OTHERWORLDLY WARLOCKS
TREASURE LISTS PART TWO
BASIC ALCHEMICAL PREPARATIONS
-Itching Powder: Thrown Bag. Foes get -2 to all actions for next 2 hours.
-Weak Ingestible Poison: Save at +2 or die in 2D6 Turns.
-Weak Acid: Thrown Flask. Foe takes 1D6 Damage. 1 Meter Splatter.
-Polishing Paste: Cleaning Product.
MINOR ALCHEMICAL PREPARATIONS
-Weak Topical Poison: Save at +2 or die in 2D6 Turns.
STANDARD ALCHEMICAL PREPARATIONS
-Ingestible Poison: Save or die in or Die in 1D10 Turns.
-Minor Power Potion: Gain 1D6 Power.
-Acid Flask: Thrown Flask. Foe takes +2 Damage. 1 Meter Splatter.
LESSER ALCHEMICAL PREPARATIONS
-Topical Poison: Save or die in or Die in 1D10 Turns.
MAJOR ALCHEMICAL PREPARATIONS
-Strong Ingestible Poison: Save at -2 or Die in 1D8 Turns.
-Power Potion: Gain 2D6 Power.
-Strong Acid: Thrown Flask. Foe takes +4 Damage. 1 Meter Splatter.
-Strong Topical Poison: Save at -2 or Die in 1D8 Turns.
GREATER ALCHEMICAL PREPARATIONS
-Strong Power Potion: Gain 3D6 Power.
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BASIC POTIONS
-Voice Alteration: Sound like someone or thing of your choice.
-Excellent Ale: Greatly improves mood of drinker.
-Wonderful Wine: Drinker will not stop until Drunk.
MINOR POTIONS
-Luxurious Liquor: Drinker will continue until he passes out.
-Beguiling: Imbiber gets +2 to all Seduction Rolls.
STANDARD POTIONS
-Magic Fertilizer: Will make plant grow to Maturity and Fruiting.
-Minor Strength Potion: Strength +1 for 1D2 Hours.
-Elixir of Fire Resistance: Complete Immunity for 4D3 Hours.
-Infatuation: Fall in love with first person they see.
-Luck in a Bottle: Gain 1D6 Luck.
-Visions: Imbiber will have Visions. Stoned for 2D2 Hours.
-Potion of Fire Breathing: Close Range +2 Damage.
LESSER POTIONS
-Spirit Beer: See Spirits for 1D2 Hours.
-Obsession: Imbiber will fall in love with a specific Character determined in
The manufacture of the Potion.
-Shrinking Draught: Drinker Shrinks
-Haste Potion: One Extra Attack, Double Speed, Reflexes +4 for 3D6 Minutes.
-Truth Serum: Drinker answers questions truthfully.
-Silver Serum: Your Blood is laced with Silver. Poisonous to Vampires.
MAJOR POTIONS
-Potion of Strength: Strength +3 for 1D3 Hours.
-Invisibility Potion: Lasts 1D3 Hours.
-Miracle Growth: Drinker becomes Giant Size for 2D10 Minutes.
GREATER POTIONS
-Polymorph Potion: Lasts 2D6 Hours. Must contain Material from the type of
Creature the imbiber will be turned into: Frog, Dragon, Etc.
-Potion of Invulnerability: Cannot take Damage for 1D2 Hours.
LEGENDARY POTIONS
-Permanent Polymorph: Otherwise like Polymorph.
-Elixir of Indestructibility: Cannot be Killed for 1D4 Hours.
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BASIC MEDICINALS
-Calming Concoction: Will calm Drinker.
-Laxative: 1D4 Hours. Multiple Bathroom Breaks
-Acne Mask: Remove Boils, Blemishes.
MINOR MEDICINALS
-Essence of Alertness: Gain +1 to Perception. Stay Awake for 2D3 Hours.
-Revival Snuff: Wake up unconscious. Reverse Stun, Fatigue, Weakness effects
-Healing Balm: Cures itching Maladies.
-Emetic: Induces Vomiting. Can be used as antidote to Oral Poisons.
-Invigorate: Popular with the Elderly. Feel like you're 10 years younger
-Hair Tonic: Grow or Regrow Hair.
-Beautification Unction: Gain +1 Charisma for 12 Hours.
-Brain Booster: Gain +1 Wits for 8 Hours. Addictive
STANDARD MEDICINALS
-Burn Salve: Repairs skin damaged by Fire or Acid.
-Madness Tonic: Relieves Insanity Temporarily. 1 Day.
-Minor Potion of Healing: Heal 1 Wound
LESSER MEDICINALS
-Antidote: Cure Poison or effects of another Potion.
MAJOR MEDICINALS
-Healing Potion: Heal 2-3 Wounds.
-Curse Cure: Will Remove Curses.
GREATER MEDICINALS
-Major Healing Potion: Heal all Wounds.
-Curing Draught: Cure a Disease.
-Eye Drops: Cure Blindness.
