House Rules

The campaign was house-ruled from the beginning since we were pretty much winging things while trying desperately to work thing out by-the-book. As a result, our needs changed as we learned and we adopted from later versions of the game the things that made more sense.



ADVANCED DUNGEONS & DRAGONS


HOUSE RULES


STRENGTH (WEIGHT ALLOWANCE)

The rules for weight allowance due to strength in the PLAYER’S HANDBOOK page 9 are vague. “Normal” weight allowance is never actually defined, but is hinted at in the example provided. This example states the following:

If a character could normally carry 500 gold pieces without encumbrance, but the character had strength of 17 instead of the normal 8-11 range, 1,000 gold pieces could be carried without incurring movement penalty.

This passage seems to state that “normal” weight allowance is 500 gold pieces in a most roundabout way. Therefore, this solution will use 500 coins as the actual value. It appears, however, according to the text in the beginning of the strength ability description that a character with a strength of 3 is assumed to be able to press 30 pounds (300 coins) over his or her head in a military press, while a character with an 18 strength is assumed to be able to press 180 pounds (1800 coins). This does not match the table provided. If a 3 strength equals 300 coins, then the weight allowance listed on the table at -350 would mean that normal is equal to 650 coins. If that is the case, then 18 Strength should have a total of 1400 coin weight allowance, but this is not so. The table does not match the text, and the example matches neither the table nor the assumption. However, the example does match the table mathematically. Therefore normal weight allowance is set at 500 coins, and that value is applied to the table in all instances.

INTELLIGENCE (BONUS SPELLS)

Just as high Wisdom grants bonus spells to clerics and druids, high Intelligence grants a similar bonus to magic-users and illusionists. The chart used is the same as that on page 11 of the PLAYER’S HANDBOOK for clerics. It is reproduced here:

INTELLIGENCE TABLE III.: ADJUSTMENT FOR MAGIC-USERS

Ability
Score
Spell
Bonus
Chance of Spell Failure
9
None
20%
10
None
15%
11
None
10%
12
None
5%
13
One 1st level
0%
14
One 1st level
0%
15
One 2nd level
0%
16
One 2nd level
0%
17
One 3rd level*
0%
18
One 4th level**
0%

Retaining the entire chart indicates that magic-users (and illusionists) of low intelligence should have a percentage to miscast spells as well.

RACIAL LEVEL MAXIMUMS

The table on page 14 of the PLAYER’S HANDBOOK lists the maximum level attainable for each character race by class. This table is now superseded by the charts in UNEARTHED ARCANA. A note to the tables on page 8 of this rulebook states that a single-classed character who could have become a multi-classed character in the given class can exceed the listed maximum by two levels. This has important implications for Hamlin. Since he is a single-classed Halfling Fighter with 14 Strength, his normal maximum should be 4th level. However, since fighter/thief is a valid multi-class combo, he can actually advance to 6th level maximum.

CHARACTER RACES

Halflings:
Per the MONSTER MANUAL page 50, in natural terrain they must be treated as invisible if they have any form of vegetation in which to conceal themselves. Halflings gain +3 to hit with sling or short bow. When halflings are in melee with gnolls, bugbears, ogres, trolls, or giants their opponents must deduct 4 from their dice rolls to hit the halflings because of their small size and their combat skill against these much bigger creatures. They do NOT save as four levels higher, since the adjustments granted to the character race make up for the lack of stats granted to NPC Halflings. It is assumed that Stout Halflings are mixtures of dwarf and Halfling, and that Tallfellow Halflings are mixtures with elves (although this is not stated anywhere, the abilities tend to support this conclusion).

Unearthed Arcana Races
In the MYSTARA campaign, no player character may select dark elf (drow), svirfneblin, or duergar as a starting race. All other non-standard versions of elves, dwarves, and halflings are permitted.

GAINING LEVELS AND TRAINING COSTS
All characters must spend (1,000 gp x current level) to advance in level as soon as the level threshold is achieved. If the character does not immediately train, all future experience points are forfeited until training occurs.

If a character somehow gains enough experience to increase by more than one level in a single adventure, they lose any extra experience points beyond the maximum for the next level. For example, if Gustav (3rd level dwarven fighter) gains enough experience to make him 5th level, he is now a 4th level fighter with 1 point shy of making 5th and MUST train for 4th and adventure again (i.e., participate in an adventure that gains him experience points) before achieving another level.

