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Post by Pentharis on Mar 12, 2012 15:43:26 GMT -8
Magic list:
Basic Magic:
Basic magic can be learned by any mage who would reasonably learn them. These spells do not need special scrolls or artefacts to perform, but unless noted in the species list, all mages must have a magical channeling device (Staff, wand, crystal ball, etcetera). A first-level mage can pick THREE spells from the list, and will learn more as he or she levels.
Moderate Fireball Ice spike (thrown like a fireball) Weak Rock prison Throw Lightning Illuminate Basic One-Person Shield Heal Scratches Disinfect Wounds Detect and cure Poison Cast Sleep Cast Blindness
Magical Item Spells These spells require a magical talisman, which may be one-use or multiple-use, depending.
Flight Requires amulet of flight to cast, but can be cast multiple times. Constant shield Requires Shield Charm to create, but is a constant-cast, doesn't wear out unless magically drained, or attack is too strong. *Cuffs of the Fire Dancer *These aren't magical devices, nor is it a spell; but in order for a fire dancer to use his skills, he must have some form of arm bands. Cuffs of the Fire Dancer are humble leather bands with an imprint of the sun, but they allow complete protection from fire, if one prays to the Brother while wearing them. Can function as magic-channeling devices.
Multi-use scrolls These things require special scrolls, but can be cast any number of times. Detect Karma (allows characters to see alignments, or detect whether a character is lying.) Detect Traps Dispell magical traps Disarm traps Short out technology Strong shield Team Shield Strawman Protection (allows for one party member to absorb all damage for another, weaker party member. Must be cast with permission of both party members. Scroll can only be in use once per each of that scroll posessed, and re-sets when the spell is removed by the caster.)
One-use scrolls These scrolls will burn after use. They can be copied, but take anywhere from ten minutes to several hours to copy. *Virus (Technomancers only, and takes form of data rather than a scroll, which corrupts after use.) Creates a computer virus that can be commanded by the technomancers. Can be copied in ten minutes, virtually. Two and a half hours, by hand, if focused. Strong team shield Takes thirty minutes to copy. Teleport Takes five hours to copy. Creates a teleport ring to any location that isn't magically protected (Evil Fortresses, guilds) regardless of how unwise it might be to do so. Requires a complete ring to be purposefully made around the target, but isn't terribly picky about what -kind- of ring. (Chalk, string, salt, whatever.)
Necromancer spells:
Raise undead (Multi-use spell) Command Undead (Requires knowledge of the Undead's name, or in the case of entire armies, some artefact that would hold sway for them, like their past leader's crown. for use on undead not raised by the Necromancer casting the spell. Multi-use spell) Begin Plague (One-use scroll. Takes three hours to copy. Spreads a plague throughout whatever area you choose, but cannot easily be contained. Necromancer is protected.) Plague Immunity (Multi-use spell, for protecting party members) Summon Reaper (Single-use scroll. Cannot be copied, insanely rare. Can also be used if one possesses an item of the Reaper's, but only once, unless one intends to fight the Reaper for it.) Ferryman's Fare (Multi-use scroll, allows for the temporary creation of fake money. Money disappears after an hour, so be careful how one uses it.)
Healer's Spells
Heal Scratches Heal Wounds Protect Reflect Ranged Reflect Spells Revive Party Member (Revive a party member to life, weak but healed of the most major wounds. This party member should remain out of play for the battle until more healing can be given. This is a one-use scroll that takes three hours to copy.) Full Revive (One-use scroll, takes five hours to copy.) Full Revive Party (One-use scroll, takes ten hours to copy.)
ChronoMancer's spells
FastForward ten minutes Remind ten minutes Pause for ten minutes *Preserve Memory (Chronomancers and Technomancers can both use "preserve memory". It's like a GIF of the entire event, which can be mentally re-lived by any member of the party. It takes the form of a crystal, which can replay the memory as much as the holder wants until the memory is replaced. Can be cast as many times as one has crystals, or overwrite other crystals. Memory crystals can only be bought at mage guilds, in Aterra, or in the Cyber-alliance.)
