OTHERWORLDLY WARLOCKS


TREASURE LISTS PART TWO



BASIC ALCHEMICAL PREPARATIONS -Itching Powder: Thrown Bag. Foes get -2 to all actions for next 2 hours. -Weak Ingestible Poison: Save at +2 or die in 2D6 Turns. -Weak Acid: Thrown Flask. Foe takes 1D6 Damage. 1 Meter Splatter. -Polishing Paste: Cleaning Product. MINOR ALCHEMICAL PREPARATIONS -Weak Topical Poison: Save at +2 or die in 2D6 Turns. STANDARD ALCHEMICAL PREPARATIONS -Ingestible Poison: Save or die in or Die in 1D10 Turns. -Minor Power Potion: Gain 1D6 Power. -Acid Flask: Thrown Flask. Foe takes +2 Damage. 1 Meter Splatter. LESSER ALCHEMICAL PREPARATIONS -Topical Poison: Save or die in or Die in 1D10 Turns. MAJOR ALCHEMICAL PREPARATIONS -Strong Ingestible Poison: Save at -2 or Die in 1D8 Turns. -Power Potion: Gain 2D6 Power. -Strong Acid: Thrown Flask. Foe takes +4 Damage. 1 Meter Splatter. -Strong Topical Poison: Save at -2 or Die in 1D8 Turns. GREATER ALCHEMICAL PREPARATIONS -Strong Power Potion: Gain 3D6 Power. ------------------------------------------------------------------------------ BASIC POTIONS -Voice Alteration: Sound like someone or thing of your choice. -Excellent Ale: Greatly improves mood of drinker. -Wonderful Wine: Drinker will not stop until Drunk. MINOR POTIONS -Luxurious Liquor: Drinker will continue until he passes out. -Beguiling: Imbiber gets +2 to all Seduction Rolls. STANDARD POTIONS -Magic Fertilizer: Will make plant grow to Maturity and Fruiting. -Minor Strength Potion: Strength +1 for 1D2 Hours. -Elixir of Fire Resistance: Complete Immunity for 4D3 Hours. -Infatuation: Fall in love with first person they see. -Luck in a Bottle: Gain 1D6 Luck. -Visions: Imbiber will have Visions. Stoned for 2D2 Hours. -Potion of Fire Breathing: Close Range +2 Damage. LESSER POTIONS -Spirit Beer: See Spirits for 1D2 Hours. -Obsession: Imbiber will fall in love with a specific Character determined in The manufacture of the Potion. -Shrinking Draught: Drinker Shrinks -Haste Potion: One Extra Attack, Double Speed, Reflexes +4 for 3D6 Minutes. -Truth Serum: Drinker answers questions truthfully. -Silver Serum: Your Blood is laced with Silver. Poisonous to Vampires. MAJOR POTIONS -Potion of Strength: Strength +3 for 1D3 Hours. -Invisibility Potion: Lasts 1D3 Hours. -Miracle Growth: Drinker becomes Giant Size for 2D10 Minutes. GREATER POTIONS -Polymorph Potion: Lasts 2D6 Hours. Must contain Material from the type of Creature the imbiber will be turned into: Frog, Dragon, Etc. -Potion of Invulnerability: Cannot take Damage for 1D2 Hours. LEGENDARY POTIONS -Permanent Polymorph: Otherwise like Polymorph. -Elixir of Indestructibility: Cannot be Killed for 1D4 Hours. -------------------------------------------------------------------------------- BASIC MEDICINALS -Calming Concoction: Will calm Drinker. -Laxative: 1D4 Hours. Multiple Bathroom Breaks -Acne Mask: Remove Boils, Blemishes. MINOR MEDICINALS -Essence of Alertness: Gain +1 to Perception. Stay Awake for 2D3 Hours. -Revival Snuff: Wake up unconscious. Reverse Stun, Fatigue, Weakness effects -Healing Balm: Cures itching Maladies. -Emetic: Induces Vomiting. Can be used as antidote to Oral Poisons. -Invigorate: Popular with the Elderly. Feel like you're 10 years younger -Hair Tonic: Grow or Regrow Hair. -Beautification Unction: Gain +1 Charisma for 12 Hours. -Brain Booster: Gain +1 Wits for 8 Hours. Addictive STANDARD MEDICINALS -Burn Salve: Repairs skin damaged by Fire or Acid. -Madness Tonic: Relieves Insanity Temporarily. 