Assassin's Guide to Poisons - 3.5e

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Requires the use of the Dungeons and Dragons® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ®

The Assassin’s Guide to Poisons Introduction This one was hell. It started out as 101 Poisons and Magical Diseases but at about poison #56 I realized I was very unhappy with most of what I had written. I shoved it aside and completed 101 Mundane Treasures and 101 Arcane Spell Components before coming back to poisons. Then I went on a trip. And then I got sick. I wrote about twenty poisons the week I was sick and then, the next week, I read them over and realized they sucked. So I deleted them. And started over. No matter how much I slam my head against this thing it just doesn’t work the way I want it to. So what I’ve decided to do is just clean the poisons I’m happy with, throw in some previous open game content that would be of help to those using poisons, and release the thing as a free PDF on my site and RPGNow. So here it is. If you’re happy with what you get in these few short pages feel free to send a donation of a buck to philip@philipjreed.com through www.paypal.com.

Or don’t. Be sure to take some time to visit my website at www.philipjreed.com. There’s lots of free stuff there and even plugs for a few things you can buy. I hope you enjoy the thirty or so poisons in this PDF.

open game content All of the text in this book is presented as open game content. You may use this content in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book. The layout, graphics, and illustrations presented in this book are not open game content. You may not distribute this PDF without permission of the author.

The Assassin’s Guide to Poisons is copyright © 2002 Philip Reed. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.

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The Assassin’s Guide to Poisons

Poisons What follows is a selection of original poisons for use in your campaign. The descriptions give generic information on where the ingredients of the different poisons can be found. It’s an easy matter for the gamemaster and players to associate the poison description to a location in their current campaign. Gamemasters are encouraged to create notes on each of the following poisons, noting any changes necessary for use in their campaigns or any poisons that are strictly not allowed to be used.

Acennan’s Rage

black Venom

This blue-colored liquid is the result of combining a barbarian’s blood with the saliva of a rare water snake found in large rivers. The poison must be either ingested by the victim or delivered through injury. Initial damage to the target occurs two rounds after delivery of the poison. The victim rages for two rounds (as per the barbarian special ability) and cannot voluntarily end the rage period. The victim automatically attacks the nearest living target. Two rounds after the rage subsides the victim must make a second saving throw and if the save fails the target of the poison rages again for one round.

A syrupy, potion-like substance manufactured by the dark elves who live beneath the surface, Black Venom is sold to evil surface dwellers for extremely high amounts. The poison is made from water cursed by a dark elf cleric that is then brought to a boil at which point the severed head of an enemy is added. The head is left to boil in this water and, as the skin slowly separates from the skull, the cleric curses the water yet again. Once the water has boiled until there is almost nothing left the resulting mix is drained and the skull and flesh discarded (or used in some other dark ritual). The substance that is saved is known as Black Venom by the surface people. What the dark elves call it is unknown.

Initial Secondary Craft DC Save DC Damage Damage Price Ingested 17 20 special special 2,500 gp Injury 18 22 special special 2,600 gp

Angel toxin This is a blue, watery liquid with a secret means of creation that has been protected by an assassin’s guild for hundreds of years. Angel Toxin causes nausea and vomiting within hours of ingestion and leaves the victim deathly ill for two weeks. Each day after poisoning the target loses 1 point of Constitution but will never go below a score of 1. At the end of the two week period the victim begins regaining 1 point a day unless subjected to magical healing (spells or potions) at which point the rate increases to 1d4 recovered Constitution points/day. Initial Secondary Craft DC Save DC Damage Damage Price Ingested 18 21 1d6 Con special 1,500 gp

Bitter Tea Manufactured from a weed that, when studied, looks like tea leaves, Bitter Tea is used most often in the homes of royalty and noblemen. The poison cannot be detected since it looks, smells, and tastes just like normal tea.

