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Herb Form/Prep Cost Effect AF CL Lvl Max

effect
Time/
Duration
Concussion Relief
Abaas Leaf/Ingest 3 bp Heals 2-12 hit points. If AF roll is 3 or less no
further herbs will take effect on user for 24 hours.
3 101 5 20 rnds
Akbutege Leaf/Ingest 2 bp Heals 1-10 hit points. 1 623 3 20 rnds
Arkasu Sap/Apply 6 bp Heals 2-12 hit points. Doubles rate of healing for
major wounds if used once per day during the
healing process.
2 637 5 20 rnds
Arlan Leaf/Apply 3 bp Grown and prepared by healer it heals 4-9 hit
points. Wild it will heal 1-6 hit points. The price is
for the garden grown species.
1 624 5 20 rnds
Caranan Leaves/Ingest 1 bp Heals 2-4 hits. Relieves swelling. 2 105 5 20 rnds
Carefree
Mustard
Leaves/Brew 100 sp Heals all concussion hits in 1 hour. I.e after 20
minutes of drinking the brew the imbiber has been
relieved of 1/3 of his taken hits.
3 106 1 1 hour
continous
effect
Carneyar Flower/Brew 1200 sp Instantly heals all hits and stops all bleeding. 5 107 Instant
Cusamar Flower/Ingest 12 sp Heals 15-60 (10+5d10) hit points. Takes 2 rounds
to take effect.
3 625 3 2 rounds
Darsurion Leaf/Apply 3 bp Heals 1-6 hit points. 1 626 10 20 rnds
Draaf Leaf/Ingest 1 sp Heals 1-10 for each of 2 consecutive rounds (i.e 2-
20 hits total). A maximum of 10 Draaf can be
consumed with healing effect within a 24 hour
period. Overintake does simply no good. Keep
rolling for Addiction Factor anyway.
1 627 10 2 rounds
Dugmuthur Berry/Ingest 5 sp Heals 10 hit points instantly. A maximum of 10
doses of Dugmuthur can be used within a 12 hour
period. If more is used, they simply have no effect,
but keep rolling for AF.
2 628 10 Instant
Fiis Resin/Apply 5 bp Heals 1-6 hit points. 0 111 10 20 rnds
Gariig Cactus/Ingest 40 sp Instantly heal 30 hit points. 3 646 Instant
Gefnul Lichen/Ingest 150 sp Heals 100 hit points instantly. AF failure indicate
only half of the hit points healed.
10 647 Instant
Harwite Moss/Ingest 10 sp Heals 1-50 hit points in one hour. Also mends
small wounds (remove the penalty from one
wound, up to -10).
4 3 1 hour
Kargijak Berry/Paste 5 sp Berries from Mordor. Healing and rejuvenating
effect: user instantly regains 20 hit points. AF
failure causes any non-orc user to be stunned for
1-2 rounds. The wound is certain to leave a scar.
15 Instant
Madarch Mushroom/Brew 100 sp Heals all cuts and restores blood vessels in 2
hours. User is relieved of all hits taken. The herb
requires user to rest.
4 1 2 hours
Mirenna Berry/Ingest 6 sp Red berry. Heals 10 hits. Instant effect. 1 631 10 Instant
Reglen Moss/Brew 24 sp This is the cultivated variant which lacks some of
the potency of the ancient moss that grows wild. It
heals 5-50 hit points instantly. Since it is less
potent up to 4 doses per day will have effect.
7 632 4 Instant
Reglen Moss/Brew 45 sp Found wild and prepared by a skilled healer, the
Reglen moss heals 50 hit points instantly.
7 632 2 Instant
Rewk Nodule/Brew 8 bp Heals 2-20 hit points over 20 rounds. No more
than 10 doses can have effect during a 24 hour
period. Overuse make imbiber very tired (-10 to
any static maneuvers).
1 633 10 20 rounds
Telperion Leaf/Ingest 70 sp Heals 10-100 hit points. AF failure halves the
amount of hits healed.
5 134 2 Instant
Thurl Clove/Brew 1 cp Heals 1-4 hit points. Brew keeps 1-2 weeks. If
used during the second week, 50% it works
normally, othervise half effect from each dose.
1 634 10 20 rnds
Winclamit Fruit/Ingest 90 sp Heals 3-300 hit points instantly upon ingestion. 12 635 Instant
Yavethalion Fruit/Ingest 65 sp Heals 5-50 hit points 4 636 Instant
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Circulatory Repair
Anserke Root/Apply 12 sp Stops bleeding in 1 wound. Wounds between 1-3
hits/rnd close in 1 rnd, 4-6 hits/rnd close in 2 rnds
and 7+ hits/rnd close in 3 rnds. Require 1 hour
immobility or bleeding resumes. AF failure indicate
double the time to effect.
7 619 1-3 rnds
Belan Nut/Ingest 15 sp Stops all bleeding wounds. Take 1-10 rounds to
take effect. Patient cannot be moved for 1 hour or
bleeding will resume at half rate. If AF fails the
herb will take 3-12 rounds to take effect.
5 1-10 rnds/
1 hr
Fek Nut/Brew 15 sp Stops all bleeding in 1-10 rounds. Imbiber must
remain immobile for 1 hour or bleeding will resume
(at half rate).
5 620 1-10 rnds/
1 hr
Golden Cress Fern/Apply 10 sp Stops bleeding up to 5 hits/rnd. Take 1-5 rnds to
take effect and thereafter the wound is sealed
permanently. If used on a wound bleeding more
than 5 hits/rnd the Golden Cress will halve the
bleeding for as long as the target remains still.
0 1-5 rnds
Harfy Resin/Apply 120 sp One wounds is immediately and permanently
closed. AF failure indicate that time to effect is 1-2
rounds.
9 621 Instant
Hugburtun Fruit/Brew 180 sp Immediately stops any form of bleeding. All
wounds will close and this herb even stops internal
bleeding and restores blood vessels to normality.
AF failure indicate that time to effect is 1-2 rounds.
6 622 Instant
Miretars
Crown
Flower/Apply 30 sp Instantly stops bleeding of any one wound.
Bleeding resumes if flowers are removed before
10 minutes have passed.
4 124 Instant/
10 mins
Rumareth Leaves/Brew 5 bp Often used by the Angmarim. Stops bleeding from
all wounds bleeding less than or equal to 2 hits per
round. Causes bad scars. AF failure causes user
to be drowsy (-30) for 1 hour after imbibing.
7 128 1 Instant
Sindoluin Flower/Apply 1 sp Anti-coagulant. Must be prepared by a skilled
healer. Will stop bleeding from one wound that
bleeds up to 3 hits per round. The patient may
walk and move without the bleeding reopening so
long as the Sindoluin plant remains attached to the
wound.
1 130 Instant
Tulaxar Leaves/Brew 90 sp Stops all bleeding in one target. Take 3-6 rounds
to take effect. Wounds will not reopen. If more
than one dose is used in an 8-hour period, a user
who fails his RR will suffer from heart attack and
possibly die (25% risk). The same fate suffers
those who roll under AF.
2 1 3-6 rnds
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Antidotes
Arduvaar Plant/Brew 250 sp Universal antidote. Reverse the effect of any
known poison (unless target is dead). Magical
herb, requires preparation of skilled alchemist. AF
roll failure increases reversal time to 1-10 rounds.
10 102 Instant
Argsbargie Flower/Ingest 3 sp Antidote for muscle poisons. Does not reverse any
effects, but effectively stop any further damage. AF
failure mean double the time for effect, i.e 6
rounds.
7 601 3 rnds
Baranie Leaves/Brew 5 bp Reduces nausea. Cures stomach disease and
reduces the effects of certain poisons. Lower the
effects of conversion poisons by 1 degree of
severity.
0 104 Varies
Carnerem Leaf/Apply 8 sp Delays any poison for 24 hours. 8 1 24 hours
Cashdir Flower/Ingest 16 sp Antidote for muscle poison. Does not reverse any
effects already taken, but stops any further
damage. AF failure increases time to effect to 1-4
rounds.
3 Instant
Culan Leaf/Brew 12 sp Anti spasmodic. Reduce the effects of poisons.
Every dose of Culan lowers the result by 1 step,
extreme become severe, severe become
moderate etc. Mild effects are cured immediately.
Othervise it takes 3 rounds to take effect.
1 108 3 rounds
Eldaana Leaf/Brew 25 sp Antidote for reduction poisons. Will reverse any
effects of a reduction poison over the course of 1
hour. Also reverses the effects of Ugliness of Orn
curse.
2 602 1 hour
Elendils
Basket
Root/Brew 2 sp Purifies foul, tainted water and slows the effects of
poisons by x10.
0 649 2 rnds/ 12
hrs
Flur-rort Flower/Liquid 40 sp Antidote for nerve poisons. Will reverse all effects.
The reversal take 1-10 minutes depending
severity. This antidote cannot bring back anyone
that has died as a result of poison.
0 1-10 mins
Maiana Leaf/Brew 7 sp Halves the negative effects of lung afflications and
respiratory disease (i.e halves the penalties from
respiratory poisons and diseases). Take 4 hours
for full effect.
1 122 1 4 hours
Menelar Cone/Brew 10 sp Cures infections and functions as an antidote for
circulatory poisons. Stops any further damage but
do not reverse effects already taken place.
3 20 rnds
Mir-Melellen Nectar/Apply 175 sp Cures and reverses the effects of any poison. Full
reversion take 20 rounds.
9 20 rnds
Mook Berry/Ingest 5 sp Antidote for respiratory poisons. Stops any further
damage. Effects that have already taken effect is
not reversed.
5 604 3 rnds
Naza Leaf/Ingest 210 sp Aka Ul-Naza. Universal antidote with immediate
effect. The Naza will cleanse the body of poisons
and reverse all ill effects. Must be taken within 24
hours of poisoning. AF failure indicate that time to
effect is 1-4 rounds.
9 125 Instant
Quilmufur Root/Brew 50 sp Antidote for conversion poisons. Reverse the
effect of any conversion poison.
1 605 1 Instant
Shen Leaf/Ingest 40 sp Antidote for nerve poison. Will reverse any effects
from nerve poisons in 20 rounds.
3 606 20 rnds
Sorel nut Nut/Ingest 5 cp Antidote for Nur-Oiolosse Instant
Sweet Sorrel Leaves/Inhale 12 sp Incense that acts as antidote for poisonous gases.
