Category: Poison

  • The Lingering Draught of Mnemonic Dissolution

    The Lingering Draught of Mnemonic Dissolution

    This potent poison must be poured into a victim’s beverage, making it more the subtle tool of the nefarious assassin rather than of an aggressive thief engaged in battle. Once consumed, the poor imbiber must save versus poison at a -2 penalty, else 1-4 hours later, he will find 1d6 of his memorized spells gone from his mind.

    With a little planning, that indulgent cleric at the inn might find himself lacking in prepared spells later that evening just at the moment when he’s confronted in a dark alley. Best to cast purifying spell over your drinks if you frequent the taverns near the wharf.

    Here’s the original output from the generator.

    This poison is delivered by ingesting. Its strength is considered strong -2 to save. Its effects are felt in 1d4 hours. The poison causes memory loss, save vs poison or lose 1d6 memorized spells. The effects are permanent and may not be reversed except by a wish.

  • Silvertongue’s Bane (The Gray Molder)

    Silvertongue’s Bane (The Gray Molder)

    I asked AI to riff on the output of the Poison Generator about this weak poison that damages charisma.

    This poison is delivered by inhaling. Its strength is considered weak, +2 to save. Its effects are felt in 2d4 hours. The poison reduces CHA by 1, save for no damage. The damage is taken all at once. The effects of the poison may be reversed with a restoration spell.

    Silvertongue’s Bane (The Gray Molder)

    Commonly known among court assassins and spiteful rivals as The Miasma of the Mundane, this fine, slate-colored powder is harvested from the desiccated spores of the Languid Lily, a pale flower that grows only in places where there is no wind and very little light.

    The Lore: How it Works

    Unlike traditional toxins that attack the blood or nerves, Silvertongue’s Bane targets the “vital spark” of an individual’s presence. When inhaled, the microscopic spores attach themselves to the victim’s vocal cords and facial capillaries.

    As the spores germinate, they don’t cause hideous boils or obvious sickness; instead, they act as a magical and physical dampener. The victim’s voice loses its melodic timbre, becoming flat and droning. Their eyes lose their luster, and their skin takes on a subtle, unwashed grayness that makes others subconsciously view them as untrustworthy or simply boring. It is the poison of choice for those who want to ruin a diplomat’s career without the messy evidence of a murder.


    Game Mechanics

    PropertyDescription
    TypeInhaled (Dust/Powder)
    Saving Throw+2 bonus to Save vs. Poison
    Onset Time2d4 Hours
    Effect-1 penalty to Charisma
    RecoveryPermanent until cured by a Restoration spell

    Special Rules

    • Subtle Onset: Because the onset is delayed and the effect is subtle, a victim who fails their save might not realize they are poisoned until they next attempt a reaction roll or a feat of persuasion.
    • The Damage: The Charisma loss occurs all at once at the end of the onset period. The victim feels a sudden, inexplicable wave of lethargy and a fading of their own confidence.

    Usage in Play

    A hooded figure in the marketplace “accidentally” shakes out a dusty rug as the Paladin walks by. The Paladin sneezes, laughs it off, and continues toward the palace. Four hours later, during the audience with the Duke, the Paladin finds his jokes falling flat, his pleas for aid sounding whiny, and the Duke looking at him with newfound disdain. The Paladin hasn’t lost his health, but he has lost the room.