Initial Secondary Craft DC Save DC Damage Damage Price Injury 19 20 1d6 Str 2d6 hp 5,500 gp Contact 24 23 2d6 Str 4d4 hp 5,700 gp Ingested 30 27 3d6 Str 2d10 hp 6,000 gp

brutal sting This paste-like poison is created from the secretions of a rare insect that is found only along the banks of the large river to the south of the civilized lands. The poison is made by crushing a dozen thorny weeds (found in the northern mountains) into a small container and then mixing in the previously mentioned insect secretions. The resulting mixture may be used as a contact poison, to coat bladed weapons, or mixed into food and ingested by the victim. The high cost is more a result of the difficulties in creating the poison than it is the strength level of the poison. Craft DC Save DC Ingestion 18 21 Contact 20 19 Injury 18 22

Initial Secondary Craft DC Save DC Damage Damage Price Ingested 19 25 2d6 Con 1d6 Con 1,400 gp

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Initial Damage 1d4 Con 1d4 Con 1d6 Con

Secondary Damage Price 1d4 Con 3,500 gp 1d3 Con 3, 300 gp 1d3 Con 3,300 gp


The Assassin’s Guide to Poisons Cleric’s curse This thick liquid is usually clear in appearance, like water, though is can be easily dyed and, with work, made to taste like a cheap alcoholic beverage. Cleric’s Curse uses unholy water as its base ingredient to which is added an elf’s tear, a wyvern’s blood, and a witch’s eye. The entire mixture is stirred vigorously until all of the ingredients have blended together creating a black mixture. When left for 12 hours the mixture clears to the previously mentioned clear appearance and the poisoner has successfully created Cleric’s Curse. The initial damage of the poison is a slight weakening of the victim. It is the secondary effect, that comes five rounds after administration of the poison, that is most dangerous. For a period of 1d6 days any divine healing magic cast on the target causes damage instead of healing. This poison must be ingested for it to affect the target. Evil-aligned characters are immune to the effects of Clerics Curse. Initial Secondary Craft DC Save DC Damage Damage Price Ingested 19 24 1d4 Con special 3,400 gp

Crystal lung This fine, powdery poison is made by grinding a valuable crystal (100 gp or more in value) to a fine dust. The dust is then soaked in demon’s blood for one month then removed and let to dry in the summer sun for 10 days. Only then is Crystal Lung completed and ready for use. The poison can be inhaled by a victim or mixed into a drink or meal and ingested. The initial damage of the poison weakens the target while the secondary damage (occuring one round later) blocks off the lungs of the victim who instantly suffers the effects of suffocation. Initial Secondary Craft DC Save DC Damage Damage Price Ingested 18 25 1d6 Con special 1,700 gp Inhaled 18 23 1d6 Con special 1,600 gp

dark eye A purple-colored liquid made from the boiled fat of a doppleganger, Dark Eye is a rare poison usually reserved for only the highest-paying of assignments. Dark Eye has the odor of wildflowers and can be mixed with almost any food or drink. The poison is too thin to use on bladed weapons and does not work on simple contact. It must be ingested to damage the target.

The poison strikes the victim hard, draining first the life energy of the target and then physically weakening the target. Initial Secondary Craft DC Save DC Damage Damage Price Ingested 23 26 1 level 1d6 Con 5,400 gp

Dark Rot This contact poison is a course, sandy material that’s dark brown in color and is easily mistaken for common dirt. The Dark Rot poison is only found beneath the coffin of an evil man and must be dug up under the noon sun if it is to be potent. The dirt, removed from the grave at any time other than that, is harmless. Contact

Initial Secondary Craft DC Save DC Damage Damage Price 15 20 1d6 Str 1d6 Str 1,000 gp

dragon weed This is the root of a plant that grows in the northeastern forests. The rooy, when crushed and mixed with just a few drops of water, forms a paste-like substance that can be lethal when it gets into a wound or is ingested. The smell of Dragon Weed is strong and overpowering and often likened to the stench emited by a tribe of orcs. This makes it difficult to hide within food or drink so the prefered use is to coat the poison on the blade of an edged weapon. The poison’s initial damage is the sudden onset of flu-like symptoms. These symptoms persist for twelve hours at which point the truly damage effects of the poison devastate the Constitution score of the victim. Initial Craft DC Save DC Damage Ingestion 28 25 special Injury 30 25 special

Secondary Damage Price 3d6 Con 3,500 gp 2d8 Con 3,300 gp

Dried Blood This poison looks very much like it sounds. It is created from the sap of the dire knight tree that grows along the western edges of the great desert. The sap is brought to boiling and then the poisoner mixes in the blood of a dozen different previous victims all of whom must have been killed by the same knife or dagger. The poison must be ingested by the victim or delivered through a wound. The poison is thick enough to coat bladed weapons which is most assassin’s prefered method of delivery. Initial Secondary Craft DC Save DC Damage Damage Price Injury 17 22 4d6 hp 2d6 hp 2,200 gp Ingested 15 19 2d6 hp 1d6 hp 2,100 gp

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The Assassin’s Guide to Poisons Dungeon Dust

green dagger

A fine powder, this poison may only be created deep beneath the ground, preferably in an ancient dungeon. The powder is gray in color and odorless. It is manufactured by mixing the molds and dust of the dungeon and then heating the mixture over an open flame. Once the concoction cools it is poured out and the remaining, crusty layer is collected and ground. It is this crust that is the poison.

