Enchanted Realms Rulebook

 GM Aide 
 Adventuring Challenges

Adventuring Challenges

“If we are intended for great ends, we are called to great hazards.” -John Henry Newman

What would the adventurous life be without hazards? Not all the challenges a PC will face will be monsters to slay. There are other challenges for the characters to overcome. In this section, the most common ones will be discussed.

Climate Extremes
Social Interactions


Climate and terrain will vary as one travels; however, few will be as hazardous as the opportunities to have adventures below the lake surface or in the depths of oceans. The first concern about Underwater is breathing, unless playing a triton species. If no magical means is provided for characters to breath underwater, then the rules of asphyxiation are first at play.

Once surviving underwater is established, then movement and combat become important details. When a character has swimming or flow, then movement is well defined by those skills. However, for the one who has imbibed the everbreath potion but has not mode of swimming, neither natural or magical, it can be slow-going. Pulling oneself through the water with no skill is a base movement of 10 feet, but this is further modified by armor penalties. Therefore, said character might be able to breathe but may also sink to the ocean floor.

Finally, if aquatic adventurers resolve all the other issues, managing combat must be understood. First, creatures and objects that are fully immersed in water have resistance to fire damage - not that much occurs in this environment. Next, ranged weapons are almost completely useless. Only archery weapons are functional, but even then their normal range become the max range and only linear shots are feasible. This means from zero to normal range for archery weapons, attacks are made at disadvantage. Beyond their normal land range, the water resistance renders the attack moot. However, a few special weapons function well underwater for range, such as the trident, which has its specialized rules defined in its description.

Melee underwater is likewise penalized but are not quite as bad as using range. When making an attack in melee, creatures with an effective swimming speed (either natural or granted by magic) of 20 feet or better can engage as normal. Slower creatures suffer attack at disadvantage unless using a weapon with underwater usage given in its description, such as a dagger or trident.

Spell-casting underwater is grim as well. If a spell can be cast inside of a silence effect, then it can manifest when immersed in water. Otherwise, that axiom or incantation simple cannot be invoked. That said, there are potions and magical items which can overcome these restrictions, just as a hammer of “underwater-throwing” could exist. However, drinking those potions might best be done before entering the water as imbibing a corked potion underwater can only be done by making an Agility feat save against a DC of 18. Otherwise, the potion becomes too diluted between its uncorking and drinking. Of course, magic might offer solutions here as well, such as traveling in air bubbles or other protections that would allow drinking, talking and other activities work as normal.

Climate Extremes

As mentioned above, climate and terrain will present challenges. When traveling in hot summers and frigid winters, how one is dressed is important. This can significantly alter one's choices of armor. On the Fahrenheit scale, most races are safe from exposure between 40 and 90 . Also note that some skills, axioms and invocations may alter this range.

Without magic or other adjustments, which clothing can buffer, a degree of exhaustion is the penalty for exposure outside those ranges. Of course, how extreme the temperature is, the longer the duration required to suffer the penalty. For each duration in a temperature range, one degree of exhaustion is added. The type of armor (based on base AC, not material) one is wearing, the temperature range is adjusted.

Below -1010 minutes 
-10 to -620 minutes 
-5 to -130 minutes 
0 to 440 minutes 
5 to 950 minutes 
10 to 1460 minutes Base AC HeatCold
15 to 1990 minutes 11Leather+2+4
20 to 29120 minutes 12Studded Leather+4+8
30 to 39240 minutes 13Chain Shirt+7+15
40 to 90No Effect 14Ring Mail+10+20
91 to 100240 minutes 15Brigantine Chain+15+25
101 to 105120 minutes 16Chain Mail+15+25
106 to 11090 minutes 17Splint Mail+20+30
111 to 11560 minutes 18Plate Mail+25+35
116 to 12050 minutes 
121 to 12540 minutes 
126 to 13030 minutes 
131 to 13520 minutes 
Over 13510 minutes 

Therefore, a person wearing leather, walking in 95 (which would be effectively 97) can do so for four hours before suffering the effects of exhaustion. That same person would suffer the effects of freezing cold temperatures of 18 (effectively 22) for two hours before suffering penalties. On the other end of armor choices, a person in plate mail would suffer a degree of exhaustion after only one hour if the temperature were 87, making it 112 for the individual. However, that same person could withstand 8 temperature indefinitely as the internal armor temperature would be 43.

