12. Poisons:This lists some of the best poisons in the various 3.0 and 3.5 books out there. Black Lotus Poison gets all the attention, but there is actually a wide variety of poisons that are good to use, even if you only use Minor Creation.
My favorite poisons are:
Black lotus poison, drow poison, sleep-smoke, stun gas, roach paste, yew, belladonna, good-bye kiss, spotted toadstool venom, sassone leaf residue, sinmaker's surprise, darklight brew, (greater) sskalor venom, pit fiend venom, elemental rime, siren's breath, stingray venom, and crystal scorpion venom. About half of these are craftable using Minor Creation, while many others are easy to find or very cheap to make, and others provide excellent status effects like stunning, exhaustion, and nauseate, while a few simply have high amounts of stat damage and high DCs.
Poisons by lowest base costTerrific buys for their value.
These are listed at market value, not cost to create - so with the materials on hand, they would instead cost 1/6th the listed price here.
25g:
Sleep-Smoke (Waterdeep, City of Splendors Pg. 152. Unconsciousness/Unconsciousness!)
40g:
Tiny Centipede poison (Core; 1 dex woo!)
40g:
Stun Gas (A&EG 37, Stuns!)
50g:
Roach paste (DoTU 94; Nauseates!)
50g:
Darkeye (Sharn, City of Towers; Paralysis!)
75g:
Drow poison (Core; Unconsciousness!)
75g: Snowflake Lichen PowderFrostburn (1 Dex/1 Str!)
90g:
Oil of Taggit (Core; 0/Unconsciousness and ingested
100g:
Taxine (Yew tree poison. Ingested: 1d3 Con/2d6, each subsequent exposure increases DC by 2 and +1d2 Con damage)
Minor Creation and Major Creation: Plant and mineral based poisonsCraft DC 15/None: Belladonna (Monster Manual). Ingested: DC 13, 1d6 Str damage/2d6 Str damage. No craft check necessary for just the raw plant, which is poisonous.
Craft DC 15/None: Yew (
Online). Ingested: DC 13, 1d2 Con damage/2d6 Con damage. No craft check necessary for just the raw bark or leaves, which is poisonous.
Craft DC 15/None: Striped Toadstool (DMG). Ingested: DC 11, deals 1 Wis/2d6 Wis and 1d4 Int. Presumably no craft check necessary for just the raw toadstool.
Craft DC 15?: Stun Gas (Underdark). Inhaled: DC 12, Stun effect.
Craft DC 15/None: Volcanic Gas (Sandstorm). Inhaled: DC 13, Unconsciousness/1d6 Con. Major Creation should work with this.
Craft DC 15: Blue Whinnis (DMG). Injury: DC 14, deals 1 Con/Unconsciousness
Craft DC 15: Bloodroot (DMG). Injury: DC 12, deals 0/1d4 Con +1d3 Wis
Craft DC 15: Arsenic (DMG): DC 13 Ingested, 1 Con/1d8 Con. The "King of Poisons" is quite tame in D&D, and can be crafted with Major Creation.
Craft DC 15: Sleeping Vine (A&E 37): DC 13, slowed/1d4 Dex
Craft DC 15: Id Moss (DMG): DC 14 Ingested, 1d4 Int/2d6 Int
Craft DC 15: Good-Bye Kiss (C. Scoundrel) Contact: Exhaustion/Exhaustion, Fatigued on a successful save)
Craft DC 15: Drow Poison (DMG) Injury DC 13, Unconsciousness/Unconsciousness. *Noted as being distilled from fungi and roots in C. Scoundrel
Craft DC 17: Psychotropic Rot (DoTU 94): Ingested: DC 15, deals 1d4 Wis/3d8 Hp.
Craft DC 20: Vapid Leaf Extract (A&E 37): DC 16, Dazed/2d6 Int.
Craft DC 20?: Spotted Toadstool Venom (Player's Guide to Eberron). Injury: DC 16, 1d6 Str/1d6 Con.
