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Encylopedia of Novi: Herbs

(Including Breads, Drugs, Poisons, and Biological Weapons)

Part I: Categorical Listing

By Lowell R. Matthews

Version 3.1, July 25, 2000*

Effects and Dosage Level. All the beneficial herbs described below have an effect based upon a fairly large standardized dose weighing 1/2 ounce (14.2 grams) for most herbs, drugs, and poisons, or 4 oz (113 g) for breads. Lesser amounts have proportionately reduced effects or none at all (GM discretion); greater amounts have proportionately increased effects but can cause overdoses. The effects of poisons do not change with dosage level, but their attack level varies proportionately. Generally, only one dose of any herb can take effect in a given melee round.

Search Codes. The three-character code given for each herb contains a description of the herb's native climate and terrain, and a difficulty modifier applied to searching in the wild. Neither search codes nor prices were provided in the original Rolemaster Companion I article on "Poisons and Rotten Things."


Climate Codes

a arid h hot and humid
c cold m mild temperate
e everlasting cold s semi-arid
f frigid (everlasting cold) t cool temperate


Terrain or Locale Codes

A alpine O ocean/saltwater shores
B breaks/wadis M mountain
C coniferous forest R rolling hills
D deciduous/mixed forest S shortgrass
F freshwater coasts/banks T tallgrass
G glacier/snowfield U underground
H heath/scrub/moor V volcanic soil
I islands W waste
J jungle/rain forest Z desert

Search Difficulty Modifiers

1 Routine (+30) 4 Medium (0) 7 Extremely Hard (–30)
2 Easy (+20) 5 Hard (–10) 8 Sheer Folly (–50)
3 Light (+10) 6 Very Hard (–20) 9 Absurd (–70)

Form and Preparation. Herbs, breads, and drugs fall into three use categories: ingest (I), apply (A), and brew (B). Those that may be ingested, including all the breads, are immediately usable and may be eaten, chewed, drunk, or inhaled as appropriate. Those herbs and drugs which must be applied require 1–10 rounds of preparation time unless noted otherwise, then may be applied directly onto the injured area; those which must be brewed (usually into teas) are effective 20 melee rounds after the water boils.

Refined poisons have three different use categories: paste (P), liquid (L), and powder (Pd). Pastes may be put in food or drink or be applied to tools or weapons; they remain effective up to one week or until an object or person is struck. Liquids have the same uses as poison pastes, but are only effective for one hour. Powders may only be put in food or drink, but often maintain their effectiveness indefinitely.

Addiction Factor (AF). Many herbs, particularly the mind-altering drugs, are potentially addictive. Each time an herb is employed after its initial use in any given week the GM should roll to see if the user becomes addicted, doubling the addiction factor number with each subsequent use (after the second) in the given week. If the roll is under the adjusted addiction factor number, addiction results. Subsequent effects can include (a) a gradual loss of effectiveness of the herb (tolerance), (b) loss of effectiveness of the user (e.g., –50 to all actions) when not using the herb, (c) loss of user's ability to resist using the herb when under stress, or (d) unpleasant, possibly violent, withdrawal symptoms without usage. (Also consult the section on chemical disease in Rolemaster.)

Attack Levels and Resistance Rolls. Poisons and diseases have attack levels based on their potency (sometimes subject to variation by the methods detailed in Creatures & Treasures or Creatures & Monsters) used to determine whether they affect the intended victim. Antidotes and cures also have attack levels that determine their efficacy against poisons or diseases.

When a poison or disease attacks a target creature, an attack roll (AR) is made on the General column of the Base Spell Attack Table in Spell Law. This AR is generally not subject to modifiers, but the GM may allow modifiers in special circumstances (for example, the GM might allow poisoners to add their Deadly Skills level bonus to their poison's AR, or a set bonus for a particularly effective delivery mechanism). The target's RR is modified by the AR result, the target's poison or disease RR bonus (Constitution and racial bonuses), Drug Tolerance skill bonus if applicable, and certain spells or magic items. If the target fails to resist, the poison or disease takes effect; like natural poisons (venoms), some refined poisons and diseases have varying effects depending upon the severity of the failure, but most do not.

Note: All Rolemaster Companion I poisons and diseases have full effects on RR failures of 21 or more and minimum effects on RR failures of 1–20 and successes of 0–20.

Note: As redefined in Gamemaster Law, poisons have specific effects which occur on RR failures in addition to the general effects of that type of poison as described in GML §11.2. (Specific effects override general effects in cases of conflict.) The GML also extends the use of C&M variability codes, previously limited to natural poisons (venoms), to refined poisons.

When an antidote or cure attacks its target poison or disease, the target makes an unmodified RR. (However, the GM might allow poisoners to add their Deadly Skills level bonus to their poison's RR and physicians to subtract their Medical Skills level bonus, or allow certain other set bonuses or penalties.) If the target fails to resist, the antidote or cure takes effect, halting further damage to the victim. Unfortunately, most antidotes and cures cannot reverse damage already done.

Bone Repair Agents

Healing Rate

Arfandas (RM 608/GML 610, c-F-6, A, 2 SP, AF 1): A mildly enchanted cattail native to cool, temperate wetlands and streams. When applied to the area of a fracture, the stem doubles the rate of healing.

Shatter Repairs

Baalak or Bálak (RM 609/GML 611, h-O-8, B, 160 GP, AF 12): A rare enchanted bamboo native to humid, tropical ocean shores. It has light green, hairy leaves about 1' long, and its flowers resemble those of corn; it frequently grows 8' or more high. A tea brewed from young baalak stalks magically repairs shattered bones. Warning: If ingested improperly, baalak is a level 3 reduction poison.

Bursthelas (RM 610/GML 612, t-S-8, B, 110 GP, AF 22): An enchanted grass native to cool, temperate shortgrass prairies, usually found near willow groves. It has very dark green leaves with a golden vein. A tea brewed from its leaf stalks magically repairs shattered bones.

Simple Fracture Repairs

Edram (RM 611/GML 613, c-F-8, I, 31 GP, AF 10): An enchanted, bluish green moss native to cool, sheltered areas near water. It is edible (but very bitter) and mends broken bones.

Gursamel (RM 612/GML 614, t-S-7, A, 30 GP, AF 5): An enchanted grass native to cool, temperate shortgrass prairies, which has light green leaves and pale yellow stalks. When applied to the area of a fracture, the stalks mend broken bones.

Burn and Exposure Remedies

Burn Remedies

Alambas (RM 613/GML 620, s-O-4, A, 66 SP, AF 4): A tall grass native to semiarid saltwater shores that contains a powerful burn remedy. One dose of crushed alambas applied to a burn will heal 4 square feet of burns of any degree.

Aloe or Aloe Vera (RM 614/GML 621, t-H-4, A, 5 BP, AF 0): A succulent related to the yucca and agave, originally native to cool, semiarid to arid scrublands and deserts, now cultivated. It has a cluster of fleshy, light green leaves with rows of toothlike thorns along each edge, which can reach 18" long. When a leaf is broken and its sap is applied (1 round), aloe doubles the healing rate for burns and minor cuts and heals 5 hits from burn damage.

Culkas or Hagrir (RM 615/GML 622, a-Z-4, A, 35 GP, AF 0): An enchanted desert succulent "tree" related to aloe. Its branches have clusters of fleshy, 12" gray-green leaves with a reddish vein in the center and rows of toothlike thorns along each edge. One dose of broken culkas leaves applied to a burn will heal 10 square feet of burns of any degree.

Himros (RC1 16, A, 55 GP, AF 0): An ointment made from an herb mixture, himros heals first- and second-degree burns and relieves the effects of contact with plants such as nettle, pangwood, and thistle in one round. Its active ingredient is the sap of himros aloe (m-F-6), a water-loving distant relative of aloe vera, native to temperate stream banks and wetlands. It has a cluster of fleshy, dark green leaves with three yellow stripes and rows of toothlike thorns along each edge, which can reach 24" long.

Kelventari (RM 617/GML 624, t-T-3, A, 19 GP, AF 0): A bush related to sumac, native to cool, temperate tallgrass prairies or steppes. When rubbed on a first- or second-degree burn, its reddish-black berries heal the burn and 1–10 hits resulting from burn damage in one round.

Vessin (RC1 40, m-O-5, A, 30 GP, AF 0): A small clam native to temperate and tropical shallow seas, valued as a delicacy and sometimes cultivated. It is primarily valued for its secretions, which when applied to a burn can cure first- and second-degree burns in seconds and third-degree burns in one day.

Frostbite Remedies

Jojojopo (RM 616/GML 623, f-M-4, A, 9 SP, AF 0): A low-growing succulent related to kathkusa, native to frigid mountains, usually found just above and below the timber line or at the base of glaciers. When its gray to dull green fleshy leaves are crushed and applied, jojojopo cures frostbite and heals 2–20 hits of cold damage.

Veldurak (RM 618/GML 625, h-O-5, A, 8 SP, AF 2): A kelp native to warm ocean shallows. It grows up to 50' long and it has a single broad greenish-brown leaf. When applied, it cures frostbite and heals 1–50 hits resulting from cold. It is also prized as a delicacy in many coastal countries.

Circulatory Repair Agents

Anserke (RM 619/GML 630, h-O-6, A, 75 GP, AF 7): A short bush distantly related to carneyar, native to humid, tropical ocean shores. It grows up to 3' tall; it has dark green, glossy, round leaves about 1" long and pale yellow flowers with ten petals about 0.5" wide which produce a small yellow berry. Its roots contain a powerful astringent that stops any bleeding 3 rounds after the root is prepared by laceration and applied to the wound. The patient cannot move suddenly or the wound may reopen.

Carneyar (RC1 07, h-O-7, B, 400 GP, AF 15): A mildly enchanted bushy vine distantly related to anserke, native to humid, tropical ocean shores and rain forests with salty soil. It can grow up to 5' tall on its own, or all the way to the canopy with sufficient support. It has dark green, oval leaves about 1.5" long and pale pink to bright red flowers with ten petals about 1" wide which produce a small pink berry. A tea brewed from its flowers contains a powerful drug that immediately heals all concussion hits and stops all bleeding.

Fek (RM 620/GML 631, h-O-6, B, 50 GP, AF 5): A medium-sized tree native to humid, tropical ocean shores. It grows up to 60' tall as a single straight trunk. It has dull green, narrow leaves about 3" long, and small white flowers with five petals. A viscous tea brewed from its 0.5" nuts will stop any bleeding 1–10 rounds after application. The patient cannot move suddenly or the wound may reopen. Warning: If ingested, this tea is a level 10 reduction poison that attacks the gastrointestinal system.

Harfy (RM 621/GML 632, s-S-6, A, 175 GP, AF 9): A dark gray-green barrel cactus originally native to semiarid regions, now cultivated as an herb and ornamental. It usually grows about 15" tall and wide; it has 2" thorns, bright red 3" flowers with yellow centers, and delicious dark red fruit. When applied (1–3 rounds), the resin from its succulent stem immediately stops all forms of bleeding.

Hugburtun (RM 622/GML 633, s-Z-6, A, 180 GP, AF 6): A cactus of semiarid to arid deserts, related to the prickly pear. It has large pink flowers that produce a reddish-purple fruit. When prepared by laceration and applied to a wound, this fruit immediately stops all forms of bleeding. Warning: If ingested, the fruit is a level 5 circulatory poison.

Miretar's Crown (RC1 24, c-S-6, A, 125 GP, AF 10): A wildflower of the composite family originally native to cold shortgrass prairies, now cultivated, although with some difficulty because it cannot tolerate heat. A salve made from its beautiful blue and gold flowers will immediately stop all forms of bleeding when applied to a wound (1 round).

Rumareth (RC1 28, B, 125 GP, AF 25): An herb mixture usually made into tea or used as seasoning in soup. Rumareth contains a powerful drug which stops bleeding, but also makes the user drowsy (–25 to actions and very likely to fall asleep) for 1–4 hours. Its active ingredient is rumareth grass (m-T-6), originally native to temperate tallgrass plains and steppes, now cultivated.

Tulaxar (RC1 36, c-T-6, B, 110 GP, AF 10): A wildflower of the composite family, originally native to cold tallgrass plains or steppes, now cultivated. It resembles the chrysanthemum. A tea brewed from its leaves contains a powerful drug that stops bleeding.

Concussion Relief Agents

Abaas or Abás (RC1 01, h-O-3, I, 1 GP, AF 1): A small shrub, related to akbutege and draaf, native to humid, tropical saltwater shorelines. It has fleshy, dark green, palmate leaves; pale blue, five-petaled flowers; and small dark blue berries. The edible leaves contain a stimulant that heals 2–12 concussion hits.

Akbutege (RM 623/GML 640, s-O-2, I, 3 SP, AF 1): A small shrub, related to abaas and draaf, native to semiarid or arid saltwater shorelines. It has fleshy, light green, palmate leaves; pale pink, five-petaled flowers; and small pink berries. The edible leaves contain a stimulant that heals 1–10 concussion hits.

Arlan (RM 624/GML 641, t-T-2, A, 13 SP, AF 1): A tall, dark green grass, related to darsurion and mountain arlan, native to cool, temperate tallgrass prairies. The leaves of wild arlan contain a stimulant that heals 1–6 concussion hits when crushed and applied to a wound. The potency of the widely cultivated domestic variety has been improved by selective breeding; it heals 4–9 concussion hits.

Carefree Mustard (RC1 06, m-C-5, A, 10 GP, AF 0): A mustard originally native to temperate coniferous forests, now widely cultivated, although with some difficulty because it requires pine resins to thrive. A poultice made from its fragrant leaves and applied to the skin heals all concussion-hit damage proportionally over a one-hour period.

