Powers and Perils

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.

SkillFactor
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:

ItemCostWeight Notes
Bowl1 BB0.5 Wooden
Cauldron 6 CC 6Metal - holds 1 liter = 34 ounces
Cup2 BB 0.258 Ounce wooden cup to pour potions
Goblet, Wooden 3 BB 0.10For various potion types
Goblet, Metal6 BB 0.875For various potion types
Goblet, Brass8 BB 0.5For various potion types
Goblet, Glass 12 BB 0.25For various potion types
Goblet, Pewter 8 GC0.10For various potion types
Goblet, Crystal15 BB 0.75For various potion types
Goblet, Silver 1 SC 1For various potion types
Goblet, Gold 1 GC 1.5For various potion types
Plate2 BB 0.25For ingredient cutting, sorting
Spoon4 BB -Basic mixing
Skillet2 CC 0.5Mild cooking of ingredients
Clippers3 CC 2To clip ingredients
Scissors8 CC 1To cut ingredients
Pruners 1 SC 2Larger clipping tool
Burner, Oil 1 SC2Oil burner to heat up materials
Burner, Candle 6 CC2Single, double or triple flame burner
Pinchers 8 BB 1Tool to hold items
Tongs4 CC 2Smaller tool
Tweezers1 SC 0.5Finger sized delicate tool to handle ingredients
PreservativesVaries0.5Jar to preserve certain items (16 oz)
Vial I 3 BB-One ounce pottery container with cork
Vial II 6 BB0.25Four ounce pottery container with cork.
Vial, Glass *10-Translucent, fragile
Vial, Porcelain*3-Fine porcelain. More durable and attractive
Burnsoothe Ointment2-4 SC0.524 hrs to expire, burns are given relief *
Venomcleanse Tea2-4 SC -24 hrs to expire *
Woundbind Poultice 2-5 SC0.524 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:

  1. Ingredient collection
  2. Magical application if it applies.
  3. Mixture of item
  4. 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.

ItemAva%ItemAva%
Adingantida60%Beithir Hide 5%
Betony75%Chimedon 30%
Darbha Grass10%Fern Seed 35%
Hellebore15%Hemlock 5%
Lunas10%Mevais 5%
Mistletoe20%}Poppy,Black} 5%
Rue95$Wolfbane 40%

Healing Herbs: The healing herbs in a healing kit are usually cinquefoil. The commonly available healing plants are listed below.

ItemAva%ItemAva%
Agrimony50%Amaranth Seeds 30%
Angelica10%Basil 60%
Bindweed80%Bush Resin -
Chervil30%Cinquefoil100%
Clove Pink70%Fire Snake Liver -
Garlic100%Mephis 40%
Mugwort25%Peska -
Poppy, White10%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

