Herbs

## Rules

Any given herb can be located after an hour of searching and gathering. To see if a quality specimen can be produced, the herbalist must pass a Survival or Herbalism Lore check against a Difficulty Class of the herb listed. To find such a plant out of season the DC increases. Searches in the winter add +5 to the DC and searches in the spring reduce the DC by -3. Certain specimens will never be found out of season and the Games Master is the final arbiter when a search for herbs is made. The player must announce the type of specimen it is that they seek. Once discovered, they can gather enough for one dose and an additional dose for each 5 by which the DC is exceeded. An area can yield only as many doses as the herbalist can pass the skill check. Each successive check increases the base difficulty by 3. So, if Deirdre seeks adder’s tongue, she must search for an hour. She has a total bonus of +9 to her Knowledge (nature) checks and she rolls an 18, which totals 27. While she has found a suitable specimen, she realizes that she will find no more as the new Difficulty class is 31, an impossible number for her to roll at her current level.

Once the specimen has been collected, the herbalist must prepare it so as to derive the useful property in it. If the specimen is not prepared within 3 days, it becomes dried and inert. Each specimen below has a listed DC to unlock the herb’s properties. On a failed attempt the herb fails to yield its special qualities. On a critical failure it is destroyed. Success indicates results as described below for each entry. The DC is against Knowledge (nature), Survival, or Herbalism Lore at a +3 bonus and takes 10 minutes to prepare. Characters may prepare these specimens up to 2 days in advance before the substance loses its potency. Characters may attempt to prepare a batch of herbs (up to 5 doses) at a -4 penalty.

If the same herb is ingested twice within a 24 hour period, the character must make a Fortitude save equal to one half the highest activated effect DC or become nauseated for 5 minutes and lose all ongoing herb effects. Additionally overdoses inflict the drained 1 condition. All bonus from herbalism are herbal bonuses, and do not stack.

Name: (and as it is commonly known) and the Latin Name (for the sake of completeness and only for real world examples).

Type and Availability: What the plant is and the listed Difficulty Class (DC) for Survival or Knowledge (nature) checks to find the specimen.

DC and Feature: The DC is the target number to unlock the specimen’s potential and the feature is the corresponding ability that the plant will yield.

## Herbs

#### **Acacia**

*Acacia Senegal*

A deciduous tree of short stature with spines and variable compound leaves, it has bright yellow flowers in the shape of little balls and its bark is a whitish grey. The potential specimen is the young leaves and flowers which, if crushed into a fine powder, may be pressed into a wound for a healing effect. To find a usable specimen, the herbalist must pass a Knowledge (nature) or Survival check (DC 24). Several varieties of this plant exist, thereby making it a reliable find in almost any temperate region. Unlike most other herbs, Acacia only lasts for 30 minutes after being prepared.

DC Features

* 25 halve the duration of a long-term injury.

* 30 cure light wounds (as if cast by a first-level caster)

Acacia: 35 gp.

#### **Adder’s Tongue**

*Erythronium Americanum*

This is a perennial plant featuring a bulbous root that sprouts two brownish leathery leaves with purplish spots and yellow flowers and grows in thin moist woodlands, or open fields. This specimen may be found on a successful roll against a DC of 26. When gathered during the waning of a full-moon, adder’s tongue may cure any poison caused by a viper.

DC Features

* 24 Remove poison inflicted by viper.
* 28 Cause reptiles within 5 feet to save (will or fort DC 15) or be shaken for 1 minute. This aura lasts 1 hour. A creature that makes its will save does not need to make a save for the next hour.

Adder’s Tongue: 25 gp.

#### **Agaric** (Death Angel)

*Amanita Muscaria*

A red-capped mushroom with white spots that ranges in growth size from a human fist to a human head. Finding this fungus is relatively fukin hard (DC 24), as it typically grows at the base of an oak tree. Proper preparation–brewing the mushroom into a bitter tasting tea–can aid reflexes, but truly harnessing its potential can aid in the casting of Air spells.

DC Features

* 20 +2 bonus to reflex saves (1 hour).
* 25 +1 caster level on any one spell with the Air descriptor.

Agaric: 100 gp.

