<div dir="ltr"><div class="gmail_default" style="font-family:times new roman,serif">Thank you, I do appreciate your work. Now, will you be putting this entire series into one file? Say, into a PDF><br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Nov 25, 2020 at 9:32 PM Scott Adams <<a href="mailto:longshotgm@comcast.net">longshotgm@comcast.net</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><br>
<br>
<br>
<br>
Powers & Perils - Potions, etc.<br>
<br>
1. Introduction<br>
<br>
This document will detail Potions and all aspects of help for <br>
them. This new homebrew system is a work in progress so it may be <br>
expanded over time. This document assumes the potion is a 8 ounce <br>
container. The base unit of any potion is 2 items. Some ingredient <br>
mixed with a liquid to mix or combine it. The majority of this <br>
information comes from version 2 of the rules - namely book 3 (or the <br>
monster file I have created) and the Book 4 (Natural Magical items <br>
(NMI)) section of the rules. Some minor sources include non-P&P <br>
sources, my ship project and a few other P&P odds and ends. In some <br>
cases it is a pure mix A with B and C straight out of the rules. But <br>
I did create new situations when needed. For example if a NMI was to <br>
be worn I had to fudge it a bit to fit for a "potion." This may have <br>
included buffing or decreasing effects. Finally, there are 3 core <br>
sections I wanted to cover. The Core Healing related potions, energy <br>
potions, poisons and other potions for Disease or other aspects. If <br>
you need to expand the potion from a 8 ounce container use it as a <br>
ratio. I use 1 ounce = 1 dose for simplicity. So if you wanted to <br>
make a 20 ounce potion then use a ratio of 2.5 as multiplier. So <br>
you'd use 2.5 the ingredients (if applicable), x2.5 mixtures and <br>
value. Other factors may be subject to this but will need to be <br>
dealt with on case by case basis for example duration. The base <br>
duration is 24 hours unless potion is magically preserved. In the <br>
end the player/herbalist and referee will have to agree on things and <br>
referee is final judge. In all cases Round up for math situations. <br>
Some potions require a magical spell to boost or enhance the effects <br>
of the potion.<br>
When v1 came out we saw in the treasure section potions! But no <br>
actual rules. After 37 years I hope this supplement will flesh that <br>
out. Who can make or use potions? To craft certain ones that <br>
require spells you will need to be a magic user. But if it is simple <br>
ingredients then a common person can do it. Do they need to be a <br>
herbalist? I certainly believe it helps. But other skill sets can <br>
replace that like hunting, alchemy, biology, botany and other <br>
possible Scholar substitutions. Unless stated otherwise anyone can <br>
drink these potions. For this document Herbalist skill can be <br>
replaced by the skills allowed by Referee.<br>
<br>
1.1 Naming Conventions:<br>
<br>
Ingredients : Items used to create Potion. Herbalists should <br>
have knowledge on how to collect and where to collect.<br>
<br>
Creation : Method to create. Usually mix or stir all items <br>
with ingredients.<br>
<br>
Create time : Time for creation seconds or minutes. Herbalist <br>
skill can speed things up.<br>
<br>
Time : How long potion lasts once created before expires <br>
and useless.<br>
<br>
Effect : The effect that potion has on drinker.<br>
<br>
Availability: Chance final potion is found in a Herbalist shop <br>
not ingredient chances.<br>
<br>
Doses : Number of doses per potion for a 8 oz potion. For <br>
example 2 (4 oz) can allow 2 to drink for effects.<br>
