Potions, etc.
1. Introduction
This document will detail Potions and all aspects of help for them. This new homebrew system is a work in progress so it may be expanded over time. This document assumes the potion is a 8 ounce container. The base unit of any potion is 2 items. Some ingredient mixed with a liquid to mix or combine it. The majority of this information comes from version 2 of the rules - namely book 3 (or the monster file I have created) and the Book 4 (Natural Magical items (NMI)) section of the rules. Some minor sources include non-P&P sources, my ship project and a few other P&P odds and ends. In some cases it is a pure mix A with B and C straight out of the rules. But I did create new situations when needed. For example if a NMI was to be worn I had to fudge it a bit to fit for a "potion." This may have included buffing or decreasing effects. Finally, there are 3 core sections I wanted to cover. The Core Healing related potions, energy potions, poisons and other potions for Disease or other aspects. If you need to expand the potion from a 8 ounce container use it as a ratio. I use 1 ounce = 1 dose for simplicity. So if you wanted to make a 20 ounce potion then use a ratio of 2.5 as multiplier. So you'd use 2.5 the ingredients (if applicable), x2.5 mixtures and value. Other factors may be subject to this but will need to be dealt with on case by case basis for example duration. The base duration is 24 hours unless potion is magically preserved. In the end the player/herbalist and referee will have to agree on things and referee is final judge. In all cases Round up for math situations. Some potions require a magical spell to boost or enhance the effects of the potion.
When v1 came out we saw in the treasure section potions! But no actual rules. After 37 years I hope this supplement will flesh that out. Who can make or use potions? To craft certain ones that require spells you will need to be a magic user. But if it is simple ingredients then a common person can do it. Do they need to be a herbalist? I certainly believe it helps. But other skill sets can replace that like hunting, alchemy, biology, botany and other possible Scholar substitutions. Unless stated otherwise anyone can drink these potions. For this document Herbalist skill can be replaced by the skills allowed by Referee.
1.1 Naming Conventions:
- Ingredients
- Items used to create Potion. Herbalists should have knowledge on how to collect and where to collect.
- Creation
- Method to create. Usually mix or stir all items with ingredients.
- Create time
- Time for creation seconds or minutes. Herbalist skill can speed things up.
- Time
- How long potion lasts once created before expires and useless.
- Effect
- The effect that potion has on drinker.
- Availability
- Chance final potion is found in a Herbalist shop not ingredient chances.
- Doses
- Number of doses per potion for a 8 oz potion. For example 2 (4 oz) can allow 2 to drink for effects.
- Value
- Number of coins if potion were sold and can be paid for in a shop with possible ranges.
- Notes
- Any special notes about the potion for drinker or crafter.
2. Ingredient gathering
The crafted final item can be of Normal (N), Good (G) or Superior/Fine (F) Quality. This quality will depend on the skill of the crafter and the work done. This quality may affect final results of potion outcome.
2.1 Gathering
Herbalist can venture into the wilderness to collect all the ingredients they need. They should use the Searching Rules set out in P&P. Some herbalists who are academics or village Shamans may delegate scouts or others to locate items. But in some cases only a skilled Herbalist should collect certain ingredients so not to ruin the specimens.
A searching Herbalist can subtract his skill/10 to search rolls as long as he also has a survival skill in that terrain he is searching in.
There are 2 types of searches - Dedicated and Travel. Dedicated you must spend one full hour looking for that one ingredient item. During this time you can't do any other action or travel far from that one search area. This method does allow you to attempt many searches say 4 in a 4 hour period. The Travel method is like foraging for food that you do over a full days of travel. You spend that entire day collecting and searching for a single item but your chances are better. The Referee can automatically give that item or give a bonus on the search for the effort and time spent.
Stockpiles can't be kept unless the herbalist has sufficient equipment - preservatives, jars and collecting gear.
2.2 Gardens
A full guide on home gardens is out of scope for this version of the document. There is a online source that has good info - http://www.zioth.com/roleplay/equipment/herbs - but with that said gardens are such diverse and random that no one mechanic is easy to do here. One must consider location, herbs/plants to grow, climate and other factors like city life to farm land or personal garden to commercial gardens.
For simplicity let's call a 10x10 foot garden as a base. One can safely assume most plants can fight for space in this garden giving a yield of 50 items. To figure out how many grow we should consider some factors. If the ingredient would have large root system then lower the 1 square foot rule to larger like 3-4 square feet for only 20-25 items.
| Skill | Factor |
|---|---|
| Herbalist | -EL/10 to roll |
| Farming | -EL/10 to roll |
| Scholar | -EL/20 to roll |
| Terrain | Effect |
|---|---|
| Arid/Bad | +15 |
| Normal | +10 |
| Good | -5 |
| Fertile Land | -10 |
| Climate | Effect |
|---|---|
| Rainy | -10 (unless its major rains to ruin land) |
| Dry | +10 (drought can do higher like +30) |
| Temperate | -5 |
| Soil/Water | Effect |
|---|---|
| Bad Soil | +30 |
| Normal Soil | +5 |
| Good Soil | -5 |
| Fertile | -10 |
| Drought | +30 |
| Good water | -10 |
| Irrigated | -20 |
| Other | Effect |
|---|---|
| Good tools | -10 |
| Bad Tools | +10 |
| Infestations | +10 (bugs to eat items, large animals like crows, etc) |
This factor should range from -75 to +105. To determine success roll the main skill used (highest) like Farmer or Herbalist on a D100 adding the factor to the roll. To determine yield take Skill EL+2D10%. A base yield of 5% is minimum. If 50 items is the max then 50x this yield % for number of items. Use the 10x10 as baseline. If your garden is larger proportion it. One can roll for each 10x10 or as a whole. So if you have 50x50 garden you can do 5 rolls or simply x5 the final results.
Example 1: City Garden Herbalist EL53 (-5), 10x10 Area, Good Terrain (-5), Dry Climate up in hills but not so much rain (+10), Normal soil (+5), Irrigated canals (-20) but has bad tools (+10). A final factor of -5. He rolls a 37-5=32, which is under his skill so success! He will yield 32%+2D10% (34-54%) of his garden 32%+8(2d10) x50=20 items. So he yields say 20 healing herbs or 20 plants.
Example 2: Farm land, Scholar Farmer EL67 has theory on farming (-3), Rainy area (-10), Normal soil (+5), Stream nearby for good water (-10), Good tools (-10) but infested by Ants and Crows (+10). Giving factor of -18. He rolls 88-18=70>67 so garden fails.
If a garden fails you can give the base 5% yield or none depending on the Referees wishes. Another option is a 2D10% yield. A partial success can yield 10% of max yield.
2.3 Stores
General Stores, Farm Markets, Animal Markets, Gardens and Herbalist shops can also have ingredients at hand. At least for civilized areas. For Barbarian areas they may be cut drastically in supplies - but they could also have MORE supplies based on what is around. A shaman may have more items than a herbalist would if it is rare. For the Availability chances below you should figure these factors in mind. A good shaman would not tend to have poisons to kill folks lying around. Capitals or special sites like a Royal Palace may have even more supplies than a store as well.
2.4 Herbalist Kit
This kit is the key for any success for a Herbalist. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The herbalism kit also generally contains a small book in which the herbalist can take notes and record recipes.
Prices may vary and depend on what the herbalist intends to do. Could be as cheap as 4 SC to as expensive as 4 GC. A civilized kit will look different than a barbarian kit as they will use pouches and less high tech items as vials.
2.5 Other Materials
While the kit should suffice a herbalist workshop may need much more variety of equipment. This is beyond the scope of this document but some stores may sell examples of:
| Item | Cost | Weight | Notes |
|---|---|---|---|
| Bowl | 1 BB | 0.5 | Wooden |
| Cauldron | 6 CC | 6 | Metal - holds 1 liter = 34 ounces |
| Cup | 2 BB | 0.25 | 8 Ounce wooden cup to pour potions |
| Goblet, Wooden | 3 BB | 0.10 | For various potion types |
| Goblet, Metal | 6 BB | 0.875 | For various potion types |
| Goblet, Brass | 8 BB | 0.5 | For various potion types |
| Goblet, Glass | 12 BB | 0.25 | For various potion types |
| Goblet, Pewter | 8 GC | 0.10 | For various potion types |
| Goblet, Crystal | 15 BB | 0.75 | For various potion types |
| Goblet, Silver | 1 SC | 1 | For various potion types |
| Goblet, Gold | 1 GC | 1.5 | For various potion types |
| Plate | 2 BB | 0.25 | For ingredient cutting, sorting |
| Spoon | 4 BB | - | Basic mixing |
| Skillet | 2 CC | 0.5 | Mild cooking of ingredients |
| Clippers | 3 CC | 2 | To clip ingredients |
| Scissors | 8 CC | 1 | To cut ingredients |
| Pruners | 1 SC | 2 | Larger clipping tool |
| Burner, Oil | 1 SC | 2 | Oil burner to heat up materials |
| Burner, Candle | 6 CC | 2 | Single, double or triple flame burner |
| Pinchers | 8 BB | 1 | Tool to hold items |
| Tongs | 4 CC | 2 | Smaller tool |
| Tweezers | 1 SC | 0.5 | Finger sized delicate tool to handle ingredients |
| Preservatives | Varies | 0.5 | Jar to preserve certain items (16 oz) |
| Vial I | 3 BB | - | One ounce pottery container with cork |
| Vial II | 6 BB | 0.25 | Four ounce pottery container with cork. |
| Vial, Glass | *10 | - | Translucent, fragile |
| Vial, Porcelain | *3 | - | Fine porcelain. More durable and attractive |
| Burnsoothe Ointment | 2-4 SC | 0.5 | 24 hrs to expire, burns are given relief * |
| Venomcleanse Tea | 2-4 SC | - | 24 hrs to expire * |
| Woundbind Poultice | 2-5 SC | 0.5 | 24 hrs to expire * |
| * - Items adapted from D&D. | |||
- Burnsoothe Ointment
- This paste, composed primarily of roots and plant oils, reduces pain and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes of the end of an encounter during which they took fire damage from any source, the creature heals 1d6+2 hit points.
- Venomcleanse Tea
- This herbal tea composed helps cleanse the body of normal toxins. It is normally imbibed but can also be used to clean a poisoned wound. When a creature suffering from the poisoned condition is treated with this remedy. Drinker can make TWO poison resistance rolls.
- Woundbind Poultice
- This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse wounds, and dull pain. If bound over a wound, it promotes quick healing. When applied to a wound, the recipient heals 1d4+2 hit points.
2.6 Crafting Steps
The steps in creating potions as follows:
- Ingredient collection
- Magical application if it applies.
- Mixture of item
- Application to any to drink it.
A good rule of thumb is Enhancement and/or Enchantment spells should be equal or higher than crafter's main skill divided by 8 (RU). For a wizard is Enchantment 4, Enhancement 1 and Herbalist 20. So 20/8=2.5 (3). So not skilled enough to help make potions that needed enchanted items. But can use the enhancement spells fine.
If a spell is required to be cast it is cast during mixing onto the container (must hold). If the spell fails ingredients are damaged and must be recreated entirely with new ingredients.
A cooking cauldron should be purified and/or used on purified ground to make large amount of potions if using magic to bind them.
2.7 Ingredient Rarity
Richard made a article on searching for the various items. The below is his info on percentage chance to find the item.
| Item | Ava% | Item | Ava% | |
|---|---|---|---|---|
| Adingantida | 60% | Beithir Hide | 5% | |
| Betony | 75% | Chimedon | 30% | |
| Darbha Grass | 10% | Fern Seed | 35% | |
| Hellebore | 15% | Hemlock | 5% | |
| Lunas | 10% | Mevais | 5% | |
| Mistletoe | 20% | }Poppy, | Black} | 5% |
| Rue | 95$ | Wolfbane | 40% |
Healing Herbs: The healing herbs in a healing kit are usually cinquefoil. The commonly available healing plants are listed below.
| Item | Ava% | Item | Ava% |
|---|---|---|---|
| Agrimony | 50% | Amaranth Seeds | 30% |
| Angelica | 10% | Basil | 60% |
| Bindweed | 80% | Bush Resin | - |
| Chervil | 30% | Cinquefoil | 100% |
| Clove Pink | 70% | Fire Snake Liver | - |
| Garlic | 100% | Mephis | 40% |
| Mugwort | 25% | Peska | - |
| Poppy, White | 10% | Te'sla Blood | - |
2.8 Learning new recipes
A starting herbalist can learn EL/10 (RU) recipes at character generation start. If he needs to learn new ones he needs a scroll or book. It will take D3 days to learn and memorize it. But can copy and use it right away. But a GM can decide on the rules. He could assign D6 points as a skill cost to learn if he wishes.