FastForward an hour Rewind an Hour Pause for an hour The above three are Multi-use scrolls.
Fast Forward a day Rewind a day Pause for a day The above are single-use scrolls that take twelve hours to copy.
Plague Doctor Spells
REPOsess Organ Steals an organ from a dead enemy, for use later. Organ Transplant Safely transplant an organ to an ally from an enemy's body, or supplies. Preserve Organ Takes five minutes to fully cast. Any preserved organ can be saved for transplant later. The definition for "Organ" can be as vague as entire limbs, if you really want to carry them. "Just hurt for a second" Causes agonizing pain for a solid minute, but numbs everything after. Can be used to debilitate enemies, or prepare someone for an operation. Forgot My Watch Character can function without an important internal organ for ten minutes, if they don't get hit. Pretty sure this is sharp Sharpens blades magically, and only takes a moment to cast. Can be cast on any blade. Working on a Cure Doctor has a fifty-fifty chance of either poisoning, or healing a character with a mixture of whatever chemicals or items he decides to mix. Flip a coin! Does not cure death unless using chemicals or items that might give that effect.
(Plague Doctors can cast through their scalpels, and don't need scrolls for their class-specific casts, but most of his casts need to be on injured or dead characters.)
Techomancers, Elementals, and Bards will be filled in as we go. Got a suggestion? Point it out! I could use extra information!
*Bards can write their own music, so they may make their own spells, within reason.
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Post by Pentharis on Mar 12, 2012 15:56:38 GMT -8
The Magic System *Note that all stats represented numerically are subject to change by Lethargilistic, our Mage of Mathematical Merriment.
Some things can be turned into potions without the use of scrolls. It depends on how you use the ingredients, but all ingredients can be turned into something. DMs can add ingredients and potions to suit their games.
Potions:
Potion of Lesser Healing- Heals some health to one player (determined by die roll) Ingredients: Mix healing herbs with honey and olive oil, and have the afflicted drink the mixture. (Tastes sweet at the surface, with a weird aftertaste that clings to the palate. Can be washed away with alcohol, or goes down in time.)
Potion of Greater Healing- Heals twice as much health to one player (determined by die roll doubled) Ingredients: Mix two healing herbs and honey with fermented fruit or alcohol, boil and drink as a hot tea. (Tastes sweet, and a bit bitter)
Medic in a Jar- Heals all health to one player Ingredients: Mix five healing herbs with honey and fermented berry-peppers. Serve hot or chilled. (Tastes sweet, with some spice).
Disinfectant- A simple salve that disinfects wounds (eliminates chance of infection) and reduces chances of scarring by half. Ingredients: alcohol (any kind), one healing herb. Construction: Turn healing herb into a paste and soak in alcohol, then spread on wound.
Mage's potion- Heals some concentration for one spellcaster (determined by die roll) Ingredients: Sweet-smelling flowers mixed with pasted mage's mushrooms. A bizarre, grainy paste of a texture, but improves concentration. Mix with tree-sap for a more minty taste.
Great Mage's Potion- Heals double concentration for one spellcaster (Die roll doubled) Ingredients: Aged tree moss, tree sap, animal fat, mage's mushroom, honey. Can be added to bread mix for a hearty mage's breakfast that improves concentration and stays filling. Paste mage's mushroom, tree sap, and moss. Add some animal fat in, add honey to taste. A good filling in meals, and goes well with most alcohols.
Return to temple- Brings one spellcaster back to full concentration, and renews their spell usage. Ingredients: dried or fresh unicorn blood, animal fat, honey, lavender, mage's mushrooms, flour, aged tree moss. Mix all together into a thick dough. Can be baked into a nice pastry. Tastes sweet and rather rich.
