PFRPG Magic Potions & Miscellany

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PFRPG Magic Potions & Miscellany

Postby Augur » Tue Mar 12, 2019 8:23 pm

PFRPG Magic Potions & Miscellany

Magic Potions
All magic potions are sold in single doses and last for ten minutes unless indicated otherwise. Longer lasting potions with double the duration (20 minutes) are sometimes available but cost double the price. Available only from an Alchemist.

Availability:
  • 100-400 gold: Common
  • 401-800 gold: Uncommon
  • 801-1200 gold: Rare
  • 1201-2000 gold: Very Rare
  • 2001+ gold: Ultra-Rare

All-Purpose Remedy: A tonic that cures a number of miscellaneous ailments within 15 seconds after drinking! Eliminates headaches (reduces migraine to half), slight fevers, stuffy head/sinus, runny nose, minor stomach ailments, incontinence, hiccups, and drunkenness (instantly sober). It tastes terrible but works great. Note: It does not help against magic aliments, curses or faerie food. Cost: 300 gold.
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[b](Potion) All-Purpose Remedy[/b]

Blind: Same as spell magic. Cost: 1000 gold.
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[b](Potion) Blind:[/b] Same as spell magic.

Chameleon: Same as spell magic. Cost: 600 gold.
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[b](Potion) Chameleon:[/b] Same as spell magic

Change Appearance to Look Older: Increases the character's appearance (only) by 20 years. Lasts 8 hours. Cost: 600 gold.
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[b](Potion) Change Appearance to Look Older:[/b] Increases the character's appearance (only) by 20 years. Lasts 8 hours.

Change Appearance to Look Youthful: Reduce the character's appearance (only) by 15 years. Lasts 8 hours. Cost: 600 gold.
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[b](Potion) Change Appearance to Look Youthful:[/b] Reduce the character's appearance (only) by 15 years. Lasts 8 hours.

Charm: Same as spell magic. Cost: 500 gold.
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[b](Potion) Charm:[/b] Same as spell magic.

Fleet feet: Same as spell magic. Cost: 800 gold.
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[b](Potion) Fleet feet:[/b] Same as spell magic.

Fly (as the eagle): Same as spell magic. Cost: 1200 gold.
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[b](Potion) Fly (as the eagle):[/b] Same as spell magic.

Foresee the future: Divination same as clergy. Cost: 800 gold.
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[b](Potion) Foresee the future:[/b] Divination same as clergy.

Healing: 1D6 hit points or 2D6 S.D.C. are restored. Cost: 400 gold.
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[b](Potion) Healing:[/b] 1D6 hit points or 2D6 S.D.C. are restored.

Healing (superior): 2D6 hit points or 4D6 S.D.C. are restored. Cost: 800 gold.
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[b](Potion) Healing (superior):[/b] 2D6 hit points or 4D6 S.D.C. are restored.

Invisibility: Same as spell magic. Cost: 800 gold.
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[b](Potion) Invisibility:[/b] Same as spell magic.

Impervious to fire: No damage. Cost: 600 gold.
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[b](Potion) Impervious to fire:[/b] No damage.

Impervious to cold: Cold does no damage. Cost: 400 gold.
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[b](Potion) Impervious to cold:[/b] Cold does no damage.

Love charm: Same as spell magic. Cost: 600 gold.
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[b](Potion) Love charm:[/b] Same as spell magic.

Metamorphosis (superior; any form except mist): Same as spell magic. Cost: 3000 gold.
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[b](Potion) Metamorphosis (superior; any form except mist):[/b] Same as spell magic.

Might of the Palladium: Adds one additional attack per melee round and a bonus of +2 to strike, parry, dodge, and damage! Cost: 1500 gold.
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[b](Potion) Might of the Palladium:[/b] Adds one additional attack per melee round and a bonus of +2 to strike, parry, dodge, and damage!

Mute: Same as spell magic. Cost: 800 gold.
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[b](Potion) Mute:[/b] Same as spell magic.

Negate Magic Potions: 65% chance of negating any magic potion but causes nausea for 1D6 hours. Cost: 1200 gold.
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[b](Potion) Negate Magic Potions:[/b] 65% chance of negating any magic potion but causes nausea for 1D6 hours.

