ADGANA
Available: Low Summer 10%
Climatic Zone: Mystic Mountains
Availability: Mages and Sages
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.
ALDAKA Available: Winter 5%
Climatic Zone: Mountain Tops Availability: Mages and Sages
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
Available: Summer 5% Climatic Zone: Mountains Locale: Dust Dwarves
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 Available: Summer 30% Climatic Zone: Delta
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 (Tiggleroot) Available: Low Winter 75%
Climatic Zone: Tropical Locale: Jungle 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 Available: Winter 55%
Climatic Zone: Delta Locale: Grown by Farmers 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.
ALZATHAKA Available : Late Winter, Low Summer Climatic Zone:
High Desert of Gondwana Locale Sheltered rock outcrops. Preparation :
It is boiled and its vapors used. Cost: 400 gp. Uses: 1 Ability Check: Intelligence ANGE Available: Summer 30% Climatic Zone:
Mystic MountainsAvailability: Mages and SagesPreparation: 1 hour Cost:*
Uses: 2 Ability Check: Intelligence -3
ANISE Available: Summer 25%
Climatic Zone: Delta Locale: Rural Preparation: 10 minutes
Cost: 1 gp/ 1 gp Uses: 5 Ability Check: Intelligence -6
ANSERKE Available: Summer 30% Climatic Zone: Tropical
Locale: Coastal Preparation: none Cost: 75 gp/ 75 gp Uses: 1
Ability Check: Intelligence -4
ARCHANELI Available: Summer 30% Climatic Zone
: DELTA Locale: Swamp Preparation: none Cost: 5 sp/ 5 sp
Uses: 1 Ability Check: Intelligence -2 ARFANDAS Available: Winter 50% Climatic Zone
: Mystic Mountains (By Streams) Availability: Mages and Sages Preparation:
1 day Cost: *
Uses: 4 Ability Check: Intelligence -6 ARKASU Available: Low Winter 55% Climatic Zone:
DeltaLocale: Fallow FieldsPreparation: none Cost: 12 gp/ 12 gp
Uses: 3 Ability Check: Intelligence -3 ARLAN Available: Low Winter 60% Climatic Zone:
Mystic MountainsAvailability: Mages and SagesPreparation: none
Cost: *
Uses: 1 Ability Check: Intelligence -5 ARNUMINAS Available: Low Winter 70%
Climatic Zone: Delta Locale: Fallow Fields Preparation:
none Cost: 6 gp/ 6 gp Uses: 5 Ability Check: Intelligence -1 ARPUSAR Available:Low Winter 40% Climatic Zone:
Mystic Mountains (By Streams)Availability: Mages and Sages Preparation: 1 week Cost: 7 gp/ 30 gp Uses:
2 Ability Check: Intelligence -7 ASARABACCA Available: Low Summer 10%
Climatic Zone: Delta Locale: Forest Preparation: 1 day
Cost: 3 gp/ 7 gp Uses: 2 Ability Check: Intelligence -6 ASHLINE Available: Late Winter, Low Summer 5%
Climatic Zone: Mystic Moutains Availability: Mages and Sages Preparation: 1 week
Cost: 50 gp/ 500 gp Uses: 16 Ability Check: Intelligence -3 ATHELAS Available: Low Winter 45% Climatic Zone:
Delta Locale: Forest Preparation: none Cost: 200 gp/ 200 gp
Uses: 4 Ability Check: ? ATIGAX Available: Winter 40% Climatic Zone:
DeltaLocale: Rural Preparation: 1 day
Cost: 40 gp/ 70 gp Uses: 5 Ability Check:
Intelligence ATTANAR Available:
Winter 45% Climatic Zone: DeltaLocale: Rivers
Preparation: none Cost: 8 gp/ 8 gp Uses: 2
Ability Check: Intelligence -6 BALM Available: High and Late Summer 20%
Climatic Zone: Delta Locale: Forest Preparation:
1 hour Cost: 3 gp/ 5 gp Uses: 4 Ability Check: Intelligence
-4 BARBERRY Available: High and Late Summer 20%
Climatic Zone:DeltaLocale: Rural Preparation:
3 hours Cost: 4 gp/ 9 gp Uses: 2 Ability Check: Intelligence
-11 BASE MULLEIN Available: Always 90%
Climatic Zone: Delta Locale: Rural Preparation:
none Cost: 10 sp/ 10 sp Uses: 1 Ability Check:
Intelligence BASIL Available: Summer 30%
Climatic Zone: DeltaLocale: Rural Preparation: none
Cost: 3 sp/ 3 sp Uses: 1 Ability Check:
Intelligence -3 BASTIT Available: Always 20%
Climatic Zone: Delta Locale: All Preparation: none
Cost: 3 sp/ 3 sp Uses: 1 Ability Check: Intelligence
+2 BELAN Available: Summer 35%
Climatic Zone: Moorish Realms Locale: Coastal
Preparation: none Cost: 40 gp/ 40 gp Uses: 3
Ability Check: Intelligence -6 BELRAMBA Available: Summer
30% Climatic Zone: Delta Locale: Forest
Preparation: 3 days Cost: 60 gp/ 180 gp Uses: 1
Ability Check: Intelligence -3 BENUADUIN Available: Summer
50% Climatic Zone: High Desert Locale: Sheltered depressions
Preparation: 3 days Cost: 160 gp/ 380 gp Uses: 2
Ability Check: Intelligence -3 BILBERRY Available: Low Summer 1%
Climatic Zone: DeltaLocale: Forest Preparation
: 15 days Cost: 500 gp/ 3000 gp Uses: 1 Ability
Check: Intelligence -13 BIRTHNOT Available:
Always 30% Climatic Zone: Temperate Locale: Hills
Preparation: 3 days Cost: 2 cp/ 2 cp Uses: 1
Ability Check: Intelligence BISHOP'S WEED (BISHURA) Available: Summer 45% Climatic Zone
: Temperate Locale: Rural Preparation: 3 weeks Cost: 4 gp/ 10 gp
Uses: 3 Ability Check: Intelligence -6 BITTERMOURN Available: Winter 5%
Climatic Zone: Mystic Mountains (Peaks) Availability: Mages and Sages Preparation: 2 hours
Cost 1000 gp and up Uses: 1 Ability Check: Intelligence -14 BLACKROOT Available: Summer 30%
Climatic Zone: Delta Locale: Varied Preparation: none
Cost: 4 gp/ 4 gp Uses: 1 Ability Check:
Intelligence -2 BLACK ROSE Available: Summer 5% Climatic Zone:
Moorish Realms Locale: All Preparation: none Cost: 100 gp/ 100 gp Uses:
1 Ability Check: Intelligence -2 BLOODKEEP Available: Low Summer 20% Climatic Zone: Delta
Locale: Coastal Preparation: none Cost: 4 sp/ 4 sp Uses: 1 Ability
Check: Intelligence BORAGE Available: Low Summer30% Climatic Zone: Delta
Locale: Forest Preparation: 5 days Cost: 1 gp/ 10 gp Uses: 1 Ability
Check: Intelligence -3 BRELDIAR Available: Low Summer 35% Climatic Zones: Sorenso
Locale: Volcanoes Preparation: none Cost: 50 gp/ 50 gp Uses: 1 Ability
Check: Intelligence -2 BULL-RUSH Available: Always 55% Climatic Zone: Delta
Locale: Swamp Preparation: 3 days Cost: 2 sp/ 3 sp Uses: 2 Ability Check
: Intelligence +3 BURDOCK Available: Low Summer 35% Climatic Zone: Sorenso
Locale: Woods Preparation: 1 day Cost: 10 gp/ 30 gp Uses: 1
Ability Check: Intelligence -6 BURSTHELAS Available: Summer 5% Climatic Zone: Delta
Locale: Rural meadows Preparation: 1 week Cost: 110 gp/ 1000 gp Uses:
2 Ability Check: Intelligence
CAFFAR Available: Summer, Low Winter 5% Climatic Zone: High
Desert Locale: Haz Preparation: 1 hour Cost: 10 gp/ 10 gp Uses: 1
Ability Check: Intelligence CALAMUS Available: Summer 15% Climatic Zone:
Temperate Delta: Swamp Preparation: 1 day Cost: 5 gp/ 15 gp Uses: 1
Ability Check: Intelligence -14 CALCENA MUSHROOM Available: Always 2% Climatic Zone
:Underdark Availability: Mages and SagesPreparation: 2 week (for potion) Cost:
100 gp/ 1000 gp (for potion) Uses: 1 Ability Check: - CALLIN Available: Low Winter 30% Climatic Zone: Tropical
Locale: Jungle Preparation: 1 week Cost: 5 gp/ 25 gp Uses: 1 Ability
Check: Intelligence -2 CAT¹S TAIL Available: Summer 75% Climatic Zone: Delta
Locale: Forest Preparation: 1 week Cost: 1 gp/ 3 gp Uses: 1 Ability
Check: Intelligence -6 CEPHALOPHAGE Available: Always 5% Climatic Zone: Mystic
Mountains Availability: Special (see below) Preparation: none (if growing in correct
area) Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence -4 CHAMOMILE Available: Summer 30% Climatic Zone:
Delta Locale: Rural Preparation: Negligible Cost: 2 gp/ 3 gp Uses: 1
Ability Check: Intelligence -3 CHERVIL Available: Always 10% Climatic Zone:Delta
Locale: Forest Preparation: none Cost: 10 gp/ 10 gp Uses: 1 Ability
Check: Intelligence -5 CINQUEFOIL Available: Summer 10% Climatic Zone:Delta
Locale: Rural Preparation: 1 hour Cost: 10 gp/ 15 gp Uses: 1
Ability Check: Intelligence -5 COLEWORT Available: Summer 70% Climatic Zone:
Temperate Delta: Forest Preparation: none Cost: 6 sp/ 6 sp Uses: 1
Ability Check: Intelligence -4 COLTSFOOT Available: Summer 25% Climatic Zon:
Mountains of Madness Locale:Dust Dwarves Preparation: 1 hour Cost: 2 gp/ 4 gp
Uses: 1 Ability Check: Intelligence -5 COMFREY Available: Low Summer 50% Climatic Zone:
Delta Locale: Rural Preparation: 1 day Cost: 4 gp/ 10 gp Uses: 1
Ability Check: Intelligence -5 COW PARSNIP Available: Always 45% Climatic Zone: Delta
Locale: Forest Preparation: 6 weeks Cost: 3 gp/ 10 gp Uses: 7
Ability Check: Intelligence -6 COW-WHEAT Available: Summer 50% Climatic Zone:Delta
Locale: Rural Meadows Preparation: 1 week Cost: 2 gp/ 3 gp Uses: 2
Ability Check: Intelligence CULKAS Available: Always 40% Locale: High Desert
Availability: Haz Preparation: none Cost: 35 gp/ 35 gp Uses: 10
Ability Check: Intelligence DAGMATHER Available: Summer 40% Climatic Zone: Delta
Locale: CoastalPreparation: 1 week Cost: 6 gp/ 28 gp Uses: 2 Ability
Check: Intelligence -7 DAINABERRY Available: Low Winter 20% Climatic ZoneDelta
Locale: Rivers Preparation: None (or 3 weeks) Cost: 2 gp/ 8 gp Uses: 3d10
Ability Check: Intelligence -3 DARNELL Available: Low Winter 40% Climatic Zone:Moorish Realms
Locale: Forest Preparation: 2 weeks Cost: 3 gp/ 7 gp Uses: 1 Ability
Check: Intelligence -2 DARSURION Available: Winter 50% Climatic Zone: Underdark
(High) Availability: Eloi Sidhe Preparation: none Cost: 3 sp/ 3 sp Uses:
1 Ability Check: Intelligence -6 DEADLY-NIGHTSHADE Available: Summer 75% Climatic Zone:
Delta and Moorish RealmsLocale: Forest Preparation: 1 week Cost: 4 gp/ 8 gp
Uses: 4 Ability Check: Intelligence +3 DEGIIK Available: Summer 25% Climatic Zone: Moorish Realms
Locale: Coastal Preparation: none Cost: 100 gp/ 100 gp Uses: 3 Ability
