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Poções, Bombas, Óleos e Incensos

Bombas: Pequenos projeteis explosivos que podem ser arremessadas a uma distância
igual a 6m +1,5m/Mod. Força.
Incenso: Pedras que, ao serem queimadas liberam fumaça e odor, enchendo um espaço
de 36m³.
Óleos: Misturas aplicáveis em objetos ou criaturas que fixam em superfícies ou pele e
duram entre minutos a horas depedendo de sua potência.
Ácido: Arma Improvisada de ataque a distância (6m) que causa 1d6 de dano corrosivo e
pode ser usado para derreter trancas, fechaduras ou outros utensílios menores.
Água benta: Arma improvisada a distância (6m) que também pode consagrar itens e
utensílios, inflige 1d6 de dano radiante em corruptores.
Antidoto: Fornece vantagem para resistir a doenças
e venenos naturais nos próximos 1d6 turno. Permite
refazer um teste de resistência contra uma doença
ou veneno que já esteja afetando o jogador antes
do uso da poção.
Bomba de Cola: Uma bomba explode dentro de um
espaço de 1,5 metros, o alvo deve resistir a um teste
de Destreza CD 10 ou ficara incapacitado por 1d4
turnos, até a cola secar. O alvo pode refazer o teste
toda vez que seu turno chegar.
Bomba de Fumaça: Torna o local, em um raio de
6m, da detonação em penumbra e pode fazer alvos
dentro da área ficarem
atordoados com a fumaça, um
teste de resistência de
constituição CD 8 anula o
efeito atordoante. A fumaça
se dispersa em 3 turno e em
ventos mais fortes dispersa-a
em 1 turno.
Bomba de Luz: Um forte flash
de luz branca emana do ponto
de detonação e se expande a
até 4,5m, todas as criaturas
que puderem ver a luz ficarão
cegas por 1 turno. Resistir a
um teste de Constituição CD
10 anula o efeito. 7.
Bomba Elemental: Causam
uma explosão num diâmetro de 9m, a energia elemental referente é dispersa, causando
3d6 de dano. Um teste de resistência de destreza CD 10 reduzirá o dano pela metade.
Bomba Explosiva: Causam 3d6 de dano de contusão e 1d6 de dano flamejante num raio
de 3m, nos próximos 3m inflige 2d6 de dano contusivo e nos 3m seguintes, causa 1d6
de dano contusivo, encerrando seu impacto
após atingir 9m de raio.
Bomba Reveladora: Numa forte explosão
de 24m de diâmetro que mais lembra um
fogo de artificio que se perdeu no chão, o
impacto contorna paredes e muretas,
depositando um sedimento brilhoso sobre
formas que se mecham, o simples respirar
ou andar revelará a presença da pessoa,
que emanará uma luz plena de 1,5m e
penumbra de 1,5m. Resistir a um teste de
Sabedoria CD 10 anula o efeito.
Fogo vivo: Arma improvisada a distância
(6m) que inflige 1d4 de dano flamejante todo turno ao alvo, um sucesso no teste de
Destreza CD 10 ou gastar uma ação dedicando-se as chamas apagará o fogo.
Incenso Atordoante: Com um cheiro que lembra levemente um animal morto, um lixão
ou o cheiro intenso de enxofre. Todos que ficarem no espaço devem resistir a um teste
de constituição CD 12 ou ficaram com a condição atordoado. O alvo pode refazer o teste
quando seu turno chegar novamente, se resistir,
ficara imune ao efeito desse incenso até o fim da sua
duração. Sua duração é de 1d4 minutos.
Incenso Dissipador: Ao ser aceso o incenso enche o
espaço com uma névoa densa com pequenos cristais
aparentes flutuando, qualquer indivíduo que entre
nessa névoa fica submetido a condição de “campo de
magia morta”. Sua duração é de 1d4 minutos *
Incenso da Proteção: Após acender o incenso ele
enchera um ambiente com seu perfume, no qual é
imperceptível ao olho nu, a área ficará com o efeito da magia “Proteção contra
bem/mal”, contudo, o tipo de inimigo deverá ser selecionado na fabricação do produto
e não na hora da queima. Sua duração é de 1d4 minutos.
