Spelljammer
Poison Lore
The character is skilled at recognizing, making and using poison.

Identify Poison
His bonus for identifying poisons is ((KNOW - 15) x 3) + (Rank x 5)

Identify Poison Symptoms
His bonus to see the symptoms in someone who has been poisoned is (((KNOW + PER) - 30) x 1.5) + (Rank x 5)

Identify Poisonous Source
His bonus to identify a source of poison, such as an animal or plant, is (((KNOW + PER) - 30) x 1.5) + (Rank x 5)

Poison Perception
His bonus to determine if an object, drink, food item, etc., has been poisoned is ((PER- 15) x 3) + (Rank x 5)

Make Poison
His chance of successfully manufacturing a usable poison is equal to (rank x 5) + ((Know – 15) x 3) and is rolled on the static maneuver table. This assumes a poison level (PL) equal to the character’s rank. If the character wants to make a poison that has a PL lower than his rank, he gains a +5 bonus per level of difference. If he attempts to make a poison with a PL higher than his rank, he suffers a –10 per level of difference. The result is compared to the Poison table below. All fractions round up.

Poison Table
Absolute SuccessPoison causes (PL/2) points of damage every round for (PL) rounds starting the following round.
SuccessPoison causes (PL/2) points of damage every round for (PL) rounds starting in (20 – PL) rounds.
Near SuccessPoison causes (PL/2) points of damage every round for (PL/2) rounds starting in (20 – PL) rounds.
Partial SuccessPoison causes (PL/3) points of damage every round for (PL/3) rounds starting in (20 – PL) rounds.
FailureThe attempt to make the poison failed and the ingredients are used up.
Absolute FailureThe assassin believes that the attempt was successful (as Success above) but, in fact, the attempt failed and the “poison” is not the least bit toxic.
BlunderThe assassin blundered while making the poison and suffers poison damage as if he had gotten success (i.e., if he was attempting to make a PL 8 poison, then he suffers 4 points of damage every round for 8 rounds starting in 12 rounds).

In most cases 1d3 doses of the poison are made.

Make Antidote
If the character has access to a wide variety of herbs and plants, they can attempt to make an antidote to a specific poison. Chance of success is ((KNOW - 15) x 3) + (Rank x 5). The GM may assess a modifier based on the lethality of the poison or other factors. Compare the result to the table below:

Poison Table
Absolute SuccessThe antidote works. After attending to current poison needs, the character has one dose left that works as a Potion of Neutralize Poison.
SuccessThe antidote works. The poison is removed from the system.
Near SuccessThe antidote works if the imbiber makes a Normal save with a +15 bonus.
Partial SuccessThe antidote works if the imbiber makes a Normal save.
FailureThe antidote fails to work.
Absolute FailureThe antidote makes things worse. The poison has an additional negative effect, as determined by the GM. A successful Normal save avoids this additional effect.
BlunderAs above but no save is allowed.