<br>
Value : Number of coins if potion were sold and can be <br>
paid for in a shop with possible ranges.<br>
<br>
Notes : Any special notes about the potion for drinker or crafter.<br>
<br>
2. Ingredient gathering<br>
<br>
The crafted final item can be of Normal (N), Good (G) or <br>
Superior/Fine (F) Quality. This quality will depend on the skill of <br>
the crafter and the work done. This quality may affect final results <br>
of potion outcome. <br>
<br>
2.1 Gathering<br>
<br>
Herbalist can venture into the wilderness to collect all the <br>
ingredients they need. They should use the Searching Rules set out <br>
in P&P. Some herbalists who are academics or village Shamans may <br>
delegate scouts or others to locate items. But in some cases only a <br>
skilled Herbalist should collect certain ingredients so not to ruin <br>
the specimens.<br>
<br>
A searching Herbalist can subtract his skill/10 to search rolls <br>
as long as he also has a survival skill in that terrain he is searching in.<br>
<br>
There are 2 types of searches - Dedicated and Travel. Dedicated <br>
you must spend one full hour looking for that one ingredient item. <br>
During this time you can't do any other action or travel far from <br>
that one search area. This method does allow you to attempt many <br>
searches say 4 in a 4 hour period. The Travel method is like <br>
foraging for food that you do over a full days of travel. You spend <br>
that entire day collecting and searching for a single item but your <br>
chances are better. The Referee can automatically give that item or <br>
give a bonus on the search for the effort and time spent.<br>
<br>
Stockpiles can't be kept unless the herbalist has sufficient <br>
equipment - preservatives, jars and collecting gear.<br>
<br>
2.2 Gardens<br>
<br>
A full guide on home gardens is out of scope for this version of <br>
the document. There is a online source that has good info -<br>
<a href="http://www.zioth.com/roleplay/equipment/herbs" rel="noreferrer" target="_blank">http://www.zioth.com/roleplay/equipment/herbs</a> - but with that said <br>
gardens are such diverse and random that no one mechanic is easy to <br>
do here. One must consider location, herbs/plants to grow, climate <br>
and other factors like city life to farm land or personal garden to <br>
commercial gardens.<br>
<br>
For simplicity let's call a 10x10 foot garden as a base. One can <br>
safely assume most plants can fight for space in this garden giving a <br>
yield of 50 items. To figure out how many grow we should consider <br>
some factors. If the ingredient would have large root system then <br>
lower the 1 square foot rule to larger like 3-4 square feet for only <br>
20-25 items.<br>
<br>
Skill Factor<br>
Herbalist -EL/10 to roll<br>
Farming -EL/10 to roll<br>
Scholar -EL/20 to roll<br>
<br>
Terrain Effect<br>
Arid/Bad +15<br>
Normal +10<br>
Good -5<br>
Fertile Land -10<br>
<br>
Climate Effect<br>
Rainy -10 (unless its major rains to ruin land)<br>
Dry +10 (drought can do higher like +30)<br>
Temperate -5<br>
<br>
Soil/Water Effect<br>
Bad Soil +30<br>
Normal Soil +5<br>
Good Soil -5<br>
Fertile -10<br>
Drought +30<br>
Good water -10<br>
Irrigated -20<br>
<br>
Other Effect<br>
Good tools -10<br>
Bad Tools +10<br>
Infestations +10 (bugs to eat items, large animals like crows, etc)<br>
<br>
This factor should range from -75 to +105. To determine success <br>
roll the main skill used (highest) like Farmer or Herbalist on a D100 <br>
adding the factor to the roll. To determine yield take Skill <br>
EL+2D10%. A base yield of 5% is minimum. If 50 items is the max then <br>
50x this yield % for number of items. Use the 10x10 as baseline. If <br>