-Skin Softener: Reverse Petrification.
-Regeneration: Regenerate for 1 Hour.
LEGENDARY MEDICINALS
-Longevity Potion: Stop Aging for 1 year.
-Elixir of Life: Reduce age by 10 years.
-Resurrection Brew: Must be given within a Day. Pour in Corpses Mouth.
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BASIC BOMBS
-Water Balloon: Fits in palm. Releases 20 Gallons of Water on Impact.
-Pyrotechnics: Make Fireworks. Good for Celebrations, Distractions.
-Stink Bomb: Noxious. Will Repel most Creatures.
-Smoke Bomb: Copious amounts of Smoke for 2D3 Turns. Covers 10 Square Meters.
-Glitter Bomb: Cover Invisible Foes with Glitter.
MINOR BOMBS
-Flash Bang Grenade: 4 Meter Radius. Targets stunned for 1D6 Turns.
-Choking Smoke Bomb: On Inhalation -3 to all Rolls for 1D4 Minutes.
-Blasting Powder: Unstable. Better for mining than military applications.
-Regular Bomb: 2 Meter Radius +1 Damage.
STANDARD BOMBS
-Lightning in a Bottle: Produces a Lightning Bolt. Medium Range +2 Damage.
-Freezing Flask: Target Frozen for 3D10 Minutes and Damage.
-Grenade Bomb: Explodes for +2 Damage in a 3 Meter Radius. Wall Buster
-Gunpowder: If the GM allows for this in his campaign. Enough for 1 Cannon Shot.
-Crawling Bomb: Like regular bomb but it has Tiny legs. Point it in a Direction
and it will move at 20M per turn and explode on contact.
LESSER BOMBS
-Fire Bomb: Explodes for +3 Damage in a 3 Meter Radius. Will start a Fire.
-Boogie Bomb: 7 Meter Radius. Targets must Dance in place for 2D6 Turns.
-Congreve Rockets: Far Range. Highly Inaccurate. +2 damage in a 4 Meter Radius.
MAJOR BOMBS
-Rocket Bomb: Like Fire Bomb but Far Range. Aim at -2.
-Flask of Glue: Immobilize all in a 4 Meter Area.
-Potent Bomb: Explodes for +4 Damage in a 5 Meter Radius.
GREATER BOMBS
-Big Badda Boom: +5 Damage. 7 Meter radius. Will Take Down a Castle Wall.
LEGENDARY BOMBS
-Tactical Nuke: Will Take Out a Castle. +6 Damage to everyone inside.
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BASIC POISONS
-Paralysis Poison: Immobilized for 2D2 Hours.
-Babble: Drinker Babbles for 1D3 Days.
-Lockjaw: Cannot Speak for 2D8 Hours. 1 Wound after 4 Hours.
-Flatulence: For 1D4 Days. Get -4 to Stealth and Charisma Rolls.
-Sleeping Draught: Sleep for 2D6 Hours.
-Dizziness: Get -2 to all Rolls for 1D6 Hours.
MINOR POISONS
-Befuddlement: Half Wits for 1D3 Days. Fumble on Rolls of 1-3
-Emotive Unction: Hysteria, Laughing, Despair, Euphoria, etc. according to maker.
-Toadstool Poison: Grows Mushrooms all over body. At -2 to all Rolls for 1 Month.
-Fungicide: Will kill Fungus. Throw as Flask
-Herbicide: Will Kill Plants. Throw as Flask
-Weakness: Strength and Constitution Halved for 1D3 days
STANDARD POISONS
-Madness Poison: Manic, Crazed. Under GM Control.
-Blood Poisoning: 1D6 Damage. At -2 to all Rolls. Will die in 1D2 Days if not cured.
-Coma Inducer: Drinker will appear dead for 10 Hours. Curare
-Caustic Poison: Does +2 Damage.
-Blinding Poison: Total or Partial Vision Loss.
-Choking: Save at +2 or Die in 1D4 Minutes.
LESSER POISONS
-Corrupting Poison: Roll on Chaos Mutation Table. Permanent.
-Wolfsbane: Repellent for Wolves, Dogs. Throw as Flask
-Memory Loss Poison: Complete or partial Amnesia.
MAJOR POISONS
-Alignment Poison: Shifts Alignment to type specified during Manufacture.
GREATER POISONS
-Venomous Poison: Save at -3 or Die in 1D6 Turns.
-Aging Draught: Imbiber will Age 10 Years
LEGENDARY POISONS
-Lethal Poison: Save at -4 or Die in 1D4 Turns.
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MINOR CHARMS
-Luck Charm: Get +1 Luck per Day
-Power Charm: Get +1 Power per Day
LESSER CHARMS
-Health Charm: Get +1 Toughness
-Vim Charm: Get +1 Strength
-Allure Charm: Get +1 Charisma
-Seeking Charm: Get +1 Perception
MAJOR CHARMS
-Protection Charms: Get +2 save vs one Type of Spell
GREATER CHARMS
-Defense Charms: Get +1 Defense per one type of Monster
-Resistance Charms: Get +4 save vs Specific Spell
LEGENDARY CHARMS
-Spell Charms: Contains 1 Spell. Reusable once per day
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MINOR FETISH ITEMS
-Coup Stick: Touch a live, unhurt Enemy with it. He gets Morale -2 and
You get +1 to Hit and Damage for remainder of Combat.