Will instantly stop the effect of any poison in
gasform, but damage already done must be
healed by other means.
6 Instant
Taynaga Bark/Powder 45 sp Multipurpose herb. Brownish powder sterilizes and
gives 5-50 hit points within 6-12 minutes. Can also
be used to neutralize Jegga poison that not yet
have had effect on target. For additional
description see Hands of the Healer p. 139.
912 8 N/A 6-12 mins
Ul-Naza Leaf/Ingest 210 sp Legendary antidote said to grow only in the
wasteland were a Vala has walked. Will reverse
the effects of any poison (even death) if taken
within 1 day. AF failure indicate time to effect is 1-
4 rounds.
9 607 Instant
Valanar Leaf/Ingest 80 sp Antidote for Karfar. Will reverse the effects, even
death, if given within 24 hours of poisoning.
14 139 1-10 rnds
Vipersweed Root/Brew 15 sp Antidote for Asgurath and most other snake
venoms. Will reverse the effects instantly. On AF
failure the time for full reversal is 2-20 rounds.
17 141 Instant
Yuth Flower/Ingest 11 sp Antidote for nerve venoms. Will only stop the
poison from doing further damage, not reverse the
effects already taken.
8 665 20 rnds
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Bone, Nerve, Muscle and Organ Repair
Arfandas Stem/Apply 5 bp Double healing rate for fractures. 1 dose per day of
recovery needed.
1 608 Active for
24 hrs
Arnuminas Leaf/Apply 2 bp Doubles rate of healing for sprains, torn ligaments
& cartilage damage. 1 dose per day needed for
effect. AF failure mean that herb has no effect.
8 655 Active for
24 hrs
Arpsusar Stalk/Brew 45 sp Mends muscle damage. Will heal all damaged
muscles in one body. Add 8 hours recovery time
for each additional muscle damage. AF failure
doubles healing time.
15 656 8 hrs
Baalak Reed/Brew 220 sp Shatter repairs. Magical herb, mends shattered
bones without need of surgery. The herb will only
heal one shattered bone so if there are many in
the users body it will target the gravest injury
(usually the one that provide most penalty). AF
failure means healing time is doubled (01-06) or,
on 07-12, tripled.
12 609 1 8 hours
Baldakur Root/Brew 90 sp Restores sight. Can repair one eye-damage as
long as the eye is not completely destroyed. AF
failure means healing time is tripled (01-04) or, on
05-07, doubled.
7 666 8 hours
Belramba Lichen/Brew 60 sp Nerve repair. Will heal all damaged nerves in one
body. AF failure means healing time is doubled or,
on 01-10, tripled.
20 662 8 hours
Boneset Root/Ingest 10 sp Triple healing rate for fractures. Affects all
fractures in a body. All fractures must be set
before ingestion of the herbs. AF failure mean that
bones set incorrect and may confer a permanent
disability.
8 Varies
Bursthelas Stalk/Brew 180 sp Shatter repairs. Magical herb, mends shattered
bones without need of surgery. The herb will only
heal one shattered bone so if there are many in
the users body it will target the gravest injury
(usually the one that provide most penalty). An AF-
roll below 23 results in tripled (01-11) or doubled
(12-22) healing time.
22 610 12 hrs
Curfalka Fruit/Ingest 120 sp/
60 sp
Fresh fruits will heal 1 muscle damage in 3-30
minutes, but the herb is only fresh for 3 days. If
preserved it heals one muscle damage in 8 hours.
If the body contains more than one damaged
muscle the herb will affect the most severe injury
first.
6 657 3-30 mins
or 8 hours
Dagmather Spine/Brew 30 sp Heals all cartilage damage in one damaged body.
Healing take 8 hours of rest for full effect. If target
continue to work or travel during the healing it take
12 hours for full effect.
12 658 8 hours
Ebur Flower/Ingest 12 sp Repairs sprains. All sprains, even if ligament is
completely torn, will heal over a time period of 8
hours. Smaller sprains, causing a penalty of less
than or equal to -15 will heal in 1 hour. AF failure
doubles the healing time.
18 659 1-8 hrs
Edram Moss/Ingest 110 sp/
55 sp
Mends all broken bones. The bones must be set
before ingestion of the herb. If herb is fresh (i.e
picked within a minute) the healing time is 2
hours). If herb is preserved healing time is 8 hours.
Healing time is added once for every injury. AF
failure indicate that the herb has no effect.
10 611 2-8 hrs
Febfendu Root/Brew 42 sp Restores hearing regardless of how severe the
damage to the ear is. Recovery time is between 8
hours and 1 week, depending on the severity of
the damage (GM discretion). AF failure indicate a
permanent reduction of hearing ability even though
hearing is restored.
24 668 Varies
Gildarion Leaf/Paste 110 sp Major organ repair. Recovery time is 1-10 days
depending on the severity of the wound. AF failure
indicate a lowered function of the healed organ,
usually confering a permanent penalty of -5.
15 113 1-10 days
Gorfon Fruit/Ingest 38 sp Nerve healing herb. AF failure causes user to go
into sleep lasting for 11-20 hours.
7 8 hours/ 11-
20 hrs
Gursamel Stalk/Apply 66 sp Mends 1 broken bone. Take 6 hours of immobility
for full effect. If the victim is moved the herb will
not take full effect (i.e some penalty will remain
even when 6 hours has passed).
5 612 6 hours
Hegheg Root/Paste 14 sp Heals one damaged cartilage in 8 hours of rest. 5 660 8 hours
Hoak-Foer Flower/Ingest 50 sp Cures mental diseases in 1-6 days depending on
severity. Will also cure mind loss (i.e stat loss in
any non-physical stat). Stats temporary lowered by
Stat Gain rolls or spells are increased by 1 point
per day after the herb is ingested until it reach its
former value. If AF fails the ingester of the herb
suffer a loss of movement for 1-10 weeks during
which he is at -25 to all moving maneuvers.
30 805 1-6 days
Kakduram Fruit/Ingest 130 sp Restores hearing unless the ear is totally
destroyed. Recovery time is 20 rounds. AF failure
indicate a permanent reduction of hearing ability
even though hearing is restored.
6 669 20 rnds
Klandun Fern/Ingest 150 sp Cures paralysis. Immediate effect. 3 118 Instant
Kolandor Leaves/Apply 900 sp Regenerates limbs in 6 months. A failed (1-10) AF
roll indicates that the regeneration takes double
that time (i.e 12 months).
10 120 6 months
Laurre Flower/Ingest 150 sp Cures Morgurth in 24 hours. Also usable to
awaken anyone from almost any sleep, catatonia
or coma condition (take 1-10 rounds). AF failure
indicate time to effect is 48 hours (for curing
Morgurth) or 1-10 hours for awakening from coma
or catatonia.
23 121 24 hours
Numenelos Moss/Powder 366 sp Complete nerve regeneration or nerve repair in 1-
100 minutes (depending on severity of injury, a
damaged nerve causing a -10 penalty should take
a minute while a completely destroyed nervous
system would take 100 minutes).
15 1-100 min
Siran Clove/Ingest 95 sp Restoration of 1 damaged organ. If AF fails the
target will catch a skin disease 24 hours after herb
is ingested. Targets PR is lowered by 10% and the
effects is even worse if skin is exposed to full
sunshine. The disease will disappear in 1 week.
31 671 1 hour
Tarnas Nodule/Brew 165 sp Repairs all damaged organs in one body. AF roll
between 01-30 indicate that user has a terrible
nausea (-50) for 1-10 hours. AF roll between 31-60
indicates that healing time is doubled. If more than
1 dose are used in an 8 hour period user will be
totally incapacitated for the duration.
60 673 1 8 hours
Tatharsul Bread/Ingest 450 sp Repairs nervous system to normal in 1-10 rounds.
If AF fails recovery time is increased to 8 hours.
15 715 1 1-10 rnds
Terbas Leaf/Apply 15 sp Heals nerve damage. Require 1 day per -10
penalty for recovery. I.e a nerve damage causing
victim a -30 penalty will heal in 3 days with the
help of Terbas.
4 663 1-10 days
Ucason Grass/Smoke 36 sp Cures blindness from nerve damage, spells or any
reason as long as the eye is not physically
damaged. AF failure results in healing time being
1-10 hours instead of 2-20 rounds.
12 137 1 2-20 rnds
Ul-Ucason Grass/Smoke 150 sp A magically enhanced variant of the Ucason herb.
Restores eye-sight to any victim even if eyes are
destroyed. Will take 30 minutes to prepare and
another 4-40 rounds to take effect. AF failure
indicate that healing time is 1-10 hours.
17 138 1 4-40 rnds
Wek-wek Nodule/Brew 300 sp Rare magical herb that repairs all damaged organs
in one body. If AF roll is 50 or below, the healing
time is 2-20 minutes instead of rounds. Also
observe that even though the herb repairs all
damaged organs in one body, it take 2-20 rnds (or
minutes) per damaged organ.
50 674 2-20 rnds
Wifurwif Lichen/Ingest 420 sp Nerve repairs. Will restore normal nerve function
in one body, negating any penalties from nerve
damage. If AF roll is 15 or lower the healing time is
increased to 3-30 minutes.
15 664 20 rnds
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Nutrition
Chap Beech
Nut
Nut/Ingest 15 bp 1 days nutrition. 0 1 day
Cram Bread/Ingest 13 bp Dwarven waybread. A 4 oz slice provide 1 days
nutrition. A 10-slice loaf costs 13 sp. Keeps 7
weeks if stored dry. Tastes of mushrooms.
0 712 1 day
Furry Oak
Acorn
Nut/Ingest 12 bp 1 nut provide 1 days nutrition. However one cannot
live for more than 7 days on Furry Oak Acorns
without suffering nutrition shortage.
0 1 1 day
Grapeleaf Nectar/Ingest 7 sp 1 days nutrition. Also causes intoxication (-50) and
dreams for 2 hours. The dreams often come true.
Target has +50 bonus to Divination for these 2
hours.
18 717 1 2 hours
Hiam Moss/Ingest 5 bp 1 days nutrition. Those who ingest Hiam moss find
themselves alert and vigorous for 24 hours. Can
be used for max 4 consecutive days. After that
time a user must rest (-75) for twice as many days
as he have used the herb. Outside the hillmen
society some people (5%) are allergic to Hiam
moss, causing them to suffer convulsions and
eventually dying a horribly torturous death if RR
fails by 21+.