Wishgranter Potion - Fully heals and restores all concentration to one player. Ingredients: Unicorn blood, dragon blood, mage's mushroom, healing herbs, animal fat, lots of honey, olive oil. Mix all until potion is together. Make sure there's lots of honey, otherwise it'l be grody. Spicy and sweet, if made well. If bitter, consider baking into bread.
Shooting Stars- Fully heal and restore concentration to all party members within a certain radius Ingredients: water, Mage's mushrooms, dragon's blood, unicorn horn, aged tree moss, healing herbs, honey. Construction: Paste the mage's mushrooms with dragon's blood and unicorn horn, boil in water until a liquid potion remains, soak herbs and moss in the water. Twist healing herbs and moss together and feed to the party members. (must be within throwing distance of the party members to distribute potion).
Antivenom- Cure poison status ailment when poisoned by an animal Ingredients: Venom of the beast (just a tablespoon will do, more is better), Healing herbs, sugar (if preserving). Construction: Boil sugar and healing herbs until sugar is tinted green, remove herbs, pull sugar off heat. Add in venom and mix thoroughly before sugar solidifies, break sugar into chunks to carry. If using immediately, add venom to Saline Eyes and inject immediately.
Salve- Cure poison status ailment when poisoned by a plant Ingredients: Healing herbs, beeswax, hot spice, and white angel feather. How to make: Powder Angel feather, paste healing herbs and hot spice, add the angel feather. Paste onto injury and melt beeswax to hold the salve onto the skin. The poison will start to seep out harmlessly. May burn a bit.
Saint's Blood- Cure poison status ailment when poisoned by spell or misc. Poison Ingredients: Dragon blood, powdered Unicorn horn, honey, elf wine (optional). Construction: Mix dragon blood and powdered unicorn horn with a spoonfull of honey, down quickly. Follow up with elf wine (or any other alcohol, for that matter) to disguise the taste and impending ill feelings.
Holy Salve- Heals all poison status ailment possibilities.
Ingredients: Dragon blood, unicorn horn, aged moss (if ingested), angel feather, honey (if ingested), fermented fruit (or beeswax). Construction: Mix dragon blood and powdered unicorn horn with powdered angel feather. Mix in a great deal of honey, and mix into fermented fruit if intended to be eaten. To use as a salve, don't powder the angel feather, ignore the aged moss. Mix dragon blood and unicorn horn, lay angel feather on top, seal with melted beeswax.
Stink bomb- Sends a distracting scent through the enemy ranks. Only effective on beings that can sense smell, doubly effective on vampires. Can distract the party as well, if hurled too close. Stench hangs around the same area of effect for the duration of the fight. Accuracy of throw dictated by die roll
Ingredients: Anything that smells. Get creative. House smelly concoction in the same fashion as a sparkle bomb. Consider sealing good-smelling flowers to the outside of the eggs and contain them in a separate bag, to prevent smelly luggage.
Sparkle Bomb- A simple egg-and-salt explosive that sends distracting sparkles to distract the enemy for one turn. Effects all seeing enemies in the vicinity. Accuracy of throw dictated by die roll Ingredients: Blown egg (same as Smoke bomb), salt, colouring, wax. Construction: Mix colouring into salt, bake salt until glittery, pour salt into egg, seal egg the same way as Smoke bomb.
Smoke bomb- Effects wide radius and obscures all vision and scent in the area of deployment. Accuracy of throw dictated by die roll Ingredients: Incendiary mushrooms, small sharp bit of flint, small sharp bit of steel, large egg, sealing wax or beeswax. Construction: Empty large egg while retaining the structure (make the egg into a blown egg), insert small bits of flint and steel, stuff the rest with Incindiary Mushrooms, seal the hole with whatever wax is handy.
Death Deflection Salve- Hinder attacks that would kill you instantly with a talisman soaked in Death Deflection Salve. Allows one extra HP if an attack is close to killing you, and prevents Infectious Bite. Mind that you can still fall unconscious, and another attack after using the Death Deflection Salve can still kill you. Ingredients: Judas goat blood, healing herbs, Berry-pepper, hot spice, powdered Glacier Ice Stone. Constructed by: Mix all until a thick salve, apply to personal talisman or clothes. It's not advised to apply to skin, as this mixture may cause burns, blisters, or potentially frostbite.