Negate Poison: 90% likelihood of negating any type of natural poison, but only 35% chance of negating magic poison like those from the bite or stinger of some creatures of magic. If successful the poison is instantly negated, however, damage suffered before drinking the potion remains. Cost: 500 gold.
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[b](Potion) Negate Poison:[/b] 90% likelihood of negating any type of natural poison, but only 35% chance of negating magic poison like those from the bite or stinger of some creatures of magic. If successful the poison is instantly negated, however, damage suffered before drinking the potion remains.

Sleep: Same as spell. Cost: 600 gold.
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[b](Potion) Sleep:[/b] Same as spell.

Shrinking (reduce to six inches): Same as magic spell. Cost: 800 gold.
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[b](Potion) Shrinking (reduce to six inches):[/b] Same as magic spell.

Size of the Behemoth: Same as spell magic. Cost: 900 gold.
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[b](Potion) Size of the Behemoth:[/b] Same as spell magic.

Superhuman Strength: Same as spell magic. Cost: 1000 gold.
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[b](Potion) Superhuman Strength:[/b] Same as spell magic.

Speed of the snail: Same as spell magic. Cost: 800 gold.
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[b](Potion) Speed of the snail:[/b] Same as spell magic.

Swim as a Fish (minor): Same as spell magic. Cost: 600 gold.
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[b](Potion) Swim as a Fish (minor):[/b] Same as spell magic.

Turn self into mist: Same as spell magic. Cost: 1500 gold.
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[b](Potion) Turn self into mist:[/b] Same as spell magic.

Truth Serum: Forces victim to tell the truth. 2 questions can be asked per melee. Cost: 800 gold.
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[b](Potion) Truth Serum:[/b] Forces victim to tell the truth. 2 questions can be asked per melee.

Tongues: Same as spell magic. Cost: 500 gold.
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[b](Potion) Tongues:[/b] Same as spell magic.
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Re: PFRPG Magic Potions & Miscellany

Postby Augur » Tue Jun 18, 2019 9:59 am

Magic Fumes

Fumes appear as smoke or vapor which produces the following special effects. They are sold as candles or incense. Price is per each candle or incense stick. (Saving Throw:14+) Available only from an Alchemist.

Fume of Apparitions: All types of terrible wraith-like creatures spring to life, assaulting the victims of this fume. Affects a 10' radius; oppressive, heavy smell. Takes 1D6 melees to induce the hallucinations; roll to save vs insanity (14+). Those who fail to save must roll on the Random Insanity Table and on the phobia table for two temporary insanities. The insanities last as long as exposed to the apparition fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will burn for one hour. Cost: 600 gold; rare availability
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[b]Fume of Apparitions[/b]: [size=85]All types of terrible wraith-like creatures spring to life, assaulting the victims of this fume. Affects a 10' radius; oppressive, heavy smell. Takes 1D6 melees to induce the hallucinations; roll to save vs insanity (14+). Those who fail to save must roll on the Random Insanity Table and on the phobia table for two temporary insanities. The insanities last as long as exposed to the apparition fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will burn for one hour.[/size]


Daze Fume: A light, flowery aroma that fills and affects a 12' radius. Victims are dizzy, speed and skill performance are reduced by half, -4 on initiative, -2 to strike, parry, or dodge. Lasts as long as exposed to the fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will bum for 45 minutes. Cost: 300 gold; rare availability
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[b]Daze Fume[/b]: [size=85]A light, flowery aroma that fills and affects a 12' radius. Victims are dizzy, speed and skill performance are reduced by half, -4 on initiative, -2 to strike, parry, or dodge. Lasts as long as exposed to the fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will bum for 45 minutes.[/size]


Fume of Divination: Same as psionic clairvoyance; 66% chance of inducing a true vision after the entire stick has burned (20 minutes). Cost: 350 gold; rare availability
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[b]Fume of Divination[/b]: [size=85]Same as psionic clairvoyance; 66% chance of inducing a true vision after the entire stick has burned (20 minutes).[/size]


Drive Away Evil Spirits Fume: 6' radius. Prevents ghosts, spirits, and undead from entering the magic radius unless the creature saves vs magic (18+). One hour duration per stick. Cost: 400 gold; rare availability
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[b]Drive Away Evil Spirits Fume[/b]: [size=85]6' radius. Prevents ghosts, spirits, and undead from entering the magic radius unless the creature saves vs magic (18+). One hour duration per stick.[/size]


