CAFFAR (Druann Pagliasotti)
Available: Summer, Autumn 5%
Climatic Zone: Tropical
Locale: Desert
Preparation: 1 hour
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence
Caffar is made of the small caffar nut that is ground into a powder
and brewed into a dark, sweet-smelling beverage, traditionally with a goat's
milk base. Like kaffe or black tea, caffar can be used to delay sleep,
but it has the side effect of making the ingester more psychically sensitive;
psionicists' skills are greatly enhanced and even the unpsyighted are more
sensitive to nuances in the environment and in others' manners, sometimes
even to the point of detecting “auras” around certain objects. (Raises
Wisdom [Intuition] by 1 for every 2 cups imbibed, to maximum of 19. Drinking
3-4 cups in one day causes jumpiness that increases as more is imbibed.
Those who drink 5 or more cups in one day become slightly physically addicted
to the substance and suffer headaches and mild stomach pains when their
usage is cut back.)
CALAMUS (Shaun Hately)
Available: Spring, Summer 15%
Climatic Zone: Temperate
Locale: Swamp
Preparation: 1 day
Cost: 5 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -14
This rush grows in small grassy clumps. It can grow from about 2 to
6 feet in height and has very small yellow green flowers that jut out from
the stem. The leaves are long, thin and light green in colour and smells
faintly sweet. The root is white with a red brown peel. The root must be
peeled and boiled in fresh water within a day of being picked, and should
then be drunk by the recipient. Provided no permanent physical damage has
been done to the person hearing organs, the herb may restore some small
measure of hearing to a totally deaf person, perhaps 10% of normal hearing.
In addition the herb has been reported to have aphrodisiac qualities (GMs
discretion) and was used by certain Native American peoples to make their
dogs fierce.
CALCENA MUSHROOM (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available: Always 2%
Climatic Zone: Any
Locale: Underworld
Preparation: 2 week (for potion)
Cost: 100 gp/ 1000 gp (for potion)
Uses: 1
Ability Check: -
Anyone who breathes in the spoors of one of these pink mushrooms incurs
a -3 penalty on all saves vs illusions for 2d12 hours. The mushroom may
be brewed into a potion by brewing tea and leaving the mushroom to stand
in the tea for 2 weeks. The resultant concoction when drunk is a powerful
hallucinogen. Anyone under the influence of it will see whatever the GM
wants them to see. This effect also lasts 2d12 hours.
CALLIN (Druann Pagliasotti)
Available: Autumn 30%
Climatic Zone: Tropical
Locale: Jungle
Preparation: 1 week
Cost: 5 gp/ 25 gp
Uses: 1
Ability Check: Intelligence -2
A dark nut that grows on the Callin tree in tropical jungles. When
the husk is dried, ground and ingested, it thins the blood and strengthens
internal organs, helping to prevent heart attacks. (If taken regularly,
prevents heart attacks except under extreme duress. Addictive; causes nausea,
dizziness and an increased chance of cardiac arrest if quit under unsupervised
conditions after repeated use.)
CAT’S TAIL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 1 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -6
Cat’s tail is a small plant with long thin spear shaped leaves rising
from its base, and a single long, thin, soft flower at the top of the stalk.
This herb when made into a salve, will heal all damage to a person’s heel.
CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe’s “Torturer” series.)
Available: Always 5%
Climatic Zone: Temperate
Locale: Special (see below)
Preparation: none (if growing in correct area)
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -4
A pale, fleshy fungus with a tough, rubbery consistency that is commonly
found growing near carnivorous plants. The fungus grows upon corpses, absorbing
the cadaver's life memories and personality; up to 10 different minds have
been found absorbed by one cephalophage mushroom. Eating cephalophage will
transfer those memories and personality quirks to the eater. (Effects last
1d3 hours and while they last the eater can access all of the dead person's
mind. After the effects wear off, the eater may still succumb on occasion
to “flashbacks” or personality instability; save vs. Intelligence when
under intense stress or in a situation liable to cause such flashbacks.)