your garden is larger proportion it. One can roll for each 10x10 or <br>
as a whole. So if you have 50x50 garden you can do 5 rolls or simply <br>
x5 the final results.<br>
<br>
Example 1: City Garden Herbalist EL53 (-5), 10x10 Area, Good <br>
Terrain (-5), Dry Climate up in hills but not so much rain (+10), <br>
Normal soil (+5), Irrigated canals (-20) but has bad tools (+10). A <br>
final factor of -5. He rolls a 37-5=32, which is under his skill so <br>
success! He will yield 32%+2D10% (34-54%) of his garden 32%+8(2d10) <br>
x50=20 items. So he yields say 20 healing herbs or 20 plants.<br>
<br>
Example 2: Farm land, Scholar Farmer EL67 has theory on farming <br>
(-3), Rainy area (-10), Normal soil (+5), Stream nearby for good <br>
water (-10), Good tools (-10) but infested by Ants and Crows <br>
(+10). Giving factor of -18. He rolls 88-18=70>67 so garden fails.<br>
<br>
If a garden fails you can give the base 5% yield or none <br>
depending on the Referees wishes. Another option is a 2D10% <br>
yield. A partial success can yield 10% of max yield.<br>
<br>
2.3 Stores<br>
<br>
General Stores, Farm Markets, Animal Markets, Gardens and <br>
Herbalist shops can also have ingredients at hand. At least for <br>
civilized areas. For Barbarian areas they may be cut drastically in <br>
supplies - but they could also have MORE supplies based on what is <br>
around. A shaman may have more items than a herbalist would if it is <br>
rare. For the Availability chances below you should figure these <br>
factors in mind. A good shaman would not tend to have poisons to <br>
kill folks lying around. Capitals or special sites like a Royal <br>
Palace may have even more supplies than a store as well.<br>
<br>
2.4 Herbalist Kit<br>
<br>
This kit is the key for any success for a Herbalist. This kit <br>
contains a variety of instruments such as clippers, mortar and <br>
pestle, and pouches and vials used by herbalists to create remedies <br>
and potions. The herbalism kit also generally contains a small book <br>
in which the herbalist can take notes and record recipes.<br>
<br>
Prices may vary and depend on what the herbalist intends to <br>
do. Could be as cheap as 4 SC to as expensive as 4 GC. A <br>
civilized kit will look different than a barbarian kit as they will <br>
use pouches and less high tech items as vials.<br>
<br>
2.5 Other Materials<br>
<br>
While the kit should suffice a herbalist workshop may need much <br>
more variety of equipment. This is beyond the scope of this document <br>
but some stores may sell examples of:<br>
<br>
Item Cost Weight Notes<br>
Bowl 1 BB 0.5 Wooden<br>
Cauldron 6 CC 6 Metal - holds 1 liter = 34 ounces<br>
Cup 2 BB 0.25 8 Ounce wooden cup to pour potions<br>
Goblet, Wooden 3 BB 0.10 For various potion types<br>
Goblet, Metal 6 BB 0.875 For various potion types<br>
Goblet, Brass 8 BB 0.5 For various potion types<br>
Goblet, Glass 12 BB 0.25 For various potion types<br>
Goblet, Pewter 8 GG 0.10 For various potion types<br>
Goblet, Crystal 15 BB 0.75 For various potion types<br>
Goblet, Silver 1 SC 1 For various potion types<br>
Goblet, Gold 1 GC 1.5 For various potion types<br>
Plate 2 BB 0.25 For ingredient <br>
cutting, sorting<br>
Spoon 4 BB - Basic mixing<br>
Skillet 2 CC 0.5 Mild cooking of ingredients<br>
Clippers 3 CC 2 To clip ingredients<br>
Scissors 8 CC 1 To cut ingredients<br>
Pruners 1 SC 2 Larger clipping tool<br>
Burner, Oil 1 SC 2 Oil burner to heat <br>
up materials<br>
Burner, Candle 6 CC 2 Single, double or <br>
triple flame burner<br>
Pinchers 8 BB 1 Tool to hold items<br>
Tongs 4 CC 2 Smaller tool<br>
Tweezers 1 SC 0.5 Finger sized <br>
delicate tool to handle ingredients<br>