Check: Intelligence -2 DELREAN Available: Winter 80% Climatic Zone:Delta
Locale: Forest Preparation: 1 hour Cost: 3 sp/ 3 sp Uses: 4
Ability Check: - DITTANY Available: Summer,Low Winter 55% Climatic Zone:
Delta Locale: Rivers Preparation: 2 weeks Cost: 1 gp/ 5 gp Uses:
3 Ability Check: Intelligence DOG ROSE Available: Summer, Low Winter 70% Climatic Zone:
Northern GondwanaLocale: Rural, Urban Preparation: 2 weeks Cost: 1 sp/ 10 sp
Uses: 10 Ability Check: Intelligence DRAAF Available: Low Summer 60% Climatic Zone:
All GondwanaLocale: Coastal Preparation: none Cost: 5 sp/ 5 sp
Uses: 1 Ability Check: Intelligence -4 DRAGONTEARS Available: Low Summer 10% Climatic Zone:
Temperate Locale: Low Desert Preparation: 2 weeks Cost: 100 gp/ 100 gp
Uses: 1 Ability Check: Intelligence -2 DRAGONWORT Available: Low Summer 25% Climatic Zone:
MountainsLocale: Near Dragon Lairs Preparation: 3 days Cost: 500 gp/ 800 gp
Uses: 1 Ability Check: Intelligence DWARF MALLOW Available: Low Summer 10% Climatic Zone:
Delta Local: Swamp Preparation: none Cost: 1 gp/ 3 gp Uses: 1
Ability Check: Intelligence -2 DZTHAKUIL Available: All Year Climatic Zone:
High DesertLocal: Pharaka Wastes Preparation: none Cost: 1 gp/ 3 gp Uses: 1
Ability Check: Intelligence -2 EBUR Available:Low Summer 45% Climatic Zone:
Northern Gondwana Locale: Coastal Preparation: none Cost: 22 gp/ 22 gp
Uses: 5 Ability Check: Intelligence -2 EDRAM Available: Winter 15% Climatic Zone:
DeltaLocale: Rivers Preparation: none Cost: 30 gp/ 30 gp Uses: 4
Ability Check: Intelligence -10 ELDAAS Available: Summer 5% Climatic Zone:
Sorenso Locale: Coastal Preparation: 2 days Cost: 2 gp/ 4 gp
Uses: 1 Ability Check: Intelligence -1 ELECAMPANE Available: Late Winter, Low Summer 15% Climatic
Zone: Delta Locale: Rural Preparation: none Cost: 1 sp/ 1 sp
Uses: 1 Ability Check: Intelligence ELVISH GALINGALE Available: Summer 35%
Climate: Sorenso Locale: Forest Preparation: 1 week Cost:
1 gp/ 2 gp Uses: 5 Ability Check: Intelligence -4 ENTRISTE Available: Summer 30% Climatic Zone:
GondwanaLocale: Desert Preparation: none Cost: 25 gp/ 25 gp
Uses: 1 Ability Check: Intelligence -3 FALSIFAL Available: Low Summer 30%
Climatic Zone: DeltaLocale: Swamp Preparation: 1 hour or less
Cost: 3 gp/ 3 gp Uses: 2 Ability Check: Intelligence -2 FEBFENDU Available: Winter 5%
Climatic Zone: Delta Locale: Coastal, Rivers Preparation:
1 week Cost: 90 gp/ 900 gp Uses: 1 Ability Check:
Intelligence FELMATHER Available: Low Summer 30%
Climatic Zone: Temperate Locale: Coastal Preparation: none
Cost: 10 gp/ 10 gp Uses: 3 Ability Check: Intelligence -7 FENNEL Available: Low Winter 20% Climatic Zone:
Coastal KingdomsLocale: Rural Preparation: 2 weeks Cost: 5 sp/ 1 gp
Uses: 1 Ability Check: Intelligence FETHERFEW Available: Summer 65%
Climatic Zone: Northern Gondwana Locale: Forest Preparation:
3 weeks Cost: 2 gp/ 4 gp Uses: 3 Ability Check: Intelligence
+3 FIRE-FLOWER Available: Summer 1%
Climatic Zone: Southern GondwanaLocale: Mountains Preparation:
10 years Cost: 5000 gp or more Uses: 100 Ability Check: - FLOUROUK EL- DHUCE Available: Always 60%
Climatic Zone: Coastal KingdomsLocale: Grassland Preparation:
3 weeks Cost: 3 gp/ 10 gp Uses: 2 Ability Check:
Intelligence FOOTLEAF Available: Summer, Low Winter 10%
Climatic Zone: Delta Locale: Rural Preparation: None
Cost: 10 sp/ 10 sp Uses: 1 Ability Check: Intelligence -4 FUMITORE Available: Summer 80%
Climatic Zone: SorensoLocale: Coastal Preparation:
2 weeks Cost: 3 gp/ 6 gp Uses: 1 Ability Check:
Intelligence GALLOWBRUSH Available: Winter 5%
Climatic Zone: Sorenso Locale: Hilly interior of High IslandsPreparation:
1 day (for potion) Cost: 10 gp/ 50 gp (for potion) Uses: 1
Ability Check: Intelligence -3 GARDEN FLAX Available:Summer 55%
Climatic Zone: Temperate Locale: Forest Preparation:
2 weeks Cost: 3 gp/ 6 gp Uses: 5 Ability Check:
Intelligence +3 GARIIG Available: Summer 60%
Climatic Zone: Gondwana Locale: High Desert Preparation:
1 day Cost: 55 gp/ 70 gp Uses: 1 Ability Check:
Intelligence -10 GEFNUL Available: Summer 60%
Climatic Zone: SorensoLocale: Volcanoes
Preparation: 1 day Cost: 200 gp/ 500 gp Uses: 1
Ability Check: Intelligence -6 GOAT¹S RUE Available:
Summer 60% Climatic Zone: Coastal Kingdoms Locale:
Forest Preparation: 2 weeks Cost: 6 gp/ 15 gp
Uses: 1 Ability Check: Intelligence -10 GOLDEN CROWN Available: Low Summer 10% Climatic Zone:
Far Kingdoms Locale: Jungle Preparation: 1 hour Cost: 1 gp/ 2 gp Uses:
2 Ability Check: Intelligence -3 GOLDEN LUNGWORT Available: Summer 80% Climatic Zone:
Temperate, Subtropical Locale: Forest Preparation: 1 week Cost: 1 gp/ 2 gp
Uses: 6 Ability Check: Intelligence -3 GUARDSEYE Available: Always 5% Climatic Zone: Sorenso
Locale: Grassland Preparation: 20 minutes Cost: 100 gp/ 100 gp
Uses: 1d4 Ability Check: Intelligence -3 GYLVIR Available: Low Winter 10% Climatic Zone:
Temperate Locale: Coastal Preparation: none Cost: 100 gp/ 100 gp
Uses: 1 Ability Check: Intelligence-2 HARE¹S EARS Available: Summer 55%
Climatic Zone: Northern Gondwana Locale: Mountains of MadnessPreparation: 2 weeks
Cost: 2 gp/ 5 gp Uses: 3 Ability Check: Intelligence -6
HARFY Available: Summer 10% Climatic Zone:
Coastal KingdomsLocale: Grassland Preparation: 1 week Cost: 150 gp/ 150 gp
Uses: 1 Ability Check: Intelligence HART¹S TONGUE Available: Always 10%
Climatic Zone: Temperate Locale: Forest Preparation: none
Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -2 HAWKWEED Available: Always 75% Climatic Zone:
Northern GondwanaLocale: Forest Preparation: 2 weeks Cost: 4 gp/ 6 gp
Uses: 2 Ability Check: Intelligence HEALWELL Available: Summer 30% Climatic Zone:
Gondwana Locale: All but High DesertPreparation: none Cost: 1 sp/ 1 sp Uses
: 1 Ability Check: Intelligence HENBANE Available: Summer, Low Winter 90%
Climatic Zone: Temperate Locale: Rural Preparation: 1 week
Cost: 1 gp/ 3 gp Uses: 3 Ability Check: Intelligence HEZAINE Available: Summer, Low Winter 90%
Climatic Zone: High Desert Locale: Sheltered rock outcrops Preparation: 1 week
Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence HOREHOUND Available: Summer 90% Climatic Zone:
Sorenso Locale: Coastal Preparation: 4 weeks Cost: 1 gp/ 5 gp Uses:
3 Ability Check: Intelligence -2 HORSEWEED Available: Spring, Summer, Autumn 10%
Climatic Zone: Temperate Locale: Grassland Preparation: None
Cost: 7 gp/ 7 gp Uses: 1 Ability Check: Intelligence -2 ILLITHE Available : Root, Thorny branches- year round, Buds-Low Summer and Fruits-Low Winter, Leaves- Year round. Climatic Zone : High Desert Locale:
Rocky outcrops sheltered from the winds and sand. Preparation : Very complex found in
only rare and ancient texts. It is one of the most powerful and magical of the plants on
H'kartha, perhaps THE most powerful. Cost : Thousands of gold pieces if available and
depending on the plant part and quality and freshness. Uses : 456+ Ability Check
Intelligence -8 IRONHARD Available: Summer, Low Winter 10%
Climatic Zone: Coastal Kingdoms Locale: Hills Preparation: None
Cost: 15 gp/ 15 gp Uses: 1 Ability Check: Intelligence -4 JAFFRAY Available: Summer 10% Climatic Zone:
Tropical Locale: Desert Preparation: 2 days Cost: 10 gp/ 15 gp Uses:
2 Ability Check: Intelligence -2 JINAB Available: Always 10% Climatic Zone:
Far Kingdoms Locale:Jungle Preparation: 1 hour Cost: 5 gp/ 7 gp
Uses: 2 Ability Check: Intelligence -4
. JUNIPER Available: Summer 20% Climatic Zone:
GondwanaLocale: Mountains Preparation: Negligible Cost:
4 gp/ 4 gp Uses: 10 Ability Check: Intelligence -8 KATHKUSA Available: Winter 30% Climatic Zone:
High Desert Locale: Wasteland Preparation: none Cost: 50 gp/ 50 gp
Uses: 1 Ability Check: Intelligence KELVENTARI Available: Always 50% Climatic Zone:
Sorenso Locale: Forest Preparation: none Cost: 19 gp/ 19 gp
Uses: 1 Ability Check: Intelligence -6 KILMAKUR Available: Summer 45% Climatic Zone:
Coastal Kingdoms (Muerrinstan)Locale: Grassland Preparation: 1 week Cost: 65 gp/ 300
gp Uses: 1 Ability Check: Intelligence -3 KLAGUL Available: Summer 60%
Climatic Zone: Coasrtal Kingdoms (Muerrinstan) Locale: Grassland
Preparation: 1 day Cost: 30 gp/ 50 gp Uses: 3 Ability Check
: Intelligence -2
KYASHANIE Available: Low Summer, Late Winter 10%
Climatic Zone: High Desert Locale: Sheltered outcrops Preparation:
None Cost: 20 gp / 20 gp Uses: 1 Ability Check: None LAISHABERRIES Available: Summer, Low Winter
10% Climatic Zone: Sorenso Locale: Forest Preparation: None
(1 day for jelly) Cost: 20 gp each/ 40 gp for jelly Uses: 3d20
Ability Check: Intelligence -3 LAND CALTROPS Available: Summer 60%
Climatic Zone: Far KingdomsLocale:JunglePreparation:
2 weeks Cost: 2 gp/ 5 gp Uses: 1 Ability Check:
Intelligence -1 LARNURMA Available: Low Summer 3%
Climatic Zone: Northern GondwanaLocale: Rural Preparation:
1 week (for oil) Cost: 10 gp/ 100 gp (for oil) Uses: 3
Ability Check: Intelligence -3 LAUMSPUR Available: Low Summer 10%
Climatic Zone: Temperate Locale: Forest Preparation:
4 days (for potion) Cost: 100 gp/ 500 gp (for potion) Uses: 1
Ability Check: Intelligence -2
LEOPARD¹S BANE Available: Summer 25%
Climatic Zone: Temperate Locale: Grassland
Preparation: none Cost: 5 gp/ 5 gp Uses: 3
Ability Check: Intelligence LESSER CENTAURY Available: Summer 25% Climatic Zone:
Northern GondwanaLocale: Mountains Preparation: none Cost: 5 gp/ 5 gp
Uses: 1 Ability Check: Intelligence -3 LUNGWORT Available: Low Summerg 10% Climatic Zone:
Northern GondwanaLocale: Rural Preparation: 1 day Cost: 1 gp/ 3 gp Uses
: 3 Ability Check: Intelligence -9
MAKEBATE Available: Always 35% Climatic Zone:
Tropical, Subtropical Locale: Desert Preparation: 2 weeks Cost: 1 gp/2 gp
Uses: 2 Ability Check: Intelligence -3 MANDRAKE Available: Low Summer 40% Climatic Zone: Temperate
Locale: Forest Preparation: 4 weeks Cost: 3 gp/ 5 gp Uses: 3 Ability
Check: Intelligence +1 MARIGOLD Available: Summer 40% Climatic Zone:
Temperate Locale: Rural, Urban Preparation: 2 weeks Cost: 2 gp/ 10 gp Uses
: 4 Ability Check: Intelligence -4
MARJEROME Available: Always 35% Climatic Zone: Temperate
Locale: Grassland Preparation: 6 weeks Cost: 2 gp/ 6 gp Uses: 1
Ability Check: Intelligence -2 MARSH MALLOW Available: Always 20% Climatic Zone:
Temperate Locale: Coastal Preparation: 1 day Cost: 5 gp/ 8 gp Uses
: 3 Ability Check: Intelligence -7 MARUERA Available: Summer 1%
Climatic Zone: Subtropical and Tropical Locale: Mountains Preparation:
none (or 1 week) Cost: 50 gp (each)/ 50 gp (each) or 100 gp for gum Uses: see
description Ability Check: - MASTERWORT Available: Summer 95% Climatic Zone:
Temperate Locale: Rural Preparation: 3 weeks Cost: 2 gp/ 7 gp
Uses: 7 Ability Check: Intelligence -15 MEGILLOS Available: Winter 75% Climatic Zone:
Cold Locale: Mountains Preparation: none Cost: 1 gp/ 3 gp Uses
: 1 Ability Check: Intelligence MELANDER Available: Winter 65%
Climatic Zone: Cold Locale: Rivers Preparation:
1 day Cost: 12 sp/ 20 sp Uses: 4 Ability Check:
Intelligence MILKWORTE Available: Summer 95%
Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks
Cost: 4 gp/ 8gp Uses: 1 Ability Check: Intelligence -16 MIRENNA Available: Winter 60% Climatic Zone
: Cold Locale: Mountains Preparation: none Cost: 10 gp/ 10 gp
Uses: 1 Ability Check: Intelligence -2 MOUNTAIN GARLICK Available: Always 30%
Climatic Zone: Temperate, Cold Locale: Mountains Preparation
: 1 day Cost: 8 gp/ 9 gp Uses: 2 Ability Check: ?
MOUNTAIN SETWALL Available: Always 40%
Climatic Zone: Coastal Kingdoms (Muerrinstan)Locale: Hilly areas Preparation:
3 weeks Cost: 1 gp/ 3 gp Uses: 2 Ability Check:
Intelligence -7 MUGWORT Available: Summer 55%
Climatic Zone: Northern Gondwana Locale: Rural Preparation: 2 weeks
Cost: 2 gp/ 4 gp Uses: 2 Ability Check: Intelligence -7 MURDURINE Available: Summer 55%
Climatic Zone: High Desert Locale: Cave mouths Preparation: 2 weeks
Cost: 2 gp/ 4 gp Uses: 2 Ability Check: Intelligence -7
Murdurine-A halucinogenic root useful in dream magic. It is distilled with a
range of other herbs and spices into a broth which is drunk.
NAPWEED Available: Low Summer 40%
Climatic Zone: Coastal Kingodms Locale: Rural Preparation:
1 week Cost: 1 gp/ 1 gp Uses: 1 Ability Check:
Intelligence -11 NAVEW Available: Winter 60%
Climatic Zone: DeltaLocale: Rivers
Preparation: 5 weeks Cost: 4 gp/ 12 gp Uses: 3
Ability Check: 50% NIGHTCALL Available: Summer 10%
Climatic Zone: Tropical Locale: Desert Preparation
: 2 days Cost: 50 gp/ 50 gp Uses: 1 Ability
Check: Intelligence -2 OEDE Available: Spring 1%
Climatic Zone: Temperate Locale: Rural Preparatio
: 2 weeks (to dry) Cost: 1000 gp/ 10000 gp Uses: 1
Ability Check: ? ORACH Available: Summer 45%
Climatic Zone: Coastal Kingdoms (Muerrinstan) Locale: Forest
Preparation: 6 weeks Cost: 2 gp/ 10 gp Uses
: 1 Ability Check: Intelligence -2 PALLAST (compound) Available: Summer 30% Climatic Zone:
DeltaLocale: Swamp Preparation: 2 hours Cost
: 5 sp/ 1 gp Uses: 1 Ability Check:
Intelligence -2 PATTRAN Available:
Summer 20% Climatic Zone:Coastal Kingdoms (Muerrinstan) Locale:
Forest Preparation: 3 days Cost: 10 gp/ 10 gp
Uses: 1 Ability Check: Intelligence -2 PENNYROYAL (AL-PAINE-RUJAH) Available:
Low Summer 25% Climatic Zone: Coastal Kingdoms (Muerrinstan) Locale:
Rural, Urban Preparation: none Cost: 3 gp/ 3
gp Uses: 1 Ability Check: Intelligence -4 PEONY Available:
Low Summer 5% Climatic Zone: Delta and Coastal Kingdoms (Muerrinstan)
Locale: Rural Preparation: 1 hour
Cost: 1 gp/ 2 gp Uses: 1 Ability
Check: Intelligence -2 PERIWINKLE (Al-PERIS)
Available: Low Summer 45% Climatic Zone:
Coastal Kingdoms (Muerrinstan)>Locale: Rural Preparation:
1 hour Cost: 1 gp/ 10 gp Uses: 1
Ability Check: Intelligence -8 PETIVERIA
Available: Summer 20% Climatic Zone:
Gondwana, except High Desert Locale: Rural
Preparation: 1 day Cost: 1 gp/ 3 gp
Uses: 1 Ability Check: Intelligence -3
PRINCE¹S FEATHER
(AL-Tejuil Sultanesh)
Available: Summer, Low Winter 45% <
I>Climatic Zone: Coastal Kingdom'sLocale:
Rural Preparation: 1 hour Cost: 1 gp/
2 gp Uses: 1 Ability Check:
Intelligence -6 RAMPALT
Available: Summer 20%
Climatic Zone: Northern Gondwana Locale:
Forest Preparation: 1 day Cost:
5 cp/ 5 cp Uses: 1 Ability Check:
Intelligence REWK Available: Low Winter 60%
Climatic Zone: Coastal Kingdoms (Muerrinstan)
Locale: Rural Preparation:
1 day Cost: 9 sp/ 1 gp Uses:
Ability Check: Intelligence -7 RHAZAVANI Available: Winter 60%
Climatic Zone: Pharkan Wastes I>Locale:Caves and sink holes Preparation:
1 day Cost: 9 sp/ 1 gp Uses:4Ability Check: Intelligence RIBWORT PLANTAIN Available: Low Winter 30%
Climatic Zone: Gondwana save for High Desert Locale: GeneralPreparation
: none Cost: 1 gp/ 1 gp Uses: 2 Ability Check: Intelligence
-3 ROSE CAMPION Available: Summer 80% Climatic Zone:
Northern GondwanaLocale: Forest Preparation: 3 weeks Cost: 1 gp/ 3 gp Uses:
6 Ability Check: Intelligence -7 RUE Available: Summer 25% Climatic Zone: Coastal Kingdoms (Muerrinstan)
Locale: Rural Preparation: None Cost: 1 gp/ 1 gp Uses: 4 Ability
Check: Intelligence -2 SABITO Available: Summer 2% Climatic Zone: Far Kingdoms
Locale: Coastal Preparation: 1 week Cost: 100 gp/ 500 gp Uses: 3
Ability Check: Intelligence -2
SADDILIA Available: Low,High and Late Summer 1% Climatic Zone:
DeltaLocale: Fallow farmland Preparation: 1 hour Cost: 100 gp/ 300 gp
Uses: Varies Ability Check: Intelligence -5 SAFFRON Available: Low, High and Late Winter 60%
Climatic Zone: Far Kingdoms Locale: Forest Preparation: 1 week
Cost: 20 gp/ 100 gp Uses: 2 Ability Check: Intelligence
SANICLE Available: High, Late Summer, Low Winter 90%
Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 5 gp/ 30 gp
Uses: 4 Ability Check: Intelligence +2
SARACENÕS CONFOUND Available: Summer 80% Climatic
Zone: Far KingdomsLocale: Jungle Preparation: 11 weeks Cost: 1
gp/ 20 gp Uses: 4 Ability Check: Intelligence +3 SCENTED MAYWEED Available: Summer 40%
Climatic Zone: Delta Locale: Forest Preparation: 1 day
Cost: 8 gp/ 15 gp Uses: 1 Ability Check: Intelligence -3 SERAPIAS TURBITH Available:
Summer 45% Climatic Zone: Temperate Locale: Grassland Preparation:
4 weeks Cost: 4 gp/ 7 gp Uses: 3 Ability Check: Intelligence -5 SESSALI Available:
Summer, Low Winter 10% Climatic Zone: Northern GondwanaLocale: Coastal
Preparation: 2 hours Cost: 1 gp/ 4 gp Uses: 7 Ability Check
: Intelligence -3 SHEPHERDÕS PURSE (ZATA-JULIL) Available:
Always 85% Climatic Zone: CoastalLocale: Grassland Preparation
: 1 week Cost: 5 gp/ 12 gp Uses: 4 Ability Check:
Intelligence +2 SILVERTHORN Available: Always 1%
Climatic Zone: Temperate Locale: Mountains Preparation: 12
hours Cost: 1000 gp/ 10000 gp Uses: 1 Ability Check:
Intelligence SINQUOI Available: Summer 15%
Climatic Zone: All but Desert regions Locale: Rural Preparation:
1 hour Cost: 2 gp/ 3 gp Uses: 2 Ability Check: Intellig
ence -2 SNAKESPIKE Available: Low Summer15% Climatic Zone:
Northern Gondwana Locale: Coastal Preparation: 1 hour/ 3 hours Cost: 5 gp/ 7 gp
Uses: 2 Ability Check: Intelligence SPIDERWORT Available: Summer 50%
Climatic Zone: northern Gondwana Locale: Special (see below)
Preparation: 2 weeks Cost: 4 gp/ 10 gp Uses: 3
Ability Check: Intelligence STRAWBERRY Available: Summer 40%
Climatic Zone: Coastal Kingdoms (Muerrinstan)Locale: Rural
Preparation: negligible Cost: 2 gp/ 2gp Uses: 3
Ability Check: Intelligence -12 SUAEYSIT Available: Low Winter 20%
Climatic Zone: Far KingdomsLocale: Jungle Preparation
: none / 1 week Cost: 10 gp/ 50 gp Uses: 1
Ability Check: Intelligence -4 SWEET TREFOILE Available: Summer 60%
Climatic Zone: Coastal Kingdoms (Muerrinstan) Locale: Forest Preparation:
2 weeks Cost: 1 gp/ 3 gp Uses: 6 Ability Check: Intelligence
-4 TAI-GI Available: Summer 10% Climatic Zone
: Northern Gondwana Locale: Rural Preparation: 1 hour Cost: 2
gp/ 3 gp Uses: 3 Ability Check: Intelligence -4 TAMARINDES
Available: Always 85% Climatic Zone: Non-High desert Gondwana Locale: Forest,Oases
Preparation: 4 weeks Cost: 1 gp/ 2 gp
Uses: 7 Ability Check: Intelligence TAMARISKE Available: Always 20% Climatic Zone
: Northern GondwanaLocale: Rural Preparation: 2 weeks Cost: 5 gp/
7 gp Uses: 3 Ability Check: Intelligence TATEESHA Available: Always 20% Climatic Zone
: Delta Locale: Swamp Preparation: (none for nuts, 1
week for silks) Cost: 1 sp/ 1 sp for nuts, 5 gp/ 10gp for silks
Uses: 2 Ability Check: Intelligence -5
TEMPIN Available: Summer 20% Climatic Zone
: Coastal Kingdoms (Muerrinstan)Locale: Forest Preparation: none Cost: 5 gp/
5 gp Uses: 1 Ability Check: Intelligence -2 TEPHROSIA Available:
Summer,Low Winter 30% Climatic Zone: All Gondwana Locale: Coastal
Preparation: 1 hour Cost: 2 gp/ 3gp Uses: 3
Ability Check: Intelligence -2 / Intelligence -3 (for seedpods) TERBAS Available: Low Summer 75% Climatic Zone:
Temperate Locale: Forest Preparation: none Cost: 2 gp/ 2 gp Uses:
1 Ability Check: Intelligence -5
TERIKO WEED Available: Summer 5%
Climatic Zone: Subtropical Locale: Rural Preparation:
1 hour Cost: 2 gp/ 3 gp Uses: 3 Ability Check: Intelligence
-3 THORN APPLE Available: Summer 20%
Climatic Zone: All Gondwana Locale: Coastal Preparation:
none Cost: 1 gp/ 1 gp Uses: 4 Ability Check: Intelligence
. THYME Available: Low Summer 15% Climatic Zone:
Northern GondwabaLocale: Coastal Preparation: 2 weeks Cost: 2 gp/ 5 gp
Uses: 3 Ability Check: Intelligence -9 UR Available: Winter 70% Climatic Zone: Temperate
Locale: Grassland Preparation: none Cost: 3 gp/ 3 gp Uses: 4
Ability Check: Intelligence
VINUK Available: Summer 30% Climatic Zone<
/I>: Delta Locale: RuralPreparation: 1 hour Cost
: 8 sp/ 8 sp Uses: 1 Ability Check: Intelligence WHITE BRYONY Available: Low Winter 30%
Climatic Zone: Delta Locale: Forest Preparation: 1 hour
Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence
-5 WHITECANDLE Available: Low Winter 30%
Climatic Zone: Temperate, Subtropical Locale: Forest
Preparation: 1 hour Cost: 5 gp/ 5 gp Uses: 1 <
I>Ability Check: Intelligence -2 WILLOW-HERB Available: Low Winter 60%
Climatic Zone: Temperate Locale: Forest Preparation:
none Cost: 5 gp/ 5 gp Uses: 4 Ability Check:
Intelligence -2 WINCLAMIT Available: Spring 1%
Climatic Zone: Temperate Locale: Forest Preparation:
none Cost: 100 gp/ 100 gp Uses: 1 Ability Check:
Intelligence
WOLFSBANE Available: Summer, Autumn 10%
Climatic Zone: Temperate Locale: Hills Preparation
: None (2 days for pills) Cost: 20 gp each/ 40 gp for jelly U
ses: 3 Ability Check: Intelligence
The vapors of the Alzathaka (All-Tell) are in interrogation as it helps to break down resistance to
questions.
AMRANS Available: Low Summer 40% Climatic Zone: Delta
Locale: RiversPreparation: 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’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 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.
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.
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).
If the stem of Arfandas is bound
up in the dressing of a fracture, it will double the rate of healing for that fracture.
When the sap of the Arkasu plant
is applied to wounds, it doubles the rate of healing. The effect is not cumulative.
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.
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.
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 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.
Ashline is a small red flower, with very pale green leaves. The entire plant must b
e mashed and boiled in fine red wine for one week and the resultant mixture mixed w
ith olive oil. When this liquid is poured over a petrified person it will, on a su
ccessful roll, restore them to their normal state.
Also known as "Elvesfoil". 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.
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 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.
Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval,
serrated leaves. It has small flowers which can be any shade from white to blue,
which form small clusters at the base of the leaves. The herb should be boiled
and given to women suffering menstrual pains It also
reputedly has properties of bestowing longevity, and so could be used as an
ingredient in " Potions of Longevity" and the like.
The Barberry plant has sharp thorns on its twigs. It can obtain a height
in excess of eight feet. It has roughly oval shaped leaves, which are smooth
with toothed edges. It has pale yellow flowers which produce oval red berries,
with a small black dot at their tip. Barberries should be ground up in cold
water and be left to stand in cold water, and then boiled quickly.
This mixture should be drunk as a cure for liver disorders such as jaundice.
If successfully administered the cure should take effect within two weeks.
However three failed applications mean that there is never any hope of cure by
this method.
Base Mullein is very easily found due to the fact that
its flower stalks often obtain a height of 8 feet or more. Its clear
yellow flowers cover about 3 feet of the top of the stalk, and form a
long funnel about an inch or two in diameter. If the leaves of this herb
are applied to a burn within one hour, it will reduce the damage
taken from the burn, by half.
Basil must be used almost immediately on being
picked. The leaves should be applied to the bite of a venomous creature,
and it will then have the effect of drawing out the poison. It will give a
bonus of +4 to the saving throw vs poison, or if the save has already been
made and failed, it will allow a second saving throw at normal values.
Any damage already sustained will remain. The herb has one upright stalk,
and small white flowers.
A small succulent that, when crushed, tends to repel parasitic i
nsects, including mosquitoes and the like. It has a pungent but not
unpleasant odour. (Lasts 1d6 hours but can be washed or sweated off.
Easily noticed by tracking animals.)
The nut must be eaten to
stop bleeding (including internal bleeding). Within two hours it
will have stopped the bleeding. The recipient must not move for
one additional hour or risk the bleeding restarting.
Belramba is a lichen. It must
be brewed in water, and then drunk three days later. If used
successfully, all nerve damage capable of healing naturally will be
healed, at three times the normal rate.
An oil distilled from the cactus
of the same name. It is a useful compound in heightening dreams and
divinatory magic
Bilberries are small black berries.
They must be mixed with pure alcohol and left to stand for fifteen
days, at the end of which time they must be drunk. A successful
application will give a human the same infravision ability as half
elves, but a failed application may lead to the death (save penalty
-4) of the person who drinks it, as if they had drunk a class J
poison (Death/ 20 hit points, onset 1d4 minutes).
Birthnot is a dark-leaved,
flowerless vine. The dried leaves can be used to create a
contraceptive tea effective on most humans, demihumans and
humanoids, male or female. Must be ingested between 1 hour - 30
minutes before properties invoked. (70% effective; causes mild
impotence in males 15% of the time.)
Bishop’s weed is a small plant with
pale blue flowers, and small pale green leaves. This herb will protect people from Plague
(+5 bonus to saves vs disease). It is drunk in wine, and is effective for one week. In plague
years, its price increases rapidly.
A rare, colourless lichen that grows on rocks beneath year-round ice.
When crushed and strained, it creates a clear gel at freezing temperatures that melts
into liquid when warmer. Imbibing a pint slows the aging process and grants a lifespan of
twice normal length.
A tall plant with small, bell-shaped violet flowers
and complex roots that are black on the outside and white on the inside.
Blackroot's roots can be applied to fresh wounds in order to promote
quick healing (applied immediately, gives 1d4 back to character at
once).
This rare rose is easily identified by its black, velvety
flower and long white thorns. The thorns are hollow and absorb liquids at a rate of a pint every
5 minutes. The liquid is stored in the plant's fibrous roots. The black rose's roots are often used
to draw poison from wounds or, placed under the tongue, to absorb alcohol and prevent intoxication.
Sometimes victims are tied down and pierced with the thorns to cause prolonged and painful
exsanguination.
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh
leaves can be bound to a wound to stop bleeding at once and quicken coagulation (apply within 2
rounds of injury to stop bleeding; character regains 20% - rounded down - of lost hit points at
once).
This plant has hollow, hairy cylindrical stalks which grow to a
height of 1 to 2 feet. It has drooping flowers, red or blue in colour, which are shaped as a
five pointed star at the top of the stem. The dried herb should be boiled in water and the
infusion drunk. It is used to cure minor fevers such as those caused by chiller demons, and
minor fever demons. It will expell the fever demon in 1d3 hours.
This flower, when eaten, alters the way a person judges distance for
a period of one hour. While under the influence of the flower, a person can add a bonus of two to
ranged combat attacks, while subtracting two from melee attacks.
Bull-rushes are tall straight stemmed plants with many small flowers at the
top of the stalk. These flowers must be ground into an ointment which is applied to a persons eyes or
tongue. This herb will put someone to sleep for 3d12 hours. A roll of 1 on the ability check will put
the person into a coma.
This plant grows to about 3 feet tall. It has huge
leaves with a whitish underside, and purple flours. Its root must be boiled in water and then
the root eaten and the water drunk as a cure for syphilis. The person will be cured within a week.
Bursthelas must be brewed for one week in fine red wine
before it can be used. It must then be drunk within one month or spoil. A successful draft will
heal any fractured bones within the body within one to three days.
Caffar is made of the small caffar nut that is ground into
a powder and brewed into a dark, sweet-smelling beverage, traditionally with a snake's blood base.