5 1 24 hours
Kujanikapurd Mushroom/Ingest 5 sp 1 days nutrition, but puts target at -30 for the day.
Powdered it serves as 3 days nutrition and give no
bad sideeffects.
0 1 1 day
Lembas Bread/Ingest N/A Elven waybread. Lembas feeds the will, providing
+15 to RR vs disease, poisons and will contests
(SD) and +15 Exhaustion points. It keeps for many
years without deteriation. 1 thin cake sustains a
full grown man for 1 day.
0 1 day
Lemsang Mushroom/Ingest 11 sp Dwarven mushroom. Dried, it keeps for many
weeks without deteriation. 1 weeks nutrition.
0 1 week
Nelisse Leaf/Brew 8 bp 1 days nutrition. AF failure indicate that after
drinking the brew user become sluggish and tired,
performing at -50 for 1 hour.
15 807 1 day
Ukur Nut/Ingest 6 bp One nut equals one days nutrition. AF failure
indicate user has a -10 due to hunger, unless
something else is ingested.
1 650 24 hours
Ulginor Bread/Ingest 15 bp 1 days nutrition per slice. Keeps 1-2 months.
Tastes of cheese & spinach. A 10 slice loaf costs
15 sp.
0 716 24 hours
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
General Purpose Herbs
Ajkara Incense/Smoke 30 sp Truth serum. If RR fail by 1-25, target has -10 for 1-
10 hrs and behave slow and drugged, failure by 26-
50 results -20 and target is as easy to interrogate
as a child (+50 to any lie perception rolls), failure
by 51+ results in target being unable to lie and at -
30 for all actions.
202 3 1-10 hrs
Ankii Berry/Ingest 17 sp Equals 8 hours of good sleep. AF failure lowers
CON-stat (temp) by 1. Overuse is dangerous. If
used twice per week = lose 5 points of CON, thrice
= loss 25 pts. Four times = RR or coma.
9 676 3 8 hrs
Arlan Root/Ingest 1 cp Decongestant. +20 RR vs common cold. Speeds
recovery rate from respiratory ills by 5x. One dose
per day.
3 638 Active for
24 hrs
Arunya Root/Brew 6 bp Causes deep sleep (unconsciousness) for 1-4
hours. Every hour slept equals 4 hours of normal
rest. It has a high risk of addiction if used for 2 or
more consecutive days. First day AF is only 01.
Second day it increases to 50. If user take more
than one dose per 8 hour period it will act as a
Mild conversion poison.
50 801 2 AF 20 rnds/ 1-
4 hrs
Athelas Leaf/Brew 5 bp Cures anything on the living. Full effect only in the
hands of an ordained king. Hastens the healing
process (x3), neutralizes minor poisons, slows
major poisons and staves off supernatural
maladies.
20 639 Varies
Attanar Moss/Apply 6 sp Cures fever in 24 hours. 1 640 24 hours
Awn Bark/Brew 750 sp Joins limbs. Require complete immobility. If AF
fails body will reject the severed limb, making the
joining fail.
10 103 8 hours
Brorkwilb Flower/Ingest 18 sp Allows shared dreams with a family member within
100 miles/level. Lasts for 8 hours during which
person is asleep and may communicate (full
duplex) with his family member. AF failure results
in either (01-33) that herb has no effect or (34-66)
that the shared dreams is with an entirely random
target or (67-100) that the user gets a vision of
something else, important or unimportant.
45 802 8 hrs
Cicino Leaf/Brew 7 sp 1 dose provide +40 RR vs disease for 3 days and
will provide a second RR for anyone already
incubated.
12 1 3 days
Delrean Bark/Apply 1 bp Repels any insect. Smells foul within a 50 feet
radius.
0 641 12 hrs
Faghiu Flower/Brew 100 sp Love potion made from the magical Vanimelda
flower. If imbibed the target will be faithful and
loving versus the one who administers the potion
or has worn it close to his heart for a prolonged
period of time. The effect will last for 1-100 days (1
day per 1 failure up to 100). For more rules on
Love Potions, see the Hands of the Healer p.147.
10 5 1-100 days
Felmather Leaf/Ingest 50 sp Mental summons of 1 friend (folk or beast) within
300' per level of user. This herb also serve as a
powerful coma relief, awakening the comatose
victim within 1-10 minutes of ingestion.
15 642 Varies
Fleabane Leaves/Apply 3 bp Repels blood sucking insects 95% of the time.
Comes in powder and juice form. The powder
keeps for several months while the juice must be
used with one week.
0 1 day
Fukavar Flower/Smoke 22 sp Allows mental summons of 1 friend within 20
miles. The summons take 20 rounds to perform
and user may NOT communicate with the
summoned friend by use of this herb. The
summoned friend will know the distance and
direction towards his friend for 24 hours.
20 112 Varies
Harlindar Plant/Brew 24 sp Assures safe childbirth. Harlindar tea shall be
consumed one cup every morning the entire labor
for full effect. The price noted covers a whole 9
months.
1 115 9 months
Hevik Leaves/Ingest 12 sp Intoxicant. Induces sleep for 11-20 hours. RR vs
10th lvl if ingested. RR vs 3rd lvl if smoked.
0 218 10 11-20
hours
Hugar Root/Ingest 1 sp Harmless circulatory poison. Causes sleep and
deep unconsciousness within 6-12 rounds of
ingesting. Sleep lasts for 1 hour per 10 failure, but
no longer than 3 hours maximum. 1 hours sleep
equals 6. AF failure causes the same effects as
from a Mild circulatory poison.
33 805 4 Mild Varies
Joef Plant/Ingest 20 sp Allows mental summons of 1 sentient friend from
up to 1 mile'/lvl. The friend know that he has been
summoned but has no obligation to go to the
summoner (i.e he is in no way forced). The
process take 3 rounds of concentration. The
summoned friend will know the distance and
direction towards his friend for 24 hours.
23 683 3 rounds
Klynyk Oyster/Apply 2 sp Removes hair for several days. Take 12-24 hours
to take effect.
0 119 12-24
hours
Latha Stem/Brew 3 sp Cures common cold in 1-10 hours depending on
severity. Provide +10 to RR vs disease for 24
hours. Heals 1-2 hit points over 20 rnds.
4 643 2 1-10 hours
Lestagii Crystal/Ingest 75 sp When ingested the user falls into a deep sleep
lasting for 24 hours. During that time any stat loss
other than due to age will be restored (up to a full
potential). Each dose affects only one stat. AF
failure between 01-05 indicate herb has no
beneficial effect. AF failure between 06-45 indicate
user is asleep 25-34 hours (24 + 1d10).
45 694 24 hours
Lichen
Gloriosa
Lichen/Apply 2 sp Sharpens swords to cut even stone. The effects
last for 1-10 strokes. Provide non-magical
weapons with an additional +5 OB for 1-10
attacks, depending mostly on what armor the
enemy wears.
0 Varies
Lu-jy-Mirenna Berry/Ingest 10 sp Beneficial visions. Powerful hallucinogen. User is
at -15 for 1-10 hours during which he has visions
of the future, the present and the past. AF failure
indicate that the visions are so disturbing that the
character must resist (with SD-bonus) not to act
upon them.
50 1 1-10 hours
Nelthandon Plant/Ingest 1 bp Emetic. Induces vomiting in 20 mins. Vomitting
lasts for 1-2 hours and puts victim at -20 while it
lasts.
5 126 2 20 mins/
1-2 hours
Red Willow Leaf/Brew 5 bp Herb commonly found in Dagorlad swamp. Cures
fever. Also doubles the effect of the common
healing herb Thurl. Relieves pain and swelling.
Only 1 dose can have effect per day. If more than
5 doses are used at the same time, RR vs lvl 1 or
suffer (1-25) nausea, (26-50) falling blood
pressure or (51+) coma.
1 127 1 6 hours/ 24
hours
Silraen Plant/Brew 5 bp Analgesic. Smells so strong that it cannot be
hidden in food or drink. When consumed target
must resist vs 4th lvl (poison) or fall asleep. The
sleep is deep and unwakable. Usually used during
surgical operations due to it's lack of harmless
side-effects. AF failure however causes victim to
either suffer a terrible headache (-15) for 1-10
hours after awakening or, in the worst case (01-02)
never wake up. In this case only spells or other
herbs will help him.
12 129 4 20 rnds/ 1-
10 hours
Sulimquelote Flower/Brew 2 sp Fragrant scent for 1-4 hours. "For the Ladies". Rub
some on the skin. One bottle lasts for 4 weeks for
a day-to-day user.
0 1-4 hours
Tharm Kelp/Apply 15 bp Sun lotion. Protects versus the extreme sun in the
deserts of southern Middle Earth. The price noted
is for a 8 oz bottle (225 gr) which lasts for about 1
week during normal use.
0 135 Instant/
24 hours
Tukamur Grass/Brew 9 sp Euphoric. Allows shared dreams with friend(s)
similarly affected within 50 miles/level. The range
is counted on the highest level friend. This herb
causes addiction in all cases (see rules for
withdrawal) which lower its popularity.
100 810
Waters of Fire Acid/Liquid 15 sp Acid. Can be thrown at enemies. Attacks on
Fireball attack table (all criticals are Acid).
Garments dissolve in 1-6 rounds.
0 1-6 rnds
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Physical Enhancement
Agaath Berry/Ingest 10 sp Enable user to act normal without having to
breath. Protects vs poisonous gases and provide
the ability to be under water for 5 minutes. AF
failure causes user to suffer from lung disorder.
Victim of such lung disorder will be incapacitated
for 1-10 hours.
3 675 1 5 mins
Alshana Bread/Ingest 12 sp Dwarven bread, provided to the guests of dwarven
underground cities to aid them in the dark caverns.
Provide nightvision 300' (i.e user still need a torch
or lantern to see) for 1 hour. Keeps 6-8 weeks.
Seldom sold on the open market.
5 701 1 hr
Atigax Root/Brew 10 sp Prevents blindness due to sudden or blinding light.
Lasts 9 hours. User is immune to Sudden Light.
AF failure halves the duration.
