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Available: | Summer 20% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 1 day |
Cost: | 5 cp/ 5 cp |
Uses: | 1 |
Ability Check: | Intelligence |
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.)
Available: | Autumn 60% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 day |
Cost: | 9 sp/ 1 gp |
Uses: | 4 |
Ability Check: | Intelligence -7 |
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.
Available: | Spring 30% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Urban |
Preparation: | none |
Cost: | 1 gp/ 1 gp |
Uses: | 2 |
Ability Check: | Intelligence -3 |
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.
Available: | Summer 80% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 3 weeks |
Cost: | 1 gp/ 3 gp |
Uses: | 6 |
Ability Check: | Intelligence -7 |
This herb will protect against scorpion stings for three days. It will protect against only one sting. It will protect against `instant death' venom.
Available: | Summer 25% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | None |
Cost: | 1 gp/ 1 gp |
Uses: | 4 |
Ability Check: | Intelligence -2 |
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.
Available: | Summer 2% |
Climatic Zone: | Tropical |
Locale: | Coastal |
Preparation: | 1 week |
Cost: | 100 gp/ 500 gp |
Uses: | 3 |
Ability Check: | Intelligence -2 |
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.
Available: | Summer, Autumn 1% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 hour |
Cost: | 100 gp/ 300 gp |
Uses: | Varies |
Ability Check: | Intelligence -5 |
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.
Available: | Autumn, Winter 60% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 1 week |
Cost: | 20 gp/ 100 gp |
Uses: | 2 |
Ability Check: | Intelligence |
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.
Available: | Summer, Autumn, Winter 90% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 2 weeks |
Cost: | 5 gp/ 30 gp |
Uses: | 4 |
Ability Check: | Intelligence +2 |
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.
Available: | Summer 80% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 11 weeks |
Cost: | 1 gp/ 20 gp |
Uses: | 4 |
Ability Check: | Intelligence +3 |
This herb cures fevers within 1d4-1 turns.
Available: | Summer 40% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 1 day |
Cost: | 8 gp/ 15 gp |
Uses: | 1 |
Ability Check: | Intelligence -3 |
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.
Available: | Spring, Summer 45% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 4 weeks |
Cost: | 4 gp/ 7 gp |
Uses: | 3 |
Ability Check: | Intelligence -5 |
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.
Available: | Autumn, Spring, Summer 10% |
Climatic Zone: | Subtropical |
Locale: | Coastal |
Preparation: | 2 hours |
Cost: | 1 gp/ 4 gp |
Uses: | 7 |
Ability Check: | Intelligence -3 |
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.
Available: | Always 85% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 week |
Cost: | 5 gp/ 12 gp |
Uses: | 4 |
Ability Check: | Intelligence +2 |
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.
Available: | Always 1% |
Climatic Zone: | Temperate |
Locale: | Mountains |
Preparation: | 12 hours |
Cost: | 1000 gp/ 10000 gp |
Uses: | 1 |
Ability Check: | Intelligence |
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.
Available: | Summer 15% |
Climatic Zone: | Subtropical |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 2 gp/ 3 gp |
Uses: | 2 |
Ability Check: | Intelligence -2 |
The red leaves of this unusually twisted tree should be burned and the smoke inhaled. This will have the effect of `dilating' 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 it's 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.)
Available: | Spring 15% |
Climatic Zone: | Temperate |
Locale: | Coastal |
Preparation: | 1 hour/ 3 hours |
Cost: | 5 gp/ 7 gp |
Uses: | 2 |
Ability Check: | Intelligence |
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.)
Available: | Always 80% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Forest |
Preparation: | 25 weeks |
Cost: | 10 gp/ 100 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
This herb is a powerful aphrodisiac. If successfully administered I would suggest that the GM or player roleplays the recipient accordingly. However if a method of using dice to simulate its effect is wanted, I suggest that anyone who attempts to seduce the recipient should have a bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.
Available: | Spring, Summer 50% |
Climatic Zone: | Temperate |
Locale: | Special (see below) |
Preparation: | 2 weeks |
Cost: | 4 gp/ 10 gp |
Uses: | 3 |
Ability Check: | Intelligence |
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.
Available: | Spring 40% |
Climatic Zone: | Cold |
Locale: | Mountains |
Preparation: | 2 weeks |
Cost: | 3 gp/ 8 gp |
Uses: | 4 |
Ability Check: | Intelligence -2 |
This plant has small green leaves, and wide round yellow flowers. These flowers may be dried, and then eaten. They will then reduce the chance of a heart attack by half each day they are eaten. They may (at the GMs discretion) also help to strengthen the heart of a person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of these flowers at a time will temporarily raise the Constitution and Strength scores of a person by 1 for 2d12 hours, while reducing their Dexterity by 2 for the same period. In addition to this reduction such person also has a (50 - Constitution) % chance of suffering a fatal heart attack 3d12 hours after taking such a massive dose. Certain tribes of barbarians in the mountain regions where this herb is found, use it in order to help them go berserk in battle. These tribes, due to constant dosing from birth have only a (20 - Constitution) % chance of suffering the heart attack. According to legend, the Greek goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower, just before he died after being wounded by a wild boar.