Like kaffe or black tea, caffar can be used to delay sleep, but it has the side effect of making
the ingester more psychically sensitive; psionic-oriented spells are greatly enhanced and even
the unpsyighted are more sensitive to nuances in the environment and in others' manners, sometimes
even to the point of detecting "auras" around certain objects. (Raises Wisdom [Intuition] by 1
for every 2 cups imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness that
increases as more is imbibed. Those who drink 5 or more cups in one day become slightly physically
addicted to the substance and suffer headaches and mild stomach pains when their usage is cut
back.)
This rush grows in small grassy clumps. It can grow from
about 2 to 6 feet in height and has very small yellow green flowers that jut out from the stem. The
leaves are long, thin and light green in colour and smells faintly sweet. The root is white with
a red brown peel. The root must be peeled and boiled in fresh water within a day of being picked,
and should then be drunk by the recipient. Provided no permanent physical damage has been done to
the person hearing organs, the herb may restore some small measure of hearing to a totally deaf
person, perhaps 10% of normal hearing. In addition the herb has been reported to have aphrodisiac
qualities is used by certain Orc tribes to make their dogs fierce.
Anyone who breathes in the
spoors of one of these pink mushrooms incurs a -3 penalty on all saves vs illusions for 2d12 hours.
The mushroom may be brewed into a potion by brewing tea and leaving the mushroom to stand in the tea
for 2 weeks. The resultant concoction when drunk is a powerful hallucinogen. Anyone under the
influence of it will see whatever the GM wants them to see. This effect also lasts 2d12 hours.
A dark nut that grows on the Callin tree in tropical jungles. When
the husk is dried, ground and ingested, it thins the blood and strengthens internal organs, helping
to prevent heart attacks. (If taken regularly, prevents heart attacks except under extreme duress.
Addictive; causes nausea, dizziness and an increased chance of cardiac arrest if quit under
unsupervised conditions after repeated use.)
Cat¹s tail is a small plant with long thin spear shaped leaves rising
from its base, and a single long, thin, soft flower at the top of the stalk. This herb when made into
a salve, will work to heal sprains and tendon damage.
A pale,
fleshy fungus with a tough, rubbery consistency that is commonly found growing near carnivorous
plants. The fungus grows upon corpses, absorbing the cadaver's life memories and personality; up t
o 10 different minds have been found absorbed by one cephalophage mushroom. Eating cephalophage will
transfer those memories and personality quirks to the eater. (Effects last 1d3 hours and while they
last the eater can access all of the dead person's mind. After the effects wear off, the eater may
still succumb on occasion to "flashbacks" or personality instability; save vs. Intelligence when
under intense stress or in a situation liable to cause such flashbacks.) This plant is condemned
by some religions as unholy, believed to prevent a soul/spirit from attaining the afterlife.
This plant can grow up to 2 feet tall, and has a branched
stem. It has few leaves, and these are finely divided. The flower heads have yellow centres which
are domed in shape with a hollow at their very centre. The petals of this plant bend backwards
towards the stem. The flowers from a single plant must be immersed in boiling water and the resultant
drink consumed. This drink is very bitter and is normally mixed with honey but this is unnecessary.
The drink will last for approximately 2 months after manufacture, while the leaves can be dried, and
will then keep for up to three years. A successful use of this herb will have a calming effect on the
consumer.
Chervil is used to dissolve blood clots, which can help to prevent
complications caused by injury. The clots are dissolved within 1d3 turns.
This plant creeps along the ground on long slender
stringlike stalks. It has five or seven part leaves, and small yellow flowers. The stalks must
be boiled in white wine or vinegar and then drunk. The herb will then act as an aphrodisiac,
and increase the recipients Charisma [Appearance] by 1 for 1d4 hours.
Colewort is a small plant with a single large glossy
leaf, and small white flowers with four petals. Anyone who chews on the flowers before drinking
will remain sober for the entire evening. Its effects protect only against alcohol, and not
against any other drug or toxin.
The plant has a single golden yellow flower
borne at the top of a six inch tall stem with long pinkish woolly scales. These flowers are
crushed and mixed with honey, and applied as a poultice to infected wounds in a effort to
draw out the infection. It does not cure any damage.
Comfrey grows to a height of up to 3 feet. It has
stiff, angular and hollow stalks which are covered with rough hairs. It has pink, mauve white
or cream flowers. Its thick black root is the portion used in Herbalism. It should be boiled
and wrapped in a poultice which is then wrapped around a broken limb and increases the speed of
healing by fifty percent. It can also be used in a bath by women in order to give the impression
that they are virgins on their wedding nights.
Cow parsnip has small leaves covered with tiny hairs.
These hairs must be made into a salve. Cow parsnip will cure madness for a short period (a few hours).
Repeated application over a two week period may (GMs discretion) cure insanity altogether.
Cow wheat is a small straight stemmed yellow-green plant.
Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is
placed into food or drink it will cause a person to act as if drunk. For those who desire game
mechanics to deal with drunkenness, please consult the Intoxication Table in the 1st Edition
AD&D DMG, page 82. Each dose of this herb successfully administered will increase the level of
drunkenness by one step.
Each application of Culkas will cure one square foot of
sunburn.
The spine 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
cartilage that are capable of healing naturally.
The Dainabush or Sleepberry is a creeping, thorny vine,
much like a bramble. Young vines are about 5 mm thick, with 2 mm long thorns. Older vines can become
as thick as 10 cm, with curved thorns up to 5 cm long, although this requires many years of growth.
Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to
black, with leaves, such as there are, dark green in colour. The vines flower in early summer, with
light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries, which are fleshy,
almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong
effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only,
but a single berry is enough to bring down any man sized or smaller mammal, and given enough
berries, even the greatest mammal will fall asleep. There is no saving throw, although the sleep
caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can
simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into
powder. This powder is weaker (save vs poison to avoid), but will keep a long time. The powder can
be added to any food or drink, but has a very sweet taste.
These tiny yellow flowers will, if eaten, cause dimness of the sight
for several hours. This dimness means that in full light the character will see as if on a moonlit
night. This herb does effect those with infravision or ultravision.
The leaves of Darsurion when applied to a wound will heal
1 hp of damage if used within 3 rounds. The effect is not cumulative.
This plant can grow up to five feet tall.
It has soft green spreading leaves, and purple flowers and berries. The berries must be left to
stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep
for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them
insane.
Degiik leaves must be given to someone at the point of death (at -10
hp and not losing any more hit points). They will keep the person alive for one day.
The bark of Delrean should be boiled into a paste and then
smeared on the skin. It will then repel any insect from coming near the recipient, but
the foul stench will reduce their Charisma (Appearance) by 1d2. It is effective for 5d6 hours.
This herb grows six or eight inches high with square
stalks and sort round leaves. The leaves must be dried for two weeks and then be boiled in ale
or wine. It is then applied as a lotion. Dittany can be used to draw splinter and bone fragments
from a wound. It is also an effective antiseptic for cleaning wounds, and can therefore prevent
infections caused by dirty water etc.
The dog rose grows to about ten feet in
height and has very sharp thorns. In spring and early summer it has pale pick flowers which turn
into vivid orange seed pods at the end of summer. These pods must be dried and then eaten at the
rate of one per three days to avoid scurvy in environments where this disease is common (ie, on
long ocean voyages.) Certain ancient and medieval cultures believed that placing a dog rose in
a coffin would prevent the body within from rising as undead.
The leaves of Draaf must be eaten
in order to restore 1d3 hit points, as long as they are eaten within 10 minutes of the damage
being inflicted.
This rare, small, translucent
succulent grows primarily in the low desert. When crushed, it exudes a sweet, milky white
substance with numbing properties. Properly prepared, dragontears promotes rapid healing and
prevents scarring from wounds. Drinking dragontears can be fatal, as its numbing properties
can cause choking or heart failure. (Cures 1d8 hp, always prevents scarring.)
This plant has a gnarled, erect
and cylindrical stem. It has wavy leaves, dark green on top, bluish green underneath.
It has pink flowers that cluster in a spike at the top of the stem. The root of this
herb should be boiled over a low heat for three days, and the infusion drunk by people
with smallpox and the plague in order to effect a cure. The value of this herb increases
greatly in times of plague.
This small plant has a single primary stem from which
other, shorter stems ending either with leaves or with small pick flowers. These flowers when
crushed and mixed with honey and salt into a poultice will relieve the pain of bee stings on
a successful application. In addition the crushed flower may be mixed with oil and smothered
onto the body in which case, no bees will approach for 1d4 + 2 hours. At the GMs discretion,
this effect may extend to other small insects.
Dzthakuil- The Dreamslide- Is poisonous resin from a root called Dzathek
used in coating weapons with a sleep poison.
The flowers of Ebur must be
eaten each day. If the treatment is successful the rate of healing for a sprain will be
doubled for that day.
Edram is a moss which when eaten will cause bones
to heal at one and a half times their normal rate.
This tall, blue-flowered
plant with spike-shaped leaves is the base for medicines against nausea, usually
taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to
counteract the nausea associated with hangovers, motion sickness, morning sickness,
and more common illnesses. (Adds + 2 to saves versus Constitution for each level of
potency the herb is brewed at, to a maximum of + 6 - however, at this strength eldaas
can cause dry mouth and constipation. Lasts 1d6 hours regardless of potency level.)
This plant has a thick root, with
leaves that are white on the bottom and green on top, as well as showy yellow flowers.
The root may be eaten in which case it will cause the recipient to vomit. This effect,
while useful in removing ingested poisons from the system, will leave the recipient weak
(- 1d4 to Constitution for 2d6 hours). For this reason it may be used as a mildly
debilitating poison.
Elvish Galingale
grows to about four feet in height. It has a triangular stem on which grows a tuft of
grass like flowers. The roots are boiled and left to stand for a week and the resulting
decoction is then drunk. This herb increases the flow of blood. This is very useful
when a person is cold. However if a person is bleeding, either internally or externally,
or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.
A small-leafed ivy that hugs
the ground. Entriste's leaves absorb liquid and, when crushed, may be used to draw
poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes 1d4 damage but
draws 100% of poison from a wound if applied within 5 rounds of insinuative
poisoning, -25% for each round thereafter. Does not work against gases or
"instant-death" poisons. Most poison effects are weakened if the poison is at
least partially removed.)
A wide-leafed plant with large pink flowers and thick roots containing a slimy gel.
When the root is pulped, mixed with water and used as a poultice, it is effective
against fresh burns, aiding rapid healing. The root-gel can also be thinned and
drunk as a thick tea to counter the effects of blood loss. (On burns, add 2 hp/day
for each of the first 3 days of rest the character takes. Used to counter blood
loss, victim regains 1d3 hp/day instead of 1.)
The roots of this plant must be brewed over a low fire
for one week, and the resulting distillation drunk. If used successfully,
hearing will be restored to the recipient.
The leaves of this plant should be placed under the tongue of a person in a coma.
If successful, the person will awake in 1d6 hours. If a roll of 20 is made, the
persons mind will be destroyed.
Fennel has thick stems, and
bright green, lacy leaves and routinely grows to about five feet in height.
(There is a rare form which has a bronze stem. In terms of its use, it is identical
to the common fennel). In summer it has golden, yellow flowers. These flowers turn to
seed in early Autumn. The seed heads must be harvested and left until the seeds separate
from them. The seeds may then be mixed with boiling water to make a tea. This tea has
the effect of relieving hunger pains in the recipient for 2d8 hours, However it does not
in anyway act as a substitute for food, and any damage due to starvation will still
occur.
This herb grows to about 18 inches in height. It has many small white flowers.
