Magical Plants

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kiralon
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Magical Plants

Unread post by kiralon »

Palladium has a lot of magical creatures.
I was looking to expand/make a list of magical plants for palladium so if anyone out there has any magical plants they wish to add please feel free.
I was hoping to get
Type: (Fungus, creeper, water plant etc)
Location
Rarity
Special powers
number of uses per plant.
Notes:

Moonshadow Mushrooms
Type: Fungus
Location: GNW Forest, Northern parts of ET's Forest. More likely to be found on Oak and Silver Birch trees.
Rarity: Very Rare, can only be found in moonlight by the shadow it throws on the ground.
Special Powers: Moonshadow is a 4 inch tall silvery Mushroom that is naturally invisible and insubstantial except for when moonlight strikes them or they have been picked. When moonlight strikes them they become substantial, but stay invisible except that they still throw a shadow, which can be seen and after they are picked they lose the invisibility as well. When eaten the imbiber will become invisible for 1d4 x 10 minutes except that he to will throw a shadow in moonlight.
Uses: 1 use per plant (shroom). Usually 1d4 plants in any given area.
Notes: These are more commonly found where there are faeries, as they tend to them. In fact a favourite trick is to use them to make people sleeping in camp turn invisible.
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Re: Magical Plants

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Do include the value.
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Re: Magical Plants

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Faerie's Bane

Type: Flowering fern
Location: Wyndglade Marsh, Eastern Territories.
Rarity: Very rare...Only known location is in the Wyndglade Marsh.
Description: Crimson red fern. Usually grow in groups of 10 -35 or more fronds, with up to 100 pinnas on the blade.
Special powers: Keeping the fae folk away when harvested, and the pinnules are dried...
(if put into a small bag of cheese cloth or the like and worn, as long as the contents are kept dry, faeries will keep a distance of 10 feet. Also if sprinkled around a camp site.) Also the juice from the stalk can be used to undo the effects of faerie magic.
Number of uses per plant. For a bag it will take the pinnules of 2 dried fronds.
Notes: It takes 10-12 stalks to do enough for a signal dose.
Value per plant: 500 gold.
Last edited by pblackcrow on Mon Oct 14, 2013 12:44 am, edited 1 time in total.
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The Oh So Amazing Nate
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Re: Magical Plants

Unread post by The Oh So Amazing Nate »

pblackcrow wrote:Faerie's Bane

Type: Flowering fern
Location: Wyndglade Marsh, Eastern Territories.
Rarity: Very rare...Only known location is in the Wyndglade Marsh.
Description: Crimson red fern. Usually grow in groups of 10 -35 or more fronds, with up to 100 pinnas on the blade.
Special powers: Keeping the fae folk away when harvested, and the pinnules are dried...
(if put into a small bag of cheese cloth or the like and worn, as long as the contents are kept dry, faeries will keep a distance of 10 feet. Also if sprinkled around a camp site.) Also the juice from the scale can be used to undo the effects of faerie magic.
Number of uses per plant. For a bag it will take the pinnules of 2 dried fronds.
Notes: It takes 10-12 scales to do enough for a signal dose.
Value per plant: 500 gold.


what exactly do you mean by scales in the above post
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Re: Magical Plants

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The stalks.
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Re: Magical Plants

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Mana Tea Tree

Type: Flowering Tree
Location: Along ley lines and at nexuses in on Lyrd Isle, Grimbor Island, Serpent's tooth, Osto, and Totugo.
Frequency: Exceptionally rare.
Description: The tree has septagon leaves and rainbow lotus like flowers.
Special powers: Flowers when dried and drank as tea can both recharge and/or temperately boost PPE. An 8 oz cup can provide 10 50 PPE points.
Number of uses per flower: 25 petals.
Notes: If burned: KABOOM!!!!!!! If more than 5 petals are uses per 8 oz of water, drinking vessel will explode from the energy discharge. Any but mages will have a diverse reaction.
1-10: migraine for the next 1d4x12 hour, 11-20: vomit entire content of stomach, 21-30: Sweat profusely for 4 hours, 31-40: When you pee you pee electricity...take 1d4 to HP, 41-50: Kidney stone flushed from you kidney(s) in a matter of minutes!...Take a 1d4 to HP, 51-60: You have a bad case of the trots, 60-100 GM decides.
Value per flower: 150,000. Not only do you risk you life and limb to obtain it, you risk your life transporting it, and if you are not magically inclined you risk your illiterate crews life.
Damage from explosion: 1d4 per petal regardless of boil or burned.
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The Oh So Amazing Nate
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Re: Magical Plants