Available: | Summer 40% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | negligible |
Cost: | 2 gp/ 2gp |
Uses: | 3 |
Ability Check: | Intelligence -12 |
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.
Available: | Autumn 20% |
Climatic Zone: | Cold |
Locale: | Forest |
Preparation: | none / 1 week |
Cost: | 10 gp/ 50 gp |
Uses: | 1 |
Ability Check: | Intelligence -4 |
A dark black mushroom with greyish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes. 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.)
Available: | Spring, Summer 60% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 2 weeks |
Cost: | 1 gp/ 3 gp |
Uses: | 6 |
Ability Check: | Intelligence -4 |
This herb will halve falling damage if applied within one turn of the fall.
Available: | Summer 10% |
Climatic Zone: | Subtropical |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 2 gp/ 3 gp |
Uses: | 3 |
Ability Check: | Intelligence -4 |
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.
Available: | Always 85% |
Climatic Zone: | Tropical |
Locale: | Forest |
Preparation: | 4 weeks |
Cost: | 1 gp/ 2 gp |
Uses: | 7 |
Ability Check: | Intelligence |
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 won't feel thirsty. Because of this fact, its use can be dangerous.
Available: | Always 20% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 2 weeks |
Cost: | 5 gp/ 7 gp |
Uses: | 3 |
Ability Check: | Intelligence |
This herb will cleanse wounds, removing all infection. It does not cure lost hit points.
Available: | Always 20% |
Climatic Zone: | Subtropical |
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 |
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 spring, 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.
Available: | Summer 20% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 5 gp/ 5 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
A bushy climbing vine 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 the wound to heal cleanly and without complications. (When poultice is applied promptly, gives an additional +2 save vs. poison, once on any particular poison attack. Also gives back 1 extra hp/day for the first 2 days after poultice is applied.)
Available: | Spring, Summer, Autumn 30% |
Climatic Zone: | Tropical |
Locale: | Coastal |
Preparation: | 1 hour |
Cost: | 2 gp/ 3gp |
Uses: | 3 |
Ability Check: | Intelligence -2 / Intelligence -3 (for seedpods) |
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.
Available: | Spring 75% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 2 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -5 |
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.
Available: | Spring, Summer 5% |
Climatic Zone: | Subtropical |
Locale: | Rural |
Preparation: | 1 hour |
Cost: | 2 gp/ 3 gp |
Uses: | 3 |
Ability Check: | Intelligence -3 |
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.
Available: | Spring, Summer 20% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Rural |
Preparation: | none |
Cost: | 1 gp/ 1 gp |
Uses: | 4 |
Ability Check: | Intelligence |
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.
Available: | Spring, Summer 45% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 7 weeks |
Cost: | 2 gp/ 3 gp |
Uses: | 8 |
Ability Check: | Intelligence -4 |
This herb will heal any scars in a year if applied every week.
Available: | Autumn 90% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 1 day |
Cost: | 1 sp/ 2 sp |
Uses: | 4 |
Ability Check: | Intelligence |
The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will restore 1 hp of damage.
Available: | Spring 15% |
Climatic Zone: | Temperate, Cold |
Locale: | Rural |
Preparation: | 2 weeks |
Cost: | 2 gp/ 5 gp |
Uses: | 3 |
Ability Check: | Intelligence -9 |
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.
Available: | Winter 70% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | none |
Cost: | 3 gp/ 3 gp |
Uses: | 4 |
Ability Check: | Intelligence |
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.
Available: | Spring 20% |
Climatic Zone: | Temperate |
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.
Available: | Summer 30% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | 1 hour |
Cost: | 8 sp/ 8 sp |
Uses: | 1 |
Ability Check: | Intelligence |
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.
Available: | Autumn 30% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | 1 hour |
Cost: | 1 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -5 |
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.
Available: | Autumn 30% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Forest |
Preparation: | 1 hour |
Cost: | 5 gp/ 5 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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 hours Further applications before the previous one has worn off are ineffective.)
Available: | Summer 60% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 5 gp/ 5 gp |
Uses: | 4 |
Ability Check: | Intelligence -2 |
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.
Available: | Spring 1% |
Climatic Zone: | Temperate |
Locale: | Forest |
Preparation: | none |
Cost: | 100 gp/ 100 gp |
Uses: | 1 |
Ability Check: | Intelligence |
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.
Available: | Summer, Autumn 10% |
Climatic Zone: | Temperate |
Locale: | Hills |
Preparation: | None (2 days for pills) |
Cost: | 20 gp each/ 40 gp for jelly |
Uses: | 3 |
Ability Check: | Intelligence |
This small (15 cm) plant has black green leaves, sawed deeply several times, and three flower stalks with tiny white flowers and brown seed pods. The seeds are fine 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.