Carneyar (RC1 07, h-O-7, B, 400 GP, AF 15): A medium-sized bush distantly related to anserke, native to humid, tropical ocean shores. It grows up to 5' tall; it has dark green, oval leaves about 1.5" long and pale pink flowers with ten petals about 1" wide which produce a small pink berry. A tea brewed from its flowers contains a powerful drug that immediately heals all concussion hits and stops all bleeding.

Cusamar (RM 625/GML 642, c-H-7, I, 30 GP, AF 3): A small shrub, related to heather, originally native to cold moors and scrublands, now cultivated as an herb and ornamental, although with some difficulty because it cannot tolerate heat. Its edible, bright pink flowers contain a strong stimulant which heals 15–60 (10 + 5d10) concussion hits.

Darsurion (RM 626/GML 643, c-M-3, A, 35 BP, AF 1): A short, dark green grass, related to arlan, originally native to cold mountains, now cultivated, although with difficulty because it cannot tolerate heat, dryness, or pests. It is most easily identified by its blood-red leaf veins. Its leaves contain a stimulant that heals 1–6 concussion hits when crushed and applied to a wound.

Draaf or Dráf (RM 627/GML 644, a-O-2, I, 7 SP, AF 1): A small shrub related to abaas and akbutege, originally native to arid or semiarid saltwater shorelines, now cultivated. It has fleshy, blue-green, palmate leaves; pale purple, five-petaled flowers; and small purple berries. The edible leaves contain a stimulant that heals 1–10 concussion hits for each of two consecutive rounds.

Dugmuthur (RM 628/GML 645, t-M-3, I, 9 GP, AF 2): A thorny vine related to the blackberry and mirenna, originally native to cool, temperate mountains, now widely cultivated, although with some difficulty because it cannot tolerate excessive heat or dryness. Its delicious royal purple berries contain a powerful stimulant that instantly heals 10 concussion hits.

Fiis or Fís, Mountain (Ardor H2, t-F-1, B, 5 SP, AF 0): A dwarf pine native to cool lake shores, especially those found at high altitudes in the tropics, closely related to salt fiis. Its resin contains a stimulant that heals 1–5 concussion hits when dissolved in boiling water, then cooled and ingested. If mistaken for salt fiis and applied it is less effective (1–3).

Fiis or Fís, Salt (RC1 11, s-O-2, A, 8 SP, AF 0): A dwarf pine native to semiarid ocean shores and other areas with saline soil, closely related to mountain fiis. Its resin contains a stimulant that heals 1–6 concussion hits when rubbed on the affected area. If mistaken for mountain fiis and brewed it is less effective (1–3).

Gariig or Garíg (RM 629/GML 646, a-Z-3, I, 55 GP, AF 3): A desert barrel cactus with a dark green body, red thorns which grow in quartets, large flowers with brilliant scarlet petals and yellow stamens, and yellow fruit. It is sometimes cultivated as an herb and ornamental. Large individuals may grow 1' high and wide, but most are only one third that size. The interior pulp is edible, although extremely sour, and contains a powerful stimulant that heals 30 concussion hits. Gariig fruit tastes like grapefruit and contains a mild hallucinogen (also AF 3). Due to similarities of name and effect, gariig is often confused with grarig.

Gefnul (RM 630/GML 647, e-V-5, I, 90 GP, AF 10): A blue-white lichen native to volcanic areas of everlasting cold, found most frequently growing on glacier-scarred granite. It contains a powerful and potentially addictive stimulant. When properly gathered and cleaned, gefnul is marginally edible; a half-ounce dose heals 100 concussion hits.

Grarig, Greater (RC1 14, h-V-4, I, 50 GP, AF 8): A canopy tree of tropical rain forests with heavily volcanic soil, closely related to the shrubby lesser grarig of volcanic islands and may in fact be the same species. Its edible, though extremely sour, young red-tinged leaves contain a powerful stimulant which heals 30 concussion hits. Grarig wood is also valuable; it is reddish brown and has a +5 enchantment value (magic column) and an alchemical inertia factor of 4. Due to similarities of name and effect, grarig is often confused with gariig.

Grarig, Lesser (Ardor H3, h-I-1, B, 15 GP, AF 12): A tall shrub of tropical islands with heavily volcanic soil, one of the first plants to grow on fresh lava flows. It is closely related to greater grarig, a rain-forest tree, and may in fact be the same species. A tea brewed from its crushed young red leaves contains a powerful stimulant that heals 30 concussion hits. Warning: If ingested directly, the leaves are a level 2 circulatory poison.

Mirenna (RM 631/GML 648, c-M-3, I, 10 GP, AF 1): A thorny vine related to the blackberry and dugmuthur, originally native to cold mountains, now widely cultivated, although with some difficulty because it cannot tolerate heat. Its delicious brilliant berries, crimson in acidic soils or silvery-red in basic soils, contain a powerful stimulant which instantly heals 10 concussion hits.

Reglen (RM 632/GML 649, t-M-3, B, 75 GP, AF 7): A bright green moss native to cool, temperate mountains, found most frequently near forest springs. When properly washed and boiled, reglen tea heals 50 concussion hits.

Rewk (RM 633/GML 650, t-D-3, B, 9 SP, AF 1): A tuber vine related to the sweet potato, originally native to cool, temperate deciduous forests, particularly those with abundant maples. The vine has dark green heart-shaped leaves, small orange-yellow flowers, and small orange fruit. The large root tubers, which strongly resemble those of the sweet potato, contain a stimulant in their skin. When boiled, the tea or broth from a medium to large tuber heals 2–20 concussion hits, and the tuber itself is highly nutritious. Rewk has therefore become one of the most widely cultivated herbs.

Telperion (RC1 34, s-D-7, I, 100 GP, AF 1): An enchanted deciduous tree, distantly related to laurelin, originally native to semiarid mixed forests, now cultivated. It usually grows taller than 100' with a single straight trunk. It has 3" arrowhead-shaped leaves, dark green above and silver below; 0.5" silver-white night-blooming flowers which resemble those of the apple; and small silver nuts, valued for their flavor which resembles that of the pecan. Its edible young leaves contain a strong stimulant that heals 10–100 concussion hits. Telperion is also highly prized for its wood, which has a +15 enchantment value (mithril column) and a very low alchemical inertia factor of 1.

Thurl (RM 634/GML 651, t-D-1, B, 2 SP, AF 1): A clove native to cool, temperate deciduous forests, now widely cultivated and used in cooking. Thurl tea heals 1–4 concussion hits and remains effective for 1–2 weeks.

Winclamit (RM 635/GML 652, c-C-7, I, 100 GP, AF 12): A rare, somewhat enchanted gooseberry native to cold coniferous forests, especially spruce forests. Its pale green to yellow 0.5"–1" fruit contains a powerful, potentially addictive stimulant that heals 3–300 concussion hits.

Yavethalion (RM 636/GML 653, m-O-5, I, 45 GP, AF 4): A mildly enchanted golden grape, originally native to mild, temperate ocean shores but now widely cultivated. Its fruit, sometimes called the sweetest in the world, contains a stimulant that heals 5–50 concussion hits when eaten raw. When cooked or made into wine, yavethalion retains its sweetness but loses most of the stimulant. In these forms, it heals only 1 concussion hit, but its addiction factor goes down to 0.1. (Psychological addiction is another matter.)

Cosmetics

Klynyk (RC1 19, m-O-2, A, 25 BP, AF 0): A large oyster native to temperate shallow seas, prized as a delicacy. When spread on the skin, a cream prepared from klynyk broth removes hair for several days.

Tharm (RC1 35, m-O-1, A, 0.5 CP, AF 0): A kelp native to temperate ocean shallows. It grows up to 20' long and it has a single broad brown leaf. When the clear oil pressed from its leaf is applied, it protects the skin from sunburn and aids tanning. It is also prized as a delicacy in many coastal countries.

Disease Cures and Resistance Enhancers

Arlan, Mountain, or Arthond (RM 638/GML 661, c-M-2, I, 1 BP, AF 3): A shortgrass related to darsurion and arlan, native to cold mountains. It has dark green leaves with yellowish edges and veins, tiny but bright yellow flowers and seeds, and a root system that frequently grows 1'–2' deep. If properly cleaned, the edible roots contain a decongestant which adds +20 to resistance versus the common cold and related respiratory illnesses for one week and also increases the recovery rate from these illnesses by a factor of five. Its price often increases greatly due to such market factors as respiratory epidemics, weather, and overgrazing by mountain sheep and goats.

Attanar (RM 640/GML 663, t-F-4, A, 8 GP, AF 1): A dark green moss native to cool, temperate, sheltered areas near water. When crushed and applied to the patient's chest, attanar cures fever. Warning: If ingested, attanar is a level 1 reduction poison that attacks the gastrointestinal system.

Latha (RM 643/GML 666, t-F-4, B, 9 SP, AF 4): A rooted freshwater plant native to cool, temperate areas, usually found growing in calm water 1–3 feet deep. A tea brewed from its fleshy stems immediately heals 1–2 concussion hits and cures the common cold and related respiratory illnesses. It also adds +10 to disease resistance for one week.

Maiana (RC1 22, B, 0.5 CP, AF 0): An herb mixture usually made into tea or used as seasoning in soup. Maiana is a decongestant drug used to treat most respiratory illnesses. Its active ingredient is the needles of the maia fir (t–C–1), a tall conifer originally native to cool, temperate coniferous forests, now widely cultivated.

Margath (RC1 23, A, 1 GP, AF 0): A salve made from an herb mixture, margath is a potent anesthetic (1 round). Its active ingredient is the berries of margath (h-J-2), a creeper native to tropical rain forests.

Red Willow (RC1 27, t-F-2, B, 5 SP, AF 0): A close relative of the weeping willow, native to cool, temperate stream banks and wetlands, so named because its leaves turn bright red in the autumn (those of most other willows turn yellow). A tea brewed from its leaves reduces fever.

Teldalion (RC1 33, m-C-3, A, 2 GP, AF 0, level 10): A medium-sized pine tree native to temperate coniferous forests. A poultice prepared from teldalion bark (the soft inner part) reduces inflammation and cures most infections.

Trudurs (RM 644/GML 667, c-F-4, B, 12 SP, AF 8): A very dark green moss native to cool, sheltered areas near water. When properly cleaned and brewed, trudurs tea adds +10 to disease resistance for 1–10 days.

Diseases (Biological Weapons)

Angurth (RC1 03, level 2): A bacterial infection carried by many species of fleas, found in all but the coldest climates. Angurth attacks the circulatory and digestive systems, causing slow, painful death; at minimum, it causes severe fever and nausea (2–20 days).

Cyclic Fever (RC1 08, level 15): A rare bacterial infection carried by several species of ticks and lice, found in warmer climates. It causes 3–12 cycles of high fever lasting 4 days each, with a 50% chance of blindness and 25% chance of death each cycle; at minimum, it causes 2–3 cycles of low fever.

Frulowg (RC1 13, level 5): A bacterial infection spread by airborne spores, found in all climates. It causes the loss of the victim's sense of smell for several days or weeks; at minimum, it has no ill effects.

Gurth-nu-fuin (RC1 16, level 3): A viral infection spread by casual contact, found in all climates. It attacks muscle tissue, causing slow, painful debilitation and eventual death from heart failure or secondary infections; at minimum, it causes severe nausea (1–100 hours).

Kaskamak (RC1 23, level 12): An extremely rare ailment characterized by surface feeling loss; at minimum, it has no ill effects. Its cause and transmission method are not known, but its effects are similar to those of leprosy, a bacterial infection.

Marsh Flux (RC1 26, level 20): An amebic waterborne infection found in nearly all climates, but usually in warmer climates or those areas with sewage-contaminated water. It causes severe dehydration from diarrhea and vomiting, resulting in coma (2–7 days) or death due to shock (20% chance); at minimum, it causes diarrhea and vomiting (1–3 days).

Pakiik or Pakík (RC1 33, level 25): An extremely rare, virulent bacterial infection spread by contact with contaminated bodily fluids. It produces random body growths, i.e. tumors.

Quaking Fever (RC1 38, level 20): A rare bacterial infection carried by several species of freshwater leeches from warmer climates. It causes fever, convulsions, and coughing (6–10 days) which can lead to loss of temporary Constitution (30% chance, 1–20 points) or death (15% chance); at minimum, it causes swelling, fever, and trembling.

Red Fever (RC1 39, level 25): A virulent bacterial infection spread by contaminated food or water, usually found in warmer climates. It causes severe vomiting (10–14 days), and often (40% chance) leads to death from pneumonia, peritonitis, meningitis, or heart failure; at minimum, it causes fever, nosebleed, and headache (7–10 days).

Vaxvarna (RC1 51, level 20): A rare viral infection spread by airborne spores and casual contact, found in all climates. It attacks the circulatory system, causing dangerous internal bleeding; at minimum, it causes severe weakness (1–100 days).

Yellow Rheum (RC1 57, level 30): A virulent bacterial infection carried by many species of mosquitoes, found in all but the coldest climates. It attacks the digestive system, leading to severe vomiting, with death due to shock possible (20% chance); at minimum, it causes vomiting, jaundice, and fever.

Food Substitutes

Cram (RM 712/GML 751, I, 14 SP per 4-oz slice or 13 GP per 10-slice loaf, AF 1): An enchanted multi-grain bread commonly known as Dwarven Waybread; it tastes of mushrooms and pepper and keeps fresh for 7 weeks. Each slice of cram provides five days' nutrition. Its active ingredient is the zuvar mushroom (c-U-2), originally native to cold, damp, mineral-rich caverns but now widely cultivated. Most Dwarves (Omikhani) develop a resistance to cram's slightly addictive nature at an early age.

Lembas (I, AF 0): The famous enchanted Elven Waybread, made in secret by many of the great Elven ladies and given away to the deserving, never sold. Each preparer has a slightly different recipe. If kept clean and dry, lembas keeps fresh indefinitely. Each slice contains 30 small square doses; each dose heals 1–10 hits, provides a full day's nutrition, and adds +10 to the user's Constitution bonus for that day. It is also reputed to have a number of other beneficial effects.

