Dalrax/Tunnelbreak - Large and rapidly growing Mushrooms, who's spores sit small and dormant, then put on vast spurts of growth in a single night. //explains the 'those wernt there before' phenomenenon, when GMs wish to block of or reroute areas.
Sparwood/sparshrooms - Large, dull and grey, the woody stems of these mushrooms are used as a low quality softwood might be on the surface.
A variety of poison strengths would be good. Keep them spread out over a range of lethalities.
I like the idea of scattering Fungi... if we had areas where strange fungi were supposed to spawn regularly, GMs could drop a few there from time to time... along with beasties that come to feed off them.
The following could be raw ingredients, or final preparations, or both. All the following are 'original'
Blueskin - a dull blue in color, with an odd aroma, this fungus infests those who eat it, rapidly growing fungus all over the individuals body, , this however is somewhat draining on the individual in question. In time, such a colony reaches maturity, sends out spores and dies. Barkskin, at the cost of 1-3 hp, -2 cha, -4 hide, -2 persuade. Penalties wear off when it dies, but the damage remains. Preparation is needed to prevent it dying, and the effect being lost, if its not eaten fresh.
Silonax 'the disease of the cure' - Most surface dwellers regard it as just another poison fungi. Consuming this fungus causes 'the disease of the cure' this fungus is known amongst underdark healers, as a last ditch resort for curing other more dangerous or intractable diseases. Cure disease, then give target 'the desease of the cure', save dc 19, loose 1 int, 1 wis and 1d2 str, every 6 hrs or at rest. Avoid effects save, DC15.
Balazonga - A small mushroom, somewhat rare exept when cultivated by underdark residents, it is used by races with slaves
who are sent into battle.
+2 con, +2 str, -1d4 wis. -1 to hit, -1 all skills.
Liliyana - a buried tuberlike fungus, it has to be dug up to be found. It has a strange herbal taste, and is not too unpleasant to eat.
+2 con, +1d4 dex & str, +1d6 temp hp
Inflicts disease upon comletion of the normal potion duration unless a dc 20 con save is made. Save every 4 hours or rest, DC 13, to avoid loosing 1 pt of temporary Dex and Str.
Liliyana 'shakes' are instantly cured, and its effects removed, by consuming another Liliyana mushroom.
Kanu-laute 'yellow toadstool of vision' - Known by underdark residents to enhance senses, this fungus also makes it hard to concentrate on what's going on around you, as it disembodies the senses. Even the users own body seems distant. Clairvoyance/Clairaudience, -2 to hit, -4 concentration, -1d4 dex, 15% chance of arcane spell failure.
lasts for 1d4+3 hours
((this may require a gm policy check, given the amount of stealth use in the underdark, but something to counter that would be nice, better still if it comes with drawbacks.))
Manucat - 'the healing trance' Greatly prized by underdark healers, it puts the subjects body into a healing trance, which pulls all the patients energies into healing the disease. The problem is, while it does this the healed person is very weak, and groggy. Normally the patient lies down or sleeps for the time the effect lasts.
Cure disease, Regenerate 1 hp per minute for 2 hours
-6 str, -2 int, -1d4 wis & dex. -2 to hit, -2 all skills. Cannot Run.
Etorlax - This fungus grows as an underground tuber, only tiny spore dispersing caps that occasionally grow to the surface reveal its location. It is prized by tribal shamans for letting them see the spirit world. They often speak suddently and spontainiously, sometimes babbling sometimes calling out about what they see, though this certainly make going quietly a difficult matter.
The strain of seeing like this blinds the shaman afterwards. Most shamans insist this time was designed to increase the eaters wisdom, as this time forces them to consider what they saw.
True Vision, -4 move silently. 1d3+3 hours, at the end, blindness that lasts 12 hours.
Sarlux - This gently luminescent glowing mushroom has its luminescence greatly enhanced when someone consumes it. Thier entire body begins to emit a radient glow, in the same color as the mushroom (gold and blue being most common). While needed by those with no darkvision, it does make the individual rather noticable.
Light, 15m radius, from characters body.
Wormbane/bowelwrack - A powerful purgative, this lichen is distinctly poisonous, and has a foul bitter taste. It is, however, a powerful proof agains most other poisons, especially if properly prepared. The shock as it hits ones system often renders victims speachless. The horrible bout of dissentry may be looked on as proof that at least one is still alive and in the miseries of the underdark.
Cure Poison. Dazed, roll Con save DC 17 once per round until effect subsides. Side effect include cramps, nausea, vomiting and dissentry -2 to hit & all skills, . Side effects last for 1 hour. At the end of that time, the poisons are purged - lesser restoration.
Calisite Crystals - forming in the body of various oozes as a reaction to something even they find hard to absorb, these are effectively a sort of 'pearl'. Good for use in various preparatioins, they are normally found in the bodies of oozes and jellies, but are somtimes exrcreted. Color and quality vary widely, according to the species and the irritant. Certain drow colonies are rumored to 'farm' oozes, for the Calisites, seeding them with irritants selected to produce varietes of crystal that are particularly beautiful, or used as magical ingredients.
'Rare Earths'(real world existing, types changed) - often overlooked as 'dirt', by surface dweller, and many underdark inhabitants, rare earths come in a variety of types. They are used for such diverse things as healing poltices, alchemical ingredients, colored dyes, magical reagents, magical fertilizers for growing mushrooms and forged with metals to enhance the metals properties. Patches of rare earths appear at various places in the underdark, sometimes seeping to the surface of sandy zones, in patches from a few pounds, to huge minable deposits.
Asters Loam - A blue dye, it is also used in some antivenom preparations, and as a magical reagent in potions.
Binding loam - used frequently in healing kits and poltices. Also a reagent in a complex svirfneblin potion of stoneskin.
Silverearth - used to 'silver' weapons, it can also be mixed with real silver, to make a mithril like metal, if you know the secrets of the Duergar. Also an ingredient for 'shield' potions.
Somars Earth - a common magical ingredient, used for a variety of purposes. Dull grey and unremakable, if baked it is mildly poisonous (1d2str, dc 13) Goblins commonly use it for this purpose.
Redsand - named after its appearance, it contains magical fire properties, that are not naturally active, but can be magically applied. It is easily used to make red dyes.
Goldendirt - Commonly smelted up, which makes it yield about 1/20th its weight in gold, it is also a potent ingredient in alchemical and metalurgical preparations. It can also be used to make a golden metal or leather dye.
Greenglow mud - when dry it is exeptionally light and powerdery, usually found by water, this substance is used both as a green dye, as a poison antidote, and as a magical reagent.
Spider Silk and Spider venom - harvested from giant spider bodies. The silk must be carfully handled, to avoid it solidifying, as it is in a liquid state in the silk gland, violent killing of the spider may destroy the gland and the silk. Liquid silk has magical uses, and is needed to make the fabled cloaks of the drow.
Shriekers - it would be nice to see these done up. Simply a large fungus that shrieks when approached. Often in a symbiotic relationship with carnivores, who then save them from being eaten, and ferelize them with dung. A variety of magical uses. ( a large area 'call for help' on a static creature, dont know how hard it would be to program)
Jadelink