Herbalist Wizards
Herbal wizards are a rare lot. They usually come about when an otherwise ordinary herbalistmediker (pharmacologist) "discovers" wondrous magical properties in certain herbs, most of which powers are actually coming from himself. The smart ones then seek out the aid of the local Wizards' Guild.
They are inducted into the order both to protect themselves and the secrets of magic. In return, they are schooled in their newfound powers and learn to create ever more wondrous mystical effects through their affinity with herbs. Herbal Wizards do not use staffs, nor do they use strength or mana to "cast" spells.
The tools of an herbalist are a wooden bowl and a small silver knife (of at least 30 gp value). The knife is used in harvesting and preparing the herbs; the bowl is where they are enchanted. Before herbs becomes magical, the herbalist must place them in the bowl and turn their latent powers to his purpose.
Normally, hymns to the deity to whom the plant is sacred are chanted while the herbs are pared to shape or mashed to the proper consistency. This takes from ten minutes to an hour for each batch.
Once prepared, herbs may stored for up to a year without losing potency. Unlike crystal magic, herbal preparations, if used properly, may be used by anyone for full effect.
Herbalist Characters
Beginning first level Herbalist characters start with three Level One magicks of their choice, plus three more chosen by the GM. Further magicks must be learned from senior Herbalists at the guild -- the cost per magick and the attribute requirements are given in the lists below.
Herbal wizards progress much as regular wizards do, and the costs and IQ & DX requirements for each level are quite generous. However, take note that all herbal spells higher than fifth level require the herb to be personally harvested by the herbalist. No "second hand" herb may be enchanted to a purpose of sixth level or greater.
The herbal wizard does gain experience for "spells cast." Five times the spell level in XP are earned for each preparation used which aids the wizard or the party or which helps someone. Herbal magic is inherently "good" and no mean-spirited pharmacist has ever discovered magical properties.
Herbalists may wear any sort of armor, getting the standard protection only. In addition to daggers, an herbalist may be proficient in one other class of weapon (hafted-slicing heads, or self-bows, etc.)
Any kindred that is allowed to be a wizard may also be an herbalist. A kindred which is allowed only to be a rogue may also be an herbalist, but may never learn preparations beyond the seventh level.
An important element still missing from these rules is availability data. I would like each plant to be listed with a habitat (mountain, desert, etc.) and its growing season. However, I have yet to find a
simple botanical reference with that information. If anyone out there can help me with this, it will be greatly appreciated. You won't get any money, but you will get credit. In the meanwhile, gamemasters must be prudent and use their own judgment. If the time & place seems reasonable, allow the party to find a good plant with appropriate blossoms (or whatever) on a roll of 8+ on 2d. Allow only one roll per area per week.
Even if an Herbalist is not a PC in your game, it can be fun to include a low-level Herbalist in the staff of your local Wizards Guild. The players can go on small missions to gather special weeds, and many of the preparations the Herbalist creates are useful low-power magicks that the players can purchase.
Herbal Preparations
There are a few unique forms of preparation, which are described with the herb later, but most take one of three forms:
{I} Infusion (potion); which is to be drunk by the person to whom the effect is to be applied. Unless otherwise stated, the effect begins immediately.
{O} Ointment; which is to be smeared upon the target person or object.
{S} Smudge, or smoke; the preparation must be burned and the smoke wafted about the area or inhaled to produce the effect.
{C} Charm; normally a small cloth cachet, which is to be worn, or hurled at the target. Charms which have a short or instantaneous duration can be kept dormant in a box or bag. They are activated when placed next to the owner's skin.
Unless otherwise specified, it should be assumed that each "dose" or charm is good for only one use, after which it is valueless and cannot be re-enchanted.
The "Spell" Descriptions
Each herb has one or more "spells" or applications. The description gives the type of preparation (I, O, S, or C) and the deity to whom the plant is sacred.
Level One -- 100 gp
IQ = 9, DX = 7
Adder's Tongue {I} Apollo
A wounded person will recover twice as many CON points as normal on the next d6 recovery periods (turns, usually). Only one dose may be administered at a time.
Almond {C} Hermes
This charm aids Saving Rolls made involving business dealing only, it is good for a period of 3d6 days. Any appropriate SRs may add & roll again on the first roll even if it is not doubles.