3. Healing Potions
These potions are designed to physically heal or aid in the healing process.
3.1 Healing Herbs
Healing herbs are the most generic forms of healing out there found in nature. These herbs cover many categories that a herbalist will know and how to use. To make a basic healing potion that is not a balm for external use to drink, herbalist can make a simple potion.
- Ingredients
- 2 oz Healing Herbs [Powder form]
- Creation
- Mix with 8 oz water. Garlic to bring effects out.
- Create time
- 10 - Herbalist EL/10 minutes to ground
- Time
- Lasts 24 hours
- Effect
- +10% Internal HC rolls, if blessed water +15% (+0 Normal, +10 Good, +15 Fine)
- Availability
- 80% City, 60% Other, 2% Desert/Arid
- Doses
- 4 (2 oz)
- Value
- 10BB or 15BB if Blessed water
3.2 Shark
Shark parts specifically cartilage from bone or fins are considered natural sources of healing. While most Healers claim there is no solid evidence they believe it is a random chance of actual benefit.
- Ingredients
- 4 oz Shark bone [Powder], 2 oz of Shark fin [Powder]
- Creation
- Mix with 8 oz water and 0.5 oz Salt
- Create time
- 20 - Herbalist EL/10 minutes to ground
- Time
- Lasts 30 hours
- Effect
- +D10% Internal HC rolls, (+0 Normal, +10 Good, +15 Fine)
- Availability
- 80% Coastal City, 40% Other, 2% Desert/Arid, 10% If ocean over 100+ miles away
- Doses
- 2 (4 oz)
- Value
- D10+(Herbalist EL/10) SC (1-18)
3.3 Regeneration
Potion form of spell when spell is not available for drinkers.
- Ingredients
- 4 oz of Healing Herbs, Purified area for crafting
- Creation
- Mix with 8 oz Goideli Wine
- Create time
- 30 Seconds after creating purified area
- Time
- Lasts 24 hours
- Effect
- Regeneration spell effects, (+5% if Good, +10% Fine Quality effects)
- Availability
- 70% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 10+(Herbalist EL/10) SC (11-18)
3.4 Abnari Elixir
- Ingredients
- 4 oz of Abnari blood contained in metal flask
- Creation
- Mix with 4 oz Goideli Wine, Salt or Garlic can be used to soften taste (0.5 oz)
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Heals 1d10+6
- Availability
- 50% City, 25% Other, 2% Desert/Arid, 10% If ocean over 100+ miles away
- Doses
- 2 (4 oz)
- Value
- (14+1D6)x2 SC (30-40)
- Notes
- 1) Blood taken no less than 4 phases from Abnari death
3.5 Bush Resin
Bush Warrior Resin Elixir to help heal.
- Ingredients
- 2 oz/dose of Bush Warrior Resin, 2 oz Healing herbs -both grinded
- Creation
- Mix with 7 oz Wine, 0.5 oz of Garlic
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- +20% HC, 1D6+8+Stb Healing
- Availability
- 60% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 8+Herbalist EL/10 SC (9-16)
- Notes
- 1) Only 1 dose per potion else turns to poison
3.6 Fire Juice
Fire Snakes are loyal pets so a liver is only harvested upon death in most cultures.
- Ingredients
- 1 Fire Snake liver ground up to powder form
- Creation
- Mix with 8 oz Wine, 0.5 oz of Garlic
- Create time
- 30-Herbalist EL/10 minutes (ritual emotionally affects owner of snake)
- Time
- Lasts 24+Herbalist EL/10 hours
- Effect
- HCx4 until healed
- Availability
- 60% City, 80% Other
- Doses
- 2 (4 oz)
- Value
- 18+Herbalist EL/10 SC (19-26)
- Notes
- 1) Once drink enter coma to heal till fully healed for natural healing 2) Can cast Negate Curse into potion to remain awake (no coma) but can do little or no actions.
3.7 Te'sla Elixir
- Ingredients
- 4 oz of Te'sla blood Enhanced
- Creation
- Mix with 4 oz Wine, 0.5 oz of Garlic
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24+Herbalist EL/10 hours
- Effect
- Regenerates D6+StB hit points per phase up to D10+4 phases
- Availability
- 70% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 27+Herbalist EL/10 SC (28-35), Enhanced blood x2
- Notes
- 1) Blood stored in Metal Flask & Harvested within 4 minutes, if enhanced blood person healed till fully healed 2) So unenhanced blood does have some effect
3.8 Horn Juice
A Unicorn horn, alicorn by name, has massive healing properties. But killing a rare unicorn is considered a serious offense in many cultures especially the Sidh.
- Ingredients
- 1 Alicorn ground up potion needs 5 oz (5 doses)
- Creation
- Mix with 4 oz Goideli Wine
- Create time
- 30-Herbalist EL/10 minutes (Difficult task level to grind without ruin)
- Time
- Lasts 12 hours
- Effect
- BL8 Healing
- Availability
- 5% City, 8% Other
- Doses
- 1 (8 oz)
- Value
- 72+Herbalist EL/10 SC (73-80) due to rarity
- Notes
- 1) Most cultures will not have item unless Chaos or Kotothi then x3 Availability 2) Powder once exposed to water will dry out in 20 turns if not used in 1 hour its useless unless magically preserved 3) Each horn yields 2d10+20 Doses of powder
3.9 Panther Elixir
Water Panthers found only in water - lake, rivers or cave water. Must harvest the brain while in water.
- Ingredients
- 1 Water Panther brain ground up powder (4-6 oz)
- Creation
- Mix with 5 oz Milk not water
- Create time
- 30-Herbalist EL/10 minutes (Difficult task level to grind without ruin)
- Time
- Lasts 12 hours
- Effect
- Healing spell at MEL12/EL10, 1D3 Points of Knowledge on any subject
- Availability
- 80% Coastal City, 40% City, 20% Other
- Doses
- 1 (8 oz)
- Value
- 75+Herbalist EL/10 SC (78-83)
3.10 Amaranth
Seeds best swallowed. But if used in powder form it has a less effective result but longer duration.
- Ingredients
- 4 oz of Amaranth seeds (4 oz) grinded unenhanced/enhanced
- Creation
- Mix with 8 oz Wine
- Time
- Lasts 48 hours
- Effect
- Unenhanced- St+15, HC+5 in healing; Enhanced-x2 of unenhanced effect for 2 days both forms
- Availability
- 80% Coastal City, 60% City, 20% Other
- Doses
- 2 (4 oz)
- Value
- 15+Herbalist EL/10 SC (16-23), Enhanced-30 (31-38) SC
- Notes
- 1) Must use FP of drinker in dose/oz to be effective.
3.11 Chervil
- Ingredients
- 4 oz of Chervil powder (4 doses) Unenhanced
- Creation
- Mix with 8 oz Water
- Time
- Lasts 48 hours
- Effect
- HC+15 vs wounds and infection, if already infected cures infection
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
3.12 Cinequofoil
- Ingredients
- 4 oz of Cinequofoil powder (4 doses) Unenhanced form only
- Creation
- Mix with 6 oz Water
- Time
- Lasts 48 hours
- Effect
- HC+10
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
3.13 Cinequofoil
- Ingredients
- 4 oz of Cinequofoil powder (4 doses) Unenhanced
- Creation
- Mix with 8 oz Water
- Time
- Lasts 48 hours
- Effect
- HC+10 for 24 hours
- Availability
- 80% City, 60% Other
- Doses
- 4 (2 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
3.13 Clove Pink
- Ingredients
- 2 oz of Clove Pink grinded powder (2 doses) Unenhanced
- Creation
- Mix with 8 oz Water
- Time
- Lasts 48 hours
- Effect
- HC+15 against Disease/Infection for 24 hours
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 45+Herbalist EL/10 SC (46-53)
3.14 Heliotrophius Health
- Ingredients
- 1 Heliotrophius stone
- Creation
- Mix with 8 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Wounds automatically stop bleeding and swelling, -2 Damage per wound inflicted
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
3.15 Hydra Head
- Ingredients
- 1 Immortal Hydra head (4 doses), (Large, Flawless) Jasper Gem Enhanced
- Creation
- Mix with 8 oz of Water
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- EL2 Regeneration, Total immunity to death poison and natural death for 10 days
- Availability
- 60% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 54+Herbalist EL/10 SC (55-62)
- Notes
- 1) Only trained Magic user can collect per 3 days collecting blood 1 dose obtained 2) Drinker rolls Willx2, if higher driven insane forever unless EL8 Negate Curse 3) Per drink -5 to roll to build resistance each drink 4) If insane person drinks again insane automatically and no cure can be done
3.16 Jasper
- Ingredients
- 1 Large, Flawless Jasper gem Enhanced
- Creation
- Mix with 8 oz of Water in silver flask
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- 1) HC+10 2) EL5 vs Dream/Illusion powers. 1+2 - 24 hours duration
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 45+Herbalist EL/10 SC (46-53)
3.17 Mugwort Juice
- Ingredients
- 4 oz (4 doses) of Mugwort grinded unenhanced/enhanced
- Creation
- Mix with 8 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-BL6 Cure for death poison Enhanced-BL18 Cure for Death poison, HC+30 vs disease
- Availability
- 50% City, 20% Other
- Doses
- 1 (8 oz)
- Value
- 30+Herbalist EL/10 SC (31-38), Enhanced-76+Herbalist EL/10 (77-84)
- Notes
- 1) Enhanced-Drinker doesn't suffer from physical fatigue for 24 hours 2) Enhanced-EL10 Clairvoyance for 10 turns 3) Must pick mugwort at night
3.18 White Poppy
- Ingredients
- 2 oz (2 doses) of White Poppy, 2 oz/Doses of Peska
- Creation
- Mix with 6 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- HC+40, St+40 on healing roll if roll HC%. if heals treat as EL2 Healing
- Availability
- 70% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 75+Herbalist EL/10 SC (76-83)
- Notes
- 1) Stamen grinded into powder for effect 2) If take more than 1 potion per 48 hours - 40%-(StBx4) chance becomes addicted
3.19 Ancient Mix
This is the oldest form of potion made by primitive people. It took thousands of trial and error to get to this point.
- Ingredients
- 2 oz (2 doses) each of Anemone, Chervil, Cinquefoil, Clove Pink and Snake Grape juice. 10 oz total powdered
- Creation
- Mix with 8 oz of Water
- Create time
- 30-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- +90% HC (a 10% bonus by combing all 5 items) [90% total]
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 81+Herbalist EL/10 SC (82-89)
4. Poison Related
These potions create poison related effects. Many cultures may have these like Chaos or Kotothi. These may be a common item to be found in treasure piles as well. While some may create poison, other potions will cure or give immunity to poisons.
4.1 Chi Frog Potion
Chi Frog Slime (Metal Flask 16 oz).
- Ingredients
- Enhanced Flask Chi Frog Slime (16 oz) enhancement turns slim to drinkable juice
- Creation
- As is can drink water to clear taste
- Create time
- Enhancement Time
- Time
- Lasts 24 hours (after converts to slime again and can't be re-enhanced)
- Effect
- EL3 Immunity to Poisons for 24 hours
- Availability
- 50% Coastal City, 30% Other
- Doses
- 1 (Full 16 oz to be drunk)
- Value
- 9+Enhancer's MEL+EL SC (10-39)
4.2 Toadstone Potion
Toadsotne Gem mixture.
- Ingredients
- Enhanced Toadstone
- Creation
- Mix with 8 oz of Wine
- Create time
- 30 seconds
- Time
- Lasts 8 hours
- Effect
- Cures any poison up to EL of Gem IF BL>EL else EL% poison effects
- Availability
- 80% City, 40% Other
- Doses
- 4 (2 oz)
- Value
- (MEL+EL)x2 of enhanced Toadstone SC (4-80)
4.3 Foxglove Potion
Foxglove must be harvested in spring for only 2-3 weeks a year.
