[PnP] Section 1-3 out of 8 Potions Project
Alan Kellogg
mythusmage at gmail.com
Thu Nov 26 06:41:14 CET 2020
Thank you, I do appreciate your work. Now, will you be putting this entire
series into one file? Say, into a PDF>
On Wed, Nov 25, 2020 at 9:32 PM Scott Adams <longshotgm at comcast.net> wrote:
>
>
>
>
> 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)
>
>
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--
Opinions are subject to adjustment and alteration. Facts are not.
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