Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Toxins

A toxin 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 toxin 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 toxin with exposed skin suffers its effects. A GM may rule that contact toxin can be used as an injury toxin with half-effectiveness (i.e., the victim saves with advantage).

Ingested: A creature must swallow an entire dose of ingested toxin 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 toxins 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 toxins, 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 toxin 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 toxin is exposed to its effects. Traps often seal the toxin 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 toxin, assuming it is not immune, the creature must roll a preservation save to see whether the effects can be avoided. Thus, each toxin has a TM value. If the save does not overcome the TM, then the effects of the toxin are induced. Once affected, the minimum result is the victim will be under the toxined 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 toxin affects a creature, its dosage is consumed. This means an injury toxin 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 toxin again without adding a new dose.

For those with toxin 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 toxin 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  TM  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 toxin will force the victim to make a Resilience preservation save (TM:16). If failing the save, the victim is placed under the toxined 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 toxin. More details on how to create potions and toxins can be found in the GM Aide guide.
onHit;{"type":"save","quality":"resilience","TM":"13"};{"command":"n-markers","tags":[{"tag":"deaf","parameter":"true"},{"tag":"toxined","parameter":"true"}]}

Bloomburn: A creature subjected to this toxin must make a Resilience preservation save (TM:13). On a failed save, the victim suffers the toxined 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 toxin.
onHit;{"type":"save","quality":"resilience","TM":"13"};{"command":"n-markers","tags":[{"tag":"deaf","parameter":"true"},{"tag":"toxined","parameter":"true"}]}

Brittleskin: When a victim is exposed to this toxin, that creature must make a Resilience preservation save (TM: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 toxined restriction. Whenever such an injury does occur, the victim must make another Resilience preservation save (TM: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.
onHit;{"type":"save","quality":"resilience","TM":"11"};{"command":"n-markers","tags":[{"tag":"yellow","parameter":"true"},{"tag":"toxined","parameter":"true"}]}

Chokeooze: This contact toxin will force a creature who comes in contact with it to make a Resilience preservation save (TM: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 toxin, healing from this toxin 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.
onHit;{"type":"save","quality":"resilience","TM":"15"};{"command":"n-markers","tags":[{"tag":"asphyxiation","parameter":"true"}]}

Deathbane: A creature subjected to this toxin must make a Resilience preservation save (TM:12). On a failed save, the victim suffers the toxined 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 toxins can be provided by the GM.
onHit;{"type":"save","quality":"resilience","TM":"12"};{"command":"toxin"}

Duskanger: When a victim is exposed to this toxin, that creature must make a Resilience preservation save (TM:12). On a failed save, then target suffers d4 points of Body damage and is penalized by the toxined 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 toxined penalties, but it will not restore lost Body points. The minimum skill required to create this toxin is homeopathy.
onHit;{"type":"save","quality":"resilience","TM":"12"};{"command":"various","inner":[{"command":"damage","quality":"body","value":"d4","damageType":"toxin","specialWord":"Poison%20Damage"},{"command":"toxin"}]}

Ghoulclaw: This toxin carries a paralysis effect. When a creature is subjected to ghoulclaw, the victim must make a Resilience preservation save (TM:14). Upon failing the save, the target suffers the toxined 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 toxined 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 toxin a homeopathy skill is needed.
onHit;{"type":"save","quality":"resilience","TM":"14"};{"command":"ghoultouch","movement":"10"}

Goblinmange: A creature subjected to this toxin must make a Resilience preservation save (TM:17). On a failed save, the victim does not suffers the normal toxined 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 toxin 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.
onHit;{"type":"save","quality":"resilience","TM":"17"};{"command":"n-markers","tags":[{"tag":"pink","parameter":"true"}]}

Hornmystic: A creature that makes contact with this toxin must make a Logic preservation save (TM:11). On a failed save, the victim suffers the toxined 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.
onHit;{"type":"save","quality":"logic","TM":"11"};{"command":"various","inner":[{"command":"custom","specialWord":"Casting%20Disadvantage"},{"command":"toxin"}]}