- Ingredients
- Grinded foxglove (6 oz), Pine Bark (soaked in alcohol/ale 1 oz), Negate Poison spell or ensorcelled item
- Creation
- Mix with 7 oz of Water, 0.2 oz of Salt
- Create time
- 30-Herbalist EL/10 minutes (once grinded and soaked)
- Time
- Lasts 8 hours
- Effect
- Negates Poisons of EL BL level or below (EL of item or spell)
- Availability
- 30% City, 15% Other
- Doses
- 2 (4 oz)
- Value
- (5+MEL+EL+Herbalist skill/10)x2 SC (14-86)
- Notes
- 1) Store harvested Foxglove in pottery vials only
4.4 Bush Resin
Bush Warrior Resin Elixir to poison and heal.
- Ingredients
- 2-3 doses (2-3 oz) of Bush Warrior Resin, 4 oz Healing herbs -both grinded
- Creation
- Mix with 7 oz Wine, 0.5 oz of Garlic
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- +20% HC, 1D6+8+Stb Healing, BL1 Slow Death if 2+ Potions a day
- Availability
- 50% City, 25% Other
- Doses
- 2 (4 oz)
- Value
- 48+Herbalist EL/10 SC (49-56)
- Notes
- 1) Multiple potions in Resin causes BL1 Slow death after healing
4.5 Asp Venom
At least 80% of Asps are poisonous with 50% can kill.
- Ingredients
- 4 oz of Asp Poison Venom
- Creation
- Mix with 4 oz Beer
- Create time
- 10-Herbalist EL/10 minutes (Venom extraction separate)
- Time
- Lasts 48+Herbalist EL/10 hours
- Effect
- D10 BL Death Poison
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 20+Herbalist EL/10 SC (21-28)
4.6 Barquest Honor
One must convince (5% chance) a Barquest to give the blood but those who fail are considered enemies there after. It is a rare treat to be given the blood however. If a quest is done chance is increased to 10%.
- Ingredients
- 2 oz of Barquest Blood, 1 oz of Healing Herb powder
- Creation
- Mix with 6 oz Blessed Water
- Create time
- 20-Herbalist EL/10 minutes (Blood handled delicately)
- Time
- Lasts 24 hours
- Effect
- Total immunity to all Kotothi poisons for 24 hours.
- Availability
- 5% City, 8% Other
- Doses
- 1 (8 oz)
- Value
- 60+Herbalist EL/10 SC (61-68 due to rarity)
4.7 Cu Venom
Legend has it Cu Sidhe venom can grant MEL6/EL3 Tracking but exactly how is not known to the public. Some theorize a purified ground mixed with some item can grant it.
- Ingredients
- 4 oz of Cu Sidhe Venom
- Creation
- Mix with 4 oz Water
- Create time
- 20-Herbalist EL/10 minutes (includes extraction time)
- Time
- Lasts 48 hours
- Effect
- BL3 Paralytic Poison when drunk
- Availability
- 40% City, 20% Other
- Doses
- 4 (2 oz)
- Value
- 27+Herbalist EL/10 SC (28-35)
- Notes
- 1) If smeared on arrows or weapons (1 dose) tips can cause BL 1D3 Paralytic Poison
4.8 A'Miri Yellow
Dae'ta A'miri are common pets for some but they are harvested for a yellow gland in their throat.
- Ingredients
- 2 oz of Dae'ta A'miri yellow gland (named Siqa) grinded up, 4 Petals of Agrimony grinded (2 oz)
- Creation
- Mix with 7 oz Ale
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Total Immunity to Poisons for 8 hours
- Availability
- 80% City, 50% Other
- Doses
- 2 (4 oz)
- Value
- 50+Herbalist EL/10 SC (51-58) higher price due to preservation time
- Notes
- 1) Gland must be preserved for 3 days before can use as potion
4.9 Koti Venom
Dae'ta Koti is a strong venom source. There is legend that a reciepe exists on how to create a potion like the Koti does for controlling people. But the right combination of ingredients is lost to time. This recipe creates 2 potions at will. Herbalist needs to decide which. The venom may not give all needed from one creature a Herbalist will harvest D6+6 oz of venom per creature.
- Ingredients
- 9 oz of Dae'ta Koti venom
- Creation
- Mix with 4-5 oz Ale (#1-4 oz, #2-3 oz of venom)
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- #1-BL10 Paralytic Poison #2-Magical Venom-BL1 -D3 to Will points
- Availability
- 50% City, 30% Other
- Doses
- 1 (8 oz)
- Value
- 42+Herbalist EL/10 SC (43-50)
- Notes
- 1) In potion form venom less effective outside creature for too long
4.10 Firehound Fire Juice
- Ingredients
- 4 oz of Firehound blood
- Creation
- Mix with 4 oz Ale (if assassination poison mix with garlic (3 oz) to soften taste)
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 30 hours
- Effect
- BL10 Death Poison
- Availability
- 30% City, 80% Chaos city, 20% Other
- Doses
- 2 (4 oz)
- Value
- 50+Herbalist EL/10 SC (51-58)
- Notes
- 1) Blood held only in pottery vials 2) Firehound can give 6 doses of magical venom per creature
4.11 Dirailla-ta
- Ingredients
- 4 oz of Dirailla-ta Venom
- Creation
- Mix with 6 oz Ale
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 hours
- Effect
- BL15 Slow Death Poison, MEL10/EL5 Pain after
- Availability
- 60% City, 50% Other
- Doses
- 2 (4 oz)
- Value
- 60+Herbalist EL/10 SC (61-68)
- Notes
- 1) Once damage done by poison the Pain takes effect
4.12 Dirasa
Dirasa poison once extracted from body of Dirasa can't differentiate between Sidh or non-Sidh. This is done by a gland in body which can't be copied. So poison is normal. Legend has it a reciepe may exist on how to get that gland and mix it.
- Ingredients
- 2 oz of Dirasa blood
- Creation
- Mix with 6 oz Ale
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- BL6 Slow Death poison
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 18+Herbalist EL/10 SC (19-26)
- Notes
- 1) Blood should be kept in pottery vials with clay stoppers
4.13 Wyrm Bladder
Wyrm bladders (in throat) must be extracted within D8 Phases otherwise it deflates and is useless. Once extracted bladder must be placed in water within 3 seconds to preserve.
- Ingredients
- 1 Wyrm bladder grinded (4 oz)
- Creation
- Mix with 6 oz Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- BL6 Immediate Death poison
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 18+Herbalist EL/10 SC (19-26)
- Notes
- 1) Must grind bladder within 8 hours or useless
4.14 Eater Wipes
This is not a drinkable potion but a liquid you let clothing or armor soak in (non metal). It must soak for a full day for the effects of immunity to poisons. With a bit of luck that is. The new item will help to prevent poisons based on force of attack. A simple nick by a poisoned ring on chest will be blocked. But a forceful stab with poisoned dart will not. There is a slight chance it will defend or not. Referee is free to determine amount of protection.
- Ingredients
- 30 feet of Earth Eater skin to grind down to barrel of powder, Clothing/Armor item
- Creation
- Mix with 3 Quarts of Water
- Create time
- 120-Herbalist EL/10 minutes (skin grinding is grueling work)
- Time
- Lasts 96 hours (+2 Normal, +4 Good, +6 Fine quality)
- Effect
- Herbalist EL/2+10% chance of poison prevention of forceful strike (+10% if Good, +20% Fine quality)
- Availability
- 30% City, 20% Other
- Doses
- Normal Human size clothing/item soaked in full 3 Quarts
- Value
- 80+Herbalist EL/10 SC (81-88 due to rarity)
- Notes
- 1) Can soak more than 1 item but it may lessen effect on one item (100%/# of items) 2) Must tan and preserve skin from decay before use 3) Must soak for 6 full hours or if use cloth/wipes saturate over 4 hours by hand
4.15 Fusin Venom
Fusin can yield up to 6 doses per creature per day.
- Ingredients
- 6 Doses of Fusin venom (6 oz)
- Creation
- Mix with 6 Oz of Water
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24+Herbalist EL/10 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL6 Paralytic Poison per dose
- Availability
- 60% City, 50% Other
- Doses
- 4 (2 oz)
- Value
- 36+Herbalist EL/10 SC (37-44)
- Notes
- 1) Venom held only in glass vials
4.16 Gartula Venom
Gartula venom must be obtained while creature is alive and conscious. Failure to do so will reduce effective BL by half. They can yield 6 doses per creature but only for 3 milking attempts (days).
- Ingredients
- 4 oz of Gartula Venom (4 doses)
- Creation
- Mix with 5 Oz of Water, 1 oz of Pineapple juice to soften taste
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24+Herbalist EL/10 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL2 (Leader), BL4 (Male), BL6 (Female), BL8 (Children) Paralytic Poison
- Availability
- 80% City, 50% Other
- Doses
- 4 (2 oz)
- Value
- 36+Herbalist EL/10 SC (37-44)
- Notes
- 1) Venom held only in Metal flask
4.17 Ape Juice
Female only Great Apes can give Venom 2 doses per day with max of 20 milking attempts before venom may be worthless.
- Ingredients
- 2 oz of Female Great Ape Venom (2 doses)
- Creation
- Mix with 6 Oz of Warm Tea
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 12+Herbalist EL/10 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL10 Paralytic Poison
- Availability
- 80% City, 50% Other, 80% Jungle area
- Doses
- 2 (4 oz)
- Value
- 40+Herbalist EL/10 SC (41-48)
- Notes
- 1) Venom held only in porcelain bowl open to air but raw form only lasts 30 hours
4.18 Great Serpent Glob
This creates a potion that can be used to dip weapons in like daggers or darts to poison others. it is not useful to drink - if so it acts only as a BL1 Paralytic poison. This serpent only gives ONE dose of poison and can't be extracted again by any methods. Legend has it Kotothi magically prevents this.
- Ingredients
- 2 oz of Great Serpent Venom (2 doses)
- Creation
- Mix with 6 Oz of Cool water
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 12+Herbalist EL/10 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL8 Paralytic Poison to dip in or wipe on weapons
- Availability
- 30% City, 15% Other, 50% Jungle area
- Doses
- 2 (4 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
4.19 Great Spider Venom
Most potent form of poison out there. One creature will only give 3 doses of venom total.
- Ingredients
- 6 oz of Great Spider Venom (6 doses)
- Creation
- Mix with 5 Oz of Goideli Wine
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL20 Paralytic Poison for 40 hours duration
- Availability
- 45% City, 15% Other, 80% Jungle area
- Doses
- 2 (4 oz)
- Value
- 60+Herbalist EL/10 SC (61-68)
4.20 Harboul Adhesive
Must obtain gland in Harboul tongue that creates the magical adhesive. One tongue can create 12 doses before it is ruined. it is very sticky mess so why it is termed adhesive.
- Ingredients
- 4 oz of Harboul grinded Tongue gland powder, Suc'Ha Peppers grinded (1 oz)
- Creation
- Mix with 6 Oz of Whiskey
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 48+Herbalist EL/80 Hours (+3 Good, +6 Fine Quality)
- Effect
- BL2 Magical Sleep Poison, sleep for 2 days
- Availability
- 60% City, 30% Other
- Doses
- 2 (4 oz)
- Value
- 12+Herbalist EL/10 SC (13-20)
- Notes
- 1) in 5% of drinkers it can cause a deep coma from the poison for D10 days creating a BL5 Slow Death Poison.
4.21 Hydra Gas
Hydra head can be harvested for poison. Actual poison is low level but its side effects are big.
- Ingredients
- Poison sac of Hydra poison head grinded (4 oz), Large flawless Emerald
- Creation
- Mix with 6 Oz of Goideli Wine
- Create time
- 30-Herbalist EL/10 minutes (grinding must be done carefully)
- Time
- Lasts 24 Hours
- Effect
- BL4 Slow Death, Also -1D10 to Energy Level per turn till death (5 min on average)
- Availability
- 40% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 272+Herbalist EL/10 SC (273-281) (rarity)
- Notes
- 1) Hydra head sells for 25 Gold (250 SC) if have Head reduce value by 250 2) Emerald is said to limit exposure to herbalist of poison in head by attraction
4.22 Blood of Leon
Blood of Leons must be collected in silver goblet only.
