3 rounds
Akpalix - Undetectable food poison. Application: Ingested. Potency: 75. Resistance: Endurance. Onset time: 1d3 minutes. Duration: 1d6+4 minutes or permanent. Whether or not the victim succeeds in
resisting the toxin, they suffer Nausea. This lasts for the duration stated if they resist the poison, or merely acts as the dramatic prelude to their death if they fail. MI pg 168-172
Creeper Venom - Application Skin Contact. Pot 55. Resistance Endurance. Onset time: Immediate paralysis in location struck. If head or chest, total paralysis o/w takes 1d3 rounds to spread to total paralysis. Duration: Attacker CON in hours.
Grey Jasmine - Blown or thrown dust which turns victims berserk. Application: Inhaled
Potency: 60. Resistance: Willpower. Onset time: 1d3 rounds. Duration: 1d6+4 minutes. Conditions: Failing to resist the poison results in the victim suffering intense Hallucinations and Mania, believ- ing themselves surrounded by the monsters of their worst fears, towards which they feel an irrepressible killing rage. In addition they are boosted physiologically so that they experience the same benefits (and restrictions) of a Berserk miracle (see RuneQuest page 266), only recovering once the poison has run its course. MI pg 168-172
Jungle Fever - Effect is immediate. Potency 40. Application: Skin contact. Victim is paralyzed for 4d10 minutes. Resistance: Endurance. Undetectable food poison. Onset time: Immediate. No effect on Aldryami.
Jystozis Dust - Zombifying pollen which must be inhaled Application: Inhaled. Potency: 70. Resistance: Willpower. Onset time: 1 round. Duration: 1d6 weeks. Conditions: Failing to resist the poison inflicts the Confusion condition, thereafter preventing the victim from expressing any free will until its duration concludes. During this time they mindlessly obey any commands given them, performing any task with no conscience or thought of self- preservation. MI pg 168-172
Kahuna’s Bane - Smoking incense which blocks access to Spirit World. Application: Inhaled
Potency: 100.Resistance: Willpower. Onset time: 2d3 minutes. Duration: 1d3 hours. Conditions: Failing to resist the poison prevents the breather from personally conversing with a discorporated spirit or projecting themselves (or others) onto the Spirit Plane. MI pg 168-172
Mage Blight - Blade toxin which inflicts pain on spell casters. Application: Injected
Potency: 85
Resistance: Endurance
Onset time: 1d3 rounds
Duration: 2d3 months Conditions: Failing to resist the poison means that until the duration ends, any time the sorcerer attempts to cast magic they are overcome with Agony, potentially causing the spell to fail. If this happens, the sorcerer must roll on the Casting Miscarriage Table on page 130, suffering the result as indicated on the Bad Thing column. MI pg 168-172
Mnophkatus - Torture poison which rapidly ages its victim. Application: Inhaled (usually via some other smoked narcotic)
Potency: 65
Resistance: Endurance
Onset time: 1d3 minutes
Duration: 1d6+4 minutes
Conditions: Failing to resist the toxin ages the victim by one year each minute, during which they subjectively experience time at the same extended period, but are unable to do anything but think. MI pg 168-172
Paralytic Slime: Application Contact: Pot 80. Resistance: Endurance. Onset instant. Duration: 3d6 rounds. A victim that fails an Opposed Resistance Roll comparing their Endurance vs. the Potency of the slime is paralysed for 3d6 Rounds. At the beginning of the next Round, the cube may expend 1 Action Point to absorb its prey, pulling it within and secreting fluids to digest its victim.
Powdered gold - Forces mutagenic changes upon its consumer. Application: Ingested
Potency: 90
Resistance: Endurance
Onset time: 2d3 months
Duration: Permanent
Conditions: Failing to resist the toxin inflicts a random
Chaotic Feature on the victim. MI pg 168-172
Purple Orchid - Powerful paralytic that can last for days. Application: Injected
Potency: 80
Resistance: Endurance
Onset time: 1d3 rounds
Duration: 2d6 days
Conditions: Failing to resist the toxin results in paraly-
sis of the Hit Location struck, an adjoining location succumbing every round thereafter. MI pg 168-172
Terror Spines - Paranoia-inducing oil, must enter the bloodstream. Application: Injected
Potency: 55
Resistance: Willpower
Onset time: 1d3 hours
Duration: 2d3 days
Conditions: Failing to resist the poison imposes a para
noid Mania, which grows in strength over several days. MI pg 168-172
Xanthus Sap - Horrific transmutational plant sap. Application: Contact
Potency: 50
Resistance: Endurance
Onset time: 1d3 hours
Duration: Permanent
Conditions: Failing to resist the toxin results in Maim-
ing, the Hit Location touched slowly transforming into a Xanthus Vine 1 hit point per hour. MI pg 168-172