Fire Candle (fume): Shoots out sparks doing 1D6 damage twice per melee round. Range: 6'. Duration: two melees. Cost: 20 gold; common availability
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[b]Fire Candle (fume)[/b]: [size=85]Shoots out sparks doing 1D6 damage twice per melee round. Range: 6'. Duration: two melees.[/size]


Fume of Raise Strange Shapes: Shadows seem to take form and begin to move. 10' radius; sweet smelling, heavy odor. Takes 1D4 melee rounds to induce the hallucinations and potential victims get to roll to save (14+). Those who fail to save cringe in terror and hide, afraid to move lest the monsters responsible for the menacing shadows attack them. One hour duration per stick; the phobic terror lasts for 2D4 minutes after the fume has been extinguished. Cost: 600 gold; rare availability
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[b]Fume of Raise Strange Shapes[/b]: [size=85]Shadows seem to take form and begin to move. 10' radius; sweet smelling, heavy odor. Takes 1D4 melee rounds to induce the hallucinations and potential victims get to roll to save (14+). Those who fail to save cringe in terror and hide, afraid to move lest the monsters responsible for the menacing shadows attack them. One hour duration per stick; the phobic terror lasts for 2D4 minutes after the fume has been extinguished.[/size]


Roman Candle (fume): Shoots out a bolt of fiery sparks and tiny fire balls three times in a single melee round. Does 2D6 damage as a weapon. Range as a weapon: 20'; range as a flare: 200' up. Duration: 1 melee. Cost: 50 gold each; common availability
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[b]Roman Candle (fume)[/b]: [size=85]Shoots out a bolt of fiery sparks and tiny fire balls three times in a single melee round. Does 2D6 damage as a weapon. Range as a weapon: 20'; range as a flare: 200' up. Duration: 1 melee.[/size]


Smoke Bomb (fume): 6" long tubes, 2" in diameter, armed by lighting a quick burning wick/fuse. Ignites within 8 seconds (4 if fuse is halved), fills a 20'x20' area with smoke. All smoke bombs impair vision of anyone within AoE. Victims inside the cloud cannot see beyond the cloud (or into it if outside the smoke cloud), eyes and nostrils sting, and all are -2 to initiative, strike, parry, or dodge while in the cloud. No saving throw. Smoke bombs come in a variety of colors and scents: black (thick and heavy), grey (thick, charred scent), red (smells of decay), yellow (sulfur odor), purple (sickeningly sweet), blue (cinnamon odor). Duration: 2D4 melees Cost: 75 gold each; uncommon availability
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[b]Smoke Bomb (fume)[/b]: [size=85]6" long tubes, 2" in diameter, armed by lighting a quick burning wick/fuse. Ignites within 8 seconds (4 if fuse is halved), fills a 20'x20' area with smoke. All smoke bombs impair vision of anyone within AoE. Victims inside the cloud cannot see beyond the cloud (or into it if outside the smoke cloud), eyes and nostrils sting, and all are -2 to initiative, strike, parry, or dodge while in the cloud. No saving throw. Smoke bombs come in a variety of colors and scents: black (thick and heavy), grey (thick, charred scent), red (smells of decay), yellow (sulfur odor), purple (sickeningly sweet), blue (cinnamon odor). Duration: 2D4 melees[/size]


Stink Bomb (fume): Releases a putrid smelling, yellow vapor that fills a 12' radius. People within the radius will gag, eyes water, and vomit unless they flee to at least 12' away. Victims staying in the area are -2 on initiative, -1 to strike, parry, and dodge, and speed is reduced by 30%. Duration: 3D4 melees per bomb. Cost: 150 gold each; uncommon availability
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[b]Stink Bomb (fume)[/b]: [size=85]Releases a putrid smelling, yellow vapor that fills a 12' radius. People within the radius will gag, eyes water, and vomit unless they flee to at least 12' away. Victims staying in the area are -2 on initiative, -1 to strike, parry, and dodge, and speed is reduced by 30%. Duration: 3D4 melees per bomb.[/size]


Vapors of Weakness (fume): 12' radius. Victims feel weak and their limbs heavy; -2 to strike, parry, and dodge, -50% speed, double fatigue, -2 to all saving throws. Stale, oppressive odor. The weakness lasts as long as exposed to the fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will burn for 45 minutes. Cost: 1700 gold; very rare availability
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[b]Vapors of Weakness (fume)[/b]: [size=85]12' radius. Victims feel weak and their limbs heavy; -2 to strike, parry, and dodge, -50% speed, double fatigue, -2 to all saving throws. Stale, oppressive odor. The weakness lasts as long as exposed to the fume or for 3D4 minutes after leaving the radius of influence or after the fume has been extinguished. A stick will burn for 45 minutes.[/size]
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Re: PFRPG Magic Potions & Miscellany

Postby Augur » Tue Jun 18, 2019 9:59 am

Magic Snuff

A scented magic powder that is inhaled by snorting it up the nose. Effects are immediate and last for 1D4 melee rounds per "snort." Available only from an Alchemist.

