To generate a unique poison, follow these steps in order:
- Delivery: This poison is delivered by its specific method.
- Strength: Its strength is considered based on its potency.
- Onset Delay: Determine how much time passes before the effects are felt.
- Effect: Determine the physiological or mental impact of the poison.
- Permanence: Determine if the effect is lasting or how it can be reversed.
1. Delivery (Roll 1d20)
This determines the method of exposure.
| Roll | Method |
| 1–10 | Ingesting |
| 11–15 | Getting in the blood |
| 16–18 | Touch |
| 19–20 | Inhaling |
2. Strength (Roll 1d10)
This determines the difficulty of the saving throw.
| Roll | Potency | Saving Throw Modifier |
| 1–5 | Normal | None |
| 6 | Very weak | +4 to save |
| 7 | Weak | +2 to save |
| 8 | Strong | -2 to save |
| 9 | Very strong | -4 to save |
| 10 | Extremely potent | -8 to save |
3. Onset Delay
This determines how long before the poison takes effect.
Onset Time (Roll 1d10)
| Roll | Delay Until Effect |
| 1–5 | Immediately |
| 6–7 | In 1d3 × (see Die Size) rounds, e.g. “2d6” |
| 8 | In 1d2 × (see Die Size) hours |
| 9 | In 1d2 × (see Die Size) days |
| 10 | Indeterminate: 1d8 x 10% chance checked every (see Delay Period) |
Die Size (Roll 1d6)
Determines the type of die used for the onset calculations.
| Roll | Die | Roll | Die |
| 1 | d2 | 4 | d8 |
| 2 | d4 | 5 | d10 |
| 3 | d6 | 6 | d20 |
Delay Period (Roll 1d4)
This determines how often to check to see if the poison takes effect if not determinate.
| Roll | Frequency |
| 1 | Every Turn |
| 2 | Every Day |
| 3 | Every 1d4+1 Days |
| 4 | Every Week |
4. Poison Effects (Roll 1d20)
| Roll | Effect |
| 1-5 | Reduces Hit Points. Roll 1d8 to determine damage. 1 = 1d6 damage 2 = 1d8 damage 3 = 2d6 damage 4 = 3d6 damage 5 = 3d10 damage 6 = 5d6 damage 7 = 5d10 damage 8 = 5d20 damage Roll 1d6 to determine save result. 1-2 = Save for half 3-5 = Save for none 6 = No save (see Effect Rate). |
| 6-10 | Causes death. Roll 1d6 to determine save result. 1-2 = Lose 50% HP instead 3-5 = No effect 6 = No sav. |
| 11-12 | Induces sleep. Roll 1d4 to determine duration. 1 = 3d6 rounds 2 = 2d6 turns 3 = 2d6 hours 4 = 1d6+1 days |
| 13-14 | Reduces an ability score. Roll 1d6 to determine ability affected. 1 = STR 2 = DEX 3 = CON 4 = INT 5 = WIS 6 = CHA Roll 1d10 to determine by how much. 1-3 = 1 4-6 = 2 7-9 = 1d4 10 = 1d6 Roll 1d6 to determine save result. 1-2 = Save for half 3-5 = Save for none 6 = No save (see Effect Rate). |
| 15-16 | Causes a disabling disease. Save vs poison + CON to resist. Roll 1d8 to determine duration 1-5 = Mild, rest 1d3 weeks 6-7 = Severe, disabled 1d2 weeks then rest 1d2 weeks 8 = Terminal |
| 17-18 | Causes confusion. Save for no effect. |
| 19 | Causes memory loss to spellcasters. Lose 1d6 memorized spells. Save for no effect. |
| 20 | Causes blindness. Save for no effect. |
Effect Rate (Roll 1d8)
Determines the frequency or repetition of the effects above.
| Roll | Result |
| 1–4 | The damage is taken all at once |
| 5 | The damage is taken at a rate of 1d6 points per round. |
| 6 | The damage is taken at a rate of 1d4d6 points per round. |
| 7 | Repeat the effect for 1d6 rounds |
| 8 | Repeat the effect for 1d4 × d6 rounds |
5. Permanence (Roll 1d10)
| Roll | Recovery / Duration |
| 1–6 | Hit point damage taken may be healed normally. Ability damage requires a Restoration spell. Other effects resolve normally. |
| 7 | Reversed with a Remove Curse spell. |
| 8 | Reversed with a Restoration spell. |
| 9 | The effects wear off in 1d6 hours. |
| 10 | Permanent; cannot be reversed except by a Wish. |