Preservatives Varies 0.5 Jar to preserve <br>
certain items (16 oz)<br>
Vial I 3 BB - One ounce pottery <br>
container with cork<br>
Vial II 6 BB 0.25 Four ounce pottery container <br>
with cork.<br>
Vial, Glass *10 - Translucent, fragile<br>
Vial, Porcelain *3 - Fine <br>
porcelain. More durable and attractive<br>
<br>
urnsoothe Ointment 2-4 SC 0.5 24 hrs to expire, burns <br>
are given relief *<br>
Venomcleanse Tea 2-4 SC - 24 hrs to expire *<br>
Woundbind Poultice 2-5 SC 0.5 24 hrs to expire *<br>
<br>
Burnsoothe Ointment: This paste, composed primarily of roots and <br>
plant oils, reduces pain and speeds the recovery of burns. If applied <br>
to a creature's wounds within 10 minutes of their taking fire damage <br>
from any source or if applied within 10 minutes of the end of an <br>
encounter during which they took fire damage from any source, the <br>
creature heals 1d6+2 hit points.<br>
<br>
Venomcleanse Tea: This herbal tea composed helps cleanse the body of <br>
normal toxins. It is normally imbibed but can also be used to clean a <br>
poisoned wound. When a creature suffering from the poisoned condition <br>
is treated with this remedy. Drinker can make TWO poison resistance rolls.<br>
<br>
Woundbind Poultice: This is a spongy mass of absorbent moss treated <br>
with a number of herbs designed to staunch bleeding, cleanse wounds, <br>
and dull pain. If bound over a wound, it promotes quick healing. When <br>
applied to a wound, the recipient heals 1d4+2 hit points.<br>
<br>
* - Items adapted from D&D.<br>
<br>
2.6 Crafting Steps<br>
<br>
The steps in creating potions as follows:<br>
<br>
1) Ingredient collection<br>
2) Magical application if it applies.<br>
3) Mixture of item<br>
4) Application to any to drink it.<br>
<br>
A good rule of thumb is Enhancement and/or Enchantment spells <br>
should be equal or higher than crafter's main skill divided by 8 <br>
(RU). For a wizard is Enchantment 4, Enhancement 1 and Herbalist <br>
20. So 20/8=2.5 (3). So not skilled enough to help make potions <br>
that needed enchanted items. But can use the enhancement spells fine.<br>
<br>
If a spell is required to be cast it is cast during mixing onto <br>
the container (must hold). If the spell fails ingredients are <br>
damaged and must be recreated entirely with new ingredients.<br>
<br>
A cooking cauldron should be purified and/or used on purified <br>
ground to make large amount of potions if using magic to bind them.<br>
<br>
2.7 Ingredient Rarity<br>
<br>
Richard made a article on searching for the various items. The <br>
below is his info on percentage chance to find the item.<br>
<br>
Item Ava% Item Ava%<br>
Adingantida 60% Beithir Hide 5%<br>
Betony 75% Chimedon 30%<br>
Darbha Grass 10% Fern Seed 35%<br>
Hellebore 15% Hemlock 5%<br>
Lunas 10% Mevais 5%<br>
Mistletoe 20% Poppy, Black 5%<br>
Rue 95$ Wolfbane 40%<br>
<br>
Healing Herbs: The healing herbs in a healing kit are usually cinquefoil. The<br>
commonly available healing plants are listed below.<br>
<br>
Item Ava% Item Ava%<br>
Agrimony 50% Amaranth Seeds 30%<br>
Angelica 10% Basil 60%<br>
Bindweed 80% Bush Resin -<br>
Chervil 30% Cinquefoil 100%<br>
Clove Pink 70% Fire Snake Liver -<br>
Garlic 100% Mephis 40%<br>
Mugwort 25% Peska -<br>
Poppy, White 10% Te'sla Blood -<br>
<br>
2.8 Learning new recipes<br>
<br>
A starting herbalist can learn EL/10 (RU) recipes at character <br>
generation start. If he needs to learn new ones he needs a scroll <br>
or book. It will take D3 days to learn and memorize it. But can <br>
copy and use it right away. But a GM can decide on the rules. He <br>
could assign D6 points as a skill cost to learn if he wishes.<br>
<br>
<br>
3. Healing Potions<br>
<br>