Craft DC 20: Malyss Root paste (DMG). Injury DC 16, deals 1 Dex/2d4 Dex damage.
Craft DC 20: Sassone leaf residue (DMG): Contact DC 16, deals 2d12 damage/1d6 Con.
Craft DC 21: Cave Terror (Underdark). DC 20, Confusion effect.
Craft DC 25: Terinav Root (DMG). Contact DC 20, deals 1d6/2d6 Dex.
Craft DC 25?: Sinmaker's Surprise (Manual of the Planes). Injury DC 24, Ingested DC 18. Deals 1d6 Con/2d6 Con, and 1d6 Acid for 3 rounds.
Craft DC 28: Darklight Brew (DoTU 94): Injury DC 23, Deals an initial 2d6 Con and 1d6 Strength damage, and blindness as a secondary effect! Can be crafted with Major Creation.
Craft DC 35: Black Lotus Extract (DMG). DC 20, deals 3d6/3d6 Con.
Craft DC 35?: Greensickness (Dungeonscape, MMIII). DC 33, deals 2d6 Str + 1d4 Con/2d6 Str + 1d4 Con. *Confirmed that this is plant-based - it's from the Plague Brush in MMIII, an extraplanar house-sized tumbleweed of death. Words fail me. Craft DC given is an estimate by PlzBreakMyCampaign, my own inclination would be to make it DC 40 or 45.
For GOOD-aligned adventurers and crowd control: Sleep, paralysis, unconsciousness, and other non-lethal poisons listed by save DCDC 34: Svakalor Venom, Greater (Paralysis/1d6 Con) (Dungeonscape)
DC 24: Svakalor Venom (Paralysis/4d6 Con) (Dungeonscape)
DC 22: Eyeblast (Blindness) (C. Adv?)
DC 20: Sssartisss (Paralysis 2d6 mins/Unconscious) (Serpent Kingdoms)
DC 18: Scorcher Fumes (Lose the Scent ability) (A&EG 37)
DC 17: Lizardfolk Sleep Poison (Contact, Unconsciousness 1d3 rounds/Unconsciousness 1d3 hours) (Serpent Kingdoms)
DC 15: Oil of Taggit (0/Unconscious) (Core)
DC 15: Good-bye Kiss (Exhaustion/Exhaustion, Fatigued on a successful save) (C. Scoundrel)
DC 15: Sleep-Smoke (DC 15 Unconscious/Unconscious 1d3 mins) (Waterdeep, City of Splendors 152)
DC 15: Coldrith Toxin (Paralysis/2d4 Con) (A&EG 37)
DC 15: Retch (Nausea) (A&EG 37)
DC 15: Wild Dwarf Knockout Poison (Slows for 5 rounds, then unconsciousness) (PGtF)
DC 14: Homonculus venom (Sleep)
DC 14: Pseudodragon venom (Sleep)
DC 13: Carrion Crawler Brain Juice (Paralysis) (A&EG 37)
DC 13: Sleeping Weed (Slowed/1d4 Dex) (A&EG 37)
DC 13: Drow Poison (Unconsciousness/Unconsciousness) (Core)
DC 12: Roach paste (Nausea for 1 round/Filth Fever) (DoTU 94)
DC 12: Brain Dust (Confusion) (A&EG 37)
DC 12: Darkeye (Paralysis 1 min, ingested) (Sharn, City of Towers)
DC 11: Lockjaw (Can't speak) (A&EG 37)
Real World Poisons in D&D:
Craft DC 15: Arsenic (DMG): DC 13 Ingested, 1 Con/1d8 Con. The "King of Poisons" is quite tame in D&D, and can be crafted with Major Creation.
Craft DC 15/None: Belladonna (Monster Manual). Ingested: DC 13, 1d6 Str damage/2d6 Str damage. No craft check necessary for just the raw plant, which is poisonous.