Multi-classed characters with two classes have 1/2 training costs for each level attained. Multi-classed characters with three classes have 1/3 training costs for each level attained.

MOVEMENT

Base movement for Medium creatures is 12”.
Base movement for Small creatures is 9”.
Base movement for Large creatures is 15”.
Adjust base movement by armor worn/encumbrance, using the worst value for movement.

SPELLS

Call Lightning
Duration changed from 1 turn/level to 1 round/level and requires concentration or the spell ends prematurely. May call down one bolt of lightning per round instead of per turn. All other requirements remain the same.

Chant
Casting time has been changed to 1 round (to match that of bless). The effects of the chant then remain for the duration listed in the PLAYER'S HANDBOOK.

Create Water (clarification)
1 cubic foot of water = 7.5 gallons

Cure Wounds Spells (clarification)
Cure spells can be cast on targets as low as -3 hp and still regain the normal number of hit points. Cure spells cast on a person at -4 to -9 hp will only restore hit points up to 1 hp and no further magical healing will function until the character obtains bedrest (see DEATH AND UNCONSCIOUSNESS below).

Detect Magic
When cast by an NPC magic-user the cost is 300 gp/casting; note that both strength and type of magic can be determined.

Identify
No longer requires a time limit to be used. Can be cast upon the object at any time. If cast by an NPC magic-user, this spell will cost 50 gp/spellcaster level + 1 pearl (100 gp).

Illusions (clarification)
Illusion spells that are believed cause ACTUAL hit point damage that must be recovered over time or healed by magic spells. Since hit points are a resource representing more than just physical fortitude, this is justified in the rules. Note that even death can be permanent if the character believes he or she has been slain (represented in game terms by a System Shock roll).

Locate Object (crystal ball clarification)
Since the reverse of this spell, obscure object, specifically states that it allows one to protect an item from detection via crystal ball, it can be assumed that an object can by the target of scrying.

Location Spells
Certain spells have had their ranges changed from scale inches to miles. Such spells include locate object (Cleric 3rd/M-U 2nd), locate animals (Druid 1st), and locate plants (Druid 2nd).

Neutralize Poison (clarification)
Characters killed by poison can be restored to life by use of Neutralize Poison if cast within the time limit of 1 turn/level of cleric casting the spell (see Slow Poison).

Polymorph Self
The caster gains the physical form and all physical attacks and movement abilities, but is not proficient in their use (suffers Non-Proficiency penalty to all attacks). A magic-user may take a weapon proficiency in ‘Natural Weapons’ and this then applies to all polymorph forms.

Produce Fire
The duration of the spell has been changed to 1 round/level.

Read Magic
The magic-user may read 1 scroll spell/2 rounds of duration or 1 spellbook page/2 rounds of duration.

Slow/Haste Spells
While under the effects of these spells, spellcasters suffer a 20% spell failure chance because correct timing is crucial in spellcasting (the caster must utter the words and make the gestures at normal speed); remember that Slow and Haste cannot change the casting time of spells.

Spiritual Hammer
The hammer is not consumed in the casting of the spell and is instead treated as a focus. If it is not commanded to return to the caster’s hand before the end of the spell, the hammer will simply fall to the ground when the spell ends.

EQUIPMENT

Candles (votive size, beeswax) burn for 1 hour and provide poor illumination in a 5’ radius; this is enough light to read by but exact colors are difficult to determine.

READYING WEAPONS

Readying Weapons in Melee:
  • If you need to draw a weapon to attack, you may do so but automatically lose initiative.
  • If you drop a weapon to draw another, you automatically lose initiative.
  • If you are putting a weapon away and drawing another, you can take no action that round.
  • If both opponents need to draw weapons, initiative occurs as normal.
  • Drawing forth a missile weapon and loading ammo takes a full round.