6.33 Cock Feather

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 / PotionTimeValue Effect
1.Healing Potions
3.1Healing Herbs 2410-15BB+10-+15 HC Roll
3.2Shark 301-18+D10% Internal HC rolls, (+0 Normal, +10 Good, +15 Fine)
3.3Regeneration 2411-18Regeneration spell like effects, (+5% if Good, +10% Fine Quality effects)
3.4Abnari 2430-40Heals 1d10+6
3.5Bush Resin 249-12+20% HC, 1D6+8+Stb Healing
3.6Fire Juice 72*19-26HCx4 until healed
3.7TE'sla Elixir 24*28-35**Regenerates D6+StB hit points per phase, if enhanced blood healed till fully healed
3.8Horn Juice 1273-80BL8 Healing
3.9Panther Elixir 1276-83Healing spell at MEL12/EL10, 1D3 Points of Knowledge on any subject
3.10Anaranth 4816-23**Unenhanced- St+15, HC+5 in healing; Enhanced-x2 of unenhanced effect for 2 days both forms
3.11Chervil 4831-38HC+15 vs wounds and infection, if already infected cures infection
3.12Cinequofoil 4831-38HC+10 for 24 hours
3.13Clove Pink 4846-53HC+15 against Disease/Infection for 24 hours
3.14Heliotrophius Health2431-38Wounds automatically stop bleeding and swelling, -2 Damage per wound inflicted
3.15Hydra Head 2455-62EL2 Regeneration, Total immunity to death poison and natural death for 10 days
3.16Jasper 2446-531) HC+10 2) EL5 vs Dream/Illusion powers. 1+2 - 24 hours duration
3.17Mugworth Juice 2431-38**Unenhanced-BL6 Cure for death poison Enhanced-BL18 Cure for Death poison, HC+30 vs disease Value-Enhanced 77-84
3.18White Poppy 4876-83HC+40, St+40 on healing roll if roll HC%. if heals treat as EL2 Healing
4.Poison Potions
4.1Chi Frog 2410-39EL3 Immunity to Poison for 24 hours
4.2Toadstone 84-80Cures any poison up to EL of Gem IF BL>EL else EL% poison effects
4.3Foxglove 814-86Negates Poisons of EL BL level or below (EL of item or spell)
4.4bush Resin 2449-56+20% HC, 1D6+8+Stb Healing, BL1 Slow Death if 2+ Potions a day
4.5Asp Venom 48*21-28D10 BL Death Poison
4.6Barquest Honor 2461-68Total immunity to all Kotothi poisons for 24 hours.
4.7Cu Venom 2428-35BL3 Paralytic Poison when drunk
4.8A'miri Yellow 2451-58Total Immunity to Poisons for 8 hours
4.9Koti Venom 2443-50#1-BL10 Paralytic Poison #2-Magical Venom-BL1 -D3 to Will points (2 different potion types)
4.10Firehound Fire Juice 3051-58BL10 Death Poison
4.11Dirailla- 1261-68BL15 Slow Death Poison, MEL10/EL5 Pain after
4.12Dirasa 2419-26BL6 Slow Death poison
4.13Wyrm Bladder 2419-26BL6 Immedidate Death poison
4.14Eater Wipes 9681-88Herbalist EL/2+10% chance of poison prevention of forceful strike (+10% if Good, +20% Fine quality)
4.15Fusin Venom 24*37-44BL6 Paralytic Poison per dose
4.16Gartula Venom 24*37-44BL2 (Leader), BL4 (Male), BL6 (Female), BL8 (Children) Paralytic Poison
4.17Ape Juice 12*41-48BL10 Paralytic Poison
4.18Great Serpent Glob12*25-32BL8 Paralytic Poison to dip in or wipe on weapons
4.19Great Spider Venom24*61-68BL20 Paralytic Poison for 40 hours duration
4.20Harboul Adhesive 24*13-20BL2 Magical Sleep Poison sleep for 2 days
4.21Hydra Gas 24273-280**BL4 Slow Death, Also 1D10 to Energy Level per turn till death (5 min on average)
4.22Blood of LEon }2431-38BLD10 Immunity to poisons for 1 day, 3% chance total immunity for 3 days
4.23Manticore Sac 24 43-50 {BL4 Immediate Death Poison
4.24Nakinmal Venom 2433-40BL8 Hallucingenic Poison (Abandon like spell effects)
4.25NEbora Flame 2433-40Poison acts like EL2 Flaming Death
4.26Peist Love 168*25-32BL8 Poison like BL8 Forgetfulness spell effects
4.27Rakshasha Venom 2425-32BL6 Slow Death (30% chance on success BL8)
4.28Shachihoko Toxin 2417-24BL4 Slow Death Poison
4.29Shadow Hawk 2413-20BL4 Spirit Poison that causes 12 hours loss of concentration
4.30Tatzlwurm Toxin 2443-50BL6 Slow Death for Humans, BL4 Slow Death Poison to all others
4.31Te'sla Blood 2459-66HC+30, MDV+15, StB+3 combat against poison
4.32Wyvern Venom 2452-59BL7 Death Poison
4.33Diease Demon Toxin 2419-26Potion that gives MEL4/EL2 Plaque like poison effects
4.34Adingantida 2455-62#Potion - Unenhanced-Slow Death BL2, Enhanced-Immediate Death -BL10
4.35Agate 4812Negates snake/insect Poison if BL5 roll is made
4.36Deadly Nightshade2446-53BL15 Slow Death poison Success-Die by end of day if not negated magically
4.37Bezoar 1261-68Cures any Death Poison automatically
4.38Bindweed 1219-26BL2 Paralytic Poison for 4 hours only for Male Drinkers
4.39Black Poppy Juice 1255-62BL18 Death Trance until negated
4.40Cayenne 4841-48Drink potion prior to drinking alcohol can't get drunk for 8 hours, after that normal effects
4.41Heliotrophius Cure2433-40Negates any poison, must drink within 5 turns
4.42Lodestone 2455-62EL8 Paralytic Poison if given to servants or liars for 16 hours
4.43Mevais 24107-114BL20 Slow Death Poison works over 20+StB days as for Hell Powers-Pain EL=Day of poison (20+StB)
5.Energy Related
5.1Energy Vibe 16*2-30Same effects as Detect Energy but duration 16+Spell/item EL hours