1 Day. -Minor Potion of Healing: Heal 1 Wound LESSER MEDICINALS -Antidote: Cure Poison or effects of another Potion. MAJOR MEDICINALS -Healing Potion: Heal 2-3 Wounds. -Curse Cure: Will Remove Curses. GREATER MEDICINALS -Major Healing Potion: Heal all Wounds. -Curing Draught: Cure a Disease. -Eye Drops: Cure Blindness. -Skin Softener: Reverse Petrification. -Regeneration: Regenerate for 1 Hour. LEGENDARY MEDICINALS -Longevity Potion: Stop Aging for 1 year. -Elixir of Life: Reduce age by 10 years. -Resurrection Brew: Must be given within a Day. Pour in Corpses Mouth. ---------------------------------------------------------------------------------- BASIC BOMBS -Water Balloon: Fits in palm. Releases 20 Gallons of Water on Impact. -Pyrotechnics: Make Fireworks. Good for Celebrations, Distractions. -Stink Bomb: Noxious. Will Repel most Creatures. -Smoke Bomb: Copious amounts of Smoke for 2D3 Turns. Covers 10 Square Meters. -Glitter Bomb: Cover Invisible Foes with Glitter. MINOR BOMBS -Flash Bang Grenade: 4 Meter Radius. Targets stunned for 1D6 Turns. -Choking Smoke Bomb: On Inhalation -3 to all Rolls for 1D4 Minutes. -Blasting Powder: Unstable. Better for mining than military applications. -Regular Bomb: 2 Meter Radius +1 Damage. STANDARD BOMBS -Lightning in a Bottle: Produces a Lightning Bolt. Medium Range +2 Damage. -Freezing Flask: Target Frozen for 3D10 Minutes and Damage. -Grenade Bomb: Explodes for +2 Damage in a 3 Meter Radius. Wall Buster -Gunpowder: If the GM allows for this in his campaign. Enough for 1 Cannon Shot. -Crawling Bomb: Like regular bomb but it has Tiny legs. Point it in a Direction and it will move at 20M per turn and explode on contact. LESSER BOMBS -Fire Bomb: Explodes for +3 Damage in a 3 Meter Radius. Will start a Fire. -Boogie Bomb: 7 Meter Radius. Targets must Dance in place for 2D6 Turns. -Congreve Rockets: Far Range. Highly Inaccurate. +2 damage in a 4 Meter Radius. MAJOR BOMBS -Rocket Bomb: Like Fire Bomb but Far Range. Aim at -2. -Flask of Glue: Immobilize all in a 4 Meter Area. -Potent Bomb: Explodes for +4 Damage in a 5 Meter Radius. GREATER BOMBS -Big Badda Boom: +5 Damage. 7 Meter radius. Will Take Down a Castle Wall. LEGENDARY BOMBS -Tactical Nuke: Will Take Out a Castle. +6 Damage to everyone inside. --------------------------------------------------------------------------- BASIC POISONS -Paralysis Poison: Immobilized for 2D2 Hours. -Babble: Drinker Babbles for 1D3 Days. -Lockjaw: Cannot Speak for 2D8 Hours. 1 Wound after 4 Hours. -Flatulence: For 1D4 Days. Get -4 to Stealth and Charisma Rolls. -Sleeping Draught: Sleep for 2D6 Hours. -Dizziness: Get -2 to all Rolls for 1D6 Hours. MINOR POISONS -Befuddlement: Half Wits for 1D3 Days. Fumble on Rolls of 1-3 -Emotive Unction: Hysteria, Laughing, Despair, Euphoria, etc. according to maker. -Toadstool Poison: Grows Mushrooms all over body. At -2 to all Rolls for 1 Month. -Fungicide: Will kill Fungus. Throw as Flask -Herbicide: Will Kill Plants. Throw as Flask -Weakness: Strength and Constitution Halved for 1D3 days STANDARD POISONS -Madness Poison: Manic, Crazed. Under GM Control. -Blood Poisoning: 1D6 Damage. At -2 to all Rolls. Will die in 1D2 Days if not cured. -Coma Inducer: Drinker will appear dead for 10 Hours. Curare -Caustic Poison: Does +2 Damage. -Blinding Poison: Total or Partial Vision Loss. -Choking: Save at +2 or Die in 1D4 Minutes. LESSER POISONS -Corrupting Poison: Roll on Chaos Mutation Table. Permanent. -Wolfsbane: Repellent for Wolves, Dogs. Throw as Flask -Memory Loss Poison: Complete or partial Amnesia. MAJOR POISONS -Alignment Poison: Shifts Alignment to type specified during Manufacture. GREATER POISONS -Venomous Poison: Save at -3 or Die in 1D6 Turns. -Aging Draught: Imbiber will Age 10 Years LEGENDARY POISONS -Lethal Poison: Save at -4 or Die in 1D4 Turns. ------------------------------------------------------------------------------- MINOR CHARMS -Luck Charm: Get +1 Luck per Day -Power Charm: Get +1 Power per Day LESSER CHARMS -Health Charm: Get +1 Toughness -Vim Charm: Get +1 Strength -Allure Charm: Get +1 Charisma -Seeking Charm: Get +1 Perception MAJOR CHARMS -Protection Charms: Get +2 save vs one Type of Spell GREATER CHARMS -Defense Charms: Get +1 Defense per one type of Monster -Resistance Charms: Get +4 save vs Specific Spell LEGENDARY CHARMS -Spell Charms: Contains 1 Spell. Reusable once per day -------------------------------------------------------------------------- MINOR FETISH ITEMS -Coup Stick: Touch a live, unhurt Enemy with it. He gets Morale -2 and You get +1 to Hit and Damage for remainder of Combat. -Snake Moccasins: Owner has +2 to Stealth Rolls. -Divination Bones: Good for 1 Use immediately only. -Turtle Charm: Owner has Armor +1. -Monkey Paw: Owner gets +2 to Taunt Rolls. -Dream Catcher: Can Catch an Dream-Intruding Spirit which can then be Banished, Imprisoned, Destroyed, or set Free. If nothing is done it will Free itself in 1D8 Hours. -Spirit Root: Three Doses. Detect Invisible and Spirits for 1 Hour. LESSER FETISH ITEMS -Mummified Bear Claws: Owner gets +1 Strength. -Shark Charm: Owner gets +4 to save vs Disease. -Salamander Charm: Owner gets Fire Resistance +4. -Shrunken Head: Answers 1 question Per day. 50% Correct. -Feathered Cape: Owner has Medium Speed Flight. Cape will be Destroyed by any Elemental Attack. -Peace Pipe: Blow Smoke: Can cause Calmness or Hallucinations. MAJOR FETISH ITEMS -Poison Pot: Can Coat Weapons. 10 Applications. Paralytic Poison. -Juju Zombie: Two Hour Ritual. Need Body. One Zombie under Casters Control. -Astral Root: 2D3 Doses. Your Spirit can travel to another Plane for One Hour. -Frog Fetish: You or close Target becomes a Frog. -Wolf Mask: Wearer can Transform into a Wolf. -Totem Pole: Large Wooden Pole. Leave a sacrifice to gain the Blessing of one of the Totem Animals on the Pole. 1 Month to carve Per Figure on the Pole. -Healing Totem: Will heal 1 Wound 3 times a Day. GREATER FETISH ITEMS -Guardian Totem: Wooden Golem. Will Defend Site. -Medicine Bag: Owner has +4 Power. -Shaman’s Mask: Wearer gains 1 Shaman type Spell. -Devils Mask: Wearer gains 1 Diabolist type Spell. -Voodoo Doll: Inflict Pain, Injury, Immobilization, Nightmares, or Death on Doll’s Likeness at any Time. Requires Target’s Blood or Hair to make. LEGENDARY FETISH ITEMS -Eagle Feather Bonnet: Owner gets +4 to Leadership Rolls. Only one Owner user possible. Loses Power when he dies. -Giant Stone Head: Remembers all the History since it was carved. Those who talk to it get +1 Luck and Morale. Takes 1D2 Years to Carve. -Jungle Lord Statuette: One Use per decade. Summon a Primitive God. ----------------------------------------------------------------------------- USEFUL FUNGUS TABLE 1D12 Fungi: 1 Food: Counts as a Ration 2 Tasty: Valuable to Cooks 3 Healing Tea: Will Heal 1 Wound 4 Hallucinatory: Lasts 1D4 Hours 5 Mellow Mushrooms: High Lasts 1D6 Hours 6 Unpalatable: Weak Poison 7 Toxic: Regular Poison 8 Toadstool: Strong Poison 9 Cure: Some Chaos Mutations 10 Aphrodisiac 11 Ingredient: Some Spells 12 Visions: Divination: Lasts 1D6 Hours --------------------------------------------------------- USEFUL HERBS/PLANTS TABLE 1D30 Plant: 1 Aloe: Balm for Burns 2 Salve for Itching 3 Peppermint: Good for Nausea 4 Spice: Valuable to Cooks 5 Pipeweed: Induces Trance State: Lasts 1D3 Hours 6 Valerian: Good for Relaxation, Sleep 7 Cure: Certain Infectious Diseases 8 Healing Moss: Will Heal 1 Wound 9 Moss: Prevent Topical Infections 10 Ingredient: Some Spells 11 Unpalatable: Weak Poison 12 Toxic: Regular Poison 13 Hemlock: Strong Poison 14 Poison Antidote 15 Citrus: Cure Scurvy 16 Topical: Stops Bleeding 17 Turmeric: Cure Stomach Upset 18 Cat Nip: Loved by Felines 19 Wolfs Bane: Hated by Canines 20 Garlic: Hated by Vampires 21 Azuki Bean: Become Peaceful 22 Warming: Resistance to Cold 23 Cocoa: Revitalizing: Remove Fatigue 24 Echinacea: Toughness +1 to Resist Disease for 1 Day 25 Essence of Spinach: Strength +1 for 1 Hour 26 Incense: Sacred: Religious ceremonial uses 27 Mistletoe: Ingredient for Druids 28 Sapling: Perfect for making a Wand 29 Cure for Drunkenness 30 Apple: Keeps the Doctor Away







Return to Otherworldly Warlocks Mainpage