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Available: | Summer 55% |
Climatic Zone: | Temperate |
Locale: | Mountains |
Preparation: | 2 weeks |
Cost: | 2 gp/ 5 gp |
Uses: | 3 |
Ability Check: | Intelligence -6 |
This herb cures skin diseases.
Available: | Summer 10% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 week |
Cost: | 150 gp/ 150 gp |
Uses: | 1 |
Ability Check: | Intelligence |
The resin of this herb must be applied to a bleeding wound. It will immediately stop any bleeding.
Available: | Always 10% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 2 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
This fern resembles a deer's 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.
Available: | Always 75% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 2 weeks |
Cost: | 4 gp/ 6 gp |
Uses: | 2 |
Ability Check: | Intelligence |
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.
Available: | Summer 30% |
Climatic Zone: | Temperate |
Locale: | All |
Preparation: | none |
Cost: | 1 sp/ 1 sp |
Uses: | 1 |
Ability Check: | Intelligence |
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.)
Available: | Summer, Autumn 90% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 week |
Cost: | 1 gp/ 3 gp |
Uses: | 3 |
Ability Check: | Intelligence |
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.
Available: | Summer 90% |
Climatic Zone: | Temperate |
Locale: | Coastal |
Preparation: | 4 weeks |
Cost: | 1 gp/ 5 gp |
Uses: | 3 |
Ability Check: | Intelligence -2 |
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 an `instant death'
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.
Available: | Spring, Summer, Autumn 10% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | None |
Cost: | 7 gp/ 7 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.
Available: | Summer, Autumn 10% |
Climatic Zone: | Temperate |
Locale: | Hills |
Preparation: | None |
Cost: | 15 gp/ 15 gp |
Uses: | 1 |
Ability Check: | Intelligence -4 |
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.
Available: | Summer 10% |
Climatic Zone: | Tropical |
Locale: | Desert |
Preparation: | 2 days |
Cost: | 10 gp/ 15 gp |
Uses: | 2 |
Ability Check: | Intelligence -2 |
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.)
Available: | Always 10% |
Climatic Zone: | Subtropical |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 5 gp/ 7 gp |
Uses: | 2 |
Ability Check: | Intelligence -4 |
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.
Available: | Autumn 60% |
Climatic Zone: | Polar |
Locale: | Mountains |
Preparation: | none |
Cost: | 9 sp/ 9 sp |
Uses: | 1 |
Ability Check: | Intelligence -5 |
The leaf of this herb, when applied to frostbite will cure 2d6 points of frostbite damage.
Available: | Summer 20% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Mountains |
Preparation: | Negligible |
Cost: | 4 gp/ 4 gp |
Uses: | 10 |
Ability Check: | Intelligence -8 |
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.
Available: | Winter 30% |
Climatic Zone: | Polar |
Locale: | Wasteland |
Preparation: | none |
Cost: | 50 gp/ 50 gp |
Uses: | 1 |
Ability Check: | Intelligence |
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.
Available: | Always 50% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 19 gp/ 19 gp |
Uses: | 1 |
Ability Check: | Intelligence -6 |
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.
Available: | Summer 45% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 week |
Cost: | 65 gp/ 300 gp |
Uses: | 1 |
Ability Check: | Intelligence -3 |
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.
Available: | Summer 60% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 day |
Cost: | 30 gp/ 50 gp |
Uses: | 3 |
Ability Check: | Intelligence -2 |
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.
Available: | Summer, Autumn 10% |
Climatic Zone: | Subtropical |
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.
Available: | Summer, Autumn 10% |
Climatic Zone: | Cold |
Locale: | Forest |
Preparation: | None (1 day for jelly) |
Cost: | 20 gp each/ 40 gp for jelly |
Uses: | 3d20 |
Ability Check: | Intelligence -3 |
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 spring and early 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.