5.2Anti-Leech 48*31-38Total Immunity to Astral Leech or Leech spells for 24 hours
5.3Spirit Blessing 12*4-60Gives 2d10+(EL*2) Energy if drunk.
5.4Asp Juice 36*7-14Heals 1D6+2 Energy per dose
5.5Druga Kick 2411-18Regenerates 1D10+5 Energy points
5.6Druga Lust 2426-33Drains 2d10+2 Energy Points for D10+2 Phases
5.7Angelica 2449-561) MDVx2 2) 3D10 Energy level healed
6.Other Related
6.1Luma Potion 7211-18Negates Lunma Acid effects
6.2Quick Endurance 24*15-42Enhances endurance related spells by EL of item
6.3Chi Frog Potion 2410-39EL3 Immunity to Acids for 24 hours
6.4Life (Anti-leech)2426-53Negates Decay spell effects once drunk
6.5Taste of Life 120*8-43Taste spell effect for 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
6.6Owl Eyes 120*8-43Sight spell effect for 5+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
6.7Feel it 24*8-43Touch spell effects for 1+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
6.8Trunk Potion 48*8-43Smell spell effects for 2+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
6.9Bat Juice 72*8-43Hearing spell effects for 3+Spell/Item EL/2 Days (+3 if Good, +5 Fine quality)
6.10Stone Dust 48*16-23Negates Paralysis fully
6.11Mana Sense 120*18-33Grants Mana Sensing when drunk for 1 Day at Spell/Item MEL/EL levels
6.12Mana read 72*18-33Grants Mana Reading when drunk for 1 Day at spell/item's MEL/EL level
6.13Burn Release 483-10Heals 1D6 of Burn and pain damage
6.14Stamina Elixir 2411-18Stamina +D10 for 8 hours
6.15Firehound Vibe Juice1225-32BL4 Immunity to All Magic, excluding Balance Magic for 12 hours
6.16Peist Jab 168*25-32Counter acts Peist Love to restore 40+6D10% of memory back
6.17Great Serpent Slime4833-40Metal-(except Silver/Gold) Acid effect FV-2, Magical BL8 Roll if so FV-4
6.18Grundwergen Blood 4833-40Metal-Acid effect FV-2, Magical BL8 Roll if so FV-4
6.19Sidh Touch 2429-36Potion for MEL7/EL7 Disease Effects
6.20Disease Blood 2428-35Potion for MEL5/EL4 Disease effects
6.21Scorpion Women Blood2425-32Potion for EL8 Insanity effects
6.22Truth of agate 120Truth potion, if lies has fits of spasms, BL=EL of Agate for success of failure detection
6.23Amber Resin 1241-48HC+10%, Can see in darkness
6.24Amethyst 1237-68Gold-1) drink 2x drinks of boose 2) Can't get drunk 3) Int+5 4) Emp+5 5) Photographic memory Silver-BL12 Death Poison
6.25Angelica 2485-921) St+30 2) HC+30 1+2 vs Disease, Decay & Corruption on Healing roll
6.26Basilisk Blood 4855-62EL12 Immunity to Petrification, Disease, Decay, Corruption 2) Do not age 3) Only killed by magic or in combat
6.27Bdellium 7228-35BL9 Immunity to Disease for D3 Days
6.28Belladona 1285-92Hallucinary trance MEL20/EL10 Divinations see future for 12 hours
6.29Betony Juice 4861-68Unenhanced-Str+10 for 24 hours; Enhanced-Trance for 2D6 Hours (see notes)
6.30Bindweed Juice 1221-28Total immune to pain for 48 hours (Female drinkers only)_ Impossible to feel pain
6.31Black Cat Blood 2443-50BL7 Cure for any Disease
6.32Chemedon 2421-28Unenhanced-Sleepr talks in sleep giving secrets, Enhanced-As Unenhanced but can Q&A sleeper
6.33Cock Feather 2411-90Cures any insanity or being drunk
6.34Darba Grass 2421-28Negates Terror/Disorder spells
6.35Dragon's Blood 24103-110Unshakeable courage-48 hours, Str/St +15 (48 hours), See in any darkness (48 hrs), MDVx2 vs Fire Spells (48 hrs)
6.36Fern Seed 4833-40EL3 Invisibility for 12 hours to end must magically end
6.37Firestone 2437-441) EL4 Fire spell immunity 2) Combustion immunity to Firey Spirit 3) Speak Tongue of Younger Chaos EL60. 1-3 12 hours
6.38Bella Worlds 2431-38Strange visions of strange worlds and reality of the 3 True Worlds. Can remember if roll Will<D100.
6.39Garlic 2421-28**Unenhanced-MEL3/EL2 Cure for Insanity, Enhanced-MEL10/EL10 Cure for all emotional problems
6.40Great Serpent 2431-38Immunity to Paralytic poison for 24 hours
6.41Heliotrophius 2416-23MDV+5 vs Disease for 12 hours
6.42Helebore 2419-26Unenhanced-EL6 Cure for Insanity/mental problems from demons, Enhanced-Vision of the hells
6.43Houseleek 4845-521) MDVx2 vs Storm Powers, 2) MDVx2 vs Fire Powers 3) Energy/Mana Regen x2. 1-3 for 48 hours
6.44Hypercium 4829-46MDV+3 vs all magic, -10 to dispel/negate magic only for magic users for 24 hours both
6.45Jacinth 2433-40Unenhanced-MDV+3 vs Fascination, Enhanced-Influence Chance +10 on business operations for 24* hours
6.46Jade 4885-921) Str+10 St+10 2) Potion cures any disease 3) EL7 Immunity to Disease, Corruption, Decay 1-3 for 12 hours
6.47Jet 2461-681) Total Immunity vs Disease 2) Appearance+10 1+2-24 hours duration
6.48Memphis 2427-70#Unenhanced-Total insensible to pain & EL3 immunity to magical pain
6.49Moon Rose 2425-56#EL8 Suggestion to drinker roll BL12 on Magic table for success
6.50Topaz 2441-48BL10 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

Scott Adams