Winter Wolf
Mongoose
Here after a bit of quick reasearch is a list of many of the herbal and alchemical materials that showed up in the gamebooks. I think that there was some more stuff in War of the Wizards that I may have missed.... but I'm sure you guys will be able to help out.
Heal
Laumspur - You have been walking for over half an hour when your eye is caught by some bright red flowers growing near to a mossy bank. You recognize the plants to be Laumspur, a rare and beautiful herb much prized for its healing properties.
Meal 3 EP
Potion 3-4 EP
Distilled 5 EP
Concentrated 8EP
Druse tree - the clear, sticky resin beneath its bark--the only known cure for the terrible Red Death plague.
Oede herb - beautiful golden leaves. It is a powerful substance that can be used against many deadly diseases or alternatively can be used to restore 10 EP points if swallowed after combat.
Larnuma Oil - The oil is made from the fruit of the larnuma tree. It has a soothing and relaxing effect when rubbed into the skin. Restores 2 EP points per dose.
Taunor water - the healing spa water will restore 6 EP points.
Harm
Graveweed Essence - A strong poison.
Potion of Gallowbrush - induces sleep for 1-2 hours per dose. Has been used to tranqualise horses.
Gnadurn sap - a deadly poison used by assassins because of its lack of flavour or scent. It can also be applied to weapons.
Other
Adgana leaves - One dose is enough to increase your CS by 6 points 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 small chance that you could become addicted. As soon as the combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your EP score must be reduced by 4 points. This reduction is a permanent loss to your basic EP points score. Should the opportunity to use a further dose of Adgana ever arise, its effect on that occasion will be only half that of the original dose (i.e. it will increase your CS by 3 points instead of 6).
Alether - 'The fruit of our alether plant will give you strength in battle,' says another and offers you a handful of the small orange berries.
Berries 2 CS
Potion 2 CS
Distilled 4 CS
Karmo - This potion, when taken before combat, will double your EP and WP point totals for the duration of the combat. However, the side effects of the Karmo potion can be fatal. After taking the potion you must pick a number from the Random Number Table. The number that you pick equals the number of EP points that you lose due to the side effects (0 = zero).
Sabito - 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.
Yabari - 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.
Tarama Seeds - swallowing 1 seed permits a wizard to use his Wizard's Staff, or Magical Power, without losing any WP points.
Naptha - a volatile, inflammable liquid.
Azawood Leaves - Azawood Leaves a base constituent that will charm magical potions. The bsmoke of the burming leaves also provides protection against evil spirits.
Mustow pods - These strange, fungal growths are renowned for their pungent odour when broken open.
Ezeran acid – and acid that can eat through metal.
Temeris potion – rare potion of teleportation.
Calacena Mushrooms - the spores of these mushrooms may enhance the illusions of those using the power of Enchantment. They grow wild in caves and mines and cause halucinations in anyone coming into contact with the spores.
Baknar oil - Insulates against the cold. Very bad smell which can alert others to your presence
Fireseed - burst into flame on impact.
Tangling vines - the vines that would rapidly grow take shape. Used by Loi Kymar in The Caverns Of Kalte.
Holy water - Causes catastrophic explosions when it comes into contact with unholy objects.
Now the interesting question is how to bring all of these into play in the RPG.
Would Calacena allow the free use of Dessi Mage Enchantment ability. You could introduce some uncertainty into the use of the herb by giving any use 1d6 rounds duration without the user knowing when it will cut out, and due to the effects of the drug the mage would not be able to support the power himself after mushrooms are finished.
I can't wait to see how many of these are covered by the core book, and please add any more that I have missed off of the list.
Heal
Laumspur - You have been walking for over half an hour when your eye is caught by some bright red flowers growing near to a mossy bank. You recognize the plants to be Laumspur, a rare and beautiful herb much prized for its healing properties.
Meal 3 EP
Potion 3-4 EP
Distilled 5 EP
Concentrated 8EP
Druse tree - the clear, sticky resin beneath its bark--the only known cure for the terrible Red Death plague.
Oede herb - beautiful golden leaves. It is a powerful substance that can be used against many deadly diseases or alternatively can be used to restore 10 EP points if swallowed after combat.
Larnuma Oil - The oil is made from the fruit of the larnuma tree. It has a soothing and relaxing effect when rubbed into the skin. Restores 2 EP points per dose.
Taunor water - the healing spa water will restore 6 EP points.
Harm
Graveweed Essence - A strong poison.
Potion of Gallowbrush - induces sleep for 1-2 hours per dose. Has been used to tranqualise horses.
Gnadurn sap - a deadly poison used by assassins because of its lack of flavour or scent. It can also be applied to weapons.
Other
Adgana leaves - One dose is enough to increase your CS by 6 points 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 small chance that you could become addicted. As soon as the combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your EP score must be reduced by 4 points. This reduction is a permanent loss to your basic EP points score. Should the opportunity to use a further dose of Adgana ever arise, its effect on that occasion will be only half that of the original dose (i.e. it will increase your CS by 3 points instead of 6).
Alether - 'The fruit of our alether plant will give you strength in battle,' says another and offers you a handful of the small orange berries.
Berries 2 CS
Potion 2 CS
Distilled 4 CS
Karmo - This potion, when taken before combat, will double your EP and WP point totals for the duration of the combat. However, the side effects of the Karmo potion can be fatal. After taking the potion you must pick a number from the Random Number Table. The number that you pick equals the number of EP points that you lose due to the side effects (0 = zero).
Sabito - 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.
Yabari - 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.
Tarama Seeds - swallowing 1 seed permits a wizard to use his Wizard's Staff, or Magical Power, without losing any WP points.
Naptha - a volatile, inflammable liquid.
Azawood Leaves - Azawood Leaves a base constituent that will charm magical potions. The bsmoke of the burming leaves also provides protection against evil spirits.
Mustow pods - These strange, fungal growths are renowned for their pungent odour when broken open.
Ezeran acid – and acid that can eat through metal.
Temeris potion – rare potion of teleportation.
Calacena Mushrooms - the spores of these mushrooms may enhance the illusions of those using the power of Enchantment. They grow wild in caves and mines and cause halucinations in anyone coming into contact with the spores.
Baknar oil - Insulates against the cold. Very bad smell which can alert others to your presence
Fireseed - burst into flame on impact.
Tangling vines - the vines that would rapidly grow take shape. Used by Loi Kymar in The Caverns Of Kalte.
Holy water - Causes catastrophic explosions when it comes into contact with unholy objects.
Now the interesting question is how to bring all of these into play in the RPG.
Would Calacena allow the free use of Dessi Mage Enchantment ability. You could introduce some uncertainty into the use of the herb by giving any use 1d6 rounds duration without the user knowing when it will cut out, and due to the effects of the drug the mage would not be able to support the power himself after mushrooms are finished.
I can't wait to see how many of these are covered by the core book, and please add any more that I have missed off of the list.