The plot is crisp, the dialogue exciting and the old thrill of looking forward to reading this great Feist series rears its head. The Spook and his apprentice, Thomas Ward, have travelled to Priestown to defeat the Bane, a powerful, evil creature that lurks in the catacombs of the cathedral and is corrupting the County. The Quisitor has arrived, searching the County for those who meddle in the dark — witches, warlocks and spooks! Can Thomas and his master survive the horror that follows…?
One of the greatest and most often committed faults of English literature, specifically of the fantasy genre, is the emotional attachment to characters by their authors. Though budding and experienced authors alike may start out with all intention to realistically treat their characters as they should, more often than not, by the end of the story, everyone has miraculously survived. Shadowheart sees the climax of this collision. But before the end comes, Barclay manages to pull off one of the greatest escapades I have ever read. It is exciting, thrilling, and — as much as any fantasy book can be — entirely believable.
When Bridei arrives at Pitnochie as a four-year-old, Juliet Marillier lets the reader see the unsure thoughts of the druid Broichan who will mentor and educate him. We get to wonder if this little child will be able to handle all that Broichan has planned for him. The mystery piles on from there. Sookie Stackhouse is a small-time cocktail waitress in small-town Louisiana. She's quiet, keeps to herself, and doesn't get out much - not because she's not pretty - she's a very cute bubbly blonde - or not interested in a social life. She really is. She can read minds.
And that doesn't make her too dateable. And then along comes Bill: he's tall, he's dark and he's handsome - and Sookie can't 'hear' a word he's thinking. He's exactly the type of guy she's been waiting all her life for. But Bill has a disability of his own: he's fussy about his food, he doesn't like suntans and he's never around during the day. Yep, Bill's a vampire. Worse than that, he hangs with a seriously creepy crowd, with a reputation for trouble - of the murderous kind.
And then one of Sookie's colleagues at the bar is killed, and it's beginning to look like Sookie might be the next victim Cocktail waitress Sookie Stackhouse is having a streak of bad luck. First her co-worker is killed, and no one seems to care. Then she comes face-to-face with a beastly creature which gives her a painful and poisonous lashing.
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Enter the vampires, who graciously suck the poison from her veins like they didn't enjoy it. The point is: they saved her life. So when one of the bloodsuckers asks for a favour, she obliges - and soon Sookie's in Dallas, using her telepathic skills to search for a missing vampire. She's supposed to interview certain humans involved, but she makes one condition: the vampires must promise to behave, and let the humans go unharmed.
But that's easier said than done, and all it takes is one delicious blonde and one small mistake for things to turn deadly. The Sookie Stackhouse books are delightful Southern Gothic supernatural mysteries, starring Sookie, the telepathic cocktail waitress, and a cast of increasingly colourful characters, including vampires, werewolves and things that really do go bump in the night.
There's only one vampire Sookie Stackhouse is involved with - at least voluntarily - and that's Bill. But recently he's been a little distant - in another state distant. His sinister and sexy boss Eric has an idea where to find him, and next thing Sookie knows she's off to Jackson, Mississippi, to mingle with the underworld at Club Dead. It's a dangerous little haunt where the elusive vampire society can go to chill out and suck down some Type O - but when Sookie finally finds Bill caught in an act of serious betrayal she's not sure whether to save him, or to sharpen some stakes.
Sookie comes to the rescue of a naked, amnesiac vampire - and ends up in the middle of a war between witches, werewolves and vampires! Sookie Stackhouse is a small-town cocktail waitress in small-town Louisiana. She's pretty. She does her job well. She keeps to herself - she has only a few close friends, because not everyone appreciates Sookie's gift: she can read minds.
That's not exactly every man's idea of date bait - unless they're undead - vampires and the like can be tough to read. And that's just the kind of guy Sookie's been looking for. Maybe that's why, when she comes across a naked vampire on the way home from work, she doesn't just drive on by.
He hasn't got a clue who he is, but Sookie has: Eric looks just as scary and sexy - and dead - as the day she met him. But now he has amnesia, he's sweet, vulnerable, and in need of Sookie's help - because whoever took his memory now wants his life. Sookie's investigation into what's going on leads her straight into a dangerous battle between witches, vampires and werewolves.