Available: | Summer 25% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | 1 day |
Cost: | 5 gp/ 10 gp |
Uses: | 2 |
Ability Check: | Intelligence - 7 |
This is a small plant, about 1 foot tall with pale, divided green leaves and hooded yellow flowers. The stem if rather hairy. The root must be boiled in water and then applied to a bite from a venomous creature within 5 rounds of the bite. If used successfully, the damage caused by the venom will be reduced by half.
Available: | Summer 60% |
Climatic Zone: | Temperate |
Locale: | Rivers |
Preparation: | none |
Cost: | 1 gp/ 1 gp |
Uses: | 3 |
Ability Check: | Intelligence |
If drunk in wine, this herb cause people to become very merry. Anyone who wishes to resist its effect can do so, if they save vs poison (+2 bonus).
Available: | Summer, Autumn 80% |
Climatic Zone: | Tropical |
Locale: | Desert |
Preparation: | 2 weeks |
Cost: | 2 gp/ 4 gp |
Uses: | 2 |
Ability Check: | Intelligence |
This is a small plant with leaves in three parts, like a shamrock. The
flowers are bell shaped and are white with a dash of blue. The leaves
must be crushed and dried for two weeks before use. This herb keeps
people cool. It is obviously invaluable in desert regions. It doubles
the persons ability to endure heat effects, but does not counteract
dehydration, etc.
Available: | Spring 5% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | none |
Cost: | 2 gp/ 2 gp |
Uses: | 1 |
Ability Check: | Intelligence -2 |
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. Wormwood normally grows to about four feet in height. It has a stiff and angular stem, reddish brown in colour. It has deeply incised smooth leaves which are silvery white with a slight tinge of green. It has small, yellow-green flowers arranged in long spikes at the top of the stem. The herbs is also a rather effective insect repellent and is often left with clothing to keep fleas away. It also makes a very effective antiseptic when mixed with rue (Intelligence check to remove all infection from a wound within 5d6 hours). In addition to its above effects wormwood is also a prime ingredient in a very dangerous, very addictive drink called Absinthe which is milky green in colour. I will not outline the manufacture of this drink as it is highly dangerous, and often illegal. THIS HERB IN ANY FORM IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
`While Wormwood hath seed get a handful or twaine
To save against march, to make flea to feraine:
Wherre chamber is sweeped and Wormwood is strowne,
No flea for his life dare abide to be known
Whate save is better (if physik be true)
For places infected than Wormwood and Rue?
It is a comfort for hart and the braine,
And therefore to have it is not in vaine'
Thomas Tusser (1527-1580)
Available: | Autumn 80% |
Climatic Zone: | Temperate |
Locale: | Grassland |
Preparation: | none |
Cost: | 8 sp/ 8 sp |
Uses: | 2 |
Ability Check: | Intelligence |
The pollen of this flower must be inhaled. A successful roll means that a persons sense of smell and of taste are doubled for one hour. The herb must still be growing or have been cut in the last 10 minutes.
Available: | Summer 30% |
Climatic Zone: | Temperate |
Locale: | Rural |
Preparation: | none |
Cost: | 10 gp/ 10 gp |
Uses: | 3 |
Ability Check: | Intelligence |
The small white flowers of this herb, which cluster at the top of its
one to two feet tall straight stem, should be crushed and applied to
wounds. If successfully used it will stop minor bleeding, and reduce
major bleeding to the minor level. A second application can then be used
to stop the minor bleeding. According to legend Achilles used yarrow to
treat wounded Greek troops during the Trojan War.
Available: | Autumn 40% |
Climatic Zone: | Temperate |
Locale: | Coastal |
Preparation: | none |
Cost: | 45 gp/ 45 gp |
Uses: | 1 |
Ability Check: | Intelligence |
When the fruit is eaten, it will restore 1d3 hp to the recipient. Yavethalion keeps for only two weeks.
Available: | Summer, Autumn 30% |
Climatic Zone: | Temperate, Subtropical |
Locale: | Forest |
Preparation: | None |
Cost: | 1 gp/ 1 gp |
Uses: | 5 |
Ability Check: | Intelligence -5 |
Young lad's love is a 3 to five foot tall shrub with many branches that resemble small trees. It has small yellow- white flowers, and green feathery leaves, which smell of lemon. These leaves turn a rich orange-brown in late autumn. The flowers should be crushed and placed into a poultice, to be used. A successful application will cure one small area of frostbite, such as a foot or hand, in 2d8 hours.
Available: | Summer 30% |
Climatic Zone: | Tropical |
Locale: | Underworld |
Preparation: | none |
Cost: | 70 gp/ 70 gp |
Uses: | 2 |
Ability Check: | Intelligence |
When this mushroom is eaten, it doubles a persons rate of movement, and rate of attack for three rounds. At the end of that time the person must save versus poison or collapse in exhaustion for 1d6 turns.
Available: | Winter 60% |
Climatic Zone: | Cold |
Locale: | Underworld |
Preparation: | 6 hours |
Cost: | 12 gp/ 50 gp |
Uses: | 2 |
Ability Check: | Intelligence |
This fungus must be brewed for six hours. A successful roll means that a persons senses of smell and of hearing are doubled for one hour.
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Guide written by Shaun Hately © 1997