Nelisse (RM 807/GML 806, s-V-5, B, 9 SP, AF 15): A bush native to semiarid regions with heavily volcanic soil, distantly related to coca. A tea brewed from nelisse leaves causes euphoria (–50 to all actions) for one hour and yields one day's nutrition. Warning: A substantial overdose (more than 4 doses at once) of nelisse tea acts as a level 5 nerve poison.

Ukur (RM 645/GML 668, f-H-4, I, 34 SP, AF 1): A dwarf pine related to the piñon, native to frigid scrublands and moors and frequently found near the timber line. Its delicious nuts contain a full day's nutrition.

Ulginor (RM 716/GML 755, I, 4 SP per 4-oz slice or 35 SP per 10-slice loaf, AF 0): An enchanted multi-grain bread commonly known as Spinach-and-Cheese Waybread; it tastes of cheese and spinach and keeps fresh for 1–2 months. Each slice of ulginor provides one day's nutrition. Its active ingredient is ulginor spinach (c-O-1), originally native to cold ocean shores but now widely cultivated.

General Healing Agents

Arkasu (RM 637/GML 660, m-T-4, A, 12 GP, AF 2): A mildly enchanted milkweed originally native to mild, temperate tallgrass prairies, now widely cultivated. When applied to a wound, its milky yellow sap heals 2–12 concussion hits and doubles the wound's healing rate. Also, all parts of the plant are edible.

Athelas (RM 639/GML 662, t-C-5, B, 300 GP, AF 20): A small highly enchanted shrub originally native to cool, temperate coniferous forests, now widely cultivated. A tea brewed from its dark green leaves is potentially capable of curing any disease or injury while the patient is still alive, although it cannot keep or give life. The magic of athelas is highly dependent upon the status of the healer, however, only reaching full potency in the hands of an "ordained" king or similar individual. Athelas leaves and fruit are also edible and highly nutritious, and are frequently used in the Elven Waybread lembas.

Baranie (RC1 04, m-D-2, B, 3 BP, AF 1): A wildflower of the composite family which resembles the daisy, originally native to temperate forests, now widely cultivated. A tea brewed from its young leaves reduces nausea.

Caranan (RC1 05, B, 3 GP, AF 0): An herb mixture usually baked into bread or used as seasoning in soup. Caranan heals 2–8 concussion hits and relieves pain and swelling, frequently reducing injury penalties (GM discretion). Although caranan is not addictive, the maximum number of effective doses is 10 per day. Its active ingredient is carano (m-F-4), an oregano relative originally native to temperate stream banks, wetlands, and other well-watered areas, now widely cultivated.

Sindoluin (RC1 30, m-T-2, B, 2 SP, AF 0): A wildflower of the composite family that resembles the daisy, originally native to temperate tallgrass plains and steppes, now cultivated. When properly refined, sindoluin flowers contain an anticoagulant drug used to treat heart disease, stroke, and related illnesses. It is also a level 5 antidote for blood-clotting poisons (GM discretion). Sindoluin is prepared by boiling the golden flowers in water, then straining the extract. Warning: If used improperly, sindoluin can cause a patient to bleed to death.

Insect Repellents

Delrean (RM 641/GML 664, c-C-2, A, 3 SP, AF 1): A small fir native to cold coniferous forests. It has short silvery green needles which grow in clusters of three and short, fat golden brown cones. Its bark contains a powerful insect repellent, used by rubbing strips of bark onto exposed skin. Unfortunately, the smell is noticeably foul, detectable by Humans at 50'.

Life Preservation Agents

Lifegiving Agents

Laurelin (RM 648/GML 672, m-O-9, I, 999 GP, AF 21): A rare enchanted deciduous tree, distantly related to telperion, originally native to mild, temperate ocean shores, now cultivated. It usually grows taller than 50' with a single straight trunk. It has 4" arrowhead-shaped leaves, emerald green above and golden below; 0.5" golden flowers which resemble those of the cherry, and small golden nuts. When young and undamaged, the edible leaves are Lifegiving for Elves (Eldani) if given within 28 days of death. Laurelin is also highly prized for its wood, which has a +20 enchantment value (mithril column) and a low alchemical inertia factor of 2.

Nur-oiolosse (RM 649/GML 673, f-F-8, I, 200 GP, AF 13): An enchanted clove native to frigid wetlands, closely related to oiolosse. Its edible cloves are Lifegiving for one day for all races; however, they kill the patient one day later unless the antidote, a sorul or sorel nut, is available.

Sorul Nut or Sorel Nut (RM 649a/GML 606, c-F-2, I, 1 SP, AF 0, level 20): The sorul or sorel is a medium pine related to the piñon, originally native to cold, well-watered forests, now widely cultivated. Its delicious nuts stabilize the enchantment of nur-oiolosse, a Lifegiving herb, and are prized as a delicacy in many cold to mild countries. The tree itself is attractive, often planted as an ornamental, and its soft wood is dark yellow.

Oiolosse or Ololosse (RM 650/GML 674, f-F-8, I, 600 GP, AF 22): An enchanted clove originally native to frigid wetlands, closely related to nur-oiolosse, now cultivated. Its edible golden cloves are Lifegiving for Elves (Eldani) if given within 7 days of death.

Tyr-fira (RM 653/GML 677, f-A-9, A, 1,200 GP, AF 33): A small, rare, powerfully enchanted member of the lily family, native to arctic and alpine tundra. It has dark gold 5" bladed leaves and brilliant blue and red flowers that resemble those of the iris. When crushed and applied to the patient's forehead and chest, tyr-fira leaves are Lifegiving if given within 56 days of death. Attempts at cultivation and crossbreeding with lilies from warmer climates have been largely unsuccessful.

Vulcurax (RM 654/GML 678, h-J-9, A, 1,000 GP, AF 0): A rare enchanted creeper native to the canopies of tropical rain forests. Its leaves closely resemble those of poison ivy, but its tiny flowers and large berries are bright purple. The berries are Lifegiving if applied (spread on the forehead or chest) within 30 days of death.

Lifekeeping Agents

Carcatu (RM 646/GML 670, h-O-7, A, 89 GP, AF 25): A short, golden green, enchanted grass native to humid, tropical ocean shores. When crushed and applied to the patient's forehead, it is Lifekeeping for one day.

Degiik or Degík (RM 647/GML 671, h-O-5, I, 100 GP, AF 10): A short to medium-sized enchanted bush native to humid, tropical ocean shores and rain forests. It grows up to 4' tall; it has bright green, oval leaves about 2" long, pale pink flowers with five petals about 1" wide, and small red berries. Its young leaves are edible and Lifekeeping for one day.

Olvar (RM 651/GML 675, f-O-6, I, 200 GP, AF 20): Two small enchanted perennials native to frigid ocean shores. Both subspecies have round, hairy, light green leaves about 0.5" long. Their tiny flowers, blood-red or white, and dull red fruit grow in tight clusters on 4" long spikes. The flowers are edible and Lifekeeping for 2–20 days. Warning: If ingested, the fruit is a level 2 nerve poison. Note: A third subspecies with red-streaked white flowers, found in alpine tundra regions (f-A-7), particularly in saline soils, has identical properties.

Pathur (RM 652/GML 676, a-H-4, B/A, 35 GP, AF 7): A small enchanted shrub related to the sage, native to arid scrublands. When rubbed on the patient's chest, a broth brewed from its water-storing root nodules is Lifekeeping for one hour. Warning: If ingested, this broth is a level 2 nerve poison.

Muscle, Cartilage, and Tendon Repair Agents

Cartilage

Arnuminas (RM 655/GML 680, m-S-2, A, 6 BP, AF 8): A short wild rose originally native to mild, temperate shortgrass prairies, now widely cultivated as an herb and ornamental. It has light pink to white flowers. When crushed and applied to the wounded area, arnuminas leaves double the healing rate for sprains, torn ligaments, damaged cartilage, and related injuries.

Dagmather (RM 658/GML 683, s-S-5, B/A, 28 GP, AF 12): A short, enchanted, thorny bush native to semiarid to temperate shortgrass prairies. It has light green leaves, attractive yellow flowers, and burrs. A broth or poultice brewed from either the seed spines or the thorns and applied to a wound heals damaged cartilage.

Ebur (RM 659/GML 684, m-O-4, I, 22 GP, AF 18): A short enchanted tree closely related to tarfeg, native to mild, temperate ocean shores. It grows up to 25' tall with a single straight trunk. It has dark green, oval leaves about 2" long, pale yellowish-white flowers with eight petals about 1" wide, and yellow-brown nuts. Its edible flowers repair sprains.

Hegheg (RM 660/GML 685, h-S-8, A, 25 GP, AF 5): A thorny bush native to tropical grasslands or savannas. It has small gray-green leaves, 1.5" reddish-yellow flowers with eight petals, and 2" seed pods. When ground into paste and applied to a wound, its younger roots heal damaged cartilage.

Tarfeg (RM 661/GML 686, h-O-7, I, 23 GP, AF 3): A short enchanted tree closely related to ebur, native to humid, tropical ocean shores. It grows up to 20' tall with a single straight trunk. It has dark green, oval leaves about 2" long, pale greenish-white flowers with eight petals about 1" wide, and yellow-brown nuts. Its edible flowers repair sprains.

Muscle

Arpsusar (RM 656/GML 681, t-F-5, B/A, 30 GP, AF 15): A mildly enchanted cattail native to cool, temperate wetlands and streams. A broth or poultice brewed from its stalks and applied to a wound heals damaged muscles.

Curfalaka (RM 657/GML 682, h-J-7, I, 40 GP, AF 6): A rare enchanted canopy tree of tropical rain forests. Its edible orange-red, pear-shaped fruit heals damaged muscles.

Nervous System Restoratives

Belramba (RM 662/GML 690, s-C-6, B, 60 GP, AF 20): A greenish-black lichen native to semiarid coniferous forests, related to wifurwif. It thrives on pine resins, so it is found most frequently growing on rocks surrounded by pines. A tea brewed from a properly gathered and cleaned half-ounce dose of belramba contains a powerful and potentially addictive drug that repairs damaged nerves.

Culan (RC1 08, B, 15 GP, AF 3): An herb mixture usually made into tea or used as seasoning in soup. Culan is an anti-spasmodic drug used to treat conditions like epilepsy; it also reduces the effect of certain poisons (GM discretion). Its active ingredient is culan rye (h-T-4), a grass that closely resembles rye, originally native to tropical tallgrass plains or savannas, now cultivated.

Felmather (RM 642/GML 665, m-O-5, I, 105 GP, AF 15): A short enchanted bush adapted to mild, temperate regions with highly saline and sandy soils, such as beachfront dunes. Its edible but bitter leaves have two magical properties; the first allows the user to mentally summon one "friend" (beasts or folk) within a range of 300' times the user's level, while the second relieves the effects of coma.

Hoak-foer (RM 805/GML 804, s-S-2, I, 67 GP, AF 30): A flower of the composite family native to semiarid to temperate shortgrass prairies and hills which resembles the daisy, now widely cultivated. Its edible, beautiful white or yellow flowers contain a powerful hallucinogenic drug that cures mind loss and mental diseases, but prevents all movement for 1–10 weeks.

Klandun (RC1 18, h-B-6, I, 300 GP, AF 3): A fern native humid, tropical areas near water. Its edible leaves contain a drug capable of curing most forms of paralysis (as the spell "Paralysis Cures," Closed Channeling list "Nerve Law"), including thrayniis, which do not require nerve regeneration (GM discretion).

Tatharsul (RM 715/GML 754, 75 GP per 4-oz slice or 690 GP per 10-slice loaf, AF 15): An enchanted pumpkin bread which tastes of pumpkin and lemon and keeps fresh for 1–2 months. Tatharsul is an effective remedy for many nerve diseases and injuries (GM discretion); when effective, it restores the user's nervous system to normal in 1–10 rounds. Its active ingredient is tathar lemon juice; the tathar lemon (t-O-3) is a short, shrubby, thorny tree native to cool, temperate ocean shores and other saline soils.

Terbas (RM 663/GML 691, m-D-3, A, 2 GP, AF 4): A low-growing plantain relative originally native to mild, temperate deciduous forests, now cultivated. When applied to the area of a nerve injury, its dark green, 4"–6" leaves double the rate of healing.

Wifurwif (RM 664/GML 692, t-M-7, I, 55 GP, AF 15): A dark green lichen native to cool, temperate mountain regions, related to belramba. When properly gathered and cleaned, wifurwif is edible; a half-ounce dose contains a powerful drug which repairs damaged nerves.

Yuth (RM 665/GML 608, h-J-8, I, 29 GP, AF 8, level 20): A rare tropical orchid whose pale lavender, edible flowers are both a powerful antidote for nerve venoms and a restorative for poison-induced nerve damage.

Obstetrical Agents

Harlindar (RC1 15, B, 50 GP, AF 0): An herb mixture usually made into tea or used as seasoning in soup. In most circumstances, harlindar assures safe childbirth (GM discretion) and improves the mother's nutritional balance. Its active ingredient is harlindar grass (s-S-4), which closely resembles bluegrass, originally native to semiarid to temperate shortgrass prairies, now widely cultivated.

Organ Repair Agents and Preservatives

General

Gildarion (RC1 13, A, 350 GP, AF 20): A salve made from an herb mixture, gildarion repairs damaged organs with a recovery time of 1–10 days (subject to the racial recovery multiplier). Its active ingredient is gildar (h-J-7), an orchid native to tropical rain forests, related to tarnas and wek-wek, which has 2" purplish-white flowers.

