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Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 01 May 2004 : 16:30:34
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What about the anniversary contest? Are we still going to have that? |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
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Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 01 May 2004 : 17:09:06
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No problem. Keep me updated, I'll try to hash out some item between now and then |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
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Israfel666
Acolyte
Italy
37 Posts |
Posted - 01 May 2004 : 21:55:15
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Well, I have some items in my D&D folder, and I thought I would share them with you like I did at the WotC boards. Two are for generic fantasy, and two are Realms specific. Enjoy!
Misty Mole's All-Seeing Magical Goggle
As one can easily understand from their name, this single goggle is of gnomish origin. Its creator was the wizard Mislany Jeekerwarden, best known as "Misty Mole" because of her really weak sight and her house, which was always surrounded by an impenetrable 400-ft-radius cloud of mist - a side effect of a little mess with obscuring mist and a permanency spell. In order to solve both of her problems (and, hopefully, to rid herself of the annoying nickname) the gnome created this goggle (she could have made a pair, but she said it was "terribly fashionable" with only one lent), which was also very useful in her wizardly studies. The goggle is made of a single lent and a leather strap to fit it diagonally to one's head, like an eyepatch. On one side of the strap is written the name and symbol of Mystra, goddess of magic, while the other one has those of Garl Glittergold. The switch word (see below) is written on the back side of the strap. Careful divination spells reveal that only the lent is magical; the leather strap is just mundane leather, though doubtlessy elegant and well-made.
Abilities:
The goggle allows one to see as if he had darkvision (though only from his or her right eye). Pronouncing the word "Mislany" (a free action) turns darkvision off, and the lent now simulates the first-round effect of detect magic by showing off magic in a bright pink hue. Focusing on an item for the correct amount of time allows one to experience the second- and third-round effects of the spell as normal (but through different colour hues and intensities). Looking elsewhere or switching to darkvision ends the effect until the user focuses again. Keeping both eyes open to experience both one's normal sight and the magically enhanced one causes no discomfort or disorientation. People (like Mislany) suffering from limited eyesight (but not spells which have similar effects) are cured of their disease while wearing the goggle.
Caster level: 3rd; Requirements: Craft Wondrous Item, detect magic, darkvision; Market Price: 5,350 gp
(note: alternative pricing rules used)
Kai, a.k.a. Miza's Spellbook of Exalted Deeds
This magical, silver-bound tome has nothing to do with the original Book of Exalted Deeds, the famous artifact of good. Still, no name could be more fitting, because "exalted deeds" is what this book desires... or better, demands from its owner. The tome was crafted by Miza "Deedsinger", a renowned bard who pushed the limits of her profession further: she wasn't satisfied with singing the tales of mighty heroes and wizards, she wanted to help create them, even when she would be no more. Because, according to her beliefs, wizards made the finest heroes, she created a powerful, sentient spellbook who shared her ideals, and would serve any wizard as long as he or she attempted to achieve glory and honor. Unfortunately, her not-so-perfect skill in magical craft has also resulted in a naive and reckless item. The spellbook uses the name "Kai*". Kai has all the powers of a Blessed Spellbook, plus the following: - When it gains a new owner, Kai can transfer all of the new owner's spells to itself by merely touching the old spellbook (which becomes blank). Kai will not accept corrupt or outright evil spells to be written on him, forcing its master to a Will save to do so. If its master permanently dies (ie resurrecting him would require True Resurrection), Kai will automatically become blank (except for the last pages: see below) - Kai can telepathically speak to its master at will. It will usually speak at the beginning of its owner's turn, providing tactical suggestions on what spells to cast, what magic items to activate, where to move, etc. Such suggestions are usually well-thought and effective, thanks to Kai's deathwatch ability (see below) and the fact that he knows what spells its master has prepared. However, they are also totally reckless and show an embarrassing preference for flashy evocation spells; Kai will often advise in favour of dropping a fireball at the caster's feet, if doing so will hurt the most enemies. It will also offer equally strategic and equally unwise suggestions to its master's familiar, if he or she has one near. - Kai has a continual deathwatch ability. This power works in all directions and is not stopped by the backpack or the master's body. Kai cannot share this power with its master, but will use it to provide tactical suggestions. - Kai can cast faerie fire three times per day, at caster level 12. It will use this power either at its master's request or if he thinks the concealed foe should be the next target (and of course, he forwards this information to its master). - Kai has bardic knowledge +14 (as a 12th level bard). - Kai can speak with a loud, booming voice and make the voice appear to come from any point in a 60' radius from him, generally from a dark shade, from underground or from the sky. While speaking with this voice, it has an Intimidate score of +12. It generally uses this power to prophesise doom and defeat to its master's foes, announcing what a mighty wizard they are facing ("Quiver and cower, creatures of evil! Here cometh the righteous wrath of the mighty Archwizard [name], to shatter thy wretched plots!" and so on...). Preventing him from doing so in inappropriate situations require a Will saving throw. - Kai absolutely despises cowardice and evil. When its owner flees a battle (even if he or she faced impossible odds) or commits evil acts (ie ones that would make a paladin permanently lose his status), he will refuse to open and let its master prepare spells for up to a week, requiring a Will save to force him to open, and provide no more tactical suggestions or faerie fire. It cannot, however, grant negative levels to owners of opposing alignment. - The last pages of Kai contain full-page, very realistic portraits of its most heroic masters, along with a brief (but grand) recounting of the deeds of each. Such pages are under the absolute control of Kai, who writes them and creates the pictures when its master dies or loses the magical spellbook; ripping or cancelling them will only cause Kai to copy them to other pages (and will really upset Kai).