- Ingredients
- 4 oz of Leon Blood held in Silver bowl, Honey (2 oz)
- Creation
- Mix with 4 Oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BLD10 Immunity to poisons for 1 day, 3% chance total immunity for 3 days
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
- Notes
- 1) Honey must be Fine quality it reacts with the blood to keep it stable to air
4.23 Manticore Sac
A manticore tail sac can be harvested for D6+1 Doses of poison.
- Ingredients
- 3 oz of Manticore Venom, 0.5 oz of Salt
- Creation
- Mix with 5 Oz of Ale
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL4 Immediate Death Poison
- Availability
- 40% City, 20% Other
- Doses
- 4 (2 oz)
- Value
- 42+Herbalist EL/10 SC (43-50)
- Notes
- 1) Can be used for darts or weapons in smaller doses but usually best in 4 oz doses
4.24 Nakinal Juice
- Ingredients
- 2 oz of Manticore Venom, 3 oz liquified Ergot Fungi
- Creation
- Mix with 4 Oz of Water and 1 oz of Lysergic Acid
- Create time
- 30-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 24 Hours
- Effect
- BL8 Hallucingenic Poison (Abandon like spell effects)
- Availability
- 80% City, 60% Other
- Doses
- 4 (2 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
4.25 Nebora Flame
This potion requires more than just 1 animal.
- Ingredients
- 4 oz of Rebora Venom, 2 oz of Flaming Steed blood, 0.5 oz of Fire (Salamander) Elemental ashes, 1 Large & Flawless Jade
- Creation
- Mix with 4 Oz of Hot Tea diluted with mixture
- Create time
- 30-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 24 Hours
- Effect
- Poison acts like EL2 Flaming Death
- Availability
- 30% City, 15% Other
- Doses
- 1 (8 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
- Notes
- 1) Once drunk it will take D10+2 minutes to activate due to Jade to allow possible escape time
4.26 Peist Love
Trying to obtain this poison is tricky if herbalist remembers doing so.
- Ingredients
- 4 oz of Peist blood, 2 oz of Ashwaghandha ground powder
- Creation
- Mix with 4 Oz of Water
- Create time
- 20-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 7+Herbalist EL/10 Days
- Effect
- BL8 Poison like BL8 Forgetfulness spell effects
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
4.27 Rakshasha Venom
Rakshasha claws give this poison but extracting is tricky due to the pours in the fingers are limited. Only a herbalist of EL60+ can even attempt it without ruining the claw.
- Ingredients
- 4 oz of Rakshasha Venom (2 full claws of fingers), Rakshasha blood (1 oz)
- Creation
- Mix with 6 Oz of Whiskey
- Create time
- 30-Herbalist EL/10 minutes (extraction time difficult)
- Time
- Lasts 24 Hours
- Effect
- BL6 Slow Death (30% chance on success -BL8)
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
- Notes
- 1) Blood kept in Metal flask 2) Extracting venom is on a Difficult problem solving level if fail claw ruined
4.28 Shachihoko Toxin
- Ingredients
- 4 oz of Shachihoko Blood
- Creation
- Mix with 4 Oz of Water
- Create time
- 20-Herbalist EL/10 minutes (extraction time difficult)
- Time
- Lasts 24 Hours
- Effect
- BL4 Slow Death Poison
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 16+Herbalist EL/10 SC (17-24)
4.29 Shadow Hawk
- Ingredients
- 4 oz of Shadow Hawk blood
- Creation
- Mix with 4 Oz of still water in black bowl
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL4 Spirit Poison that causes 12 hours loss of concentration
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 12+Herbalist EL/10 SC (13-20)
4.30 Tatzlwurm Toxin
To harvest the toxin, a balloon like venom sac in throat, non humans must do it. If humans try there is a 90% chance the sac will burst and explode automatically with a x3 effect below to that human. Some Herbalists theorize its coded to booby trap against humans. Heated gas captured by sac will generate enough gas for 4-6 oz of Powder once converted from gas to powder via heating.
- Ingredients
- 4 oz of Tatzlwurm Toxin (gas form heated for 2-3 hours will create a fine dust/powder)
- Creation
- Mix with 6 Oz of Cold water
- Create time
- 220-Herbalist EL/10 minutes (gas to powder time 2-3 hours)
- Time
- Lasts 24 Hours
- Effect
- BL6 Slow Death for Humans, BL4 Slow Death Poison to all others
- Availability
- 40% City, 20% Other
- Doses
- 1 (8 oz)
- Value
- 42+Herbalist EL/10 SC (43-50)
4.31 Te'sla Blood
One Te'sla can give enough blood for D6+6 Doses/ounces.
- Ingredients
- 4 oz of Te'sla blood (4 doses)
- Creation
- Mix with 4 Oz of Hot Tea
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- HC+30, MDV+15, StB+3 combat against poison
- Availability
- 80% City, 60% Other
- Doses
- 4 (2 oz)
- Value
- 58+Herbalist EL/10 SC (59-66)
4.32 Wyvern Toxin
Wyverns can give D2+2 Doses per creature from its poison tail. But it must be harvested at point of near death. If it dies the toxin is useless.
- Ingredients
- 4 oz of Wyvern venom
- Creation
- Mix with 6 Oz of Wine
- Create time
- 20-Herbalist EL/10 minutes (harvest time not included)
- Time
- Lasts 24 Hours
- Effect
- BL7 Death Poison
- Availability
- 30% City, 15% Other
- Doses
- 1 (8 oz)
- Value
- 51+Herbalist EL/10 SC (52-59)
- Notes
- 1) Venom held in Glass vials only
4.33 Disease Demon Toxin
To capture a Disease Demon is tricky but once done you can extract blood for a poison. You can extract D10+8 oz of blood from one demon.
- Ingredients
- 4 oz of Disease Demon blood (4 doses)
- Creation
- Mix with 4 Oz of Stale pond water
- Create time
- 10-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 24 hours
- Effect
- Potion that gives MEL4/EL2 Plaque like poison effects
- Availability
- 40% City, 20% Other
- Doses
- 2 (4 oz)
- Value
- 18+Herbalist EL/10 SC (19-26)
4.34 Adingantida
Normally eaten but if grinded into powder it can be drunk.
- Ingredients
- 4 oz of Adingantida herbs (4 doses) unenhanced/enhanced
- Creation
- Mix with 7 Oz of Wine, 0.5 of Salt
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Potion - Unenhanced-Slow Death BL2, Enhanced-Immediate Death -BL10
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 54+Herbalist EL/10 SC (55-62), If unenhanced 18+Herbalist EL/10 (19-26)
- Notes
- 1) Herb is either Enhanced or Unenhanced
4.35 Agate
- Ingredients
- 1 Agate gem Large, Flawless (unenhanced)
- Creation
- Mix with 8 Oz of Ale
- Create time
- 2 minutes (careful mixing time)
- Time
- Lasts 48 hours
- Effect
- Negates snake/insect Poison if BL5 roll is made
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 12 SC
- Notes
- 1) No effect on CL1+ Creatures
4.36 Deadly Nightshade
- Ingredients
- 4 oz of Belladona grinded powder unenhanced
- Creation
- Mix with 7 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL15 Slow Death poison Success-Die by end of day if not negated magically
- Availability
- 60% City, 40% Other, 20% lawful cultures
- Doses
- 1 (8 oz)
- Value
- 45+Herbalist EL/10 SC (46-53)
- Notes
- 1) Failure-Coma for 24 hours (even though unenhanced roll is the BL15 line). 2) Abysmal Failure- Extremely sick for 5 min
4.37 Bezoar
- Ingredients
- 1 Enhanced Bezoar stone (found in Deer stomach 10% of time)
- Creation
- Mix with 8 oz of Wine in brass goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- Cures any Death Poison automatically
- Availability
- 80% City, 60% Other
- Doses
- 4 (2 oz)
- Value
- 60+Herbalist EL/10 SC (61-68)
4.38 Bindweed juice
- Ingredients
- 4 oz of Bindweed powdered unenhanced
- Creation
- Mix with 8 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- BL2 Paralytic Poison for 4 hours only for Male Drinkers
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 18+Herbalist EL/10 SC (19-26)
4.39 Black Poppy Juice
- Ingredients
- 4 oz of Black Poppy grinded into powder (4 doses) Unenhanced
- Creation
- Mix with 6 oz of Black Tea
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- BL18 Death Trance until negated
- Availability
- 30% City, 15% Other
- Doses
- 1 (8 oz)
- Value
- 54+Herbalist EL/10 SC (55-62)
- Notes
- 1) Less effective as potion than ingested/eaten 2) Failure-Vomits substance 3) Success-Appears dead in trance, mind still active, can't move body, living corpse until magically released
4.40 Cayenne
- Ingredients
- 4 oz of Cayenne (4 doses) grinded in powder [Enhanced]
- Creation
- Mix with 7 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours (+3 for Good, +6 for Fine quality)
- Effect
- Drink potion prior to drinking alcohol can't get drunk for 8 hours, after that normal effects
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 40+Herbalist EL/10 SC (41-48)
4.41 Heliotrophius Cure
- Ingredients
- 1 Heliotrophius stone large, flawless
- Creation
- Mix with 8 oz of Water in gold goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Negates any poison, must drink within 5 turns
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
4.42 Lodestone
- Ingredients
- 1 Lodestone Enhanced
- Creation
- Mix with 8 oz of Wine in Crystal goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- EL8 Paralytic Poison if given to servants or liars for 16 hours
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 54+Herbalist EL/10 SC (55-62)
- Notes
- 1) EL9 Immunity to Emotional Curse or Quarrels Spell for 12 hours
4.43 Mevais
- Ingredients
- 4 oz (4 doses) of Mevais powder
- Creation
- Mix with 7 oz of Wine in Pewter goblet
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL20 Slow Death Poison works over 20+StB days as for Hell Powers-Pain EL=Day of poison (20+StB)
- Availability
- 45% City, 20% Other
- Doses
- 1 (8 oz)
- Value
- 106+Herbalist EL/10 SC (107-114)
- Notes
- 1) MEL10, EL=Day, Cured only by Negate Curse or Healing Light must be EL>EL of pain to cure 2) Will take 1d3+Stb Hours to see 1st effects of pain
5. Energy Related Potions
These Potions help in energy healing or energy related issues.
5.1 Energy Vibe
Must know Detect Energy spell to create Potion.
- Ingredients
- If item has Detect Energy spell mix with below if no ensorelled item cast Detect energy into potion while mixing
- Creation
- Mix with 8 oz Wine
- Create time
- 30 seconds to mix
- Time
- Lasts 16+Spell/item EL hours
- Effect
- Same effects as Detect Energy but duration 16+Spell/item EL hours
- Availability
- 40% City, 20% Other
- Doses
- 2 (4 oz)
- Value
- MEL+EL of Spell/item SC (2-30)
5.2 Anti-Leeching
Used to defend against Astral Leech or Leeching magic.
- Ingredients
- Purified ground or Altar, Flawless Large Energy Crystal, Electrical Eel grounded (3 oz)
- Creation
- Mix with 8 oz Goideli Wine
- Create time
- 120-Herbalist EL minutes
- Time
- Lasts 2 days + EL hours + (+6 if Good, +10 Fine quality)
- Effect
- Total Immunity to Astral Leech or Leech spells for 24 hours
- Availability
- 25% City, 5% Other
- Doses
- 1 (8 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
- Notes
- 1) After drinking enter light coma for 15-EL hours
5.3 Spirit Blessing
Help to replenish energy lost from disease, soul attacks or poison.
- Ingredients
- Purified ground or Altar, Flawless Large Energy Crystal, Electrical Eel grounded, Spirit Blessing spell/ensorcelled item
- Creation
- Mix with 8 oz Goideli Wine,
- Create time
- 120-Herbalist EL minutes
- Time
- Lasts 12 hours + EL hours + (+6 if Good, +10 Fine quality)
- Effect
- Gives 2d10+(EL*2) Energy if drunk.