12 677 9 hrs
Blue Eyes Flower/Brew 14 sp x3 vision (+25 visual perception) and 50'
infravision for 3 hours. Usable once per day. AF
failure indicate duration is halved.
25 679 1 1 rnd/ 3
hours
Boskone Powder/Inhale 12 sp Effect equals a Nature's Awareness spell lasting
for 11-20 rounds. AF failure confers a severe
headache (-10) for 1-8 hours.
18 6 11-20 rnds
Breldiar Flower/Ingest 50 sp Euphoric. Subtracts 30 from moving maneuvers
and melee. Add +50 to missile attacks and
directed spells. Lasts for 1 hour. AF failure indicate
that herb is only active for 30 minutes.
7 678 instant/
1 hour
Chrume Mushroom/Ingest 15 sp Imbiber has +20 to CO & PR for 1-10 hours. -10 to
AG & QU for the same time period. Euphoric and
addictive. AF failure indicate addiction.
10 1 AF 1-10 hours
Dragul Root/Brew 18 sp Brew provide +10 to Combat maneuvers (including
OB), Perceptions & Athletics for 1 hour. If AF fails
user will be at -75 for 1 hour after the initial effect.
45 1(2) hours
Ecsasse Clove/Brew 16 sp Imbiber is immune to mind attacks and mind
disease for the duration (1-10 hours).
25 1-10 hrs
Elbens
Basket
Root/Brew 7 sp Heart stimulant. User may act as if speeded
(200% action) for one round. Herb is active for 1
hour or until the speeded round have been
performed.
15 680 1 hour
Eledena Bud/Ingest 42 sp Target who succeed AF is speeded (200% action)
for 5 minutes. After these minutes have passed
target is at -50 for 5 minutes. If AF roll is 25 or
below the herb have no effect and target must
make an RR. RR failure by 1-25 results in
unconsciousness for 1-10 hours, failure by 26-50
equals a -100 penalty for 6 months and failure by
51+ causes immediate death by heart attack.
25 2 5 mins
Feduilas Flower/Smoke 11 cp Intoxicant. Provide +20 to RR vs Mentalism and
Essence, but also -10 to Agility and Quickness
stats for 1-5 hours. AF failure confers addiction.
15 2 AF 1-5 hrs
Galenas Leaf/Smoke 1 bp Relaxing intoxicant. User feels happy and is at a -
75 to all actions for 1-10 rounds. The euphoric
feeling diminish over time, but usually last for 1-6
hours.
10 803 3 AF 1-10 rnds
Gort Leaf/Ingest 13 cp Narcotic intoxicant. User has +10 to Presence and
Apperance stat-bonus for 2 hours. After that user
will be at -50 to all activities for 1-10 hours.
20 803 AF Varies
Gylvir Algae/Ingest 62 sp Enables imbiber to breathe under water for 4
hours. For the duration imbiber is not able to
breathe air. AF failure means duration is lowered
to 4-40 minutes.
20 681 4 hours
Hesguratu Bread/Ingest 20 sp 4 oz slice is one dose. If eaten within 24 hours, a
person might increase his strength for one minute
(6 rnds). +10 Strength Bonus and double
concussion hits delivered. If AF fails roll an "A"
stress critical the first round the herb take effect.
Dwarves have AF 5 for this herb.
10 752 24 hours/
6 rnds
Kaskamak Leaves/Ingest 13 sp Chewing the leaves before combat ensures
greater stamina and pain resistance. Add CON-
bonus as a percentage to the characters hit total
(as an Unpain spell, lasting for 1 hour) and ignore
any exhaustion points spent during the first 1-10
minutes after chewing the Kaskamak.
0 223 1 1 hour (1-
10 mins)
Kathkusa Leaf/Ingest 16 sp Character gets +10 OB and deliver double
concussion damage for 1-10 rounds. If AF fails roll
an "A" stress critical the first round the herb take
effect. Dwarves have an AF of 5 for this herb.
35 684 1-10 rnds
Kilmakur Root/Brew 19 sp Protects versus flame and heat for 1-10 hrs.
Character has a +30 DB vs all heat attacks. AF
failure indicate either half bonus (+15) or half time
(i.e 1-5 hours).
33 685 1-10 hours
Kirsemal Bark/Brew 4 sp Allows for Adrenal maneuvers being performed for
3 consecutive rounds. The effect of Kirsemal
wears off after one adrenal move have been used,
but othervise has a time limit of 12 hours (i.e
Adrenal Move must be performed within 12 hours
of ingestion). AF failure indicate character take an
"A" stress critical during the two extra rounds.
12 117 3 rounds/
12 hrs
Kirtir Buds/Inhale 5 sp Powerful stimulant. Characters Quickness (stat
bonus) is raised by +10 while Agility is lowered by -
5 for 1 hour. AF failure indicate that after the first
hour Constitution is lowered by -30 for 1-10 hours.
5 1 hour
Klagul Bud/Brew 15 sp Provides elven eyesight for 6 hours. Imbiber can
see perfectly at night (300') without lightsource as
long as there is starlight. Also confers a slight
infravision (30') so that things that emanate heat
are more visible in darkness. AF failure lands user
with a horrible migraine, beginning within 6-10
hours and lasting 1-10 hours during which user is
at -25 to all actions.
7 686 6 hrs
Kykykyl Bread/Ingest 66 sp Haradrim bread, secret recipe. Made from a
plethora of quite common herbs. Allows one to see
with perfect clarity for 1 hour regardless of
environment or injuries. Keeps 2-20 weeks.
6 714 1 hour
Lothnimgil Flower/Ingest 26 sp Elven flower, grows in and near Lothlorien. Heals
1-10 hits. Provide extended self-confidence and
allows additonal +5 to all actions for 24 hours. AF
failure indicate that the herb does not have the
"extended self-confidence effect".
25 20 rnds/ 24
hrs
Marku Nut/Ingest 22 sp Provides user with infravision (100') for 6 hours.
This vision is able to see through even magical
darkness.
5 687 6 hours
Megillos Leaf/Ingest 4 sp Aka. Megilloth. If eaten fresh: increases visual
perception by 50-500% for 10 mins. If roasted the
range of vision lasts for 4-8 hours. Usually this
herb confers a +10 perception modification for the
duration. AF failure confers headache and
dizziness (-10 penalty for all manuevers other than
perception) for the duration.
19 688 Varies
Merrig Thorn/Brew 2 sp Daily ingestion for 10 consecutive days increases
PR and AP by 5. Interruption and withdrawal from
a habit of Merrig use means loss of stats (-10 CO, -
5 RE, -5 PR and -5 AP).
50 695 10 days
Phacalus Root/Ingest 3 sp A herb used by the Beffraen in their religious
ceremonies. PR, IN, EM, RE & EQ are increased
by 1 permanently (cannot exceed 102). However if
AF fails the user goes into coma for 4 days all
stats are decreased by 15. Complex description,
see Hands of the Healer p.128.
35 p.128 1 1 hr
Rud-tekma Fruit/Ingest 38 sp Magical herb from the east. Increases Base Spell
Casting by +20 for 1 hour. All moving maneuvers
and OB are at -20. There is 10% chance for every
spell cast while under effect of Rud-Tekma that the
spell unintenionally is cast on nearest target.
10 689 1 Instant/
1 hour
Sailchas Flower/Wear N/A Eriadorian flower. If worn it provide +10 to morale
& all RR's and +5 to DB for 1D5+2 days if it has
been given by someone who loves the wearer. If
sold it has no effect, it has to be given with love for
effect, thus it has no price.
p.133 1 3-7 days
Sha Flower/Brew 8 sp Eriadorian herb that provide a 300' nightvision for
1-5 hours. AF failure causes the user to (11-20
hours after consumption) suffer a diahorrea for 1-5
days at -25. Many of the Hillmen of the Trollshaws
are immune to this side effect.
25 1 Instantly/ 1-
5 hours
Splayfoot Seeds/Brew 80 sp Aka Goodwort. For those "good of heart" instills
confindence and strength. Provide +25 to all skills
used for a single purpose. Bonus lasts for 1-4
hours. If AF fails, halve the time and lower the
bonus to +15.
32 690 1 Instant/ 1-
4 hours
Sweet
Galenas
Leaf/Smoke 1 sp Euphoric relaxant. All within 20' radius are relaxed
(-75 to all maneuvers for 1-10 rounds). AF
indicates not a failure of the drug but an addiction
to it. Use the regular rules for addictions.
10 132 7 AF 1-10 rnds
Swigmakril Flower/Brew 45 bp Relaxant. User can take 200% concussion hits
before passing out (i.e he die) but acts at -30 for
the duration. AF failure only indicates time is
halved. Using more than a single dose at a time
only prolongs the penalties for one additonal hour
per dose.
25 808 10 AF 1-2 hours
Tartiella Leaf/Smoke 8 bp Euphoric. All stats drop by 10 for 1-10 hours. If AF
fails use the regular rules for addiction. For more
detailed description, see Hands of the Healer p.
139.
10 1 AF 1-10 hours
Thembitul Flower/Ingest 36 sp Provide +50 RR vs disease and poisons. If AF fails
the bonus is halved.
15 Instant/
24 hours
Trudurs Moss/Brew 2 sp Provide +10 to RR versus disease for 6-10 days. 8 644 1 6-10 days
Yaran Pollen/Ingest 17 bp Increased sensitivity to smell and taste allows user
to detect poisons (and other things) on blades or in
food. +50 to all perception based on smell/taste for
1 hour, including Poison perception.
7 691 1 20 rnds/ 1
hour
Zulsendura Mushroom 30 sp A rare mushroom that grows in vulcanic caves. It
provides extreme quickness (Haste) for 3 rounds,
but if AF-roll fails the user will lapse into a deep
sleep at the end of the period. The sleep will last
for 10 minutes per dose taken and it is impossible
to rouse the user for the first 3-30 rounds.
22 692 - / 3 rnds
Zur Fungus/Brew 27 sp Enhances smell and hearing for 1 hour. The
hearing range is increased by x3 and that will
provide +50 to perception based on hearing.
8 693 20 rnds/ 1
hour
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Burn and Exposure Relief
Alambas Grass/Apply 6 sp Heals 4 square feet of any burns. Relieving any hit
points and penalties from that injury. As a rule of
thumb, one dose of Alambas is enough to heal the
injuries from one heat critical.