If the party who finds Kai has no wizards, he will gently ask them to give him to any young and proud wizard they know. Until then, he will offer his help to any of the party members, if he judges them worthy.
Alignment: Chaotic Good Ego: 16, INT 14 WIS 6 CHA 16 Moderate divination, moderate transmutation. Caster level: 12th.
Staff of Stone Mastery
Despite its dangers, the Underdark is nonetheless a place where a daring and experienced caravan of merchants can make much greater profits than it would on the surface. Svirfneblin and duergar craft unparalleled gems and weapons, while slave trade with the drow is always profitable. However, getting around in the wild Underdark isn't easy, thus spellcasters are almost always employed by the caravans, both as bodyguards and as travelling support. This short but heavy staff, crafted out of a three-foot-long roughly worked piece of Underdark stone, covered in engraved runes, was the "toolwork" of a svirfneblin druid, Kilwer Jogenal, who used to escort a childhood friend of his during extensive (and dangerous) business journeys. Kilwer used the staff's powers to remove serious obstacles to the caravan movement and, if need arose, to imprison assaulters in the rock by activating the staff's two greater powers in succession. After an orog war party slaughtered all of the members of the merchant caravan and stole its goods, the whereabouts of this staff were lost.
Stone Shape (Drd 3): 1 charge Transmute Rock to Mud (Drd 5): 2 charges Transmute Mud to Rock (Drd 5): 2 charges
Strong transmutation; Caster level: 9th; Prerequisites: Craft Staff, stone shape, transmute rock to mud, transmute mud to rock; Market Price: 39,656 gp; Cost to create (for a druid): 19,828 gp, 793 xp; Weight: 20 lb.
"Sunwrath"
Whoever its creator was, this weapon has nonetheless been clearly built for only one purpose - clearing the world of vampires. The item does not hide its zealous nature, since its metal shaft resembles a long wooden stake that impales its silvered head, which is carved in the shape of a wrinkled, undead heart. Sunwrath (as it is called) is a +1 silvered disruption heavy mace with several spell trigger powers that make for the bread and butter of any vampire hunter's magical arsenal. It has long been in the possession of the church of Lathander, but clerics and paladins of Ilmater, Tyr and recently Kelemvor have also been known to wield it. Only people blessed with the power to turn and/or destroy undead can wield Sunwrath: undead creatures and those who rebuke and/or command undead suffer 5d6 points of divine damage if they attempt to wield it, and anybody else suffers 2d6 points of subdual damage. Currently, Sunwrath has 23 charges left of its original 50. It works as a staff, so the wielder can use her own caster level and ability modifier to DC.
Searing Light: 1 charge (clerics only) Daylight: 2 charges Death Ward: 2 charges Special: wielding the staff gives access to the feat Heighten Turning. Special: can be used as a divine focus by any cleric with access to the domains of Sun, Good or Healing. Special: the unlife-force of any vampire destroyed by this staff (either in melee or with its searing light power) is absorbed by the item, recharging it by a number of charges equal to the vampire's Hit Dice. Vampire spawns do not recharge the staff.
Strong evocation, moderate abjuration; CL 8th; Craft Staff, Craft Magic Arms and Armor, ability to turn and/or destroy undead, Heighten Turning, searing light, daylight, death ward; Price: 82.100 gp.