Curse Prevention Salve- If you never want to be a werewolf, use Curse Prevention before you get to serious adventuring, and you'll avoid all sorts of curses, not just Werewolfism. Just don't lose your talisman. Ingredients: Olive oil, personal talisman, Blood of a loved one given freely to protect, twine made of a loved one or friend's hair. (Pet hair is also effective, if the pet actually does care for its owner. Can also be ordinary twine with powdered scales or woven-in feathers, if the friend/loved one/ pet has more feathers or scales than hair.), glass vial. Fill vial with blood (just a teaspoon will do, dry or red), add olive oil and talisman (if small enough to insert into vial). Weave hair into a twine and wrap around the vial in order to use it as a necklace or other ornament. If talisman is not in vial, add talisman to the outside of the ornament. Get a magic-using character to use a protection spell (of any kind) on it. The charm will ward away all curses as long as the player holds it. Works on any player holding the talisman with the blessing of the person for whom it was made. (Entire teams of players can contribute to a talisman, which will project protection benefits as long as one member of the team holds the talisman and nobody disbands.)
Cure Werewolfism- Exactly what it says on the tin. Only works before the first full-moon of the transformation. Ingredients: Wolfsbane, Olive Oil, A young woman's blood (just a pint), animal fat, powdered silver (or silver coin). Made by: powder Wolfsbane (dried powders easily, fresh is more effective. Works as a paste as well as a powder), mix in olive oil, young woman's blood, and animal fat. Powder silver or leave a chunk about the size of a coin in the drying blob and feed it to the potential werewolf. It sounds disgusting, but the potential werewolf will find the animal fat and blood irresistable. The cure is effective without either, but much harder to swallow. Be careful: unpowdered silver can be difficult for the poor werewolf's digestive system. Some remaining bloodthirstiness, itchiness from growing hair, and bone pain around the first full moon is normal, but it shouldn't last more than one lunar cycle. For relief of these symptoms, add small amounts of opium poppies and belladonna to ease this pain and subdue any remaining violence. (this mixture is also good for temporarily taming already transformed werewolves, though one may want to be rid of the silver, if they want to remain on reasonable terms).
Vampire ward- Keep some of this around and never be bit. Ingredients: Garlic, olive oil, talisman, gold powder (if talisman does not contain gold). How to make: roast garlic, add olive oil until paste is smooth but thick. Smear paste on talisman of the sun. If talisman is not made of gold, sprinkle gold powder onto talisman and reapply if the gold flakes off. (if dealing with Sun vampires, replace 'talisman of the sun' with 'talisman of the moons', and 'gold' with 'silver'. More potent scents can be added to the mixture to increase effectiveness (and possibly also ward away any friends you may have).
Extra-strength moisturiser- Just in case you need to keep a Mermaid or other aquatic species around, apply once daily to keep one happy scaly critter. Also improves Dragon, amphibious or lizard-creatures, Grunloch, and Draco-human charisma by one-half a die roll (Or if a 1 is rolled, 1 point). Ingredients: Gold powder (1 pinch), Honeysuckle (or other sweet-smelling flower), White angel feathers, Poison berries, Elf wine (one spoonfull per flask) or one Berry-pepper (if this is used, sweet flowers are not needed) Olive oil. Made by: Powder white angel feathers and crush flower, poison berries, and berry-pepper together. Mix in elf wine and gold powder, and olive oil. Allow to evaporate or strain until a thick paste. Apply topically only. If applied consistently to hooves, claws, nails, or hair, will soften and create a shine. (Charisma goes up proportionately to strength goes down. When applied to scales, charisma goes up proportionately to defence goes down.) When applied to a character who needs water, they will be okay until next day. Takes approx. 1 flask for the average human-sized character to create this effect.
