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Price list (Poisons)

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Poisons

Throughout Mizahar there are countless things, living, non-living and once-living that may be used in ways not always apparent to most people. However, those skilled in the arts of making poisons have learned how to use such things for deadly and sometimes beneficial ends. The following list of various poisons are those that more commonly known among the poisoners and assassins operating in various locales across the land. This is far from an exhaustive and concrete list of what is available; only some of the more well known. Note that the higher the price listed for specific poisons, the more rare and difficult they are to find and produce. To make it more simple, 1-150 gm = Common(L1), 151-750 = Uncommon(L2), 751-2,500 = Rare(L3), 2501-10,000 = Ultra-Rare(L4). Prices may vary a little per category but seldom more than 25 gm +/-. Most shops and/or dealers in poison will only have Common and Uncommon poisons available for sale. Antidotes for poisons usually cost roughly as much as the poison itself. The rarer, more potent poisons may be more expensive than the market price and haggling with an underworld figure may be required. To work with poisons, one needs at least a portable poisoncrafter's kit. For poisons of L3 or higher, a Poisoncrafter's lab is required.

Item Price Item Price Item Price
Black-Eye (2-dose tiny bag) A black, musty smelling powder made from dried, crushed black-eye mushrooms found growing on trees in various swampy environments. L2 Skill to create. Effects caused through contact with eyes. Causes blindness lasting for 12 hours followed by swelling and itching around the eyes for 12 more hours. 650 gm Bloodroot (4-dose tiny vial) A red, syrupy, odorless liquid brewed from a variety of roots found deep in various forest environments. L1 Skill to create. Effects caused through injury. Causes mild confusion and physical weakness for up to three hours. 50 gm Blue Lies(1-dose tiny vial) A deep, almost-purple blue liquid that smells of berries extracted from a blue lotus. L3 Skill to create. Effects caused through contact. Causes a nearly complete failure of mental faculties for twelve hours followed by another twelve hours of complete confusion. 1,000 gm
Blue Whinnis (4-dose tiny vial) An odorless, light blue liquid extracted from concentrated whinnis root found in forest environments. L1 Skill to create. Effects caused through injury. Causes mild weakness followed by unconsciousness for up to three hours. 175 gm Brawnpinch (4-dose tiny vial) A black, oily liquid with a bitter smell harvested from large scorpions. L1 Skill to create. Effects caused through injury. Causes moderate loss to physical strength over the course of twelve hours. 125 gm Bromine(4-dose tiny vial) A thick, red liquid with acrid fumes made from concentrated bromine syrup produced by the bromine tree found mostly in pockets of the Cyphrus region. L2 Skill to create. Effects caused through through injestion. Causes moderate physical weakness followed by extreme nausea and internal bleeding over the course of six hours. 500 gm
Blackened Breath (4-dose tiny bag) Pale yellow stones with pungent, colorless fumes found that when burnt and inhaled, cause a slight yet permanent loss of health followed by twelve hours of additional physical weakness. Most often found in coastal caves (Aquatic). L2 Skill to create. 300 gm Carrion Limb (4-dose tiny bag) A pale green powder that smells like smoke created from the boiled lungs of giant centipedes. L2 Skill to create. Effects caused through injury. Causes loss of movement in limbs for up to 10 minutes. 300 gm Close Call (4-dose tiny jar) An odorless yellow paste made from the bump root found in forest environments. L1 Skill to create. Effects caused through injury. Causes loss of motor skills, balance and agility for up to an hour. 75 gm
Corona (4-dose tiny vial) A lemon-colored syrup with a floral scent made from the aged arteries of a giant spider. L1 Skill to create. Effects caused through injury. Causes mild strength loss increasing to moderate loss over the course of six hours. 75 gm Coral-Blade (4-dose tiny vial) A luminescent, pink liquid that smells of melon made from the liquefied cartilage of a coastal fish. L2 Skill to create. Effects caused through injury. Causes loss of movement in limbs for up to two hours. 300 gm Caustic Jelly (4-dose tiny jar) A thick, gelatinous jelly with an acidic smell made from a variety of aquatic oozes and moss. L2 Skill to create. Effects caused through contact. Causes severe acid burns to unprotected flesh resulting in pain and scarring. 200 gm
Dark Tongue (4-dose tiny vial) A black, watery liquid that smells like coffee made from the concentrated venom of a black adder. L1 Skill to create. Effects caused through injury. Causes moderate physical weakness for up to four hours. 25 gm Dark Reaving (4-dose tiny bag) A gray powder that smells of mildew made from the solid remains of various undead creatures. L2 Skill to create. Effects caused through ingestion. Causes heavy physical weakness followed shortly after by a moderate loss of strength over the course of eight hours. 200 gm Deathblade (4-dose tiny bag) A black, smoke-scented ash made from filtered cinder of a burnt assassin vine found in mountainous regions. L2 Skill to create. Effects caused through injury. Causes moderate physical weakness over the course of six hours. 175 gm
