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Name | Effect/Duration | Uses | Cost (GP) |
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Antitoxin | Will cure most weak poisons on a d100 roll of 40 or less.
Tastes slightly bitter, and comes in small bottles on ribbons. |
Two | 5,000 |
Strong Antitoxin | Slightly bitter potion, sold in a glass bottle that will cure weak-medium strength poisons on a d100 roll of 40 or less | One | 15,000 |
Tonic | Small blue vial of weak healing potion - Heals d5 when used | One | 500 |
Potion | Medium blue vial of weak healing potion - Heals 2d5 when used | One | 1,200 |
Greater Potion | Large blue vial of weak healing potion - Heals 3d5 when used | One | 2,000 |
Medicine | Small blue bottle of healing potion - heals d10 when used | One | 1,100 |
Greater Medicine | Large blue bottle of healing potion - heals 2d10 when used | One | 2,300 |
Small First Aid Kit | Restores 20% of Max HP when used | Two | 2,500 |
First Aid Kit | Restores 40% of max HP when used | Two | 6,000 |
Large First Aid Kit | Restored 60% of Max HP when used | Two | 10,000 |
Elven Pipe Weed | Acts as a mild depressant when smoked (-1def/+1tht). 20 pipes of weed per pouch. | 20 | 500gp |
Raspberry Herbal Tea | Aids in the health of baby and mother during a pregnancy, reduces morning sickness and ensures a healthy birth. - Ten bags per box. | Ten | 800 |
Phoenix Tears | Comes in a small bottle on a ribbon. One drink heals the
body d(user's current HP)+5 or will heall all shallow wounds when applied
to them. Will also stop bleeding. |
One | 7,000 |
Pain Numbing Elixir | Numbs pain to the point of it seeming nonexistant. Works for d10 minutes, or d4 rounds in battle. - Damage taken is incurred in half round after being dealt, and in half a round after that. | One | 3,000 |
Healing Salve | Created with forest herbs, this sweet-smelling salve will heal burns, scrapes, bruises and shallow cuts to almost no recognition within an hour of application. - d5 healing over d5 rounds | Two | 4,000 |
Greater Healing Salve | Created with a stronger blend of forest herbs, this sweet-smelling
salve will heal hasher burns, scrapes, bruises and cuts to almost no recognition
within an hour of application. - d8 healing over d8 rounds |
Two | 8,000 |
Chadice's Light | Glowing blue bottle of potion, Graced with Chadice's love. Heals 6d6 when used; 20% off price for followers of Chadice | One | 6,000 |
Greater Chadice's Light | Large glowing blue bottle of potion, Graced with Chadice's love. Heals 10d6 when used; 20% off price for followers of Chadice | One | 12,000 |
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Mandrake Poison | Made from the mandrake root, renowned for having the power
to either kill, or drive a person mad, it is used to induce a sort of insanity
or confusion. Upon a failed con check, roll d2, if 1 person goes into a
rage attacking enemies with +4dmg -4 tht, if 2 when making any action, must
roll randomly for target with +2dmg -2tht. Can be eaten, or used to coat
1 blade, 2 daggers or 4 arrowhads. One attack per application |
Two | 4,000 |
Lithe Water | -By destilling certain waters found in the springs of the
Majestic Wood, some have found a way of calming people. When used on a raging
person, it can calm them back to their normal state, or return their mind
to normal. If used elsewise, it could induce a sort of lazy carelessness.(nulls
all rages; or reduces tht and def by d2 when drunk) |
Four | 5,000 |
Mnadrake/Lithe set | vial of Mandrake poison, and bottle of Lithe water in a small leather pouch. | 2/4 | 8,000 |
Aconite | Known in more common circles as wolfsbane, once ingested
the victim Lycan will be unable to transform even under full moon. This
also has some effect on magical abilities, and dulls the victim's magic
-2tht for 24 hours after it is taken. |
One | 6,000 |
Dragons Fire Poison | Named for its properties, the poison slowly infiltrates the body, causing the feeling of burning all through the victim's being. Poison results in -1 of all stats each round until cured or there are no tht bonuses at all. Can coat one blade, 2 daggers or 4 arrowheads. Four hits per application. | One | 8,000 |
Dragons Fire Antidote | Nulls the effects of Dragon's Fire Poison over d3 rounds. Has an 80% chance of success. | Two | 8,000 |
Dragons Fire Set | One vial of poison, one vial of antidote; together in a small cloth pouch. | 1/2 | 15,000 |
Fire Scar Poison | When applied to weapons, this poison will burn any flesh it touches. Adds +3dmg to weapons it is applied to. Wounds it causes must be healed as regular burns. Will coat one blade, three daggers or six arrowheads. Three attacks per application. | 4 | 6,000 |
Serpent's Venom | Used to coat weapons. On a failed con check it sedates the
target, taking d(1/2 target's attacks per round) away for d4 rounds, and
reduces defense by 1/2. One use per application;can coat one blade, 2 daggers
or 4 arrowheads. |
2 | 10,000 |
Serpent's Venom Antitoxin | Works over d3 rounds to cure the effects of serpent venom.
