Equipment Notes

From The Authentic D&D Wiki
Revision as of 18:56, 17 March 2020 by Tao alexis (talk | contribs)
Jump to navigationJump to search

I've included this index to account for goods, services and general objects for which I have created special rules in my world. See Trade & Equipment.

Alchemy

  • blue mass: curative for madness and charm.
  • Boric serum: anti-hemorrhagent; treats fungal infections; affects insects.

Herbs & Plants

  • Agrimonia: natural flower that will double the chance of pregnancy occurring.
  • Alder catkins: natural flower that will reduce the degree of infection (see Disease) in diseases affecting the skin by 0-3 points when used by a physician; will heal damage done by insect bites (but not poison) in the manner of a healing salve (see below), usually more cheaply.
  • Aloe vera: natural oil that will reduce the negative effects of uncomfortably hot temperatures by restoring ability points 1 point.
  • Amaranth: natural flower that, when properly prepared, will enable immortality.
  • Betel nut: when prepared by an apothecary as a powder, will defend the body against parasitic infestations.

camphor oil: waxy solid, flammable; insect repellent and embalmer. citronella oil: effective insect repellent. devil's dung: a gummy resin that, if consumed, will provide the victim of possession a +2 saving throw against charm, even if no previous saving throw was possible. Often, the victim will need to be restrained in order to be force-fed the medication. four thieves' vinegar: anti-pestilential tonic that will reduce the degree of infection in diseases affecting the blood, breathing, joints & tendons, muscles, nose, throat & sinuses and the skin by 0-3 points when used by a competent physician. faerie oil: acts as an addictive enticement and hallucinogenic for faeries; also an animation catalyst. gripcolle: a gummy, magical substance that will temporarily function as a powerful glue. gum ammoniac: a gummy resin that will reduce the degree of infection in diseases affecting the creature's breathing by 0-3 points when used by a physician. healing salve: healing substance that supplies 1-4 hit points per dose, closes wounds. holy water sprinkler: mace with glass bladder designed to spread fluid over an opponent. jacob's ladder: a dried root, usually shaved, that will heal damage done by poison only in the manner of a healing salve (see above), usually more cheaply. monk's head: a toadstool that has multiple healing properties, including treatment of hormonal organs, asthma and excessive heart rate, in addition to driving off werewolves. quicksilver: temporarily gives ordinary weapons the power to affect opponents as though silvered. vitriol (blue): a copper-infused acid, sometimes called 'flower of copper,' that will reduce the degree of infection of eye diseases by 0-3 points when used by a competent physician. vitriol (green): an iron-infused acid that will reduce the degree of infection of hormonal organs by 0-3 points when used by a competent physician. wood alcohol: also called wood spirit, an anti-freeze and solvent that acts as an acid against molds & jellies. woundwort: like amaranth (see above), woundwort will half the chance of a resurrection survival roll failing when a character is magically restored from death. Woundwort does not possess amaranth's other properties, however.

Spell Components While spellcasters do not have to worry about using spell components when actually casting spells in my game, to create scrolls of those spells, the original list of spell components still serve as a set of ingredients. These are listed below: bat (live): for darkness (15' radius) and wizard eye spells bone shard: piece of human skeleton; for scare spell. carp (live), minnow: for identify spell. cricket (live), of old age: for magic mouth & sleep spells. cricket (live), of young age: for jump spell. eyeball (human): for clairvoyance spell and potion. flesh (human): for animate dead spell. ichor (doppleganger): brain fluid, for polymorph other spell and potion. ichor (goblin): brain fluid, for monster summoning I spell. ichor (hobgoblin): brain fluid, for monster summoning II spell. leeches: multiple annelids floating in water, for tongues spell. owl feather (steeped in wine): for identify spell. scarab (live): for strength spell. spider (live): for spider climb spell.

See Also, Poison Trade & Equipment