Siran (RM 671/GML 705, s-S-6, I, 80 GP, AF 31): An enchanted clove native to semiarid to temperate shortgrass prairies. When eaten, the cloves magically restore one organ or area of the body. Warning: Siran is toxic. It causes a skin rash which reduces Appearance by 1–10 points and which causes bleeding at 6 hits per round when afflicted skin is exposed to full sunlight; these effects heal slowly in 4–6 weeks.

Tarnas (RM 673/GML 707, h-J-6, B, 220 GP, AF 60): An orchid native to tropical rain forests, related to gildar (see gildarion) and wek-wek. It has 2" yellowish-white flowers. A tea prepared from its root nodules repairs damaged organs, but causes nausea for 1–10 hours (–50% to all actions) and is highly addictive.

Wek-wek (RM 674/GML 708, h-J-8, B, 220 GP, AF 50): An orchid native to tropical rain forests, related to gildar (see gildarion) and tarnas. It has 3" pink flowers. A tea prepared from its root nodules repairs damaged organs, without the side effects of tarnas, but it is still highly addictive.

Hearing

Febfendu (RM 668/GML 702, c-F-4, B, 90 GP, AF 24): An enchanted water plant related to and frequently mistaken for the water lily, native to cool, temperate wetlands and streams. It has dark green rounded-heart-shaped leaves that float on the water and beautiful large yellow flowers. When its root tubers are boiled, the tea or broth restores hearing.

Kakduram (RM 669/GML 703, h-J-7, I, 90 GP, AF 6): A rare mid-level tree of tropical rain forests. Its edible, fig-shaped brown fruit restores hearing.

Limb Reattachment and Regeneration

Awn (RC1 03, t-D-9, B, 1,900 GP, AF 20): A rare enchanted elm originally native to cool, temperate forests, now cultivated, although with some difficulty. It is shorter than most elms, rarely exceeding 30' tall. Its emerald green leaves are veined and edged in reddish gold, turning entirely red-gold in autumn. A tea brewed from awn bark (the soft inner part) can rejoin severed limbs, acting as all the necessary "Joining True" spells (Closed Channeling healing lists) simultaneously. Warning: Even small overdoses of awn tea are dangerous. For every ounce ingested over the recommended four, the user must resist a level 15 circulatory poison.

Kolandor (RC1 20, h-D-9, A, 15,000 GP, AF 0): An extremely rare enchanted elm native to the cooler areas of tropical rain forests (higher altitudes) and warmer areas of temperate rain forests. It is taller than most elms, often exceeding 200'. Its dark green leaves have gold veins and undersides, turning entirely gold in autumn. A poultice made from kolandor leaves can completely regenerate severed limbs in six months, subject to racial recovery multipliers. Unfortunately, attempts at cultivation and crossbreeding with elms from other climates have not been successful.

Preservation

Berterin (RM 667/GML 701, m-D-3, B, 19 GP, AF 20): A pale green moss native to mild, temperate deciduous forests, normally found growing on oak trees. When properly cleaned and brewed, berterin broth preserves organic material (up to body size) for one day. Warning: If ingested, this broth is a level 5 reduction poison that attacks the gastrointestinal system.

Pasamar (RM 670/GML 704, h-S-8, B, 75 GP, AF 40): A short, fine, dark green grass, related to siriena, native to tropical grasslands or savannas, which grows in tight clumps. When properly cleaned and brewed, pasamar broth preserves organic material (up to body size) indefinitely. Warning: If ingested, this broth is a level 15 reduction poison that attacks the gastrointestinal system.

Siriena (RM 672/GML 706, s-S-5, B, 70 GP, AF 27): A short, fine, dark green grass, related to pasamar, native to semiarid to temperate shortgrass prairies, which grows in tight clumps. When properly cleaned and brewed, siriena broth preserves organic material (up to body size) for one week. Warning: If ingested, this broth is a level 12 reduction poison that attacks the gastrointestinal system.

Slagen (RC1 31, t-C-6, A, 120 GP, AF 24): A dark green moss native to cool, temperate coniferous forests. When cleaned and applied to a severed limb, slagen will preserve it indefinitely.

Sight

Baldakur (RM 666/GML 700, c-M-8, B, 102 GP, AF 7): A rare enchanted carrot, related to atigax, native to cold mountains. A stew made from its tough (essentially inedible) central root tuber magically restores sight, short of those injuries requiring regeneration.

Ucason (RC1 37, m-O-7, I, 75 GP, AF 40): An enchanted grass closely related to ul-ucason, native to temperate ocean shores, usually found growing on dunes. When crushed and dried, its very dark green and yellow leaves may be smoked like tobacco; the euphoric smoke cures blindness, short of those injuries requiring regeneration.

Ul-ucason (RC1 38, m-O-8, I, 250 GP, AF 80): An enchanted grass closely related to ucason, native to temperate ocean shores, especially those of islands, usually found growing on dunes. When crushed and dried, its dark blue-green and golden leaves may be smoked like tobacco; the euphoric smoke restores (regenerates) the user's eyes and cures nongenetic blindness.

Physical and Mental Ability Alteration Agents and Enhancers

Breathing Aids

Agaath or Agáth (RM 675/GML 710, e-G-2, I, 5 GP, AF 3): A tiny, low-growing, enchanted plant native to glaciers and permanent snowfields, usually found in sheltered crevices. It has pale green leaves, small yellow flowers, and wax-colored berries. The berries are edible and enable the user to breathe normally in air with low oxygen levels (to 25% normal) for 12 hours. Warning: Agaath is highly toxic! If used more than once every other day (36–48 hours minimum between doses, depending on the user's Constitution bonus) it causes a lethal respiratory overreaction (no RR).

Gylvir (RM 681/GML 716, m-O-6, I, 45 GP, AF 20): An edible but slimy and utterly foul-tasting algae found on temperate saltwater shores. It turns an air-breather into a water-breather (only) for four hours.

Mental Ability Enhancers

Breldiar (RM 678/GML 713, m-V-4, I, 25 GP, AF 7): A climbing rose related to brorkwilb, originally native to temperate areas with heavily volcanic soil, now widely cultivated as an herb and ornamental, although with difficulty. Its beautiful, edible 1" crimson flowers contain a mildly euphoric drug which gives the user +50 to cast and overcast spells, to all perception, and to missile attacks for one hour, at the cost of –30 to physical maneuvers and melee.

Breldiar Hips (AF 35): The ripe fruit of the breldiar rose contains the euphoric drug in much more concentrated form, increasing the effects listed above to +100 and
–75 for one hour, afterwards causing the user to fall into a coma-like sleep for 2–4 hours.

Brorkwilb (RM 802/GML 801, m-V-3, I, 9 GP, AF 45): A climbing rose related to breldiar, originally native to temperate areas with heavily volcanic soil, now widely cultivated as an herb and ornamental, although with difficulty. Its beautiful, edible 1" pink flowers contain a powerful, fairly addictive euphoric drug which allows the user to share the dreams of one family member who lies sleeping within the range of 100 miles times the user's level. Warning: A large overdose (4 or more doses at once) acts as a level 9 nerve poison.

Felmather (RM 642, m-O-5, I, 105 GP, AF 15): A short enchanted bush, distantly related to fukavar, adapted to mild, temperate regions with highly saline and sandy soils, such as beachfront dunes. Its edible but bitter leaves have two magical properties; the first allows the user to mentally summon one "friend" (beasts or folk) within a range of 300' times the user's level, while the second relieves the effects of coma.

Fukavar (RC1 12, t-I-6, I, 230 GP, AF 25): An enchanted bush, distantly related to felmather, native to cool, temperate islands and other well-watered areas with saline soil. When crushed and dried, fukavar flowers may be smoked like tobacco; the euphoric smoke allows the user to mentally summon one friendly individual within a range of 20 miles.

Grapeleaf (RM 682/GML 717, m-D-6, I, 7 GP, AF 18): A vine related to the honeysuckle, originally native to temperate forests but now widely cultivated as an herb and ornamental. As suggested by its name, its leaves are shaped like those of wild grapes, but its silver-white flowers are almost identical to those of honeysuckle. The flowers gain a rich, sweet, dreamy odor from their intoxicating nectar, which when ingested in fairly large quantities (i.e. a half-ounce dose) causes intoxication (actions at –50) and dreams (1–4 as the "Dream" spells) for two hours and also serves as one day's nutrition. Grapeleaf is also used in cooking, perfumes, and beekeeping.

Joef (RM 683/GML 718, t-B-3, I, 35 GP, AF 23): A bush distantly related to coca, originally native to cool, temperate streambeds, particularly seasonally dry ones, now widely cultivated. Joef powder is prepared by boiling the dark green leaves in vinegar, straining the extract, then evaporating the extract. It may be ingested by inhalation or absorption under the tongue; it allows the user to mentally summon one known sentient friend with a range equal to 100 feet times the user's level, up to one-half mile (2,640 feet). If eaten raw (actually the most frequent use), the bitter leaves act as a mild stimulant like caffeine or coca.

Rud-tekma (RM 689/GML 724, h-J-6, I, 25 GP, AF 10): A creeper of the rose family native to tropical rain forests. Its small edible fruit gives the user +20 to cast and overcast spells for one hour, at the cost of –20 to maneuvers and melee. There is a 10% chance any spell cast under the influence of this drug will be cast on the nearest unintended target.

Splayfoot (RM 690/GML 725, m-F-4, B, 23 GP, AF 16): A highly enchanted (blessed) dandelion originally native to cool, temperate wetlands and streams, now widely cultivated. It has bright green splayed leaves with golden edges, beautiful golden flowers, and a root system that frequently grows 4' deep. For those who are "good in heart," a tea brewed from splayfoot seeds instills confidence and singleness of purpose (+25 to all actions) for 1–4 hours.

Tukamur (RM 810/GML 809, s-S-4, B, 38 SP, AF 100): A bluish-green grass native to semiarid to temperate shortgrass prairies. Tukamur contains a powerful, dangerously addictive euphoric drug, which is prepared by boiling the grass, straining the extract, and boiling again to condense the extract into a syrup. It allows two users, both under the influence of tukamur syrup and friendly to one another, to share dreams. If eaten raw, tukamur grass is sweet and mildly euphoric, making the user –25 to all actions for 30 minutes (AF 10). In many areas, herders attempting to keep livestock away from it have eradicated tukamur.

Physical Ability Enhancers

Elben's Basket (RM 680/GML 715, t-S-7, B, 10 GP, AF 15): A sunflower originally native to cool, temperate shortgrass prairies, now widely cultivated. It closely resembles the common sunflower except its flowers are white, not yellow. A tea brewed from its roots contains a powerful heart stimulant. Although it has uses in treating heart disease, it is mainly used as a combat stimulant because it can double the user's speed for one round. Warning: Elben's basket is highly toxic! If taken more than once per hour (45–60 minutes minimum between doses, depending on the user's Constitution bonus), Elben's-basket tea causes a lethal cardiac arrest (no RR).

Hesguratu (RM 713/GML 752, 45 GP per 4-oz slice or 350 GP per 10-slice loaf, AF 10): An enchanted whole-wheat bread that tastes of wheat and onions and keeps fresh for one month. Hesguratu doubles the user's strength for 6 rounds, or longer for races with recovery multipliers less than 1.0, resulting in double damage inflicted upon foes and +10 to OB. Its active ingredient is sap from the guratu (c-M-3), a tough succulent related to jojojopo and kathkusa, native to cold mountain and arctic regions.

Kathkusa (RM 684/GML 719, f-W-3, I, 50 GP, AF 35): A tough succulent related to jojojopo and guratu (see hesguratu), native to frigid wastes, both alpine and arctic. Its marginally edible, dark green leaves contain a powerful combat stimulant which doubles the user's strength for 1–10 rounds, resulting in double damage inflicted upon foes and +10 to OB.

Kirsemal (RC1 17, c-I-4, B, 110 GP, AF 22): A rare spruce originally native to cold island forests, now cultivated. It is shorter than most spruces, rarely exceeding 20' tall, and has blue-green needles that grow in clusters of five. A tea brewed from kirsemal bark (the soft inner part) contains a powerful combat stimulant which triples the duration of all Adrenal Moves for one hour, or longer for races with recovery multipliers less than 1.0.

Zulsendura (RM 692/GML 727, a-U-4, I, 70 GP, AF 22): A mushroom originally native to dry limestone caverns, now cultivated, although with a high degree of difficulty. Zulsendura mushrooms contain a powerful stimulant which Hastes the user as the "Haste" spells for 3 rounds, beginning on the round following ingestion.

Protectives

Kilmakur (RM 685/GML 720, h-S-7, B/A, 65 GP, AF 33): A small thorny tree native to tropical grasslands or savannas. A salve brewed from its roots protects the wearer from flame and heat for 1–10 hours as the "Fire Armor" spell (Closed Essence list "Elemental Shields").

Restoratives and Relaxants

Alcohol (GML 810, I, AF 1): The chemical ethanol, commonly called grain alcohol to distinguish it from the poisonous methanol (wood alcohol) and isopropanol (rubbing alcohol). Alcohol is a natural byproduct of the fermentation or digestion of sugars by yeasts in a process that left unchecked will eventually continue until it has been converted into acetic acid or vinegar. Alcohol has been used as a disinfectant, preservative, solvent, and recreational drug since prehistoric times; any sugar-containing solution can be fermented to produce alcohol, then distilled to increase the alcohol concentration with respect to water. The GML suggests that addiction checks be made only when the imbiber reaches a "drunken" state, and that some alcoholic beverages may have higher or lower addiction factors. Beverage prices and qualities vary significantly.

Ankii or Ankí (RM 676/GML 711, s-B-7, I, 100 GP, AF 9): A thorny vine related to the blackberry, originally native to semiarid to temperate streambeds, particularly seasonally dry ones, now cultivated as an herb and ornamental. Its dark violet, delicious berries immediately restore the user as does a good night's sleep. Warning: Ankii is toxic. It can dangerously lower temporary Constitution (1 point for the first use in a given week, 5 points for the second, or 25 points for the third).