The flowers must be dried and then boiled in white wine. The resulting mixture must
be drunk. This herb will remove the effects of vertigo from a person for up to twelve
hours. It does this by stabilising the persons inner ear.
This herb be found only in Southern Gondwana in a Mountain range called The Mountains
of the Sun. It is known to the north only through Haz traders.
This is a small bush which has one pale golden flower and small red berries
with the appearance of a live coal. The flowers of the bush must be taken and
crushed into a diamond vial, and left to cure for ten years. This is also the
amount of time needed for a single flower to bloom. A single drop of this elixir
will heal any illness or injury, but will not allow limbs or other appendages to
grow back. This is an incredibly powerful herb, and is likely to only exist in
the hands of powerful lords and kings.
The Flourouk-el-Dhuce is also known as the Blue Flag.
It has broad and flat leaves shaped rather like a sword.
The flowers are purplish blue and the roots which tend to stretch
themselves along the surface of the ground are reddish brown on the outside.
The root must be mashed and boiled in water and left to stand for at least
twenty days before drinking. This herb removes bruises from a body very quickly
(within 1d4 hours).
This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with
soft hairs. The leaves form a rosette, lying on the ground, and form the actual
plant. The light green blades that account for its hight are actually sheathes
from which flower stalks grow during the summer. From each of the sheathes
(there can be as many as 30 to a plant), a single flower stalk grows with
tiny purple flowers. The thick leaves, which can become as large as 20 cm across,
can be torn loose and put inside your boots (One leaf to a boot), enabling you to
walk all day without tiring or even getting footsore.
The stems of fumitore are angular and branching, and grow
to a height of about 1 foot. It has grey-green divided leaves, and small
pinkish-white flowers with purple tips. This herb prevents hair growing
on a characters eyelids. (SEE: MOUNTAIN SETWALL)
This briar is red in colour
with bright crimson thorns. Any mammal pricked with these thorns must
make a save vs poison with a +1 bonus or fall asleep for 1d4+2 x 10
minutes. Even if they save the victim still feels drowsy. The thorns
can also be brewed into a drink when mixed with water. Anyone drinking
this must save vs. poison with a -4 penalty or fall asleep for 1d6 hours.
The brown seeds of this herb (which has deep blue
flowers) if chewed remove all pain from a characters wounds. It will also
prevent a character from feeling anything. He could walk through a fire
and feel no pain. There is a 10% chance per hour that a character moving
normally will suffer 1d2 hp damage, while under the influence of this
herb. This occurs because the character doe not notice minor bruises or
scratches. It was widely believed in medieval times that if the seeds
of this plant were strewn across a vampires path the vampire would be
unable to proceed further, until it had counted every seed. At the GMs
discretion this may be a use for this herb in FRP campaigns.
Gariig is a small cactus. It will restore all hit
points to a wounded person if eaten within two days of being
harvested.
Gefnul will totally cure
and heal the recipient if eaten within one week of harvesting.
A roll of over the Herbalists intelligence will kill the recipient,
a roll of twenty will kill the recipient beyond the ability of a
raise dead spell to revive him.
This herb will cure poison if ingested within one hour of the
poisoning. Any damage already taken, including death, remains.
Goat¹s Rue grows to about 3 feet tall. It has hollow branches
and pale whitish blue flowers that hang down in spikes. The flowers
must be dried before use.
The golden flowers of this small yellow-green plant
may be made into a poultice that is used to stop bleeding. One successful application will
normally stop minor bleeding, or staunch the flow of major bleeding until it only minor
(a second application will stop the bleeding altogether). This herb is often used by midwives to
staunch the flow of vaginal bleeding after birth.
Golden lungwort has large oval leaves,
covered with small hairs, and small pale blotches. It grows to a height of about 1 foot, and has
small bell shaped flowers with five petals which change colour from pink, to mauve to blue.
Flowers of different colours are often found on the same plant. This herb heals the ears of all
aches and pains.
This 40 cm high perennial has
smooth, dark blue leaves and a woody stem. It has white, cuplike flowers, with purple
flecks on the inside. In autumn, the plant dies except for a thick root than can be up to
50 cm long, but even dead, it does not shed its leaves. Thus the all year availability, for
it is the leaves that are important. When cooked in water, the resulting tea will grant
the drinker the ability to detect all life forms within 500 m. This includes hidden,
invisible, phased, ethereal and similarly affected creatures. The effect last for fully
6 hours.
This is an algae. When eaten
it allows a person to breathe underwater (and only underwater!) for a period of four hours.
This
herb cures skin diseases.
The resin of this herb must be
applied to a bleeding wound. It will immediately stop any bleeding.
This fern resembles a deerÍs tongue, hence its name. When a single frond is eaten,
it serves to immediately decrease the recipients libido for 2d4 days. For this reason
it is often of value to those undertaking a vow of celibacy, or who must be away from
their loved ones. It does not diminish performance in any way, merely desire.
This herb increases a character
eyesight for 1d4 turns. They can see twice as far, and when in missile combat, all
ranges are treated as if one less. Hawkweed has oval leaves, covered with small hairs
on the underside, and green on the top. These leaves surround the plant at the base of
the stem, and small yellow flowers tinged with red at the tips.
A common enough herb to make it into most
gardens, healwell is a small flowering plant with bright yellow flowers. Its pale green
leaves secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of oil,
1 round/oz to apply; not useful on wounds over 2 hp.)
This herb will reduce the effects of poison weapons, but only if taken before the
weapon strikes. In the case of non fatal poisons the effect is completely nullified,
but in the case of fatal poisons, the only benefit is a +3 to Saving Throws. Henbane
has large, thick, soft woolly leaves, and thick stalks about 2 to 3 feet tall.
It has hollow pale yellow flowers at the top of the stalk. Either the seed or the
flowers must be dried and then eaten. The effect last 1d8 hours.
Hezaine is a posionous resin from the root of the Hezaria bush and is used in coating weapons with a
paralytic poison
This plant has angular greyish stems and grows to a
height of three feet. It has oval shaped tooth edged, ash green leaves. It has small creamy white
flowers which group at the base of the leaves. This herb will cause the recipient to vomit up any
poison in their system. It is effective only against ingested poisons. The person will be
incapacitated by nausea for 1-3 days. In the case of an³instant death² poison, the
person can be saved if the herb is successfully administered within one round, but they will be
incapacitated for the full three day period.
This 25
cm high plant has many broad, double sawed leaves growing in a rosette. It grows large,
yellow composite flowers, which will quickly grow hairy seeds that will fly far on the wind.
The plant often has flowers and seed simultaneously. If a generous amount of the leaves is fed
to a horse or similar creature, it will be able to travel all day without tiring, even if
moving at a gallop.
The Illithe is a Very powerful
component of the most arcane ritual magics,conjurations, reincarnations, shape changes and
visions. It is the plant for which the dreaded Illithids get their name.
This 2 foot high plant has dark blue leaves with a thick white hair growth on the underside.
It grows all summer and the first half of autumn, and has many small yellow 6 leaved flowers.
The plant has a milky white sap, which can be rubbed onto the skin, hardening it and granting a
1 bonus on armour-class for one hour.
A clove-like herb that is normally ground up and
sprinkled into other dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac,
increasing sexual interest and general sensitivity to the surroundings. Face flushes, pupils
dilate, breathing quickens, and skin becomes preternaturally sensitive. The herb has a mildly
cinnamon-like flavour and its potency is not affected by being cooked. The herb is also
sometimes used to counteract suspected poisoning, since it increases resistance to poison
yet is so common as to be inoffensive if added to a meal. (Wisdom -2, Constitution +2,
causes mild, pleasant sense of intoxication. Effects last 1d4 hours. Regular usage will
build the user's tolerance to the drug, requiring greater amounts to achieve the same effects.
Immunity is possible.)
The dark chocolate brown bark of
this small fast growing tree, may be eaten in order to allow a person to remain awake for
one whole week, without the need for sleep. At the end of this period, they will collapse,
absolutely exhausted for four days, and will capable of only half movement for a further
week after that.
The Juniper tree can
grow up to ten feet in height. It is an evergreen, which has prickly stiff foliage.
The berries appear in early summer, but take three years to ripen to the stage where
they are useful. Unripe berries are green, ripe ones are bluish-black in colour.
Because of this rather long period of ripening, it is wise to never denude a tree of
berries. A normal sized tree will have between 100 and 200 ripe berries. 15 of these
berries should be crushed and mixed with boiling water. When the liquid has cooled,
the infusion should then be drunk in order to relieve muscle pains for 3d4 hours. This
liquid will only keep for a month under normal conditions, but can be mixed with an alcoholic
spirit to increase its lifespan indefinitely. According to some gipsy traditions, a sprig of
juniper kept in a house would protect the inhabitants from vampire attacks. This may
actually work at the GMs discretion.
This plant is found only in
the most inhospitable regions. When a leaf of the plant is eaten, it will (
if used successfully) raise a persons strength +2 (or 20 percentage points in the case
of exceptional strength) for 1d10 rounds. However if the Intelligence check is failed
by more than three, the person will collapse into unconsciousness for one hour.
If the crushed Kelventari
berries are applied to a burn within one turn on its infliction it will heal 1d3
quarters of all damage caused by the burn, no matter how much damage was taken.
The roots of this plant
must be brewed over a low fire for one week, and the resulting distillation drunk.
If used successfully, the recipient will gain a bonus of +2 to all saving throws
versus fire based attacks for 1d10 hours.
The buds of this plant must be boiled for a day and then
eaten. After boiling they will keep for six weeks. When eaten, they will if
successful give the recipient infravision for six hours.
Kyashanie is a cactus-The flower of this cactus if chewed will instantly restore
spell casting powers.
KYLATHAR Available: Summer, Low Winter 10%
Climatic Zone: Far Kingdoms Locale: Forest Preparation: None
Cost: 20 gp / 20 gp Uses: 1 Ability Check: None
The
Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft,
plum sized fruits instantly has two random stats exchanged; Strength with
Constitution, Wisdom with Dexterity; anything is possible (the GM should determine
which statistics are exchanged).There is no saving throw, and no cure (no easy one
anyway; if you as DM want one, make it up). Eating more of the berries will simply
cause more stats to be randomly exchanged. Short of magical storage, the fruits
will spoil and rot within 2 days after plucking. The bush itself grows about 2
metres high, with long, dusty green leaves, which are slightly sawed. The flowers
grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers
grow in late spring, the fruits are ripe in autumn.
Laishaberries, also known as fruit of
silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard
and waxy, and stay on long into autumn, sometimes even into winter. Concealed
under the leaves, the red, cherry sized berries grow. In low summer,
the bush grows small, fragrant, wax blue flowers. The berries, which are equally
fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen.
The berries taste quite bland themselves, although they can be used to add a
special taste to all kinds of jellies. When ripe, the berries can be eaten raw,
and will each heal 2 hp of damage, or speed the recovery from most diseases.
However, they will also render the eater mute for 20 minutes for each berry
eaten. Also, if more than 5 or 6 berries are eaten at a time, a saving throw
vs poison is required to avoid severe stomach cramps. A jelly made from the
berries themselves loses both the healing and silencing powers (and the danger
of cramps) of the fresh berries, but the curative effects for most diseases
is doubled; fresh berries reduce the recovery time by one day for each berry
eaten, the jelly halves the time.
If applied to a snake bite within one turn,
it will draw out the poison. Some very venomous snakes give bites
that are incurable by this method, and so the herb has no effect
against ³instant death² poisons. It may (at the GMs discretion)
provide protection against other, non-fatal animal poisons.)
