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Incense (2 sticks) 15
Ointment (2 doses) 50
Wolfsbane (1 bunch) 10
Apothecary Descriptions Mortar and pestle: Tools to grind up to six
ounces of materials in order to mix them to
Antidote, basic: Medicine that neutralises
prepare concoctions.
poison effects from non-magical snakes,
insects, etc. Someone who has died from that Nazar powder: Powder made with blessed
kind of poisoning within two rounds can be stones that cancels a curse for 10 minutes.
revived. There is a 3-in-6 chance of success. Ointment: A viscous medicine made with
Antidote, great: Medicine that neutralises herbs, wax, oils and other substances. It
poison effects from magical snakes, insects, takes: 5 minutes to make effect and restores
etc. Someone who has died from that kind of 1d4 hit points of damage. A person can only
poisoning within two rounds can be revived. benefit from 1 dose of ointment per day.
There is a 3-in-6 chance of success. Poppy tears: An extract from the seeds of a
Bandage: Straps of cloth to aid. Stop certain plant to alleviate pain. Suspends the
bleeding. effects (but not death) of a disease for 1 day
or cures an energy condition (overheat, frozen
Belladonna extract: Remedy made from
and palsy). There is a 3-in-6 chance of
belladonna. Neutralises lycanthropy effects in
success.
a character hit within 3 turns. There is a
3-in-6 chance of success. Resina draconis: Powder made with dragon
blood. Neutralises contracted diseases. There
Eyedrops, basic: Liquid solution to apply on
is a 4-in-6 chance of success within 1 day
eyes. Restores the sight of a character blinded
and 2-in-6 chances after.
by Darkness or similar effects. There is a
4-in-6 chance of success. Wake tea: An infusion of green tea and
spices. Once per day, a character may skip the
Eyedrops, great: Liquid solution with a
need to rest in the dungeon (one turn every
secret formula to apply on eyes. Restores the
hour) without suffering penalty. Within 4
sight of a character blinded by Continual
hours after ingested (24 turns), a character
Darkness or similar effects. There is a 4-in-6
may save versus spells against a Sleep spell
chance of success.
to resist the magical slumber.
Gecko solution: A liquid to apply on eyes.
Wolfsbane: This herb can be used to repel
Creatures with light sensitivity that suffer
lycanthropes. The creature must be hit with
penalty in bright light, daylight. The effect
the herb in melee combat.
lasts for 6 rounds.
Ghostroot powder: Powder made with
ghostroot that allows a character to turn the
undead for 10 minutes as a cleric of the same
level.
Gilded needle: A golden needle infused with
gorgon blood remedy that pierces through
stone. Restores a petrified character within
two rounds to life. There is a 3-in-6 chance
of success.
Ginkgo extract: Remedy made from ginkgo
biloba. Neutralises paralysing effects. There
is a 4-in-6 chance of success.
Incense: Aromatic sticks that release
fragrant smoke when burnt. When used with
a restorative spell or item, dice can be
rerolled once.
TEMPLES AND SHRINES
Provides magical assistance inside their places and its surroundings at some cost.
▶ Located: In villages, small towns or settlements (Small) and cities or large towns or settlements
(Great).
▶ Runned by: A divine spellcaster (e.g. cleric). Referee rolls to determine its level according to the
shrine and to know the spells available to the caster.
▶ Availability: Small temples/shrines have a limited variety of spells its divine spell casters are able
to offer. Great temples/shrines can offer more spell service alongside those offered in small
temples/shrines.