A fine, dust-like poison that can only be created from a crushed dagger that was used to slay a vampire, Green Dagger is one of the rarer poisons that can be crafter by an assassin. While slaying a vampire with a dagger is nearly impossible the act of crushing the dagger into dust is even more challenging. It takes strength and tools of a level that are not easily acquired. Once the dagger has been crushed, the powder is must be mixed with the powdered poison, Plague of the Ancients. Only then does it truly become dangerous. The dust can be delivered to a target through inhilation or contact or it can be mixed with food or drink and ingested.

Initial Craft DC Save DC Damage Injury 19 21 2d6 Con Ingested 19 19 1d8 Con

Secondary Damage Price 1d4 Con 1,300 gp 1d4 Con 1,250 gp

drops of despair This liquid poison is made of three rare herbs that grow along the western banks of the great ocean. The herbs are difficult to locate and do not all g row in the same area but, rather, across a 400 mile stretch of coast. The nerbs are brought to a boil in water and, after being allowed to cool, the top layer is skimmed off and the water discarded. Drops of Despair work as a powerful poison when ingested but is harmless when used in any other way. The poison’s initial damage, one hour after ingestion, is the onset of depression in the victim. All dice rolls by the victim suffer a -2 circumstance penalty. Secondary damage, occuring four to sixteen (4d4) hours after ingestion is a deepening of this depression (increase penalty to -4). The effects of this poison wear off naturally after a week or they can be removed with magical healing. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 30 26 special special 5,200 gp

Craft DC Save DC Ingestion 30 26 Inhilation 30 26 Contact 28 22

Initial Secondary Damage Damage Price 2d8 Con 1d6 Str 1,200 gp 2d8 Con 1d6 Str 1,200 gp 1d6 Con 2d6 Con 1,200 gp

Green Rot Created from a mixture of toxic plants, green rot is a liquefied poison that must be ingested by the victim to be harmful. It’s a green, thick liquid with a natural odor much like that of a damp forest. Green rot eats away at the body of the victim, slowly killing him from the inside out. Green rot causes 2d6 Constitution loss on initial damage and an additional 2d6 Constitution damage one minute after ingestion. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 19 20 2d6 Con 2d6 Con 2,500 gp

Goblin’s Puss

Hellstrike

This greenish, thick liquid is created from the rotting flesh of a goblinoid that has been buried in a shallow grave for three weeks. The flesh is ground to a powder and mixed with the secretions of a rare toad found only in the southern wetlands. The poison is often used to coat blades and arrowheads since it is most dangerous when combined directly with the blood of the victim. It can be fatal if swallowed but the stench is difficult to mask making it hard to get the victim to swallow the poison willingly.

This bright crimson paste is used as a contact poison but it can also be used to coat weapons or in eaten substances. The paste is made from the ground teeth of a slain demon that must be mixed with the blood of a second slain demon. Both demons must have been slain no more than three days before creating the poison or else it will not function. The poison weakens the victim, draining Constitution one round after delivery and Strength three rounds later.

Price Injury 1,800 gp Ingested 1,800 gp

Craft DC

Save DC

Initial Damage

Secondary Damage

17

21

2d6 Con

2d6 Con

17

17

1d4 Con

1d6 Con

Injury Contact

Initial Secondary Craft DC Save DC Damage Damage Price 19 28 3d6 Con 2d6 Str 4,600 gp 21 25 2d6 Con 1d6 Str 4,500 gp

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The Assassin’s Guide to Poisons hell’s fury When a demon dies, its body frequently bursts into flame and is returned to the hell from which it came. The ash left behind often is ignored. That ash is the key ingredient in the manufacture of Hell’s Fury. The ash, when mixed with the crushed eye of an evil sorcerer and the blood of an assassin, becomes a thick, deadly liquid. Hell’s Fury is thick enough to be used to coat weapons though it can also be used as a contact poison and in food or drink. Hell’s Fury sucks the life force from its victim, often leaving a lifeless shell. These negative levels can be recovered with appropriate healing magics such as restoration. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 25 21 1 level 1 level 5,000 gp Injury 26 24 1d2 levels 1 level 5,300 gp Contact 22 21 1 level 1 level 5,000 gp

