Note -- all effects shown are for a full dose. Unless otherwise stated, the effects are listed for ingestion, and are 1-shot. In general, increasing the dosage doesn't do much, decreasing it seriously impairs the effect. Multiple doses generally have full effect. Some herbs and mixtures have different effects in large quantities. Note -- "addiction" is a dependance on the drug. Psychological addiction allows the character can make an EGO roll to avoid damage. NATURAL DRUGS (These herbs & venoms need only be collected and prepared simply -- brewed, burned, distilled, or other basic treatment.) Absinthe leaf - Blue-veined. When burned, a powerful disinfectant. When brewed, a potent antibiotic. * Achaerai grass - Long green blades. When burned, creates a cloud of poisonous mind-altering gas (AofE radius: 1d6 NND KA; 6d6 mental illusions based on CON, random images, continuous [no bonuses on CON rolls for time]) Does not affect draconians. Ajida leaf juice - odorless & colorless. Blinds the imbiber (1d6 cumulative transform into blind person, invisible effects). Ajida leaf powder - causes temporary blindness if touches eyes (8d6 flash). * Assassin bug venom - brown liquid, smells of formic acid. Paralytic agent (5d6 STR drain, recover 5 points/hour) Bamboo - Beige pulp, bitter but tasty. Mildly poisonous (1/2d6 NND KA), produces skin rash (1d6 DEX drain, 1/2d6 COM drain, regain 5 points/week). Prolonged skin contact causes severe rash (5d6 DEX drain, 2d6 COM drain, 10 minute activation, regain 5 points/week). Blackdirk - Black root, vaguely dagger-shaped. Anaesthetic and narcotic when brewed. (1d6 END & STUN drain, rec 5/hour) * Black mead - Clear, has smell and consistency of honey. Strong poison, causes immediate disorientation and slow death (7d6 NND KA, gradual 1 week; 3d6 INT & EGO drain, recover 5 points/day) * Bloodroot - Leeches blood on contact with skin (1d6 poison drain/turn; 2d6 NND EB/3 segments). Harmful if applied to an open wound (2d6 poison drain/turn; 1d6 NND KA/turn, +3 stunX). Deadly if injested (1d6 NND KA/turn until death) * Blueback mushroom - A blue mushroom. Produces dizziness & lightheadedness (6d6 DEX drain, 2d6 INT drain, 3d6 EGO drain; rec 5/hour). The smell alone negates any sense of direction. Does not affect elves. Buckeye honey - Honey, made from the pollen of the buckeye plant by bees. Grants immunity to alcohol for one hour. Budwhipper mushroom - Greyish mushroom. Powder causes extreme drunkenness (4d6 EGO drain, 3d6 DEX drain, rec 5/hour). *Any* alcohol consumed for one week thereafter causes a reoccurence of this effect. Only affects dwarves, gnomes and humans. * Buluka - Looks like a mango. Potent though slow-acting paralytic. Effects are unnoticed at first. (1d6 SPD drain/5 hours, invisible effects, maximum 100 points of effect, recover 5pts/month) * Chak - Mystical bulb, greyish and hard. Turns imbiber to stone (3d6 cumulative transform). * Chokeweed - Similar to spinach; deadly poison. Causes constriction of the bronchial passage. (treat as drowning) Cobra dust - A yellowish pollen, aids in thinking and concentration (1d6 INT aid, rec 5/hour). Continued use results in mental aberrations of various sorts: megalomania, obsessive/compulsive behavior, similar things. Only effects humans and gnomes. Conehead - Causes intense headaches and eventual unconsciousness (3d6 EGO blast/turn). Corrabus - A shrivelled black bulb. Potent amphetamine. (2d6 aid to STR and PRE, rec 5/hour) * Couatl venom - Yellowish fluid. Deadly. (6d6 NND KA) Columbine pollen - A white powder, odorless and chalky. Causes acute shortness of breath (3d6 END drain, rec 5/5 minutes) Coprinus nectar - A sweet red syrup, 2d6 NND KA invisible effects, effective only with alcohol. Doesn't affect elves. Cuph nectar - A clear liquid, smells like pineapple. Mind-influencing, an aid to psychic powers (1d6 EGO aid). Darksnake root - A whitish bulb that makes the user extremely susceptible to mental influences (susceptible to telepathy, mindcontrol and presense attacks, 2x normal effect) for several hours. Diffenbachia root - Causes complete and total relaxation