ADDER’S TONGUE (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 days
Cost: 5 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -2
The herb has one leaf which grows from a stalk about three inches from
the ground. It’s appearance gives it its name. The leaf must be boiled
in olive oil and set in the sun for three days. At the end of that time
the infusion can be used as a balm for wounds. In the event that the wound
is infected the balm will draw out the infection within one day. However
for that one day the damage caused by the infection will be twice as severe.
If the wound is not infected the balm will increase the rate of healing
by 1 hp for that day.
ADGANA (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 week
Cost: 10 gp/ 500 gp
Uses: 1
Ability Check: Intelligence
The leaves of this plant must be dried. They may then be crushed and
eaten. It’s effects diminish with constant use. The first time and second
time Adgana is used it adds 2 to the user's Strength, Dexterity and Constitution
for 2d4+4 minutes. The third time it is used it adds 1 to Strength and
Dexterity for the same amount of time, the 4th time +1 is added to Strength
only, and after that no benefit is ever gained. In addition to this, the
herb is also highly addictive.
AGRIMONY (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 2 gp/ 8 gp
Uses: 3
Ability Check: Intelligence
Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven
inches long, which are serrated, green on top and white underneath. It
has yellow flowers with five petals which are arranged in a spike on top
of the stem. Its dried leaves must be boiled in a pint of red wine for
five minutes, and then left to stand for an hour. It should then be used
on sprains and bruises in a compress. A successful application will cure
sprains and bruises in half the normal time. Agrimony was also believed
to produce very heavy sleep if placed beneath a persons head, so deep that
the person could not be woken until it was removed. At the GMs discretion
agrimony may have this effect, but I would suggest the potential victim
gets a save vs poison with a very large (8-10) bonus.
‘If It is leyed under mann’s head,
He shal sleepyn as he were dead;
He shall never drede na wakyn
Till fro under his head it be taken’
Traditional English Rhyme
ALDAKA (Shaun Hately from ICEs “MERP” RPG)
Available: Winter 5%
Climatic Zone: Cold
Locale: Mountains
Preparation: 1 week
Cost: 100 gp/ 1000 gp
Uses: 1
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one week,
and the resulting distillation drunk. If used successfully, sight will
be restored to the recipient provided the eye remains.
ALETHER (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day (for potion)
Cost: 10 gp/ 100 gp (for potion)
Uses: 1
Ability Check: Intelligence -5
Eating a handful of these orange berries will add +1 to both a characters
chance to hit, and to their damage rolls for 2d6 minutes. The berries can
be brewed in white wine to produce a drink that will add +2 to the recipients
chance to hit, and temporarily give them 2d4 hp. This effect lasts for
2d12 minutes, and ends with the characters total collapse for 1d3 days
unless they successfully save against poison. This brew will only be useful
for one month after manufacture and then loses its potency.
ALKANET (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 2 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -4
This plant has a thick red root, narrow hairy leaves, and small red
or blue flowers. The root can be eaten directly upon being drawn out of
the ground but will only keep for a week or so. The herb allows a +1 bonus
to any saving throw vs ingested poisons for 1d8 hours after eating.
ALL-HEALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Autumn 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 2 gp/ 10 gp
Uses: 7
Ability Check: Intelligence +1
When All-heale is mixed in a pint of olive oil and applied to a wound,
(one application per day), the recipient will heal even if still working
as normal. With rest, the recipient will heal at three times the normal
rate.
ALOE (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn, Winter 55%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 5 cp/ 5 cp
Uses: 2
Ability Check: Intelligence
The leaf of Aloe applied to a wound, will double the natural healing
rate of burns and minor cuts.
AMRANS (Druann Pagliasotti)
Available: Spring 40%
Climatic Zone: Temperate
Locale: Rivers, Rural
Preparation: 3 days/ 1 week
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -2
The lilac flowers can be prepared into a potion that rapidly cures
wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared (for
3 days))
ANGELICA (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 hour
Cost: 5 sp/ 1 gp
Uses: 2
Ability Check: Intelligence -3
Angelica’s root should be boiled in water for an hour and then drunk
in order to relieve coughs. The plant can grow to a height of eight
feet. It has a hollow stem and has large, broad pointed leaves at the base
of the stem. It has a cluster of white or pink flowers at the top of the
stem. The herbs does not in any way act as a cure for any disease causing
a cough, it merely reduces the amount of coughing.
ANISE (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate
Locale: Rural
Preparation: 10 minutes
Cost: 1 gp/ 1 gp
Uses: 5
Ability Check: Intelligence -6
Anise grows to height of about two feet, and is distinguished by its
unusual leaf formation. At its base, the leaves are heart shaped and toothed,
but as we progress up the stalk they are small and feathery. It has delicate
white flowers which ripen in summer to produce small ridged seeds. These
seeds should be crushed and left to stew for ten minutes in boiling water.
The resultant mixture should then be strained and drunk as desired (it
will keep for up to 3 months). A successful application will relieve hiccups.
ANSERKE (Shaun Hately from ICEs “MERP” RPG)
Available: Summer 30%
Climatic Zone: Tropical
Locale: Coastal
Preparation: none
Cost: 75 gp/ 75 gp
Uses: 1
Ability Check: Intelligence -4
The root must be applied to a bleeding wound. Within three rounds it
will have stopped the bleeding. The recipient must not move for one turn
or risk the wound reopening.
ARCHANGELICA (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Swamp
Preparation: none
Cost: 5 sp/ 5 sp
Uses: 1
Ability Check: Intelligence -2
This white flowering plant has black seeds and roots with a sharp taste.