Salve of Silence- Actually a liquid. Put in a spellcaster's food to prevent them from using vocalized spells or concentrating. Good for sabotage. Ingredients: Sphinx hair (one lock per flask), fermented fruit, Crushed scarabs, gold powder (just a pinch necessary). Construction: Boil fermented fruit until possible to drink (using a premade alcohol perfectly fine), then mix in sphinx hair and crushed scarabs. Boil until liquid mostly evaporates into a paste, then flask or bottle and mix in a spoonfull of gold powder. (melted gold will not do).
Sleep Powder- A sandy substance used to put people to sleep. Works stronger in food, but can also just be tossed at a an enemy (or ally, if you feel like it). Works stronger the more is used, base two turns, with an added turn for each handful used. May be detected if put in food. Ingredients: Lavender, rough sugar, chamomile, Butterfly wings. Made by: Boil Lavender and Chamomile in rough sugar until a thick liquid. Pour liquid on hot and flat stone or metal piece and place butterfly wings (or whole butterflies, if in a hurry) onto the sugar and alow to harden. Then grind sugar and butterfly wings into a very fine powder. (also can be eaten as a candy for a good night's sleep and restful dreams. For nightmares, add Judas Goat Blood, but mind that the target may wake when nightmares get violent).
Blinding Powder- An easy-to-make powder that stops the opponent from seeing for a full twenty-four hours. Longer if aggravated by rubbing, less if the opponent is clever enough to wash it out. Ingredients: glass (Or sand or Coral, for half-effectiveness) and Hot Spice. Made by: Grind both Glass and Hot Spice into a fine powder.
Saline eyes- A simple wash that can fix characters afflicted with blinding powder. Ingredients: Purified water, Healing herbs. Boil healing herbs in Purified Water and remove herbs after water has turned a slight greenish tint.
Invisibility Potion- A complex potion that can really aid a thief. Effective for only as long as it has been brewing for. Legend has it there's a supply of Invisibility Potion that's been brewing for a few hundred years. But surely it's in the same vein as a potion of immortality? (Many legends also state that there is a potion of visibility nearby, which needs not be brewed for so long.) Ingredients: Quicksilver, Lavender, Orchid flowers, Judas Goat blood. Construction: Boil Quicksilver with Judas Goat blood (Protip: Quicksilver boils at considerably less than room temperature), add lavender and orchid flowers from afar. Warning: Apply topically. Creatures with sensitive noses will still be able to smell a person out.
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Post by Pentharis on Mar 12, 2012 15:56:43 GMT -8
ALL INGREDIENTS FOR ALL LISTED POTIONS:
Glass- Found in the Desert regions most commonly. Can be made by heating sand. Sand- Found in the Desert Regions most commonly, or under the sea. Sand found in the Black Lands is twice as effective, as is glass made from it. Hot Spice- Made from spices from Trimador, Quarsil or Areyu. Coral- Found in Nautilus Wavelands. Purified Water- Water that has been purified by physical or magical means. Can be put into jars and contained, improves the stat of anything that requires water by +1. Healing Herbs- Simple herbs that heal 5 health points. Good for improved healing potions. Quicksilver- a dangerous metal not to be ingested. In fact, best not to touch it unless handled by a professional. Orchids- A flower that prefers to be watered only very infrequently. finnicky, but quite pretty. Lavender- A sweet-smelling flower that grows in bunches and has a few relaxing, healing properties. Judas Goat Blood- The blood of a Judas Goat from the Black Lands. Luckily, they wander around the world in the wake of the black land's god and focus around evil influences and cults. It's said that they come from innocent animals that have been sacrificed or killed without reason. The blood preserves easily, and never seems to dry. Chamomile- A relaxing sort of herb. Rough sugar- Raw, unrefined sugar. Good for preserving things or making candy, and is healthier than the refined stuff. Butterfly wings- Powdery and pretty, they can be used for jewellery as well as some potions. Sphinx Hair- Representative of intellect and wisdom. If you can barter with a sphinx for some hair, you have proven your mastery over the mind. The most advanced scholars have tassels or other garments made of sphinx hair, valued at massive costs, which allegedly still carry some of the