#### **Agrimony**

*Agrimonia Eupatoria*

This plant has long, slender leaves, slightly indented around their edges, with a light hair on the grey underside of each. This plant also features a tall stalk adorned with yellow flowers when in bloom. This plant grows along the sides of hedges. To find this specimen, the herbalist must pass a check against DC 24, but it is only found during the middle of summer (DC 34 otherwise)

DC Features

* 24 +3 bonus to saves against contact poison.
* 30 Simulate the sleep spell, normal saving throw applies (DC 14). The sleeper will only wake with a sharp slap or loud noise.

The effects of this herb last for 1d3 days.

Agrimony: 50 gp.

#### **Angelica**

*Angelica Atropurpurea*

Seems to be a type of celery in odour and appearance, this plant has a number of magical properties. This plant grows in cool, damp climates and has a DC of 24 to locate.

DC Features

* 26 Cures Filth Fever and Red Ache.
* 28 +3  bonus to saves against injury poisons.
* 30 Provides 1d3 temporary hit points.

Angelica: 90 gp.

#### **Anise**

*Pimpinella Anisum*

A delicate annual, whose white dainty flowers can reach about 18 inches in height and are supported by feathery leaves. Typically they are found only in the summer months, having a DC of 20 to locate.

DC Features

* 24 Provides +2 bonus to a single spellcraft check made to cast a spell within 30 minutes.
* 26 Confers a +2 herbal bonus to all saves against illusions.

Anise: 25 gp

#### **Arpursar**

This bluish-tinged lily grows in cold mountain steams. While the plant is usable all year round, it is most easily located during the summer months (+3). Arpursar has a DC of 23 to locate. The stalks of this plant must be brewed in fresh water at the end of which time it may be drunk as a potion.

DC Features

* 18 The imbibers sense of small is heightened, giving a +4 on scent-based perception checks (4 hours)
* 28 The imbiber gains the scent ability (1 hour).

#### **Asafoetida** (Devil’s Dung)

A six-foot perennial displaying white flowers and hollow stems, this plant grows in most wooded areas, having a DC 25 to find.

DC Features

* 26 Temporarily removes the ability damage from poison for 5 minutes.
* 28 Confers a +1 bonus to Intelligence checks for two minutes.

Asafoetida: 40 gp.

#### **Avens** (Star of the Earth)

 *Geum Urbanum*

This common plant has rough, wing-like leaves and bright yellow flowers atop slender stalks. Due to its commonality, it requires only a DC of 18 to find. It is typically found under hedgerows or by pathways through fields. Preparation involves rendering the stalks into a paste, which is burned and inhaled.

DC Features

* 24 Confers a +6 bonus to saves against the secondary effects of poison (1 minute).
* 28 Allows a second save against ray of enfeeblement or any other Strength-damaging spells or spell-like abilities.

Avens: 30 gp.

#### **Belladonna** (Deadly Nightshade)

*Atropa Belladonna*

A thick, fleshy root of a pale white colour, it sports dull, dark green leaves of varying sizes and, when crushed, it gives off a foul stink. This is a deadly plant and also uncommon, requiring a DC of 26 to find.

DC Features

* 26 Manufacture Ingested Poison: DC 20: Stage 1 - Drained 1 and 1d4 damage; Stage 2 - Drained 2 and 1d6 damage; Stage 3: Drained 3 and 1d8 damage; Stage 4 Drained 4 and 1d10 damage.
* 30 Cures lycanthropy if used within 24hrs but poisons the character in the process (see above).
* 34 Protection from evil for four rounds.

Belladonna: 100 gp.

#### **Black Lotus**

This jet-black flower grows deep in forests both deciduous and coniferous. The small flower sprouts only in areas where the canopy is so deep that not even the faintest shade of sunlight reaches the plant. Indeed, the Black Lotus is not a lotus at all, but a kind of fungus that feeds on decaying corpses deep in the woods. The fungus can in fact survive in sunlight, but it will not flower and any petals harvested from the plant lose all magical properties when exposed to sunlight. Finding a black lotus requires a check against a DC of 23. preparation involves grounding the petals into a paste with gold dust and then drying it out (drying it out happens naturally over the course of 6 hours).

DC Features

* 22 The imbiber gains +2 AC against incorporeal creatures from the plain of Shadows and may re-roll misses caused by such creatures incorporeality.
* 28 By burning the plant and holding its fumes in their lungs, up to 6 medium creatures can shift into the plane of shadows. This effect lasts for exactly 15 minutes and functions as the plane shift spell with a CL equal to the herbalist's class levels.