But there could be even greater danger - to Sookie's heart, because the kinder, gentler Eric is very hard to resist. Book 1 of The Spiderwick Chronicles in which Mallory, Simon and Jared get acquainted with their new home but find many unexpected things. Now the Grace kids want to tell their story but the faeries will do everything to stop them Its up to you to spread the word about their discovery. But heed their warnings, wear some red, turn your clothes inside out - all anti-faerie devices - and get ready to enter a world that you never knew existed It's closer than you think!
We are very proud and a bit wary to announce the publication of The Spiderwick Chronicles. But beware, the faeries will use all their power to stop you from reading these books. Book 2 of The Spiderwick Chronicles in which Mallory, Simon and Jared ask many questions and discover the fate of the missing cat. With the aid of a seeing stone the true nature of the secret world around them is now revealed.
Its important the Grace kids tell their story but the faeries will do everything to stop them Its closer than you think! Things at the Grace residence are getting completely out of hand. As if being attacked by goblins and almost eaten by a bridge troll wasn't enough, now the house boggart, Thimbletack, is out to get Jared. Simon has a very hungry griffon recuperating in the carriage house, and Mallory is convinced that the only way to stop the madness is to get rid of the Guide. But fortunately for Jared, it seems that is not an option.
With all kinds of creatures after them, the Guide is the only protection the Grace kids have. If only they could work out why the faeries are stalking them? Could it be the Guide that they want? There's only one person who might know the answer - their crazy old Aunt Lucinda. First a pack of vile, smelly goblins snatch Simon. Then a band of elves try to entrap Jared. Why is the entire faerie world so eager to get their hands on Spiderwick's Guide? And will the Grace children be left alone, now that the Guide has mysteriously disappeared? Don't count on it! At school, someone is running around pretending to be Jared, and it's not Simon.
To make matters even worse, now Mallory has disappeared and something foul in the water is killing off all the plants and animals for miles around. Clues point to the old abandoned quarry, just outside of town. Dwarves have taken over an abandoned mine there. And the faerie world's abuzz with the news that a creature with plans to rule the world has offered them a gift to join with him - he's given them a queen Battered ex-soldier Lupe dy Cazaril returns home only to be swept up in court and theological intrigue as tutor to the Royesse Iselle of Chalion.
Cazaril's honor and courage in the face of not only his former adversaries but the demands of Chalion's five gods shine through in this spellbinding tale of hard-won triumph. The characters are real and three dimensional, and a real sympathy for Cazaril is at the heart of the book. The prose understated yet evocative and the description just enough to show you everything without showing you the kitchen sink too. I don't have much else to say about the rest of the book. Colfer's writing is much better, we get to see the characters slightly grow and evolve, the story is well crafted and entertaining from start to finish, and the ending makes me want to pick up the next book almost immediately.
I think if you are this far into the series you already know what to expect, so just pick up this book and have some fun. I know I did. With the darkness, there is always light. The Edge Chronicles are quite an achievement: to have written so many novels and to have kept the standard so high is an accomplishment that both authors deserve great both credit and admiration for.
The Last of the Sky Pirates is amongst the best in this excellent series, right up there with Stormchaser and Midnight over Sanctaphrax. The new story and characters and the now familiar locations combine to powerful effect and those who have previously read and enjoyed The Twig Trilogy will be delighted to learn that there is closure to his tale within. I found myself eagerly racing to the stories and series conclusion and I can state with confidence that this entry is the final pay off that fans of Stark were hoping for. Once again Hemry shows just why he is such a revered writer of military science fiction.
It all builds nicely to a gripping finale in the courtroom where the outcome is uncertain and the stakes are high. For my money Hemry has managed again to provide the reader with an absorbing and intelligent science fiction drama in an all too plausible future. I for one will be keeping a look out for his next novel. It was a joy to once again experience the same reading enjoyment found in the first five books.
The book was full of twists and turns, both addictive and thrilling and with as many questions answered as raised it left me greatly looking forward to reading the next instalments and reaching the end of this excellent series. Highly recommended - Delaney back to his best. The world of Thursday Next is imaginative and set in a very different world of with Gravitubes, Mammoths, Dodos and Neanderthals along with some of the best names you will read in many a book. Thursday Next has gone from strength to strength in her first two adventures.