A few other adjustments can be made. For example, sitting in the shade will lower the effective temperature by 10. Also, in cold extremes using additional blankets and coverings to hold in the escaping body heat can add 5. Also, if huddling together with blankets, each person adds 5 to each other up to a maximum of 20. Thus, five people still only raise their combined effective temperature by 20 . Obviously, the center focus and endurance skills would help.

Social Interactions

Completing quests and slaying monsters is part of the game; however, no less important are the social interactions with other inhabitants of the world. Interaction takes on many forms, but it breaks down to primarily two aspects: role-playing and skill-use. While not commonly thought of as a hazard, there might not be a better way to describe social interactions.

The GM assumes the roles of any characters in an interaction that are not controlled by another player at the table. Any such character is called a nonplayer character (NPC). When encountering an NPC, the GM will give a brief description and a general attitude perceived about the NPC, such as friendly, indifferent, or hostile. Role-playing opens a dialog where information can be learned - or possible misinformation, depending on the goals and motivations of the other persona.

Roleplaying is, literally, the act of playing out a role. In this case, it is the player determining how a character thinks, acts, and talks, interacting with the GM, who plays the role of the NPC. There are two styles you can use when roleplaying a character: the descriptive approach and the active approach. Most players use a combination. With the descriptive approach the player describes the character’s words and actions to the GM and the other players. Drawing on mental images, the player tells what the character does and how it is done. For an active approach, the player speaks with the character’s voice, like an actor taking on a role. Perhaps even movements and body language of the character become imitated. This approach is more immersive than descriptive roleplaying, though you still need to describe things that cannot be reasonably acted out.

The GM uses the character’s actions and attitudes to determine how an NPC reacts. A cowardly goblin buckles under interrogation, while a short-tempered dwarf may challenge the players to a fight. Interactions in the game are much like interactions in real life. If NPCs are offered something they want, threaten with something they fear, or have their sympathies played upon, then often the interaction can get almost the players what they want. On the other hand, if insulted, some NPCs may grow resistant to helping the players.

When the role-playing has not played out to a clear conclusion, this is when dice get involved. To be clear, if an NPC has no intention or ability to help the players, then there is no reason to roll anything, just finish things by role-playing. However, when as a GM, it is uncertain which decision the NPC will choose, then die-rolling and player skills will make the determination.

Using the chart below, a GM can make the final call. The attitude of the NPC must be determined. In general, this falls into three areas: leaning towards helping, impartial, and tending toward not getting involved. A d20 is rolled against the NPC’s attitude and the difficulty or depth of the request/encounter, using those conditions (and any adjustments the GM sees fit) to be the DC to overcome. Further, players’ skills applicable to the situation can add to the die roll. In any scenario, if the roll equals or overcomes the DC, then the choice is to acquiesce to the general request of the players. Further, it is important to note that “natural 20” does not mean automatic score for social interaction rolls. However, a “natural 1” could result in an impartial or disagreeable NPC giving false information just to get rid of the group.

NPC AttitudeDifficulty
Not agreeable12172330Fail

Below are a few examples (needs editing):

The group captures an enemy orc. One of the players has interrogation as a skill. Information about the orc encampment is attempted to be learned by the players. The orc is hostile but fearful it may be killed. The orc might give up the information; thus, the base DC is 7. However, the interrogation skill adds +4 to that, making it an 11. The GM rolls for the orc, who scores a 9 - so, the orc give the details of the location as best it can. The players press for more information, wanting to know the number of troops there. The DC is still 11, but the GM lowers it by 1 point as the orc starts to fear his own commanders more than the player characters. The roll for this second piece of information is a 14, and the orc tells them to kiss off.

A sorcerer has cast the friends cantrip on someone outside a buring library. Normally, the request "Would you get me the book on the counter?" would be automatic under the cantrip effect; however, since the buidling is burning, the "friend" wants to help, but is fearful of the flames. The caster might suggest, "You can dart right in and out in under a few seconds" and with the bonus of the cantrip, the DC which would normally be 16 raises up to a 21. Remember, the bystander could still roll a natural 20 to avoid, but most likely he will attempt to retrieve the book.

Bartering could be a social interaction, but the skill places the check on the player rather than the NPC, as the player is using the skill to find a deal more so that haggle down a specific merchant. However, if that interaction were to come to an impasse, then this would become spirit competition save on d12. Anyone with a bartering skill would gain +3 on the roll.


Curses exist. Sometimes they are a direct hex from a witch or an evil priest; however, at other times, curses are passed from victims of the curse, such as sunbane or lycanthropy.