Price calculations in gp: Masterwork heavy mace - 312 (doubled for no space required) Alchemical silvering - 90 (doubled for no space required) +3 weapon - 18,000 (doubled for no space required) Death Ward power - 4x8x750x0.5= 12.000 gp Daylight power - 3x8x750x0.75x0.5= 6.750 gp Searing Light power - 3x8x750x0.5= 9.000 gp Ad-hoc adjustment for granted feat - 10.080 gp (based on the Greater Holy Symbol item from Defenders of the Faith) Ad-hoc adjustment for use restriction - minus 30% Ad-hoc adjustment for ability to recharge and divine focus ability- plus 40% |
Stat rosa pristina nomine, nomina nuda tenemus. |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 02 May 2004 : 04:15:31
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I rather like the spellbook. I'd love to see what happens when Kai falls in the hands of a well-meaning but shy young wizard.
Personally, I'd like the tale-telling pages to be constantly updated. Then the wizard in question can look into it and find (with horror or delight, depending on the character) the exagerated accounts of the lattest adventure. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 02 May 2004 : 04:17:59
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quote: Originally posted by The Sage
I like it . It has just the right amount of subtlety to be useful for those foreign diplomats visiting a court in another realm. It would be extraordinarily useful in any kind of high court-intrigue type adventure, and would also be welcome in any campaign set in the Birthright world.
Diplomats actually hadn't crossed my mind. I'd actually created this for Jack Archer. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Artalis
Senior Scribe
USA
444 Posts |
Posted - 02 May 2004 : 05:53:50
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Here's my first attempt at a 3rd ed item.
ROBES OF THE COURT EMBASSADOR - MAGE ARMOR 1X/DAY - EAGLES SPLENDOR 1X/DAY - RESISTANCE +2 - KEEPS WEARER CLEAN, COOL/WARM & DRY. ALWAYS SPOTLESS GLISTENING WHITE. REPAIRS ITSELF WHEN DAMAGED.
3rd Level Craft Wondrous Item, Resistance, Prestidigitation, Eagles Splendor, Mage Armor, Mending. Price 14400 gp |
Artalis
Email
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Edited by - Artalis on 02 May 2004 06:07:12 |
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Arivia
Great Reader
Canada
2965 Posts |
Posted - 02 May 2004 : 06:04:46
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quote: Originally posted by Artalis
Here's my first attempt at a 3rd ed item.
ROBES OF THE COURT EMBASSADOR - MAGE ARMOR 1X/DAY - EAGLES SPLENDOR 1X/DAY - RESISTANCE +2 - KEEPS WEARER CLEAN, COOL/WARM & DRY. ALWAYS SPOTLESS GLISTENING WHITE.
3rd Level Craft Wondrous Item, Resistance, Prestidigitation, Eagles Splendor, Mage Armor. Price 14400 gp
Quite good. No problems, other than formatting issues-assuming you meant resistance +2 to mean: provides a +2 enhancement bonus on all saving throws. |
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Artalis
Senior Scribe
USA
444 Posts |
Posted - 02 May 2004 : 06:17:23
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quote: Originally posted by Arivia
quote: Originally posted by Artalis
Here's my first attempt at a 3rd ed item.
ROBES OF THE COURT EMBASSADOR - MAGE ARMOR 1X/DAY - EAGLES SPLENDOR 1X/DAY - RESISTANCE +2 - KEEPS WEARER CLEAN, COOL/WARM & DRY. ALWAYS SPOTLESS GLISTENING WHITE.
3rd Level Craft Wondrous Item, Resistance, Prestidigitation, Eagles Splendor, Mage Armor. Price 14400 gp
Quite good. No problems, other than formatting issues-assuming you meant resistance +2 to mean: provides a +2 enhancement bonus on all saving throws.
That's exactly what I meant...Though you quoted me before I finished adding the part I had forgotten the robes mend themselves if torn...you really have to work hard to destroy them. |
Artalis
Email
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 02 May 2004 : 06:18:53
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YES, IT CERTAINLY -- Oh, excuse me. I meant to say it cetainly seems good. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 02 May 2004 : 10:22:08
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A comment by Alaundo made me think this up. I hope our favorite Head Scribe will enjoy this.