Arunya (RM 801/GML 800, m-S-3, B, 2 BP, AF 50): A dandelion related to hugar, originally native to temperate shortgrass prairies, now cultivated. It has dark green leaves, amber to burnt-orange flowers, and a root system that frequently grows 2'–4' deep. A tea brewed from its roots causes sleep and quick unconsciousness; one hour of arunya-induced sleep is equivalent to four hours of normal sleep. Warning: Arunya tea contains a highly addictive barbiturate. A serious overdose (3 or more doses at once) acts as a level 10 respiratory poison.

Galenas (RM 803/GML 802, m-H-4, I, 5 SP, AF 10): A tall plant of the hemp family, related to swuth, originally native to temperate scrublands and moors, now cultivated. When dried and slowly burned, galenas leaves produce an incense-like smoke which fills a 20' radius volume, relaxing all persons within (–75 to all actions) for 1–10 rounds.

Galenas, Sweet (RC1 32, m-H-2, I, 5 SP, AF 5): A less potent, sweeter variety of galenas. When dried, sweet galenas leaves may be smoked like tobacco; the smoke relaxes the user (–75 to all actions) for 1–10 rounds.

Gort Powder (Ardor H16, h-J-5, I, 2 GP, AF 10): Gort is an orchid native to tropical rain forests that has 1" purplish-white flowers. When old and faded to white, its leaves can be made into a powder which when inhaled creates psychologically addictive euphoria (–50 to all actions) for one hour, but it does not have the statistic-altering properties of gort leaf (q.v.).

Hugar (RM 806/GML 805, h-O-4, I, 1 SP, AF 33): A dandelion related to arunya, originally native to humid, tropical ocean shores, now cultivated. It has dark green leaves, orange to red flowers, and a root system that frequently grows 2'–4' deep. Its edible roots cause sleep and quick unconsciousness; one hour of arunya-induced sleep is equivalent to six hours of normal sleep. Warning: Hugar roots contain an addictive barbiturate. A serious overdose (3 or more doses at once) acts as a level 12 respiratory poison.

Miruvor (I, AF 1): The famous enchanted Elven Brandy, made in secret by many of the great Elven lords and given away to the deserving, never sold. Each preparer has a slightly different recipe. Miruvor renews the user's Endurance up to three times per day and adds +30 to the user's resistance rolls against fatigue and mental attacks for three hours. It is also reputed to have a number of other beneficial effects, but like all stimulants, the user cannot benefit from it indefinitely.

Silraen (RC1 29, s-H-2, B, 1 BP, AF 3): A small shrub related to heather, native to semiarid and temperate scrublands. When properly refined, silraen leaves contain an analgesic and sleep-inducing drug. Silraen is prepared by boiling its tiny gray-green leaves in water, then straining the extract. It may be used in this form, but in normal practice the extract is allowed to evaporate into powder, which has a much longer shelf life and can be measured much more accurately. The powder is then dissolved into water and ingested. Warning: Overdoses of silraen can be dangerous. For every ounce ingested over the recommended four, the user must resist a level 1 nerve poison.

Swigmakril (RM 808/GML 807, a-Z-6, B, 50 GP, AF 25): A desert cactus related to the euphorbia. A tea brewed from its night-blooming white flowers contains a powerful relaxant (–30 to all actions) which also allows the user to take twice the usual amount of concussion hits before passing out, although death due to hits occurs at the normal total; the effects last 1–2 hours.

Swuth (RM 809/GML 808, h-O-4, I, 4 SP, AF 3): A tall plant of the hemp family, related to galenas, originally native to humid, tropical ocean shores, now cultivated. When dried, swuth leaves may be smoked like tobacco. The invisible swuth smoke relaxes (–75 to all actions) the user for 1–10 rounds.

Tobacco (GML 811, m-H-1, I, 1–5 CP, AF 1): A tall plant, archetype of the tobacco family, originally native to temperate clearings, scrublands, and moors, now widely cultivated. It notoriously depletes soil nutrients, so crops must be rotated or new fields must be cleared. When dried, cured, and properly cut, tobacco leaves may be smoked, e.g., shredded into pipes or rolled into cigars. Tobacco smoke is a relaxant, but generally does not interfere with physical performance. In fact, many people believe it enhances performance by reducing anxiety. The GML suggests that addiction checks be made only when the imbiber has smoked more than three ounces of tobacco, though some strains may have higher or lower addiction factors. Prices and qualities vary significantly.

Sense Enhancers

Alshana or Alshanak (RM 701/GML 750, 35 GP per 4-oz slice or 290 GP per 10-slice loaf, AF 5): An enchanted wheat bread which tastes of raisins and carrots and keeps fresh for 1–2 months. Alshana gives the user heat-sensitive vision or Infravision (50'–300' range depending upon local conditions) for one hour, or longer for races with recovery multipliers less than 1.0. Its active ingredient is shanku-nut flour; shanku (t-T-2) is a tall shrub related to hazelnut and klagullu (see klagul), native to cool, temperate tallgrass prairies and steppes.

Atigax (RM 677/GML 712, f-H-4, B/A, 40 GP, AF 12): A dwarf carrot, related to baldakur, native to frigid scrublands and moors, usually found in well-watered sandy soil. Atigax root tubers may be boiled into a thick broth, which when applied to the eyes will protect them from intense or glaring light, allowing sight despite sudden or blinding light. The effect lasts for 9 hours, or longer for users with recovery multipliers less than 1.0. In addition, once boiled, the root tubers are edible.

Blue Eyes (RM 679/GML 714, m-S-7, B, 15 GP, AF 25): A wildflower of the composite family that resembles the marigold, originally native to temperate plains. It is now cultivated, though primarily as an ornamental. Its beautiful royal blue flowers contain a powerful drug, which when brewed into a tea and ingested enhances the user's vision, giving a +25 bonus, extending perception range (3×), and giving mild Infravision capabilities (minimum 50' range). The effects last for 3 hours, or longer for users with recovery multipliers less than 1.0. Warning: Blue eyes is highly toxic! If used more than once per day (18–24 hours minimum between doses, depending on the user's Constitution bonus) it causes a lethal central-nervous-system overreaction (no RR).

Klagul (RM 686/GML 721, s-HS-3, B, 27 GP, AF 7): The buds of the klagullu, a tall shrub related to hazelnut and shanku (see alshana), native to semiarid to temperate scrublands and shortgrass prairies. Both its late winter buds (called klagul), which must be brewed into a tea, and its edible autumn nuts (called marku) enhance visual sensitivity. Klagul tea gives the user Nightvision (or Infravision if the user already has Nightvision) to 100' range for 6 hours, or longer for races with recovery multipliers less than 1.0.

Kykykyl (RM 714/GML 753, 50 GP per 4-oz slice or 440 GP per 10-slice loaf, AF 6): An enchanted ginger bread which tastes of garlic, carrots, and ginger and keeps fresh for 2–20 weeks. Kykykyl allows the user to see with complete clarity (as on a cloudless day) for one hour, or longer for races with recovery multipliers less than 1.0, regardless of weather, lighting conditions, or eye injuries (unless the eye is destroyed). Its active ingredient is kykykyl powder; kykykyl (m-D-2) is a garlic relative originally native to temperate forests, now cultivated.

Marku (RM 687/GML 722, s-HS-6, I, 30 GP, AF 5): The nuts of the klagullu (see klagul). Marku nuts give the user Darkvision (or Infravision and Ultravision if the user already has Darkvision) to 30' range for 6 hours, or longer for races with recovery multipliers less than 1.0. Although they are more useful than the buds (klagul), good nuts (marku) are harder to find.

Megillos (RM 688/GML 723, c-M-3, I, 12 SP, AF 19): A willow originally native to cold mountain regions, usually found growing near water or in aspen groves, now cultivated. Its long, narrow, dark green leaves have silver veins and white undersides, making them resemble the "white swords" of the tree's Elven name. These leaves are edible, though sour, and contain a drug which increases the user's visual perception, +25 bonus and doubled range, for 10 minutes, or longer for races with recovery multipliers less than 1.0. Megillos is also prized for its hard white wood, which has a +10 enchantment value (magic column) and a reasonably low alchemical inertia factor of 3.

Yaran (RM 691/GML 726, t-S-2, I, 9 SP, AF 7): A wildflower of the lily family originally native to cool, temperate shortgrass prairies, now cultivated, primarily as an ornamental. Its attractive red-orange flowers closely resemble those of the tiger lily, with which it is often confused. Yaran pollen is edible and enhances the user's senses of taste and smell by +50 for one hour, or longer for races with recovery multipliers less than 1.0.

Zur (RM 693/GML 728, c-U-4, B, 12 GP, AF 8): A fungus distantly related to corn rust, native to cold caverns, most frequently found near water. When properly cleaned and brewed, zur enhances the user's senses of smell, taste, and hearing by +50 and triples their range for one hour, or longer for races with recovery multipliers less than 1.0.

Statistic Modifiers

Gort Leaf (RM 804/GML 803, h-J-5, I, 10 GP, AF 20): Gort is an orchid native to tropical rain forests that has 1" purplish-white flowers. Its leaves contain an euphoric hallucinogen. When the leaves are harvested young and dark green, dried, and smoked (in a pipe or rolled into a cigar), gort leaf adds 10 to the user's Presence and Appearance statistics for 2 hours, but afterwards the weakened user acts at –50 for 1–10 hours. Its old and faded leaves can be made into gort powder (q.v.).

Lestagii or Lestagí (RM 694/GML 730, a-Z-9, I, 520 GP, AF 45): The amber-colored hexagonal crystal of auropyrinine, a complex, possibly enchanted amino acid secreted by several species of golden fire ants (genus Auropyrica), all native to hot, dry deserts or dune seas. Lestagii crystals are so rare because they are highly water-soluble; any exposure to water destroys them. Lestagii is edible and extremely sweet, but is valuable primarily because it can restore any statistic losses other than those due to age; however, it affects only one statistic at a time, the one most heavily damaged.

Merrig (RM 695/GML 731, s-S-8, B, 90 GP, AF 50): A small, very thorny wild rose bush originally native to semiarid to temperate shortgrass prairies, now cultivated, primarily as an ornamental. Its leaves look like those of other roses; its flowers have five red-veined and red-edged white petals and yellow centers. A tea brewed from merrig thorns contains a drug that can increase the user's Presence and Appearance scores by 5 points each for one day, so it is particularly prized by Mentalism spell-users. Unfortunately, merrig tea is highly addictive, and withdrawal causes the loss of 10 points from Constitution and 15 points each from Reasoning and Memory; these losses heal naturally at one point per month.

Poison Antidotes

Circulatory

Fraw (Ardor H18, h-O-5, B, 80 GP, AF 5, level 15): A golden lichen native to tropical ocean shores. A tea brewed from fraw contains an anticoagulant drug used to restore blood flow, usually in the treatment of heart disease, stroke, and related illnesses, and is also an antidote for many circulatory poisons (GM discretion). Warning: If used improperly, fraw can cause a patient to bleed to death.

Menelar (RM 603/GML 602, f-C-5, B, 65 GP, AF 4, level 7): A rare dwarf spruce of frigid coniferous forests, found most frequently growing among firs or near the timber line. It has dark blue-green needles, which grow in clusters of five, and long, tapering, dark brown cones. A tea brewed from the mature but unopened cones contains an antidote for circulatory poisons, and has a 50% chance to cure the effects of sharduvaak outright (prior to the RR).

Sindoluin (RC1 30, m-T-2, B, 2 SP, AF 0): A wildflower of the composite family that resembles the daisy, originally native to temperate tallgrass plains and steppes, now cultivated. When properly refined, sindoluin flowers contain an anticoagulant drug used to treat heart disease, stroke, and related illnesses. It is also a level 5 antidote for blood-clotting poisons (GM discretion). Sindoluin is prepared by boiling the golden flowers in water, then straining the extract. Warning: If used improperly, sindoluin can cause a patient to bleed to death.

Valanar (RC1 39, h-O-9, I, 1,000 GP, AF 0, level 10): A bush native to tropical ocean shores and rain forests, related to coca. Its edible, dark blue-green leaves contain a powerful drug that cures the effects of the circulatory poison karfar (no RR) and acts as an antidote for most other circulatory poisons (GM discretion).

Conversion

Quilmufur (RM 605/GML 604, m-C-7, B, 49 GP, AF 1, level 8): A rare floor plant of temperate coniferous forests, found most frequently near clearings or aspen groves. It has dark green leaves with five leaflets, a large night-blooming white flower, and a cluster of white berries. A tea brewed from its roots contains an antidote for conversion poisons. Warning: If ingested, the leaves, flowers, and fruit contain a reduction poison that attacks the gastrointestinal system at level 2, 4, or 8, respectively.

Muscle

Argsbargies (RM 601/GML 600; a-Z-5, I, 38 GP, AF 7, level 4): A desert daisy adapted to rapid growth and reproduction within the week following a rain. Its bright yellow, edible 1" flowers contain an antidote for muscle poisons.

Nerve

Durad (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush native to humid, tropical ocean shores and other warm areas with saline soil. It has emerald green 2" pointed oval leaves and small red flowers that produce small brown nuts. Its edible roots contain a powerful drug which slows the deadly nerve reduction poison morgurth by 50%–85% (no RR) and acts as an antidote for most other nerve and reduction poisons (GM discretion).

Shen (RM 606/GML 605, t-F-6, I, 27 GP, AF 3, level 1 or 4): An ivy native to cool, temperate river and creek banks and wetlands. Its three-fingered leaves are pink when first opened and dark green when mature. Both phases are edible and contain an antidote for nerve poisons, but the pink phase is more effective; both are also five times as effective (levels 5 or 20) against acaana and ul-acaana.