Craft DC 15/None: Yew (
Online). Ingested: DC 13, 1d2 Con damage/2d6 Con damage. No craft check necessary for just the raw bark or leaves, which is poisonous.
Craft DC 15/None: Striped Toadstool (DMG). Ingested: DC 11, deals 1 Wis/2d6 Wis and 1d4 Int. Presumably no craft check necessary for just the raw toadstool. Not actually a real fungus, but the stats can stand for any number of actual poisonous mushrooms like amanitas (red with white dots), false morels, jack-o'-lanterns, and green-spored lepiotas.
Craft DC 15: Black Adder Venom (DMG). Injury: DC 11, deals 1d6 Con/1d6 Con.
Craft DC 15: Small Centipede Poison (DMG). Injury: DC 11, deals 1d2 Dex/1d2 Dex.
Craft DC 15: Tiny Spider (MM). Injury: DC 10, deals 1d2 Str/1d2 Str.
Craft DC 15: Tiny Scorpion (MM). Injury: DC 11, deals 1 Con/1 Con.
Poisons by highest damage on initial hit (non-epic)Strength3d6 Str: Dragon Bile
3d6 Str: Ulathlasss Smoke (Serpent Kingdoms, Inhaled)
2d8 Str: Colossal Spider/Scorpion venom (pre-errata)
2d6 Str + 1d4 Con: Greensickness (DS)
Dexterity2d6 Dex: Colossal Centipede poison (pre-errata)
2d6 Dex: Redek Vine Extract (A&EG 37)
1d8 Dex: Stonefish Venom Stormwrack
1d6 Dex: Giant Wasp Poison
Constitution3d6 Con: Black Lotus Extract
2d6 Con+1d6 Str: Darklight brew (DoTU 94)
2d6 Con+1d4 Dex : Megapede venom
2d6 Con: Wyvern venom
Intelligence1d6 Int: Illithid Mindscorch (DoTU 94, inhaled)
1d4 Int: Rishon Vapor (A&EG 37)
1d4 Int: Jalass Smoke (Serpent Kingdoms, Inhaled)
Wisdom1d6 Wis: Doubt Bomb (Fiend Folio)
1d4 Wis: Insanity Mist (A&EG 37)
1d4 Wis: Psychotropic Rot (DoTU 94, ingested)
1d4 Wis: Battass Smoke (Serpent Kingdoms, Inhaled)
Charisma1d6 Cha+1d2 Con: Slowswarming (DoTU 94, ingested)
1d6 Cha: Raeliss Smoke (A&EG 37)
1d6 Cha: Burning Angel Wing Fumes (BoVD, of course)
Straight damage/other damage:2d12 HP Dmg: Sassone Leaf Extract (core)
4d4 HP Dmg: Ts'ous (Serpent Kingdoms, injury)
1d6 HP Dmg: Hooloond Smoke (Serpent Kingdoms, inhaled)
1d6 HP: Slow Death (C. Scoundrel, 1d6/rd for 5 rounds)
2d4 Acid Dmg: Laerisss Smoke (Serpent Kingdoms)
Poisons by highest DC (Most can be found on Pg. 129 of Dungeonscape)DC 54: colossal scorpion venom (3.0 BoVD, this was later errata'd in Dungeonscape to DC 33 and a lower initial/secondary damage)
... after this are about 10 more poisons from 3.0 gargantuan and colossal vermin that range in the 40's and 30's. I'm going to avoid listing all of those iterations, as they are errata'd to much lower DCs in Dungeonscape. 44 is basically the highest save DC now.
DC 44: Megapede Venom (DS)
DC 34: Svakalor Venom, Greater (Dungeonscape)
DC 33: Colossal Scorpion Venom)
DC 33: Greensickness (Dungeonscape)
DC 28: Colossal Spider Venom
DC 27: Pit Fiend venom (Dungeonscape)
DC 27: Colossal Purple Worm Venom (DS)
DC 26: Dragon Bile (DMG)
DC 25: Purple Worm Poison (DMG). Note that the DC was increased in C. Adv.