AgeusiaHexMuse:8Free Curse
Bio-nonspectoHexRes:7Free Curse
Demon RotSexual RelationsFaith:4Free Curse
GauchisteHexWill:8Free Curse
GluttonyHexRes:9Free Curse
Horsefold HateHexRes:9Free Curse
LycanthropyBiten By CursedVariesRitual
MalglossimaHexJud:8Free Curse
Mock FeratuHexRes:8Free Curse
NecroficenceDamaged By AffectedWill:6Free Curse
PortclaudoHexJud:8Free Curse
SunbadeSlaying CursedWill:6Free Curse
Thunderous StepHexMuse:5Free Curse
Witch BirdBitten By CursedFaith:6Free Curse

Ageusia: All food and drink become tasteless.

Bio-nonspecto: Character becomes incapable of visually perceiving living creatures.

Demon Rot: The victim who made inappropriate relations with a demon may become a “demonic rotter.” This is a spiritual curse that cover the person’s body with yellow pustules and slowly drive him or her insane. Soon the rotter become crazed and attacks anything that hinders its desires. A rotter becomes immune to fire and the pus-covered skin becomes like iron. There is no chance of spreading this curse through contact with a rotter. Rotters may use weapons and have combat skills and body points from their previous existence.

Gauchiste: The victim cannot turn right.

Gluttony:The character must consume three times the amount of food and drink a normal person does do sustain themselves. They experience terrible thirst and hunger pains. Treat as exhaustion if they do not actively maintain this regimen.

Horsefold Hate: The victim emits a peculiar odor, repellent to all equine or quasi-equine beings. Riding horses, etc. refuse to carry the cursed character on percentile dice rolls of 01-50. On rolls of 51-75, the character can force the animal to carry him or her, but with such difficulty as to cut the animal’s speed by half. If 76-00 is rolled, the animal will fight. Draft animals will balk and refuse to pull a vehicle the character is riding in 50% of the time. Similarly, pack animals will refuse to carry the character’s property or anything he or she has handled 50% of the time. If 01-50 is rolled, draft and pack animals refuse; 51-90, they will submit and act normally, but on 91-00, they will fight. Equine creatures of greater than animal intelligence will be hostile toward the victim; they will flee (75%) or attack (25%).

Lycanthropy: This is one of the most complicated curses and it comes in numerous forms. First, the transference is always to a like form that bite the victim. That said, lycanthropes may be wererats, werewolves or even a wampus.

Wererats forcibly transform on new moons. However, if the other moon shines with significant brightness, the shapechange may not occur. Their new form is that of a giant rat. In the animal form, no prehensile actions can be taken. Those bitten by the young wererat form and survive the encounter must make a Strength preservation save (DC:7) or become a wererat as well. Even if not, the victim may become diseased. The cursed are often quite aware of this change, and after a year of being under the curse, wererats can take on a hybrid form: part rat, part humanoid. In the hybrid form, the cursed gains two additional body points and can employ weapons as in the bipedal rat-form. These forms can be maintained for up to one hour per night regardless of moon phases. Relationships seem to be part of the wererat drive. After learning to control the transformation, wererats often form small communities in seedier parts of town, possibly underneath in the sewers, and often act as a criminal gang. When in non-human form, the wererat has weak darkvision at a range of ten feet. While not immune to normal weapons, wererats are resistant when morphed; one point of damage is reduced per individual strike from normal weapons. Silver or other special materials allow full damage. Wererats also carry vermin fever to which they are immune.
A werewolf is the transformed form of a person affected by lycanthropy. Full-moon phases trigger the transformation. During this state, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A werewolf’s mind cannot be affected by skills or spells that alter the mind score. Also, the wolf-form has 4 Body points above the person’s normal form. Additionally, beyond the hardier physique during the transformation, the werewolf is partially invulnerable in that neither wood nor iron can harm it. Weapons must be silvered or made of a magical ore such as orichalcum or mythril. Victims physically harmed by a werewolf who survive the attack must a Resilience preservation save (DC:11) or contract the curse. However, if the werewolf has been harmed by silver, special ore or magical weapons in the recent minutes, then the chances of contagion are reduced, granting the victim advantage on the save. Finally, a werewolf cannot be simply freed by a free curse; a ritual is required.
A Wampus curse is a variation of lycanthropy. However, rather than moon phases triggering the transformation, a person with this curse becomes a panther on nights where the temperature remains very hot. Like most forms of lycanthropy, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A wampus is not immune to mind effects like a werewolf and further can be harmed by traditional weaponry. However, the beast can howl as a sonic attack with 3d20 against victim’s AC. All within a 20-ft cone (10 hexes) are affected, where successful strikes inflict damage to spirit rather than body. This howl-attack can only happen once per night. Victims physically harmed by a wampus who survive the attack must succeed a Will preservation save (DC:8) or contract the curse.