These potions are designed to physically heal or aid in the <br>
healing process.<br>
<br>
3.1 Healing Herbs<br>
<br>
Healing herbs are the most generic forms of healing out there <br>
found in nature. These herbs cover many categories that a herbalist <br>
will know and how to use. To make a basic healing potion that is not <br>
a balm for external use to drink, herbalist can make a simple potion.<br>
<br>
Ingredients : 2 oz Healing Herbs [Powder form]<br>
Creation : Mix with 8 oz water. Garlic to bring effects out.<br>
Create time : 10 - Herbalist EL/10 minutes to ground<br>
Time : Lasts 24 hours<br>
Effect : +10% Internal HC rolls, if blessed water +15% (+0 <br>
Normal, +10 Good, +15 Fine)<br>
Availability: 80% City, 60% Other, 2% Desert/Arid<br>
Doses : 4 (2 oz)<br>
Value : 10BB or 15BB if Blessed water<br>
<br>
3.2 Shark<br>
<br>
SHark parts specifically cartiilage from bone or fins are <br>
considered natural sources of healing. While most Healers claim <br>
there is no solid evidence they believe it is a random chance of <br>
actual benefit.<br>
<br>
Ingredients : 4 oz Shark bone [Powder], 2 oz of Shark fin [Powder]<br>
Creation : Mix with 8 oz water and 0.5 oz Salt<br>
Create time : 20 - Herbalist EL/10 minutes to ground<br>
Time : Lasts 30 hours<br>
Effect : +D10% Internal HC rolls, (+0 Normal, +10 Good, +15 Fine)<br>
Availability: 80% Coastal City, 40% Other, 2% Desert/Arid, 10% <br>
If ocean over 100+ miles away<br>
Doses : 2 (4 oz)<br>
Value : D10+(Herbalist EL/10) SC (1-18)<br>
<br>
3.3 Regeneration<br>
<br>
Potion form of spell when spell is not available for drinkers.<br>
<br>
Ingredients : 4 oz of Healing Herbs, Purified area for crafting<br>
Creation : Mix with 8 oz Goideli Wine<br>
Create time : 30 Seconds after creating purified area<br>
Time : Lasts 24 hours<br>
Effect : Regeneration spell effects, (+5% if Good, +10% <br>
Fine Quality effects)<br>
Availability: 70% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 10+(Herbalist EL/10) SC (11-18)<br>
<br>
3.4 Abnari Elixir<br>
<br>
Ingredients : 4 oz of Abnari blood contained in metal flask<br>
Creation : Mix with 4 oz Goideli Wine, Salt or Garlic can be <br>
used to soften taste (0.5 oz)<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24 hours<br>
Effect : Heals 1d10+6<br>
Availability: 50% City, 25% Other, 2% Desert/Arid, 10% If ocean <br>
over 100+ miles away<br>
Doses : 2 (4 oz)<br>
Value : (14+1D6)x2 SC (30-40)<br>
Notes : 1) Blood taken no less than 4 phases from Abnari death<br>
<br>
3.5 Bush Resin<br>
<br>
Bush Warrior Resin Elixir to help heal.<br>
<br>
Ingredients : 2 oz/dose of Bush Warrior Resin, 2 oz Healing <br>
herbs -both grinded<br>
Creation : Mix with 7 oz Wine, 0.5 oz of Garlic<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24 hours<br>
Effect : +20% HC, 1D6+8+Stb Healing<br>
Availability: 60% City, 40% Other<br>
Doses : 1 (8 oz)<br>
Value : 8+Herbalist EL/10 SC (9-16)<br>
Notes : 1) Only 1 dose per potion else turns to poison<br>
<br>
3.6 Fire Juice<br>
<br>
Fire Snakes are loyal pets so a liver is only harvested upon <br>
death in most cultures.<br>
<br>
Ingredients : 1 Fire Snake liver ground up to powder form<br>
Creation : Mix with 8 oz Wine, 0.5 oz of Garlic<br>
Create time : 30-Herbalist EL/10 minutes (ritual emotionally <br>
affects owner of snake)<br>
Time : Lasts 24+Herbalist EL/10 hours<br>
Effect : HCx4 until healed<br>
Availability: 60% City, 80% Other<br>
Doses : 2 (4 oz)<br>
Value : 18+Herbalist EL/10 SC (19-26)<br>
Notes : 1) Once drink enter coma to heal till fully healed <br>
for natural healing<br>
2) Can cast Negate Curse into potion to remain awake (no coma) <br>
but can do little or no actions.<br>
<br>
3.7 Te'sla Elixir<br>
