Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Slow Poison

Alchemy, Poison

Given in tiny daily doses in food or drink, it wears down the victim's Constitution until he is bedridden and finally dies.

From the book

Slow poison is mixed from 1 dr. of mercury and 3 drs. of spider venom and fed to the victim a tiny amount at a time, every day, in food or drink. He weakens steadily, losing 1 point of Constitution every 2 days. Once his Constitution falls to 5 or below he is confined to bed, and when it reaches 0 he dies; there is no save.

Poisons are liquids that must be swallowed, so they are hidden in food or drink. Each dose takes a full day to prepare with a mortar and pestle, a small cauldron or crucible and a steady heat source, with a 90% chance of success plus 1% per level (99% at most). The work is extremely dangerous: the maker saves vs Dexterity, +1 per level, or is exposed to the toxin. In most of the Atlantean world only alchemists may legally possess poisons, and elsewhere a dose sells illegally for 200-600 G.P.

At a glance

Ingredients
1 dr. mercury, 3 drs. spider venom
Effect
-1 Constitution every 2 days; bedridden at 5 or less; death at 0
Save
None
Delivery
Must be ingested (food or drink)
Equipment
Mortar and pestle, small cauldron or crucible, reliable heat source
Time to complete
1 full day per dose
Chance of success
90% +1% per level (max 99%)
Mishap
Maker saves vs Dexterity (+1 per level) or is exposed to the toxin
Cost
200-600 G.P. per dose (illegal outside alchemists in most Atlantean lands)
Requires
Venoms skill (no prerequisite)