(Snuff) Apparitions: Same as fume. Cost: 250 gold; rare availability
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[b](Snuff) Apparitions:[/b] Same as fume.

(Snuff) Breathe without air: Same as spell. Cost: 250 gold; uncommon availability
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[b](Snuff) Breathe without air:[/b] Same as spell.

(Snuff) Daze: Same as fume. Cost: 250 gold; rare availability
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[b](Snuff) Daze:[/b] Same as fume.

(Snuff) Fearless: +2 to save vs Horror Factor. Cost: 250 gold; uncommon availability
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[b](Snuff) Fearless:[/b] +2 to save vs Horror Factor.

(Snuff) Vapors of weakness: Same as fume. Cost: 800 gold; very rare availability
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[b](Snuff) Vapors of weakness:[/b] Same as fume.

(Snuff) Invisibility (lesser): Same as spell. Cost: 500 gold; rare availability
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[b](Snuff) Invisibility (lesser):[/b] Same as spell.

(Snuff) Negate Poison: Same as spell. Cost: 250 gold; uncommon availability
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[b](Snuff) Negate Poison:[/b] Same as spell.

(Snuff) See Aura: Same as spell. Cost: 250 gold; uncommon availability
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[b](Snuff) See Aura:[/b] Same as spell.

(Snuff) Sense Magic: Same as spell. Cost: 250 gold; uncommon availability
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[b](Snuff) Sense Magic:[/b] Same as spell.

(Snuff) Sleep: Same as spell. Cost: 250 gold; uncommon availability
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[b](Snuff) Sleep:[/b] Same as spell.

(Snuff) Shrinking (reduce to six inches): Same as spell. Cost: 250 gold; rare availability
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[b](Snuff) Shrinking (reduce to six inches):[/b] Same as spell.

(Snuff) Superhuman Strength: Same as spell. Cost: 500 gold; rare availability
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[b](Snuff) Superhuman Strength:[/b] Same as spell.

(Snuff) Tongues: Same as spell magic. Cost: 500 gold; uncommon availability
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[b](Snuff) Tongues:[/b] Same as spell magic.

(Snuff) Truth Serum: Same as potion. Cost: 300 gold; uncommon availability
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[b](Snuff) Truth Serum:[/b] Same as potion.
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Re: PFRPG Magic Potions & Miscellany

Postby Augur » Tue Jun 18, 2019 11:04 am

Magic Powders

These are contact poisons and are sold by the ounce (2 doses). Available only from an Alchemist.

Sneezing Powder (magic powder): Must be blown or thrown in the victim's face. Victim will sneeze constantly and uncontrollably for 1D6 melees; -3 to initiative, strike, parry, and dodge, -40% to prowl, -40% on skill performance. Cost: 200 gold; uncommon availability
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[b]Sneezing Powder (magic powder):[/b] Must be blown or thrown in the victim's face. Victim will sneeze constantly and uncontrollably for 1D6 melees; -3 to initiative, strike, parry, and dodge, -40% to prowl, -40% on skill performance.

Itching Powder (magic powder): Very uncomfortable, lasts for 2D4x10 minutes or until washed off. Victim is -4 on initiative, -5% on skills and is distracted. Effects bare skin only. Cost: 100 gold; uncommon availability
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[b]Itching Powder (magic powder):[/b] Very uncomfortable, lasts for 2D4x10 minutes or until washed off. Victim is -4 on initiative, -5% on skills and is distracted. Effects bare skin only.

Fire Dust (magic powder): Causes intense burning pain for 3D4 melee rounds or until washed off. Victim takes 1D4 damage from initial shock of the irritant, -6 on initiative, -4 to strike, parry, or dodge. Effects bare skin only. Cost: 1,500 gold; rare availability
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[b]Fire Dust (magic powder):[/b] Causes intense burning pain for 3D4 melee rounds or until washed off. Victim takes 1D4 damage from initial shock of the irritant, -6 on initiative, -4 to strike, parry, or dodge. Effects bare skin only.