Hollow Heart This clear liquid is only found in the heart of a cursed whale. Once harvested the poison is effective for only three days and there is just enough for one dosage. The poison must be delivered through ingestion or injury. Hollow Heart strips the victim of compassion and love, leaving behind a hollow shell of a man. The victim must succeed a Will save (DC 25) or his alignment is radically and immediately changed to chaotic evil. The effects of this poison wear off slowly (one alignment step per week in the direction of the victim’s original alignment) and the victim will likely go through several alignment changes on the way back to his original alignment. Initial Secondary Craft DC Save DC Damage Damage Price Injury 17 25 special special 5,000 gp Ingested 18 25 special special 5,000 gp

Mind rot Mind Rot is a particularly brutal poison created from the brain of a mind flayer. The mind flayer’s brain must be removed and pulverized, creating a thick, pulpy juice. Mind Rot must be administered through injury or ingestion to be effective. Ingestion of the poison inflicts the most damage on the victim. Unfortunately, the stench of the poison overwhelms any normal means to conceal it (though magical abilities or spells that can change or mask odors can easily overpower the smell).

The secondary Intelligence damage of Mind Rot is permanent. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 30 28 2d6 Int 1d6 Int 7,500 gp Injury 26 22 2d4 Int 1d2 Int 6,200 gp

medusa’s hair This thick, muddy poison is made from the ground head of a slain medusa. The poison can only be created if the snake hair, skull, eyes and all other parts of the creature’s head are available to the poisoner. The resulting poison can be watered down to create ten fatal doses or left pure to create 4 extremely dangerous doses. The poison must be ingested by the victim which is difficult since it has a foul taste and odor. Initial Secondary Craft DC Save DC Damage Damage Ingested (Pure) Ingested (Watery)

Price

21

25

6d6 hp

1d6 Con 3,800 gp

20

20

3d6 hp

1d4 Con 3,000 gp

Minotaur’s Blood This is a dark, thick red liquid that is created from the blood of a minotaur mixed with cyanide and ground bone fragments from any magical creature. The poison may be delivered through injury or ingestion. Initial Craft DC Save DC Damage Ingested 20 23 1d6 Con Injury 22 25 1d6 Con

Secondary Damage Price 2d4 Con 3,200 gp 2d4 Con 3,200 gp

Ninstill’s Curse Named for the assassin who first created it some 500 years ago, Ninstill’s Curse was designed specifically to weaken clerics. The poison,once crafted, is kept in two parts until it is ready to be used. The first, a thin red liquid that looks like watered down blood, is mixed with the second part that is a thicker, sludge-like black concoction. Once mixed the poison if effective for two minutes after which it is rendered useless. The poison must be ingested by the target or delivered through injury (most often by coating a bladed weapon with it). Initial Secondary Craft DC Save DC Damage Damage Price Ingested 18 20 1d6 Wis 1d6 Wis 500 gp Injury 18 20 1d3 Wis 1d3 Wis 500 gp

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The Assassin’s Guide to Poisons Orc’s Breath

Slow Burn

This poison is a gray, extremely fine dust that is harvested from the seed of the wounded orc weed that grows naturally in most mountainous regions. The seed is pulverized and, when dried in the sun during an extremely hot day (100º+), it becomes a potent poison that causes blindness and weakness when inhaled.

Slow burn is a paste crafted from a dozen rare weeds that grow in the arctic wasteland north of the civilized lands. When it comes in contact with flesh it instantly begins disolving the skin (initial damage takes place immediately) and keeps burning for a few minutes (1d4 minutes) constantly damaging the victim.