This tree has round purple fruit,
which are about the size and consistency of plums When eaten this fruit will
heal 2 hp per fruit. These fruits cannot be dried and will rot within two
weeks of picking. However the juice of three fruits can be mixed with olive
(or other vegetable) oil, and left to stand for a week. This oil has an
almost unlimited life. Rubbing this oil into the recipients skin will ease
muscle pains, and also restore 1d4 hit points.
This is a green plant with small
red flower, which are renowned for their healing properties. These flowers
can be eaten fresh or dried for later use. If not dried they will become
useless within 1 week. The flowers can also be brewed over a very low heat
in fresh water to produce a ³potion², which cane be drunk for its healing
effect. When consumed, the herb will, on a successful herbalism check, heal
6 hp damage with fresh leaves, 4 hp using dry leaves, and 6 - 8 hp using
the brew.
This is a poison that kills
animals (but not monsters) that eat it, but has no effect on humanoids,
demi-humans or humans.
This plant has rosy-pink flowers,
which are splayed out like a five pointed star. These flowers if eaten within one day of being
picked will cause the recipient to vomit up any ingested poison within their body. The person
will remain very weak for 1d3 days, can only move with great difficulty and is totally able
to perform any useful actions.
This plant has broad leaves covered with
dark spots, resembling diseased lungs. It is used in the treatment of diseased lungs, by
boiling the leaves and drinking the infusion. The effect of a successful treatment is to
render breathing easier and to clear fluids from the lungs caused by a whole array of
diseases - pneumonia and tuberculosis to name but two. It does not actually cure the disease,
but merely relieves this symptoms. With some diseases that alone can be the difference between
life and death.
This herb will counteract the poison of
scorpions if taken within 2 turns of the bite. Any damage, including death, already taken will
remain.
This root of this herb sends the recipient to sleep. The sleep will
last five hours, during which time the person cannot be woken except by a neutralise poison spell or
potion. The root is said to bear a resemblance to the naked male form, hence its name. The plant
has several dark green leaves which are about 1 foot long. The purple flowers of the plant are
bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit
for an entire month before use. According to Ancient Egyptian legend, the sun god, Ra, sent Mathor
to earth to punish mankind. MathorÕs slaughter was so intense, that Ra took pity on man, and forced
Mathor to drink the blood of his victims mixed with Mandrake root. He fell asleep and when he awoke
was unable to remember why he had come to earth, and so the slaughter was ended.
Marigold can grow to a height of two feet and
has rows of flat orange and yellow petals around a central disc. These flowers must be dried and
then mixed with olive or other vegetable oil to produce a soothing balm which will soothe and
clean small wounds, in order to prevent infection.
This herb removes the colour from the skin of a
person who has had yellow jaundice. The herb has angular stems which grow to a height of 1
to 2 feet, which are reddish in colour and are covered in small hairs. It has ovate shaped
leaves which surround the stem and grow smaller and smaller towards the top of the plant. It
is topped by pale pink flowers.
This plant has a green fleshy stem and broad egg
shaped leaves, both of which are covered with downy hairs. It has five petalled, pale pink
flowers which sit at the base of the leaves. The root must be boiled and the resultant
distillation applied to burns. If used successfully the herb will double the rate of healing
for the burn.
In appearance this tree looks much like any other.
It can be identified by its vivid green leaves. These leaves when chewed produce large
amounts of oxygen from the carbon dioxide already in the persons breath. One leaf may chewed
for up to ten minutes, before its properties are exhausted. The leaves are often boiled and
the resultant infusion added to other substances to produce a gum. A piece of this gum will
allow the recipient to survive without oxygen for 2d4 x 10 minutes, provided they are
conscious and able to chew. The herbs main use is in allowing the recipient to survive
in oxygen poor or free environments such as underground. When a tree is found it will
normally have 3d100 leaves. Taking too many leaves can harm the tree. The tree has a
chance of dying equal to the percentage of the leaves taken. For example if 30% of the
leaves are taken the tree has a 30% chance of dying, if 50% are taken it has a 50% chance
of dying. The leaves are also said to have a calming effect when chewed (GMs discretion).
Masterwort grows to be about t
hree feet tall and bears umbels of white flowers. It has winged dark green leaves like
those of a maple tree. The leaves must be boiled and left to stand for at least twenty
days before use. This herb is used as a protection from plague, giving a +2 bonus to any
saves vs disease.
The leaves of this herb increases a
character eyesight for 1 turn. They can see twice as far, and when in missile combat,
all ranges are treated as if one less.
Melander is a moss that must be brewed in clear water.
The resultant distillation must then be drunk. It will then add +1 to all
saving throws vs disease for a period of 1d10 days.
This herb protects from (for 1d4 days) and treats cholera (cures cholera in 1d4 days).
The berries of Mirenna will
heal 1d2 hp when eaten.
This herb is said to repel evil spirits.
This herb cause hair to grow on a characters eyelids.
(SEE: FUMITORE)
The effects of this herb last for two hours. During this time the character can
function at negative hit points, or beyond the point of exhaustion. Mugwort can
grow to be taller than a man. It has a stiff and angular stem, reddish brown
in colour. It has deeply incised smooth leaves which are dark green on top and
silvery white underneath. It has small, yellow-green or yellow-red flowers
arranged in long spikes at the top of the stem. THIS HERB IS HIGHLY ADDICTIVE.
REPEATED USE IS VERY UNWISE.
This plant has a single main stem with small fern
like leaves, and small pink flowers growing from it. These flowers must
be dried, powdered, and mixed into wine and then drunk to counter the
effect of injected poisons. A successful application means that only
half normal damage is taken from the poison. In addition to this use,
the flower is often counted as a symbol of faith between lovers and is
used to decorate and garnish foods at weddings.
The seeds of Navew dropped in a drinks or
on to food before it is eaten acts as counteragent to ingested poisons.
It prevents the death of a person poisoned in that meal, though they may
still be very ill.
A blue-grey herb smelling faintly of
nutmeg that heightens the user's senses. Overdosage or prolonged
usage causes photosensitivity, distraction and nervousness; on
the other hand, prolonged usage can also make the effects permanent.
Nightcall gradually dyes the long-term user's hair, teeth, nails,
horns, or scales midnight blue. (The minimum dose of 1 tsp gives
the eater +100' sight range, +10% hearing, and +1 to Wisdom/Intuition
and Dexterity scores. The effects increase proportionately to the
dosage, to no more than +400/40/+4. Dosages over 1 tsp, or 1 tsp
taken several days in a row, will cause addiction.)
One of the most valuable and prized of
all plants, this bush has laves that are almost golden in colour.
These leaves can be dried, but if they are not will last only two
weeks. This means the drying process must be begun within an hour
of the leaves being picked. These leaves can according to legend
cure any disease. Whether or not the leaves have this power is
up to the individual GM.
Orach grows
to about 3 or 4 feet in height. It has a whitish stalk, pale
green leaves and greenish-white flowers. The seeds must be
gathered, bruised and left to stand in pure alcohol for six
weeks. The mixture must then be drunk, one spoonful a day for
a week. The herb will cure yellow jaundice. It leaves a yellow
colour in the skin.
"Pallast" is a compound made of the pale,
papery bark from willows and the roots of marshmallows. When
ground together and imbibed, pallast cures minor aches and pains,
especially headaches and pain from abscessed teeth, sore
muscles, and so forth. Pallast itself is a very bitter pale
powder, and is usually served in a heavily sweetened tea.
(Relieves minor pains but does not restore lost hit points.)
PARGEN Available: Summer 1%
Climatic Zone: Far KingdomsLocale: Jungle
Preparation: none Cost: 2000 gp/ 2000 gp
Uses: 1 Ability Check: Intelligence -15
A single berry from the Pargen Tree will restore a person to
life (-1 point of Constitution) if given within 4 days.
The root of a small, shrub-like plant with dark green, shiny
leaves and thorns, Pattran is used to relax the muscles and
encourage sleep. In mild dosages, Pattran causes a general
feeling of relaxation, eases sore, strained or sprained muscles,
and similar aches. In larger doses, Pattran causes sleepiness.
Pattran tastes like a combination of mint and rich soil.
(For sleep dosages, user may voluntarily choose to sleep
well or, if resisting, save versus poison at +3. Effects
last 2d4 hours; if asleep, the user will sleep and awaken
normally.)
Pennyroyal is a low creeping herb with a squarish stem and
small dark green leaves which grow in pairs. The flowers grow
in round clusters which are mauve in hue. The leaves should
be plucked and while fresh be thrown into a persons bath
water. They may then have an aphrodisiac effect on anyone
the recipient attempts to influence in the next 1d4 days
(assume that 1 is added to the recipients Charisma for this
period). In addition, if dried (takes two weeks), the leaves
may be sprinkled among books, and will then act as an insect
repellent. These make the leaves highly prized among mages
and sages who will normally pay 12 gp for the dried leaves.
This plant with its
delicate pink flowers may be boiled into a powerful
healing draught, capable of stoping all bleeding,
internal and external immediately. However a roll
of 1 on the Herbalism check by the herbalist, will
kill the recipient in 1d4 minutes, as they suffer
a massive heart attack. The herb can be deliberately
used as a poison by using five times the normal dosage.
The plant
is a creeping vine with dark, green shiny leaves and
pale blue flowers. The flours must be crushed into a
powder and administered orally. If used successfully
the herb will stop all bleeding, both internal and
external in one turn. The recipient must not move for
one hour or risk reopening the wounds.
This plant has a single stem with dark green,
shiny leaves growing from it. It is topped by very
thin, yellow flowers. The petals of these flowers
should be tied into a poultice, where they will, on
a successful application act to bring down swelling
and bruise over the course of a one day period.
This herb has red-green
leaves and long pink flowers. The flowers
must be beaten into powder and eaten by the
recipient. If successful, the herb will
halve the rate of internal bleeding within
1 turn.
This dark-colored root grows on
a plant distinguished by its waxy dark green
leaves. When the root is boiled down, it turns
into a thick, strong-smelling greyish liquid
that cures congestion when boiled in water and
inhaled. (Relieves stuffy head, opens sinuses,
for as long as the steam is breathed + 2d6x10
rounds.)
The nodules of the stem of Rewk must be brewed in clear water for one whole day
before drinking. It will then cure 1d3 points of damage.
Rhazavani-A rare fungi of the High Desert, used in the most deadly poisons,
dangerous rites, divinatory magic and in reincarnation.
This plant has a cluster of dark green leaves, with marked parallel veins
at its base, a single stem topped by a cluster of tiny, pale orange flowers.
The chopped leaves are applied to the flesh to reduce bruising. A successful
application will remove slight bruises altogether within an hour, more severe
bruises will take 1d4 days.
This herb will protect against scorpion stings for
three days. It will protect against only one sting. It will protect against Ôinstant deathÕ venom.
Rue is a small rounded bush which grows to about three feet in
height. It has yellow, scoop like flowers. The leaves are shaped like spades, and are blue grey
in colour. It has seedpods which resemble a small green orange. The seedpods should be consumed
as an antidote to ingested poisons. Provided it is taken within 10 minutes, of the poison being
ingested, and the poison has not already had its effect, it will neutralise the poison in 1d4
minutes, on a successful herbalism check. It is also mixed with wormwood to create a very
effective antiseptic. See Wormwood for details.