Summon Irritated Moderator Conjuration (summoning) Level: Scribe of Candlekeep 0 Components: V Casting Time: 1 standard action
With this spell, any scribe of Candlekeep can request a visitation by Alaundo, called by some the Irritated Moderator. Alaundo will appear within 1d8 hours, should he feel the request is worthy of his attention. If it is, he always appears with his dreaded staff of the irritated moderator +5, which has been observed to have the ability to cast undefeatable erase and arcane lock enchantments.
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Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Lord Rad
Great Reader
United Kingdom
2080 Posts |
Posted - 02 May 2004 : 13:15:34
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LOL Fantastic, Bookwyrm! |
Lord Rad
"What? No, I wasn't reading your module. I was just looking at the pictures"
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Alaundo
Head Moderator
United Kingdom
5695 Posts |
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Shadowlord
Master of Realmslore
USA
1298 Posts |
Posted - 02 May 2004 : 16:53:11
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Indeed, Bookwyrm. A most useful spell to be sure, however, lets hope it's not cast too often... |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 02 May 2004 : 21:01:46
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quote: Originally posted by Alaundo
Well met
Thank ye, Bookwyrm. That has indeed brightened up my day
...but "1d8 hours"? Oh come now, these old legs work as fast as they can
You're quite welcome, Alaundo. And I'd thought of saying 1d12, but felt that then you'd say something about not being that old. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Salabasha
Learned Scribe
Portugal
216 Posts |
Posted - 02 May 2004 : 21:59:48
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Conceito interessante. É entăo verdade! |
Life is like a box of chocolates. Once you eat the poisoned one you die. |
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D-brane
Learned Scribe
United Kingdom
140 Posts |
Posted - 07 May 2004 : 07:02:24
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While I understand the concept behind the staff of the irritated moderator, I find myself wondering about the origin of such an object. Is this purely a Candlekeep creation, or was it detailed in a parody D&D tome?. Also, whose idea was it?.
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"Absence of evidence is not evidence of absence." |
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Lord Rad
Great Reader
United Kingdom
2080 Posts |
Posted - 07 May 2004 : 10:21:18
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quote: Originally posted by D-brane
While I understand the concept behind the staff of the irritated moderator, I find myself wondering about the origin of such an object. Is this purely a Candlekeep creation, or was it detailed in a parody D&D tome?. Also, whose idea was it?.
I believe Bookwyrm or The Sage came out with it once on these forums, and it just stuck |
Lord Rad
"What? No, I wasn't reading your module. I was just looking at the pictures"
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D-brane
Learned Scribe
United Kingdom
140 Posts |
Posted - 07 May 2004 : 10:26:09
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I know of the Bookwyrm by way of reputation only, but I know the Sage personally and given that fact, I find myself thinking that he was likely responsible for the term .
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"Absence of evidence is not evidence of absence." |
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Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 07 May 2004 : 16:01:15
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quote: Originally posted by D-brane
While I understand the concept behind the staff of the irritated moderator, I find myself wondering about the origin of such an object. Is this purely a Candlekeep creation, or was it detailed in a parody D&D tome?. Also, whose idea was it?.
This is purely a Candlekeep creation I could be wrong but I believe that Bookwyrm was the one who fleshed out both the staff and the spell. |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 07 May 2004 : 16:48:10
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Yes, Wood Elf, you could be wrong.
The first time the staff was mentioned was in this post. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 07 May 2004 : 16:59:07
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Ahh thank you Bookwyrm, so it was Sage who came up with it! You were right afterall D-brane |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
Posted - 11 May 2004 : 14:58:16
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I have some new updates -
Brew of Relief Preparation: 3 hrs. DC: 15 Dosage: 2 applications Duration: Special Description: Originally, this brew made of different herbs and weeds was created to slow down the effects of poison so as to allow time for a poisoned character to get help. However, the brew has a few side effects that allow more flexibility to the uses that this brew can offer. When drunk, the brew suppresses all effects of poisons and diseases were actually neutralized for 12 hours.
For this brew to work, the imbiber must make a Fort. Save (DC 25). If the save fails, the imbiber must drink another dosage worth and once more try to make the Fort Save (DC 20 this time). After the initial consumption, for every 12 hours that pass, the drinker of this brew needs to make a Fort. Save (DC 25) for the brew to continue working another 12 hours. If that save is not successful, the character must once again consume another dosage and make a Fort Save at DC 20 for it to work again. Material Cost: 500 gp
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
Edited by - The Sage on 11 May 2004 15:03:14 |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
Posted - 11 May 2004 : 15:00:28
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Dream Weed Preparation: 10 min. if drunk, 3 min. if not DC: 15 Dosage: 4 Duration: 2 hours if drunk per dosage, 1 hour if chewed per dosage Description: This mixture of different herbs and weeds that when prepared properly and drunk or chewed the character will feel drowsy and sluggish (-2 to ref. Saves and –1 to attack) for the next ten minutes. After which, the character falls into a comatose slumber (similar to the affects of a sleep spell). During such slumber, there is a 10% chance per dosage that the character will also be under the influence of a Vision Spell. Material Cost: 250 gp
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
Posted - 11 May 2004 : 15:01:55
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Morning Dew Preparation: 10 min. DC: 20 Dosage: 3 Duration: 6 hrs. Description: This herbal mixture invigorates the person who drinks it. When drunk, the character no longer feels the effects of lethargy and fatigue for the duration listed above. Such characters are able to function normally without the need of sleep or rest when doing strenuous activities. There is however a negative side effect to this herbal mixture. A character who does not sleep or rest using this herbal tonic does not get the ability to memorize spells if that character is a wizard. In addition, once the duration expires, the character’s body suffers from symptoms of withdrawal. For the next two hours, the character is tired (treat as being fatigued) and suffers from a lack of concentration (receiving a penalty of –1 to Alertness, Concentration, Search, Sense Motive, and Spot checks as well as –1 to all reflex saves. For every additional dosage above 2 per day, the withdrawal symptoms last for an additional 2 hours. Material Cost: 650 gp
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 12 May 2004 : 04:01:02
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So thats what you were doing on your little trip, brewing up some new potions? Leave it to the gnome to think of potions even when in nature hehe
PS. All of them sound yummy, great job! |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
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Artalis
Senior Scribe
USA
444 Posts |
Posted - 12 May 2004 : 04:43:41
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Does the Morning Dew come in a green bottle?
Actually I like the idea it rather reminds me of the Cordial of Imladris from a certain other realm...*coughmiddleearthcough*
Excuse me. |
Artalis
Email
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 12 May 2004 : 05:22:48
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quote: Originally posted by Artalis
Does the Morning Dew come in a green bottle?
Arg! I knew I should have posted that earlier!
Snoozed and loosed. Er, lost. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
Posted - 12 May 2004 : 10:07:44
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quote: Originally posted by Wood Elf Ranger
So thats what you were doing on your little trip, brewing up some new potions? Leave it to the gnome to think of potions even when in nature hehe
PS. All of them sound yummy, great job!
I only wish that was what I was actually doing . But as you should know, I was helping a friend capture and catalog several types of rare insect...
Anyway, I have a few other potion additions. They all come direct from the gaming table of DL campaign this evening -
Nutritional Brew Preparation: 20 min. DC: 20 Dosage: 1 Duration: 1 day Description: This mixture of different herbs and weeds that when prepared properly and drunk will give the imbiber the nutritional value of a full day meal and thus preventing the need to eat. This brew is very bitter and tastes bad so it is mostly used when a character has no food to eat. This brew can only be used safely for seven straight days before the drinker’s stomach starts to rebel. For each day of use after the seventh, the character must make a Fort Save (DC 30) or start to sicken and throw up for the entire day (treat character as if strength, constitution and dexterity are at 3). The character can once again safely start using this brew after he/she has waited an equal length of time (e.g., if the character took it for 7 days, then the character must not use this brew for seven more days before he/she can once again safely drink it) Note: This brew only allows the drinker to survive without food, it does not help the drinker to survive without liquids. Material Cost: 450 gp
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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The Sage
Procrastinator Most High
Australia
31774 Posts |
Posted - 12 May 2004 : 10:09:04
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Numb Weed Preparation: 40 min. DC: 25 Dosage: 3 Duration: 2 hours Description: This mixture of different herbs and weeds that when prepared properly deadens the pain that an individual is enduring. In addition to its mundane use, this brew also gives a bonus of +10 to all saves or checks against psionic abilities, poisons to even spells like symbol of pain for as long as the duration of this brew is in effect. Material Cost: 250 gp
Poultice of Recovery Preparation: 3 hrs. DC: 15 Dosage: 5 Duration: 24 hrs. per dosage Description: This is a paste created from a mixture of herbs and water that can be applied to bandages. When combined with bandages and a heal check DC15 on a physically injured person this compound triples the natural healing rate for one day. Material Cost: 100 gp
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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