This plant is condemned by some religions as unholy, believed to prevent
a soul/spirit from attaining the afterlife. (from Gene Wolfe's Torturer
series)
CHAMOMILE (Shaun Hately)
Available: Spring, Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: Negligible
Cost: 2 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -3
This plant can grow up to 2 feet tall, and has a branched stem. It
has few leaves, and these are finely divided. The flower heads have yellow
centres which are domed in shape with a hollow at their very centre. The
petals of this plant bend backwards towards the stem. The flowers from
a single plant must be immersed in boiling water and the resultant drink
consumed. This drink is very bitter and is normally mixed with honey but
this is unnecessary. The drink will last for approximately 2 months
after manufacture, while the leaves can be dried, and will then keep for
up to three years. A successful use of this herb will have a calming effect
on the consumer.
CHERVIL (Shaun Hately)
Available: Always 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -5
Chervil is used to dissolve blood clots, which can help to prevent
complications caused by injury. The clots are dissolved within 1d3 turns.
CINQUEFOIL (Shaun Hately)
Available: Summer 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 hour
Cost: 10 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -5
This plant creeps along the ground on long slender stringlike stalks.
It has five or seven part leaves, and small yellow flowers. The stalks
must be boiled in white wine or vinegar and then drunk. The herb will then
act as an aphrodisiac, and increase the recipients Charisma [Appearance]
by 1 for 1d4 hours.
COLEWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 70%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 6 sp/ 6 sp
Uses: 1
Ability Check: Intelligence -4
Colewort is a small plant with a single large glossy leaf, and small
white flowers with four petals. Anyone who chews on the flowers before
drinking will remain sober for the entire evening. Its effects protect
only against alcohol, and not against any other drug or toxin.
COLTSFOOT (Shaun Hately)
Available: Spring, Summer 25%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 hour
Cost: 2 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -5
The plant has a single golden yellow flower borne at the top of a six
inch tall stem with long pinkish woolly scales. These flowers are crushed
and mixed with honey, and applied as a poultice to infected wounds in a
effort to draw out the infection. It does not cure any damage.
COMFREY (Shaun Hately)
Available: Spring 50%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 4 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -5
Comfrey grows to a height of up to 3 feet. It has stiff, angular and
hollow stalks which are covered with rough hairs. It has pink, mauve white
or cream flowers. Its thick black root is the portion used in Herbalism.
It should be boiled and wrapped in a poultice which is then wrapped around
a broken limb and increases the speed of healing by fifty percent. It can
also be used in a bath by women in order to give the impression that they
are virgins on their wedding nights.
COW PARSNIP (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: 6 weeks
Cost: 3 gp/ 10 gp
Uses: 7
Ability Check: Intelligence -6
Cow parsnip has small leaves covered with tiny hairs. These hairs must
be made into a salve. Cow parsnip will cure madness for a short period
(a few hours). Repeated application over a two week period may (GMs discretion)
cure insanity altogether.
COW-WHEAT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer 50%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 2 gp/ 3 gp
Uses: 2
Ability Check: Intelligence
Cow wheat is a small straight stemmed yellow-green plant. Its pale
yellow flowers produce a white powder when crushed, between two hands.
If this powder is placed into food or drink it will cause a person to act
as if drunk. For those who desire game mechanics to deal with drunkenness,
please consult the Intoxication Table in the 1st Edition AD&D DMG,
page 82. Each dose of this herb successfully administered will increase
the level of drunkenness by one step.
CULKAS (Shaun Hately from ICEs “MERP” RPG)
Available: Always 40%
Locale: Desert
Climatic Zone: Tropical
Preparation: none
Cost: 35 gp/ 35 gp
Uses: 10
Ability Check: Intelligence
Each application of Culkas will cure one square foot of sunburn. |