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Rare Herbs
Avataer |
Rare |
125gp |
Mixed |
Any
good aligned character drinking this herbal brew receives a +2 attack
rolls when fighting demons and
it allows one extra saving throw vs. fear. Last 2d8 turns. |
Boc’rac |
Rare |
430gp |
Applied |
Planting
the seed after the paste has been applied, causes it to bloom in
1d3 turns. This can be used on any kind of seed from trees to herbs
and even plant like monsters. It does not give control over the
monster. |
Caer’dar |
Rare |
160gp |
Applied |
Heals any broken bones within in
2 weeks. The paste must be applied for a total of 2 weeks, so multiple
batches are needed for an effective cure. |
Cornus |
Rare |
165gp |
Injected |
Injecting
this will kill all parasites inside the body. |
Devarencia |
Unique |
165gp |
Mixed |
This
plant can be mixed into any potion, it will prevent different potions
from interacting.. You can mix up to four potions into one vial.
The potions all have their normal effect and no penalties are given. |
Note:
This plant must be treated with the utmost care. One bruise can
destroy the plant. |
Deadroot |
Very Rare |
140gp |
Mixed |
When
imbibed the character cannot be sensed by up to 2HD undead for 2
hours. |
Juzam |
Rare |
120gp |
Mixed |
Potion
that heals 3d6+3 hitpoints |
Lordin |
Rare |
475gp |
Applied |
This
ointment must be applied to a druid’s hand. If the druid then touches
the tree with his hand he is able drain a portion of life force
from a tree. Each tree has 3d4hp for each 50 years it has lived.
The drained life force will then be added to his own. |
Note: Do not
drain more than 50% of life force from a tree, it will kill the
tree.
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Mark’erlan |
Rare |
220go |
Injected |
Enhances
eyesight for 2d4 turns, double all missiles ranges and adds 2 to
attack roll for missiles. |
Meridian |
Rare |
180gp |
Swallowed |
When
the seeds of this plant are swallowed the char. becomes totally
unaware of the world and can put extreme focus to his task. Chances
of success are increased.
Char. will not be distracted, he will not even notice getting hit
by a weapon. This plant cannot be used for combat situations, the
effect requires a single task and there are too many factors to
notice in combat. Effects lasts for 10 hours. |
Nesferato |
Rare |
300gp |
Injected |
When
this liquid is injected to the blood stream it will cause the character
to experience horrid nightmares for 1d3 months. |
Orthanc |
Rare |
135gp |
Applied |
Applying
this paste to a weapon will allow it to cleave through any non magical
metal. The paste is destroyed after it has been used. |
Praetoria |
Rare |
166gp |
Burned |
When
burned the smoke and smell will cause all chars in the room to become
violently ill and start to hurl.. Saving throws versus poison is
allowed to avoid the effects. |
Surane |
Rare |
220gp |
Mixed |
Potion
that will allow the character to breath underwater. |
Silmeran |
Rare |
325gp |
Mixed |
Potion
that allows an extra saving throw for the next spell that is cast
on you. Effect lasts one day if unused. |
Taran’ka |
Rare |
300gp |
Swallowed |
When
swallowed, this will cure any non-magical disease in 1d3 days. |
Vertigo |
Very Rare |
375gp |
Mixed |
Drinking this potion,
totally disorients a character. Effects last 2d4 x10 minutes |
Ware’dan |
Rare |
125gp |
Injected |
When
this root is injected into a lycanthrope’s bloodstream. It will
be unable to change form for 12 hours. |
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