Aloe {O} Apollo
Instantly cures up to four points of injury caused by burns. Only one application per day is effective.
Apple I {O} Hera
Ensures domestic love & tranquillity (and fidelity) when worn by the wife only. This is a popular commercial preparation; it is effective for 3d6 weeks.
Aster {C} Aphrodite
You will meet a potential love partner (not necessarily to your liking) within ten days. What you do beyond that is up to you.
Avocado Aphrodite
A properly carved piece of the fruit (in the shape of the appropriate genitals) is to be eaten (this must be fresh, of course). It will guarantee sexual vitality (no guarantees about expertise or satisfaction) for the next d6 nights.
Bamboo 1 {C} Hestia
Will preserve a home from environmental or accidental damage for 3d6 × 10 days.
Chicory {C} Zeus
When inserted into a lock like a key, it will open it (one use only, as usual).
Cloth-of-Gold {S} Artemis
These herbs must be gathered while barefoot; it gives the inhaler the ability to understand (but not speak) animal languages for d6 hours.
Clover, 2-leaf {C} Hermes
You will meet a love partner for this evening; but this will work on the best possibilities available -- if there are only pigs around, you get a pig.
Eyebright {I} Apollo
This will clear up muddled or blocked memory, or allow recall of greater detail & accuracy.
Ginseng 1 {I} Hephaestus
This may incite love in the drinker, although it will more likely be lust.
Hemlock {O} Hecate
When rubbed onto an edged weapon, any "one's" rolled by it (in combat) during the next hour are converted into "sixes."
Myrrh {S} Apollo
This incense will double the effectiveness of healing magicks (including potions & items) used in its area. A person may benefit from only one such doubling, but any number of folk & magicks present may receive the benefit. The incense lasts for one turn (10 minutes) and can fill a 10 × 10 foot area.
Periwinkle 1 {I} Aphrodite
This will restore memory lost or stolen through magic, injury or disease.
Walnut {C} Apollo
Will prevent sunstroke and similar heat injuries for 3d6 days.
Level Two -- 250 gp
IQ = 10, DX = 8
Alfalfa {C} Aphrodite
This "charm" is eaten when necessary. It provides a starving person with just enough nutrition to keep going for another 24 hours.
Allspice {C} Ares
This doubles your LUCK attribute only for calculating the next d6 Saving Rolls applied to LK.
Althea {S} Poseidon
The smoke reveals the exact nature and level of a spell, enchantment, magic item, etc.
Amaranth {I} Artemis
When a crown of Amaranth is placed upon a person's head, they will receive d6 + 1 turns worth of healing in only one turn (this includes ST and Mana recovery). If a '6' is rolled (for seven turns worth), then the effect will be repeated on the following turn (roll again for the
next turn, if you get another six, continue into the third turn, etc.).
Angelica 1 {C} Aphrodite
For all Saving Rolls involving gambling, you may add d6 to your final total. This is effective for d6 hours.
Aspen {C} Hermes
This will protect one person or room from thievery for 24 hours.
Avens (clove root) {I} Zeus
This potion will halve the effect of any animal or blade venoms currently at work or encountered within the next d6 hours.
Basil 1 {O} Ares
A person who rubs this on their torso gains the power of levitation, at will, for a period of d6 (ten minute) turns. They do not "fly," this is merely zero-gee.
Birch {C} Artemis
This will protect an infant from serious disease, sudden death, changelings, etc., for 3d6 × 10 days, but only while it lies in its crib.
Carnation {C} Zeus
This will double the effectiveness of a single Poor Baby spell cast by a wizard.
Chrysanthemum {I} Hephaestus
This tea instantly dispels drunkenness and returns a person to sobriety (however, "blowing chunks" is a common side-effect).
Cinquefoil {C} Zeus
This will lower by one level any one Saving Roll required for persuasion, or resisting same. (If only a 1st level SR is required, success is automatic.)
Citron {C} Apollo
May be used by a Wizard in either of two ways: 1) to double the power/effect of any one charm-type spell (Yassa-Massa, Dum-Dum, etc.); or 2) to increase by two levels a Too-Bad Toxin spell.