Unique & Useful PoisonsArms & Equipment Guide: These poisons are listed on pages 37 and 38. There are 20-30 poisons in A&EG, but most of them are quite mundane.
1. Choldrith Toxin: the primary effect is paralysis, which is useful for races immune to paralysis, such as dragonwrought kobolds.
2. Fang Dragon Venom: possible to acquire through Alter Self as a dragonwrought kobold.
3. Lockjaw: ingested and a low DC, but prevents all speech & somatic components. As-is, it completely shuts down spellcasters, but I think it's clear that the designers meant that it would prevent all VERBAL components.
Book of Exalted Deeds: this book has ravages, which are good-aligned poisons. I think the very idea is ridiculous, but who asked me?
1. Golden ice: only worth mentioning for the feat "Touch of Golden Ice"
2. Unicorn blood: You can summon a unicorn with Summon Nature's Ally IV and politely ask it for its blood after its done healing your party.
Book of Vile Darkness1. Devilseye and Basilisk Breath both affect outsiders that are generally immune to poisons, so they might be worth crafting in some cases.
Complete Scoundrel:
1. Blasphemix (Injury): it's got a DC of 22 and is only 750gp, but forces divine spellcasters to make a stiff CL check for 10 rounds! (DC 15+spell level) Requires Knowledge (Religion) to make.
2. Elemental Rime (Injury): At 200g, this is cheap to make, and though the save DC is low at 16, forcing a creature to gain
Fire Vulnerability can set up some awesome combos with a blaster mage. A duskblade, for example, can hit his opponent with Elemental Rime poison, and then swift action cast a Scorching Ray at the opponent. Also requires Knowledge (the Planes) to make.
3. Goodbye Kiss (Ingested/Injury): The initial effect is fatigued, and the secondary Exhausted is a great effect! Since it's both injury and ingested, it has decent applications in a fight and in roleplay situations.
4. Siren's Breath (Inhaled): gives -5 penalty to saves against enchantment spells. A little pricey at 300g though.
5. Salvo (Injury): Notable for the incredibly low Craft DC of 12. The effect isn't particularly good, but this could be a potent money-making poison to create in drow cities or large metropolises. Thanks telehax!
Drow of the Underdark:Page 94 lists various poisons and magical poisons. Definitely some of the most creative and varied in any sourcebook.
1. Darklight Brew (Injury): A DC 23 poison that deals an initial 2d6 Con and 1d6 Strength damage, and blindness as a secondary effect! It's ridiculously expensive, but is made from darklight ore, which means that it can be crafted with Major Creation. A great high level poison.
2. Roach Paste (Injury): Only DC 12, but only 50g to make and causes nausea for 1 round. Great at low levels, and the components are from giant roaches, which is absolutely disgusting but easy to find.
3. Underdark Blight (Contact): Another poison made from ore, this one lowers SR by 1.
Magic-infused poisons from DoTU: These require a spell cast when making them, but are much stronger than normal poisons.
1. The Calling (ingested): you summon a swarm of spiders from inside somebody's belly if they ingest the poison, which requires a DC 20 profession (cook) check to detect. Gross!
2. Creeping Nullscourge (Injury): A DC 20 poison that lowers SR by FIVE on initial and final contact! Requires Assay Spell Resistance to create, but talk about a great effect!
3. Slow Taint (Contact): Reduces a target's speed by 10ft/10ft for 1 hour.
Dungeonscape:Greater poisons: these are poisons from advanced creatures such as gargantuan scorpions. No craft DC is listed, but it can be extrapolated from the save DC and cost.
1. Greensickness is a DC 33 inhaled poison, which is the highest you'll find for that type of poison, AND it's plant-based!
