Poisons and Potions

Practitioners of the Art employ a variety of magical venoms and potions to achieve their ends. From the DMG, dust of sneezing and choking, elixirs of health and madness, potions of extra-healing, healing, longevity, poison, undead control, and vitality are most likely to be included in the recipe book of the necromancer or death priest, either for personal use or for use on others (in the case of harmful items). From the TOM, these spellcasters will sometimes also employ air spores, curdled death, and powder of the black veil as poisons in combat. The list of venoms found on page 73 of the DMG provides a general background of non- magical poisons for the campaign. Certain necromancers, such as the Archetype or Witch, may also be experts at harvesting natural poisons from animals and monsters such as snakes, spiders, scorpions, wyverns, and the like.

Many of the necromantic secret societies employ magical venoms and unique potions that are created and distributed only to members of their organizations. The Scabrous Society and the Cult of Pain, in particular, relish the use of enchanted poisons like deathdust. Even the righteous Death Lords have developed an enchanted venom, called soultravel. Of all the death priests, only Stranglers disavow all use of poison in their holy slayings.

Many necromancers, working independently, have also developed several insidious poisons of varying efficacy and magical potency. Undead Masters use a variety of deadly potions (like ju-ju wine) that transform the unfortunate drinker into an undead. Other ointments, such as ghast salve, provide protection or even power over special types of undead.

Along with these specialized necromantic elixirs, evil wizards also tend to use exotic but otherwise normal poisons to an alarming extent. Even a mundane zombie can become a major threat to a party of adventurers when it wields a dreambliss-envenomed sword given to it by its master. As recounted in the Captain Omar's introductory tale in Chapter Seven, a powerful necromancer like Pizentios can (and will) effectively use poison to sedate a large group of opponents.

Natural poisons - such as dreambliss and mind-shadow - that induce slumber or disorientation in opponents are especially valuable to necromancers, who cannot bring about such effects with their spells. These poisons are sometimes used for medicinal purposes by the Anatomist, but there are many times when a villain wants to render victims helpless or unconscious. Without access to spells from the schools of Illusion or Enchantment/Charm, necromancers must resort to poisons to achieve similar ends.

Keep in mind, while perusing the following list of new potions and venoms, that the final decision about whether necromancers and their secret societies actually do employ certain poisons (or any at all) with any sort of regularity is left to the DM. Prices for normal venoms, which might also be made available to PCs (at the DM's discretion), are listed when appropriate.