Desert Sands (1-dose tiny bag) An odorless, light brown powder created from ground giant scorpion chitin. L3 Skill to create. Effects caused through injestion. Causes a severe and permanent loss of physical strength sometimes resulting in total loss of movement. 1,000 gm Ivak's Rage (1-dose tiny bag) Rust-colored crystals with the sulfuric odor made from the processed flesh of a giant worm said to dwell near the legendary prison of the god, Ivak. L3 Skill to create. Effects cause through injury. Causes wounded flesh to bubble and pop as if on fire causing severe damage and permanent scarring to the affected area. 1,200 gm Dripping Doom (4-dose tiny vial) A black, foul-smelling syrup made from the fermented residue of various oozes and slimes found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes a moderate reduction in willpower and motivation resulting in lethargy for up six hours. 300 gm
Engeron Bane (2-dose tiny vial) A green, watery liquid with a minty smell made from concentrated fungi amalgam commonly found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes unconsciousness for up to 12 hours. 500 gm Englehorn (2-dose tiny bag) A brown, green veined vine with red flowers often used as decoration. When burned the vine produces foul-smelling green fumes that cause a target's throat to dry, crack and bleed almost immediately. L2 Skill to create. Effects caused through inhalation. Causes moderate physical damage to the neck and throat resulting in fits of choking and coughing blood. Effects last for up to four hours. 300 gm Emerald Anguish (4-dose tiny vial) A mint-scented, clear fluid with small bubbles made from the oxygenated cranial fluid of the giant, emerald crocodile found in certain tropical swamps (Aquatic). L2 Skill to create. Effects caused through injury. Causes confusion for an hour followed by four hours of dulled mental faculties. 375 gm
Flamestrike (4-dose tiny vial) A clear, odorless liquid extracted from milking a live flamestrike rattlesnake found in the vicinity of active volcanoes. L2 Skill to create. Effects caused through injury. Causes severe loss of physical strength for up to twelve hours. 400 gm Fireice {1-dose tiny vial) An odorless, light blue, milky fluid that radiates cold made from the aged brain of a frost worm commonly found burrowing through the frozen wastes of the far north. L4 Skill to create. Causes flesh to grow cold over the course of four hours followed by another hour where the blood and internal organs begin to freeze. After six hours, the entire body turns to solid ice. There is no antidote to this poison. 5,000 gm Golden Arrow (1-dose tiny vial) A golden yellow liquid that smells of honey made from the extract of the insanely rare yellow lotus. L4 Skill to create. Effects caused through contact. Causes an exponential increase in one's intelligence and grants the knowledge of and ability to manipulate Djed via Reimancy for up to three hours. Afterwards, the subject loses nearly all mental faculties and falls into a coma for three hours before recovering. All benefits and consequences of using Reimancy apply for the length of the poison's useful duration. 8,000 gm
Greenblood oil (4-dose tiny vial) A dark green oil with a slight pine scent made from pressed rogue vines found in forest environments. L1 Skill to create. Effects caused through injury. Causes slight physical weakness for up to two hours. 25 gm Hag's Mask (4-dose tiny bag) A small, brown, odorless, tasteless lump made from the boiled heart of a grotesque-looking giant swamp rodent. L2 Skill to create. Effects caused through injestion. Causes a victim's face to break out in hives, pimples and soars that constantly ooze foul-smelling fluid for up to a day. 250 gm Heartstinger (4-dose tiny jar) A dense, brown paste that smells like manure made from the slime found in various mollusks. L2 Skill to create. Effects caused through injury. Causes moderate physical weakness for up a day. 350 gm
Hope's Demise (4-dose tiny jar) A dark purple jelly with the scent of grapes made from the aged scum collected from the oozes growing in subterranean environments. L2 Skill to create. Effects caused through contact. Causes the affected individual to become repulsive to the undead; keeping them at bay for up to twelve hours. When the effects fade, the individual is left feeling weak and lethargic for up to six hours. 225 gm Intellect Mist (4-dose tiny bag) Dark blue, cold vapors created from the burnt mucus of a Ravokian eel found only in Lake Ravok. L2 to Skill to create. Effects caused through inhalation. Causes affected individual to benefit from quickness of thinking and increased focus/attention for up to four hours. 300 gm Isurian Hammer (4-dose tiny vial) An odorless, crimson liquid with green flecks distilled from giant centipede blood. L2 Skill to create. Effects caused through contact. Causes victim to suffer from moderately reduced reflexes and lack of balance for up to five hours. 175 gm
Kracophage (4-dose tiny jar) A purple paste with an earthy odor made from the fermented wing membranes of various species of giant bats. L2 Skill to create. Effects caused through contact. Causes deafness in one minute of contact which lasts for up to an hour. 200 gm Lazy Gel (4-dose tiny jar) A teal-colored paste with a sugary scent made from the poison of small centipedes. L1 Skill to create. Effects caused through injury. Causes mild loss of balance and agility for up to two hours. 10 gm Lilyweb (4-dose tiny vial) A thick, purple liquid with the scent of lilies made from the venom of medium-sized spider species. L1 Skill to create. Effects caused through injury. Causes mild loss of physical strength for up two hours. 20 gm