2. Pit Fiend venom is DC 27 injury, but the secondary effect is death! Now all you have to do is find a pit fiend...
Libris Mortis: positoxins are poisons that affect undead, only they are made with Alchemy. They are expensive to make, but hey, it's something. They need the help of a positive-energy channeling character though.
1. Gravedust and Boneshard Paste should both be manufacturable with Major Creation, or possibly by cutting up the skeletons you just defeated.
Races of Faerun: only 2 poisons in this book, but both are good.
1. Drow Poison. At only 75 gp, this DC 13 or unconsciousness poison costs 12.5 gp/hit if you have the materials at hand, and unconsciousness is a damned good condition effect. Best to hit an opponent with a con-reducing poison first to lower their saves. Good as a low-level poison.
2. Wild Dwarf Knockout Poison: Slows opponents for 5 rounds and then unconsciousness. A little pricey at 150 gold, but nice for wild dwarves, who are immune to the effects.
3. Tanglepatch: an alchemical substance - creates an entangle spell for only twice the cost of a tanglefoot bag. Pretty sweet.
Stormwrack: See page 13
1. Sea Snake venom: Sea snakes can be taken as a familiar at 1st level, so for a low-level wizard who wants a source of poison, this is pretty solid, as their venom has a DC of 2 higher than that of a viper of comparative size.
2. Sekulah's Judgment: Ingested, but a high DC and deals 1d6 Con + nauseated for 2d6 rounds, with a secondary effect of 3d6 Con damage. Best of all, even on a successful save the target is nauseated for 1d6 rounds! One of the few ingested poisons worth considering in combat.
3. Fire coral extract: in case you need another source of a cheap, low-level nauseating poison!
4. Stingray venom: just to note that a druid can probably harvest venom from a stingray animal companion that is quite effective.
Sandstorm: See page 24.
1. Crystal scorpion venom: made from normal monstrous scorpions, this is an excellent poison. Contact DC 19, -/Helpless 1d4 hours, entangled 1d4 days. DC 25 Alchemy or DC 21 Craft (Poison) to create, 1,500 gp base cost. Terrific for those who can reduce or ignore the cost with Vermin Trainer.
2. Dunewinder venom: A Contact 1d8 Con/1d8 Con poison that's expensive and comes from a rare monster. Bah.
3.Volcanic Gas (Sandstorm). Inhaled: DC 13, Unconsciousness/1d6 Con. Craft DC 15/None: Major Creation might be able to conjure this.
4. Giant Banded Lizards: available as an animal companion to druids of 10th or higher, and have improved grab, high damage and AC, and an excellent bite poison: DC 21 2d4 Str/2d4 Str, increases with Con.
5. The Ironthorn: available as a druid wildshape form at 9th with Enhance Wildshape or 15th otherwise, this is an amazing defensive wildshape form. It has AC 24, and with Enhance Wildshape this form can get 60ft Blindsense and DR 5/bludgeoning. Comes with 15ft reach, Improved Grab, and Impale (like a rake). Poison: Injury DC 23, initial paralysis/secondary 2d4 Con, poison is con-based (so if your Con is higher than 25 the DC will scale up). Great both in downtime and as an actual combat form. Protip: get a magical fly speed as well (Overland FLight!) to counteract the slow land speed.
Online:
Taxine (Yew tree poison): This is very handy, since it's easy to acquire and likely very cheap. No listed craft DC - it appears this is the base poison simply for eating the bark or leaves of the yew tree.
Taxine (yew tree poison): Ingested DC 13; initial damage 1d2 Con; secondary damage 2d6 Con; additive effects (taxine builds up in the system; each subsequent dose of taxine adds +2 to the Fort save DC to resist the poison's effect and adds +1d2 Con damage to the secondary damage); price 100 gp. Thanks Garryl!
Kiss of the Grave: a fairly weak initial poison (1d4 Con damage), but its secondary damage makes immortal creatures mortal. It also makes them unable to be raised or resurrected, and takes a Wish or Miracle to remove the effect. Contact poison, DC 20. Thanks Garryl!