Malglossima: The victim speaks different languages (whether known or not) for each sentence. Judgment save (DC:8) to speak language desired.

Mock Feratu: Character takes on the appearance and smell of being undead, but isn’t.

Necroficence: A “necroficiary” appears and takes actions completely as one’s normal self, as this curse is quite clandestine. This curse is not limited to humanoids and may affect animals and even mythical beasts as well. Despite no visible change and often unaware of the condition, this spiritual curse links the victim with the dead. Any creature slain by the necroficiary will rise from the dead as a zombie and seek out its slayer and any accomplices. However, this zombie will only attack its intended or those associated with him or her. However, if the zombie does score a successful hit on someone who is not cursed, that being must make a Will preservation save (DC:6) at the end of the encounter. Failed saves indicate that being becoming a necroficiary as well.

Portclaudo: A character must close every door they walk through, even if there are people behind them.

Sunbade: A sunbane is a cursed being that hibernates during the day because the sunlight causes burning damage at a rate of 1 body point per combat round. However, during its night hours it has a bloodlust for fighting. In an odd twist to this curse, it is not the victims of the sunbane who become cursed, but rather the slayer of a sunbane. Whoever delivers the coup de grace must make a Will preservation save (DC:6) or become cursed. This is true whether physical contact is made or is destroyed by magic.

Thunderous Step: Footfalls of the cursed squeak loudly with each step.

Witch Bird: A witch bird is the transformed body of the victim. Legend has it that the original witch bird was an old woman was executed for practicing necromancy. After being slain, she came back in the form of a human-sized owl with her original visage. It has constant transmogrify ability and can change at will as a single action; however, but it will only attack in owl form as it attempts to peck the heart out of its victims. Those not slain after being bitten by a witch bird must succeed a Faith preservation save (DC:6) or transform into one over the following week.


People get sick. Disease is part of life, even the adventurer’s life. In this subsection are the rules and details of how to manage when someone is potentially exposed to a specific disease. There are several variables, including what the disease is, how and how quickly it is spread, and the degree of severity or risk of fatality there might be.

In the world of Enchanted Realms, germs and microbes are really a thing. The concept of disease is more similar to miasmatic theory, where disease exists due to a noxious form of “bad air” created because of rotting organic matter mixing with evil and cursed strains of energy existing in the world. As a result, weather doesn't often carry this “bad air” but rather this pollution settles upon objects or persons who become carriers or victims. Typically one catches a disease due to exposure to a bad object or location. Therefore, disease is not something that will be checked routinely, but only when there is a chance for actual exposure.

01-10MildHalf duration, half effect or possible asymptomatic
86-98FierceDouble duration
99-00ExtremeTriple duration; make another feat save a few days after recovery for re-infection

Of course, exposure comes in different ways: touch, breathing the contagion, ingestion, or perhaps being in the proximity of something. Once the exposure occurs, the GM will secretly roll a feat save against the DC of the disease. At this point, the character is infected. The disease will incubate for a specific time before symptoms occur. Next the GM must determine the severity of the illness that sets in. Unless otherwise noted, the default for severity is determine by the table to the right. Mild cases might not show any symptoms, especially if the victim cannot be affected in a notable way, such as a non-priest character having abyssal fever. However, the infected would still have unusual sweating and be a carrier of the disease. If the severity is worse than normal, then death saves may occur daily for the potential of body point losses at the discretion of the GM; these death saves can occur even if the victim has positive points.

After the incubation period, symptoms will occur. The disease will exist within that person’s lifesong for the duration. Effects of the illness will occur for that duration. If the disease is contagious by touch or proximity, then the diseased person may pass the disease to others during this time. The recovery of the losses will return based on the type of disease the person had.

Of course, due to how diseases work, there is little doubt that powerful beings and perhaps even well-funded evil organizations will develop methods to weaponize the terrible illnesses.