- Availability
- 40% City, 20% Other
- Doses
- 2 (4 oz)
- Value
- (MEL+EL)x2 of Spell/Item SC (4-60)
- Notes
- 1) Must cast Spirit Blessing into potion OR use item with that power to mix with.
5.4 Asp Juice
Some asps can damage by taking energy away from victim. These are more rare (10% of Asps found) but the snake brain and a bit of flesh can help to heal energy rather than take. Only those Asps capable of Energy attack can be used for this.
- Ingredients
- Asp Brain ground (2 oz), 1 oz of Asp tissue ground
- Creation
- Mix with 8 oz Ale, 0.5 oz of Garlic for taste.
- Create time
- 10-Herbalist EL minutes
- Time
- Lasts 36 hours (+6 if Good, +10 Fine quality)
- Effect
- Heals 1D6+2 Energy
- Availability
- 60% City, 40% Other
- Doses
- 4 (2 oz)
- Value
- 6+Herbalist EL/10 SC (7-14)
- Notes
- 1) 2 Doses per day or may suffer multiple healing consequences
5.5 Druga Kick
Druga kick can have a kick to it for some people.
- Ingredients
- 4 oz of Druga (Male only) Blood
- Creation
- Mix with 4 oz Ale
- Create time
- 10-Herbalist EL minutes
- Time
- Lasts 24 hours
- Effect
- Regenerates 1D10+5 Energy points
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 10+Herbalist EL/10 SC (11-18)
- Notes
- 1) Metal flask to hold blood, only use within 3 days or blood ruined unless preserved 2) 10% of drinkers are stunned (no action for up to D10 minutes) no other bad effects
5.6 Druga Lust
Druga blood from females only can generate a energy poison.
- Ingredients
- 2 oz of Druga enhanced (Female only) Blood, Catfish liver (2 oz) Powder
- Creation
- Mix with 6 oz Beer
- Create time
- 10-Herbalist EL minutes
- Time
- Lasts 24 hours
- Effect
- Drains 2d10+2 Energy Points for D10+2 per Phase
- Availability
- 55% City, 30% Other
- Doses
- 1 (8 oz)
- Value
- 25+Herbalist EL/10 SC (26-33)
- Notes
- 1) Blood MUST be enhanced to get the d10 effect else its a 1 time effect 2) The liver powder extracts the poison elements away from the blood to purify it
5.7 Angelica
One Angelica plant can yield 8 doses (8 oz).
- Ingredients
- 6 oz of grounded Angelica powder [Enhanced]
- Creation
- Mix with 1 Quart of fine wine
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- 1) MDVx2 2) 3D10 Energy level healed
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 48+Herbalist EL/10 SC (49-56)
- Notes
- 1) Lasts until next healing roll 2) If Taken more than once a day then BL8 Slow Death potion
6. Other Potions
Other related potions not covered by Healing, Poison and Energy.
6.1 Lunma Potion
The Lunma must be contained in water to be taken outside water. To harvest must extract a form of sticky fluid from brain of the creature and it will give D4+2 ounces.
- Ingredients
- 4 oz of Lunma fluid (4 doses) extracted from brain
- Creation
- Mix with 2 oz Blessed water and 2 oz Purified Water
- Create time
- 10 - Herbalist EL/10 minutes to extract fluid
- Time
- Lasts 3 Days.
- Effect
- Negates Lunma Acid effects applied to items as protection
- Availability
- 60% Coastal City, 20% Other, 1% Desert/Arid, 5% If ocean over 100+ miles away
- Doses
- 2 (4 oz)
- Value
- 10+Herbalist EL/10 SC (11-18)
- Notes
- 1) Fluid extracted while in water if not have max D4 minutes or fluid useless, fluid is sticky so doesn't dissolve in water 2) Must apply potion on cloth to wrap affected area for D10+3 Minutes (NOT to drink)
6.2 Quick Endurance
Quicksilver with Endurance spell ensorcelled.
- Ingredients
- Enhanced Quicksilver piece / item, Blueberry juice (3 oz)
- Creation
- Mix with 8 oz of Water
- Create time
- 20 - Herbalist EL/10 minutes to settle potion mix
- Time
- Lasts 1+EL/2 of Enhanced Quicksilver Days.
- Effect
- Enhances endurance related spells by EL of item - see Endurance spell.
- Availability
- 50% Coastal City, 30% Other
- Doses
- 2 (4 oz)
- Value
- 10+Caster's MEL+EL SC (15-42)
- Notes
- 1) Drink for effect then cast spell within 2 minutes in spell boost effect 2) Water & Rower Endurance - +EL of Quicksilver EL to spell 3) If no Endurance spell cast, potion effects are halved. Can place spell into potion for full effects.
6.3 Chi Frog Potion
Chi Frog Slime (Metal Flask 16 oz)
- Ingredients
- Enhanced Flask Chi Frog Slime, Diamond (any type)
- Creation
- As is can drink water to clear taste (full 16 oz), 0.5 oz Garlic for taste if needed
- Create time
- Enhancement Time
- Time
- Lasts 24 hours (after that converts to slime again and can't be re-enhanced)
- Effect
- EL3 Immunity to Acids for 24 hours
- Availability
- 50% Coastal City, 30% Other
- Doses
- 1 (Full 16 oz to be drunk)
- Value
- 9+Enhancer's MEL+EL SC (10-39)
- Notes
- 1) Diamond pulls out the poison from the slime
6.4 Life (Anti-Decay)
Used to combat and defend against Decay spell effects. The Moon Rose is only found during a full moon at zenith of the full moon. It must be collected and placed in a Red Satin cloth to preserve. The petals must be ground within D8+(Herbalist 80/10) hours or the petals will be useless.
- Ingredients
- Moon Rose Petals (4 oz) Powdered, Purified Ground, Blessed Water (2 oz)
- Creation
- Mix together with 6 oz of Water
- Create time
- 10 minutes (2 to mix and rest to let it settle if used before will lose effect).
- Time
- Lasts 24 hours
- Effect
- Negates Decay spell effects once drunk
- Availability
- 10% City, 5% Other
- Doses
- 1 (8 Oz)
- Value
- 15+Herbalist's 80/10+Spell/Item MEL+EL SC (26-53)
- Notes
- 1) Moon Rose found in Plains (10% chance), Mountains (40%) will glow a light moon white, seen up to 3D10" 2) If Cast Negate Curse or use a item with spell to stir in no purified ground needed
6.5 Taste of Life
Gives effects of Taste spell.
- Ingredients
- Catfish whiskers and tongue grinded to powder form (1 catfish) (4 oz), Taste spell or item with spell ensorcelled
- Creation
- Mix with 8 oz of Ale, 0.2 oz of Salt to soften taste
- Create time
- 20-Herbalist 80/10 minutes (includes grinding time).
- Time
- Lasts 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Taste spell effect for Time above, at MEL/EL of spell/item.
- Availability
- 80% Coastal City, 40% City, 10% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+MEL+EL SC (8-43)
- Notes
- 1) Cast Taste into Potion or mix potion with ensorcelled item
6.6 Owl Eyes
Gives effects of a Sight spell to drinker.
- Ingredients
- Tapetum lucidum eye layer of Owl grinded (4 oz), Sight spell or ensorcelled item
- Creation
- Mix with 8 oz of Ale, 0.2 oz of Salt to soften taste
- Create time
- 30-Herbalist EL/10 minutes (includes grinding time)
- Time
- Lasts 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Sight spell effect for Time above, MEL/EL of spell/item.
- Availability
- 90% City, 50% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+MEL+EL SC (8-43)
- Notes
- 1) Extracting Owl part is difficult with Very Difficult level problem solving, Herbalist skill if fail owl parts ruined
6.7 Feel it
Gives effects of a Touch spell to those that need it.
- Ingredients
- Grinded Manatee brain (6 oz), Touch spell or ensorcelled item
- Creation
- Mix with 6 oz of Herbal Tea, 0.2 oz of Salt, 2 oz of sugar to soften taste
- Create time
- 25-Herbalist EL/2 minutes (includes grinding time)
- Time
- Lasts 1+Spell/Item EL/10 Days (+3 if Good, +5 Fine quality)
- Effect
- Touch spell effects but Range is Spell/EL" (no actual touch required), MEL/EL of spell/item.
- Availability
- 80% Coastal City, 40% City, 20% Other
- Doses
- 2 (4 Oz)
- Value
- 15+Herbalist's EL/10+MEL+EL SC (18-53)
- Notes
- 1) Brain must be in powder form within 12 hours of death or ruined
6.8 Trunk Potion
Gives effects of a Smell spell to those that need it.
- Ingredients
- Grinded (6 oz / 6 doses) of Elephant trunk tissue, Smell spell or ensorcelled item
- Creation
- Mix with 6 oz of Whiskey, 0.2 oz of Salt, 0.2 oz of peppermint to soften taste
- Create time
- 30-Herbalist EL/10 minutes (includes grinding time)
- Time
- Lasts 2+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Smell spell effect for Time above, MEL/EL of spell/item.
- Availability
- 40% City, 20% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+MEL+EL SC (8-43)
- Notes
- 1) Extraction of animal part is in Moderate Difficulty if failure process/part ruined 2) Rumors say EleFans can be used but at personal risk.
6.9 Bat Juice
Gives effects of a Hearing spell to those that need it from average bat.
- Ingredients
- Bat blood (2 oz), Hearing spell or ensorcelled item
- Creation
- Mix with 6 oz of Ale, 0.2 oz of Salt, 0.2 oz of peppermint to soften taste
- Create time
- 20-Herbalist EL/10 minutes (includes grinding time)
- Time
- Lasts 3+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Hearing spell effect for Time above, MEL/EL of spell/item.
- Availability
- 90% City, 80% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+MEL+EL SC (8-43)
- Notes
- 1) Blood must be extracted within 4 hours
6.10 Stone Dust
Negates effect of Paralysis.
- Ingredients
- Gorgon (Medusa) stone dust collected from Petrified victims (4 oz), Gorgon blood (4 oz)
- Creation
- Mix with 4 oz of Ale, 0.2 oz of Salt, 0.2 oz of peppermint to soften taste
- Create time
- 30-Herbalist EL/10 minutes (includes grinding time)
- Time
- Lasts 2+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Negates Paralysis fully
- Availability
- 30% City, 15% Other
- Doses
- 1 (8 Oz)
- Value
- 15+Herbalist's EL/10 SC (16-23)
- Notes
- 1) Blood must be extracted within 2 hours of mixture creation 2) Potion must be given open fully (swallow) so if Petrified can't drink.
6.11 Mana Sense
Gives Mana Sensing ability.
- Ingredients
- Large Flawless Black Diamond kept in total darkness, Mana Sense spell or ensorcelled item
- Creation
- Mix with 8 oz of Cold Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Grants Mana Sensing when drunk for 1 Day at Spell/Item MEL/EL levels
- Availability
- 15% City, 5% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+Caster spell/Item MEL+EL SC (18-33)
- Notes
- 1) Sidh will not make unless convinced for good reason
6.12 Mana Read
Gives Mana Reading ability.
- Ingredients
- Large Flawless White Diamond kept in total light, Mana Read spell or ensorcelled item
- Creation
- Mix with 8 oz of Warm Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 3+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
- Effect
- Grants Mana Reading when drunk for 1 Day at spell/item's MEL/EL level
- Availability
- 30% City, 15% Other
- Doses
- 2 (4 Oz)
- Value
- 5+Herbalist's EL/10+Caster spell/Item MEL+EL SC (18-33)
- Notes
- 1) Sidh will not make unless convinced for good reason
6.13 Burn Release
Reduces pain and suffering after a burn.
- Ingredients
- Ashbury berries (3 pounds), various roots (2 oz), Ashbury plant oil (2 oz)
- Creation
- Mix with 6 oz of Water after grinding berries and roots to a juice
- Create time
- 30-Herbalist EL/10 minutes
- Time
- Lasts 48 hours
- Effect
- Heals 1D6 of Burn and pain damage
- Availability
- 90% City, 60% Other
- Doses
- 2 (4 Oz)
- Value
- 2+Herbalist's EL/10 SC (3-10)
- Notes
- 1) Not to be drunk, pour on cloth and wipe burn wound, apply for 3 minutes 2) Apply within 10 minutes of Burn or liquid useless when applied.