The Epic Level Handbook Web Enhancement These poisons all require the Epic Poison Crafter Feat (so level 27+). However, they are immune to all magical effects to prevent or avoid poisons. The Godsblood poison seems to be the only one with a fortitude save that creatures at this level might actually fail.
Courtesy of Ed Zero
Poison: Chaos Ichor
Type: Contact DC 22
Initial: 1d4 Str
Secondary: 2d6 Str
Price: 330,000gp
DC to Create: 53
Poison: Lyzeum
Type: Injury DC 25
Initial: 1d6 Dex
Secondary: 3d6 Dex
Price: 390,000gp
DC to Create: 59
Poison: Illis thyr
Type:Injury DC 28
Initial: 2d4 Con
Secondary: 4d4 Con
Price: 450,000gp
DC to Create: 65
Poison: Milk of Atropos
Type: Injury DC 32
Initial: 2d8 Str
Secondary: 4d8 Str
Price: 590,000gp
DC to Create: 79
Poison: Godsblood
Type: Injury DC 40
Initial: 1d6 Int
Secondary: 3d6 Int
Price: 820,000gp
DC to Create: 102
Serpent Kingdoms: This has a large selection of poisons.
The various smoke poisons (some of which are listed above in the lists) have a unique mechanic - unlike other inhaled poisons, these fill a 50-ft square for 4 hours or 5 rounds with the poison, which also acts as a nonmagical fog cloud spell.
Want to fill a 50ft square with 3d6 Strength damage that isn't magical in any way? This is where you want to go then. They have some unique effects as well - Duthlah'hass has a 2d6 minute
Feeblemind effect, easily the coolest one. The smokes also act as BUFFS to Scaled Ones, a large category that includes kobolds and anything reptile-like that isn't a dragon (so dinosaurs, etc). So any kobold can just light these suckers up and enjoy free buffs while his party and enemies all run around dying. The following poisons from the list are plant or mineral based for Creation spells: Battasss (Wis/Sleep), Duthlah'hass (Feeblemind), Ektharisss (1d6/1d4 Str).
Dragon Magazine #301, Pg. 58This issue has an article on various alchemical items in the "Poisons and Malefics" section. Thanks Maat_Mons!
Other:Aboleth Mucus (Savage Species): This is an alchemical item rather than a poison, but works as a contact or inhaled poison. Victims who fail a DC 19 Fort save lose the ability to breath air for 3 hours, which means most will suffocate in 1-4 minutes. A save or die for only 20g, and quite likely to be insta-banned. Cost: 20 gp; Weight: 1 lb.
Mordrei'in: Created by the Aereni elves for use in religious rites, mordrei’in (or “leaves of death”) is made of the crushed leaves of the rare mordril tree, combined with other sacred herbs and powders. When eaten raw, the leaves are a deadly poison (Fortitude DC 14, 1d6 Con/1d6 Con). Mordrei’in, however, enhances the imbiber’s ability to focus and is substantially less toxic (Fortitude DC 10, 1 Con/1 Con). Anyone who consumes mordrei’in (whether or not the save succeeds) gains a +2 alchemical bonus on Concentration and Spot checks for 10 minutes.
Price 25 gp (available only on Aerenal). (Faiths of Eberron - thanks Ed-Zero!)
Darkeye 50gp, Alchemy DC: 25. A toxic beverage: DC 12 ingested, paralysis/secondary damage 1 Con. However, if the victim fails his saving throw against the secondary damage, the paralysis continues and he must make another save after a minute has passed. This continues until the victim makes a successful saving throw.