Club Moss (foxtail) {C} Artemis
This will guarantee the success of the very next Saving Roll of 2nd level or higher that you are required to make.
Garlic 1 {C} Hecate
This works for Warriors only; when the "charm" is eaten, it will dispel all fears -- even those magically induced -- for d6 combat rounds.
Goldenrod {S} Aphrodite
The smoke trail will reveal the location of a specific desired object (must be known to the user, not merely conjectured) if it is within 200 yards.
Hawthorn 1 {S} Hephaestus
This ensures the fertility of any union made in the room treated during that night.
Knotweed {C} Cronus
When the charm is placed in the mouth, it will give wondrous sight (telescopic, infrared, or whatever is appropriate) for one (ten minute) turn.
Masterwort {O} Ares
When rubbed into the arms, this will boost Strength by (d6) points for the next d6 hours. Note that the "boost" points are re-rolled for each combat round and Saving Roll involved.
Moonwort 1 {C} Artemis
When tied around a metal chain, it causes instant corrosion of one link.
Parsley 1 {C} Persephone
When placed upon a plate or platter, this will purify all food served upon it during one meal. (It eliminates corruption and poison, but not any magical properties.)
Passion Flower {S} Aphrodite
This incense dispels strife and anger -- attitudes & opinions remain unaffected, but people will not lose control of themselves. It is very popular with diplomats.
Pennyroyal {C} Demeter
This prevents fatigue on a long march, and allows a person to heal and recover points normally even if engaged in a strenuous activity. Effective for one full day.
Pimpernel 1 {O} Hermes
When rubbed onto any weapon, it will double the number of combat dice it gets for d6 combat rounds, during the very next combat this day (excess rounds will not carry over into another combat, and it loses its power after one day).
Poppy 1 {C} Demeter
This cachet may be used repeatedly for up to one year to insure sound, restful sleep; or, if burst in the face of an opponent, causes them to fall asleep for d6 (ten minute) turns if they fail a L2 IQ SR.
Raspberry {C} Artemis
This relieves the pain of childbirth.
Tansy {C} Aphrodite
When scattered about the ground, it will repel ants (regular & giant).
Violet {O} Apollo
Overnight, this will cure d6 points of serious, slow-healing injury (burns, broken bones, etc.).
Level Three -- 500 gp
IQ = 11, DX = 9
Acacia 1 {C} Artemis
When a large branch is placed across a threshold, window, path, etc., it will attack the first person or animal to cross it (combat roll = 1d6 + (herbalist's DX), CON = (herbalist's LK). It will guard for one day or night.
Death Cap Mushroom {I} Dionysus
This brew will cause a horrendous but non-fatal illness lasting d6 days; but after which the fertility of a barren or impotent person will be restored.
Alyssum {C} Hera
It will absorb & neutralize any one charm-type magick (Yassa-Massa, Dum-Dum, Oh-Go- Away, etc.) used against the wearer. (Activation is automatic upon the very next such spell.)
Ash 1 {C} Zeus
Entwining the twigs about a person's neck will cure all damage caused by snakebite.
Banana {S} Aphrodite
This treatment will restore fertility to an impotent male for d6 days.
Bracken {S} Hermes
Burning this will bring rain within 24 hours. How much and how long depends upon local conditions.
China Berry {C} Hermes
On any one Saving Roll of the bearer's choice, the value of the lower die will be raised to equal the value of the higher die, thus guaranteeing doubles on the first roll. (If the first roll is a natural double, the effect will carry over into the second roll, etc.)
Clover, 3-leaf {C} Hermes
This charm doubles the bearer's LUCK adds when opposing monsters only (note that this will only make a negative add even worse). It will work for d6 days.
Damiana {I} Ares
This brew will fill a person with lust & unending sexual vitality for one day or night (it may also render them a good deal less picky about their partners).
Edelweiss 1 {C} Hermes
This powerful charm will eliminate all adds the next d6 arrows, bolts, stones or other projectiles that strike you would otherwise get.
Heliotrope {C} Apollo
This allows one to move silently and blend into the background (double your effective attributes for the purposes of Saving Rolls involving concealment, disguise, & stealth). It works for d6 hours.
