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Unique Herbs
Fordamnar |
Unique |
12000gp |
Swallowed |
When
these black berries are swallowed, it will cause instantaneous and
irreversible death. Nothing can be done to resurrect a character. |
Note:
After being plucked these berries will only last for 3 days.
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Furyax |
Unique |
6700gp |
Mixed |
Drinking
this potion causes massive hallucination’s based on the character’s
conscience. Good aligned characters will see beautiful and wondrous
thing, while evil characters see the most foul and darkest abominations.
The hallucinations last 2d4 days. |
Note:
Good aligned characters have a 50% chance of becoming addicted
to this herb.
Note: Evil aligned characters must make a save vs. will or die
from there horrid fantasies |
Liz’uara |
Unique |
8500gp |
Applied |
Applying
this ointment will bring a character back from the dead up to 7
days from its death. If the resurrection survival roll is missed
character becomes an undead. |
Note:
The liz’uara plant can also be used to destroy many of the undead,
when applied to an undead he must make a survival check. He must
fail his check or be destroyed. The plant itself can only be harvested
during the spring, otherwise it is useless. |
Maracan |
Unique |
2250gp |
Crushed |
When
a dose of the dust is thrown on a target, it will negate the saving
throws for the next spell on him. An attack roll must be made against
unwilling targets that know that the caster is up to something.
Also known as magedust. |
Note:
the deep blue petals of the maracan plant must be crushed,
soaked and laid out in the moonlight for 6 hours. It will start
emit a strange silver glow.
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Yazur |
Unique |
1750gp |
Applied |
Applying
this paste to any magic object it will drain any magic abilities
from it. If the paste is then eaten it will heal the char to full
hit points. |
Note:
The yazur plant can also be used against spellcasters. When a
spellcaster is injected with juice from the plant, all the spells
that he memorized for the day will be gone. |
Vortax |
Unique |
18500gp |
Burned |
This
plant must be burned in the hands of the druid doing 2d4 damage.
The druids hands will start to glow a faint green. The druid can
command any target to be struck by lightning 5d20 damage, and conjure
storms up 120miles an hour. The effect last 20 turns. |
Note:
This plant is highly regarded by druids, and its whereabouts
will never be revealed to anyone but a druid.
Note: The damage cannot be negated, it is an intricate part of
the herb. |
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