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poison

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, he must make a Fortitude saving throw. The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature's racial HD + poisoning creature's Con modifier (the exact DC is given in the creature's descriptive text). A successful save avoids (negates) the damage. If he fails, he takes the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he 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 in 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 fragile 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 its 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.

The characteristics of poisons are summarized on Table 8-3: Poisons in the Dungeon Master's Guide. Terms on the table are defined below.

Type: The poison's method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison's damage.

Initial Damage: The damage the character takes immediately upon failing his saving throw against this 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 he fails 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.

A character has a 5% chance of exposing himself to a poison whenever he applies 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 save or accidentally poison himself with the weapon.

Wyverns, medusas, and other creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (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.

Source: DMG, MM, MM3

0-level spell

5-foot step

aberration type

ability

ability check

ability damage

ability damaged

ability decrease

ability drain

ability drained

ability modifier

ability score

ability score loss

abjuration

acid effects

action

adjacent

adventuring party

Air domain

air subtype

alignment

ally

alternate form

angel subtype

Animal domain

animal type

antimagic

aquatic subtype

arcane spell

arcane spell failure

archon subtype

armor bonus

Armor Class

artifact

Astral Plane

attack

attack of opportunity

attack roll

augmented subtype

automatic hit

automatic miss

baatezu subtype

Balance domain

barbarian

bard

base attack bonus

base land speed

base save bonus

battle grid

blinded

blindsense

blindsight

blown away

bolster undead

bonus

breath weapon

burrow

calling subschool

cantrip

cast a spell

caster level

caster level check

casting time

catching on fire

Cavern domain

change shape

Chaos domain

chaotic subtype

character

character class

character level

Charisma

charm

Charm domain

charm subschool

check

checked

circumstance bonus

class

class feature

class level

class skill

cleric

climb

cold dangers

Cold domain

cold immunity

cold subtype

Colossal

comatose

command undead

command word item

competence bonus

compulsion

compulsion subschool

concealment

concentrate on a spell

confused

conjuration

Constitution

constrict

construct type

continuous damage

copper piece

coup de grace

cover

cowering

Craft domain

creation subschool

creature

creature type

critical hit

critical roll

cross-class skill

cure spell

current hit points

damage

damage reduction

darkness

Darkness domain

darkvision

dazed

dazzled

dead

deafened

deal damage

death attack

Death domain

deflection bonus

Destruction domain

Dexterity

difficult terrain

Difficulty Class

Diminutive

direct a spell

disabled

disease

dispel

dispel check

dispel turning

divination

divine spell

dodge bonus

domain

domain spell

double weapon

dragon type

Drow domain

drowning

druid

Dungeon Master

Dwarf domain

dying

Earth domain

earth subtype

effective character level

effective hit point increase

eladrin subtype

electrum

Elemental Plane

elemental type

Elf domain

enchantment

end of round

enemy

energy charge

energy damage

energy drain

energy drained

Energy Plane

engaged

enhancement bonus

entangled

environment

ethereal

Ethereal Plane

evasion

Evil domain

evil subtype

evocation

exhausted

experience points

extraordinary ability

extraplanar

extraplanar subtype

failure

falling

falling objects

Family domain

fascinated

fast healing

Fate domain

fatigued

favored class

fear aura

fear cone

fear effect

fear ray

fey type

fighter

figment subschool

Fine

Fire domain

fire immunity

fire subtype

flank

flat-footed

flight

fly

force damage

Fortitude save

fraction

free action

frightened

frightful presence

full normal hit points

full-round action

Gargantuan

gaseous form

gaze

giant type

glamer subschool

Gnome domain

goblinoid subtype

gold piece

Good domain

good subtype

grab

granted power

grapple check

grappling

guardinal subtype

half speed

Halfling domain

hardness

Healing domain

healing subschool

heat dangers

helpless

hit

Hit Die

hit points

Huge

humanoid type

ice effects

illusion

Illusion domain

immediate action

immunity

improved evasion

improved grab

incorporeal

incorporeal subtype

infection

inflict spell

inherent bonus

initiative

initiative check

initiative count

initiative modifier

Inner Planes

insight bonus

Intelligence

invisible

kind

knocked down

Knowledge domain

known spell

Large

lava effects

Law domain

lawful

lethal damage

level

level adjustment

level loss

light weapon

line of effect

line of sight

living

living construct subtype

low-light vision

luck bonus

Luck domain

Magic domain

magical beast type

manufactured weapons

massive damage

masterwork

Material Plane

Medium

melee

melee attack

melee attack bonus

melee attack roll

melee touch attack

melee weapon

Mentalism domain

Metal domain

miniature figure

miss chance

miss chance roll

modifier

monk

monstrous humanoid type

Moon domain

morale bonus

move action

movement modes

multiplying

mundane

native subtype

natural

natural ability

natural armor bonus

natural reach

natural weapon

nauseated

necromancy

negate

negative energy

Negative Energy Plane

negative level

Nobility domain

nonabilities

nonintelligent

nonlethal damage

nonplayer character

Ocean domain

off hand

one-handed weapon

ooze type

Orc domain

orison

Outer Plane

outsider type

overlap

paladin

panicked

paralysis

paralyzed

party

pattern subschool

penalty

petrified

phantasm subschool

pinned

plane of existence

Plane of Shadow

Planning domain

Plant domain

plant type

platinum piece

player character

point of origin

points of damage

poison

polymorph

Portal domain

positive energy

Positive Energy Plane

pounce

powerful charge

prerequisite

profane bonus

projectile weapon

prone

Protection domain

psionics

racial bonus

racial Hit Die

rake

range increment

range penalty

ranged attack

ranged attack roll

ranged touch attack

ranged weapon

ranger

ray

reach weapon

reaction

rebuke undead

redirect a spell

Reflex save

regeneration

rend

Renewal domain

Repose domain

reptilian subtype

resistance bonus

resistance to energy

result

Retribution domain

rogue

round

rounding

Rune domain

sacred bonus

saving throw

Scalykind domain

scent

school of magic

scribe

scry

scrying subschool

shadow subschool

shaken

shapechanger subtype

shield bonus

sickened

silver piece

size

size modifier

skill

skill check

skill modifier

skill points

skill rank

Slime domain

Small

smoke effects

sonic attack

sorcerer

space

special ability

special quality

speed

spell

spell completion item

spell descriptor

Spell domain

spell failure

spell immunity

spell level

spell preparation

spell resistance

spell slot

spell trigger item

spell version

spellcaster

spell-like ability

Spider domain

splash weapon

spontaneous casting

square

stable

stack

staggered

standard action

starvation

Storm domain

Strength

Strength domain

stunned

subject

subschool

subtype

Suffering domain

suffocation

summon

summoning subschool

Sun domain

supernatural ability

suppress

surprise

swallow whole

swarm subtype

swift action

swim

take 10

take 20

take damage

tanar'ri subtype

target

telepathic link

telepathy

teleportation subschool

temporary hit points

thirst

threat

threat range

threaten

threatened square

thrown weapon

Time domain

Tiny

total concealment

total cover

touch attack

touch spell

Trade domain

trained

trample

transitive plane

transmutation

Travel domain

treasure

tremorsense

Trickery domain

turn

turn resistance

turn undead

turned

turning check

turning damage

two-handed weapon

Tyranny domain

unarmed attack

unarmed strike

unconscious

undead type

Undeath domain

untrained

use-activated item

vermin type

vulnerability to energy

War domain

water dangers

Water domain

water subtype

Will save

Wisdom

wizard

yugoloth subtype

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