<br>
Ingredients : 4 oz of Te'sla blood Enhanced<br>
Creation : Mix with 4 oz Wine, 0.5 oz of Garlic<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24+Herbalist EL/10 hours<br>
Effect : Regenerates D6+StB hit points per phase up to D10+4 phases<br>
Availability: 70% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 27+Herbalist EL/10 SC (28-35), Enhanced blood x2<br>
Notes : 1) Blood stored in Metal Flask & Harvested within <br>
4 minutes, if enhanced blood person healed till fully healed<br>
2) So unenhanced blood does have some effect<br>
<br>
3.8 Horn Juice<br>
<br>
A Unicorn horn, alicorn by name, has massive healing <br>
properties. But killing a rare unicorn is considered a serious <br>
offense in many cultures especially the Sidh.<br>
<br>
Ingredients : 1 Alicorn ground up potion needs 5 oz (5 doses)<br>
Creation : Mix with 4 oz Goideli Wine<br>
Create time : 30-Herbalist EL/10 minutes (Difficult task level <br>
to grind without ruin)<br>
Time : Lasts 12 hours<br>
Effect : BL8 Healing<br>
Availability: 5% City, 8% Other<br>
Doses : 1 (8 oz)<br>
Value : 72+Herbalist EL/10 SC (73-80) due to rarity<br>
Notes : 1) Most cultures will not have item unless Chaos <br>
or Kotothi then x3 Availability<br>
2) Powder once exposed to water will dry out in 20 turns if not <br>
used in 1 hour its useless unless magically preserved<br>
3) Each horn yields 2d10+20 Doses of powder<br>
<br>
3.9 Panther Elixir<br>
<br>
Water Panthers found only in water - lake, rivers or cave <br>
water. Must harvest the brain while in water.<br>
<br>
Ingredients : 1 Water Panther brain ground up powder (4-6 oz)<br>
Creation : Mix with 5 oz Milk not water <br>
Create time : 30-Herbalist EL/10 minutes (Difficult task level <br>
to grind without ruin)<br>
Time : Lasts 12 hours<br>
Effect : Healing spell at MEL12/EL10, 1D3 Points of <br>
Knowledge on any subject<br>
Availability: 80% Coastal City, 40% City, 20% Other<br>
Doses : 1 (8 oz)<br>
Value : 75+Herbalist EL/10 SC (78-83)<br>
<br>
3.10 Amaranth<br>
<br>
Seeds best swallowed. But if used in powder form it has a less <br>
effective result but longer duration.<br>
<br>
Ingredients : 4 oz of Amaranth seeds (4 oz) grinded unenhanced/enhanced<br>
Creation : Mix with 8 oz Wine<br>
Time : Lasts 48 hours<br>
Effect : Unenhanced- St+15, HC+5 in healing; Enhanced-x2 of <br>
unenhanced effect for 2 days both forms<br>
Availability: 80% Coastal City, 60% City, 20% Other<br>
Doses : 2 (4 oz)<br>
Value : 15+Herbalist EL/10 SC (16-23), Enhanced-30 (31-38) SC<br>
Notes : 1) Must use FP of drinker in dose/oz to be effective.<br>
<br>
3.11 Chervil<br>
<br>
Ingredients : 4 oz of Chervil powder (4 doses) Unenhanced<br>
Creation : Mix with 8 oz Water<br>
Time : Lasts 48 hours<br>
Effect : HC+15 vs wounds and infection, if already infected <br>
cures infection<br>
Availability: 80% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 30+Herbalist EL/10 SC (31-38)<br>
<br>
3.12 Cinequofoil<br>
<br>
Ingredients : 4 oz of Cinequofoil powder (4 doses) Unenhanced form only<br>
Creation : Mix with 6 oz Water<br>
Time : Lasts 48 hours<br>
Effect : HC+10<br>
Availability: 80% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 30+Herbalist EL/10 SC (31-38)<br>
<br>
3.13 Cinequofoil<br>
<br>
Ingredients : 4 oz of Cinequofoil powder (4 doses) Unenhanced<br>
Creation : Mix with 8 oz Water<br>
Time : Lasts 48 hours<br>
Effect : HC+10 for 24 hours<br>
Availability: 80% City, 60% Other<br>
Doses : 4 (2 oz)<br>
Value : 30+Herbalist EL/10 SC (31-38)<br>
<br>
<br>
3.13 Clove Pink<br>
<br>
Ingredients : 2 oz of Clove Pink grinded powder (2 doses) Unenhanced<br>
Creation : Mix with 8 oz Water<br>
Time : Lasts 48 hours<br>