80% chance of success. |
2 | 5,000 |
Serpents Venom Set | One vial of poison, one vial of antidote; together in a small cloth pouch. | 2/2 | 14,000 |
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Night-thorn Poison |
made from an elusive plant from the borders of Maru-Sirom. This poison siezes up the muscles and cuases a sensation of prickly pain all over the body. This lasts d5 rounds and causes d10 dmg per round failing successful con check. Two uses per coat, will coat one blade, two daggers or four arrowheads. | One | 10,000 |
Night-thorn Antitoxin | Nulls the effects of Night-thorn poison. Takes d2 rounds
to take effect. 90% chance of success. |
One | 8,000 |
Night Thorn Set | One vial of poison, one vial of antidote; together in a small cloth pouch. | 1/1 | 17,000 |
Serpent's Fang Poison | Created from the venom of a regular serpent, will paralyze
the victim for d3 rounds, and then cause d8dmg per round failing con check
for d6 rounds or until an antitoxin is used successfully. Can be applied
to weapons, three uses per bottle, will coat 1 blade, 3 daggers or 6 arrowheads.
One use per application |
Three | 17,000 |
Serpent's Fang Antitoxin | Nulls the effects of Serpent's Fang Poison over d2 rounds. 90% chance of success | Three | 14,000 |
Serpents Fang Set | One vial of poison, one vial of antidote; together in a small cloth pouch. | 3/3 | 30,000 |
Stone Blood Poison | Slows the blood and body motions down. a roll of d3 determines
the effects. A roll of 1 will paralyze the victim for d5 rounds, 2 will
put the victim to sleep until they are hit or awoken by regular means, and
3 will give -3 tht to attacks for d5 rounds. Can be applied to weapons,
3 uses per bottle, will coat one blade, 3 daggers or 6 arrowheads. |
3 | 15,000 |
Stone Blood Antitoxin | Allows full movement of body again and null of stone blood
poison effects after d2 rounds. Will work to cure other paralyzing agents.
Three uses per bottle. |
3 | 12,000 |
Stone Blood Set | One vial of poison, one vial of antidote; together in a small cloth pouch. | 3/3 | 26,000 |
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Dagger's Pain Poison | travels straight to the heart. Failing successful con check
and a d100 (45) roll, the victim passes out and will die in d8 rounds if
no antitoxin is administered. - Can be applied to one dagger, which will
break after use. |
1 | 60,000 |
Dagger's Pain Antitoxin | Nulls effects of dagger's pain poison. d100 (90) roll for success .Works Instantly. |
1 | 20,000 |
Dragons Pain Set | Poison, Antitoxin and small d4 dagger in a tough leather pouch. | 1/1 | 50,000 |
Hemlock Poison | Spreads through the body, numbing it until the heart and lungs are paralyzed. May only be ingested and not used in battle. Knocks victim out after six hours. If no antidote is applied after 24 hours; Victim dies | One | 15,000 |
Nightshade Poison | When applied to one blade, three daggers or six arrowheads;
it causes +5 dmg on the initial hit, and then 2d5 dmg per round failing
con check. Five uses per application |
1 | 28,000 |