Heart of Flame (magic powder): A phosphorus, quick burning powder that makes a torch sized fire grow three times its size for 1D4 melees. Cost: 100 gold; common availability
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[b]Heart of Flame (magic powder):[/b] A phosphorus, quick burning powder that makes a torch sized fire grow three times its size for 1D4 melees.

Goblin Dust (magic powder): Must be thrown into victim's face, 40% chance of temporarily blinding him for 1D4 melees; -9 to strike, parry and dodge. Cost: 30 gold per 5 lbs. sack; common availability
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[b]Goblin Dust (magic powder):[/b] Must be thrown into victim's face, 40% chance of temporarily blinding him for 1D4 melees; -9 to strike, parry and dodge.

Moon Beams (magic powder): A luminous powder sold in an 8 ounce container. Cost: 300 gold; common availability
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[b]Moon Beams (magic powder):[/b] A luminous powder sold in an 8 ounce container.

Pixie Dust (magic powder): Shrinks victim to half normal size for 3D4 minutes. Cost: 600 gold; rare availability
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[b]Pixie Dust (magic powder):[/b] Shrinks victim to half normal size for 3D4 minutes.
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Re: PFRPG Magic Potions & Miscellany

Postby Augur » Sun Sep 01, 2019 4:51 pm

Magic Herbs

All detailed information available in pages 27-37, WB3.

Alder Tree
    Cost: 10,000 credits per leaf; rare availability across Eurasia & Africa, uncommon availability across British Isles, unavailable elsewhere
    • Alder Tree Wand: 600,000 credits; rare availability across Eurasia & Africa, uncommon availability across British Isles, unavailable elsewhere

Amaranth (Lady Bleeding)
    Cost: 450,000 credits per dose; rare availability across North America, unavailable elsewhere

Ash Tree
    Cost: 5000 credits per leaf; uncommon availability across British Isles, unavailable elsewhere
    • Ash Tree Healing Wand: 350,000 credits; uncommon availability across British Isles, unavailable elsewhere

Rowan Ash (European Ash or Mountain Ash)
    Cost: 100 credits per pinch; rare availability across Eurasia, unavailable elsewhere
    • Rowan Ash Magic Potion: 30,000 credits; rare availability across Eurasia, unavailable elsewhere
    • Rowan Ash Salve: 100,000 credits; rare availability across Eurasia, unavailable elsewhere

Belladonna (Deadly Nightshade)
    Cost:
    • Belladonna Magic Potion (paralysis): 6,000 credits; uncommon availability across Eurasia & North America, unavailable elsewhere
    • Belladonna Magic Potion (poison): 15,000 credits; uncommon availability across Eurasia & North America, unavailable elsewhere

Blackthorn (Sloe)
    Cost: 500 credits per 3 berries or potion; uncommon availability across Eurasia, unavailable elsewhere

Black Hellebore
    Cost: 30 credits per leaf
    • Black Hellebore Potion (protection vs psionic attacks): 10,000 credits per dose; rare availability across Eurasia, unavailable elsewhere
    • Black Hellebore Potion (cure magic curses of insanity): 40,000 credits per dose; rare availability across Eurasia, unavailable elsewhere

Carline Thistle
    Cost:
    • Carline Thistle Wand: 12,000 credits; uncommon availability across Eurasia, unavailable elsewhere

Castor Oil (Bean)
    Cost:
    • Castor Oil (Bean) Potion & Lotion: 3000 credits per dose; uncommon availability across Eurasia, unavailable elsewhere

Catnip
    Cost: 1,000 credits per flower; uncommon availability across Eurasia, rare availability across British Isles, unavailable elsewhere

Cedar Tree
    Cost: Cedar Tree Magic Staff: 200,000 credits; uncommon availability across Eurasia, unavailable elsewhere

Red Clover
    Cost: 300 credits per ounce of ointment, 100 credits per flower; uncommon availability across Eurasia, unavailable elsewhere

White Clover (Dutch Clover)
    Cost:
    • 3-leaf clover: 30,000 credits each; rare availability across Eurasia & North America, unavailable elsewhere
    • 4-leaf clover: 50,000 credits each; very rare availability across Eurasia & North America, unavailable elsewhere