Available: | Summer 60% |
Climatic Zone: | Tropical |
Locale: | Forest |
Preparation: | 2 weeks |
Cost: | 2 gp/ 5 gp |
Uses: | 1 |
Ability Check: | Intelligence -1 |
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 `instant death' poisons. It may (at the GMs discretion) provide protection against other, non- fatal animal poisons.)
Available: | Spring 3% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 week (for oil) |
Cost: | 10 gp/ 100 gp (for oil) |
Uses: | 3 |
Ability Check: | Intelligence -3 |
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.
Available: | Spring 10% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 4 days (for potion) |
Cost: | 100 gp/ 500 gp (for potion) |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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 `potion', 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.
Available: | Summer 25% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | none |
Cost: | 5 gp/ 5 gp |
Uses: | 3 |
Ability Check: | Intelligence |
This is a poison that kills animals (but not monsters) that eat it, but has no effect on humanoids, demi-humans or humans.
Available: | Summer 25% |
Climatic Zone: | Temperate, Cold |
Locale: | Mountains |
Preparation: | none |
Cost: | 5 gp/ 5 gp |
Uses: | 1 |
Ability Check: | Intelligence -3 |
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.
Available: | Spring 10% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 day |
Cost: | 1 gp/ 3 gp |
Uses: | 3 |
Ability Check: | Intelligence -9 |
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.
Available: | Always 35% |
Climatic Zone: | Tropical, Subtropical |
Locale: | Desert |
Preparation: | 2 weeks |
Cost: | 1 gp/2 gp |
Uses: | 2 |
Ability Check: | Intelligence -3 |
This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any damage, including death, already taken will remain.
Available: | Spring 40% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 4 weeks |
Cost: | 3 gp/ 5 gp |
Uses: | 3 |
Ability Check: | Intelligence +1 |
The 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. Mathor's 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.
Available: | Spring, Summer 40% |
Climatic Zone: | Temperate |
Locale: | Rural, Urban |
Preparation: | 2 weeks |
Cost: | 2 gp/ 10 gp |
Uses: | 4 |
Ability Check: | Intelligence -4 |
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.
Available: | Always 35% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 6 weeks |
Cost: | 2 gp/ 6 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.
Available: | Always 20% |
Climatic Zone: | Temperate |
Locale: | Coastal |
Preparation: | 1 day |
Cost: | 5 gp/ 8 gp |
Uses: | 3 |
Ability Check: | Intelligence -7 |
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.
Available: | Spring, 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: | In appearance this tree looks much like any other. It can be identified |
Available: | Summer 95% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 3 weeks |
Cost: | 2 gp/ 7 gp |
Uses: | 7 |
Ability Check: | Intelligence -15 |
Masterwort grows to be about three 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.
Available: | Winter 75% |
Climatic Zone: | Cold |
Locale: | Mountains |
Preparation: | none |
Cost: | 1 gp/ 3 gp |
Uses: | 1 |
Ability Check: | Intelligence |
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.
Available: | Winter 65% |
Climatic Zone: | Cold |
Locale: | Rivers |
Preparation: | 1 day |
Cost: | 12 sp/ 20 sp |
Uses: | 4 |
Ability Check: | Intelligence |
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.
Available: | Spring, Summer 95% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 2 weeks |
Cost: | 4 gp/ 8 gp |
Uses: | 1 |
Ability Check: | Intelligence -16 |
This herb protects from (for 1d4 days) and treats cholera (cures cholera
in 1d4 days).
Available: | Winter 60% |
Climatic Zone: | Cold |
Locale: | Mountains |
Preparation: | none |
Cost: | 10 gp/ 10 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
The berries of Mirenna will heal 1d2 hp when eaten.
Available: | Always 30% |
Climatic Zone: | Temperate, Cold |
Locale: | Mountains |
Preparation: | 1 day |
Cost: | 8 gp/ 9 gp |
Uses: | 2 |
Ability Check: | ? |
This herb is said to repel evil spirits.