Icerip: A creature subjected to this toxin must succeed on a Will preservation save (TM:13) or be toxined 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 toxin, one must have a homeopathy skill at a minimum.
onHit;{"type":"save","quality":"will","TM":"13"};{"command":"n-markers","tags":[{"tag":"blind","parameter":"true"},{"tag":"toxined","parameter":"true"}]}

Iocane Dust: When subjected to this toxin, a creature must make a Resilience preservation save (TM:12) or suffer the toxined 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.
onHit;{"type":"save","quality":"resilience","TM":"12"};{"command":"toxin"}

Mindcrank: This toxin directly attacks the victim’s Mind score. When subjected to the toxin, the creature must make a Judgment preservation save (TM:11). On a failed save, the victim suffers d3 points of Mind damage and is further penalized by the toxined restriction. This restriction lasts for one hour. While unlikely to get someone to imbibe such a quantity, this toxin 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 toxined 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.
onHit;{"type":"save","quality":"judgment","TM":"11"};{"command":"various","inner":[{"command":"damage","quality":"mind","value":"d3","damageType":"toxin","specialWord":"Poison%20Damage"},{"command":"toxin"}]}

Necro Grudge: When this toxin is ingested, the victim must make an immediate Resilience preservation save (TM:14). If failing the save, this very toxic toxin inflicts 2d4 points of Body damage. However, the effect is immediate and limited to physical damage and does not add the normal toxin restriction.
auto;{"type":"save","quality":"resilience","TM":"14"};{"command":"damage","quality":"body","value":"2d4","damageType":"toxin","specialWord":"Poison%20Damage"}

Neurostench: When subjected to this toxin, the creature must make a Logic preservation save (TM:12). On a failed save, the victim suffers d2 points of Mind damage and is penalized by the toxined restriction. This restriction has a duration of one hour. This toxin 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 toxined penalties, but it will not restore lost Mind points; however, Mind points will continue to recover one point per hour. This injury toxin can be created by someone with a homeopathy skill.
onHit;{"type":"save","quality":"logic","TM":"12"};{"command":"various","inner":[{"command":"damage","quality":"mind","value":"d2","damageType":"toxin","specialWord":"Poison%20Damage"},{"command":"toxin"}]}

Nightvine: A creature subjected to this toxin must make a Resilience preservation save (TM:13). On a failed save, the victim suffers the toxined 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.
onHit;{"type":"save","quality":"resilience","TM":"13"};{"command":"toxin"}

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 toxin is a injury based toxin and ingestion is too weak to affect a person. When a victim is struck by it, he or she must roll a Will save (TM: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 toxin, 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.
auto;{"type":"save","quality":"will","TM":"12"};{"command":"various","inner":[{"command":"damage","quality":"mind","value":"1","damageType":"toxin","specialWord":"Poison%20Damage"},{"command":"custom","specialWord":"Fear%20Effect"}]}

Shadeblood: A creature subjected to this toxin must make a Resilience preservation save (TM:12). On a failed save, the victim suffers the toxined 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 toxin can be prepared by someone with homeopathy.
onHit;{"type":"save","quality":"resilience","TM":"12"};{"command":"various","inner":[{"command":"n-markers","tags":[{"tag":"attackPenalty","parameter":"2"},{"tag":"toxined","parameter":"true"}]},{"command":"custom","specialWord":"-2%20Penalty%20Strength%20Save"}]}

Tears of Doubt: When subjected to this toxin, the creature must make a Faith preservation save (TM:12). On a failed save, the victim suffers d4 points of Spirit damage and is penalized by the toxined restriction. This toxin 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 toxined 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 toxin, 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.
onHit;{"type":"save","quality":"judgment","TM":"11"};{"command":"various","inner":[{"command":"damage","quality":"spirit","value":"d4","damageType":"toxin","specialWord":"Poison%20Damage"},{"command":"toxin"}]}

Venomooze: A creature subjected to this toxin must make a Resilience preservation save (TM:11). On a failed save, the victim suffers the toxined 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 toxin.
onHit;{"type":"save","quality":"resilience","TM":"12"};{"command":"toxin"}

Yawnspawn: When this toxin is introduced to a creature, the victim must make a Perception preservation save (TM: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 toxin 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.
onHit;{"type":"save","quality":"perception","TM":"10"};{"command":"n-markers","tags":[{"tag":"asleep","parameter":"true"}]}