Dwarf Elder (Danewart)
    Cost:
    • Dwarf Elder Magic Potion: 1,000 credits each dose; uncommon availability across Eurasia, unavailable elsewhere

Elder (Black Elder)
    Cost:
    • Elder Magic Potion: 1,000 credits; uncommon availability across Europe & North Africa, unavailable elsewhere

Ergot Fungus
    Cost:
    • Ergot Fungus (hallucinogenic): 500 credits per dose; uncommon availability across Rifts Earth
    • Ergot Fungus (potions): 20,000 credits per dose; uncommon availability across Rifts Earth

Foxglove (Faerie Caps, Dead Men's Bells, Digitalis)
    Cost: 1,000 credits per dose; uncommon availability across Eurasia, unavailable elsewhere

Ginseng
    Cost:
    • Magic Impervious to Fatigue Potion: 1,000 credits per dose; rare availability across Europe, common availability across the Americas & China
    • Magic Super-Speed Potion: 4,000 credits per dose; rare availability across Europe, common availability across the Americas & China

Holy Thistle (Blessed Thistle)
    Cost: 100 credits per leaf; uncommon availability across Eurasia, unavailable elsewhere
    • Magic Disease Cure Potion: 30,000 credits; uncommon availability across Eurasia, unavailable elsewhere
    • Magic Supernatural Strength Potion: 30,000 credits per dose; uncommon availability across Eurasia, unavailable elsewhere

Horsetail
    Cost:
    • Magic Impervious to Magic & Toxic Gases Potion: 5,000 credits per dose; rare availability across Rifts Earth
    • Magic Breathe Without Air Potion: 5,000 credits per dose; rare availability across Rifts Earth

Jimsonweed (thronapple)
    Cost: 500 credits per leaf; rare availability across North America & British Isles, unavailable elsewhere
    • Magic Faerie Food Cure Potion: 50,000 credits; rare availability across North America & British Isles, unavailable elsewhere


Mandrake Root
    Cost: 500 credits per bit/dose; rare availability across Europe, unavailable elsewhere
    • Magic Befuddle Potion: 1,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Empathy Potion: 5,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Telepathy Potion: 10,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Bio-manipulation Voodoo Doll: 150,000 credits; rare availability across Europe, unavailable elsewhere

Mistletoe
    Cost:
    • Magic Charismatic Aura Potion: 50,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Impervious to Fire Potion: 50,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Float in Air Potion: 50,000 credits per dose; rare availability across Europe, unavailable elsewhere
    • Magic Amulet: 20,000 credits; rare availability across Europe, unavailable elsewhere

Oak Tree (Common)
    Cost:
    • Magic Holy Water Potion: 100 credits per vial; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Acorn: 2,000 credits each; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Oak Leaf: 2,000 credits each; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Oak Bark: 40,000 credits each; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Oak Root: 1,000 credits each; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Tea: 2,000 credits each; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Wand of Dowsing: 25,000 credits; uncommon availability across Europe & North America, unavailable elsewhere
    • Magic Oak Throwing Stick: 135,000 credits; uncommon availability across Europe & North America, unavailable elsewhere
    • Staff of Strength: 220,000 credits; uncommon availability across Europe & North America, unavailable elsewhere

Rue (Herb of Grace)
    Cost:
    • Magic Holy Water Potion: 100 credits per vial; rare availability across Europe, unavailable elsewhere
    • Magic Sleep Potion: 5,000 credits; rare availability across Europe, unavailable elsewhere
    • Magic Wand of Sleep: 10,000 credits; rare availability across Europe, unavailable elsewhere
    • Anti-Magic Wand or Staff: 1 million credits; rare availability across Europe, unavailable elsewhere

Solomon's Seal
    Cost: 20,000 credits per leaf; rare availability across Europe, unavailable elsewhere
    • Sprig of Elemental Control: 900,000 credits; rare availability across Europe, unavailable elsewhere

Willow Tree
    Cost:
    • Magic Impervious to Energy Potion: 20,000 credits; rare availability across Europe & the Americas, unavailable elsewhere
    • Lightning Rod Staff: 250,000 credits; rare availability across Europe & the Americas, unavailable elsewhere

Wormwood
    Cost:
    • Magic Repulsion (Goblins & Worms of Taut) Powder: 1,000 credits per pound; rare availability across Eurasia & the Americas, unavailable elsewhere
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