Available: | Always 40% |
Climatic Zone: | Temperate |
Locale: | Mountains |
Preparation: | 3 weeks |
Cost: | 1 gp/ 3 gp |
Uses: | 2 |
Ability Check: | Intelligence -7 |
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)
Available: | Summer 55% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 2 weeks |
Cost: | 2 gp/ 4 gp |
Uses: | 2 |
Ability Check: | Intelligence -7 |
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.
Available: | Spring 40% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 week |
Cost: | 1 gp/ 1 gp |
Uses: | 1 |
Ability Check: | Intelligence -11 |
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. According to Greek mythology, this plant was used by the centaur, who wounded by Hercules with an arrow poisoned with the Hydra's blood, treated himself with it.
Available: | Winter 60% |
Climatic Zone: | Subtropical, Tropical |
Locale: | Rivers |
Preparation: | 5 weeks |
Cost: | 4 gp/ 12 gp |
Uses: | 3 |
Ability Check: | 50% |
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.
Available: | Summer 10% |
Climatic Zone: | Tropical |
Locale: | Desert |
Preparation: | 2 days |
Cost: | 50 gp/ 50 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.)
Available: | Spring 1% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 2 weeks (to dry) |
Cost: | 1000 gp/ 10000 gp |
Uses: | 1 |
Ability Check: | ? |
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.
Available: | Winter 1% |
Climatic Zone: | Polar |
Locale: | Elven Forest |
Preparation: | none |
Cost: | 1200 gp/ 1200 gp |
Uses: | 1 |
Ability Check: | Intelligence -10 |
This herb will restore an Elf to life if given within seven days of death.
Available: | Winter 15% |
Climatic Zone: | Temperate, Cold |
Locale: | Rivers |
Preparation: | 1 hour |
Cost: | 5 gp/ 10 gp |
Uses: | 4 |
Ability Check: | Intelligence -2 |
Available: | Winter 30% |
Climatic Zone: | Polar |
Locale: | Coastal |
Preparation: | none |
Cost: | 300 gp/ 300 gp |
Uses: | 1 |
Ability Check: | Intelligence -8 |
The flower of the Olvar bush must be given to a person on the point of death (at -10 hp, and not losing any more). It will then keep them alive for 2d10 days.
Available: | Summer 45% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 6 weeks |
Cost: | 2 gp/ 10 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.
Available: | Summer 30% |
Climatic Zone: | Temperate |
Locale: | Swamp |
Preparation: | 2 hours |
Cost: | 5 sp/ 1 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
"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.)
Available: | Always 60% |
Climatic Zone: | Cold, Polar |
Locale: | Mountains |
Preparation: | none |
Cost: | 3 gp/ 3 gp |
Uses: | 3 |
Ability Check: | Intelligence -3 |
This herb keeps a person warm for one night or one day, and prevents them suffering from exposure. This can mean the difference between life and death.
Available: | Summer 1% |
Climatic Zone: | Tropical |
Locale: | 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.
Available: | Summer 20% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 3 days |
Cost: | 10 gp/ 10 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.)
Available: | Spring 25% |
Climatic Zone: | Temperate |
Locale: | Rural, Urban |
Preparation: | none |
Cost: | 3 gp/ 3 gp |
Uses: | 1 |
Ability Check: | Intelligence -4 |
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.
Available: | Spring 5% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 1 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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.
Available: | Spring 45% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 1 gp/ 10 gp |
Uses: | 1 |
Ability Check: | Intelligence -8 |
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.
Available: | Summer 20% |
Climatic Zone: | Subtropical, Tropical |
Locale: | Rural |
Preparation: | 1 day |
Cost: | 1 gp/ 3 gp |
Uses: | 1 |
Ability Check: | Intelligence -3 |
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.
Available: | Summer, Autumn 45% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 1 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -6 |
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.
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Guide written by Shaun Hately © 1997