FIRING INTO MELEE – AIMED SHOT

Normally, missiles fired into a melee hit a random target determined from ALL combatants in that melee. An archer wishing to avoid hitting a random target may instead opt to take an aimed shot. In order to perform this maneuver the archer declares his or her intention at the beginning of the round before any movement occurs. It is not possible for an archer to move and fire in the same round that an aimed shot is declared since steady aim and timing are crucial. The archer may take one and only one shot at the desired target in a general melee (target cannot be grappling) regardless of the usual Rate of Fire for the missile weapon. This aimed shot comes at the end of the round. Concealment penalties apply to the shot based on the relative size of the obstructing PC or NPC. Note that any damage sustained by the archer before the shot is completed with spoil the attack and cause it to fly wild (resulting in a random target).

For example, a halfling fighter engages a goblin in melee while a dwarven crossbowman declares an aimed shot at the goblin from behind the halfling. The dwarf has to wait until the end of the round to make the shot. Since the goblin and halfling are both size Small, they are relatively the same size and could obstruct each other perfectly. The dwarf therefore suffers a -4 penalty to hit from 90% concealment if attacking from behind the halfling. If the shot comes from another angle, this penalty may be reduced to -2 for 50% concealment as the two combatants dodge and weave. If the archer were firing into a melee between a fellow human and a large bugbear, then the shot would be at -3 penalty for 75% concealment if attacking from behind the human, or only -1 penalty for 25% concealment otherwise. If the aiming archer were hit by a missile attack prior to the end of the round, he would have his aim spoiled and the missile will likely be released, firing into the melee randomly (the DM may allow the character to roll d% vs. Constitution to maintain the shot in some circumstances).

It is important to note that if the target of the attack is twice as tall as the other melee opponents, no aimed shot is required. This is particularly true when human-sized attackers engage giants, dragons, or other very tall (not long) monsters. Note that cover or concealment penalties due to environmental obstructions may still apply.

BOWS BUILT FOR STRENGTH
Adapted from DRAGON Magazine #127

As stated in the DMG under combat (page 64), “to hit” and damage bonuses for strength do not apply to the use of bows unless they are specially improved. These specially made bows are considered to be built for strength. Bows built for strength are superior to normal bows and are slightly larger and heavier. They are always of the finest workmanship and quality, taking a minimum of six months to fabricate. They can be made for any strength up to 18/00 and are priced at 1,000 gp per additional damage point, as follows:
      
Strength
Damage
Value
16-17
+1
1,000 gp
18
+2
2,000 gp
18/01-75
+3
3,000 gp
18/76-90
+4
4,000 gp
18/91-99
+5
5,000 gp
18/00
+6
6,000 gp

It must be noted that a character with a strength of less than 16 may not use a bow built for strength; likewise, a character with an 18 strength may not pull a bow built for 18/01-00 strength. However, a character with a strength higher than that for which the bow was built can fire it, although he receives only that damage bonus the bow allows. Note that these bows are non-magical; thus, all normal weapons rules and restrictions (saving throws, etc.) apply. All bows (normal or composite) may be built for strength from scratch, but no normal, non-magical bow can be improved to gain strength bonuses.
       XP Value: Nil
       GP Value: 1,000 – 6,000
       Created by: Dave Monson

RECOVERY OF SPELLS

Chow-Lin is an 8th level human magic-user with an Intelligence score of 15 which entitles her (according to our House Rule) two bonus 1st-level spells and one bonus 2nd-level spell. At her level of ability, she can thus cast 6 first, 5 second, 3 third, and 2 fourth-level spells. In order to memorize all her spells in the morning according to the Dungeon Master’s Guide page 40, requires 6 hours of uninterrupted rest plus an additional (1.5 + 2.5 + 2.25 + 2 =) 8.25 hours of memorization.

Eric is a 9th level half-elven druid in the same party. He has an 18 Wisdom score which entitles him to two bonus 1st, two bonus 2nd, a bonus 3rd, and a bonus 4th level spell. At his level of ability he can cast 7 first, 6 second, 4 third, 3 fourth, and 1 fifth-level spells per day. In order to memorize all his spells in the morning requires 8 hours of uninterrupted rest plus an additional (1.75 + 3 + 3 + 3 + 1.25 =) 12 hours of prayer and devotions.

This seems a bit excessive. After all, high level characters should not require a full day of study to prepare their spells for the day. The day is essentially over once the preparation ends! Now the argument can be made that some spell casters will not cast all their spells in a given day, and that the spell is not forgotten unless cast, erased from memory due to a forget spell, or removed through traumatic consequences such as near-death or death and resurrection.