Horsetail Cronus
The herbalist must craft the stem into a whistle, which may then be used once to charm ordinary snakes, in pied piper fashion.
Larkspur {C} Aphrodite
This charm causes fear in normal venomous animals (it is effective for one year).
Mallow {O} Artemis
This ointment is rubbed over the heart. The very next spell of 5th level or less cast against you (without your assent) will be deflected to a randomly determined nearby target.
Mugwort 1 {O} Artemis
When rubbed onto the legs, allows one to run for d6 ten minute turns without tiring.
Mustard {C} Apollo
Allows a person to make one flight of any duration -- once you touch the ground again, it is over. Maximum speed equals your running speed; carrying is limited to normal encumbrance limits.
Periwinkle 2 {I} Aphrodite
For the next 24 hours, you will attract more offers & opportunities for monetary gain than usual; and any deals or transactions made will be more profitable than usual. (GM's discretion.)
Pimpernel 2 {C} Hermes
When held in the hand, this will pulse with heat when another person tells you a lie. Good for d6 lies.
Pomegranate {I} Persephone
Using a properly prepared branch, it will lead you to the nearest concealed wealth within 200 yards (works on refined metals or worked stones only).
Poppy 2 {I} Demeter
After drinking, ask a yes-or-no question; it will be answered in a dream this night.
Rue {C} Artemis
This causes fear in werewolves; and if one does attack the bearer, its LK adds (or MR adds) will be halved. Good for one month.
Thistle {I} Athena
The imbiber will recover d6+1 CON and d6+1 Mana points in the following turn (ten minutes). If a "six" is rolled, that particular bonus will continue for another turn.
Level Four -- 750 gp
IQ = 12, DX = 10
Cocklebur 1 {C} Zeus
When this charm is thrown to the ground, it grants you protection from evil spirits, including demigods, for one turn (5 combat rounds). If such a spirit causes you to make an SR or uses magic on you, effectively double the attribute(s) used in defense; if attacked
physically or by combat magicks, you have 20 points of armor in addition to normal; any weapons you are using will be capable of wounding the spirit.
Almond 2 {I} Hermes
This drink doubles your IQ instantly; it will return to normal at the rate of one point per (10 minute) turn.
Amaranth 2 {I} Artemis
This renders the drinker (and clothing & personal equipment) invisible for one hour.
Lemon Balsam {C} Artemis
When tied about a weapon, this instantly cures all wounds caused by that weapon in the previous hour.
Basil 2 {C} Ares
This allows the bearer to issue a single command to one scorpion (regular or giant) which it must obey (no SR).
Bluebell {I} Athena
For ten minutes after drinking this tea, the drinker must truthfully answer any questions.
Crocus {S} Aphrodite
Revealed within the smoke will be the face of the person who robbed you.
Ground Ivy {I} Hecate
This bitter, fermented drink will give you a vision of the person who is using magic against you.
Holly {C} Hephaestus
When thrown at any ordinary animal, this will immediately dispel their aggression & fear.
Gravelroot (Joe-Pye Weed) {O} Aphrodite
For one day after applying this ointment, all people will look upon you with respect and favor (so long as you act in an appropriate manner).
Lily of the Valley {C} Apollo
Boosts your IQ for purposes of Saving Rolls only, effectively doubling it for one day.
Mugwort 2 {I} Artemis
The drinker will be immune to all poisons for 24 hours.
Pistachio 1 {O} Hermes
This immediately dispels the effect of any love or lust magic.
Stillengia (Queen's Root) {S} Hermes
The smoke will lead you to a specified item, which you have previously lost (or has been stolen from you), if it is within one mile.
Thyme {O} Aphrodite
This will double a female's Charisma for 24 hours.
Vervain 1 {O} Hera
This liniment cures any & all disease save only those inflicted by the gods.
Yarrow {C} Aphrodite
When crushed and inhaled, it renders a person incapable of feeling any sort of fear for d6 hours.
Level Five -- 1000 gp
IQ = 13, DX = 11
Anemone {I} Apollo
This will cure all diseases and render a person immune to disease for d6 × 10 days.
