When a character takes damage from an attack with a poisoned weapon,
touches an item smeared with contact poison, consumes poisoned food or
drink, or is otherwise poisoned, they must make a Fortitude saving
throw. If they fail, they take the poison's initial damage (usually
ability damage). Even if they succeed, they typically face more damage
1 minute later, which they can also avoid with a successful Fortitude
saving throw.
One dose of poison smeared on a weapon or some other object affects
just a single target. A poisoned weapon or object retains its venom
until the weapon scores a hit or the object is touched (unless the
poison is wiped off before a target comes into contact with it). Any
poison smeared on an object or exposed to the elements in any way - if
the vial containing it is left unstoppered, for instance - remains
potent until it is touched or used.
Although supernatural and spell-like poisons are possible, poisonous effects are almost always Extraordinary.
Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows:-
Contact
Merely touching this type of poison necessitates a saving throw. It can
be actively delivered via a weapon or a touch attack. Even if a
creature has sufficient damage reduction to avoid taking any damage
from the attack, the poison can still affect it. A chest or other
object can be smeared with contact poison as part of a trap.
Ingested
Ingested poisons are virtually impossible to utilize in a combat
situation. A poisoner could administer a potion to an unconscious
creature or attempt to dupe someone into drinking or eating something
poisoned. Assassins and other characters tend to use ingested poisons
outside of combat.
Inhaled
Inhaled poisons are usually contained in fargile vials or eggshells.
They can be thrown as a ranged attack with a range increment of 10
feet. When it strikes a hard surface (or is struck hard), the container
releases the poison. One dose spreads to fill the volume of a 10-foot
cube. Each creature within the area must make a saving throw. (Holding
one's breath is ineffective against inhaled poisons, they affect the
nasal membranes, tear ducts, and other parts of the body.)
Injury
This poison must be delivered through a wound. If a creature has
sufficient damage reduction to avoid taking any damage from the attack,
the poison does not affect it. Traps that cause damage from weapons,
needles, and the like, sometimes contain injury poisons.
Each individual poison has specific terms to define the poison. These terms are defined below.
Type: The poison's method of delivery (contact, ingested, inhaled, or injury). Fortitude DC: The Fortitude save DC to avoid the poison's damage. Initial Damage: The damage the character takes immediately upon
failing their saving throw against the poison. Ability damage is
temporary unless marked with an asterisk (*), in which case the loss is
a permanent drain. Paralysis lasts for 2D6 minutes. Secondary Damage: The amount of damage the character takes 1
minute after exposure as a result of the poisoning, if they fail a
second saving throw. Unconsciousness lasts for 1D3 hours. Ability
damage marked with an asterisk is permanent drain instead of temporary
damage. Price: The cost of one dose (one vial) of the poison. It is not
possible to use or apply poison in any quantity smaller than one dose.
The purchase and possession of poison is always illegal, and even in
big cities it can be obtained only from specialized, less than
reputable sources.
Note: Ability damage that is temporary heals at the rate of 1 point per
night of rest (8 hours) for each affected ability score. Complete bed
rest restores 2 points per day (24 hours) for each affected ability
score.
Perils of Using Poison
A character has a 5% chance of exposing themselves to a poison whenever
they apply it to a weapon or otherwise readies it for use.
Additionally, a character who rolls a natural 1 on an attack roll with
a poisoned weapon must make a DC 15 Reflex saving throw or accidentally
poison themselves with the weapon.
Poison Immunities
Wyverns, medusas, and other creatures with natural poison attacks are
immune to their own poison. Nonliving creatures (constructs, and
undead) and creatures without metabolism (such as elementals) are
always immune to poison. Oozes, plants, and certain kinds of outsiders
(such as tanar-ri) are also immune to poison, although conceivably
special poisons could be concocted specifically to harm them.
Last Updated: 4th March 2016
Based on the entry in the Dungeon Masters Guide 3.5 P.296-297