Incenso do Foco: Sobre a necessidade de fazer uma atividade muito complexa, vista que
é uma oportunidade boa já que o local não apresenta perigo algum, um jogador pode
se submeter a um descanso curto em volta desse tipo de incenso e ganhará 1 ponto de
inspiração bônus até as próximas 24h.
Incenso do Pressagio: Ao queima-lo direto com as chamas vivas de uma fogueira, sons
abafados e visões distorcidas emergirão das chamas, contendo nelas uma verdade ou
uma charada, sobre o passado, o presente ou o futuro, nunca se sabe, as visões
funcionam de forma aleatória, têm 8 grande peso com os sentimentos e traz imagens
sobre quem atirou o incenso sobre as chamas. Um teste de história, arcanismo ou
religião CD 12, dependendo do contexto, pode revelar algumas informações sobre a já
tão destorcida verdade.
Maximizador: Produto caro e de difícil fabricação ou de encontrar no mercado que, ao
aplica-lo em um produto alquímico que tenha rolagem de dados, terá o efeito
maximizado, ou
seja, contará
todos os dados
com seu valor
máximo.
Mordida Mortal:
Veneno que
lacera a pele e
piora ferimentos
previamente
causados ao alvo
atingido pela
Mordida Mortal.
O alvo deve ser
bem-sucedido
em um teste de Constituição ou sofrerá 2d6 +
Modificador de Alquimia de dano necrótico por turno
enquanto não encerrar o veneno.
Óleo da Precisão: Este óleo claro e gelatinoso cintila
com minúsculos fragmentos de prata ultrafinos. O óleo
pode cobrir uma arma cortante ou perfurante ou até 5
munições cortantes ou perfurantes. Aplicar o óleo leva
1 minuto. Por 1 hora, o item coberto será mágico e terá
+3 de bônus nas jogadas de ataque e dano.
Óleo Escorregadio: Este unguento negro pegajoso é
grosso e pesado em seu recipiente, mas ele flui
rapidamente quando derramado. O óleo pode cobrir
uma criatura Média ou menor, junto com o equipamento que ela esteja vestindo e
carregando (um frasco adicional é necessário para cada categoria de tamanho acima de
Médio). Aplicar o óleo leva 10 minutos. A criatura afetada ganha os efeitos da magia
“Movimentação Livre” por 8 horas.
Papeis Elementais: Após friccionar o papel sobre uma lamina
ou projétil, o mesmo adquire 1d6 de dano do elemento
aplicado por 1d6 rodadas. Em níveis superiores o papel
durará 1 turno a mais a cada nível acima do primeiro, e no 5º
nível ganhará um 1d6 de dano extra.
Poção de Aumentar: Quando bebe esta poção, você ganha o
efeito de “aumentar” da magia aumentar/reduzir por 1d4
horas (não requer concentração). O vermelho no líquido da
poção se expande constantemente em uma gota minúscula e
então se contrai para colorir o líquido transparente em volta
dele. Sacudir a garrafa não interrompe este processo.
Poção de Aprimorar Habilidade: Bear's Endurance: The target has advantage
on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the
spell ends. Bull's Strength: The target has advantage on Strength Checks, and his or her
carrying Capacity doubles.
Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage
from Falling 20 feet or less if it isn't Incapacitated. Eagle's Splendor: The target has
advantage on Charisma Checks. Fox's Cunning: The target has advantage on Intelligence
Checks. Owl's Wisdom: The target has advantage on Wisdom Checks.