Angelica 2 {S} Aphrodite
The smoke will put one person into a trance lasting d6 (ten minute) turns; each turn they may ask one yes-or-no question of the gods (the GM), which will be answered truthfully. However, questions about future events will not be answered -- no prophesying allowed.
Bay {I} Apollo
The drinker immediately falls into a trance lasting two minutes; another person may ask them one question about the future, and they will deliver a sometimes ambiguous prophecy.
Cactus Hecate
A specially prepared spine can be used by a wizard to write one spell into the wax of a candle. The spell will be "cast" when the candle is lit ("writing" the spell takes the usual Mana cost, lighting the candle may be done by anyone at no cost). If the spell affects a particular target, it will be the person lighting the candle; if it has an area, it will be centered upon the candle; if the spell has a duration, it will last for as long as the candle burns. The spell in the candle can have no range (range must be touch), and if the candle is snuffed prematurely, the spell ceases and the magic is gone. (The average candle burns a half hour per inch.)
Celandine {C} Hephaestus
When this is worn and a prayer to Hephaestus is recited, it will guarantee escape from bonds & imprisonment.
Clover, 4-leaf {C} Hermes
When held against the head, this will neutralize all charm-type magicks, reveal the presence of spirits, undead, and demigods, and reveal hidden treasure. The effect lasts for as long as it is held to the head, but not more than one hour.
Flax, Blue {C} Hermes
This charm will absorb and neutralize any one magic used against you, at your discretion.
Garlic 2 {C} Hecate
When hurled at a monster, it will reduce by half the monster's dice & adds.
Ginseng 2 {I} Hephaestus
This drink doubles your Charisma for 24 hours.
Iris {S} Hera
This incense will double one priest's PIETY attribute; once used to call a miracle, these extra points are gone.
Moonwort 2 {O} Artemis
When rubbed upon a metallic object and left to dry in the moonlight, by morning it will become a genuine silver coating. The silver is quite thin and not very valuable, but it is pretty and weapons thus coated function as fully silver weapons.
Periwinkle 3 {S} Aphrodite
No person may use this treatment more than once in their lifetime (upon pain of things too hideous to mention). It will restore lost attribute points, limbs, and personal abilities; it will restore you to your true form, relieve you of curses, disease, blindness, etc., etc. You will be graced with complete restoration.
Primrose {I} Hera
This dispels any insanity or the effects of charm-type magicks.
Saffron {I} Artemis
While breathing this incense, one person may specify a particular place and time (within ten miles and ten hours, past or future), and will receive a brief vision detailing the events occurring.
Slippery Elm {O} Cronus
When this oil is rubbed into your hair, all current gossip & slander regarding you will cease.
Wolfsbane {I} Hecate
When a prepared seed is wrapped in lizard-skin, it grants the power of invisibility, at will, for 24 hours. (This is transferable, anyone holding the wrapped seed within that 24 hours will also hold that power.)
Woodruff {C} Ares
For Saving Rolls made for athletic contests only, this will convert all 2's to 4's and all 3' to 6's. Lasts for one full day.
Level Six -- 1500 gp
IQ = 15, DX = 12
Anise 1 {I} Zeus
This tea removes all curses afflicting the drinker.
Bean {C} Demeter
When placed upon the head of a person who has been dead for less than a day, will allow you to converse with them for ten minutes (about things which happened before their death, they will reveal nothing of the Underworld).
Catnip {S} Aphrodite
This functions upon one person and one domestic cat, forging a permanent psychic bond. They will share their feelings and be able to see through each others eyes -- wounds and pain will be transmitted as well.
Cocklebur 2 {C} Zeus
This will reflect any one spell, at your discretion, back upon the caster.
Edelweiss 2 {C} Hermes
When a wreath of this is donned, it will render the wearer not only invisible in all ranges of light, but inaudible as well. The effect will last until the wreath is removed or a maximum of 24 hours.
Garlic 3 {O} Hecate
This ointment draws out all diseases, toxins, and even curses.
Lotus 1 {C} Artemis
When a piece of the root is placed under your tongue, you may command any one door to open.
Marjoram {C} Aphrodite
This will act as armor, absorbing a maximum 10d6 points of cold-based attacks only (roll the dice once to determine the charm's capacity; it will absorb that much damage, there is no time limit, only a total damage limit).