Vipersweed (RC1 41, m-H-4, B, 15 GP, AF 0, level 3): A wildflower of the composite family that resembles the marigold, originally native to temperate scrublands, now cultivated. A tea brewed from its roots contains a powerful drug that cures the effects of the nerve poison asgurash or asgurath (no RR) and acts as an antidote for most other nerve poisons (GM discretion).

Reduction

Durad (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush native to humid, tropical ocean shores and other warm areas with saline soil. It has emerald green 2" pointed oval leaves and small red flowers that produce small brown nuts. Its edible roots contain a powerful drug which slows the deadly nerve reduction poison morgurth by 50%–85% (no RR) and acts as an antidote for most other nerve and reduction poisons (GM discretion).

Eldaana or Eldána (RM 602/GML 601, c-O-4, B, 99 GP, AF 2, level 9): A mildly enchanted creeper originally native to cold ocean shores, now cultivated, although with difficulty as it requires saline soils and cannot tolerate heat. It has dark green, arrow-shaped leaves, white five-petaled flowers with blue centers, and dark blue berries. A tea brewed from its leaves contains an antidote for reduction poisons that also reverses the effect of the curse "Ugliness of Orn."

Respiratory

Mook or Mók (RM 604/GML 603, t-M-3, I, 30 GP, AF 5, level 3): A shrub native to cool, temperate mountain forests. It has light green leaves that resemble those of the silver maple, small pink flowers, and dark pink to bronze-colored berries. The berries are edible, considered a delicacy in some cultures, and contain an antidote for respiratory poisons which also has a 50% chance to cure the effects of jegga outright (prior to the RR).

Universal

Arduvaar or Arduvár (RC1 02, s-Z-9, B, 5,000 GP, AF 0, level 100): A shrub related to mesquite, native to deserts (but not dune seas) and semiarid regions. When properly refined, arduvaar leaves contain an extremely powerful universal antidote. Arduvaar is prepared by boiling its tiny gray-green leaves in strong alcohol, then straining the extract. It may be used in this form, but in normal practice the extract is allowed to evaporate into a bluish powder, which has a much longer shelf life and can be measured much more accurately. The powder is then dissolved into wine or spirits and ingested. Warning: Even small overdoses of arduvaar are dangerous. For every ounce ingested over the recommended four, the user must resist a level 20 poison or lose 1–10 points each of temporary Constitution and Strength; furthermore, for every tenth temporary point lost, the user loses one point from the potential.

Elendil's Basket (RC1 10, f-H-3, B, 8 GP, AF 0): A sunflower native to frigid scrublands which closely resembles the common sunflower except it is much shorter, rarely exceeding 1' tall. A tea or broth brewed from its roots purifies water (permanently) and slows the progress of poisons by a factor of 10 for 12 hours (no RR). Although Elendil's-basket tea is not addictive, the maximum number of effective doses is one per day.

Laurre (RC1 21, f-V-9, I, 29,500 GP, AF 0, level 120): A small, rare, powerfully enchanted member of the lily family, native to arctic and alpine tundra with heavily volcanic soil. It has dark green 3" bladed leaves and brilliant gold and purple flowers that resemble those of the Easter lily in miniature. Its edible but bitter flowers contain an extremely powerful drug that cures the effects of the deadly nerve reduction poison morgurth (no RR) and acts as an antidote for most other poisons (GM discretion). Attempts at cultivation and crossbreeding with lilies from warmer climates have not been successful.

Naza (RC1 25, e-W-9, I, 6,800 GP, AF 3, level 100): A small, highly enchanted dandelion, related to ul-naza, native to arctic and alpine frozen wastes. It has pale green leaves with reddish edges, red-tinged golden flowers, and a root system that frequently grows more than 6' deep. Its edible leaves contain an extremely powerful, immediately effective universal antidote.

Nelthandon (RC1 26, s-R-1, I, 1 BP, AF 0): A wildflower of the composite family native to semiarid rolling hills which resembles the marigold. When eaten, its light green leaves are an emetic, inducing vomiting in 20 minutes or less. (Vomiting is an effective treatment for many ingested poisons, GM discretion.)

Ul-naza (RM/GML 607, s-W-8, I, 430 GP, AF 9, level 50): A small, highly enchanted dandelion, related to naza, native to semiarid wastes and scrublands. It has dark green leaves with reddish edges, red-tinged golden flowers, and a root system that frequently grows 6' deep. If eaten raw within one day of a poisoning, its leaves contain a potent universal antidote.

Poisons (Refined)

Circulatory

Athanar (RC1 01, m-T-5, L, 600 GP, level 15): A gray condensed venom obtained from the athanar viper, a large (6'–8') gray and black snake of the pit viper family Crotalidae, native to temperate tallgrass plains or steppes. Athanar attacks the victim's entire circulatory system, weakening Constitution by 5–50 temporary points per dose and 1 permanent point for every 10 temporary points; at minimum, has no ill effects. Note: Raw athanar has the same effects but is level 5.

Carnegurth (RM 901/GML 900, a-Z-4, L, 53 GP, AF 0, level 1 (C)): A reddish juice prepared by pressing the beautiful, brilliant crimson flowers of carnegurth, a barrel cactus native to fertile deserts (not dune seas). Carnegurth causes massive blood clotting and death in 1–100 hours. Note: The unpressed flowers and fruit are also somewhat toxic, acting as a generic level 0 circulatory poison.

Daxamas (RC1 10, m-F-7, Pd, 400 GP, level 15): A yellowish-white powder refined from the leaves of the daxa, a water-loving plant related to the cattail. Daxamas is refined by boiling daxa leaves, straining the extract, then allowing it to evaporate. Daxamas damages the heart, causing natural-seeming heart disease; at minimum, it has no ill effects.

Etarka (RC1 12, m-F-5, P, 120 GP, level 2): A white paste prepared from the roots of the vandar, a potato relative native to temperate freshwater coasts and wetlands. Etarka is prepared by boiling vandar roots to soften them, then grinding them into paste with a mortar and pestle. Etarka causes slow death by destroying the circulatory system, beginning at its point of entry. Note: Raw vandar roots have the same effect.

Gartaan or Gartán (RC1 14, h-J-8, L, 350 GP, level 15): A clear liquid obtained from the sap of the ky, a large water-storing vine native to tropical rain forests. Gartaan causes severe hemophilia; at minimum, it has no ill effects.

Jeggarukh (RM 902/GML 901, m-U-5, Pd, 71 GP, AF 3, level 6 (B)): A black powder refined from the guano of the jegga bat (see jegga) which inflicts 10–100 hits (and a maximum of moderate general effects). It is prepared by leaching jegga guano with strong lye, boiling the extract with flowers of sulfur, filtering, then allowing the water to evaporate.

Karfar (RM 903/GML 902, h-J-4, P, 142 GP, AF 0, level 7 (C)): A reddish paste prepared from the young leaves of karfar, a canopy tree of tropical rain forests, related to teak. Karfar causes the victim's heart to shut down, resulting in massive shock and death; effects begin in 2–12 rounds. Note: The raw leaves, flowers, and fruit are also toxic, acting as a circulatory poison of level 1, 4, or 2, respectively.

Klytun (RM 904/GML 903, s-B-4, P, 53 GP, AF 0, level 5 (A)): A golden paste prepared from the roots of klytun, a wildflower of the composite family native to semiarid to temperate streambeds, particularly seasonally dry ones. Klytun causes a coma lasting 1–10 days, modified by the victim's racial recovery multiplier. Notes: All parts of the plant are toxic, acting as a level 1 circulatory poison. The coma begins after all general effects have begun.

Sharduvaak or Sharduvák (RM 906/GML 905, a-Z-7, L, 36 GP, AF 6, level 3 (E)): A brown juice pressed from the berries of sharduvaak, a rare desert juniper. Sharduvaak slows the victim's blood flow; the victim is sluggish, at –50 for all activity, and needs twice the normal amount of sleep. These effects can last several weeks or months. Notes: The raw berries have same effect but are level 0. These specific effects are accompanied by a maximum of moderate general effects.

Sharkasar (RM 905/GML 904, m-C-6, P, 2 GP, AF 0, level 10 (D)): A brown paste prepared from the roots of sharkasar, a floor plant of temperate coniferous forests, found most frequently near clearings or aspen groves. It has dark green splayed leaves, a 1" purple and white flower, and a single white fruit. Sharkasar inflicts 1–10 hits (and a maximum of moderate general effects). Note: The fruit is also toxic, acting as a level 2 circulatory poison.

Conversion

Bragolith (RM 907/GML 910, c-C-8, L, 120 GP, AF 4, level 5 (B)): A bluish liquid extracted with wood alcohol (methanol) from the green phosphorescence-producing glands of the bragolith firefly, an enchanted species native to cold coniferous forests. Bragolith is a powerful oxidizer that causes most substances (excluding quartz and glass) to spontaneously combust. In a living creature, it causes the victim's body to heat up; severe effects will cause spontaneous combustion even of a living creature.

Brithagurth (RM 908/GML 911, f-F-8, L, 25 GP, AF 0, level 2 (A)): A black condensed venom obtained from the spines of several species of stickleback fish native to frigid, rapid fresh water. Brithagurth causes the tendons in 1–4 appendages (one per 25% RR failure) to harden; severe effects make them useless. Note: The raw venom has the same effect but is level –2.

Henuial (RM 909/GML 912, c-C-8, L, 80 GP, AF 1, level 6 (E)): A yellow concentrated venom obtained from the henuial honey bee, a mildly enchanted species originally native to cold coniferous forests, now domesticated and prized for its honey and beeswax. The severe effects of henuial convert the optic fluids of the victim's eyes to honey, causing permanent blindness. Note: The raw venom is also level 6 but only causes temporary blindness, lasting one hour per 10% RR failure.

Muilfana (RM 911/GML 914, t-C-4, L, 52 GP, AF 0, level 2 (C)): An orange liquid concentrated from the sap of the muilfana pine, a species native to cool, temperate coniferous forests with acidic soils. Muilfana reacts with certain enzymes present in mucus, producing a powerful acid, which in severe exposures destroys mucous membrane tissue. Target organs include the eyes, the respiratory system (particularly the windpipe or trachea), the digestive system (particularly the esophagus), the urinary tract, and the genitalia.

Ondokamba (RM 910/GML 913, c-U-3, L, 29 GP, AF 2, level 2 (C)): A green condensed venom obtained from the saliva of the ondokamba bat, an enchanted species native to cold, dry caves. The severe effects of ondokamba turn 1–4 hands and/or feet to stone, making each affected area operate at –75. Note: The raw saliva is also level 2 but only causes a mild, temporary loss of dexterity in the hands and/or feet (–15 to actions for 1–4 hours).

Taynaga (RM 912/GML 915, c-C-5, Pd, 27 GP, AF 0, level 8 (D)): A brownish powder refined from the soft inner bark of the taynaga fir, a species native to cold coniferous forests. The powder is prepared by boiling the shredded bark in water, filtering the extract, then evaporating the extract, which may be then be ingested orally or by inhalation. Taynaga sterilizes the victim and inflicts 5–50 hits (and a maximum of moderate general effects).

Wuchyga (RC1 54, a-Z-5, Pd, 100 GP, level 10): A white powder obtained by grinding the bones of the wuchyga sand lizard, a desert species of dune seas. Wuchyga alters the victim's retina, causing extreme light sensitivity, effectively giving him/her Darkvision but making him/her act at –50 in bright light or –75 in direct sunlight; at minimum, it has no ill effects.

Muscle

Dynallca (RM 913/GML 920, h-F-3, P, 14 GP, AF 3, level 3 (B)): A tan paste prepared from the seven-fingered leaves of dynallca, a creeper native to tropical river banks and wetlands. Dynallca inflicts 1–10 hits and affects the victim's hearing; severe exposures destroy it. Note: If eaten raw, dynallca leaves have the same effect but are level 0.

Jadaras (RC1 21, h-T-5, L, 750 GP, level 15): A clear oil extracted from janar, a medium-sized blue-green grass native to tropical grasslands (both tall- and shortgrass) or savannas. Jadaras is prepared by boiling janar in soda water or weak lye. The oil floats to the surface, where it is collected and filtered. Jadaras causes loss of coordination and dexterity, leading to losses of 5–50 points each from temporary Agility and Quickness and one point from potential for every 10 temporary points lost; at minimum, it has no ill effects.

Kaktu (RM 914/GML 921, s-S-7, L, 29 GP, AF 3, level 1 (A)): A clear oil refined from the flowers of kaktu, a member of the composite family native to semiarid to temperate shortgrass prairies. Kaktu oil is extracted by boiling the flowers for several hours in a large container. The oil floats to the surface, where it is collected and filtered. Kaktu affects 1–4 appendages (one per 25% RR failure); the resulting dexterity loss in each affected area reduces associated maneuver rolls by 1–100 (average the rolls if more than one area is used). Note: If eaten raw, the flowers have the same effect but are level –5.

Trusa (RM 915/GML 922, h-J-8, P, 31 GP, AF 6, level 4 (C)): A clear paste refined from the venom of the trusa tree frog, one of a number of related "arrow poison frogs" native to tropical forests. The trusa is a small emerald-green frog, rarely exceeding 1.5", easily recognized by its brilliant red and yellow vertical stripes and royal blue eyes. The raw venom may be collected from the frog's back after irritating or frightening the frog. The venom may be used raw at attack level 1, or refined to level 4; in either case, trusa acts in 1–10 rounds. Mild exposures produce blindness in 1–2 eyes; moderate, complete blindness and coma; severe, death.

Nerve

Acaana or Acána (RM 916/GML 930, f-M-7, P, 600 GP, AF 0, level 10 (E)): A black paste prepared from the flower of the acanloth rose, a close relative of the ul-acanloth rose (see ul-acaana) native to frigid mountains, particularly the alpine tundra just above the timber line. Acaana acts instantly; in extreme exposures, it kills by completely destroying the victim's nervous system. Note: If eaten raw, the flowers act as a generic level 5 nerve poison.

Adder Venom (RC1 01, m-D-5, P, 500 GP, level 10): A black paste condensed from the venom of several species of adder, all small to medium snakes of the viper family Viperidae, most native to temperate forests. Adder-venom paste kills in 5 rounds by destroying the nervous system; at minimum, it causes paralysis for 1–100 rounds. Note: Raw adder venoms are generic nerve poisons of varying level.

Ajkara (RC1 02, h-J-5, I, 750 GP, AF 25, level 10): A beautiful blue and white orchid native to tropical rain forests. When the flowers are dried, powdered, and burned with incense, the smoke acts as a "truth serum," causing its victim to freely reveal secrets; at minimum, it disorients the victim (–10 to actions for 1–10 hours).

Asgurash or Asgurath (RM 917/GML 931, c-T-7, P, 31 GP, AF 1, level 3 (F)). A brownish-red condensed venom obtained from the asgur, a small (12"–15") green and brown snake of the cobra family Elapidae, native to cold tallgrass plains or steppes. Asgurash (in maximum moderate exposures) causes complete paralysis of portions of the body in man-sized targets or total paralysis in targets less than 3' tall. It is usually applied by cuts to the torso, causing upper body paralysis. Notes: The raw venom has the same effect but is level –1. Vipersweed is a specific antidote.

Asp Venom (RC1 04, a-Z-2, P, 50 GP, level 5): A white paste condensed from the venom of several species of asp, all small snakes of the cobra family Elapidae, most native to tropical deserts near water (rivers or oases). Asp-venom paste destroying the nerves in the target limb; at minimum, it damages the nerves, causing partial paralysis (–50 to actions). Note: Raw asp venoms are generic nerve poisons of varying level.

Cathaana or Cathána (I) (RM 917a/GML 932, m-D-6, Pd, 36 GP, AF 1, level 1 (D)): A white powder prepared from cathan, the nut of the cathantaur, a medium tree of the hickory family native to mild, temperate deciduous and mixed forests. The cathantaur grows to about 60' tall, frequently in multiple trunks, and has dark green leaves with nine leaflets that resemble those of the pecan. Cathaana is prepared by roasting and crushing the cathan nuts. It can be deceptively deadly—even mild exposures instantly cause mild euphoria (–50 to actions for 1–10 rounds); extreme exposures destroy the victim's brain after 1–10 minutes. Note: If eaten raw, cathan nuts are mildly euphoric (–10 to actions for 1–10 minutes, addiction factor 5) but nontoxic. (See also cathaana nolgurth.)

Cathaana Nolgurth or Cathána Nolgurth (Cathaana II) (RC1 09, m-D-6, Pd, 1,000 GP, level 15): A white flaky powder refined from cathaana, prepared by boiling cathaana in strong lye, then cooling the mixture as quickly as possible to precipitate cathaana nolgurth, the powerfully euphoric, relatively nontoxic essence of cathaana. Whereas cathaana is relatively weak but nevertheless destroys the brain, cathaana nolgurth destroys the mind without damaging the brain; at minimum, it is powerfully euphoric (–75 to actions for 1–10 hours).

Din Fuinen (RC1 11, t-F-4, L, 320 GP, level 8): A green oil pressed from din fuinen, a bright green moss native to cool, temperate, well-watered shady areas. Din fuinen causes total amnesia (1–100 days); at minimum, it causes disorientation (–30 to actions) for 1–10 hours.

Grelnixar (RC1 15, m-T-9, special, 3,000 GP, level 45): A powerful, deadly hallucinogen produced by the vrel, a nettle relative native to temperate tallgrass plains or steppes, and emitted through its leaf hairs. Grelnixar causes its victims to run until they die of exhaustion, as does the "Running Death" curse; at minimum, it causes severe hallucinations for 1–10 days.

Hemlock, Blade (RC1 06, m-F-3, P, 90 GP, level 6): A white paste prepared by mixing water hemlock oil with cream. Hemlock kills in 6–10 rounds by destroying the nervous system; at minimum, it causes complete incapacity for 1–10 hours.

Hemlock, Water (RC1 53, m-F-3, L, 45 GP, level 3): A clear amber liquid pressed from the leaves and stalks of water hemlock, a member of the parsley family native to temperate, well-watered areas. Hemlock kills in 6–10 rounds by destroying the nervous system; at minimum, it causes complete incapacity for 1–10 hours.

Hevik (RC1 18, h-J-6, Pd, 900 GP, level 30): A gray powder refined from the leaves of orn-hevik, a canopy tree native to tropical forests, particularly "cloud forests." Hevik is prepared by boiling orn-hevik leaves in strong alcohol, filtering the extract, then evaporating the extract. Hevik induces deep sleep (11–20 hours); at minimum, it has no ill effects.

Hulmiikak or Hulmíkak (RC1 19, m-D-8, L, 800 GP, level 15): The venom of the hulmiis ant, a large (1/2") black carpenter ant native to temperate forests. To most arthropods and other invertebrates, hulmiikak is a lethal nerve poison, but in vertebrates, it attacks the optic nerves, causing blindness; at minimum, it impairs vision (–30 to perception).

Igturfas (RC1 20, m-J-9, Pd, 1,800 GP, level 25): A brown powder prepared from the blood of the iguri, a rare gold and brown tree viper (family Viperidae) native to temperate rain forests and tropical rain forests at high elevations. Igturfas is prepared by straining iguri blood and evaporating the plasma. Igturfas causes feeblemindedness (GM discretion); at minimum, it causes disorientation (–50 to actions for 10–100 hours). Note: Iguri venom is a generic level 5 nerve poison.

Juth (RM 918/GML 933, a-Z-5, L, 41 GP, AF 0, level 2 (B)): A clear liquid extracted from the venom of the painted scorpion, a fairly large (2") desert species, glossy black with red stripes. Juth is prepared by distilling the venom with wood alcohol (methanol), saving the first fraction (10% or so from each batch) to emerge from the condenser. At a maximum severe exposure, juth causes gradual insanity over a period of 1–100 weeks. Note: The raw venom is a generic level 2 nerve poison.

Klabas (RC1 24, m-H-5, Pd, 400 GP, level 10): A white powder refined from the buds of the klane, a shrub distantly related to the hazelnut, native to temperate scrublands. Klabas is prepared by boiling klane buds in water, straining the extract, and allowing the extract to cool and evaporate slowly into powder. Klabas causes nervous breakdowns (GM discretion); at minimum, it causes depression (–25 to most activities, GM discretion).

Murnan or Murtan (RC1 31, h-J-7, L, 500 GP, level 10): A canopy tree of tropical rain forests which frequently grows taller than 150'. It has long, fleshy, dark green leaves like those of the rubber tree and a tall, straight trunk. Its yellow sap causes paralysis; at minimum, it causes fever and delirium (4 days).

Pentanoth (RC1 36, h-O-5, L, 4,000 GP, level 40): A clear oil pressed from the pentanoth, a kelp native to warm ocean shallows. It grows up to 20' long and it has a cluster of five broad blue leaves. Pentanoth causes coma (1–4 days); at minimum, it causes loss of will (6–12 hours). Note: As the minimum effect is frequently more desirable, many users cut the dosage level. Note: Raw pentanoth has the same effects, but is level 5. Boiling alters the toxin, making pentanoth a flavorful, slightly intoxicating delicacy in some cultures.

Phoroz (RC1 37, m-T-1, L, 48 GP, level 4): A clear liquid extracted from the pollen of the phoroz lily, native to temperate tallgrass plains and steppes. Phoroz is prepared by steeping the pollen in vinegar for 7–10 days, straining the extract, then allowing the extract to evaporate to half its former volume. Phoroz causes slow paralysis (1–10 hours) and death (1–4 days); at minimum, it numbs the limbs (–40 to actions for 1–10 hours).

Ruth-i-Iaur (RM 919/GML 934, s-U-7, L, 56 GP, AF 1, level 4 (C)): A brownish liquid which can be refined from the saliva of most species of drakes and their relatives, usually by extracting the saliva with vegetable oils, then distilling the extract. Ruth-i-iaur causes rapid (1–20 rounds) erosion of the victim's nervous system, penalizing all activities by–50 to –100 (–50 for RR failures of 1–25, –75 for failures of 26–50, or
–100 for failures of 51 or more) (and a maximum of severe general effects).

Sarnumen (RC1 41, m-O-8, L, GP, level 30): A blue concentrated venom obtained from the spines of the numen eel, a large bluish-black eel which lives in temperate shallow seas for most of its life but migrates to fresh water to spawn. Sarnumen causes a nervous disorder that causes the victim to act at –50; at minimum, it has no ill effects.

Shirolos (RC1 42, m-T-3, L, 300 GP, level 10): A clear yellow brandy distilled from shira, a grass, originally native to temperate tallgrass plains or steppes, now cultivated, which closely resembles rye. Shira beer, called shirale, is only slightly more intoxicating than normal beer; however, shirolos immobilizes the victim and causes a suggestive trance; at minimum, it causes severe drowsiness (–100 to actions).

Shutinis (RC1 43, h-J-7, L, 600 GP, level 13): A brown concentrated venom obtained from the hultif, a large beetle related to the stag beetle, native to tropical rain forests. It has a jade-green back with brown scale-like patternings. Shutinis causes insanity; at minimum, it causes distraction (1–100 hours). Note: Hultif venom has the same effects but is only level 1.

Slird (RM 920/GML 935, h-J-8, P, 13 GP, AF 1, level 2 (C)): A white paste prepared from the crushed fruit of slird, a creeper native to tropical forests which resembles English ivy. Slird acts in 1–2 rounds; with even moderate exposures the victim loses the feeling in 1–6 extremities (head, genitals, hands, feet) for 1–100 days. Note: If eaten raw, slird fruit has the same effects.

Thrayniis or Thraynís (RC1 48, h-S-5, P, 300 GP, level 10): A brown paste prepared from the ayniic flea, a fairly large (1/8") flea native to tropical plains (both tall- and shortgrass) or savannas, where it feeds on most mammals, particularly large herbivores like cattle and antelopes. The ayniic flea itself is quite common, but the knowledge of its preparation into thrayniis is much less common. Ayniic fleas are captured by coating a cowhide with a sticky mixture that usually contains five parts honey, five parts glue, and one part cow urine, then stretching the coated cowhide in the sun on a tree near ground level. The captured fleas are then ground into thrayniis paste with a mortar and pestle. Thrayniis causes paralysis; at minimum, it has no ill effects.

Thurviik or Thurvík (RC1 49, a-U-6, gas, 600 GP, level 20): A pinkish natural gas occasionally found in dry caves of volcanic origin, encountered more often as a natural hazard than as a weapon. Thurviik causes the victim to sleep for 3 hours, modified by the victim's recovery multiplier; at minimum, it has no ill effects.

Ul-acaana or Ul-acána (RM 921/GML 936, e-M-8, P, 1,200 GP, AF 0, level 20 (A)): A white paste prepared from the flower of the ul-acanloth rose, a close relative of the acanloth rose (see acaana) native to the coldest mountains, usually found near glaciers or snowfields. Ul-acaana acts instantly; in extreme exposures it paralyzes the victim instantly and kills in 1–10 minutes by destroying the nervous system. Note: If eaten raw, the flowers act as a generic level 10 nerve poison.

Umakilis (RC1 50, h-J-6, L, 5,000 GP, level 10/60): A red concentrated venom obtained from the umakil, an "arrow poison frog" native to tropical forests. The umakil is a small frog, rarely exceeding 1", easily recognized by its brilliant golden color with red and purple vertical stripes and purple eyes. Umakilis may be ingested or absorbed through the skin, but is far more dangerous if directly injected into the victim's bloodstream. Raw umakilis is collected from the umakil's back after irritating or frightening it. The venom may be used raw at attack levels 3 or 15, or concentrated to levels 10 or 60; in any case, umakilis kills instantly by destroying the victim's brain; at minimum, it causes coma (1–10 days).

Ungollos (Spider Venom I) (RC1 44a, _-_-5, P, 400 GP, level 10): A white concentrated venom obtained from most species of "greater great" spiders, which produce both nerve and reduction venoms. Ungollos is concentrated from the nerve poison. It causes paralysis; at minimum, it causes fever and delirium (10–100 hours).

Wek-baas or Wek-bás (RM 922/GML 937, h-O-9, L, 70 GP, AF 0, level 5 (D)): A clear condensed venom obtained from the spines of several species of lionfish native to warm ocean shallows, particularly coral reefs. Wek-baas acts in 1–100 rounds, causing sleep on any exposure plus degeneration of balance and hearing (loss of 1–100 temporary Agility, –50 penalty to perception) in 1–10 days on moderate exposures or total paralysis on severe or extreme exposures. Note: The raw venom has the same effects but is level 1.

Yavin Girith (RC1 56, h-O-5, L, 400 GP, level 10): A fig native to tropical ocean shores, despised as a dangerous pest by farmers. Yavin girith fruit looks, smells, and tastes like that of the sweet fig, but its clear golden juice contains a nerve poison which causes mild coma and memory loss; at minimum, it causes dizziness (–25 to actions for 1–10 days).

Reduction

Heen or Hén (RC1 17, t-S-8, Pd, 800 GP, level 20): A black powder prepared from the seeds of the geen (gén), a sunflower native to cool, temperate shortgrass prairies which closely resembles the common sunflower except it is shorter, rarely exceeding 2' tall, and has orange flowers. Heen is prepared by roasting geen seeds, then grinding them to powder. Heen attacks the mucous membranes lining the digestive system, causing ulceration; at minimum, it inflicts 5–50 hits. Note: Raw geen seeds have the same effect but are only level 4.