DiseaseExposure  DC  Incubation Duration Recovery Severity
Abyssal FeverTouchRes:151d10 days3d10 daysStandardNormal: 11-00
Ashen PlagueAirborneStr:10
Elves Str:15
5d10 hrs2d10 daysSpecialStandard
Cerebral PyreIngestionLogic:122d4 hrs3d10 hrsStandardStandard
Crimson FeverAirborneAgil:165d10 hrs2d10 daysStandardStandard
Crow FrenzyAirborneJudg:122d6 hrs2d4 daysStandardStandard
Earth RotTouchRes:104d6 hrs4d6 daysStandardStandard
Res:92d6 hrs4d10 hrsStandardStandard
Hangman's DistemperTouchRes:145d10 hrs1d6 weeksStandardStandard
Lunar CombustionTouchRes:112d4 days1d10 daysStandardNormal: 11-00
Necrotic RotTouchRes:152d4 hours4d6 hoursSpecialStandard
Rat FeverTouchRes:105d10 hrs10d10 hoursSpecialStandard
Timber ShiversAirborne
Elves Str:8
5d10 hrs1d10 daysStandardStandard
Vermin FeverTouchRes:72d10 hrs1d6 daysStandardStandard

Abyssal Fever: Fever which causes sweat, which is a mild form of unholy water. If others touch the sweat, it causes itching and possible contraction. During infection, divine skills and incantations require a successful Faith feat (DC:11) to successfully use. Further, Spirit points lost while infected do not recover, even by magical restoration. Once the disease clears, any divine abilities return without difficulty and Spirit is restored at a normal rate. This disease can incubate without symptoms for 1d10 days, this of course means that those not divinely-aligned may be asymptomatic carriers.

Ashen Plague: Elves are more susceptible than other races. The sickness causes vomiting and bleeding from the ears. The victim will require a week of bed rest to recover. If disregarding bed rest, the victim will temporarily lose 1 point of body max per day after onset. Max body returns to normal at a rate of 1 per day after the disease passes. However, if the body reaches zero because of strenuous activity, then there is a 10% chance of death by hemorrhaging.

Cerebral Pyre: Contracted within a few hours of eating or drinking something tainted, this disease reaches the victim’s brain, producing horrific pain inside one's head. It will cause one to scream and claw at the scalp and face. Fortunately, the effects pass quickly. In the meantime, Sorcery requires a Logic feat (DC:17) to successfully cast a spell; and even cantrips require a Agility feat of DC:8. Combat is at disadvantage, and initiative suffer -3 penalty. Further, all saves (other than those listed specifically in this description) suffer -1 on the roll.

Crimson Fever: When contracted, this turns the skin to a reddish hue and is associated with aching pains. While sick, movement is halved. Mild cases do not affect movement, but skin color changes. If severity is fierce or extreme, then movement is one-quarter.

Crow Frenzy: While in the grips of this disease, victims frequently succumb to fits of mad laughter. Any event that causes the infected creature great stress, including entering combat, suffering damage, experiencing fear, or having a nightmare, this forces the creature to make a Resilience save (DC:13). On a failed save, the creature becomes incapacitated with mad laughter for 30 seconds (or 3 combat rounds).

Earth Rot: This usually only is contracted through an open would, but it can become a serious health issue. During its course, the victim acts as if having half the normal Strength and Agility. Like rat fever, this disease requires bed rest to recover, and only then does the timer for recovery begin. During the recovering phase, each day the victim must make another Resilience save (DC:10) or suffer a point of body damage which does not heal under normal rules; however, divine or alchemical methods will restore the lost Body points. If ignoring the need for bed rest, the victim will lose both a normal and max Body point for each day. If Body points are reduced to a value below zero equal to Resilience then the victim will die.

Eyesore: When infected, one’s eyes swell and become covered in a fuzzy mold. During this time, the victim is under the blind restriction. After 4d10 hours, the spores burst and spread in the air. Anyone in the immediate area must make a Resilience feat save (DC:9) or become infected as well.

Hangman's Distemper: This disease produces a strange bruised ring around the neck, eyes bulge, and breathing is difficult. Coughing up blood is typical. Movement is halved. Sorcery requires a Logic feat against DC:6 to successfully cast. Combat is at disadvantage, initiative suffers a -1 penalty, and all saves suffer a -1 on the roll.

Lunar Combustion: This illness causes a severe sensitivity to moonlight, which can create a skin burning like that of a painful sunburn. If a moonburn happens, the victim’s movement is half of normal.

Necrotic Rot: This fast-acting disease turns the skin dead, causing it to rot and fall off. It’s disgusting and smells bad. Every six hours during infection, the diseased must make another Resilience feat save (DC:15) or suffer a point of body damage which does not heal under normal rules. It cannot be healed by wound care or field medicine; however, divine or alchemical methods will restore the flesh. If not magically healed, the restoration of body points after the illness has passed will occur at one point per day.

Rat Fever: The disease causes weakness and fever which lasts for 2 to 3 days. The victim will require bed rest to recover, and only then does the timer for recovery begin. If disregarding bed rest, the victim will functionally lose 1 point of body max per day after onset. Max body returns immediately to normal after the disease runs its course; however, any healing will still require a long rest.

Timber Shivers: It is not a common infection, but it is usually due to be exposed to forests. As groves tending to be the carrier, elves have bred themselves to a special resistance to this disease, making their DC on 8 to contract the malady. It causes twitching and trembling, resulting in the inability to perform delicate tasks. While infected, the victim’s combat attacks suffer -1 per each die. Further, there is a 20% chance of losing bladder control in combat or other stressful situations.

Vermin Fever: The disease is carried by wererats making the sick person suffer restrictions as if having been poisoned. Further, one's movement is halved while under the effects of the disease.


Poison is a substance that is introduced into a creature’s system which causes a damaging effect. Poisons come in the following four types:

Contact: Contact poison can be smeared on an object and remains potent for long periods of time until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. A GM may rule that contact poison can be used as an injury poison with half-effectiveness (i.e., the victim saves with advantage).

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The GM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they infiltrate nasal membranes, tear ducts, and other parts of the body and are designed to intermix with a creature’s lifesong.

Injury: Injury poison can be applied to weapons, ammunition, traps, and other objects that deal piercing or slashing damage and remains potent for 10 minutes or until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Traps often seal the poison in a container and typically do not expire after 10 minutes. However, when applying to weapons, one dose is applied to a single weapon or can be spread over 4 items of ammo.

Regardless of the type, if a creature becomes subject to a poison, assuming it is not immune, the creature must roll a preservation save to see whether the effects can be avoided. Thus, each poison has a DC value. If the save does not overcome the DC, then the effects of the poison are induced. Once affected, the minimum result is the victim will be under the poisoned restriction for the duration of the effect, which means preservation saves and feats are rolled at disadvantage; all attacks made by the victim are at disadvantage as well.

Poisons take effect instantly, unless stated otherwise in their descriptions. Also, when a poison affects a creature, its dosage is consumed. This means an injury poison placed on a weapon, which remains potent for 10 minutes, are delivered on an injury, making future strikes from this weapon ineffective for delivering that poison again without adding a new dose.

For those with poison resistance, then that victim is at advantage for the save. If the effect is at half-effectiveness for whatever reason, then the resistant creature should be assumed to be immune. If the poison does affect the resistant target, any damage to attribute scores inflicted are at half-damage. Thus one point per incident will not occur. Further, durations are halved, and any bonuses on perpetual saves during the effect are double.

PoisonType  DC  Duration Effect Recovery Anti-venom
Bane RancorInjuryRes:16up to 12 roundsPoisoned; Bodyn/aRestriction removed, but Body heals normally
BloomburnInhaled, InjuryRes:136 hrPoisoned; Deafenedn/aAll penalties removed
BrittleskinInjuryRes:112 hrPoisoned; Chance to Bleedn/aAll penalties removed
ChokeoozeContactRes:15VariesPoisoned; Asphyxiation;SpecialRestriction removed, but Body and exhaustion heal normally
DeathbaneInjuryRes:1230 minPoisonedn/aRestriction removed
DuskangerInjuryRes:121 hourPoisoned; BodyBody: Normal healingRestriction removed, but Body points return by healing
GhoulclawInjuryRes:1410 minPoisoned; MovementSpecialAll penalties removed
GoblinmangeContactRes:1724 hrInitiative Onlyn/aAll penalties removed
HornmysticContactLogic:115 minPoisoned; Prevents Magicn/aAll penalties removed
IceripInhaled, InjuryWill:1330 minPoisoned; Blindedn/aAll penalties removed
Iocane DustInhaledRes:1215 minPoisonedn/aRestriction removed
MindcrankIngestedJud:111 hrPoisoned; MindSpecialRestriction removed, but Mind points return as recovery
Necro GrudgeIngestedResilience:14InstantaneousBodyn/aBody heals normally
NeurostenchInjuryLogic:121 hrPoisoned; MindSpecialRestriction removed, but Mind points return as recovery
NightvineIngestedRes:1330 minPoisonedn/aRestriction removed
Rhodo-Honey InjuryWill:121 minPhantasmn/aIllusion removed, but Mind points return as recovery
ShadebloodInjuryRes:123 hrsPoisoned; Weaknessn/aRestriction removed
Tears of DoubtInjuryFaith:121 hrPoisoned; SpiritSpecialRestriction removed, but Spirit points return as recovery
VenomoozeContactRes:1130 minPoisonedn/aRestriction removed
YawnspawnIngested, InjuryPerc:1030 secSleepSpecialRestriction removed