This is a world that has many contradictions, but if you have the imagination to follow you will not be disappointed. As always the story itself takes you on a journey of wonder, with many questions such as: Are there no original stories left to write? If that is so then is the book you are hopefully going to read original or a pastiche of what has come before? I will leave these questions up to you, but as I cannot wait to read book 4 in the series.
I hope that these questions leave you with many questions of your own! Again Jasper Fforde has given us more intriguing characters, a lot of happiness and some sadness of his own making. You cannot help falling for these characters, however unlikely that maybe, and wondering where and what craziness is yet to follow. The Realm is poised for war. Its weak king — Hal, grandson of a usurper — is dominated by his beautiful wife and her lover.
Against them stands Duke Richard of Ebor and his allies. The two sides are set on a bloody collision course Gwydion is watching over the Realm. He has walked the land since before the time of the druids, since before the Slavers came to subdue the people. Gwydion was here when Arthur rode to war: then they called him 'Merlyn'. But for his young apprentice, Willand, a fearsome lesson in the ways of men and power lies ahead.
The Realm is an England that is still-magical. Legendary beasts still populate its by-ways. It is a land criss-crossed by lines of power upon which standing stones have been set as a secret protection against invasion. But the power of the array was broken by the Slavers who laid straight roads across the land and built walled cities of shattered stone. A thousand years have passed since then, and those roads and walls have fallen into decay.
The dangerous stones are awakening, and their unruly influence is calling men to battle. Unless Gwydion and Will can unearth them, the Realm will be plunged into a disastrous civil war. But there are many enemies ranged against them: men, monsters and a sorcerer who is as powerful as Gwydion himself.
His finest effort is Gwydion's reference to Iuliu the Seer or Julius Caesar to the historian but the novel is littered with altered names and Celtic mythology that seeks to demonstrate how easy it is to twist the facts by word of mouth. The lengthy author's note at the end goes into some detail about the parallels he draws with British geography and the times that preclude the Wars of the Roses. Carter is a fine author and the sequel to this opener is one novel I'll definitely be shelling out the extra for the hardback version. Something Rotten by Jasper Fforde There is so much detail to be found in these novels that it is sometimes hard to convey how special these stories are.
Series: Thursday Next: Book 4 Published: Wolf Brother by Michelle Paver Torak is now alone and scared. Shadowrise by Tad Williams This is an epic story which has many twists and turns, which put the characters in peril time and time again and yet is so gripping you have to continue reading just to know if they will survive. Series: Shadowmarch Quartet: Book 3 Published: Published: Night Watch by Terry Pratchett Whenever someone new comes to review books, there is always going to be a measure of consternation at their choices for best books. A Hat Full of Sky by Terry Pratchett One of the great character templates in literature is the often dim-witted, often humorous sidekick who is allowed a moment of center stage wisdom.
The Wee Free Men by Terry Pratchett When a new series begins, often you will expect book two to be better than book one, and so on. Nightchild by James Barclay One thing that is always tinged with a measure of trepidation is the treatment of children in a fantasy world. Series: Chronicles of the Raven: Book 3 Published: Ravenheart by David Gemmell The style of the Rigante series need not be introduced again, since all books have the same kind of main character, who starts out as a hateful youth but grows significantly when he matures.
Harshini by Jennifer Fallon Medalon has surrendered to foreign invaders and Tarja is once more an outlaw. But as their ship draws in towards Aslevjal a lone figure awaits them… "It was with both anticipation and regret that I began the final book of The Tawny Man series. Wolves of the Calla by Stephen King And so we come to book number five in what I now class as one of the greatest - certainly one of my favourite - fantasy series of all time.
Series: Age of Misrule: Book 3 Published: Treason Keep by Jennifer Fallon R'shiel is on the brink of death, her destiny unfulfilled.
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The Gathering Storm by Kate Elliott The world of Liath and Alain is breaking apart as King Henry's kingdom is savaged by earthly and supernatural forces, which they alone have the power to understand. Monstrous Regiment by Terry Pratchett Pratchett is without doubt the current master of satire across all genres.
