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<blockquote data-quote="ElectricDragon" data-source="post: 7140401" data-attributes="member: 10778"><p><span style="font-family: 'Comic Sans MS'">Eric, </span></p><p><span style="font-family: 'Comic Sans MS'">Found these loose pages at the bookseller, they could be part of the stolen cookbook you mentioned.</span></p><p><span style="font-family: 'Comic Sans MS'"> Ambrose</span></p><p><span style="font-family: 'Century Gothic'"><span style="font-size: 18px"><strong>Infused plants</strong></span></span></p><p>Some plants have developed a bonding with magic that alters their abilities from normal plants. Listed below are several types of such altered plants. Some are altered by spells, others were originally altered through experimentation untold eons ago, others acquired their bonding through being in some highly magical place for generations, and still others just seem to absorb certain magics naturally.</p><p></p><p><strong>Dreambush, Dreamberries: </strong>Most often found around druid circles, this shrub always has ripe berries no matter the season. Originally, blackberry bushes, their berries are now small, bright red or purple, tangy, and sweet. Eating a berry has the following effects for 10 minutes.</p><p></p><ul> <li data-xf-list-type="ul">When one is eaten before a scrying spell is attempted, it gives the caster double the chances that the following spells will work through the scrying sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message (that is, +10%/caster level instead of the normal +5%/caster level). Furthermore, read magic, and tongues both have a 5% chance/caster level of working through the spell. </li> <li data-xf-list-type="ul">When one is eaten before casting a greater scrying spell gives the caster a +1 enhancement bonus to that spell's DC. </li> <li data-xf-list-type="ul">When one is eaten before casting a dream spell; the berry strengthens the magic such that it prevents the target from getting its spell resistance versus the dream spell. </li> <li data-xf-list-type="ul">When one is eaten before casting a nightmare spell gives the caster a +4 bonus to his/her DC for the nightmare spell in addition to any other modifiers. </li> <li data-xf-list-type="ul">The berries (4-5) can be used as a material component for the vision spell. They provide a +1 bonus on the required caster level check.</li> </ul><p><strong>Costs:</strong> Not sold, not usually guarded either—unless someone tried to strip all the berries...</p><p> <strong>Cook's Note:</strong> It seems that blackberry bushes thrive and even absorb stray bits of magic from the environment, so druids often cultivate them to decorate their grove, supply a steady source of berries, and (after an adjustment period of one to five years) provide bonuses to the scrying spell.</p><p></p><p></p><p><em>Fire Seeds*:</em> These magical plants last only a short while but have devastating special effects as described in the spell.</p><p> <strong>Acorn Grenades:</strong> special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 to 20d6 fire damage. (caster level determines max # of d6; caster splits available d6's into 1 to 4 acorns).</p><p> <strong>Cook's Note:</strong> These look like normal acorns but vibrate slightly to the touch. Not a usable food.</p><p> <strong>Holly Berries:</strong> If the caster is within 200 feet and speaks a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.</p><p> <strong>Cook's Note:</strong> The enchanted berries glow with an inner fire. Not a usable food.</p><p></p><p></p><p><strong>Golden Pear:</strong> Those eating this fruit gain the benefits of all the following spells: <em>remove fear</em>, <em>remove blindness/deafness</em>, <em>remove curse</em>, <em>remove disease</em>, and <em>neutralize poison</em>. Further, the eater is protected from these effects for the next four hours, gaining a +4 bonus to any saving throw against such effects. Costs: Must be negotiated, wt. 0.4 lbs.