wisdom of the sphinx in them. Scarabs- Beetles from Quarsil, shimmery and quite pretty. Their shells can be turned into fine jewellery for lots of money, and sometimes they're good for potions, too. Gold Powder- Sometimes you just need some precious metals. Usually a small gold coin will provide two doses of gold powder. You rarely need much when metals are involved. Silver Powder- Same as gold powder, you'll only ever need a small gold coin for two doses of the stuff. And you'll rarely ever need it. Fermented Fruit- Whether it's for a food or for healing, sometimes it's good to keep a bit of fermented fruit around. Berry-pepper- A food from the nautilus wavelands, they're about the size and shape of a sweet pepper, but taste sweet like a berry. They ferment easily in air, for a very sweet alcohol that's significantly heavier than even saltwater. Some of this can make (nearly) any dish palatable. A pity it's so expensive outside of the water. Angel Feather (white)- Known for purification properties and healing abilities, Angel feathers are sometimes used as bandages or thickening agents in healing potions. Angel Feather (Black)- Not well known for their magical properties, Black angel feathers are better known as a curiosity, since they're somewhat looked down on in the angel community. (strangely, since all angels have feathers that match either their hair or their skin tone, and they never judge based on those factors). Black angel feathers are sought as a curiosity, and can even be used in jewellery or clothing. In truth, they also have poison detoxifying properties when sterilized and inserted into a wound, but this is painful and probably not worth the effort compared to other poison cures, so few bother. Angel Feather (Other)- Mostly just for decoration, many prefer angel feathers in unique colours for clothes and decoration. Getting angel feathers from a live angel isn't easy, and requires one to be on friendly terms with one. Because of this, angel feathers are rare to get for clothes, accessories, or healing items. Angels rarely molt unless severely ill or damaged, when their feathers are little use aside from aesthetic purposes. Elf Wine- The elves make fine alcohol, usually rather weak, but good with food. Usually the taste is just strong enough to overpower some more disgusting medicinal tastes. Poison Berries- Not good for ingestion, but on occasion you need a bit of poison to combat a poison. Some berries can cause vomiting, which is just what you need if you've ingested something you really don't want to. Honeysuckle- A sweet-smelling flower with a drop of honey-like liquid. These things are tended to and cultivated en masse by fairies. If one gets on good terms with them, it's easier to get honeysuckle from fairy friends than by finding them in the wild. garlic- A bitter smelling, bitter-tasting herb, obviously. Perfect for warding away creatures with sensitive noses, and bloodsuckers of all sorts. Some like them in foods, some don't, but they'll keep creatures away from your blood for sure. Not bad for some other medicinal properties, too. Olive oil- Another remedy, though most frequently used to get treatments to the right thickness. Also very good for skin, nails, hair, hooves, claws, etcetera. Not bad for digestion, either. Wolfsbane- A plant that keeps the wolves away. Also helps cure werewolfism, though it can be quite dangerous to humans not infected by werewolfism. Human blood- Sometimes you just need a bit of blood. Only necromancers would sacrifice more than necessary, though. In most cases you only need about a pint. Young people are better for this than older people, though by no means should one bother a child. Contrary to popular myth: virgin blood is no more or less powerful than ordinary blood. The only time the quality of the blood matters is if there's a disease in it, in which case it shouldn't be used. (not that anyone short of a plague doctor or Cyber-allies medic would be able to tell, anyway). Animal fat- Usually just added for taste and thickness. Hair of a loved one- Sometimes a bit of hair can be used as a talisman against evil. Glacier Ice Stone- A piece of Glacier Ice from the Tundras that will not unfreeze. (not to be confused with ordinary ice from the Tundras. Glacier Ice Stone is ordinarily found deep within a glacier or ice cavern, and grows like quartz.) These stones are eternally cold, and fantastic for ice packs, if you can get your hands on them. Worth big money in hot climates like Quarsil. Opium poppies- Opiates