Written with Pratchett's usual wit and razor-sharp satire, this would come somewhere high up my list of Discworld recommended novels Series: The Discworld Series: Book 31 Published: Dragons of a Lost Star by Margaret Weis and Tracy Hickman The War of Souls continues as the shield over the elven kingdom of Silvanesti falls, Mina and her forces invade that conquered nation, and Goldmoon follows the river of the dead, which now threatens to destroy all.
Series: Earthsea Saga: Book 5 Published: Series: Harry Potter: Book 5 Published: Lirael by Garth Nix Lirael has never felt like a true daughter of the Clayr, a powerful group of clairvoyant oracles responsible for assisting the Abhorsen and the Royal Family in keeping the Old Kingdom safe from the threat of the Dead. Series: Earthsea Saga: Book 6 Published: Here, they unwittingly invoke an ancient curse — the curse of the gloamglozer… "The Curse of the Gloamglozer is the perfect place to begin your journey within The Edge Chronicles.
Flight of the Nighthawks by Raymond E Feist Feist is one the finest fantasy authors produced in the late twentieth century and his works on the worlds of Midkemia and Kelewan remain at the peak of the genre. Series: The Darkwar Saga 1 Published: The Spook's Curse by Joseph Delaney The Spook and his apprentice, Thomas Ward, have travelled to Priestown to defeat the Bane, a powerful, evil creature that lurks in the catacombs of the cathedral and is corrupting the County.
Elfsorrow by James Barclay One of the greatest and most often committed faults of English literature, specifically of the fantasy genre, is the emotional attachment to characters by their authors. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence Investigation check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. Any character can attempt an Intelligence Arcana check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description.
The DCs are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use dispel magic. In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap.
As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence.
For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped.
Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits.
The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure and potentially kill characters of the indicated levels.
A deadly trap is likely to kill characters of the indicated levels. Complex traps work like standard traps, except once activated they execute a series of actions each round.
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A complex trap turns the process of dealing with a trap into something more like a combat encounter. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded. The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool.
On a failed check, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. When the trap is triggered, the net is released, covering a foot-square area. Those in the area are trapped under the net and restrained , and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net AC 10 destroys a 5-foot-square section of it, freeing any creature trapped in that section. This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic , reveals an aura of evocation magic around the statue. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a foot cone of fire.
Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 4d10 fire damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic DC 13 cast on the statue destroys the trap.
Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth usually 10 feet, but some pits are deeper. Hidden Pit. This pit has a cover constructed from material identical to the floor around it.
A successful DC 15 Wisdom Perception check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence Investigation check is necessary to confirm that the trapped section of floor is actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded.
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After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see.
In some cases, a mechanism usually hidden behind a secret door nearby opens the pit. Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 2d10 piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes.
In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 4d10 poison damage on a failed save, or half as much damage on a successful one. When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is With a successful DC 15 Intelligence Investigation check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. If there are no targets in the area, the darts don't hit anything. A target that is hit takes 2 1d4 piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 2d10 poison damage on a failed save, or half as much damage on a successful one.
A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 2d10 poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence Investigation check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.
A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a foot-diameter rolling sphere of solid stone. With a successful DC 15 Wisdom Perception check, a character can spot the trapdoor and pressure plate.
A search of the floor accompanied by a successful DC 15 Intelligence Investigation check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Activation of the sphere requires all creatures present to roll initiative. On its turn, it moves 60 feet in a straight line.
The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 10d10 bludgeoning damage and be knocked prone. The sphere stops when it hits a wall or similar barrier.
It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
A successful DC 20 Intelligence Arcana check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal sphere of annihilation. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. A successful dispel magic DC 18 removes this enchantment. Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.
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You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Each type of poison has its own debilitating effects. Assassin's Blood Ingested. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
Burnt Othur Fumes Inhaled. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 1d6 poison damage. After three successful saves, the poison ends. Crawler Mucus Contact. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Drow Poison Injury. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Essence of Ether Inhaled.
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. Malice Inhaled. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour.
The poisoned creature is blinded. Midnight Tears Ingested. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 9d6 poison damage on a failed save, or half as much damage on a successful one. Oil of Taggit Contact.
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The creature wakes up if it takes damage. Pale Tincture Ingested. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means.
After seven successful saving throws, the effect ends and the creature can heal normally. Purple Worm Poison Injury. This poison must be harvested from a dead or incapacitated purple worm.