4 613 8 hrs
Aloe Leaf/Apply 1 bp Double healing rate for minor burns. Heals 5 hit
points from burns. For medium or major burns five
or ten times the dosage is needed for the same
healing effect.
0 614 Active for
24 hrs
Culkas Leaf/Apply 36 sp 1 dose heals the effects of any type of burns (one
critical). This herb completely negate any hit points
and penalties taken from burns. Full healing take 1
hour but the wound is tender for a few more days.
0 615 1 hour
Himros Leaves/Apply 15 sp Cures burns. Will heal the injuries from 1 wound in
8 hours (including penalties and hits). Also
relieves Pangwood inflammation.
0 116 8 hours
Jojojopo Leaf/Apply 5 sp Cures frostbite. Heals 2-20 hits and relieves
penalties by 10 from wounds caused by cold.
0 616 20 rnds
Kelventari Berry/Rub 9 sp 1 dose heals the effects of a 1st or 2nd degree
burn (one critical, "A" take 1 hour, "B" take 2
hours, "C" take 4 hours, "D" take 6 hours and "E"
take 8 hours to heal). The herb also instantly
relieves 1-10 hit points delivered by burns.
0 617 1-8 hours
Telek Berry/Apply 48 sp Cures frostbite in 10 rounds. Can be used on one
wound inflicted by frostbite. Halves penalties and
bleeding by half and heal 3-30 hit points resulting
from cold.
0 10 rnds
Veldurak Kelp/Apply 32 sp Cures frostbite. Heals 1-50 hits and lowers a
penalty by 15 from a wound resulting from cold.
2 618 20 rnds
Vessin Clams/Apply 30 sp Cures 2nd degree burns (a burn from either an
"A", "B" or "C" severity critical) in 20 rnds or 3rd
degree burns ("D" or "E" severity critical) in 8
hours. Vessin will completely remove all hits and
penalties resulting from burn.
1 140 20 rnds (8
hours)
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Poisons and Rotten things
Acaana Flower/Paste 300 sp Nerve poison. Black paste that destroys nervous
system. RR failure by 01-15 results in a destroyed
nervous system and incapacitated victim. RR
failure by 16-30 sends victim into a coma. RR
failure by 31+ results in instant death.
916 10 N/A Instant
Adder Venom Venom/Paste 33 sp Muscle poison. RR failure with 1-25 results in
paralysis for 1-10 rounds. Failure with 26-50
results in paralysis for 10-100 rounds. RR failure
by 51+ equals death in 6 rounds.
201 10 N/A 1 round/
Varies
Ancalthur Grass/Liquid 70 sp Circulatory poison. Incapacitates for 2-4 hrs. RR
failure by 1-50 results in -75, RR failure by 51-100
results in -100 for the duration. An extreme RR
failure of 101+ results in death due to oxygen
starvation.
N/A 2 N/A 3-6 rnds/ 2-
4 hrs
Angurth Bacteria/Paste 66 sp Bubonic disease. Cause fever and nausea for 2-10
days. RR failure by 01-25 leaves victim at -15. RR
failure by 26-50 put victim at -25. RR failure by 51+
results in slow, painful death over 1-6 days.
203 2 N/A 1-3 hrs/ 2-
10 days
Asgurash Snake/Paste 20 sp Nerve poison. Brownish snake venom. RR failure
by 26+ causes a gradual upper body paralysis
over 6-10 rnds, lasting for 1 hour/10 failure.
917 3 Mild 6-10 rnds/
varies
Asp Venom Venom/Paste 22 sp Nerve poison. Clear fluid made into a paste.
Struck limb is numb and useless for 1-3 days. RR
failure by 51+ means either loss of affected limb or
death within 11-20 hours.
204 5 Moderate 6-10 rnds/
varies
Athanar Snake/Liquid 1 sp Reduction poison. Reduces Co stat (temp) by
50%. The poison works slow on larger creatures
than frogs and take 6-10 hours to show effect.
205 3 Mild 6-10 hours
Black Vines Leaf/Liquid 7 sp Intoxicant. Euphoria and inactivity for 1-100 hours.
It confers no pain, but othervise acts as a
respiratory poison. May be used as a medical
anaestethic since it lowers the targets
consciousness and receptibility to pain. Not very
useful as a poison since it require target to drink
large amounts.
7 AF 1-100 hrs
Blade
Hemlock
Plant/Paste 75 sp Muscle poison. Victim is incapacitated for 1 hour
per 5 failure. Failure by 26+ results
unconsciousness and failure by 51+ results in
death within 1-10 hours.
216 6 Mild 3 rnds/
Varies
Bragolith Juice/Ingest 160 sp Conversion poison. Phosphorescent green firefly
juice. RR failure by 01-25 leaves victim
incapacitated until healed of the severe burns that
cover the body. Failure by 26+ causes victim to
spontaneously combust. The effects take 6-10
rounds to take full effect. Victim take 101-200 hits
over 1-5 rounds.
907 5 N/A 6-10 rnds
Brithagurth Roots/Paste 50 sp Conversion poison. Venom causes hardening of
tendons in 1-4 appendages. Areas affected
become useless for 1 hour per 10 failure.
908 2 Moderate 3 rnds/
varies
Bukandas
Bulch
Wolves/Juice 21 sp Respiratory poison. Gland juice induces asthma
attack. Victim that fails RR by 01-25 is at -15 to all
physical actions for 11-20 rnds. Victims that fail
RR by 26+ is at -25 to all physical actions for 21-
30 rnds.
207 3 Mild 1-10 rnds/
varies
Carcalen Moss/Brew 120 sp Nerve poison. RR failure by 01-30 results in limbs
unusable for 1-100 days. RR Failure by 31-50
results in nerve damage, victim is out until nerves
are healed. Failure by 51+ equals instant death.
4 Moderate 20 rnds
Carnegurth Flower/Liquid 90 sp Circulatory poison. Massive blood clotting and
death in 1-100 hours if RR fails by 51+. If RR fails
by less, check the results in table 11.2.3 Poison
Descriptions Effect Descriptions.
901 1 Extreme 1-100
hours
Cathaana Nut/Ingest 56 sp Nerve poison. "Sly viper", white powder that
causes euphoria for 1-10 rounds, thereafter victim
acts normally for 1-10 minutes, after which he has
to roll another RR. If that fails by 51+, he dies
instantly.
918 1 Mild Instant
Craeg-
Curfluin
Plant/Liquid 150 sp Conversion poison. Magical poison extracted from
Gargoyle blood. Very rare. RR failure by 1-25
causes victim to fall asleep for 1-10 rounds,
failure by 26-50 equals coma and failure by 51+
turns victim to stone
7 Mild Instant
Cyclic Fever Ticks/Paste 30 sp Reduction poison. Paste made from ticks. Causes
3-4 cycles of fever spread over 1-10 days. During
fever periods (lasting 1-10 hours) victim performs
at -30.
208 5 N/A 1-10 days
Daxamas Leaves/Ingest 175 sp Muscle poison. Also named "Sly Leaf". The initial
effects are often mild (or not even noticed), but this
poisonous leaf causes a heart disease. If RR fails
by 26+ the target will die in 1-100 days without
warning.
210 3 N/A 1-100 days
Deadly
Milkwhite
Trumpet
Flower/contact/
inhalation
15 sp Respiratory poison. Causes nausea and headache
(-15) for 1-10 hours on a RR failure of 1-25. On a
higher failure, follow the results in 11.2.3 Poison
descriptions.
4 Moderate 20 rnds/ 1-
10 hours
Deadly
Milkwhite
Trumpet
Seed/Ingest 155 sp Respiratory poison. On a RR failure by 26+ coma
for 1-10 days. RR failure by 51+ equals death in 1-
10 days.
10 Extreme 20 rnds/ 1-
10 days
Dinfuin Moss oil/Ingest 60 sp Target of this magical herb is at -30 for 1-10 hours
and must RR or suffer total amnesia (i.e will forget
anything that happened during the hours affected
by the herb).
0 211 8 6 rnds/ 1-
10 hrs
Dolimor Fungus/Ingest 80 sp Respiratory poison. RR failure by 21+ causes
lungs to fail. Victim is immobilized within 1-10
minutes and dies in 1-3 hours if no antidote is
applied.
6 Moderate 1-10 mins/
1-3 hours
Dynallca Leaf/Paste 4 sp Muscle poison. Tan paste. Delivers 10 hits instanly
and destroys victims hearing over 10 minutes.
Bleeding from ears shows the effect.
913 3 Mild 10 mins/
permanent
Etarka Fish/Liquid 150 sp Conversion poison. Heart is embedded in sick
tissue and fat. Foe is at -10 for each day that
passes since his poisoning. Death will occure in 1-
100 days unless antidote is applied.
212 2 Mild 1-100 days
Falsereg Blood/Paste 44 sp Nerve poison. Prepared from fish blood. The
effects lasts for 11-20 weeks. RR failure by 01-50
results in -25 penalty to all actions. Failure by 51+
also results in internal bleeding (3 hits/rnd for 6-60
rounds).
1 N/A 20 rnds/ 11-
20 weeks
Galenaana Leaf/Powder 260 sp Respiratory poison. Green powder which kill elves
on RR failure of 51+. Other races suffer a coma for
1-100 weeks if RR fail by 51+. The effects is
othervise as noted in Gamemaster Law p.94.
929 9 Moderate 20 rnds
Gartaan Waters/Ingest 52 sp Conversion poison. Causes hemophilia. All
bleeding will be x2 on target until cured of the
disease.
214 15 Mild Varies
Gorfang Moss/Liquid 78 sp Nerve poison. Take immediate effect. RR failure
by 1-50 results in 1-4 extremities being useless (-
25 penalty for each) for 1 day per 10 failure, failure
by 51+ results in dissolving of nerves. Victim is a
vegetable until nerves are regenerated.
3 Severe Instant
Grelnixar Leaves/Apply 175 sp Magical poison. If RR fails victim runs until death.
If RR succeed, no effect at all.
215 5 N/A 3 rnds
Greneldar Flower/Apply 30 sp Muscle poison. RR failure for touch equals -15
penalty for 1-5 days. For ingestion -50 penalty for 1-
10 days.