During the period of paralysis, the victim is poised on the brink of life and death. Some victims see visions of their past, while others hear the voices of departed friends and family. The experience sensitizes the victim to the emanations of the beyond. For an hour after consuming darkeye, the victim gains +1 effective caster level when casting any sort of necromantic spell; this is increased to +5 when casting speak with dead. Darkeye is terribly bitter, and a full dose (2 ounces) is required to have any effect.(Sharn, City of Towers)
Blister Oil (Races of Stone): an alchemical substance, but dirt cheap (5gp for 1-8 uses), and works as an injury poison to deal some damage and penalize Dex checks and reflex saves. Great for low-level alchemists, and doesn't carry the drawback of poisoning yourself if you mess up.
Scentbreaker (Tome & Blood): a cheap thrown alchemical substance that removes the scent quality for 1 hour, DC 15 or DC 18 on a direct hit. Thanks snakeman830!
Stun Gas (Underdark): At 40gp (6.6gp self-crafted), this is one of the cheapest poisons around! DC 12 inhaled, and stuns for 1/1d4 rounds. A dose can be stored in darts and presumably arrowheads. Great for low levels.
Sleep-Smoke (Waterdeep: City of Splendors 152): At 25g (4.16g self-crafted), this is a DC 15 inhaled poison that lasts 2 rounds - first in a 10ft globe, then in a 20ft globe! Both the primary and secondary effects are unconsciousness (1 min/1d3 mins). DC 15 to create.
Doubt Bomb (Fiend Folio, 3.0) - 500gp for a grenade that shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs.
Sinmaker's Surprise (Manual of the Planes, 3.0) Fortitude Save: DC 24 (injury) or DC 18 (ingested), deals 2d6 Con on initial hit, along with 1d6 acid damage for 3 rounds, and then after a minute another 2d6 Con damage. Made from leaves, so its usable with Minor Creation. Price: 4,400gp. Craft DC: ??
Venomous Fire (Fiend Folio): This is alchemist's fire and poison (DC 17/17 1d6 Con) mixed together - both rounds of fire expose the victim to a dose of poison, and a splash deals 1 point of fire damage, while a target hit by the splash has +4 circumstance bonus on the Fortitude save against the poison. Cost: 220 gp; Weight: 1 lb.
Drugs
Drugs are similar to poisons, except in 3 ways:
1. They require Craft (Alchemy) to create, but function like poisons, including initial and secondary effects over the period of a minute.
2. They have addictions that come with them, along with a variety of beneficial and damaging effects. For example, a drug might give a +2 bonus to strength for an hour, but deal 4 wisdom damage.
3. If you're hit by the same drug twice within a specific period, you suffer an overdose effect, often quite debilitating.
Specific drugs: (ignoring useless ones)
Book of Vile Darkness:
Agony (liquid pain): Notable because it's also used as a material component or as a substitute for experience in spells.
Baccaran: Another ingested one, this time with a nice side benefit for clerics who take it.
Devilweed: It's a cigarette (or a joint). You can create it with Minor Creation, but it has no particular combat use for you, though it is dirt cheap and gives a nice little strength buff, so I'd actually smoke them as a melee type and pretend to be Dirty Harry or something.
Luhix: Jackpot! This is an injury drug (Fort DC 25 or -1 to all ability scores), and the overdose effect is death (Fort DC 25). It's expensive, but also made from plant material, so you can make it with Minor Creation. Use it as an expensive injury poison.
Terran Brandy: It's green alcohol that gives a solid CL buff, but it's expensive and the OD effect is weak. Still, cute idea.
Lords of Darkness:
Kammarth: A contact poison, but only DC 10. Still, 2 hits leaves an opponent paralyzed, and it's moderately cheap too.
Oruighen: Basically Mace. Make a melee touch attack to throw tiny pellets at your opponent to blind him and give -2 to saves, skill checks, and attacks. Only 20g!
Rhul ("Battlewine"): It turns you into a barbarian! Very useful, actually, even if the OD effect is pretty weak.
Sezarad Root: Ingested and a weak DC. Weird, but kinda useful to munch on.
Conclusions: Luhix is the only one worthwhile as a standard poison, though some of the others have other uses.