and belladonna together can make a hallucinogen that will help keep someone asleep or docile. Great for werewolves, but useful for other things, too. Opium Poppies can be found pretty easily, especially since both fairies and most varieties of healer will tend to these gardens, as well as your average gardeners and chemists. Belladonna- See "Opium Poppies". Incendiary Mushrooms- Fairies tend weird gardens. Incendiary mushrooms are ordinary mushrooms when alive, but when they age and die, they can emit spores when touched. Both the mushrooms and spores are highly flammable when dried, and can light up with a simple spark. flint- A bit of rock that sparks when scraped with steel. Not hard to find, and supplied at many adventuring shops. steel- A bit of metal. Easy to find. Large eggs- Large birds lay large eggs. So do some other things, but to be honest, you should never really need anything much bigger than a goose egg. Beeswax- Wax made from bees. Not hard to figure out. Sealing Wax- Similar to beeswax, but usually sold in sticks specifically made for sealing letters. They have a nice, official look to them, and cost a bit more. Honey- Honey. Made from bees. Need I say more? Sweeter flowers make sweeter honey. Careful with honey made from poisonous flowers, though... Mage's Mushrooms- Mushrooms tended to by fairies. There's a special kind who's insides are designed to restore concentration. Not a terrible taste, though they have an odd texture, admittedly. As most mushrooms do. Fairies tend to supply most mage's guilds with a massive stock of these, though they do run at a decently high price because of the occasional poor year. Tree sap- Sap. From a tree. Sometimes they make for good chewing gum-like substance. Just don't eat from any poisonous trees and you'll be fine. Seaweed- Can be used to wrap injuries as a bandage, as a protein-rich food, or sometimes to heal. Some varieties of seaweed make natural air pouches, which can be used to store liquids, gasses, or solids. under water. (only liquids or solids once dried, however). Aged tree moss- Moss from an aged tree. You'd need someone in-tune with nature (fairy, elf, shaman, or someone who understands healing herbs) to tell you what an 'aged tree' is, but generally they're trees that are massive around the base. Any moss from them will do, the moss is usually used to hold liquid, not for any medicinal property it itself contains. The moss can also hold water quite well, in case one needs a quick drink. Dragon blood- Blood from a dragon is hot even when one tries to chill it, has a bit of spice, and can taste almost like gasoline, though it's harmless to ingest in small quantities. Drinking large quantities may result in some internal burns, and mean one should be careful around lit candles. Unicorn blood- A pearly colour, just like the unicorn's fur and mane and tail. This liquid has the same purifying properties as the horn, but somewhat concentrated. It's not a great taste, and comes with its burden of guilt. One shouldn't kill a unicorn unprovoked. Their horns are easier to obtain. Powdered unicorn horn- Unicorn horns are rather like onions, in that they are hollow sheaths containing smaller horns. The outer sheath falls off once a year, and the horn beneath grows larger. As such, they're sharpest just after being shed. The horns can be used as weapons or pearly decorations, but are most frequently bought and sold as medicines. Unicorn hair- shed tail and mane of unicorn are fantastic for bandages, though some make clothes of the hair, which is rather a waste. That being said, unicorn fur very rarely gets dirty, because of some unusual purifying properties. They're good for keeping wounds sterile, or for paranoid types to keep themselves clean. Unicorn hair gloves are good for those suffering severe guilt complexes who want to wash their hands constantly. It's not a cure, but it will aid. The problem is that unicorn fur is hard to get in a large enough quantity to make fabric, let alone gloves. flour- As in, a powder from wheat, grains, seeds, or roots. Usually used for thickening ingredients, when it comes to medicine. Though it can also be used to make food that goes with the medicine. Just because it's medicine doesn't mean it has to be disgusting.
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Post by Pentharis on Mar 12, 2012 15:56:47 GMT -8
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Post by Pentharis on Mar 12, 2012 15:57:25 GMT -8
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