The root, when brewed, makes a hot, peppery decoction that helps alleviate
common colds, flu and congestions (doubles recovery time, adds +2 to Constitution
rolls to prevent colds in bad weather).
ARFANDAS (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn, Winter 50%
Climatic Zone: Cold
Locale: Rivers
Preparation: 1 day
Cost: 2 sp/ 3 sp
Uses: 4
Ability Check: Intelligence -6
If the stem of Arfandas is bound up in the dressing of a fracture,
it will double the rate of healing for that fracture.
ARKASU (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn 55%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 12 gp/ 12 gp
Uses: 3
Ability Check: Intelligence -3
When the sap of the Arkasu plant is applied to wounds, it doubles the
rate of healing. The effect is not cumulative.
ARLAN (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn 60%
Climatic Zone: Cold
Locale: Grassland
Preparation: none
Cost: 20 sp/ 20 sp
Uses: 1
Ability Check: Intelligence -5
The leaf of Arlan when applied to a wound will heal 1 hp of damage
if it is used within 5 rounds. Arlan will also speed a persons recovery
from respiratory illness by five times.
ARNICA (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate, Cold
Locale: Mountains
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 1
Ability Check: Intelligence - 6
This plant grows to a height of 1 to 2 feet. It has a hairy stem on
which its leaves are arranged in pairs. It has orange flowers. These flowers
should be plucked and dried, and then boiled in a litre of beer. This should
be applied to a compress which is wrapped around a bruise. A successful
application will cause the bruise to fade within one day. The pollen of
the flowers if inhaled will cause uncontrollable sneezing. A phial of arnica
carried in a persons pocket is also reputed to help a person quit smoking.
ARNUMINAS (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn 70%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 6 gp/ 6 gp
Uses: 5
Ability Check: Intelligence -1
The leaf of this plant should be applied to the site of ligament, cartilage,
or muscle damage. If used successfully, it will double the speed of healing
of such damage.
ARPUSAR (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn 40%
Climatic Zone: Cold
Locale: Rivers
Preparation: 1 week
Cost: 7 gp/ 30 gp
Uses: 2
Ability Check: Intelligence -7
The stalks of this plant must be brewed for one week in fresh water
at the end of which time it may be drunk. If it is successful, it will
heal any damage to a persons muscles that are capable of healing naturally
within one day.
ASARABACCA (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 3 gp/ 7 gp
Uses: 2
Ability Check: Intelligence -6
Asarabacca is a creeping vine with many small leaves each on their
own small stalk. It also has small purple flowers. These flowers must be
brewed up on a fire and left to stand. When administered successfully to
someone, they must save vs poison or be rendered docile, and incapable
of violence for 3d8 hours. The brew has a distinctive purple colour, and
bitter taste, so to be given secretly in food, the food must be able to
hide these attributes.
ASH (Shaun Hately)
Available: Spring 50%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 5 gp/ 8 gp
Uses: 3
Ability Check: Intelligence -4
The bark of the ash tree must be stripped from its branches and boiled
in clear water for one day. It should then be drunk as a cure for fevers,
especially those caused by diseases such as malaria. It does not cure the
cause of the fever but merely brings it under control within 2d6 hours.
The ash tree is sacred to worshipers of Thor, who use its wood to make
spears. The wood of the ash tree could possibly be used as an essential
item in the manufacture of magical spears. Ash leaves should be boiled
in water and drunk as a cure for the poison of viper bites (cures poison
in 2d6 turns, any damage already incurred remains). The ash tree has ash
grey bark, and black buds. Its flowers have no petals. Ash trees are also
by tradition used to make stakes for the purposes of killing vampires.
This belief stems from Roman times, when Pliny the Elder wrote that all
evil things feared Ashwood.
ASHLINE (Seth Klein from Fantasy Star IV)
Available: Winter, Spring 5%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 week
Cost: 50 gp/ 500 gp
Uses: 16
Ability Check: Intelligence -3
Ashline is a small red flower, with very pale green leaves. The entire
plant must be mashed and boiled in fine red wine for one week and the resultant
mixture mixed with olive oil. When this liquid is poured over a petrified
person it will, on a successful roll, restore them to their normal state.
ATHELAS (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 200 gp/ 200 gp
Uses: 4
Ability Check: ?
Also known as “Kingsfoil”. It appears as a vine with dark green leaves
divided into four parts. According to legend, the leaves of Athelas when
crushed by the hands of a King over the afflicted person are capable of
curing anything.
“When the black breath blows
and death’s shadow grows
and all lights pass,
come athelas! come athelas!
Life to the dying
In the King’s hand lying!”
from “The Return of The King”
ATIGAX (Shaun Hately from ICEs “MERP” RPG)
Available: Winter 40%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 day
Cost: 40 gp/ 70 gp
Uses: 5
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one day,
and the resulting distillation drunk. If used successfully, sight will
be protected from glare or blinding light for a period of nine hours. This
herb can thus be used to limit the ill effects suffered by subterranean
creatures (such as drow) in full sunlight.
ATTANAR (Shaun Hately from ICEs “MERP” RPG)
Available: Autumn, Winter 45%
Climatic Zone: Temperate
Locale: Rivers
Preparation: none
Cost: 8 gp/ 8 gp
Uses: 2
Ability Check: Intelligence -6
Attanar is a moss, which when applied to the forehead of a stricken
person, will cure fevers. It takes effect 2d6 hours after it is successfully
administered. |