of the vocal cords -- imbiber cannot speak for 3-18 minutes. Dreamberry - Large purple berry. Potent euphoric with no other side-effects. A common recreational drug. (Psychologically Addictive 6-) Only affects humans and halflings. Dreamtree sap- Green, black or white fluid with an overwhelmingly sugary flavor. Induces euphoria and vivid hallucinations involving user's fantasies or strongest desires. User generally becomes completely catatonic (15d6 mental illusions, isolated from real world), and in general believes the hallucinations to have been real. The sap is ineffective in lesser doses. Only affects humans and halflings. (Psychologically addictive 4-) Dreamroot - Pinkish-orange, tender root. Euphoric. Addictive 8- Reputed to help mystics achieve a trance state and better utilize their potential. Drun - Odorless liquid, very light orange color. *Extremely* potent barbiturate (15d6 STUN drain, recover 5pts/day). Humans are affected less strongly (8d6 STUN drain, rec 5pts/hour), but lose coordination as well (2d6 DEX drain, rec 5/day) Edenfruit - A red gourd; the juice is a powerful mood-enhancer with mild aphrodesiacal and stimulantive properties. (1d6 aid to END and STUN, side effect: mildly lustful, side effect: highly emotional) Ettercap - A white flower. An extremely powerful skin irritant, even when applied to skin when fresh. Causes itching, peeling, flaking and burning rashes which spread when scratched; victims will eventually flay themselves open attempting to alleviate the irritation. This lasts for about 6 days; during that time victim is -1 on all skills due to distraction. Galtrit berry juice - Anaesthetizes the body completely (negates all touch senses) if applied to skin. (20d6 transform) This has a number of beneficial properties: 50% non-resistant damage reduction vs. many attacks, plusses on EGO rolls for pushing and similar activities, resistance to torture, and so forth. It screws up any skills requiring manual dexterity (lockpicking, pickpocket, etc.) Goldbug - A yellow cup. Petals are a mild hallucinogen (3d6 mental illusions of random images) and increase tactile sensitivity, causing pleasurable and painful sensations to become even more so (-2 on EGO rolls against pleasure/pain related phenomena). Leaves a gold discoloration in the lips if repeatedly used. Greenback mushroom - Highly psychoactive greenish mushroom. Induces euphoria and vivid hallucinations, user generally becomes completely catatonic. (15d6 mental illusions, isolated from real world). Hallucinations are drawn from user's greatest fears or hatreds, worst memories, or other nightmarish sources; user generally considers hallucinations to have been real. Hydra's bane - Reddish-brown grassy plant. Very slow-acting poison; prevents cellular regeneration, thereby interfering with the body's ability to heal itself. (1d6 REC drain, recover 5/week) Itchleaf - Brownish-green leaf. Extremely potent skin irritant (-3 DEX and -1 on all rolls due to pain) Josberry - Bitter red berry whose juice anaesthetizes, lubricates and helps heal burned flesh. (2d6 healing from burns) Khallash - A brown bean, powerful stimulant, highly addictive. (3d6 aid to REC, addictive on an 11-) Madweed - Dark green leaf. When chewed, can alleviate fear and induce calmness (3d6 presence attack to be calm). More than one dose induces berserker rage and hysterical strength. (2d6 STR aid, side effect: berserks in combat) Peyote - Pink desert flower. Hallucinogen (8d6 mental illusions, random). Addictive 6- Poison oak - Green flower. Oils are powerful skin irritant (-1 DEX and constant itching) Rotberry - small reddish berry. Causes nausea, vomiting, faintness, vertigo, weakness and delirium. (3d6 INT, EGO, STR, CON, END, REC & STUN drain, recover 5/hour). Silverleaf - Anaesthetic and curative for cuts, scrapes, burns and other surface injuries if boiled and compressed (1d6 healing). It is reputed to drive away demons and nether spirits when burned. Suicide root - A sweet-smelling pink root. This herb is mildly toxic and *highly* addictive. (Does 1 BODY. Side effect: strong dependance). Wolfsbane - A bristly plant. 