Powers & 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. 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 GG 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 urnsoothe 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 * 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. * - Items adapted from D&D. 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. 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 cartiilage 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 WillEL 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