Effect : HC+15 against Disease/Infection for 24 hours<br>
Availability: 80% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 45+Herbalist EL/10 SC (46-53)<br>
<br>
3.14 Heliotrophius Health<br>
<br>
Ingredients : 1 Heliotrophius stone<br>
Creation : Mix with 8 oz of Water<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24 Hours<br>
Effect : Wounds automatically stop bleeding and swelling, <br>
-2 Damage per wound inflicted<br>
Availability: 60% City, 40% Other<br>
Doses : 2 (4 oz)<br>
Value : 30+Herbalist EL/10 SC (31-38)<br>
<br>
3.15 Hydra Head<br>
<br>
Ingredients : 1 Immortal Hydra head (4 doses), (Large, Flawless) <br>
Jasper Gem Enhanced<br>
Creation : Mix with 8 oz of Water<br>
Create time : 20-Herbalist EL/10 minutes<br>
Time : Lasts 24 Hours<br>
Effect : EL2 Regeneration, Total immunity to death poison <br>
and natural death for 10 days<br>
Availability: 60% City, 40% Other<br>
Doses : 1 (8 oz)<br>
Value : 54+Herbalist EL/10 SC (55-62)<br>
Notes : 1) Only trained Magic user can collect per <br>
3 days collecting blood 1 dose obtained<br>
2) Drinker rolls Willx2, if higher driven insane forever unless <br>
EL8 Negate Curse<br>
3) Per drink -5 to roll to build resistance each drink<br>
4) If insane person drinks again insane automatically <br>
and no cure can be done<br>
<br>
3.16 Jasper<br>
<br>
Ingredients : 1 Large, Flawless Jasper gem Enhanced<br>
Creation : Mix with 8 oz of Water in silver flask<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24 Hours<br>
Effect : 1) HC+10 2) EL5 vs Dream/Illusion powers. 1+2 - <br>
24 hours duration<br>
Availability: 80% City, 60% Other<br>
Doses : 2 (4 oz)<br>
Value : 45+Herbalist EL/10 SC (46-53)<br>
<br>
3.17 Mugwort Juice<br>
<br>
Ingredients : 4 oz (4 doses) of Mugwort grinded unenhanced/enhanced<br>
Creation : Mix with 8 oz of Wine<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 24 Hours<br>
Effect : Unenhanced-BL6 Cure for death poison Enhanced-BL18 <br>
Cure for Death poison, HC+30 vs disease<br>
Availability: 50% City, 20% Other<br>
Doses : 1 (8 oz)<br>
Value : 30+Herbalist EL/10 SC (31-38), Enhanced-76+Herbalist <br>
EL/10 (77-84)<br>
Notes : 1) Enhanced-Drinker doesn't suffer from physical <br>
fatigue for 24 hours<br>
2) Enhanced-EL10 Clairvoyance for 10 turns<br>
3) Must pick mugwort at night<br>
<br>
3.18 White Poppy<br>
<br>
Ingredients : 2 oz (2 doses) of White Poppy, 2 oz/Doses of Peska<br>
Creation : Mix with 6 oz of Wine<br>
Create time : 10-Herbalist EL/10 minutes<br>
Time : Lasts 48 Hours<br>
Effect : HC+40, St+40 on healing roll if roll HC%. if heals <br>
treat as EL2 Healing<br>
Availability: 70% City, 40% Other<br>
Doses : 1 (8 oz)<br>
Value : 75+Herbalist EL/10 SC (76-83)<br>
Notes : 1) Stamen grinded into powder for effect<br>
2) If take more than 1 potion per 48 hours - 40%-(StBx4) chance <br>
becomes addicted<br>
<br>
3.19 Ancient Mix<br>
<br>
This is the oldest form of potion made by primitive people. It <br>
took thousands of trial and error to get to this point.<br>
<br>
Ingredients : 2 oz (2 doses) each of Anemone, Chervil, <br>
Cinquefoil, Clove Pink and Snake Grape juice. 10 oz total powdered<br>
Creation : Mix with 8 oz of Water<br>
Create time : 30-Herbalist EL/10 minutes<br>
Time : Lasts 24 Hours<br>
Effect : +90% HC (a 10% bonus by combing all 5 items) [90% total]<br>
Availability: 80% City, 60% Other<br>
Doses : 1 (8 oz)<br>
Value : 81+Herbalist EL/10 SC (82-89)<br>
<br>
<br>
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</blockquote></div><br clear="all"><br>-- <br><div dir="ltr" class="gmail_signature"><div dir="ltr"><font face="times new roman, serif">Opinions are subject to adjustment and alteration. Facts are not.</font></div></div>