-Snake Moccasins: Owner has +2 to Stealth Rolls.
-Divination Bones: Good for 1 Use immediately only.
-Turtle Charm: Owner has Armor +1.
-Monkey Paw: Owner gets +2 to Taunt Rolls.
-Dream Catcher: Can Catch an Dream-Intruding Spirit which can then be
Banished, Imprisoned, Destroyed, or set Free. If nothing is done it
will Free itself in 1D8 Hours.
-Spirit Root: Three Doses. Detect Invisible and Spirits for 1 Hour.
LESSER FETISH ITEMS
-Mummified Bear Claws: Owner gets +1 Strength.
-Shark Charm: Owner gets +4 to save vs Disease.
-Salamander Charm: Owner gets Fire Resistance +4.
-Shrunken Head: Answers 1 question Per day. 50% Correct.
-Feathered Cape: Owner has Medium Speed Flight. Cape will be
Destroyed by any Elemental Attack.
-Peace Pipe: Blow Smoke: Can cause Calmness or Hallucinations.
MAJOR FETISH ITEMS
-Poison Pot: Can Coat Weapons. 10 Applications. Paralytic Poison.
-Juju Zombie: Two Hour Ritual. Need Body. One Zombie under Casters Control.
-Astral Root: 2D3 Doses. Your Spirit can travel to another Plane for One Hour.
-Frog Fetish: You or close Target becomes a Frog.
-Wolf Mask: Wearer can Transform into a Wolf.
-Totem Pole: Large Wooden Pole. Leave a sacrifice to gain the Blessing of one
of the Totem Animals on the Pole. 1 Month to carve Per Figure on the Pole.
-Healing Totem: Will heal 1 Wound 3 times a Day.
GREATER FETISH ITEMS
-Guardian Totem: Wooden Golem. Will Defend Site.
-Medicine Bag: Owner has +4 Power.
-Shaman’s Mask: Wearer gains 1 Shaman type Spell.
-Devils Mask: Wearer gains 1 Diabolist type Spell.
-Voodoo Doll: Inflict Pain, Injury, Immobilization, Nightmares, or Death
on Doll’s Likeness at any Time. Requires Target’s Blood or Hair to make.
LEGENDARY FETISH ITEMS
-Eagle Feather Bonnet: Owner gets +4 to Leadership Rolls. Only
one Owner user possible. Loses Power when he dies.
-Giant Stone Head: Remembers all the History since it was carved.
Those who talk to it get +1 Luck and Morale. Takes 1D2 Years to Carve.
-Jungle Lord Statuette: One Use per decade. Summon a Primitive God.
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USEFUL FUNGUS TABLE
1D12 Fungi:
1 Food: Counts as a Ration
2 Tasty: Valuable to Cooks
3 Healing Tea: Will Heal 1 Wound
4 Hallucinatory: Lasts 1D4 Hours
5 Mellow Mushrooms: High Lasts 1D6 Hours
6 Unpalatable: Weak Poison
7 Toxic: Regular Poison
8 Toadstool: Strong Poison
9 Cure: Some Chaos Mutations
10 Aphrodisiac
11 Ingredient: Some Spells
12 Visions: Divination: Lasts 1D6 Hours
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USEFUL HERBS/PLANTS TABLE
1D30 Plant:
1 Aloe: Balm for Burns
2 Salve for Itching
3 Peppermint: Good for Nausea
4 Spice: Valuable to Cooks
5 Pipeweed: Induces Trance State: Lasts 1D3 Hours
6 Valerian: Good for Relaxation, Sleep
7 Cure: Certain Infectious Diseases
8 Healing Moss: Will Heal 1 Wound
9 Moss: Prevent Topical Infections
10 Ingredient: Some Spells
11 Unpalatable: Weak Poison
12 Toxic: Regular Poison
13 Hemlock: Strong Poison
14 Poison Antidote
15 Citrus: Cure Scurvy
16 Topical: Stops Bleeding
17 Turmeric: Cure Stomach Upset
18 Cat Nip: Loved by Felines
19 Wolfs Bane: Hated by Canines
20 Garlic: Hated by Vampires
21 Azuki Bean: Become Peaceful
22 Warming: Resistance to Cold
23 Cocoa: Revitalizing: Remove Fatigue
24 Echinacea: Toughness +1 to Resist Disease for 1 Day
25 Essence of Spinach: Strength +1 for 1 Hour
26 Incense: Sacred: Religious ceremonial uses
27 Mistletoe: Ingredient for Druids
28 Sapling: Perfect for making a Wand
29 Cure for Drunkenness
30 Apple: Keeps the Doctor Away