Parsley 2 {I} Persephone
This powerful and bitter brew will transport the drinker to the Asphodel Fields (or whatever the Underworld is in your universe). This is a ONE-WAY trip!
Pearl Moss (Irish Moss) {I} Artemis
Over the next week, you will receive a small but steady flow of money (totaling no more than 2d6 × 50 gp).
Purslane {O} Artemis
This oil will double the effectiveness of any one piece of armor for the next 24 hours.
Vervain 2 {C} Hera
This charm will double (in whatever appropriate fashion) the effect of any one spell or magic-casting, of any type.
Yucca {C} Ares
A person wearing this wreath may transform into any creature desired (the total MR will equal the person's attribute total; if a magical creature is chosen (e.g., unicorn, dragon), only the form will be duplicated, not any magical or special abilities). The transformation
may last up to d6 hours.
Level Seven -- 2000 gp
IQ = 17, DX = 13
Acacia 2 {S} Artemis
The smoke allows one person to see and hear clearly what is happening in another place, anywhere in the Land where that person has been or can now see. Lasts d6 minutes.
Apple 2 Hera
The herbalist carves an applewood staff which is then enchanted by the Wizards' Guild into a staff ordinaire. A wizard using this staff doubles his attribute total for purposes of Oh- Go-Away, Yassa-Massa, and Rock-a-Bye spells. (Retail value about 8000 gp).
Ash 2 {C} Zeus
The leaves are woven into a belt, and this will neutralize the next d6 spells or magickal effects used against you.
Caraway {C} Hermes
This charm will drive away one incubus or succubus.
Clover, 4-leaf {C} Hermes
Within 10 days you will find or acquire (the equivalent of) d6 × 1000 gp.
Cypress Apollo
The herbalist crafts a cypresswood staff which is then enchanted by the Wizards' Guild into a staff ordinaire. A wizard using this staff automatically boosts by one level all healing spells at no extra Mana (ST) cost (for Poor Baby spells, this simply gives an extra point of
healing). (Retail value about 200 gp.)
Hawthorn 2 {C} Hephaestus
This charm renders the bearer immune from all attacks by evil spirits of Level 5 or less. It is useful on your next such encounter only (even if you are not attacked).
Juniper {C} Apollo
This will prevent any thieves from entering one room for d6 × 10 days (thief is here defined as any being intent upon removing something from the room against your will).
Lobelia {S} Cronus
This will dispel an oncoming storm, or lessen a current one.
Nettle, Stinging {S} Ares
This will remove one curse and send it back upon the caster.
Pistachio 2 {C} Hermes
When this powder is scattered upon the ground, it will destroy the next d6 zombies that cross it.
Sesame {I} Hermes
Allows the drinker to see hidden traps, treasures, and secret doors for ten minutes. During that time, the person can also open any locked door with only a L1 LK SR (one try only).
Willow Hecate
The herbalist crafts a magical wand of willow, which a Wizard may then enchant into a makeshift "staff" (the enchantment in this case will be automatically successful). Any spells cast through the wand in moonlight will be boosted one level (or doubled in some appropriate fashion). (Retail value about 200 gp).
Wolfsbane 2 {C} Hecate
The bearer will be immune from any sort of attack from vampires or werewolves. It is good on your next such encounter only (even if you are not attacked).
Level Eight -- 2500 gp
IQ = 19, DX = 14
Anise 2 {O} Zeus
A person may use this powerful liniment no more than once every ten years. It will remove 2d6 years of aging (without affecting skills or memory). This will have no effect on actual life-span, merely on how fit & vigorous the person is.
Ebony Hecate
The herbalist must carve an ebonywood staff, which the Wizards' Guild then enchants into a staff ordinaire (or a make-shift staff, success guaranteed). A wizard using this always adds his or her level to the damage total of TTYF spells. (Retail value about 4000 gp).
Larch {C} Artemis
When tossed into the air, this charm will quench all fire (even magical) within 100 feet.
Vanilla {I} Aphrodite
This tea immediately restores all spent ST points for a warrior or all spent Mana points for a wizard. Rogues may choose either effect.