3 N/A 3 rnds /
varies
Gurth-nu-fuin Virus/Anaerobic 95 sp Disease. Cause nausea at -75 for 1-100 hours. If
RR fails by 26+ victim will suffer death in 1-100
days.
216 3 Severe 6 rnds
Gwin-win-
Rynd
Bat/Liquid 165 sp Reduction poison. RR failure by 1-50 results in
total paralysis (permanent). RR failure by 51+
equals death.
2 Moderate 6 rnds
Heen Seeds/Ingest 30 sp Circulatory poison. Instantly causes 5-50 hit
points. After 2-20 rounds severe ulceration. Victim
is at -10 per 10 failure (up to a maximum of -50).
6 Mild Instant/ 2-
20 rnds
Henuial Liquid/Inject 180 sp Conversion poison. Yellow bee venom converts
optic juices of 1-2 eyes to honey. RR failure by 1-
25 indicate that one eye is destroyed, RR failure
by 26+ equals both eyes destroyed.
909 6 Mild 20 rnds/
permanent
Hith-i-girith Leaf/Liquid N/A Vapor from a live tree causes immediate and
continuing sleep. Target can only be awakened
through magic or antidotes. Hard to find but
extremely rare to be sold on the market since the
Hith-i-girith will only sustain for 12 hours after
being harvested.
0 930 4 Instant/
permanent
Hulmiikak Ants/Paste 120 sp Muscle poison. RR failure by 26+ causes victims
eyesight to be grumbled and all actions to be at -
50. The effect last 1 day/10 failure (maximum is 30
days).
219 5 Moderate 3-6 rnds/
varies
Igturfas Snakes/Liquid 110 sp Muscle poison. Causes convulsions and muscle
spasms. RR failure by 26+ causes victim to be at -
50 for 1 hour per 10 failure (up to a maximum of
100 hours).
220 8 Mild 3-6 rnds/
up to 100
hrs
Jadaras Grass/Brew 22 sp A disease confered via the Jadar Grass. Victim
who fails RR is at -30 to AG-stat for 1 day per 10
failure. The disease have a 24 hour incubation
period.
221 3 Moderate 24 hours/
varies
Jegga Bats/Paste 60 sp Respiratory poison. Gives off a notable smell.
Causes 1-100 hit points over a 12 hour period.
931 7 Moderate 12 hrs
Jeggarukh Bats/Powder 76 sp Circulatory poison. Causes 10-100 hit points over
a 10 minute period. Take 3-6 rnds to take effect.
902 6 Mild 3-6 rnds
Jitsu Clams/Ingest 60 sp Respiratory poison. Cauases 5-50 hit points over 5-
10 rounds.
932 5 Mild 5-10 rnds
Jitsutyr Clams/Paste 210 sp Respiratory poison. Tan paste destroys lungs and
kills victim in 1-100 rounds (+CO-bonus) if RR
failure is 21+.
933 2 Moderate 1-100 rnds
Juth Scorpion/Liquid 40 sp Nerve poison. Causes gradual insanity over 1
week (see Hands of the Healer, p.112). Victim
take 2-20 hits within the first 3 rounds of poisoning.
933 2 Mild Varies
Kaktu Flower/Liquid 61 sp Muscle poison. Randomly affects 1-4 limbs. Victim
has 1-100 penalty per limb where 100 indicate a
useless limb and 10 indicate that all actions
involving that limb has a -10 penalty. If more than
one limb is affected, use the average overall
penalty. The effect is permanent until an antidote
has been administered.
914 1 N/A 20 rnds
Kalmogs
Spoor
Leaves/Paste 45 sp Nerve poison. Gives 2-20 hits over 1 hour. After a
24 hour incubation period the victim is at -10 to -50
(depending on RR failure) for 1-10 days or until the
antidote is applied. RR failure by 1-10 equals -10,
RR failure by 11-20 equals -20, RR failure by 21-
30 equals -30, RR failure by 31-40 equals -40 and
RR failure by 51+ equals -50.
8 Mild 1 hour/ 24
hrs/ 1-10
days
Karfar Leaf/Paste 145 sp Circulatory poison. Redish paste causes heart to
shut down. On a result of extreme failure death will
occur in 2-12 rounds. Othervise the effects follow
the 11.2.3 Effect descriptions table in RM FRP
Gamemaster Law.
903 7 Extreme
Klabas Buds/Ingest 250 sp Nerve poison. Induces nervous breakdown in 1-10
hours. Victim is uncapable to perform any actions (-
100) until cured.
224 10 Mild 1-10 hours
Kly Berry/Paste 180 sp Respiratory poison. Has effects according to the
11.2.3 Effect Descriptions Table. In addition the
victim take 1-100 hit points on a failure between 1-
25, 2-200 hit points on a failure by 26-50 and 3-
300 hit points on a failure of 51+. These hits are
distributed over a course of 6 rounds.
934 3 Extreme Varies
Klytun Root/Paste 68 sp Circulatory poison. A golden paste that causes
either catatonia or coma for 1 day/10 failure (up to
10 days maximum). The effects shows gradually
over a period of 1-10 hours depending on the
severity of the failure.
904 5 Mild 1-10 hours
Kuwurn Yorf Mold/Ingest 160 sp Respiratory poison. Quickly destroys lungs.
Incapacitation and painful death in 2-3 days on a a
moderate RR failure (26+).
225 5 Medium 1-10 hours
Lawrim Lichen/Paste 16 sp Muscle poison. Causes rash and pains. On a mild
RR failure (01-25) victim is at -25 to all activities
for 1-2 days. On a moderate RR failure (26+)
victim is at 1-100 and the effect wears off over a
period of 1-100 hours.
1 N/A 20 rnds/
varies
Lhugruth Dragon/Liquid 75 sp Conversion poison. Dragon blood, dissolves
afflicted area in 1-10 rounds. Affects metals &
organic substances. If thrown, use the Acid Ball
attack table with x2 concussion damage. If
imbibed, RR failure indicates death in 1-10 rounds.
A successful RR means survival, but still the
internal damages should be severe.
923 10 Extreme 1-10 rnds
Lothfelag Resin/Ingest 72 sp Nerve poison. RR failure by 1-50 equals quick
sleep for 1-10 hours. RR failure by 51+ equals
coma for 7 months.
1 Moderate 20 rnds
Lus Flower/Paste 96 sp Conversion poison. Victim that fails RR by 1-10 is
temporary blinded (for 1-4 hours), failure by 11-20
equals permanent blindness (1-2 eyes), failure by
21-50 equals coma and blindness and a RR failure
by 51+ means death.
6 Moderate 20 rnds
Madwort Leaves/Paste 120 sp Circulatory poison. RR failure by 01-25 induces
madness for 11-20 rounds. Should victim fail his
RR by 26-50 the poison inflicts 1-10 rounds of
sensory disturbance during which the victim is at -
50. RR failure by 51+ causes permanent brain
damage and a loss of 11-20 points from victims
Reasoning Stat.
4 Mild 3 rounds
Moourark Venom/Paste 150 sp Conversion poison. Powerful bat venom that
causes victims bones to slowly dissolve. Foe is
immobilized in pain after 11-20 minutes and if RR
failure is higher than 50 victim will die within 11-20
days of intense pain and inactivity.
229 5 Mild 11-20 min/
11-20 days
Morgurth Blood/Ingest 3000 sp Conversion poison. Extremely rare. One of Middle
Earths most powerful poisons, causes the brain to
dissolve. Even if victim pass his RR he will fall into
a coma for 1-100 years.
230 15 Extreme Instant/ 1-
100 years
Muilfana Sap/Liquid 60 sp Reduction poison. Contact with saliva turns to
acid. Destroys esophagus. RR failure by 01-25
results in loss of speech. Failure by 26+ causes
internal bleeding at a rate of 1 hit point per 10
failure (and loss of speech).
911 2 Moderate 3 rnds
Murnan Sap/Apply 66 sp Conversion poison. RR failure by 01-25 equals
heavy fever (-25) for 1 day per 5 failure. RR failure
by 26+ equals paralysis (-100) for 4 days.
231 3 Moderate 1-10 mins/
Varies
Nen Calgalen Root/Paste 72 sp Circulatory poison. Victim gets convulsions. RR
failure by 01-25 equals -50 for 1-100 rounds, RR
failure by 26-50 equals 1-100 hits taken over 1-
100 rounds and RR failure by 51+ lowers CO, EQ,
RE, IN and PR by 1-100 points (temp). The results
are cumulative.
2 Mild 10 rnds/
Varies
Nimnaur Spider/Liquid 65 sp Conversion poison. Liquifies 1 organ in 1-10
minutes if victim fails RR by 51+. Else the poison
has effects equal to the 11.2.3 Poison Effect table.
925 3 Severe Varies/
Varies
Ondohithui Lichen/Paste 100 sp Reduction poison. Blue-grey paste that causes
fatal dehydration in 1-10 minutes on a RR failure
on 51+. Othervise see the regular effects for
reduction poisons.
924 3 Severe Varies/ 1-
10 minutes
Ondokamba Bat/Liquid 100 sp Conversion poison. Green venom that acts within
2-20 rounds. Severe effects (51+) turns 1-4
appendages (hands/feet) into stone. Hands are
useless, -25 for each appendage affected.
910 2 Severe 2-20 rnds/
permanent
Orn Sap/Apply 7 sp Reduction poison. Gives 1-10 hits immediately and
warts and scars within 24 hours. The scars are
permanent, warts will dissappear over 3-10 days.
232 5 Mild Instant/
Varies
Pangwood Tree/Contact N/A Complex description, see Hands of the Healer,
p.127
p.127 V N/A Varies
Pawlun Sap/Ingest 1 sp Reduction poison. Victim suffers loss of teeth. 235 1 Mild 24 hours/ 7
days
Rorkandiis Saliva/Paste 50 sp Reduction poison. Hawks saliva. Dissolves
cartilage in affected area. Take 2-20 minutes for
full effect but penalty increases gradually as pain
increases. RR Failure by 1-10 puts victim at -10,
failure by 11-20 equals -20, failure by 21-30 equals
-30, failure by 31-50 puts victim at -50 and failure
by 51+ renders body part useless.
240 5 N/A 2-20 mins/
permanent
Ruth-i-Iaur Drakes/Liquid 77 sp Reduction poison. Cave drake saliva. Victim is at -
10 per 10 RR failure. RR failure by 51+ equals
unconsciousness. The effect lasts for 2-20
minutes.