Bane Rancor: An injury to a creature with this poison will force the victim to make a Resilience preservation save (DC:16). If failing the save, the victim is placed under the poisoned restriction. In addition, the victim suffers d2 points of Body damage from the mixture. The requirement to make the same continues until it is successfully made, at which point the damage stops and the restriction ends. This continuous requirement will only last up to 12 rounds at the most. With the alchemy skill, one can brew this poison. More details on how to create potions and poisons can be found in the GM Aide guide.

Bloomburn: A creature subjected to this poison must make a Resilience preservation save (DC:13). On a failed save, the victim suffers the poisoned and deafened restrictions for the next six hours. There is no special recovery; however, if an anti-venom procedure (whether magical or alchemical) occurs, it will remove all penalties. With homeopathy, someone can concoct this poison.

Brittleskin: When a victim is exposed to this poison, that creature must make a Resilience preservation save (DC:11). On a failed save, then target becomes subject to a bleeding effect whenever injured by future slashing or piercing damage. This effect lasts for two hours in addition to the poisoned restriction. Whenever such an injury does occur, the victim must make another Resilience preservation save (DC:8) or suffer an additional point of Body damage. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties.

Chokeooze: This contact poison will force a creature who comes in contact with it to make a Resilience preservation save (DC:15). If failing that save, the creature immediately suffers anaphylaxis which prevents the breathing airway to work. This means the creature begins asphyxiation. The victim is allowed to make new saves at the end of its turn and will gain +1 on the roll for each subsequent save. Thus, the failed save creates the effect, but the next save is roll at +1, and the one after that at +2, etc. This continued save occurs until the victim recovers or dies. Once the victim overcomes the poison, healing from this poison occurs under the normal rules of healing. If an anti-venom procedure occurs, it will stop the asphyxiation, but Body points and exhaustion require normal healing.

Deathbane: A creature subjected to this poison must make a Resilience preservation save (DC:12). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This can be created by someone with only the distillery skill. More details for batching poisons can be provided by the GM.

Duskanger: When a victim is exposed to this poison, that creature must make a Resilience preservation save (DC:12). On a failed save, then target suffers d4 points of Body damage and is penalized by the poisoned restriction. This restriction lasts for one hour. There is no special recovery and body-point losses must heal normally. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Body points. The minimum skill required to create this poison is homeopathy.

Ghoulclaw: This poison carries a paralysis effect. When a creature is subjected to ghoulclaw, the victim must make a Resilience preservation save (DC:14). Upon failing the save, the target suffers the poisoned restriction but also has its movement reduced by 10 feet. Cumulative dosages will continue to reduce movement until the victim reaches zero movement. This slowed effect remains for 10 minutes; however, recovery from the toxin is not instantaneous. After 10 minutes from the last dosage, the poisoned restriction is removed, but the movement is restored in increments of 10 feet each passing 10-minute duration after. if an anti-venom procedure occurs, it will remove all penalties, including the movement loss. To devise this poison a homeopathy skill is needed.

Goblinmange: A creature subjected to this poison must make a Resilience preservation save (DC:17). On a failed save, the victim does not suffers the normal poisoned restrictions but rather suffers a very itchy pink rash for the next 24 hours, during which the target suffers -2 to all initiative rolls due to the irritant. There is no special recovery; however, if an anti-venom procedure occurs, it will remove the initiative delay. Further a remove disease invocation will also instantly cure the effects. Lastly, this poison is not created in a lab, but with a skinning skill and another that prevents self-infliction like foul-play, then one dose can be extracted from a goblin dog.