Lhugruth (RM 923/GML 940, e-U-6, L, 300 GP, AF 11, level 10 (B)): The highly corrosive gray or black blood of several species of cold-dwelling drakes, which upon severe or extreme exposures rapidly (1–10 rounds) dissolves metals and organic materials, but not glass, sand, or pottery.

Moourark or Móurark (RC1 29, f-U-9, L, 250 GP, level 5): A blue condensed venom obtained from the saliva of the rark bat, an enchanted white species native to frigid caves, often ice caves. Moourark dissolves bone; at minimum, it has no ill effects. Note: The raw saliva has the same effects but is only level 1.

Nimnaur (RM 925/GML 942, t-D-5, L, 23 GP, AF 0, level 3 (A)): A milky white concentrated venom obtained from the whitefiddle, a species of "lesser great" spider native to cool, temperate deciduous and mixed forests named for the distinctive white mark on its back. In severe or extreme exposures, nimnaur slowly (over 1–10 minutes) liquefies one organ per dose (usually the one closest to the entry point). Note: The raw venom is a generic level 3 reduction poison (variability class A).

Ondohithui (RM 924/GML 941, e-A-5, P, 60 GP, AF 0, level 3 (D)): A blue-gray paste prepared from ondohithui, a lichen native to the coldest mountains, found most frequently growing between the highest peak rocks. Ondohithui is prepared by carefully collecting, washing, and grinding the lichen into powder, then mixing the powder with lard. Exposure causes dehydration; extreme exposures are fatal in 1–10 minutes.

Orn (RC1 32, m-T-3, L, 10 GP, level 5): The yellow sap of the turid, a parsley relative native to temperate tallgrass prairies and steppes. Orn causes warts and scars; at minimum, it inflicts 1–10 hits..

Pangwood (RC1 34, m-D-2, special, 10 GP, level 2): A medium-sized tree native to temperate forests. The fine hairs on its dark green, five-fingered leaves contain an acid-like reduction poison which causes contact burns; at minimum, it has no ill effects. Himros is a specific antidote.

Pawlun (RC1 35, h-F-5, L, 1 SP, level 1): The sap of the pawf vine, a large creeper native to tropical forests, found most often near rivers. Pawlun causes the victim to lose his/her teeth; at minimum, it has no ill effects. It is encountered far more often as a natural hazard than as a weapon.

Rorkandis (RC1 40, m-M-7, P, 200 GP, level 5): A white paste prepared from the saliva of the uster, a black and white hawk originally native to temperate mountains, now sometimes domesticated, which usually feeds on fish. When fed salty foods, the hawk salivates excessively; the saliva may be carefully collected and mixed with lard to form a paste. Rorkandis dissolves cartilage; at minimum, it has no ill effects.

Silmaana or Silmána (RM 926/GML 943, m-T-2, Pd, 4 GP, AF 0, level 9 (C)): A silver powder refined from the stalks of silmanar, a plant related to parsley and water hemlock, native to temperate tallgrass prairies and steppes. Silmaana is prepared by boiling silmanar stalks in water, then filtering and boiling the extract to dryness. Silmaana scars the skin and gives 2–20 hits (and a maximum of moderate general effects); it and similar toxins are used by a number of cultures for personal decoration (scarification) or for the identification of slaves.

Slota (RM 927/GML 944, t-D-7, P, 36 GP, AF 0, level 5 (A)): A white paste refined from the venom of the lightning spider, a tarantula-sized trapdoor spider named for its lightning-swift hunting strike. It was originally native to cool, temperate deciduous and mixed forests, but is now bred in captivity, if not truly domesticated. Slota is prepared by extracting the venom of at least a dozen lightning spiders, then allowing it to dry slowly in a warm, dark container (usually an earthenware pot kept near a fireplace). In extreme exposures, slota causes slow paralysis in 1 day and death 1–10 days afterwards. Note: The raw venom has the same effects, but is not generally dangerous to humans (effective level –5).

Surlok (RC1 45, m-F-5, L, 200 GP, level 10): A clear condensed venom obtained from the spines of the surn, a catfish native to temperate, slow fresh water. In mammals, surlok dissolves the nerve receptors in the victim's fingers and toes, destroying the sense of touch and ultimately leading to gangrene; at minimum, it causes loss of sensitivity. Note: The raw venom has the same effect but is level 2.

Symk-arg-wy (RC1 46, h-O-3, L, level 10): The spine venom of the wyg, a flatfish native to warm ocean shallows. Symk-arg-wy causes the victim to lose all of his/her hair; at minimum, it has no ill effects. It is encountered far more often as a natural hazard than as a weapon.

Thrang (RC1 47, m-D-5, L, 150 GP, level 10): An oil secreted from special scent glands by the thorf panther, a species native to temperate forests, particularly near hills or mountains. Thrang attacks the victim's retina, causing loss of color vision; at minimum, it has no ill effects.

Ungolgalen (Spider Venom II) (RC1 44b, _-_-5, P, 400 GP, level 10): A greenish-white concentrated venom obtained from most species of "greater great" spiders, which produce both nerve and reduction venoms. Ungolgalen is concentrated from the reduction poison. It kills by slowly (1–10 minutes) reducing the victim's organs to liquid; at minimum, it causes fever and delirium (10–100 hours).

Vemaak or Vemák (RC1 52, m-T-5, Pd, 1 GP, level 1): A yellow powder obtained by grinding the venom glands of the larn, a hornet native to temperate tallgrass plains or steppes. Vemaak dissolves the victim's auditory nerves, causing permanent hearing loss.

Yake (RC1 55, t-F-6, L, 1,200 GP, level 30): A fern native to cool, well-watered, shady areas. Its pale green sap attacks mucous membranes like acid, causing the victim's tongue to rot; at minimum, it causes second-degree mouth burns.

Zaganzar (RM 928/GML 945, t-M-6, L, 139 GP, AF 0, level 5 (H)): A bluish oil extracted from the roots of the zagan, a columbine relative native to cool, temperate mountains, found most frequently near, but not actually in, clearings. Zaganzar is extracted from zagan roots by boiling them in vinegar, filtering the extract, then adding soda, lye, or some other base to separate the oil, which floats to the surface where it is collected and filtered again. Even mild exposures to zaganzar inflict 1–10 hits; severe exposures cause permanent blindness by reducing the victim's optic nerves to water.

Respiratory

Bukandas Bulch (RC1 07, t-C-7, L, 800 GP, level 20): An oil secreted from special scent glands by the bukandas wolf, a species native to cool, temperate coniferous forests. Bukandas bulch damages the victim's lungs, causing permanent severe asthma; at minimum, it causes mild asthma.

Galenaana or Galenána (RM 929/GML 950, c-A-6, Pd, 179 GP, AF 0, level 9 (D)): A bright green powder refined from the leaves of the galendur, a dwarf willow native to alpine and arctic tundras near the timber line. Galenaana is refined by boiling galendur leaves in water, filtering, then boiling the extract to dryness. In severe or extreme exposures, galenaana kills Elves (Eldani), but leaves others in a coma for 1–100 weeks.

Hith-i-Girith (RM 930/GML 951, f-M-5, L, 12 GP, AF 2, level 4 (C)): A dwarf pine native to frigid mountains near the timber line. During the short alpine growing season, its leaves emit a fragrant and volatile oil that acts as a depressant, causing immediate and continuing sleep (without general effects).

Jegga (RM 931/GML 952, m-U-5, P, 92 GP, AF 0, level 7 (B)): A brown paste refined from the guano of the jegga bat (see also jeggarukh), a vampire bat native to mild climates which usually feeds upon cattle. It is prepared by leaching jegga guano with strong lye, filtering, then allowing most of the water to evaporate. Jegga inflicts 1–100 hits (with maximum mild general effects).

Jitsu (RM 932/GML 953, m-O-4, L, 34 GP, AF 0, level 5 (B)): A yellow concentrated venom obtained from the jitsu, a large clam native to temperate shallow seas, closely related to the jitsukar and jitsutyr, despised as a dangerous pest by fishermen. Jitsu is prepared by immersing the clams in cold fresh water, inducing them to secrete the oily venom as a protective measure. Some of the oil floats to the surface, where it is collected and heated until its color darkens from pale straw to bright canary yellow. Refined jitsu inflicts 5–50 hits (and maximum mild general effects); raw jitsu is level 2 and inflicts 2–20 hits.

Jitsukar (RC1 22, t-F-8, P, 4,000 GP, level 40): A brown paste refined from the venom of the jitsukar, a large clam native to cool freshwater lakes, closely related to the jitsu and jitsutyr, despised as a dangerous pest by fishermen. Jitsukar is prepared by immersing the clams in cold salt water, inducing them to secrete the oily venom as a protective measure. Some of the oil floats to the surface, where it is collected and mixed with flowers of sulfur and finely ground charcoal to form the sticky paste. Jitsukar kills in 1–100 rounds by destroying the victim's lungs; at minimum, it has no ill effects..

Jitsutyr (RM 933/GML 954, c-F-6, P, 145 GP, AF 4, level 2 (A)): A tan paste refined from the venom of the jitsutyr, a large clam native to cold freshwater lakes, closely related to the jitsu, despised as a dangerous pest by fishermen. Jitsutyr is prepared by immersing the clams in hot salt water, inducing them to secrete the oily venom as a protective measure. Some of the oil floats to the surface, where it is collected. The oil is then boiled in vegetable oil with flowers of sulfur and finely ground charcoal. The sticky jitsutyr paste collects on the container's walls. In extreme exposures, jitsutyr kills in 1–100 rounds by destroying the victim's lungs.

Kly (RM 934/GML 955, s-H-5, P, 154 GP, AF 0, level 3 (F)): A brown paste made from the crushed berries of kly, a member of the nightshade family native to semiarid to temperate scrublands. Kly inflicts 3–300 hits (and maximum mild general effects). Note: Intact berries have the same effects.

Kuwurn Yorf (RC1 25, c-C-6, Pd, 80 GP, level 5): A golden mold native to cold coniferous forests near water, where it grows on dead wood. Its spores cause death in 3 days by gradually destroying the lungs; at minimum, it has no ill effects.

Uraana or Urána (RM 935/GML 956, t-S-3, P, 12 GP, AF 6, level 6 (A)): A creamy paste refined from the leaves or flowers of uranil, a wildflower of the composite family closely related to vuranar, native to cool, temperate shortgrass prairies. Its leaves and flowers resemble those of the chrysanthemum in miniature. Uraana is prepared by boiling uranil in salt water containing finely ground flour, which collects on the container's walls as uraana paste. Uraana inflicts 3–30 hits (and maximum mild general effects). Note: If eaten raw, uranil is a generic level 1 respiratory poison.

Vuraana or Vurána (RM 936/GML 957, h-T-4, P, 42 GP, AF 6, level 2 (A)): A pinkish paste refined from the leaves or flowers of vuranar, a wildflower of the composite family closely related to uranil, native to tropical tallgrass plains or savannas. Its leaves and flowers resemble those of the chrysanthemum. Vuraana is prepared by boiling vuranar in salt water containing finely ground flour, which collects on the container's walls as vuraana paste. Vuraana inflicts 1–100 hits (and maximum mild general effects). Notes: If eaten raw, vuranar is a generic level 1 respiratory poison. Vuraana can be further refined into vurnaana.

Vurnaana or Vurnána (Ardor P5, h-T-4, P, 400 GP, level 20): A pink paste refined from vuraana paste by boiling it in a mixture of lye and olive oil, then recovering it from the oil layer. Vurnaana inflicts 2–200 hits; at minimum, it inflicts 1–100 hits.

Special or Combination

Morgurth (RC1 30, s-U-9, L, 12,000 GP, level 60): Probably the most potent poison known, morgurth is a black liquid refined from the venom and/or blood of greater drakes by an alchemical ritual which usually includes distillation with strong alcohol in the presence of powdered gold or platinum. It must then be protected from sunlight in a glass or ceramic container. Morgurth dissolves the victim's brain; at minimum, it causes a long coma (1–100 years). Note: Morgurth is both a nerve poison and a reduction poison, requiring two separate antidotes. Durad slows the effects of morgurth; laurre is a specific antidote.

Stun Relief Agents

Januk-ty (RM 696/GML 740, s-S-6, B, 110 SP, AF 2): A medium-sized dark green grass, related to vinuk, native to semiarid to temperate shortgrass prairies. A tea brewed from its roots relieves three rounds of stun.

Suranie (RM 697/GML 741, t-F-3, I, 2 GP, AF 3): A dense bush related to the blueberry, originally native to cool, temperate areas near water, now cultivated. Its dark blue, delicious berries relieve one round of stun.

Vinuk (RM 698/GML 742, s-S-4, B, 12 SP, AF 4): A medium-sized emerald green grass, related to januk-ty, native to semiarid to temperate shortgrass prairies. A tea brewed from its roots relieves 1–10 rounds of stun.

Welwal (RM 699/GML 743, h-J-7, I, 12 GP, AF 3): A bush related to coca and witav, originally native to tropical rain forests, now cultivated. Its edible, dark green leaves relieve three rounds of stun.

Witav (RM 700/GML 744, h-J-6, I, 12 GP, AF 5): A bush related to coca and welwal, originally native to tropical rain forests, now cultivated. Its edible, jade green leaves relieve two rounds of stun.


*Original material copyright © June 1995, November 1998, July 2000 by Lowell R. Matthews.
Rolemaster, Rolemaster Fantasy Role Playing, and their component parts are the property of Iron Crown Enterprises and are used by the author in the context o creating a supplement for ICE's role-playing game. Sources: The Court of Ardor (Ardor), Rolemaster (RM), Rolemaster Companion I (RC I), Gamemaster Law (GML).

Editor's Note

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