What Kind of Flower Is That? (d12)
- An ordinary but pretty flower. +2 to reaction rolls if presented to a sentient creature of the appropriate species and sexuality to be impressed.
- An ordinary but foul-smelling flower. -2 to reaction rolls generally if touched.
- An ordinary flower as in 1 above, but a PC is allergic. For the next 1d6 turns, the character is sneezing and all rolls are at -1. Stealth is impossible.
- An ordinary flower as in 1 above, but a PC is deathly allergic. Save vs poison or the character enters anaphylactic shock (Cure Disease or similar to negate). Death results within 1d6 turns of onset.
- The flower's petals can be used to create a mild poison (vomiting, penalties to action, etc.). Value is 1-10 GP per intact specimen.
- The flower's petals can be used to create a severe poison (death, ability score loss, etc.). Value is 50-100 GP per intact specimen.
- The flower creates a mild drug effect if dried and smoked. 5 GP per intact specimen.
- The flower is a powerful opiate. 15 GP per intact specimen.
- The flower's petals create a powerful hallucinogen. 25 GP per intact specimen.
- The flower is an ingredient in a magic spell. A wizard may pay up to 100 GP per spell level for an intact specimen.
- The flower is blessed or cursed (as per the spells), 50% chance of each.
- Making a tincture of the flower's petals has the following effect (roll 1d8 to determine effect, result is 1d6 doses):
- Raise/lower a random ability score by 1 point.
- Causes the imbiber to fall madly in love with the first person they see (follow the rules for Charm Person).
- Gives the imbiber visions as per Contact Higher Plane.
- Causes the imbiber to fall asleep until Remove Curse or similar spell is cast.
- Grants the effect of the spell ESP, Clairvoyance or Clairaudience (2 in 6 chance of each).
- Grants the ability to cause flowers of the same type to grow spontaneously from any soil.
- Permanently changes the color of the imbiber's eyes to match the flower.
- The imbiber slowly changes into a plant-human hybrid. After 3 months, movement is reduced by 75%, hit points by 50%, and there is no longer a need to eat. Requires Cure Disease to stop this process and Remove Curse to reverse it.
As a general rule of thumb, the flowers with special properties should have a 25% chance of being transported without significant damage. Tinctures should be unique per flower, not per type.
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