920 4 Medium Instant
Ruthin Crystal/Liquid 240 sp Conversion poison. On a failure of 51+ stomach
contents turn to jagged glass and kills victim in 1-
10 inactive rounds.
6 Extreme 1-10 rnds/
1-10 rnds
Sarnumen Eel/Liquid 50 sp Muscle poison. Victim who fails RR is at -50 for 1-
10 minutes.
241 10 Mild Instant/ 1-
10 mins
Seregmor Flower/Paste 75 sp Conversion poison. Converts blood to Kalirion. All
stats drop by 50 pts, but will rise at rate of 1 pt/day.
1 Mild 1-6 rnds
Sharduvaak Berry/Liquid 30 sp Circulatory poison. Brown liquid that slows blood
flow. Victim is at -10 per 10 failure (up to a
maximum of -50) and needs x2 normal sleep to
function at all.
906 3 N/A 2-20 rnds/
2-20 days
Sharkasar Root/Paste 2 sp Circulatory poison. Causes 1-10 hit points. 905 10 Mild 3 rnds
Shirilos Seeds/Brew 44 sp Truth serum/nerve poison. Victim who fails RR by
21+ is at -100 and suggestable for 1-100 rounds.
Victim will do anything told, except suicide or
clearly dangerous tasks.
242 10 Mild 3 rnds/
1-100 rnds
Shutinis Hultif Bug/Paste 60 sp Disease. Victim who fails RR by 01-25 gets sick
and is at -75 for 2-20 hours. RR failure by 26+
causes gradual insanity over 1-10 days in addition
to the sickness.
243 3 Severe 1 hour/
Varies
Silmaana Stalk/Powder 4 sp Reduction poison. Also called Silmr. Causes 2-
20 hit points if victim fails RR. Wounds in contact
with Silmaana heals slowly (x2 healing time) and
will scar.
926 9 Mild Instant
Slird Fruit/Paste 80 sp Nerve poison. Acts in 1-2 rounds. Victim loses use
of 1-4 extremities for 1-100 days. Each extremity
lost causes a -25 penalty.
921 2 Severe 1-2 rnds/
1-100 days
Slota Spider/Paste 75 sp Reduction poison. Causes paralysis for 10
minutes. Take 2-20 rounds to take effect. On a
moderate RR failure (26+) victim gets worse
during a 24 hour period and eventually lungs fail
and heart stops, resulting in death.
927 5 Medium 2-20 rnds/
Varies
Spider
Venom
Venom/Paste 45 sp Nerve poison. Causes paralysis for 1-10 rounds
(take 2-20 rounds to take effect). If RR failure is
severe (51+) victim dies instantly.
244 1 Severe 2-20 rnds/
1-10 rnds
Surlok Fish Spines/Inject 72 sp Rare disease. Toe's and fingers start to rot. Victim
is at -1 to all actions per day that passes from the
poisoning. The penalty will go no higher than -75
at which point all toe's and fingers have fully rotted
away.
245 5 Moderate 1-10 days/
Varies
Thrang Panther/Glands 2 sp Nerve poison. RR failure results in loss of colour
vision.
247 5 Mild 2-20 rnds
Thrayniis Liquid/Ingest 66 sp Nerve poison. Fleas blood causes paralysis after 3-
30 minutes. Victim will be paralysed for 10 minutes
per 10 failure.
248 6 Medium 3-30 mins/
Varies
Thurviik Gas/Gas 80 sp Nerve poison. Powerful sleeping agent. Victim that
fails RR by 101+ will go into coma. Others sleep
for 3 hours (+ 1-10 minutes). The price is for
enough gas to cover a 10x10x10' room with full
effect.
249 20 Mild 1-2 rnds/
3 hours
Trusa Frog/Paste 120 sp Muscle poison. RR failure by 01-05 causes
blindness in one eye, RR failure by 06-10 causes
blindness in both eyes, RR failure by 11-20 causes
coma and RR failure by 21+ causes coma and
death in 6-10 hours.
915 4 Extreme 1-10 rnds
Ul-acaana Flower/Paste 600 sp Nerve poison. Paralyses instantly and destroys
nervous system. Victim failing RR by 01-25 is
permanently paralysed, RR failure by 26-50 sends
victim into coma and RR failure by 51+ kills victim
in 1-10 minutes.
922 20 Extreme Instant/
Varies
Uraana Leaf/Paste 45 sp Respiratory poison. Causes 3-30 hit points. 935 6 Moderate 20 rnds
Water
Hemlock
Plant/Liquid 90 sp Conversion poison. RR failure by 01-25
incapacitate victim for 1-10 hours. RR failure by
26+ equals death in 6-10 rounds.
253 3 Extreme 6-10 rnds/
varies
Vaxvarna Disease/Contact 60 sp Disease causes internal bleeding upon contact.
RR failure causes weakness, nausea and loss of 1
hit per round for 2-20 rounds. All failing RR will be
at -100 for 1 day per 10 failure, starting within 2-20
rounds.
251 5 N/A 24 hours
Wek-baas Fish/Liquid 235 sp Nerve poison. RR failure by 1-15 causes victim to
be unconscious for 1 hour/10 failure, RR failure by
16-30 adds -75 to victim for 1-10 days (after
waking from unconsciousness and RR failure by
31+ equals death within 1-10 hours of
unconsciousness.
923 5 Extreme 1-100 rnds
Vemaak Hornets/Paste 3 sp Reduction poison. Destroy foe's hearing. -50 to
perception based on hearing.
1 Mild 20 rnds
Wolfstooth Root/Paste 166 sp Muscle poison. If RR fails by 1-25 victim is
immobilized in muscle spasms (-100 for 11-20
rounds). RR failure by 26-50 lowers CO-stat by 11-
20 points in addition to the above result, failure by
51+ causes death in 2-20 rounds due to heart
failure.
7 Severe 2-20 rnds/
11-20 rnds
Worlclivur Lichen/Paste 70 sp Muscle poison. RR failure by 01-25 results in
tormenting pain, -50 for 1 minute per 10 failure.
RR failure by 26-50 equals -50 for 1 hour per 10
failure, RR failure by 51-75 results in -75 for 1 hour
per 10 failure, RR failure by 76-100 results in
immobilization (-100) for 1 day per 10 failure and
RR failure by 101+ equals death by heart attack.
2 Severe 20 rnds
Wt Berried
Yew
Berry/Ingest 78 sp Muscle poison. RR failure by 51+ equals death in
1-10 rounds. Othervise consult the Poison
Descriptions table in Gamemaster Law, p. 94.
5 Extreme 1-10 rnds
Vuraana Flower/Paste 62 sp Respiratory poison. A pinkish paste that causes 1-
100 hit points one round after victim being
poisoned.
936 2 Mild 1 rnd
Yake Ferns Sap/Ingest 64 sp Conversion poison. Tongue rots off in 1-100
rounds.
10 Medium 1-100 rnds
Zaganzar Root/Liquid 60 sp Reduction poison. Causes 1-10 hit points and on a
severe failure (51+) turns optic nerves to water
and blinds victim.
928 5 Severe 2-20 rnds
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Life Preservation
Berterin Moss/Brew 3 sp Preservation of organic material up to body size
for 1 day. This prevent the material (e.g the body)
from deterioration but does not keep the soul in
the body.
20 667 Active for
24 hrs
Pathur Nodule/Brew 6 sp Soulkeeping for 1 hour. Must be administered
before the soul has departed the body, i.e within
the number of rounds equal to the victims soul
departure. The soul stays in the "dead" body for 1
hour. If the body is healed of its mortal wound
within that hour the person survives.
7 652 1 Instant/
1 hour
Pargen Berries/ingest 15 sp Stops deterioration of organic material (bodies) for
4 days. During this period all magical healing and
herbs will have full effect (i.e don't roll for effect,
chose maximum). AF failure indicate deterioration
only stops for 2 days.
40 670 1 Instant/
4 days
Carcatu Grass/Apply 18 sp Soulkeeping for 1 day. Must be administered
within the span of soul departure. AF failure results
in halved duration, i.e 12 hours.
25 646 1 24 hrs
Siriena Grass/Brew 23 sp Preservation of organic material up to body size
for 1 week. AF failure halves the time.
27 672 1 week
Olvar Flower/Ingest 56 sp Soulkeeping for 2-10 days. Prevents the soul from
leaving a dead body.
20 651 1 2-10 days
Degiik Leaf/Ingest 150 sp Stabilizes a victim with mortal wounds and keep
him alive (heart beating), unless heart is detroyed,
for 24 hours. All healing herbs have full effect
while under the influence of a Degiik.
10 647 1 1 day
Eddij Berry/Juice 300 sp Magical herb. Preserves life (i.e heart will continue
to beat unless totally destroyed and target will
enter a coma-like state) of a person threatened
with imminent death. Duration varies with the level
of the person that applies the herb, 1 day per level.
18 Varies
Chebkuile Moss/Ingest 180 sp Lifekeeping for 6-10 days, unless heart is
destroyed. Heart will continue to beat as victim
enters a coma-like state. 75% chance of amnesia.
Victim risks to forget a period of 1-12 months
before he recieved the herb.
20 1 6-10 days
Nur-Oiolosse Clove/Ingest 1000 sp Lifegiving if taken within one day. All mortal
wounds must have been healed before herb is
ingested, othervise target will die as soon as he is
revived. Kills then one day later unless Sorul nut is
ingested. AF failure mean herb has no effect.
13 649 1 20 rnds/
24 hours
Mur Resin/Apply 550 sp Lifekeeping for 2-20 days. Must be applied when
fresh and will keep its potency only for a few
hours. If one rolls under AF the potency will be
halved, i.e half the number of days.
10 1 2-20 days
Oiolosse Clove/Ingest 1200 sp Lifegiving for Elves if given within 7 days of death. 22 650 1 20 rnds/ 7
days
Tyr-fira Leaf/Apply 1100 sp Lifegiving if given within 56 days. AF failure
causes herb to have no effect. It is a great risk to
buy a Tyr-fira
33 653 1 56 days
Lothfelag Flower/Ingest 777 sp A rare flower sought after for its lifegiving and
lifekeeping effect on dwarves. It has the power to
revive (Lifegiving) any dwarf that has not been
dead for more that 7 weeks (provided that his
injuries were healed and the body preserved). It
will also serve as a 7 week lifekeeper. On a non-
dwarf the Lothfelag immediately heals all hits and
stun effects.