Wood Rose {I} Dionysus
After drinking this stout brew, on your very next Level increase, your Luck will increase by one point -- this is in addition to the normal level bonus. The increase is real and permanent, but only one such boost may be received per level increase.
Level Nine -- 3000 gp
IQ = 21, DX = 15
Apple 3 {S} Hera
This smoke will transport one person's spirit to the Asphodel Fields; it will return automatically one hour later.
Belladonna {I} Hecate
This potion allows your spirit to travel outside of your body for an indefinite period (but if you are gone for 21 days, your body will die). You may not travel to Olympus (heavenly planes) or the Underworld; otherwise there are few limitations.
Dandelion {I} Hecate
This tea gives you the power to call forth and commune with spirits and ghosts for one hour. (Note that it does not grant you any control over them.)
Goat Weed (St John's Wort) 1 {C} Apollo
This charm is effective for Warriors only. It will absorb the next 3d6 damage points suffered by the bearer from any cause.
Lotus 2 {S} Artemis
This heady incense is an antidote for all love & lust magicks, but its main power is to grant you an audience with a specified demigod or demigoddess, who is bound to receive you favorably (until you open your mouth, at any rate...).
Persimmon {O} Aphrodite
When this ointment is applied over the entire body, the person will gradually (over the next 10 to 20 days) change gender. This is permanent and leaves no residue of curse or magic to be dispelled (however, if the oil is washed off within the first 24 hours, no change will occur).
Level Ten -- 3500 gp
IQ = 23, DX = 16
Arbutus {S} Ares
This smoke will negate Undead that enter into it, up to a total MR of d6 × 50.
Castor {S} Demeter
This pungent smoke absorbs & dispels all evil intentions in the area and even banishes evil spirits.
Frankincense {S} Apollo
This mighty incense consecrates the area (up to 50' × 50'), banishing all evil spirits and removing all curses. It will prevent any evil spirit or mortal servant of evil from entering the area for a year and a day.
Mandrake 1 {C} Hecate
When this charm is placed beside a mound of coins, the number of coins will double by morning.
Level Eleven -- 4000 gp
IQ = 25, DX = 17
Bamboo 2 Hestia
When the herbalist crafts this into a flute, it may be used (by someone who knows how to play a flute) to summon one good spirit or demigod.
Heather {S} Aphrodite
This dangerous incense will conjure up one ghost which is bound to your service for one day.
Kelp {C} Poseidon
When this is cast into a natural body of water, it will call forth a Water Elemental (MR equals d6 × 50); it will be bound to your service for d6 (ten minute) turns.
Mandrake 2 {O} Hecate
This is a lethal poison to all demons. Weapons coated with this count as magical for attacking any demonic creature, and any hits scored by pointed/edged weapons will continue to cause an equal amount of damage again on every subsequent combat round. (If the demon can flee home before he "dies," he will survive & certainly bear a grudge.)
Pomegranate 2 {C} Persephone
This will raise one person from the dead if their corpse is present and their spirit is in the Asphodel Fields (that is, the spirit has not passed on to more remote spiritual realms or been imprisoned somehow).
Poppy 3 {I} Demeter
This potion gives one person the power of invisibility at will, and they may make any object invisible merely by touching it. The power and invisibility fade after d6 days.
Wolfsbane 3 {I} Hecate
This brew cures lycanthropy, but only if the person is willing and not currently in the animal form.
Level Twelve -- 4500 gp
IQ = 27, DX = 18
Cinnamon {S} Aphrodite
This smoke will allow you to summon one specific type of demon (the type must be known and specified, the MR will be no more than d6 × 100). It will be bound to your service for one hour.
Sage {I} Zeus
When drunk from a pure mithril goblet, the drinker of this powerful brew will never suffer from the normal effects of aging, although the lifespan as determined by the Fates is unchanged.
Willow 2 {S} Hecate
This smudge may only be used during the waning moon -- it gives you the power to conjure demons of any type and MR. You may conjure any number of demons, so long as their total does not exceed your Charisma; they will be bound to your service for one day.
Level Thirteen -- 5000 gp
IQ = 29, DX = 19
Bamboo 3 {S} Hestia
This gives one the power of a single wish, gods willing.
Goat Weed (St John's Wort) 2 {S} Apollo
This smoke banishes any and all demons.