2d6 NND KA if boiled and eated, only affects wolven. If burned, the smoke is choking, irritating and nauseating to wolven (3d6 flash to all senses). COMPOUNDS. Aquae Veritae - A clear liquid. Induces an irresistable temptation to answer all questions truthfully and completely (9d6 telepathy, based on CON). Blackdirk toxin - A grey powder. Potent paralytic agent (6d6 END & STR drain, recover 5/hr). Multiple doses stop the heart and lungs (4d6 KA) Dream juice - A green syrup, sickeningly sweet-smelling. Induces euphoria and vivid hallucinations involving user's fantasies or strongest desires, much like the dreamsap from which it is compounded, but user retains his grip on reality (8d6 mental illusions). Addictive, 12-. NOTE: Dream juice can also cause nerve deterioration and insanity. (25% chance of 1d6 cumulative transform into lunatic) Dwarfsbane - Black syrup, smells like cashew and orange. 3d6 NND KA, only effects dwarves & gnomes. Elfsbane - Clear liquid, smelling faintly of grape. 3d6 NND KA, only effects elves & other faerie folk. Emperor's bane - A silvery powder. Potent tasteless nerve toxin that brings on senility, insanity, and eventual death, even in small quantities. (1d6 INT & EGO drain, rec 5/year, invisible effects) Flydance - A green odorless liquid. Causes convulsions similar to an epileptic attack, making user twitch and jerk around rather pathetically (1/2 DCV, 0 OCV, costs 10 END). These occur periodically and regularly (once/turn on an 11-) and for about two hours, usually leaving the victim exhausted or unconscious. Halflings are not affected by this drug in any way. Golden fool - A golden powder. Contact narcotic, induces overwhelming craving for the touch of whatever the drug was spread over (strong psychlim). Such contact becomes indescribably pleasurable, and victim tends to desire contact over entire body surface with as much of the substance as possible. Leaves a gold discoloration on flesh. Troll's blood - This extremely valuable compound, which actually does not contain trolls' blood, bestows regenerative powers on the user. (1 BODY regeneration, lasts 1 month) Jeteye - glossy black syrup, strong walnut-like flavor. This causes the pupils of the eyes to darken, although this does not effect vision in any way. The drug itself induces a powerful state of fear, causing the user to panic and become irrational in any stressful situation for 1-6 hours. Oret - Blue liquid. Powerful anaesthetic with no narcotic or euphoric properties (6d6 aid to STUN, immunity to pain). Also has potent aphrodesiacal properties (side effect: extremely lustful.) Serpent's tongue - Red and purple powder. Induces a state of complete hypnotic suggestibility. (side effect: 8d6 mindcontrol based on CON) OTHER NEAT STUFF UNDERGROUND PLANTS Balloongrass - This reddish lichen grows near mineral springs and sulphur-bearing rocks. When burned, it sparks in multicolored pyrotechnics and gives off an inert, lighter-than-air gas in large quantities. Blacklight moss - This purple moss glows in the ultraviolet. Darkmoss - A magical photosynthetic plant that absorbs all light and heat in its vicinity. (full visual darkness & 5d6 cold EB, 1 hex; 4d6 energy absorb & 2d6 power transfer from heat and light sources into more hexes of darkness and EB) Firepods - Appear similar to floater pods, but are filled with hydrogen gas and are likely to explode if burst open (5d6 exp. EB). Floater pods - Large green pods (about basketball-sized) filled with breathable air. Miner's moss - This orange and red lichen will eat away at soft stones, absorbing the minerals it needs and leaving hard substances behind. The process is extremely slow, but often used to mine dangerous areas. Signmoss - Mildly phosphorescent lichen. Grows quickly, but will not grow over areas where dead lichen is rooted. Used by many underground cultures as a surface on which to write and scratch out signs. Sparkler weed - see baloongrass. Torchmoss - A yellow, phosphorescent moss that mimics sunlight. Generally found near water and near photosynthetic plants, which it is symbiotic with.