Lost Tongue (4-dose tiny vial) An odorless, faint green mist made from evaporated vine oil from various vines found in forest environments. L1 Skill to create. Effects caused through inhalation. Causes thickening of the tongue to the point of muteness for up to two hours. Poison is inert at cooler temperatures. 15 gm Luminous Vos (3-dose tiny vial) A violet colored fluid with the consistency of blood that when coming in contact with flesh, causes a stain that glows with a violet luminescence. L1 to create. Causes slight irritation to the affected area. Effects casued through contact. Effects last for up to 5 hours. 20 gm Nightblinder (4-dose tiny jar) Odorless, gray granules combined with water to form a paste made from the dried and chopped spleen of a giant mountain worm found in the mountains of the Kalea region. L2 Skill to create. Effects caused through injury. Causes nightvision blindness for up to three hours. 315 gm
Phantom's Shell (4-dose tiny bag) A brown powder with the odor of wet fur made from the ashes of various types of sea-weed. L1 Skill to create. Effects caused through injury. Causes the victim's flesh to become more sensitive to pain for up to four hours. 25 gm Pillowsap (4-dose tiny vial) An odorless, thick red fluid with a faintly bitter smell made from the curdled blood of a giant beetle. L2 Skill to create. Effects caused through injury. Causes a victim to fall asleep in one minute and lasts for up to three hours. 400 gm Rutlye (1-dose tiny jar) A thick, brown paste that smells of roasted nuts made from refined giant wasp stinger. L3 Skill to create. Effects caused through injury. Causes immediately loss of movement in limbs for up to 2 weeks. 900 gm
Shimmer Dust (1-dose tiny bag) A fine powder with a slight smell of freshly baked bread made from finely crushed shimmer stones; stones found around the location of great magical battles (mineral). L4 Skill to create. Effects caused through injury. Casues victim to lose substance and become incorporeal for twenty seconds. When the effects fade, severe headaches occur for up to two hours. 1,100 gm Silk Streak (4-dose tiny jar) A clear paste with a flowery smell made from the web of certain swamp spiders. L2 Skill to create. Effects caused through contact. Causes black streaks to spiderweb outward from the point of contact. The affected area feels like something is crawling beneath the skin as the poison attacks the nerves in that area. Actual damage often comes from the affected individual trying to kill whatever is crawling beneath their skin. Effect lasts for 12 hours. 750 gm Terror-Root (4-dose tiny bag) A violet brick that crumbles to small lumps made from the boiled roots of certain plants found growing in mountainous regions. L2 Skill to create. Effects caused through contact. Causes moderate loss of balance and agility for up to five hours. 315 gm
Viper Kiss (2-dose tiny jar) Pink threads smelling of decay made from the muscles of a giant viper. L3 Skill to create. Effects caused through injestion. Causes severe and permanent loss of physical endurance and shatters the victim's health for weeks to follow. 975 gm Void Mist (2-dose tiny bag) Green pellets that release an odorless, light green vapor when placed in water. Made from the spores of the void flower found in the vicinity of Spires. L3 Skill to create. Effects caused through inhalation. Causes blindness, deafness and muteness for up to six hours followed by shattered health and reduced physical endurance for up to twelve hours. 1,150 gm Wildleash (3-dose tiny vial) Brownish-green paste that smells like dry leaves. Made from a variety of mushrooms found on the forest floor mixed with a couple drops of kelvic blood. L2 Skill to create. Effects caused through injury. Causes shape-shifters to lose control of their various forms; shifting uncontrollably until loss of consciousness. When awakening, the target finds they are unable to become angry or enraged, instead becoming quite passive. The uncontrolled shifting lasts until the target loses consciousness; only a minute or so while the passive affects last for up to an hour after waking. 575 gm
Wisps of Change (1-dose tiny bag) Silver, crystalline flakes made from refined crystals found only at at the bottom of deep underwater caves. L4 Skill to create. Effects caused through inhalation. Grants the ability to randomly shift ones form to that of different animals from tiny to medium size for up to six days; some of the shifting is uncontrollable. When the poison wears off, the individual is left with broken bones in their arms and legs as well as broken ribs from all of the shifting. 4,500 gm

With poisons come the items and objects by which they are made and dispersed. The proper equipment or weapon is absolutely essential for those delving into the various aspects of poison crafting and poison use. The following list contains a variety of items; most considered illegal in most civilized areas and thus are only able to be purchased through a underground or a black market. Depending on the city, if one is found with these items in their possession, it will usually lead to incarceration or in extreme cases, execution. Note that during character creation and starting packages, some of these items may be taken though a certain skill level in poisons may be required. When this is noted in the item description, that level of skill is also required to create said items where applicable.