6.14 Stamina Elixir
Boosts Stamina of drinker.
- Ingredients
- Purple Abnari Blood (4 oz) in Metal Flask, Amaranth seeds grinded (4 oz) Unenhanced/Enhanced
- Creation
- Mix with 4 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Stamina +D10 for 8 hours if seeds enhanced +ELD10 (enhancer's EL)
- Availability
- 45% City, 25% Other
- Doses
- 2 (4 Oz)
- Value
- 10+Herbalist's EL/10 SC (11-18)
- Notes
- 1) After 8 hours, exhausted - need rest for D3 Hours
6.15 Firehound Vibe Juice
- Ingredients
- 4 oz of Firehound blood Enhanced
- Creation
- Mix with 4 oz Ale
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 hours
- Effect
- BL4 Immunity to All Magic, excluding Balance Magic for 12-(12-enhancer's EL) hours (if 0 then 1 hour)
- Availability
- 30% City, 90% Chaos city, 20% Other
- Doses
- 2 (4 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
- Notes
- 1) Blood held only in silver and never sees sunlight 2) Must enhance blood before mixture made, failure to do so ruins blood
6.16 Peist Jab
Trying to obtain this poison is tricky if herbalist remembers doing so.
- Ingredients
- 0.5 oz of Peist blood, 3 oz of Ginkgo biloba herb ground up powder form
- Creation
- Mix with 6.5 Oz of Tea
- Create time
- 10-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 7+Herbalist EL/10 Days
- Effect
- Counter acts Peist Love to restore 40+6D10% of memory back
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
- Notes
- 1) Can be used for other memory issues but may have random effects 2) If took Peist Love must drink this within 2 days max else no benefit
6.17 Great Serpent Slime
Great Serpent can be harvested for D10+10 doses/oz.
- Ingredients
- 6 oz of Great Serpent Slime (6 doses)
- Creation
- Mix with 4 Oz of Warm Tea (as bonding agent)
- Create time
- 10-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 48 hours
- Effect
- Metal-(except Silver/Gold) Acid effect FV-2, Magical BL8 Roll if so FV-4
- Availability
- 80% City, 60% Other
- Doses
- 4 (2 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
- Notes
- 1) The Acid is used as a thrown weapon like balista to weaken armor/metal 2) 2 Oz on cloth can be used to wipe item to diminish it to counter act it.
6.18 Grundwergen Blood
Grundwergen can give D6+2 Doses of blood usable for potion. Same effect as Great Serpent slime but no metal exceptions.
- Ingredients
- 6 oz of Grundwergen Blood (6 doses)
- Creation
- Mix with 2 Oz of Warm Tea (as bonding agent)
- Create time
- 10-Herbalist EL/10 minutes (careful mixing time)
- Time
- Lasts 48 hours
- Effect
- Metal-Acid effect FV-2, Magical BL8 Roll if so FV-4
- Availability
- 60% City, 40% Other
- Doses
- 4 (2 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
- Notes
- 1) The Acid is used as a thrown weapon like balista to weaken armor/metal 2) 2 Oz on cloth can be used to wipe item to diminish it, counter it.
6.19 Sidh Touch
Can extract 8-9 (D8+1) doses per Daoine Sidh of blood.
- Ingredients
- 4 oz of Daoine Sidhe blood (4 doses)
- Creation
- Mix with 4 Oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Potion for MEL7/EL7 Disease Effects
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 28+Herbalist EL/10 SC (29-36)
- Notes
- 1) If smeared on cloth (4 oz) can wipe on weapons for touch effects 2) Can be used to dip or soak weapons like darts for effect (typically 1 item per 2 oz)
6.20 Disease Blood
Disease Demon blood can yield 8-9 (D8+1) doses (oz).
- Ingredients
- 4 oz of Disease Demon blood (4 doses)
- Creation
- Mix with 4 Oz of stale milk then diluted into water
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 hours
- Effect
- Potion for MEL5/EL4 Disease effects
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 27+Herbalist EL/10 SC (28-35)
6.21 Scorpion Women Blood
Scorpion women can yield 6 (D6) doses (6 oz).
- Ingredients
- 4 oz of Scorpion Women blood (4 doses)
- Creation
- Mix with 2 Oz of Water, 2 oz of Lysergic Acid
- Create time
- 20-Herbalist EL/10 minutes (mixture has to be done correctly)
- Time
- Lasts 24 hours
- Effect
- Potion for EL8 Insanity effects
- Availability
- 60% City, 40% Other, 80% Desert area
- Doses
- 2 (4 oz)
- Value
- 24+Herbalist EL/10 SC (25-32)
6.22 Truth of Agate
- Ingredients
- 1 Agate gem Large, Flawless, Enhanced
- Creation
- Mix with 8 Oz of Water in brass goblet
- Create time
- 2 minutes
- Time
- Lasts 1 hour
- Effect
- Truth potion, if lies has fits of spasms, BL=EL of stone for success of failure detection
- Availability
- 60% City, 40% Other, 80% Desert area
- Doses
- 2 (4 oz)
- Value
- 20 SC
6.23 Amber Resin
- Ingredients
- 1 Amber stone Enhanced, Owl eye cooked and grinded (2 oz)
- Creation
- Mix with 8 Oz of Water in Silver goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- HC+10%, Can see in darkness
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 40+Herbalist EL/10 SC (41-48)
- Notes
- 1) Once drunk effect lasts until next normal healing roll (HC Boost). 2) Darkness effect lasts - 12-(12-EL) hours, if 0 then 1 hour
6.24 Amethyst Gem
- Ingredients
- 1 Large flawless Amethyst Gem, Silver or Gold goblet
- Creation
- Mix with 8 Oz of Water in Silver or Gold goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- Gold-1) Can drink 2x amount of booze 2) Can't get drunk 3) Int+5 4) Emp+5 5) Photographic memory for everything for D12 Hours
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 60+Herbalist EL/10 SC (61-68) -Gold, Silver-36+Herbalist EL/10 (37-44)
- Notes
- 1) If twirled in silver goblet BL12 Death poison, Must drink within 5 turns of potion creation
6.25 Angelica
One Angelica plant can yield 8 (D8) doses (8 oz).
- Ingredients
- 6 oz of grounded Angelica powder [Unenhanced]
- Creation
- Mix with 1 Quart of fine wine
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- 1) St+30 2) HC+30 1+2 vs Disease, Decay & Corruption on Healing roll
- Availability
- 80% City, 60% Other
- Doses
- 8 (4 oz) (1 Quart=32 ounces so 4 full potions)
- Value
- 84+Herbalist EL/10 SC (85-92)
- Notes
- 1) Lasts until next healing roll 2) If drink twice BL8 Slow Death poison
6.26 Basilisk Blood
Potion is risky to drink but benefits are good.
- Ingredients
- 4 oz of Basilisk blood (4 oz) unenhanced
- Creation
- Mix with 4 Oz of Water in Silver Goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- EL12 Immunity to Petrification, Disease, Decay, Corruption 2) Do not age 3) Only killed by magic or in combat (All-48 last hours)
- Availability
- 20% City, 10% Other
- Doses
- 1 (8 oz)
- Value
- 54+Herbalist EL/10 SC (55-62)
- Notes
- 1) IF Drink BL0 on magic table, If Success Death (add -PR to roll) before listed effects 2) If damaged in combat uses Uncontrollable Battle Fury 3) C+10, S+10, St+10 permanently 4) Effects are non-additive
6.27 Bdellium
- Ingredients
- 4 oz of Bdellium resin grinded powder (4 oz) Enhanced
- Creation
- Mix with 4 oz of Ale
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 72 Hours
- Effect
- BL9 Immunity to Disease for D3 Days
- Availability
- 60% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 27+Herbalist EL/10 SC (28-35)
- Notes
- 1) Each day lose 1D6 Energy points
6.28 Belladona
- Ingredients
- 4 oz of Bellandona
- Creation
- Mix with 4 oz of Tea
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- Hallucinary trance MEL20/EL10 Divinations see future for 12 hours
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 84+Herbalist EL/10 SC (85-92)
- Notes
- 1) For Divination trance if drinker is magic user get future dreams 2) If drinker not Magic User (MU) and MU nearby mu can force dreams of what he desires 3) If no MU present drinker suffers MEL10/eL4 Insanity Nightmares trance for 6 hours
6.29 Betony Juice
- Ingredients
- 4 oz of Betony powder Unenhanced or Enhanced
- Creation
- Mix with 4 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- Unenhanced-Str+10 for 24 hours; Enhanced-Trance for 2D6 Hours
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 60+Herbalist EL/10 SC (61-68)
- Notes
- 1) Trance-Once wake any Mental, Physical Disease is cured 2) Trance-if no disease before drinking then Str+20, MDV+2 for 20 hours
6.30 Bindweed juice
- Ingredients
- 4 oz of Bindweed powdered unenhanced
- Creation
- Mix with 8 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 12 Hours
- Effect
- Total immune to pain for 48 hours (Female drinkers only)_ Impossible to feel pain
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 20+Herbalist EL/10 SC (21-28)
6.31 Black Cat Blood
- Ingredients
- 4 oz of Black Cat Blood (4 doses) Enhanced
- Creation
- Mix with 4 oz of Fine Wine in Brass Goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL7 Cure for any Disease
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 42+Herbalist EL/10 SC (43-50)
6.32 Chimedon
- Ingredients
- 4 oz of Chimedon grinded Sei gland, Unenhanced or Enhanced
- Creation
- Mix with 6 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-Sleeper talks in sleep giving secrets, Enhanced-As Unenhanced but can Q&A sleeper
- Availability
- 80% City, 60% Other
- Doses
- 2 (4 oz)
- Value
- 20+Herbalist EL/10 SC (21-28)
- Notes
- 1) Drinker must sleep within 2 hours for effect
- Ingredients
- 1-5 Cock Feathers burnt as ashes Enhanced each
- Creation
- Mix with 7 oz of Wine
- Create time
- 20-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Cures any insanity or being drunk
- Availability
- 90% City, 80% Other
- Doses
- 2 (4 oz)
- Value
- (10+Herbalist EL/10)x# of Feathers SC (11-90)
- Notes
- 1) 1 Feather per Food Point of drinker
6.34 Darba Grass
- Ingredients
- 4 oz of Darba Grass (4 doses) grinded, Unenhanced
- Creation
- Mix with 6 oz of Goideli Wine, 0.5 oz of Blueberry juice to soften taste
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Negates Terror/Disorder spells
- Availability
- 70% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
- Notes
- 1) Must drink within 8 hours of spell on victim Terror/Disease.
6.35 Dragon's Blood
- Ingredients
- 4 oz of Dragon's Blood (4 doses) already magical
- Creation
- Mix with 4 oz of Goideli Wine in a Gold Goblet
- Create time
- 20-Herbalist EL/10 minutes (blood should be handled with care can burn (acidic like))
- Time
- Lasts 24 Hours
- Effect
- Unshakeable courage-48 hours, Str/St +15 (48 hours), See in any darkness (48 hrs), MDVx2 vs Fire Spells (48 hrs)
- Availability
- 10% City, 5% Other
- Doses
- 1 (8 oz)
- Value
- 102+Herbalist EL/10 SC (103-110)
- Notes
- 1) Must take from living Dragon 2) Must create within 72 hours of taking blood unless preserved 3) Effects ARE Additive per potion 4) Roll BL0 +PR% to roll if success drops dead (1 phase) so dangerous to drink 5) Different Dragons are aid to have other effects but those details are lost to history.