</p><p> <strong>Cook's Note:</strong> A mythical fruit, thought not to exist, but recently found by my scouts in the heart of an ancient ruined keep deep in a primeval forest. As usual for rare grown foodstuffs, the orchard was tended by some druids and some sylvan creatures. The chief druid was a centaur. In exchange for providing him with a, hem, harem of no less than 4 female centaurs, I was able to own 3 bushels of these marvelous fruits. I had to deal with a dirty slave trader to get all the female centaurs (he claimed it was a special order and blatantly overcharged me, so my profits have been cut nearly in half. Eric will be forced to offer a few of the marvelous fruits for sale in the capitol for only 5,000 gp each to recoup my losses; keeping most of the rest for a special dish I am preparing for the royal reception next week. And some few I saved for more disasters with an undetected assassin. [Eric assures me that no more will get through. The episode with my yearly dinner with my ambassadors will not be repeated. Eric says that last one was not a member of the assassin's guild and had only been pursuing a personal vendetta rather than trying to cause a war or start a coup. Same result I say.]</p><p></p><p></p><p><em>Goodberry*:</em> Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.</p><p> <strong>Cook's Note:</strong> Unfortunately, it takes a druid (of sufficiently high level) to tell goodberry berries from normal ones. Hiring druids to provide these berries has proved distinctly impossible so far. The taste is slightly tingly but otherwise as the normal berry. I can think of several uses for the tingly taste...</p><p></p><p></p><p><strong>Healing Apple:</strong> A strange, mildly tart yellow apple from the Elven realm of the Great Forest. Claimed and tended to by an ancient elven druidic circle, </p><p> When eaten, the apple heals 1d4 hp. </p><p> More often it is found as apple cider which heals 3d4 hp per pint. </p><p><strong>Costs:</strong> Apple: 55 gp each, wt. 0.3 lb.; Healing Apple Cider: 150 gp per pint, wt. 1 lb./pint (usually wineskins, but jugs are common too).</p><p> <strong>Cook's Note:</strong> Acquisition of these fruits required some expenditure and an agent as escort through the elven lands to their revered ancient apple orchard, then long trading talks with the ranking druid culminating in a promise to spread the seeds of each apple when eaten, in addition to magic mushrooms equal in number to the apples (we must make our own cider, Eric will take care of it).</p><p></p><p></p><p></p><p><strong>Magic Mushrooms:</strong> Grown by diligent dwarves deep underground usually close to a dwarven temple or citadel. Eating a mushroom imparts improved ability to cast divination spells for the next four hours. Eating a mushroom improves the eater's caster level by +4 when casting divination spells. [This level adjust stacks with the level adjust from the Knowledge domain.] After the four hours, the eater suffers nausea for 1 hour unless he or she succeeds on a Fortitude save DC 15. Dwarves gain a +4 bonus versus this save.</p><p><strong>Costs:</strong> 25 gp per mushroom, or 300 gp/ basket (1d4+11 mushrooms).</p><p> <strong>Cook's Note:</strong> If we can dilute it enough so that nausea is not likely, this might make a decent addition to a stew. I'll have Eric get some for experimental purposes.</p><p></p><p></p><p><strong>Mana:</strong> In a secluded valley, far from civilization, a small circular pond yields bright yellow dew each morning in the grass in a ring around it. The local elves have learned to collect it with large nets made of spiderwebs (looking much like butterfly nets) each morning, set it aside to dry for several hours, add spring water and mix into a paste. Form the paste into yellow wafers and bake them over a hot fire for twelve hours. These baked wafers can be stored safely for years and still retain their flavor and effects.</p><p>Eating a wafer provides nourishment for one meal, 3 will sustain a person for a full day.</p><p><strong>Costs:</strong> Never sold, only given as gifts to worthy travelers. The pond is very well guarded, night and day, wt. 0.1 lb. [My ambassador found that buying and freeing elven slaves in their territory worked wonders for gaining several pounds of wafers.]</p><p> <strong>Cook's Note:</strong> The wafers have little taste, slightly sweet, but totally unimaginative. Eric will use some for taste experiments, the rest will be for scouts' and ambassadors' on-the-road meals, but I predict it probably will not be an important foodstuff as far as banquets.