Inhaled

Initial Secondary Craft DC Save DC Damage Damage Price 25 22 blindness 2d6 Con 2,500 gp

Injury Contact

Plague of the Ancients Named for its similarities to an ancient plague, this poison is an orange powder that smells like burning skin. It acts as a contact poison, dying the victim’s skin orange where touched. The coloring spreads over the victim’s entire body and, within a day, open sores start forming on every inch of the victim’s skin. Only magical healing can stop the effects of this poison. If the victim is not cured he becomes contagious, spreading the sickness to any he touches. Each day after the first the victim loses 1 point of Constitution until he is healed or dies. Contact

Initial Secondary Craft DC Save DC Damage Damage Price 21 25 2d6 Con 2d6 Con 4,500 gp

shadow sickness When mixed within a sphere of magical darkness or shadow, the common ingredients of this poison become a deadly toxin. On administration the dustlike, black powder drains the life energy of the victim. Shadow Sickness is rarely available for sale and must often be created by the assassin. Contact

Initial Secondary Craft DC Save DC Damage Damage Price 25 30 1 level 1 level 6,500 gp

skull’s breath This poison is a whitish powder ground from the skull on an animated skeleton. The skull must be ground down within five minutes of the skeleton’s destruction. The resulting powder can then be used to coat the victim’s skin. On contact the skin of the victim begins to burn and itch but it is only after a minute of time has passed that the poison’s real damage comes into play; the victim’s skin begins to decompose at the area of contact, causing one point of damage per round to the victim for 1d6+6 rounds. Contact

Initial Secondary Craft DC Save DC Damage Damage Price 15 19 1d4 hp 1d4 hp/special 900 gp 15 18 1d4 hp 1d4 hp/special 800 gp

Spider’s venom A concentrated form of poison extracted from a rare spider found only deep undergound, this poison is a greenish/gray in color and slightly thicker than water. Spider’sVenom is odorless when fresh but, if it has been exposed to air for more than a week, it takes on a damp, moldy smell. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 25 25 1d6 Con 2d4 Con 1,200 gp

Spine Crusher This orange liquid is derived from the root of a large tree that grows in the western forests. The root must be crumbled and crushed, then mixed with the powdered remains of an animated skeleton’s skull. The liquid, once ingested, eats away at the victim’s bones, destroying them from within. Only magical healing can reverse the effects of this poison. Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 30 26 2d6 Str 2d6 Dex 2,650 gp

Spirit touch This gray ointment is created from the ectoplasmic secretions of a ghost or other supernatural creature. The ectoplasm must be mixed with unholy water and cursed by an evil priest. The ointment works as a contact or injury poison. Initial damage takes place two rounds after delivery and is identical to the Ghost template ability, Corrupting Touch. Secondary damage, taking place five rounds after initial damage, is one negative level. Injury Contact

Initial Secondary Craft DC Save DC Damage Damage Price 25 22 special special 1,800 gp 25 22 special special 2,100 gp

Initial Secondary Craft DC Save DC Damage Damage Price 15 19 Special Special 1,200 gp

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The Assassin’s Guide to Poisons TasTe of the dagger

Twisted root

This thick, liquid poison is used by assassins and murderers to coat bladed weapons. The poison is brown in color and has the odor of wet dog. Taste of the Dagger is made from a mixture of the juices of a dead man’s eyes and the blood of the person crafting the poison. The poison can also be mixed into foods or drinks though it is not as damaging when used in this way.

This is the root of a small tree that grows along the coast of large seas, often on a cliffside. The root is chopped into fine twigs which are then boiled to create a thin soup or weak “tea.” This mixture, when ingested, creates mild stomach discomfort in the victim which then slowly turns to great physical pain. (Initial damage takes place three rounds after ingestion and secondary damage takes affect 24 hours later.)

Initial Craft DC Save DC Damage Injury 17 19 1d4 Con Ingested 15 18 1d3 Con

Secondary Damage Price 1d4 Con 500 gp 1d2 Con 450 gp

Initial Secondary Craft DC Save DC Damage Damage Price Ingestion 22 25 1d2 hp 2d6 Con 1,200 gp

Skills and Feats Craft (Poison) The age-old craft of distilling toxic liquids and powders from plants, animals, and minerals is dangerous to crafter and victim alike, and is often highly illegal in civilized lands. This sub-skill includes all forms of poison preparation, from grinding mineral powders to milking serpents to deliberately concentrating the sap inside toxic plants. Check: Crafting a poison has a base DC equal to the poison’s DC, plus the following modifiers: Poison Type DC Contact +2 Energy Drain +6 Ingested -2 Inhaled +0 Injury +2 Permanent damage +4 Two-stage* +4 Three-stage* +6 *Two-stage poisons require that the victim come into contact with two components rather than one, and three-stage poisons require that the victim come into contact with three components. The poison DC is equal to the most difficult component of the bunch.