A proposed solution would be reducing the time required to 1 turn per spell level, cumulative. Thus all first level spells can be prepared in 1 turn (10 minutes), all 2nd level spells in an additional 2 turns (30 minutes), all 3rd level spells in an additional 3 turns (60 minutes), and all 4th level spells in an extra 4 turns (100 minutes), etc. A caster with more spells due to higher Intelligence/Wisdom or class level is reflected in the amount of spells they can prepare in the same time as an inferior spell caster. In this solution, preparation time for a magic-user with 9th-level spells would reach a maximum at 45 turns (7.5 hours) and for a cleric, druid, or illusionist with 7th-level spells at 28 turns (4 hours 40 minutes). This is still a significant amount of time, but much less than would be suffered if all spells had to be accounted for separately.

Level of spell to regain
Time required to prepare all spells
1st
1 turn (10 minutes)
2nd
3 turns (30 minutes)
3rd
6 turns (1 hour)
4th
10 turns (1 hour 40 minutes)
5th
15 turns (2 hours 30 minutes)
6th
21 turns (3 hours 30 minutes)
7th
28 turns (4 hours 40 minutes)
8th
36 turns (6 hours)
9th
45 turns (7 hours 30 minutes)

Example: Using the solution given above, Chow-Lin would need to spend 10 turns (1 hour and 40 minutes) preparing all her spells for the day (1 turn for first + 2 turns for second + 3 turns for third + 4 turns for fourth level spells). Eric would have to spend 15 turns (2 hours 30 minutes) because he can cast fifth-level spells. This seems more reasonable.

Note that the time required assumes that there are empty slots to be filled of that level. If the spell caster did not cast any spells of a specified level, he or she can reduce the required time only to the level of spells needed to be recovered. For instance, if Chow-Lin has used only first and second-level spells for the day, she only needs to spend 3 turns to recover those missing spells since she has retained her third and fourth level spells in memory. However, if she decided to switch out one of her fourth-level spells as well but kept her third level spells in memory, she must spend 7 turns (1 hour 10 minutes) preparing (1 turn + 2 turns + 4 turns = 7 turns).

MONEY

Lower monetary values (copper and silver) are changed to a base 10 system for ease of use. This means that the following is true:

10 copper pieces (c.p.) = 1 silver piece
10 silver pieces (s.p.) = 1 gold piece
2 electrum pieces (e.p.) = 1 gold piece
1 platinum piece (p.p.) = 5 gold pieces

Thus:

100 c.p. = 10 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.

In modern terms:

[100 pennies = 10 dimes =2 half-dollars = 1 dollar]

This means that values provided on the listed equipment tables must be altered when given in anything less than gold pieces. Simply halve any value given in copper or silver pieces to arrive at the proper amount. For example, a dart normally sold for 5 s.p., now can be purchased at 2 s.p. 5 c.p.; a normal girdle once costing 10 s.p. now should be listed at 5 s.p., etc. Those prices listed in coppers should be rounded up to the nearest whole coin. For example, garlic sold for 5 c.p. and now would sell for 3 c.p. (2.5 c.p. rounded up).

ENCUMBRANCE

Non-Standard Containers:
-       scroll tube can hold up to 75 coins
-       tied shirt holds up to 100 coins
-       tied/cinched cloak holds up to 400 coins

OUTDOOR ADVENTURES

Simplified Weather Chart using d6:

Die Roll
Spring
Summer
Autumn
Winter
1-3
clear
clear
clear
clear/overcast
4
windy
overcast
windy
overcast/windy
5
rain/fog
rain
rain/fog
overcast/flurry
6
storm*
storm*
storm*
snow/storm*

Where two types of weather are indicated there is a 50% chance for each type (roll another d6).

Storm can mean: Tornado, Thunderstorm, Hurricane, Flash Flood, or Blizzard depending on the season. There is a 15% chance for any storm to be one of the above. Fit the special storm to the season and consider the terrain and climate.

INITIATIVE

The adjusted initiative rules developed for use in the campaign are not by-the-book rules, but they are a composition of rules assembled from various sources and trial-and-error over the past 8 years of game play. As such they are now legal house rules for this and all 1st edition AD&D campaigns run by this DM.