Poção de Cura:
Poção Raridade e CD/PO PV Recuperado
Cura Comum 10 / 50 PO 2d4+2 (1 dia)
Cura Maior Incomum 15 / 150 PO 4d4+4 (1 semana)
Cura Superior Raro 20 / 450 PO 8d4+8 (3 semanas)
Cura Suprema Muito raro 25 / 1350 PO 10d4+20 (4 semanas)

Poção Energética: Restaura 1 nível de conjuração que já tenha sido gasta anteriormente
pelo usuário. Para criar esta poção em níveis superiores a quantidade de materiais é
multiplicada pelo espaço de magia correspondente e o espaço é usado para confecção
da poção. Em níveis superiores a poção consegue restaurar +1 nível, no qual pode ser
distribuído como o jogador quiser. Ex.: Duain, necessita restaurar suas energias com
urgência, então ele bebe um frasco
de restauração de nível 3, ele pode
optar em: restaurar 1 magia de 3º
nível, restaurar uma e 1º e outra
de 2º nível ou restaurar 3 cargas de
1º nível.
Poção de Escalar: Quando bebe
esta poção, você ganha
deslocamento de escalada igual ao
seu deslocamento de caminhada
por 1 hora. Durante esse tempo,
você tem vantagem em testes de
Força (Atletismo) feitos para
escalar. A poção é dividida em uma
camada marrom, uma prata e uma
cinza lembrando camadas de
rocha. Sacudir a garrafa não
mistura as cores.
Poção do Filtro do Amor: Da próxima vez que você vir uma criatura dentro de 10 minutos
após beber essa poção, você fica enfeitiçado por essa criatura por 1 hora. Se a criatura
for da espécie ou gênero que você normalmente é atraído, você a reconhece como seu
amor verdadeiro enquanto estiver enfeitiçado. O líquido efervescente de coloração rosa
desta poção contém uma bolha em formato de coração difícil de perceber.
Poção da Força do Gigante: Quando bebe esta poção, seu valor de Força muda por 1
hora. O tipo de gigante determinar o valor (veja na tabela abaixo). A poção não produz
efeito em você caso sua Força seja igual ou maior que o valor dela. O líquido transparente
dessa poção tem um pedaço de unha de um gigante do tipo apropriado flutuando nele.
A poção de força do gigante do gelo e a poção de força do gigante de pedra têm o mesmo
efeito.
Gigante Força Raridade/Preço
Colina 21 Incomum
Pedra e Gelo 23 Rara
Fogo 25 Rara
Nuvens 27 Muito Rara
Tempestade 29 Lendária

Poção da Invisibilidade: O recipiente desta poção aparenta estar vazio, mas parece
conter um líquido. Quando o bebe, você fica invisível por 1 hora. Tudo que você estiver
vestindo ou carregando fica invisível com você. O efeito termina prematuramente se
você atacar ou conjurar uma magia.
Poção de Reduzir: Quando bebe esta poção, você ganha o efeito de “reduzir” da magia
aumentar/reduzir por 1d4 horas (não requer concentração). O vermelho no líquido da
poção se contrai constantemente
em uma gota minúscula e então se
expande para colorir o líquido
transparente em volta dele. Sacudir
a garrafa não interrompe este
processo.
Poção de Respirar na Água: Você
pode respirar embaixo d’água por 1
hora após beber esta poção. Seu
fluido verde nebuloso cheira a
maresia e possui uma bolha similar a
uma água-viva flutuando nele.
Poção da Velocidade: Quando bebe
esta poção, você ganha os efeitos da
magia “Velocidade” por 1 minuto
(não requer concentração). O fluido
amarelo da poção é matizado de preto e gira em torno de si.
Poção do Voo: Quando bebe esta poção, você ganha deslocamento de voo igual ao seu
deslocamento de caminhada por 1 hora, e pode planar. Se você estiver no ar quando o
efeito da poção acabar, você cairá, a não ser que tenha outros meios de permanecer no
ar. O líquido transparente dessa poção flutua no topo do recipiente dela e possui
impurezas nebulosas flutuando nele.
Sopros Elementais: Garante ao usuário a habilidade de baforar um cone de 9m, do
devido elemento referente ao bolsão, que inflige 2d6 de dano. Um teste de resistência
de destreza CD 12 reduzirá o dano pela metade. O dano aumenta em 1d6 e o CD em 2
por espaço de magia usado para criar essa poção acima do 2° ciclo.
Vela da Verdade: Ao acender essa vela,
imediatamente, o ambiente que ela ilumina
será tomado pela magia “Zona da Verdade”.
A vela dura um total de 5 minutos (50
rodadas) e ela pode ser apagada e acesa,
dando o poder de administrar o uso desse
item pelo tempo que lhe for conveniente.
Resistir a um teste de sabedoria CD 14
anulará o efeito da magia até as próximas
24h.
Veneno: O usuário deve aplicar o veneno em
uma lamina ou até 4 projeteis e dura 1d6
turnos antes de secar. O alvo deve resistir a
um teste de resistência de Constituição CD
12 ou ficará em condição “envenenado”.
Tônico: Ao ingeri-la você recebe 5 pontos de vida temporários até o final do próximo
turno.
Veneno da Viúva: Usado apropriadamente, o alvo fica envenenado por até 1 minuto,
sofrendo 1d6 + Modificador de Alquimia de dano venenoso por rodada, ele não notará
os efeitos do envenenamento pelos próximos 30 segundos. O veneno apenas o deixará
inconsciente, mas não irá mata-lo.
RECEITAS

Produto Ingrediente
Elemental Water, Cactus Juice mixed with
Ácido Basilisk’s Breath. This acid has a Alchemy
Attempt DC of 12.
Water or Elemental Water blessed by a
Divine Caster or mixed with Cosmos
Água Benta
Glond. This potion has a Alchemy
Attempt DC of 10.
Cactus Juice and Hyancinth Nectar mixed
with Wild Sageroot. This potion has a
Antidoto
Alchemy Attempt DC of 8 + half damage
of the poison or disease.
Emetic Wex and Cactus Juice mixed with
Bomba de Cola Chromus Slime. This bomb has a Alchemy
Attempt DC of 12.
Mortflesh Powder and Artic Creeper
Bomba de Fumaça mixed with Frozen Seedling. This bomb
has a Alchemy Attempt DC of 14.
Radiant Synthseed mixed with Luminous
Bomba de Luz Cap Dust and Amanita Cap. This bomb has
a Alchemy Attempt DC of 15.
Silver Hibiscus mixed with Blackpowder
Bomba Explosiva and Drakus Flower. This potion has a
Alchemy Attempt DC of 15.
Primordial Balm with Silver Hibiscus and
Artic Creeper (Cold) or Drakus Flower
(Fire) or Tail Leaf (Thunder) or Arrow Root
Bomba Elemental
(Eletric) or Basilisk’s Breath (Acid) or
Quicksilver Lichen (Poison). This potion
has a Alchemy Attempt DC of 17.
Mortflesh Powder mixed with Wips
Bomba Reveladora Stalks. This potion has a Alchemy Attempt
DC of 14.
Elemental Water mixed with Drakus
Fogo Vivo Flower. This potion has a Alchemy
Attempt DC of 14.
Start with Wyrmtongue Petals like all
poisons, and grind in the root part of
some Arctic Creeper. Then add some
Death’s Bite
Spineflower Berries and Quicksilver
Lichen. This poison has a Alchemy
Attempt DC of 18.
Start with Wyrmtongue Petals like all
Widow Venom poisons, and mix in some Amanita Cap
with a little bit of Cactus Juice. After that,
add some Spineflower Berries. This
poison has a Alchemy Attempt DC of 17.
Quicksilver Lichen mixed with
Deadly Venom Wyrmtongue Petal. This poison has a
Alchemy Attempt DC of 14.
Emetic Wex and Blue Toadshade or
Frozen Seedling mixed with Fiend’s Ivy.
Incenso Atordoante
This incense has a Alchemy Attempt DC of
15.
Emetic Wex, Cactus Juice mixed with
Incenso Dissipador Hyancinth Nectar. This incense has a
Alchemy Attempt DC of 17.
Emetic Wex, Harrada Leaf mixed with
Incenso do Foco Wild Sageroot. This insence has a
Alchemy Attempt DC of 16.
Emetic Wex and Chromus Slime mixed
with Cosmos Glond, Harrada leaf and
Incenso do Presságio
Wisp Stalks. This incense has a Alchemy
Attempt DC of 17.
Emetic Wex mixed with Cosmos Glond
Incenso Maximizador and Nightshade Berries. This insence has
a Alchemy Attempt DC of 18.
Oil and Elemental Water mixed with Rock
Óleo da Precisão Wine and mostly Fiend’s Ivy. This oil has a
Alchemy Attempt DC of 20.
Oil and Chromus Slime mixedwith Tail
Óleo Escorregadio Leaf. This oil has a Alchemy Attempt DC of
18.
Basilisk’s Breath and Hyancinth Nectar
Poção do Filtro do Amor mixed with Harrada Leaf. This potion has
a Alchemy Attempt DC of 18.
Ironwood Heart and Primordial Balm
mixed with Nightshade Berries and the
Poção da Força do Gigante
blood o fone type of Giant. This potion
has a Alchemy Attempt DC of 20-25.
Lavander Sprig mixed with Verdant Nettle
Poção da Invisibilidade and Wisp Stalks. This potion has a
Alchemy Attempt DC of 22.
Spineflower Berries and Tail Leaf mixed
Poção do Voo with Voidroot. This potion has a Alchemy
Attempt DC of 23.
Tail Leaf, Spineflower Berries and Arrow
Poção da Velocidade Root mixed with Bloodgrass. This potion
has a Alchemy Attempt DC of 23.
Harrada Leaf mized with Amanita Cap and
Poção Energética
Nightshade Berries. This potion has a
Alchemy Attempt DC of 12 + spell slot
recovered.
Dried Ephedra mixed with Bloodgrass.
Poção de Cura This potion has a Alchemy Attempt DC of
10.
Dried Ephedra and Bloodgrass mixed with
Poção de Cura Maior Lavender Sprig. This potion has a Alchemy
Attempt DC of 15.
Mandrake Root mixed with Lavender
Poção de Cura Superior Spig. This potion has a Alchemy Attempt
DC of 20.
Mandrake Root and Milkweed Seed
Poção de Cura Suprema mixed with Lavender Spig. This potion has
a Alchemy Attempt DC of 25.
Scillia Beans and Rock Wine mixed with
Poção de Escalar Elemental Water. This potion has a
Alchemy Attempt DC of 14.
Ironwood Heart mixed with Spineflower
Poção de Aumentar Berrie and Elemental Water. This potion
has a Alchemy Attempt DC of 15.
Wrackwort Bulbs mixed with Spineflower
Poção de Reduzir Berrie and Elemental Water. This potion
has a Alchemy Attempt DC of 15.
Blue Toadshade mixed with Hydrathistle.
Poção de Respirar na Água This potion has a Alchemy Attempt DC of
12.
Mortflesh Powder and Nightshade
Berries, Radiant Synthseed mixed with
Rock Wine (CON) or Verdant Nattle (STR)
Poção de Aprimorar Habilidade or Tail Leaf (DEX) or Wild Sageroot (INT)
or Cosmos Glond (WIS) or Harrada Leaf
(CAR). This potion has a Alchemy
Attempt DC of 16.
Elemental Water and Primordial Balm
mixed with Silver Hibiscus and Artic
Creeper (Cold) or Drakus Flower (Fire) or
Tail Leaf (Thunder) or Arrow Root (Eletric)
Poção do Sopro
or Basilisk’s Breath Petal (Acid) or
Quicksilver Lichen (Poison). This potion
has a Alchemy Attempt DC of 12 + spell
slot.
Fennel Silk and Primordial Balm with
Silver Hibiscus and Frozen Seedling (Cold)
Papel Elemental or Drakus Flower (Fire) or Tail Leaf
(Thunder) or Arrow Root (Eletric) or
Basilisk’s Breath (Acid) or Quicksilver
Lichen (Poison). This item has a Alchemy
Attempt DC of 12.
Emetic Wex mixed with Cosmos Glond.
Vela da Verdade This potion has a Alchemy Attempt DC of
17.
Radiant Synthseed and Devil’s Bloodleaf
or Dried Ephedra mixed with Amanita
Tônico
Cap. This potion has a Alchemy Attempt
DC of 12.
Você possui 10% de chance de reutilizar uma poção que sobrou como componente
catalizador de uma nova poção do mesmo tipo.
Misturar ou usar poções já vencidas pode ocasionar em um efeito inesperado listado
abaixo:
HERBORISMO

Arctic Creeper. This noxious weed usually grows in extremely cold environments, or at
higher elevations where snow tends to accumulate. The leaves of the plant
characterized by a pleasant sweet minty flavor, whereas the root is bitter and acidic. The
weed is one of an assassin’s favorite plants, due to the root’s ability to freeze a
creature’s bloodstream, which leads to a slow and agonizing death. The Arctic Creeper
is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while
enjoying the sweet flavorsome leaves.
Arrow Root. This unusually elongated plant can stand up to four feet tall, and is very
easy to spot due to its distinctive White and brown speckled pattern. The Arrow Root
thrives in desert and drought environments, as the plant needs very little water to
survive. When diced and boiled in water the plant creates a frothy silver liquid, which is
ideal for sharpening and polishing weapons and armor without the use of magic or
other means.
Amanita Cap. This large mushroom is often found growing in clusters near bodies of
water, or around other damp terrain. It has a bold blue stem accompanied by a large red
cap, which makes this fungi extremely easy to identify. Professional herbalists often cut
the head from the root, as the mushroom has the rare ability to re-grow its cap within
a few short weeks.
Basilisk’s Breath. Often referred to as Grey Restraints amongst the nobles of the world,
this dark grey vine is only rarely found atop the highest peaks of mountainous regions.
It is fabled that this vine is a gift from the gods, as a way to test humanity. Often sold
for outrageous sums of gold, Basilisk’s Breath can attract unwanted attention to those
trying to sell it for profit.
Bloodgrass. The most boring, common plant life found in the wild is this dark brown
grass. It has absolutely no remarkable qualities, other than being relatively harmless,
and its use as basic sustenance when properly prepared. Herbalists do not find this grass
very unique, but still tend to collect it as it occupies almost no space in their packs.
Blue Toadshade. Another common mushroom is this dark blue cap with a yellow striped
stem. When disturbed, this mushroom lets off a puff of blue powder. Usually this causes
no permanente harm to the surrounding creatures, but it can stain their skin and
equipment for a short while. The powder is commonly used to color various inks and
dyes. Herbalists usually search for the fungi around small watering holes, where aquatic
life often thrives.
Cactus Juice. This usually clear liquid can be found within most cacti around the world.
It’s reasonably difficult to extract, as many cacti are dangerous to work with. Brewers
love to use this juice in many recipes, as one of its effects is to delay alcohol intoxication,
allowing people to purchase and consume more before it hits them.
Chromus Slime. This thin slime
substance is often observed to
flow within water current as if it
had a mind of its own. Often
times, scientists mistake this
slime with mercury, as it has the
same consistency and look.
When attempting to alter the
slime, it reverberates and alters
the other plant life it touches
instead.
Cosmos Glond. This uncommon
four-leafed plant is notorious for
being somewhat difficult to find.
This is mostly due to the plant
growing about 5 feet
underneath the ground, and
only peeking out during its final maturity. However, it has an uncanny look of the stars
in a night sky amongst its leaves.
Devil’s Bloodleaf. Only a few recorded instances of this red and yellow flower exist. This
large and bold red leaf can be going back in history to the dawn of humankind. It was
once a popular decoration around homes and gardens, but has become one of the rarest
plants in the world. It is said to give immense vitality and health to one who can
properly prepare the plant.
Drakus Flower. This bright red and pale green flower can be found in both temperate
and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s
ability to ignite with a moderate application of friction. This ignition does not cause
harm, but instead creates theatrical sparks with the ability to light fires and create
warmth.
Dried Ephedra. A bush often found in dry environments, it is thorny and hard to harvest
without scratching your skin. It has a distinct dark purple hue when viewed at a distance,
but up close it looks black.
Herbalists love to use this
plant when making
healing tonics as it has the
odd ability to enhance
Wild Sageroot.
Elemental Water. This
unique liquid shares
properties of the planar
realms of the 4 elements.
At times you can see rocks
floating unnaturally in the
middle and at other times
you can swear you see fire
in the water. This special
water can be found in all
environments as it is not
bound to our physical world’s rules.
Emetic Wax. This thick, white wax is often found seeping out of trees near lush and wet
areas. It is commonly used in candle making, as the wax melts and re-hardens rather
quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how
their tonics enter the body, performing miraculous feats.
Fennel Silk. Often mistaken for a spider’s web, this White web like plant grows amongst
frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of
the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk
will recognize the many applications it has for protecting your extremities from harsh-
low temperature environments.
Fiend’s Ivy. These long, red thorn-encrusted vines can stretch up to 3 feet long and have
sharp thorns that reach up to an inch or two long. It isn’t rare to find blood stains
amongst these vines as many animals and adventurers can easily trip or get caught in a
bushel of the vines. The vines also seem to have a sentient quality to them as they relax
when prey is near, and contract when captured.
Frozen Seedlings. These small, pea sized pods can be found amongst resilient flowers in
very cold environments. Named for their almost frozen appearance, they can be plucked
with relative ease and are often used in cold alcoholic drinks. Some assassins have found
ways to crush these into a paste and hamper one’s movements.
Harrada Leaf. This huge yellow leaf can often be found near tree tops in lush
environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be
sold as a street drug. The potent nature of this addictive substance will cause a brief
euphoric state coupled with an increase in a specific attribute; followed by a long
recovery period in which the user is extremely weakened in that attribute.
Hyancinth Nectar. This blue and white thick liquid can be extracted from the Hyancinth’s
near somewhat wet areas. This nectar is of high demand and is often used by highly
trained guards to counter poisons that evil people attempt to use on them. While it does
not cure the mean of poisons, it severely limits its effects.
Hydrathistle. Named for its appearance, this three-pronged blue and black flower is
often found in dark and dank environments. When used alone, the thistle has no real
beneficial effects. However, skilled alchemists have been able to use highly powerful
and natural water to concoct potions that allow them to breath in water.
Ironwood Heart. This gnarled white seed is commonly found in the nooks of Ironwood
Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often
referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by
a Herbalist these seeds can increase a beings physical size greatly.
Lavender Sprig. These long stemmed purple-petal flowers can often be found swaying
in the wind in huge patches. They are very common amongst green environments and
have a distinct sweet smell. However, they taste extremely bitter when eaten.
Luminous Cap Dust. This powder can be shook from the glowing yellow mushrooms
often found in extremely dark environments and it keeps an ember-like glow for about
a week after extracted. Many Herbalists keep the glowing mushrooms themselves in
dark cellars in order to harvest this
dust every chance they can.
Mandrake Root. This tan root has
serrated edges all along its body
that often cause injury to Herbalists
that do not properly know how to
handle it. When stripped of its
outer skin, the soft tender center
can be eaten with relative ease and
is often used by Doctors to reduce
pain from poison or disease.
Milkweed Seeds. These small,
white translucent seeds can be
found when opening up a
Milkweed Flower. They are often
eaten by children due to their
friendly look, but can cause
negative digestive effects this way. When crushed up and diluted with other liquid
these seeds offer very powerful healing effects.
Mortflesh Powder. This dark purple powder is often found growing on top of moss in
dark, cold environments. This poder is often used as makeup for young men and women
to reduce the look of age from their faces. When imbibed with a magical catalyst, the
effect is said to be permanent when consumed.