Raw materials for most poisons are hard to come by, and cost at least three-quarters of the market price. At the GM’s discretion, some raw materials (such as foxglove and hemlock) are actually very easy to obtain, and cost just one-tenth the market price for the poison. Each successful Craft (Poison) check yields one dose of poison. Retry: If check is failed by a margin of 5 or more half the materials are ruined and must be purchased again. Special: If the character has 5 or more ranks in Alchemy, he gets a +2 synergy bonus on Craft (Poison) checks.

Extend Poison You can delay the initial onset time of a poison. Prerequisites: Poison Use, Base attack bonus +2. Benefit: If you spend a full-round action to prepare a poison, you can delay its initial onset time by up to one hour. This has no effect on secondary damage, which occurs one minute later, as usual.

Empower Poison You can use poisons to greater effect. Prerequisites: Poison Use, Base attack bonus +4. Benefit: If you spend a full-round action to prepare a poison, all variable, numeric effects are increased by one-half. An empowered poison deals half again as much initial damage and secondary damage. Non-variable effects such as blindness or death are not affected.

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The Assassin’s Guide to Poisons Maximize Poison You can use poisons to maximum effect. Prerequisites: Poison Use, Base attack bonus +6. Benefit: If you spend a full-round action to prepare a poison, all variable, numeric effects are maximized. Example: A maximized use of twisted root deals 2 points of damage and 12 points of Constitution damage. Non-variable effects such as blindness or death are not affected.

Poison Focus Choose a type of poison, such as ingested, inhaled, injury, or contact. All poisons you deliver from that type are more potent than normal. Prerequisites: Poison Use. Benefit: Add +2 to the DC for all saving throw’s against poisons from your prefered poison type. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of poison.

Poison Mastery Your experience with the use of poisons has made you a master of the craft.

Prerequisites: Craft (Poison), Maximize Poison, Poison Use, Base attack bonus +8. Benefit: You get a +2 bonus on all Craft (Poison) checks. If you already have the feat Skill Focus applied to Craft (Poison) this bonus stacks with that one for a total +4 bonus.

Poison Use You are trained to use poisons with no risk to yourself. Prerequisites: Dex 13+. Benefit: You never risk accidentally poisoning yourself when applying poison to a blade, or using it in combat.

Quicken Poison You can deliver a poison that deals its damage all at once. Prerequisites: Poison Use, Base attack bonus +8, Assassin (or similar class) level 2+. Benefit: If you spend a full-round action to prepare a poison, it deals both initial and secondary damage in the same round (immediately after exposure). The victim still receives a saving throw for both effects, as normal.

101 Mundane Treasures – $3.00 From the author of 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires comes another batch of treasure items. Every gamemaster has hundreds of magic items to choose from when selecting treasure but how many “mundane” treasures are available? This book helps remedy that minor problem. With 101 treasure items, each one written specifically for this book, gamemasters may now start adding various mundane armors, shields, articles of clothing, pieces of jewelry, and even weapons to the treasure hoards their players find. While players may find the contents of this 21-page book interesting, it is the gamemasters who will really benefit from the items within. All of the text is designated as open game content.

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires – $3.00 Expand Your Library! No longer does a treasure have to be merely a book. This book is designed for the use of players and gamemasters. Inside you will find 101 different books for use in any d20 fantasy campaign as well as the spells, feats, skills, magic items, and poisons presented in some of the books. 30+ pages of information for use in your next d20 fantasy game. All of the text within is designated as open game content so that it may be freely used in other products that follow the OGL.

www.philipjreed.com

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The Assassin’s Guide to Poisons OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including deriva tive works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor,and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories,storylines,plots,thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment,magical or supernatural abilities or effects,logos,symbols,or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use","Used" or "Using" means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License:This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity:You agree not to Use any Product Identity, including as an indication as to compatibility,except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License:You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,judicial order,or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000,Wizards of the Coast, Inc. System Reference Document Copyright 2000,Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 101 Mundane Treasures www.philipjreed.com

Copyright

2002,

Philip

Reed,

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Copyright 2002,Philip Reed, www.philipjreed.com The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, Authors Wolfgang Baur and David “Zeb” Cook. The Assassin’s Guide to Poisons Copyright 2002, Philip Reed, www.philipjreed.com 'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20.

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