Item Price Item Price Item Price
Blade spring A small spring-loaded device that, when triggered instantly projects a stiletto blade or a sharp spike, or it can hurl a dart. These mechanisms can be built into most weapons and armor or even into most hand-held objects. Novice level in poisons required for starting package purchase. 4 gm Bolt, glass-bulb This device, filled with liquid or powder, can be installed on any crossbow bolt (even hand crossbows) or arrow. These items can accurately deliver a dose of poison to the target. 1 gm Bracer, utility A single, thin leather bracer that can be easily concealed under any loose-fitting sleeve. Each bracer is custom-made and can be fitted with up to three of the following options: Spring blade - 4 gm, Needle launcher - 7 gm, Vial sheaths (3) - 1 gm. Novice level in poisons required for starting package purchase Varies
Caltrops, poisoned (25) By wearing gloves and strategically placing these caltrops in front of doors, on a step, at a corner; anywhere that a pursuer couldn't easily see them, they serve as a means of delaying or channelling an enemy. In addition to causing minor wounds to a victim, including their slowing effect, the poison they bear serves to weaken further an enemy. Competent level in poisons required for starting package purchase. 25 gm Candle, dispersion These candles are made by combining molten wax with a dose of ingestion type poison and a binding agent like fat or egg albumen. When lit, the poison they contain slowly disperses into the air, filling a 10-foot radius area around the candle, turning the ingestion poison into a gas. This poison gas is invisible and generally odorless. These candles become effective one hour after they are lit and remain deadly thereafter while it burns. If the candle is quenched, any remaining duration is saved, though the one-hour burn process must begin again for the gas to build up again. Dispersion candles burn for a total of four hours in any event, and the gas lingers for 10 minutes after they go out for any reason. Competent level in poisons required for starting package purchase. 5 gm Clock, poison This, to all appearances, looks like a water clock with an alarm feature on it. There is a bladder hidden inside the clock where any airborne poison can be stored. The back panel of the clock needs to be removed in order for the bladder to be filled. Usually the bladder is filled with colorless and odorless poisons which give little chance of being detected, except by the use of detect poison spell. Once the bladder is full the alarm of the clock becomes the trigger. When the alarm goes off, the bladder rapidly fills with water. When the bladder is full and the alarm goes off, the poison is released into the air. The poison will affect anyone within 20 feet of the clock when the poison is released and dissipates after one minute. This cannot be purchased as part of a starting package and is considered to be rare. 2,000 gm
Colorclear (treats 2 vials) When ground into a fine powder, the petals of this small white flower make most colored fluids clear. The thicker the fluid and the darker the color, the more powder required. Transformation from color to clear usually takes one minute of vigorous stirring, at which time the powder dissolves and is rendered invisible. A faint bitter taste remains, giving those who drink the now clear substance a chance to realize that the drink they have just imbibed my not be as pure as they'd thought. The plant from which the colorclear powder is made is not rare, but it is not hardy and grows only in very wet and warm areas. The flowers bloom for a period of ten days during early spring, then go to seed. Novice level in poisons required to for starting package purchase. 100 gm Death cup This metal cup comes in variety of shapes and styles, but all versions have a hidden reservoir that can hold one dose of a liquid poison. The poison is poured in first and seeps down into the reservoir through cleverly concealed holes in the base of the cup bowl. When another liquid is added, the poison and drink mingle during the pouring process. Competent level in poisons is required for starting package purchase 75 gm Poisoncrafting Lab This collection of processing equipment in many ways resembles an alchemist's lab. It can even be used as one if absolutely necessary. This set of glassware and tools is designed for the delicate task of creating and refining poisons of all sorts. It is essential in creating some of the more difficult and dangerous poisons. It allows for the creation of poisons and antidotes. Competent level in poisons required for starting package purchase. 400 gm
Portable Poisoncrafting kit Combining some of the functions from both an alchemist identification and appraisal kits, this portable kit is more specialized for the poisoncrafter's trade. A series of small vials, bags, bottles and tubes along with various identification and production tools are included in the kit. Contained in a large bag often strapped to a backpack, to the untrained eye, it looks very much like an alchemist kit. Novice level in poisons required for starting package purchase. 150 gm