</p><p></p><p></p><p><strong>Steel Acorns:</strong> From the southern coast, these strange gray acorns are not normally magical, but if a <em>barkskin</em> spell is cast on one, it retains the magic indefinitely. The acorn provides the spell's effects to anyone that cracks the shell and eats it. The spell effect is activated at 1st level and there is no known way to raise this level. Once the shell is cracked, the acorn loses its magic quickly, lasting only 3 rounds before the magic dissipates. </p><p> <strong>Cook's Note:</strong> The taste is mildly reminiscent of peanuts with a slight earthly taste (whether enchanted or not). I've ordered my scouts to gather several bushels in addition to their spice order and return to the capital.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7140401, member: 10778"] [FONT=Comic Sans MS]Eric, Found these loose pages at the bookseller, they could be part of the stolen cookbook you mentioned. Ambrose[/FONT] [FONT=Century Gothic][SIZE=5][B]Infused plants[/B][/SIZE][/FONT] Some plants have developed a bonding with magic that alters their abilities from normal plants. Listed below are several types of such altered plants. Some are altered by spells, others were originally altered through experimentation untold eons ago, others acquired their bonding through being in some highly magical place for generations, and still others just seem to absorb certain magics naturally. [B]Dreambush, Dreamberries: [/B]Most often found around druid circles, this shrub always has ripe berries no matter the season. Originally, blackberry bushes, their berries are now small, bright red or purple, tangy, and sweet. Eating a berry has the following effects for 10 minutes. [LIST] [*]When one is eaten before a scrying spell is attempted, it gives the caster double the chances that the following spells will work through the scrying sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message (that is, +10%/caster level instead of the normal +5%/caster level). Furthermore, read magic, and tongues both have a 5% chance/caster level of working through the spell. [*]When one is eaten before casting a greater scrying spell gives the caster a +1 enhancement bonus to that spell's DC. [*]When one is eaten before casting a dream spell; the berry strengthens the magic such that it prevents the target from getting its spell resistance versus the dream spell. [*]When one is eaten before casting a nightmare spell gives the caster a +4 bonus to his/her DC for the nightmare spell in addition to any other modifiers. [*]The berries (4-5) can be used as a material component for the vision spell. They provide a +1 bonus on the required caster level check. [/LIST] [B]Costs:[/B] Not sold, not usually guarded either—unless someone tried to strip all the berries... [B]Cook's Note:[/B] It seems that blackberry bushes thrive and even absorb stray bits of magic from the environment, so druids often cultivate them to decorate their grove, supply a steady source of berries, and (after an adjustment period of one to five years) provide bonuses to the scrying spell. [I]Fire Seeds*:[/I] These magical plants last only a short while but have devastating special effects as described in the spell. [B]Acorn Grenades:[/B] special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 to 20d6 fire damage. (caster level determines max # of d6; caster splits available d6's into 1 to 4 acorns). [B]Cook's Note:[/B] These look like normal acorns but vibrate slightly to the touch. Not a usable food. [B]Holly Berries:[/B] If the caster is within 200 feet and speaks a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. [B]Cook's Note:[/B] The enchanted berries glow with an inner fire. Not a usable food. [B]Golden Pear:[/B] Those eating this fruit gain the benefits of all the following spells: [I]remove fear[/I], [I]remove blindness/deafness[/I], [I]remove curse[/I], [I]remove disease[/I], and [I]neutralize poison[/I]. Further, the eater is protected from these effects for the next four hours, gaining a +4 bonus to any saving throw against such effects. Costs: Must be negotiated, wt. 0.4 lbs. [B]Cook's Note:[/B] A mythical fruit, thought not to exist, but recently found by my scouts in the heart of an ancient ruined keep deep in a primeval forest. As usual for rare grown foodstuffs, the orchard was tended by some druids and some sylvan creatures. The chief druid was a centaur. In exchange for providing him with a, hem, harem of no less than 4 female centaurs, I was able to own 3 bushels of these marvelous fruits. I had to deal with a dirty slave trader to get all the female centaurs (he claimed it was a special order and blatantly overcharged me, so my profits have been cut nearly in half. Eric will be forced