5 5 Immediate
Laurelin Leaf/Ingest 1600 sp Lifegiving for Elves within 28 days of death. The
damage that caused death must have been
restored before application. Revival takes 24
hours.
21 648 24 hours
Vulcurax Berry/Apply 1500 sp Lifegiving if given within 30 days. This mythical
berry grows only in the forests of Taur Galen in
southern middle earth. They do not work on elves.
All damages must be healed by other means
before the berry is applied.
0 654 5 1 Recovery
time is 1
day per
day dead
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Pain Reduction
Camomile Flower/Brew 1 sp x3 healing rate when recovering from penalties.
Patient is likely (85% chance) to fall asleep for 2-6
hours. Usage = 3 doses per day for full effect. If
AF roll is under 26, patient will get sick and be at -
15 for 1-4 days.
25 Active for
24 hrs
Corfura Root/Brew 60 sp Powerful anaesthetic. The Corfura halves any
penalties by effectively reducing the body's
sensivity to pain. The effect is instant and last for 3
hours. Using more than 1 dose per 8 hour period
is dangerous and user must make an RR. RR
failure by 1-25 causes drowsiness (-25) for 3 hours
while RR failures above 26 causes 3 hours of
unconsciousness. AF failure causes the user to
become sluggish and slow, operating at -10
(subtracted from all actions, but the herb still
halves any penalties from wounds).
10 2 1 Instant/
3 hours
Margath Leaf/Paste 8 sp Astringent lotion. When placed on a wound it
lowers the penalties from that wound by 10. Only
one dose can affect each wound. Margath also
prevent infections. AF failure causes the herb to
only have effect for 1-10 minutes, thereafter the
pain (and penalties) return.
20 123 3 rnds
Tarfeg Flower/Ingest 38 sp Reduces pain. Lower penalties by 10. Tarfeg also
repairs a sprain if victim rests for 8 hours. Using
more than 3 doses in an 8 hour period simply does
nothing good.
3 661 3 20 rnds/ 8
hours
Teldalion Bark/Apply 3 bp Cures infections and reduces inflammations. If
used continously during healing period it reduce
the risk of permanent injuries.
0 133 2 24 hours
Witch-Hazel Flower/Brew 25 sp Anesthetic. Reduce pain from small cuts and
relieves muscle aches. Heals 1 hit point per
minute (up to a maximum of 15 hit points) and
lowers pains by 10.
0 6 rnds
Ylvort Flower/Brew 50 sp Taken before user enters combat, the Ylvort
lowers all penalties taken by 10 for the duration.
All penalties return when duration ends. AF failure
indicate that the herb only lowers penalties by 5.
5 Instant/
31-40 mins
Herb Form/Prep Cost Effect AF CL Lvl Max
effect
Time/
Duration
Stun Relief
Bergamot Flower/Brew 25 sp User ignores all stun results for the duration. Stun
no parry results are converted to merely stun. AF
failure halves the duration.
8 1 10 rnds/
21-30 mins
Gramursh Moss/Powder 12 sp Stun Relief. When mixed with water and drunk this
herb allows imbiber to reduce all stun results by 1
round. The effect lasts for 1 hour.
3 - / 1 hr
Januk-ty Root/Brew 10 sp Stun relief 3 rounds. Lasts 12 hours or until the
first stun is removed.
2 696 - / 12 hrs
Laurus Tobacco/Insert 3 sp Putting Laurus under the lip provide +25 bonus to
Stunned Maneuver.
1 6 rnds/ 1
hr
Suranie Berry/Ingest 2 sp Ingested berry lasts for 1 hour. Remove 1 round of
stun. AF failure mean herb have no effect.
3 697 - / 1 hr
Welwal Leaf/Ingest 6 sp Ingested leaves last for 1 hour. Relieves 3 rounds
of stun from the first damage taken.
3 699 - / 1 hr
Vinuk Root/Brew 14 sp Stun relief of 1-10 rounds. 4 698 - / 1 hr
Witav Leaf/Ingest 5 sp Stun relief. Allows ingester to ignore 2 rounds of
stun from the first critical taken within 12 hours.
5 700 - / 12 hrs

AF
AF str fr Addiction Factor. Varje gng man ter en rt skall man sl (fr varje dos!). Om slaget r under eller lika med siffran fr AF har rten haft
halverad effekt. Varje dos av rten drefter kommer ocks att ha halverad effekt. Om AF-slaget misslyckas igen kommer rten frn och med denna
inte att ha ngon effekt alls. Immunitet mot de positiva substanserna har uppntts. Observera att vissa rter har en specielleffekt som intrffar nr
man slr under AF. Den effekten finns isfall beskriven under rtens effekter.

Om gifter
I vissa fall kan ett offer f i sig multipla doser av ett gift, t.ex i en giftbgare eller genom att ta flera crits frn vapen frgiftade med samma gift.
Generellt kan man sga att fr varje dos gift man applicerar utver den frsta kas leveln med x1,5. Exempel: 2 doser = x1,5,3 doser = x2, 4 doser
= x2,5 etc. I de fall dr man behver avrunda skall leveln avrundas nert.

Max effekt
Under maxeffekt hittar man endera en siffra eller ett ord. Siffran indikerar maximalt antal av rten som kan ha positiv effekt i en mnniska under en
8-timmarsperiod. Observera att det finns rter som har negativa effekter vid verdosering. Om det istllet fr en siffra str ett ord dr r det en grad
av allvarlighet (severity) fr gifter och indikerar att det r den hgsta effekt giftet kan uppn p tabell 11.2.3 Poison Descriptions Effect Descriptions
(Gamemaster Law p.93).
Finding
Light
Easy
Medium
Easy
Medium
Hard
Absurd
Extremely
hard
Light
Easy
Light
Easy
Light
Hard
Extremely
hard
Easy
Very Hard
Light

Light
Light
Extremely
hard
Routine
Extremely
hard
Hard
Finding
Very Hard
Very Hard
Very Hard
Very Hard
Very Hard
Very Hard
Very Hard
Very Hard
Easy
Very Hard
Finding
Absurd
Hard
Easy
Hard
Very Hard
Medium
Medium
Light
Very Hard
Routine
Hard
Extremely
hard
Light
Absurd
Extremely
hard
Very Hard
Easy
Hard
Hard
Sheer
Folly
Absurd
Medium
Sheer
Folly
Finding
Very Hard
Easy
Hard
Sheer
Folly
Sheer
Folly
Very Hard
Very Hard
Sheer
Folly
Extremely
hard
Hard
Medium
Sheer
Folly
Medium
Extremely
hard
Hard
Extremely
hard
Sheer
Folly
Easy
Extremely
hard
Very Hard
Absurd
Absurd
Hard
Very Hard
Very Hard
Light
Light
Extremely
hard
Sheer
Folly
Sheer
Folly
Extremely
hard
Finding
Very Hard
Easy
Medium
Very Hard
Hard
Medium
Absurd
Hard
Hard
Medium
Routine
Finding
Medium
Extremely
hard
Easy
Light
Hard
Medium
Absurd
Light
Very Hard
Easy
Very Hard
Hard
Extremely
hard
Very Hard
Hard
Very Hard
Medium
Light
Easy
Medium
Absurd
Extremely
hard
Extremely
hard
Routine
Easy
Easy
Medium
Routine
Medium
Hard
Finding
Easy
Easy
Medium
Extremely
hard
Sheer
Folly
Medium
Medium
Very Hard
Very Hard
Extremely
hard
Extremely
hard
Hard
Medium
Hard
Very Hard
Light
Absurd
Light
Extremely
hard
Medium
Hard
Light
Easy
Extremely
hard
Very Hard
Light
Sheer
Folly
Light
Very Hard
Sheer
Folly
Very Hard
Medium
Easy
Very Hard
Light
Sheer
Folly
Medium
Easy
Medium
Medium
Finding
Medium
Medium
Medium
Very Hard
Medium
Light
Very Hard
Hard
Hard
Finding
Extremely
hard
Extremely
hard
Extremely
hard
Sheer
Folly
Extremely
hard
Light
Medium
Absurd
Very Hard
Sheer
Folly
Sheer
Folly
Extremely
hard
Sheer
Folly
Medium
Very Hard
Absurd
Medium
Sheer
Folly
Sheer
Folly
Sheer
Folly
Hard
Very Hard
Light
Medium
Extremely
hard
Very Hard
Sheer
Folly
Sheer
Folly
Absurd
Hard
Extremely
hard
Sheer
Folly
Sheer
Folly
Sheer
Folly
Hard
Extremely
hard
Absurd
Medium
Hard
Hard
Medium
Very Hard
Hard
Extremely
hard
Hard
Extremely
hard
Medium
Hard
Medium
Medium
Medium
Very Hard
Extremely
hard
Light
Medium
Absurd
Absurd
Medium
Extremely
hard
Extremely
hard
Hard
1/Hard
Light
Very Hard
Medium
Medium
Medium
Extremely
hard
Extremely
hard
Extremely
hard
Very Hard
Hard
Very Hard
Sheer
Folly
Sheer
Folly
Easy
Sheer
Folly
Extremely
hard
Very Hard
Medium
Medium
Medium
Sheer
Folly
Sheer
Folly
Sheer
Folly
Light
Extremely
hard
Sheer
Folly
Absurd
Medium
Extremely
hard
Sheer
Folly
Medium
Medium
Medium
Very Hard
Finding
Light
Medium
Sheer
Folly
Extremely
hard
Hard
Very Hard
Hard
Sheer
Folly
Absurd
Sheer
Folly
Sheer
Folly
Sheer
Folly
Absurd
Extremely
hard
Absurd
Absurd
Finding
Medium
Extremely
hard
Easy
Extremely
hard
Light
Light
Sheer
Folly
Finding
Very Hard
Medium
Very Hard
Medium
Light
Extremely
hard
Medium
Very Hard
an fr AF har rten haft
och med denna
fekt som intrffar nr
rgiftade med samma gift.
doser = x2, 4 doser
effekt i en mnniska under en
t ord dr r det en grad
ptions Effect Descriptions

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