This plant has leaves which are bluish in tinge, and
is found growing in the sands of coastal dunes. The root is dark blue in colour and may be made
into small pills. Consuming one of these pills will allow the recipient to breathe underwater
for 10 minutes, by allowing them to absorb the oxygen in the water directly into their skin
through osmosis. Their skin has a translucent appearance for these ten minutes.
This rare tree can grow up to
20 m tall, and can become quite old. It has dark red wood, and equally dark blue leaves. The
flowers, which grow in small bunches, are startling white, almost radiant. Its nuts have a
very special property; each nut raises the Intelligence or Wisdom (determine randomly) of the
eater by 0.1 point (20 max). The effect lasts for a whole week, after which it fades again,
although there is a 10% chance the effect is permanent. Around the tree there are often animals
(squirrels, salmon) who eat the nuts on a regular basis, and are therefore quite intelligent,
often possessing speech or even (GMs discretion) spellcasting abilities. The number of nuts
available varies greatly, depending on the age of the tree, the amount of creatures aware
of its existence, etc, and mainly of course on the GMs wishes. Basically, the GM should
determine how many of the players you wish to profit from it, multiply by ten, and make up
an explanation as to why there are no more nuts.
The plant has a tuberous root, and large purplish flowers with yellow-red centres.
The pistils of the flower must be pounded into a paste which is left to dry for a week.
The resulting powder is taken as snuff. This herb raises all attribute scores by one for
one hour. NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
Sanicle leaves should be crushed
and left in white wine, the strained through a cloth and drunk. It has the effect of
binding wounds so that they are not reopened by action. It is a small plant with glossy
green leaves, with long leaf stalks which are divided into three or five lobes. It has
small white or pink flowers which sit at the top of a slender stalk.
This herb drives out minor
fever demons within 1d4-1 turns.
Scented mayweed grows to a height of about 2 feet. It has erect and branching stems.
It has small leaves, white flowers with a yellow centre. The flowers must be crushed,
emitting a pungent odour and should then be applied to the eyes in order to heal damage
to them caused by acid. If used within a day of the injury, they can prevent blindness.
This herb will place the recipient into a deep sleep for one day. The recipient CANNOT
be woken. At the end of the day, all wounds will be healed. It does not, of course,
resurrect a dead person, or regenerate lost limbs.
A rugged thorny plant found by the sea. The leaves must be
boiled for two hours in salt water, and the resultant mix sweetened with honey. This
mixture will act as a cure for certain types of ingested poisons (GMs discretion, as
to which ones). The recipient must be made to drink one dose immediately the mixture
is ready, and then a further dose every twelve hours for three days (7 doses in all).
If the number of successful applications is four or more, the patient will recover.
This herb rarely grows to a height of more than one and a half
feet. It has small greyish green leaves, growing smaller towards the summit of the
plant. It has small four petalled dirty-white flowers at its peak. If applied to
wounds it will stop their bleeding for one hour, and temporarily removes the need
to bandage.
Silverthorn is a small thorny plant, white in colour with
red berries and silver thorns. Called aelebera by the elves, this herb can
function either as a poison or as an antidote to itself. It is found only by one
lake located high in the mountains. For use as a poison the thorns must be crushed
and boiled in oil over the course of a night, at which point, the resultant mixture
may be smeared on the end of a weapon. When the weapon pierces its target,
the poison will take effect killing the victim within 2d6 hours. There is no
save and no cure, except for the antidote outlined below. Not even the most
powerful magic can cure this poison. The only cure for this poison, is also
made from the Silverthorn plant. The berries must be boiled in absolutely
pure water, contained in a pure silver vessel, and the resultant mixture
stored in a vial of absolutely pure glass until use. The liquid must be placed
on the dying victims lips, where within 1d20 minutes, they will recover from the
poisoning.
The red leaves of this unusually twisted tree should be burned and
the smoke inhaled. This will have the effect of ÔdilatingÕ time
(making it appear to pass slower.) For every minute experienced outside the
influence of the herb, only thirty seconds will pass. A single dose is
effective for 1d6 hours. Normally used by torturers to prolong agony, the
leaves may also be used by people who must think quickly. It does not increase
the speed at which a person moves (Under itÕs influence all movement will seem sluggish),
and does not impart any bonuses in combat for this reason, (you may see the blow coming more
easily, but you will still be unable to avoid it.)
A thin stalk covered with yellow-green
flowers. The leaves can be steeped in water to make a tea that, when imbibed
3 times a day, reduces inflammation and restores strength; when made into an
ointment, snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day
instead of 1; ointment restores 1d2 hp immediately per application but can only
be administered to the same character once a day.)
This herb will cure spider poison if
applied within 2 rounds. Any damage already incurred, including death remains.
This plant may be found anywhere in temperate regions where there is chalky soil.
These small red berries grow
on very small bushes with pale green rounded leaves. Five berries should
be bound into a bandage, which should then be applied to a lepers sores.
If the application is successful, that sore will deteriorate no further.
A dark black mushroom with
greyish markings along the undersides, this fungus grows in shadowed
forests of enchanted nature. Suaeysit mushrooms can be eaten
directly or dried and ground into tinctures or otherwise prepared.
The mushrooms give the imbiber a rush of energy, clearing the mind
and raising the spirits. However, they are highly addictive, and care
must be taken when preparing and prescribing dosages. Often used to
counteract shock in emergency situations. (Temporarily adds +1 to
all statistics - no top limit to natural statistics, but it does not
add to magically enhanced statistics - and saving throws, and
relieves effects of fatigue. This effect lasts for 1d4 hours, after
which the user operates at -1 to all statistics and saving throws, and
feels even more fatigued. The negative effects of "coming down" can,
of course, be counteracted by taking more the drug, with resultant
addictive effects.)
This herb will halve falling damage if applied within one turn of the fall.
The ground and
powdered root of this small, almost flat plant will, if eaten, increase
the efficiency of all a persons five senses by 5 times for a period of 2d6 hours.
They will be able to see five times as far, and things five times as small, track by
scent alone, hear the smallest sounds, and even taste many poisons on their tongues.
A side effect is that they are also five times as susceptible to
pain (for each hit point of damage the person must save vs
Constitution with a penalty of the amount of damage, ie a person
with a Constitution of 15 take 6 points of damage. He musts roll 9
or under on d20 or collapse in agony. If the person ever takes more
damage than their Constitution score while under the influence of
this herb, they have a 95% (19 in 20) chance of instant death, just
from the pain.
This herb will quench the thirst. However it does not
replace the water in their system. A person can still die
of thirst, they just wonÕt feel thirsty. Because of this fact,
its use can be dangerous.
This herb will cleanse
wounds, removing all infection. It does not cure lost hit points.
The tateen bush
is a low lying shrub with long thin leaves and small brown nuts. These nuts
may be chewed to provide a short lived feeling of euphoria, and are mildly
addictive. They have the side effect of staining the teeth, making it easy
to find a tateen addict. The flowers, called silks bloom only in low summer,
and if gathered and dried for one week form a powerful narcotic which may be
smoked. For 2d10 minutes after smoking the persons insight is increased
(+1 to Intelligence), but for 1d4 hours after this, a state of distortion
ensues and the recipient Intelligence and Wisdom drop by 2 from their normal
levels. Prolonged use causes the user to collapse into an almost dreamlike
trance. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
A bushy climbing vi
ne with tubular yellow flowers, the leaves and flowers of tempin can be boiled and
made into a poultice that will draw out poisons from bites and stings and allow t
he wound to heal cleanly and without complications. (When poultice is applied pro
mptly, gives an additional +2 save vs. poison, once on any particular poison atta
ck. Also gives back 1 extra hp/day for the first 2 days after poultice is applied
.)
Tephrosia consists of a small woody stem, with fern like leaves along its
length, and topped by several small flowers (or in summer seedpods). Either
the flowers or the seeds may be boiled in water and then drunk to calm the
recipient. This is very useful when a person is delirious, or otherwise insane.
It also has a mild pain relieving effect and may be given to the wounded or injured.
The seedpods are more effective than the flowers (hence the different ability checks) and
may also be dried. This herb is mildly addictive and should be used with care.
The leaf of this plant must be applied to the
site of nerve damage. If successful, the rate of healing for such damage will be doubled on
each day of use.
This small dark green weed is prized as a contraceptive. It must be boiled
for one hour into an elixir, and drunk by the woman. A successful application
will prevent 98% of pregnancies for a period of 1d3+1 weeks.
This is a small ground hugging plant. Its seeds are about a quarter
of an inch in diameter, and are covered in small thorns. A single seed
is very effective as a minor pain reliever. It will ease small pains, such
as headaches or minor muscular pains for 3d4 hours. The pain relief is almost
instantaneous.
Thyme can grow up to a foot in
height. It has tiny dark green leaves, and is an evergreen. In spring it has many sweet
scented mauve flowers. The smell is so strong that the herb is often smelt before it is seen.
These flowers must be dried and then mixed with fresh, clear water. To produce an antiseptic
lotion. This lotion should be applied to infected wounds. A successful application will
destroy the infection, although any damage already sustained will remain.
Ur can be used as a substitute for one days food.
It cannot be used for more than three days or a character will begin to suffer -2 to all
statistics. When any statistic is less than 3 the character become comatose, when any
statistic reaches 0 they die. A character will regain 1 statistic point per day with
food and medical care, but will remain incapacitated until all statistics reach normal
levels.
VALERIAN Available: Low Summer 20%
Climatic Zone: Coastal Kingdoms (Muerrinstan)Locale: Grassland Preparation: 1
hour Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence
-2
Valerian grows to a height of about 3 feet, and has one hollow furrowed stem.
It has large, pale green, serrated leaves along the length of this stalk which slits
into flowers stems with small pink flowers at its top. The root is the useful part
of this plant and should be grated into boiling water and the resulting infusion
drunk in order to ease the spasms of somebody who is subject to fits. A successful
application will stop all fits for 1d12 hours. The scent of the bruised or cut
root also can be used to attract rats. According to some versions of the legend,
the Pied Piper of Hamlin used this herb to lead the rats from the town.
If this herb
is given to an unconscious person, it will immediately awaken the person. It
will only wake up a person who is unconscious due to alcohol or fainting etc,
not that caused by physical damage. And just because the person is conscious
does not mean that they are coherent.
This climbing vine has greenish white star shaped flowers, each bearing
five petals, and has green berries which turn red when ripe. It has a root,
something like a huge turnip, and this root should be ground up and boiled in
water and drunk as a cure for pneumonia.
A tall, flowered plant with
silvery-green leaves. When the flowers are mixed with water or wine
and applied directly to a wound, they act as a painkiller. (Restores 1d4
immediately, but these points are lost as the effect wears off in 2 hour
s Further applications before the previous one has worn off are
ineffective.)
The plant grows to about three feet in height.
It has long hairy leaves and large purplish-pink flowers. The smoke of
this herb will keep away snakes. One dose burns for about five minutes.
Each Winclamit tree bears but one fruit per year. When
this fruit is eaten it will restore 1d100 hp to the recipient. The fruit
can be stored for up to 2 months in a dry sealed container.
This small (15 cm) pl
ant has black green leaves, sawed deeply several times, and three flowe
r stalks with tiny white flowers and brown seed pods. The seeds are fin
e as dust, and are therefore usually worked into pills, although, in a
pinch, it is possible to simply pluck a stalk and eat it whole. In both
cases, the seeds have the effect of granting a +2 on a saving throw vs
poison to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes.