GUNPOWDER;
One dose fires an arquebus or blunderbuss once. Requires 20 grams dragon's dung (S40), SP20 common ingredients, and 1 week. Costs $100.
*SIMPLE POISON:
Does 2 dice damage, taken internally or breathed. Not for weapons. Requires ½ kilo Am Bush twigs (S20), SP18 common ingredients, and 2 weeks. Costs SP120.
*CORROSIVE POISON:
Does 4 dice damage, taken internally or breathed. Not for weapons. Both this and the Simple Poison will affect any living being. Requires 9 giant wasps (SP10 each), SP120 common ingredients, and 5 weeks. Costs SP500.
*SLEEPlNG POTION:
Puts victim to sleep for a number of minutes equal to 30 minus his ST - that is, a person of ST 13 would sleep for 17 minutes, while a being of ST 30 or more would not be affected at all. Requires SP65 worth of common ingredients and two weeks. Costs SP150.
WEAPON POISON:
May be used on any edged weapon, adding to the damage done by that weapon. One dose treats one weapon; extra poison has no effect. Affects any living being, doing 3 dice extra damage the first time the poisoned weapon hits, 2 dice the next time, and 1 die the third time; after that, it has all worn off. Requires a living poisonous snake (SP50), to be killed for its poison, SP59 in common ingredients, and two weeks. Costs SP200. NOTE that this, and the magical Contact Poison, are the ONLY poisons that will have worthwhile effect on a weapon.
*SLIME POISON:
Does 4 dice damage to any slime or similar creature when poured or thrown on it. Does not affect other creatures. Enough for TEN doses can be gotten from one living red slime (SP100) and SP25 in common ingredients. Takes 1 week. Costs SP50.
*REPTILE POISON:
Does 3 dice damage to any reptile when breathed or ingested. Requires the brain of a stone beetle (SP20), SP40 common ingredients, and one week. Costs SP100.
*MAMMAL POISON:
Does 3 dice damage to any mammalian creature that breathes or ingests it; affects nothing else. Note that all the humanoid races except the Reptile Men, are mammals. Requires the liver of an orc (SP30), SP78 in common ingredients, and 3 weeks. Costs SP250.
*lNSECT POISON:
Does 4 dice damage to any insect-type creature; does not harm other life. Requires one octopus eye (SP30), plus SP35 common ingredients and two weeks. Costs SP150.
*PLANT POISON:
Does 5 dice damage to any plant when poured or thrown on it. Requires the hearts of three Bloodtrees (SP30 each), SP64 worth of common ingredients, and 1 week. Costs SP200.
FISH POISON:
One dose, poured into water, does 4 dice damage to every aquatic creature within 5 MH. The circle of poison spreads at 1 MH/turn until it reaches the full 5 MH. It dissipates one minute after that. Requires 5 teeth from Uncle Teeth (SP5 each), plus SP40 in common ingredients and 4 weeks. Costs SP250.
SMELL-HEIGHTENNING POTION;
Gives its user a heightened sense of smell (as good as a wolf's) for one day. Requires brain of one wolf (SP40) plus SP26 in common ingredients and 3 weeks. Costs SP200.
BERSERKER POTION:
User suffers same effects (good and bad) as from eating one berserker mushroom. Requires 6 dried berserker mushrooms (SP10 each) plus SP49 common ingredients and two weeks. Costs SP200.
INCREASE ST:
Adds 1 to user's basic ST for one day. Requires two gargoylc gallbladders (SP50 each) and one bear heart (SP40), plus SP32 in common ingredients. Takes 5 weeks to make; costs SP450.
*DECREASE ST:
Decreases users basic ST by 1 for 1 day. Requires SP60 worth of common ingredients and 1 week; costs SP100.
INCREASE DX:
Adds I to user's basic DX for one day. Requires two kilos Am Bush leaves (SP80) and SP205 in common ingredients; takes 5 weeks to make. Those who use this potion more than a few times in one month are likely to suffer unpleasant and unpredictable side effects. Costs SP600.
*DECREASE DX: Reduces victim's DX by 1 for 30 minutes. Requires 2 kilos of Giant hair (SP40). This is about all the hair the average giant has. Takes 1 week to make; Costs SP80.
INCREASE IQ:
Raises user's IQ by 1 for one hour. Taking more than six doses of this in one month is risky; make a 4-die roll against your ST each time you take an extra dose. lf you fail the roll, you lose one point from your BASIC IQ. Requires one fresh human brain (SP200), SP30 common ingredients, and 6 weeks. Costs S600.
*DECREASE IQ:
Reduces victim's IQ by l for one hour. Requires 1 kilo Prootwaddle hair (about three Prootwaddles'-worth SP5), and SP104 in common ingredients. Takes 2 weeks to make; costs SP200.


This page ©2009 Owen E. Oulton
Original character © by the original author.