6.36 Fern Seed
- Ingredients
- 1-4 oz of Fern Seeds (1-4 doses) grinded, enhanced
- Creation
- Mix with 6 oz of Ale
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- EL3 Invisibility for 12 hours to end must magically end it
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 32+Herbalist EL/10 SC (33-40)
- Notes
- 1) 1 Fern Seed per FP of drinker 1 = 1 oz 2) Herbalist (40-EL)% chance of wrong seeds collected, if so EL3 Immunity vs Invisibility
6.37 Firestone
- Ingredients
- 1 Firestone Enhanced stone
- Creation
- Mix with 8 oz of Hot Tea, 0.5 oz of pepper
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- 1) EL4 Fire spell immunity 2) Combustion immunity to Fiery Spirit 3) Speak Tongue of Younger Chaos EL60. 1-3 for 12 hours
- Availability
- 50% City, 30% Other
- Doses
- 2 (4 oz)
- Value
- 36+Herbalist EL/10 SC (37-44)
- Notes
- 1) Jeweled eye of Fiery Spirit is firestone
6.38 Bella Worlds
- Ingredients
- 2 oz of Bellandona Enhanced, Enhanced Garlic 2 Oz grinded
- Creation
- Mix with 6 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Strange visions of strange worlds and reality of the 3 True Worlds. Can remember if roll Will<D100.
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
6.39 Garlic
- Ingredients
- 4 oz of Garlic grinded unenhanced/enhanced
- Creation
- Mix with 6 oz of Wine, 0.5 oz Peppermint
- Create time
- 12-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-MEL3/EL2 Cure for Insanity, Enhanced-MEL10/EL10 Cure for all emotional problems
- Availability
- 80% City, 60% Other
- Doses
- 1 (8 oz)
- Value
- 20+Herbalist EL/10 SC (21-28), Enhanced- x2 value of unenhanced.
6.40 Great Serpent
- Ingredients
- 4 oz of Great Serpent blood unenhanced
- Creation
- Mix with 4 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Total Immunity to Paralytic poison for 24 hours
- Availability
- 60% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 30+Herbalist EL/10 SC (31-38)
6.41 Heliotrophius Defense
- Ingredients
- 1 Heliotrophius stone
- Creation
- Mix with 8 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- MDV+5 vs Disease for 12 hours
- Availability
- 60% City, 40% Other
- Doses
- 2 (4 oz)
- Value
- 15+Herbalist EL/10 SC (16-23)
6.42 Hellebore
- Ingredients
- 4 oz of Helebore (4 doses)
- Creation
- Mix with 4 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-EL6 Cure for Insanity/mental problems from demons; Enhanced-Vision of the hells
- Availability
- 60% City, 40% Other
- Doses
- 1 (8 oz)
- Value
- 18+Herbalist EL/10 SC (19-26), x3 if have magical rites (see notes)
- Notes
- 1) Enhanced-If have correct magical rites taken (transported) to Chaos Regions of Upper World at 0 Mana cost
6.43 Houseleek
- Ingredients
- 4 oz of Houseleek powder grinded enhanced
- Creation
- Mix with 6 oz of Red Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- 1) MDVx2 vs Storm Powers, 2) MDVx2 vs Fire Powers 3) Energy/Mana Regen x2. 1-3 for 48 hours
- Doses
- 2 (4 oz)
- Value
- 44+Herbalist EL/10 SC (45-52)
6.44 Hypercium
- Ingredients
- 4 oz of Hypercium (4 doses) unenhanced
- Creation
- Mix with 6 oz of Wine
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- MDV+3 vs all magic, -10 to dispel/negate magic only for magic users for 24 hours both
- Doses
- 2 (4 oz)
- Value
- 28+Herbalist EL/10 SC (29-36)
6.45 Jacinth
- Ingredients
- 1 Jacinth Large, Flawless Unenhanced/Enhanced, 2 oz grinded clam meat powder
- Creation
- Mix with 8 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-MDV+3 vs Fascination; Enhanced-Influence Chance +10 on business operations
- Doses
- 2 (4 oz)
- Value
- 32+Herbalist EL/10 SC (33-40), Enhanced- +18
- Notes
- 1) Can sense at 10" (100') any one capable of Storm Powers and any intent they will do 2) Effects last for 24 hours (+6 for good, +12 for Fine Quality)
6.46 Jade
- Ingredients
- 1 Jade Large, Flawless Enhanced
- Creation
- Mix with 8 oz of Water in silver goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 48 Hours
- Effect
- 1) Str+10 St+10 2) Potion cures any disease 3) EL7 Immunity to Disease, Corruption, Decay 1-3 for 12 hours
- Doses
- 2 (4 oz)
- Value
- 84+Herbalist EL/10 SC (85-92)
6.47 Jet
- Ingredients
- 1 Jet Large, Flawless Enhanced, 2 oz soaked grinded peist glitter
- Creation
- Mix with 8 oz of Water in Gold goblet
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- 1) Total Immunity vs Disease 2) Appearance+10 1+2-24 hours duration
- Doses
- 2 (4 oz)
- Value
- 60+Herbalist EL/10 SC (61-68)
- Notes
- 1) Potion must be stored in gold bottle within 15 turns or drunk else worthless
6.48 Memphis
- Ingredients
- 4 oz (4 doses) of Memphis Unenhanced OR enhanced grinded powder
- Creation
- Mix with 6 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- Unenhanced-Total insensible to pain & EL3 immunity to magical pain
- Doses
- 1 (8 oz)
- Value
- 27+Herbalist EL/10 SC (28-35), Enhanced- x2
- Notes
- 1) Enhanced-As Unenhanced, also Mental Pain included, loss of concentration and disorder 2) Duration-Unenhanced-2 hours, Enhanced-4 hours
6.49 Moon Rose
- Ingredients
- 4 oz (4 doses) of Moon Rose grinded petals
- Creation
- Mix with 6 oz of Water
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- EL8 Suggestion to drinker, roll BL12 on Magic table for success
- Doses
- 2 (4 oz)
- Value
- 24+Herbalist EL/10 SC (25-32) Enhanced- x2
- Notes
- 1) Black flower grows under full light of full moon dies once dawn breaks
6.50 Topaz
- Ingredients
- 1 Large Flawless Topaz Gem Enhanced
- Creation
- Mix with 8 oz of Water in Crystal Chalice
- Create time
- 10-Herbalist EL/10 minutes
- Time
- Lasts 24 Hours
- Effect
- BL10 Cure for Insanity and Emotional Curse
- Doses
- 1 (8 oz)
- Value
- 40+Herbalist EL/10 SC (41-48)
7. Summary
| ID | Item / Potion | Time | Value | Effect | |
|---|---|---|---|---|---|
| 1. | Healing Potions | ||||
| 3.1 | Healing Herbs | 24 | 10-15BB | +10-+15 HC Roll | |
| 3.2 | Shark | 30 | 1-18 | +D10% Internal HC rolls, (+0 Normal, +10 Good, +15 Fine) | |
| 3.3 | Regeneration | 24 | 11-18 | Regeneration spell like effects, (+5% if Good, +10% Fine Quality effects) | |
| 3.4 | Abnari | 24 | 30-40 | Heals 1d10+6 | |
| 3.5 | Bush Resin | 24 | 9-12 | +20% HC, 1D6+8+Stb Healing | |
| 3.6 | Fire Juice | 72* | 19-26 | HCx4 until healed | |
| 3.7 | TE'sla Elixir | 24* | 28-35** | Regenerates D6+StB hit points per phase, if enhanced blood healed till fully healed | |
| 3.8 | Horn Juice | 12 | 73-80 | BL8 Healing | |
| 3.9 | Panther Elixir | 12 | 76-83 | Healing spell at MEL12/EL10, 1D3 Points of Knowledge on any subject | |
| 3.10 | Anaranth | 48 | 16-23** | Unenhanced- St+15, HC+5 in healing; Enhanced-x2 of unenhanced effect for 2 days both forms | |
| 3.11 | Chervil | 48 | 31-38 | HC+15 vs wounds and infection, if already infected cures infection | |
| 3.12 | Cinequofoil | 48 | 31-38 | HC+10 for 24 hours | |
| 3.13 | Clove Pink | 48 | 46-53 | HC+15 against Disease/Infection for 24 hours | |
| 3.14 | Heliotrophius Health | 24 | 31-38 | Wounds automatically stop bleeding and swelling, -2 Damage per wound inflicted | |
| 3.15 | Hydra Head | 24 | 55-62 | EL2 Regeneration, Total immunity to death poison and natural death for 10 days | |
| 3.16 | Jasper | 24 | 46-53 | 1) HC+10 2) EL5 vs Dream/Illusion powers. 1+2 - 24 hours duration | |
| 3.17 | Mugworth Juice | 24 | 31-38** | Unenhanced-BL6 Cure for death poison Enhanced-BL18 Cure for Death poison, HC+30 vs disease Value-Enhanced 77-84 | |
| 3.18 | White Poppy | 48 | 76-83 | HC+40, St+40 on healing roll if roll HC%. if heals treat as EL2 Healing | |
| 4. | Poison Potions | ||||
| 4.1 | Chi Frog | 24 | 10-39 | EL3 Immunity to Poison for 24 hours | |
| 4.2 | Toadstone | 8 | 4-80 | Cures any poison up to EL of Gem IF BL>EL else EL% poison effects | |
| 4.3 | Foxglove | 8 | 14-86 | Negates Poisons of EL BL level or below (EL of item or spell) | |
| 4.4 | bush Resin | 24 | 49-56 | +20% HC, 1D6+8+Stb Healing, BL1 Slow Death if 2+ Potions a day | |
| 4.5 | Asp Venom | 48* | 21-28 | D10 BL Death Poison | |
| 4.6 | Barquest Honor | 24 | 61-68 | Total immunity to all Kotothi poisons for 24 hours. | |
| 4.7 | Cu Venom | 24 | 28-35 | BL3 Paralytic Poison when drunk | |
| 4.8 | A'miri Yellow | 24 | 51-58 | Total Immunity to Poisons for 8 hours | |
| 4.9 | Koti Venom | 24 | 43-50 | #1-BL10 Paralytic Poison #2-Magical Venom-BL1 -D3 to Will points (2 different potion types) | |
| 4.10 | Firehound Fire Juice | 30 | 51-58 | BL10 Death Poison | |
| 4.11 | Dirailla- | 12 | 61-68 | BL15 Slow Death Poison, MEL10/EL5 Pain after | |
| 4.12 | Dirasa | 24 | 19-26 | BL6 Slow Death poison | |
| 4.13 | Wyrm Bladder | 24 | 19-26 | BL6 Immedidate Death poison | |
| 4.14 | Eater Wipes | 96 | 81-88 | Herbalist EL/2+10% chance of poison prevention of forceful strike (+10% if Good, +20% Fine quality) | |
| 4.15 | Fusin Venom | 24* | 37-44 | BL6 Paralytic Poison per dose | |
| 4.16 | Gartula Venom | 24* | 37-44 | BL2 (Leader), BL4 (Male), BL6 (Female), BL8 (Children) Paralytic Poison | |
| 4.17 | Ape Juice | 12* | 41-48 | BL10 Paralytic Poison | |
| 4.18 | Great Serpent Glob | 12* | 25-32 | BL8 Paralytic Poison to dip in or wipe on weapons | |
| 4.19 | Great Spider Venom | 24* | 61-68 | BL20 Paralytic Poison for 40 hours duration | |
| 4.20 | Harboul Adhesive | 24* | 13-20 | BL2 Magical Sleep Poison sleep for 2 days | |
| 4.21 | Hydra Gas | 24 | 273-280** | BL4 Slow Death, Also 1D10 to Energy Level per turn till death (5 min on average) | |
| 4.22 | Blood of LEon } | 24 | 31-38 | BLD10 Immunity to poisons for 1 day, 3% chance total immunity for 3 days | |
| 4.23 | Manticore Sac 24 43-50 {BL4 Immediate Death Poison | ||||
| 4.24 | Nakinmal Venom | 24 | 33-40 | BL8 Hallucingenic Poison (Abandon like spell effects) | |
| 4.25 | NEbora Flame | 24 | 33-40 | Poison acts like EL2 Flaming Death | |
| 4.26 | Peist Love | 168* | 25-32 | BL8 Poison like BL8 Forgetfulness spell effects | |
| 4.27 | Rakshasha Venom | 24 | 25-32 | BL6 Slow Death (30% chance on success BL8) | |
| 4.28 | Shachihoko Toxin | 24 | 17-24 | BL4 Slow Death Poison | |
| 4.29 | Shadow Hawk | 24 | 13-20 | BL4 Spirit Poison that causes 12 hours loss of concentration | |