Initiative is rolled each round, but certain actions may be immune to the roll result. For instance, if the character does nothing but move, no initiative need apply and movement begins at the start of the round to the limits the character wishes to travel given segment speed and conditions. Spellcasting is also started from the beginning of the round and continues until completed at the stated casting time. Magic items have activation or usage times listed in their descriptions. All other actions are subject to the initiative roll to determine when they are accomplished. Note that spells, magic item activation and movement-only actions must be announced BEFORE initiative is rolled. Initiative also does not apply to closing opponents using the charge maneuver since the longer weapon strikes first. The first round of melee between individual opponents also depends on weapon length over initiative roll.

Initiative is rolled with both sides using a d6. The higher roller wins initiative and uses the lower die roll to determine when their actions occur in the round (read as segments). The roll can break a tie if the action comes at the same time as another action outside of the initiative roll (such as spellcasting). For instance, if an attack comes at a magic-user on segment 3 at the same time that the spell is completing, the roll for the party determines whose action actually occurs first. The exception is simultaneous initiative, in which case attacks come in weapon speed order as well as casting time order. Such attacks are considered simultaneous if the attack occurs at the same segment and BOTH attacks are resolved as successful.

DEATH AND UNCONSCIOUSNESS

Unconsciousness occurs at 0 to –3 hit points. A character at this amount can be revived with no problems. A character begins dying at –4 to –9 hit points. A character must rest for 1 week when revived from a dying condition. The cleric spell Death’s Door (see Unearthed Arcana) can eliminate this penalty.

A character is dead at –10 hit points. A character who is brought back from the dead must first make a resurrection survival roll (based on Constitution). Success means that the character is revived as per the method used but loses 1 point of Constitution. This loss can be restored by magic but the number of times a character can be brought back from death is fixed at the original Constitution score. Failure to make the resurrection percentage indicates the character is permanently dead and can only be brought back by a wish.

POISON
House Rules Addendum
October 8, 2011

Poison attacks made by creatures, according to the rules, have usually a “save or die” component. In the spirit of the game, this is too devastating and unrealistic for a single attack to have a live or die consequence irregardless of level. This alternate ruling on poisons is to be used in all circumstances regarding creature poisons or manufactured poisons used by characters.

A poison has several components:

1)     Saving Throw modifier
2)     Onset time
3)     Damage duration or effect
4)     Delivery mode

Depending on the toxicity of the poison, a creature may be allowed to save at a bonus (low toxicity) or a penalty (highly toxic). Also, size comes into effect here as well. A creature that is one or more size categories larger than the poisoning creature gains a bonus of +2 per size category difference. A creature that is one or more size categories smaller than the poisoning creature suffers a -2 per size category difference.

For example, a giant spider (size Large) attacks a halfling (size Small) with its bite. A saving throw is made at -4 by the halfling since the spider is 2 categories larger. A human (size Medium) bitten by a giant centipede (size Small) gains a +2 bonus to save. This bonus applies in addition to any other toxicity modifier. Using the centipede example above, the poison is weak and saves are at +4, so the human would make its save at a total of +6, while a gnome saving against the same poison only saves at +4.

Onset time of the poison could be as soon as immediately after the save is failed, 1 round after the save is failed, or some time after the save is failed. Manufactured poisons tend to have longer onset times than creature venom which is typically injected into the bloodstream or inhaled.

Damage occurs at the onset time. Typical poison damage is 1d6 hp of damage each round for the duration of the poison. Typical poisoning lasts 1 turn per application. If a creature is struck more than once with a poison attack, add the durations to determine how long the character suffers poison damage. Not all poisons kill by damage — others incapacitate the victim allowing the creature to feed at its leisure. If incapacitation occurs, a given duration represents the time the character will be incapacitated.

Following is a list of all creatures from the MONSTER MANUAL and their poison attacks and effect. The letter next to the creature name indicates size category.