to offer a few of the marvelous fruits for sale in the capitol for only 5,000 gp each to recoup my losses; keeping most of the rest for a special dish I am preparing for the royal reception next week. And some few I saved for more disasters with an undetected assassin. [Eric assures me that no more will get through. The episode with my yearly dinner with my ambassadors will not be repeated. Eric says that last one was not a member of the assassin's guild and had only been pursuing a personal vendetta rather than trying to cause a war or start a coup. Same result I say.] [I]Goodberry*:[/I] Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. [B]Cook's Note:[/B] Unfortunately, it takes a druid (of sufficiently high level) to tell goodberry berries from normal ones. Hiring druids to provide these berries has proved distinctly impossible so far. The taste is slightly tingly but otherwise as the normal berry. I can think of several uses for the tingly taste... [B]Healing Apple:[/B] A strange, mildly tart yellow apple from the Elven realm of the Great Forest. Claimed and tended to by an ancient elven druidic circle, When eaten, the apple heals 1d4 hp. More often it is found as apple cider which heals 3d4 hp per pint. [B]Costs:[/B] Apple: 55 gp each, wt. 0.3 lb.; Healing Apple Cider: 150 gp per pint, wt. 1 lb./pint (usually wineskins, but jugs are common too). [B]Cook's Note:[/B] Acquisition of these fruits required some expenditure and an agent as escort through the elven lands to their revered ancient apple orchard, then long trading talks with the ranking druid culminating in a promise to spread the seeds of each apple when eaten, in addition to magic mushrooms equal in number to the apples (we must make our own cider, Eric will take care of it). [B]Magic Mushrooms:[/B] Grown by diligent dwarves deep underground usually close to a dwarven temple or citadel. Eating a mushroom imparts improved ability to cast divination spells for the next four hours. Eating a mushroom improves the eater's caster level by +4 when casting divination spells. [This level adjust stacks with the level adjust from the Knowledge domain.] After the four hours, the eater suffers nausea for 1 hour unless he or she succeeds on a Fortitude save DC 15. Dwarves gain a +4 bonus versus this save. [B]Costs:[/B] 25 gp per mushroom, or 300 gp/ basket (1d4+11 mushrooms). [B]Cook's Note:[/B] If we can dilute it enough so that nausea is not likely, this might make a decent addition to a stew. I'll have Eric get some for experimental purposes. [B]Mana:[/B] In a secluded valley, far from civilization, a small circular pond yields bright yellow dew each morning in the grass in a ring around it. The local elves have learned to collect it with large nets made of spiderwebs (looking much like butterfly nets) each morning, set it aside to dry for several hours, add spring water and mix into a paste. Form the paste into yellow wafers and bake them over a hot fire for twelve hours. These baked wafers can be stored safely for years and still retain their flavor and effects. Eating a wafer provides nourishment for one meal, 3 will sustain a person for a full day. [B]Costs:[/B] Never sold, only given as gifts to worthy travelers. The pond is very well guarded, night and day, wt. 0.1 lb. [My ambassador found that buying and freeing elven slaves in their territory worked wonders for gaining several pounds of wafers.] [B]Cook's Note:[/B] The wafers have little taste, slightly sweet, but totally unimaginative. Eric will use some for taste experiments, the rest will be for scouts' and ambassadors' on-the-road meals, but I predict it probably will not be an important foodstuff as far as banquets. [B]Steel Acorns:[/B] From the southern coast, these strange gray acorns are not normally magical, but if a [I]barkskin[/I] spell is cast on one, it retains the magic indefinitely. The acorn provides the spell's effects to anyone that cracks the shell and eats it. The spell effect is activated at 1st level and there is no known way to raise this level. Once the shell is cracked, the acorn loses its magic quickly, lasting only 3 rounds before the magic dissipates. [B]Cook's Note:[/B] The taste is mildly reminiscent of peanuts with a slight earthly taste (whether enchanted or not). I've ordered my scouts to gather several bushels in addition to their spice order and return to the capital. [/QUOTE]
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