| 4.30 | Tatzlwurm Toxin | 24 | 43-50 | BL6 Slow Death for Humans, BL4 Slow Death Poison to all others | |
| 4.31 | Te'sla Blood | 24 | 59-66 | HC+30, MDV+15, StB+3 combat against poison | |
| 4.32 | Wyvern Venom | 24 | 52-59 | BL7 Death Poison | |
| 4.33 | Diease Demon Toxin | 24 | 19-26 | Potion that gives MEL4/EL2 Plaque like poison effects | |
| 4.34 | Adingantida | 24 | 55-62# | Potion - Unenhanced-Slow Death BL2, Enhanced-Immediate Death -BL10 | |
| 4.35 | Agate | 48 | 12 | Negates snake/insect Poison if BL5 roll is made | |
| 4.36 | Deadly Nightshade | 24 | 46-53 | BL15 Slow Death poison Success-Die by end of day if not negated magically | |
| 4.37 | Bezoar | 12 | 61-68 | Cures any Death Poison automatically | |
| 4.38 | Bindweed | 12 | 19-26 | BL2 Paralytic Poison for 4 hours only for Male Drinkers | |
| 4.39 | Black Poppy Juice | 12 | 55-62 | BL18 Death Trance until negated | |
| 4.40 | Cayenne | 48 | 41-48 | Drink potion prior to drinking alcohol can't get drunk for 8 hours, after that normal effects | |
| 4.41 | Heliotrophius Cure | 24 | 33-40 | Negates any poison, must drink within 5 turns | |
| 4.42 | Lodestone | 24 | 55-62 | EL8 Paralytic Poison if given to servants or liars for 16 hours | |
| 4.43 | Mevais | 24 | 107-114 | BL20 Slow Death Poison works over 20+StB days as for Hell Powers-Pain EL=Day of poison (20+StB) | |
| 5. | Energy Related | ||||
| 5.1 | Energy Vibe | 16* | 2-30 | Same effects as Detect Energy but duration 16+Spell/item EL hours | |
| 5.2 | Anti-Leech | 48* | 31-38 | Total Immunity to Astral Leech or Leech spells for 24 hours | |
| 5.3 | Spirit Blessing | 12* | 4-60 | Gives 2d10+(EL*2) Energy if drunk. | |
| 5.4 | Asp Juice | 36* | 7-14 | Heals 1D6+2 Energy per dose | |
| 5.5 | Druga Kick | 24 | 11-18 | Regenerates 1D10+5 Energy points | |
| 5.6 | Druga Lust | 24 | 26-33 | Drains 2d10+2 Energy Points for D10+2 Phases | |
| 5.7 | Angelica | 24 | 49-56 | 1) MDVx2 2) 3D10 Energy level healed | |
| 6. | Other Related | ||||
| 6.1 | Luma Potion | 72 | 11-18 | Negates Lunma Acid effects | |
| 6.2 | Quick Endurance | 24* | 15-42 | Enhances endurance related spells by EL of item | |
| 6.3 | Chi Frog Potion | 24 | 10-39 | EL3 Immunity to Acids for 24 hours | |
| 6.4 | Life (Anti-leech) | 24 | 26-53 | Negates Decay spell effects once drunk | |
| 6.5 | Taste of Life | 120* | 8-43 | Taste spell effect for 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality) | |
| 6.6 | Owl Eyes | 120* | 8-43 | Sight spell effect for 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality) | |
| 6.7 | Feel it | 24* | 8-43 | Touch spell effects for 1+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality) | |
| 6.8 | Trunk Potion | 48* | 8-43 | Smell spell effects for 2+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality) | |
| 6.9 | Bat Juice | 72* | 8-43 | Hearing spell effects for 3+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality) | |
| 6.10 | Stone Dust | 48* | 16-23 | Negates Paralysis fully | |
| 6.11 | Mana Sense | 120* | 18-33 | Grants Mana Sensing when drunk for 1 Day at Spell/Item MEL/EL levels | |
| 6.12 | Mana read | 72* | 18-33 | Grants Mana Reading when drunk for 1 Day at spell/item's MEL/EL level | |
| 6.13 | Burn Release | 48 | 3-10 | Heals 1D6 of Burn and pain damage | |
| 6.14 | Stamina Elixir | 24 | 11-18 | Stamina +D10 for 8 hours | |
| 6.15 | Firehound Vibe Juice | 12 | 25-32 | BL4 Immunity to All Magic, excluding Balance Magic for 12 hours | |
| 6.16 | Peist Jab | 168* | 25-32 | Counter acts Peist Love to restore 40+6D10% of memory back | |
| 6.17 | Great Serpent Slime | 48 | 33-40 | Metal-(except Silver/Gold) Acid effect FV-2, Magical BL8 Roll if so FV-4 | |
| 6.18 | Grundwergen Blood | 48 | 33-40 | Metal-Acid effect FV-2, Magical BL8 Roll if so FV-4 | |
| 6.19 | Sidh Touch | 24 | 29-36 | Potion for MEL7/EL7 Disease Effects | |
| 6.20 | Disease Blood | 24 | 28-35 | Potion for MEL5/EL4 Disease effects | |
| 6.21 | Scorpion Women Blood | 24 | 25-32 | Potion for EL8 Insanity effects | |
| 6.22 | Truth of agate | 1 | 20 | Truth potion, if lies has fits of spasms, BL=EL of Agate for success of failure detection | |
| 6.23 | Amber Resin | 12 | 41-48 | HC+10%, Can see in darkness | |
| 6.24 | Amethyst | 12 | 37-68 | Gold-1) drink 2x drinks of boose 2) Can't get drunk 3) Int+5 4) Emp+5 5) Photographic memory Silver-BL12 Death Poison | |
| 6.25 | Angelica | 24 | 85-92 | 1) St+30 2) HC+30 1+2 vs Disease, Decay & Corruption on Healing roll | |
| 6.26 | Basilisk Blood | 48 | 55-62 | EL12 Immunity to Petrification, Disease, Decay, Corruption 2) Do not age 3) Only killed by magic or in combat | |
| 6.27 | Bdellium | 72 | 28-35 | BL9 Immunity to Disease for D3 Days | |
| 6.28 | Belladona | 12 | 85-92 | Hallucinary trance MEL20/EL10 Divinations see future for 12 hours | |
| 6.29 | Betony Juice | 48 | 61-68 | Unenhanced-Str+10 for 24 hours; Enhanced-Trance for 2D6 Hours (see notes) | |
| 6.30 | Bindweed Juice | 12 | 21-28 | Total immune to pain for 48 hours (Female drinkers only)_ Impossible to feel pain | |
| 6.31 | Black Cat Blood | 24 | 43-50 | BL7 Cure for any Disease | |
| 6.32 | Chemedon | 24 | 21-28 | Unenhanced-Sleepr talks in sleep giving secrets, Enhanced-As Unenhanced but can Q&A sleeper | |
| 6.33 | Cock Feather | 24 | 11-90 | Cures any insanity or being drunk | |
| 6.34 | Darba Grass | 24 | 21-28 | Negates Terror/Disorder spells | |
| 6.35 | Dragon's Blood | 24 | 103-110 | Unshakeable courage-48 hours, Str/St +15 (48 hours), See in any darkness (48 hrs), MDVx2 vs Fire Spells (48 hrs) | |
| 6.36 | Fern Seed | 48 | 33-40 | EL3 Invisibility for 12 hours to end must magically end | |
| 6.37 | Firestone | 24 | 37-44 | 1) EL4 Fire spell immunity 2) Combustion immunity to Firey Spirit 3) Speak Tongue of Younger Chaos EL60. 1-3 12 hours | |
| 6.38 | Bella Worlds | 24 | 31-38 | Strange visions of strange worlds and reality of the 3 True Worlds. Can remember if roll Will<D100. | |
| 6.39 | Garlic | 24 | 21-28** | Unenhanced-MEL3/EL2 Cure for Insanity, Enhanced-MEL10/EL10 Cure for all emotional problems | |
| 6.40 | Great Serpent | 24 | 31-38 | Immunity to Paralytic poison for 24 hours | |
| 6.41 | Heliotrophius | 24 | 16-23 | MDV+5 vs Disease for 12 hours | |
| 6.42 | Helebore | 24 | 19-26 | Unenhanced-EL6 Cure for Insanity/mental problems from demons, Enhanced-Vision of the hells | |
| 6.43 | Houseleek | 48 | 45-52 | 1) MDVx2 vs Storm Powers, 2) MDVx2 vs Fire Powers 3) Energy/Mana Regen x2. 1-3 for 48 hours | |
| 6.44 | Hypercium | 48 | 29-46 | MDV+3 vs all magic, -10 to dispel/negate magic only for magic users for 24 hours both | |
| 6.45 | Jacinth | 24 | 33-40 | Unenhanced-MDV+3 vs Fascination, Enhanced-Influence Chance +10 on business operations for 24* hours | |
| 6.46 | Jade | 48 | 85-92 | 1) Str+10 St+10 2) Potion cures any disease 3) EL7 Immunity to Disease, Corruption, Decay 1-3 for 12 hours | |
| 6.47 | Jet | 24 | 61-68 | 1) Total Immunity vs Disease 2) Appearance+10 1+2-24 hours duration | |
| 6.48 | Memphis | 24 | 27-70# | Unenhanced-Total insensible to pain & EL3 immunity to magical pain | |
| 6.49 | Moon Rose | 24 | 25-56# | EL8 Suggestion to drinker roll BL12 on Magic table for success | |
| 6.50 | Topaz | 24 | 41-48 | BL10 Cure for Insanity and Emotional Curse | |
| * - May extend like +Herbalist EL/10 | |||||
| ** - Value may double if enhanced for example |
8. Notes
- 8.1 Version
- This is the second redrafting of document. Back in 2018 I started it and was 80% done. But that fall had a pc crash and was able to recover 98% of files. But it seems the draft was in a directory not recovered. So this is slightly different and at times better a draft.
- 8.2 Quantity
- While a 8 oz container is assumed. Feel free to adjust to your sizes of 16 or 24 oz if you so wish. Just use a proportion of the info above and adjust accordingly. A couple use 1 Quart instead of 8 oz so have to adjust.
- 8.3 Purpose
- Purpose of using spells to create, as an ingredient, potions is so that those who do not have magical ability or those who need to buy such powers off the shelf. Some social classes may be reluctant to use a herbalist but can buy a pre-made potion they can just use. The whole "evil witch" vs "home remedy medicines" debate.
- 8.4 Herbalist skill
- can be used to analyze new found herbal items and decode the recipe on how to make such items with a good use of skill.
- 8.5 Type
- While Potions are the main aspect a Referee can adapt this document for oils, balms, lotions and other types of herbal items. Some of the above are not drinkable but used to wipe wounds or on weapons.
- 8.6 Fire Snake Lost info
- Legend has it there is a venom Recipe for a cure for poison potion. But most cultures (especially Law) aside from Chaos/Kotothi burned the info and outlawed it.
- 8.7 General rule of thumb
- a creature that is milked for Venom can yield unless stated otherwise D6 doses per day and to figure out their total limit before they are useless is ENL/# of doses days. So a snake does 6 doses and Enl 96, 96/6=16 days of milking but there are chances may not get full # of doses. The skill of herbalist will help to determine this.
- 8.8 The base unit of the potion
- is 8 ounces of liquid. The ingredients made will displace the mixture (water, wine, etc). In order to maintain a 8 oz potion it must be a offset mixture. A powder like plant or herbs have no displacment, but blood is thick and will need to be offset (2 oz of blood needs 6 of say water) and a stone like a mineral or gem will offset space so should still have enough liquid for 8 oz so if using a stone you may want to use 12 oz space with just 8 oz of final potion.
- 8.9 The type of wine
- is more a factor of quality than alcohol percentage. So if it Wine brandy variants can be used. But if it says Goideli then that is considered best quality. A lower quality may limit results. GM can decide if replacements can be made.
9. Stats
| Healing Related | 18 |
| Poison Related | 43 |
| Energy Related | 7 |
| Other Related | 50 |