Ant, Giant, Worker (S): onset time immediate; damage 1d4; duration 2 rounds; delivery mode sting.
Centipede, Giant (S): +4 saving throw; onset time 1 round; damage 1d3; duration 3 rounds; delivery mode bite.
Couatl (M): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Eel, Weed (S): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Frog, Poisonous (S): +4 saving throw; onset time 1d3 rounds; damage 1d3; duration 5 rounds; delivery mode touch or bite.
Golem, Iron (L): onset time immediate; damage 1d6; duration 6 rounds; delivery mode gas.
Imp (S): onset time 1 round; damage 1d6; duration 1 turn; delivery mode sting.
Masher (L): onset time immediate; damage 1d6; duration 1 turn; delivery mode spines.
Medusa (M): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Naga, Guardian (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite or spit.
Naga, Spirit (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Naga, Water (M): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Portuguese Man-O-War, Giant (S to L): onset time immediate; damage 1d10 + paralysis; duration 1 round + 3-12 turns paralysis; delivery mode touch tentacles.
Pseudo-Dragon (S): onset time immediate; damage catalepsy; duration 1-6 days (25% chance of actual death from dehydration/starvation); delivery mode stinger
Purple Worm (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode sting.
Quasit (S): onset time immediate; damage reduce Dexterity by 1; duration 1 round; delivery mode claws.
Ray, Pungi (L): onset time immediate; damage 1d6; duration 1 turn; delivery mode back spines.
Ray, Sting (S): onset time 1 round; damage 1d4 + paralysis; duration 5 rounds; delivery mode tail spine.
Scorpion, Giant (M): onset time immediate; damage 1d8; duration 1 turn; delivery mode stinger.
Snake, Giant Poisonous (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Snake, Giant Sea (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Snake, Giant Spitting (M): onset time 1 round; damage 1d6 or blindness; duration 1 turn or permanent; delivery mode bite or spit.
Spider, Giant (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Spider, Huge (M): +1 saving throw; onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Spider, Large (S): +2 saving throw; onset time 1 round; damage 1d4; duration 1 turn; delivery mode bite.
Spider, Phase (L): -2 saving throw; onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Spider, Giant Water (M): onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Toad, Giant Poisonous (M): onset time immediate; damage 1d6; duration 1 turn; delivery mode bite.
Wasp, Giant (M): onset time 1 round; damage paralysis; duration permanent; delivery mode sting. (NOTE: wasps devour paralyzed victims alive within 2-5 days)
Wyvern (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode stinger.

For characters using Poisons, refer to the Player’s Handbook, page 107 for details on how to handle poisons on weapons. Note that poison use is proscribed for good clerics and paladins and is solely permitted for assassins. Any other use of poisons by other classes is considered on a case-by-case basis by the Dungeon Master to be either an evil act with resulting alignment consequences, or allowable given certain circumstances.

Any character using a purchased poison has to choose from the lists below:


Poison
Onset Time
Damage if Save
Damage if no Save
Ingestive



A*
2-8 rounds
10 hp
20 hp
B**
2-5 rounds
15 hp
30 hp
C***
1-2 rounds
20 hp
40 hp
D****
1 segment
25 hp
Death
E
1-4 turns
30 hp
Death




Insinuative



A*
2-5 rounds
0 hp
15 hp
B**
1-3 rounds
0 hp
25 hp
C***
1 round
0 hp
35 hp
D****
1 segment
0 hp
Death

* Saving throw at +4, chance of tasting/smelling/seeing poison 80%.
** Saving throw at +3, chance of tasting/smelling/seeing poison 65%.
*** Saving throw at +2, chance of tasting/smelling/seeing poison 40%.
**** Saving throw at +1, chance of tasting/smelling/seeing poison 15%.

Assassins will use all forms of poison, other than those listed above, at an efficiency which gives the victim +1 on the saving throw; all other character types use them at an efficiency level which allows the victim a +2 on saves (in all cases). Assassins who have studied poisoning have no penalty.

Your Dungeon Master has the pricing of poisons listed above. Any other poison obtained by the characters uses the generic rules listed in the paragraph above, including use of daggers of venom or ad hoc use of monster poison.

Poison coated blades remain potent for one day after application, half potency on the second day, and evaporate completely on the third day. Weapons coated with poison will have full effect on the first hit, do half damage on the second hit, and will wear off on the third hit. Partially evaporated or used poison grants a +4 saving throw. Also remember that any use of a poisoned weapon runs the risk of the user potentially nicking himself or herself when using the weapon and falling victim to their own poison! Assassins who have studied poisons have no risk of this happening, but lower level assassins do.

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