Nightshade Berries. These light blue berries can be found in small clumped packs among
small bushes in lush environments. They can be safely ingested and are often eaten by
wild animals for their sweet, but tangy flavor. A skilled Herbalist can enhance the berries
natural ability to affect a persons body.

Primordial Balm. This thick substance has been observed changing its coloring, almost
at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks
on end. Herbalists often find this substance growing on rocks in humid environments.
The exact rarity of the substance is unknown, as its constantly changing appearance
makes it difficult to identify.
Quicksilver Lichen. This silver and grey silky moss can be found growing amongst almost
any substance as it seems to ignore environmental standards. Assassins have been able
to use this lichen to quickly administer their toxins into the target’s system without
any drawbacks. However, this takes some preparation and is often forgotten by
common folk.
Radiant Synthseed. This long black and boat shaped seed emanates a strong yellow
glow, and often exerts the smell of flowers. When the seed is cracked open, a person
can find a few smaller looking seeds of the same nature. These smaller seeds can often
be crushed or blended into mixtures to enhance toxins.
Rock Vine. This extremely hardened dark green vine can be found growing in the ground
near very old minerals, often seeming to feed off the minerals themselves. At first glance
this vine seems completely useless to mortals, but arcane studies have shown this vine
to harden a person’s skin significantly if combined with a powerful catalyst.
Scillia Beans. These light brown beans can occasionally be found hanging from Scillia
Bushes in dry atmosphere environments. They are often used to enhance flavors in stew
and other meals, but have a much stranger effect. At full potency, some of these beans
can offer the user the ability to climb steep cliffs and rock faces with ease.
Silver Hibiscus. This
silver-grey plant looks
as though it
represents madness
itself. It often has
random patterns and
unplanned shapes, but
always has a black
web-like pattern on it.
Although it may look
deadly to touch, when
prepared properly a
Herbalist can unleash
a torrent of elemental
power representing a
breath weapon.
Spineflower Berries.
Often found hanging
amongst the bone-
like flowers, this white
berry can be
harvested and crushed
to enhance toxins
made by scoundrels.
However, this effect
only applies when
introduced directly to
the bloodstream. When ingested normally these berries provide little sustenance, but
do not harm the person.
Tail Leaf. This very fuzzy, dark green leaf looks like a circle with three thick strands
hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that
a skilled Herbalist can use these leaves in concoctions to create powerful magical
effects to enhance one’s speed.
Verdant Nettle. With its dark green and yellow speckled mesh, this plant can be easily
spotted. It normally grows in forests and can catch a person’s feet when traveling if they
do not have proper footing. Alchemists like to use this plant to create tonics that
enhance one’s strength and reflexes.
Voidroot. This dark grey thick root is often found amongst the most extreme
environments. It normally grows in either desert or arctic environments and seems to
vary in growth rate per root. Herbalists tend to be very careful when they extract this
root from the ground, as it seems to defy gravity and want to “fly” away.
Wild Sageroot. The most common ingredient found among doctors and healer’s
equipment would be these light pink roots. They measure about 3 to 5 inches in length
and have a smooth, fuzzy texture to them. They are used every day by skilled
Alchemists and healers to create concoctions of extraordinary healing power.
Wisp Stalks. This incredibly rare fungi has become something of a fable amongst
herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and to
normally form in small clusters deep within damp cave environments and forests. The
organism is usually a translucent blue, and is rumored to render creatures invisible once
consumed.
Wrackwort Bulbs. These huge white bulbs can be found on small yellow mushrooms
often found in swamps or wet caverns. The mushroom releases a puff of powder from
these bulbs when threatened and it tends to confuse and hinder a person. When
harvested successfully, these bulbs can be ground into a paste and imbibed within
magical water to diminish the size of a being.
Wyrmtongue Petals. The assassins, and many Drows, favorite natural ingredient. These
jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain.
It’s almost as if the world itself is trying to test humanity by letting these flowers grow
everywhere. These petals are used as a base for toxins that can offer extremely
powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases
punishes owners of this flower with death.

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