Ok, I have tried figuring some stats for the herbs not already mentioned in the rules.
One note about the price: I find some of the prices for potions listed in the rules to be outrageous. So, I cut them down in my campaign. You may wish to raise some of the prices I listed below. (well, I take for granted that prices vary according to the distance from the source where a certain substance is common...).
Item Cost Weight Type of Item
Oede herb 500 gc - -
Beautiful golden leaves. It is a powerful substance that can be used against many deadly diseases or alternatively can be used to restore up to 50 Endurance if swallowed after combat.
Larnuma Oil 30 gc - Backpack
The oil is made from the fruit of the larnuma tree. It has a soothing and relaxing effect when rubbed into the skin, restoring 1d6 Endurance per dose.
Adgana leaves 50 gc each (may vary up to 300 gc each where illegal) - -
One dose is enough to increase your attack and damage rolls by +4 for the duration of a fight. However, Adgana is shunned by most professional warriors and its use is outlawed in the Lastlands because it is highly addictive. If you decide to take this potion prior to combat, there is a 20% chance that you could become addicted. Every time you take another dose, this chance increases by 10%.
Addiction to Adgana is very muck like an illness: you will feel an irresistible desire to have another dose of Adgana at least once a week. From now on, the benefits of Adgana doses you take are halved, and if you can't have it when you "need" it, you must make a Fortitude save (DC 18 ) or suffer 1d6 damage (these points cannot be healed until the Addiction has been fought off, or another dose of Adgana has been consumed) and become Shaken. Each save roll after the first suffers a cumulative -2 penalty, and four successful save rolls are required to effectively fight off the Addiction. Even if you recover from Addiction, you still feel a strong desire for Adgana and if you happen to get a chance to have a dose, you must make a Will save (DC 20, -1 per year after you have recovered, but never less than DC 15) or do anything you can to have it. Should you take another dose, its effects will still be halved, and you will fall back into Addiction (no roll required).
Potion of Karmo 150 gc - -
This potion, when taken before combat, will give you 1d10 temporary Endurance and Willpower points for the duration of the combat. However, the side effects of the Karmo potion can be fatal. After its effect has faded, you take 1d10 damage.
Sabito 100 gc - -
The Blue Pills are made from the dried and crushed roots of the Sabito plant, commonly found in the Boari jungle, but rare in any other part of Magnamund. They enable the human body to extract oxygen from water by absorbing it through the skin, thereby allowing anyone who swallows Sabito root to 'breathe' underwater for 1d4 hours.
Yabari 50 gc - -
When pounded into an ointment and smeared into the skin, its roots are a potent protection against insect bites. It also disguises the human scent. The Yabari ointment's effects last 1d4+5 hours (or until washed off).
Tarama Seeds 50 gc each - -
Swallowing 1 seed permits a wizard to use his Wizard's Staff, Psychic Action, or Magical Power, spending up to 5 less Willpower. This effect lasts for one use only - if, for instance, it is used before an attack with the Wizard's Staff in which 3 Willpower is spent, the attack costs no Willpower and the remaining 2 points that the Seed could have saved are "wasted". Tarama Seeds however do not allow the use of powers after the Willpower score has been reduced to 0 or less.
Azawood Leaves 30 gc each - -
Azawood Leaves a base constituent that will charm magical potions. The smoke of the burming leaves also provides protection against evil spirits: no such evil being can get near to the smoke for 1d6+4 hours.
Ezeran Acid (flask) 75 gc 1 lb. Backpack
The acid obtained from Ezeran crystals is very effective, especially at melting metal. A flask deals 2d6 damage to creatures directly hit, or it can quickly melt any non-magical metal object (magical objects take 1d10 damage and get a save roll to halve it).
Calacena Mushrooms 25 gc - -
These mushrooms grow wild in caves and mines and cause halucinations in anyone coming into contact with the spores, unless they make a Fortitude save (DC 15). The spores may be used to enhance illusions: they add 5 to the DC of all saves against illusions made by those who have inhaled them. The spores spread by a character remain in the air for 1 minute (while in their natural environment, with lots of mushrooms, the air is filled much more thoroughly), and their effects last 2d10 minutes.
Baknar oil 50 gc - Backpack
Insulates against the cold, granting a character who smears it over his body immunity from nonlethal damage caused by cold, and 5 points of resistance to lethal damage. A dose of Baknar oil lasts for 24 hours. Baknar oil has a very bad smell, which can alert others to your presence, and takes a very good and long bath, or a few weeks, to wear off.
Fireseed - I used the stats for the Bang stick, but with the Fireseed you won't risk it exploding if your equipment is hit.
Volko berries 100 gc each - -
Found only in the remote uplands of Kakush, these black berries and much prized by magicians for their use as catalysts in their magical experiments. The juice of the berries aids or speeds up magical reactions between substances, while remaining unchanged itself. Any potion brewed using Volko berries doubles its normal effects and takes half time to complete.
As for the Tangling vines, I'd say Loi Kymar used some sort of magical Alchemy to produce them - or, maybe, a new Brotherhood Spell?
Federica alias Parvati V
IHGGera #1069, IAFa #182 ^^^