Hornmystic: A creature that makes contact with this poison must make a Logic preservation save (DC:11). On a failed save, the victim suffers the poisoned restrictions for the next five minutes. But also in that duration, concentration becomes very difficult to maintain, resulting in spell-casting being very difficult. All effects cast are at disadvantage. This is true whether by cantrip, axiom, or divine power. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties and restored the ability to perform magic.

Icerip: A creature subjected to this poison must succeed on a Will preservation save (DC:13) or be poisoned and blinded for 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove both penalties. To make a batch of icerip poison, one must have a homeopathy skill at a minimum.

Iocane Dust: When subjected to this poison, a creature must make a Resilience preservation save (DC:12) or suffer the poisoned restriction for the following 15 minutes. There is no special recovery, and an anti-venom procedure will remove the penalty. To weaponize the dust from iocane, a homeopathy skill is required.

Mindcrank: This poison directly attacks the victim’s Mind score. When subjected to the poison, the creature must make a Judgment preservation save (DC:11). On a failed save, the victim suffers d3 points of Mind damage and is further penalized by the poisoned restriction. This restriction lasts for one hour. While unlikely to get someone to imbibe such a quantity, this poison can cause a mind-death. After the duration expires, then for each passing hour, one point of Mind score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Mind points; however, Mind points will continue to recover one point per hour. This can be created by someone with a homeopathy skill.

Necro Grudge: When this poison is ingested, the victim must make an immediate Resilience preservation save (DC:14). If failing the save, this very toxic poison inflicts 2d4 points of Body damage. However, the effect is immediate and limited to physical damage and does not add the normal poison restriction.

Neurostench: When subjected to this poison, the creature must make a Logic preservation save (DC:12). On a failed save, the victim suffers d2 points of Mind damage and is penalized by the poisoned restriction. This restriction has a duration of one hour. This poison will not reduce a victim below a zero Mind score nor will it cause a mind-death. After that hour, then for each passing hour, one Mind of mind score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Mind points; however, Mind points will continue to recover one point per hour. This injury poison can be created by someone with a homeopathy skill.

Nightvine: A creature subjected to this poison must make a Resilience preservation save (DC:13). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This can be created by someone with a distillery skill.

Rhodo-Honey: This is a natural honey produced by grayano bees. The nectar can be used as an ingredient with powdered lobster tail to produce a powerful hallucinogen. The poison is a injury based poison and ingestion is too weak to affect a person. When a victim is struck by it, he or she must roll a Will save (DC:12) or suffer hallucinations which act as a violent phantasm, usually of something greatly feared, and the victim will temporarily lose 1 Mind point. The effect lasts for one minute (or 6 rounds). Even if successfully saving the hallucination acts real to the victim up to its next action fighting off the phantasm; however, there is no Mind lost on a successful save. No mind-death will occur from an overdose of this honey-based poison, the effective numbers can go as negative as the saves fail, requiring a like time to recover. While needing only a homeopathy skill to produce, the individual must also procure the rare nectar from the grayano bees or have a hive and the animal husbandry skill specific to them.

Shadeblood: A creature subjected to this poison must make a Resilience preservation save (DC:12). On a failed save, the victim suffers the poisoned restrictions for three hours. In addition, the creature has a loss of physical strength. This translates to a -2 to hit on any melee attacks and a -2 penalty for any feat or competition involving strength, such as grappling. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This poison can be prepared by someone with homeopathy.

Tears of Doubt: When subjected to this poison, the creature must make a Faith preservation save (DC:12). On a failed save, the victim suffers d4 points of Spirit damage and is penalized by the poisoned restriction. This poison will not reduce a victim below a zero Spirit score nor will it cause a spirit-death. The restriction has a duration of one hour. After that hour, then for each passing hour, one point of Spirit score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Spirit points; however, Spirit points will continue to recover one point per hour. To originate the tears of doubt poison, a distillery skill is needed; however, this special result can come to fruition by combining its alchemy with a priest's ceremony skill. More details can be provided by the GM.

Venomooze: A creature subjected to this poison must make a Resilience preservation save (DC:11). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. The distillery skill is all that is required to create this poison.

Yawnspawn: When this poison is introduced to a creature, the victim must make a Perception preservation save (DC:10) or fall unconscious. This sleep effect lasts for 30 seconds or until wakened. If a slept creature suffers damage or another uses an action to wake the sleeper, then the victim will rise again with no poison restriction; otherwise, a victim suffers the unconscious restriction. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties and waken the victim if he or she has remained unconscious. To create this sleeping potion, one must have a homeopathy skill.