Unread post by The Oh So Amazing Nate »

pblackcrow wrote:Mana Tea Tree

Type: Flowering Tree
Location: Along ley lines and at nexuses in on Lyrd Isle, Grimbor Island, Serpent's tooth, Osto, and Totugo.
Frequency: Exceptionally rare.
Description: The tree has septagon leaves and rainbow lotus like flowers.
Special powers: Flowers when dried and drank as tea can both recharge and/or temperately boost PPE. An 8 oz cup can provide 10 50 PPE points.
Number of uses per flower: 25 petals.
Notes: If burned: KABOOM!!!!!!! If more than 5 petals are uses per 8 oz of water, drinking vessel will explode from the energy discharge. Any but mages will have a diverse reaction.
1-10: migraine for the next 1d4x12 hour, 11-20: vomit entire content of stomach, 21-30: Sweat profusely for 4 hours, 31-40: When you pee you pee electricity...take 1d4 to HP, 41-50: Kidney stone flushed from you kidney(s) in a matter of minutes!...Take a 1d4 to HP, 51-60: You have a bad case of the trots, 60-100 GM decides.
Value per flower: 150,000. Not only do you risk you life and limb to obtain it, you risk your life transporting it, and if you are not magically inclined you risk your illiterate crews life.
Damage from explosion: 1d4 per petal regardless of boil or burned.


Almost sounds like it is going to explode regardless.
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Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Magical Plants

Unread post by pblackcrow »

No, not if used by mages who can exercise a bit of caution. It is only when the petals are dried that they are suitable for tea, but this also makes it effectively gun powder like. Consider the islands which they grow.
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Re: Magical Plants

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Horn of a Unicorn
Type: Magical Organic
Location: Mostly Mages Guilds and Alchemist shops for the unattached variety
Special Powers: The Horn of a Unicorn has several special powers without actually being used as a magic ingredient. The first is it will cleanse and make drinkable a water supply or container of water, negating any natural toxins or diseases. (man made and magical toxins aren't effected). Just dip the horn into the water and say Tharsis-mycn.

Having it about your person gives a +1 Save vs disease and +2 save vs poison.

It can be used as a weapon that works as a 1handed sword with +1 strike and +2 parry.
It does 1d4 damage vs good
it does 1d8 damage vs selfish
and does 2d8 vs normal evil and 3d8 vs supernatural evil.
If the horn is powdered you get 1d6+6 uses
adding powdered unicorn horn to a liquid and ingesting it negates all except the worst toxins and poisons and heals the drinker of 1d4x10+20hp, unless the drinker is supernatural evil, if that's the case the drinker makes a save vs spells at -3 or sleep for 24 hrs or until damage is taken (but still gets the negate poison and heal).
Uses: 1d6+6 uses per horn if powdered.
Notes: Uncorn Horn amulets are popular with the rich and decadent in the western empire for the protection against poison it gives. 1 horn can make up to 4 amulets.
Price: see main book.
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Re: Magical Plants

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Vequerrel Bloodwine Grapes
Type: Magical Necromantic Liquidc
Location: Western Empire
Special Powers: Someone who imbibes a bottle of bloodwine will feel euphoric for the next 8 hrs, during that time, dependant on the body in the grave the imbiber gains some interesting abilities
If the Body was a Wizard: The imbiber can cast any 13 levels of spells that the wizard knew (eg fireball uses 5 levels as its a level 5 spell) without needing to pay the ppe cost.
If the body is an Elf: The imbiber gains 4 points of PB, 4 points of PP, Sing %80 and nightvision 60ft for the duration.
If the body is a dwarf: The Imbiber gains 20 temporary HP (these are used first), Nightvision 90ft and +%25 to all manual labour type skills
If the body is a goblin the Imbiber gets +%15 prowl, pick locks, pick pockets. Also has a tendency to wine a lot.
use your imagination for other bodies.
Notes: The Bloodwine grapes are grapes that are grown on the shallow grave of the recently deceased. When planted at midnight on a full moon they will rapidly grow over the next 14 days, until they are picked in the middle of the night on a new moon. Any light whatsoever ruins them so it can only be picked by those who can see in the dark. The roots grow into the body and use it for nutrients for its rapid growth. Once harvested it is fermented in barrels made of bone (preferably humanoid) with 1 pint of blood for a further 2 weeks until it is opened on the night of the next full moon (any longer ruins the batch also). If everything has gone well you now have enough Bloodwine to fill 1 bottle. (1 grave --> 1 barrel--> 1 bottle). Most normal people find this drink repugnant.
Price: 30,000 gp per bottle.
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Re: Magical Plants

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Wolfsbane(St John's Wort)
Type: Plant
Location: All, Rare
Special Powers: as a poison applied to a weapon the Werewolf gets a save vs poison at -8, or it takes an extra 4d6 damage that can only be healed by rest. The Werewolf is also -2 to all actions and -%20 to skills, and acts as if drunk.
Against a vampire wolfsbane can repel a vampire like garlic, but does no extra damage or effects.
Notes: Wolfsbane is a powerful poison that works against Werewolves, and to a lesser effect Vampires. It is a blessed plant kept handy to fight the forces of eveel.
Price: 150 gp per application. (Often more expensive, but sometimes cheaper in places that have a werewolf problem)
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Re: Magical Plants

Unread post by Bill »

This may be useful. Rifts England also has a wide range of herbs and other plants that could be easily adapted.
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