#### **Blessed Rose Petals**

The blessed rose is an elegant, pure white flower that blooms only in temperate realms. The petals can make any beverage that has been poisoned or otherwise contaminated safe to drink. The DC to find the rose is 18.

DC Features

* 20 Purify up to 12 ounces of liquid. This process takes 30 minutes.
* 32 Reduces the Stupefied, drained, enfeebled, and clumsy conditions by 1.

Blessed Rose Petals: 10 gp.

#### **Blue Moss**

This distinctively colored moss grows in caves and the upper dark. Preparing it requires grinding it into a paste along with dirt, rock, and other minerals. The paste is then rubbed on the skin.

The DC to find Blue moss is 24, 20 in the upper dark or a region with many caves.

* 22 - Resistance to Cold 5 (5 minutes)
* 24 - Additionally, any cold-typed creature that attacks with natural weapons the recipient takes 2 fire damage.

Blue Moss: 25 gp.

#### **Boneset**

*Eupatorium Perfoliatum*

Boneset is a perennial flowering plant with a solid, hairy stem, growing as tall as 4 feet in height. The pointed, lance-like leaves are large and uniformly source from the base of the plant. Adorned with numerous flowers, this plant can typically be found in the mid-summer months to early autumn, with a DC 25 skill check.

DC Features

* 20 Cures Red Ache and sea sickness.
* 22 Allows a second save at a +2 bonus against Magical Diseases (1 day).
* 24 Allows a second save at a +2 bonus against Paralyses (1 day).

Boneset: 40 gp.

#### **Broom (**Besom)

*Spartium Scoparius*

Found in cooler northern climates, broom is a dense shrub that grows wild throughout most regions. Broom grows to a moderate size (between three and five feet) and has numerous slender branches of a bright green hue. The plant only has leaves when young, allowing the stems to fulfil the same functions. It is a deciduous shrub that is notorious for its ability to cleanse a system, even removing gallstones and repairing broken bones. Finding broom is not difficult, requiring a DC 23 skill check.

DC Features

* 20 creates injury poison of stop regeneration (DC18)
* 24 Cures 1d3 points of temporary Dexterity damage.

Broom: 60 gp.

#### **Celandine** (Devil’s Milk)

*Chelidonium Majus*

Celandine or devil’s milk is a perennial plant that sprouts many stalks of a white-green hue. Fragile in quality, they snap readily. The leaves of this plant are usually a blue-green and are tender and wide. This plant flowers throughout the summer and may be located with a successful check against a DC 21.

DC Features

* 20 +2 herbal bonus to saves against Disease for 12 hours
* 22 temporarily removes the ability damage from disease (up to 7 total points) for 30 minutes.
* 24 Allows a second save against blindness/ deafness effects.

Celandine: 60 gp.

#### **Cloves** (Clove Tree)

*Syzygium Aromaticum*

The distinctive odour of the clove is the primary feature of this tree. Unlike most herbal remedies, this specimen can be used for more practical needs. Rumoured to draw wealth, purify areas and ward away evil presences, these features are clearly superstition. While clove trees are not all that uncommon, proper preparation takes a skilled herbalist. Finding specimens requires a check against a DC of 20.

DC Features

* 21 +2 to Charisma based skill checks for 30 minutes.
* 25 +3 bonus to saves against smell-based effects for 4 hours.

Cloves: 35 gp.

#### **Comfrey Root**

*Symphytum Officiale*

Growing in ditches and along the banks of rivers, comfrey is an old herb that has many uses. Comfrey has large, hairy leaves of a deep green that inspire itching when exposed to unprotected flesh. Flowers stack on one another, displaying a white colour with a purple tint. This specimen grows in early-to-mid-summer and has a DC of 20 to locate.

DC Features

* 20 +2 bonus on saves against the sickened effect.
* 24 Cures 1d4 hit points.

Comfrey Root: 20 gp.

#### **Dandelion**

*Taraxacum Leontodon*

Through early spring and deep into late summer sprout dandelions with their bright yellow heads or their puff-ball appearance. A gardener’s bane, witches and herbalists alike have divined their true value. While dandelions are extremely prevalent, they are nearly impossible to use in aiding divination magic, which is their truest value. Locating these plants in season is a DC 5, but out of season it is impossible.

DC Features:

* 24 Provides low-light vision for one hour
* 32 Confers a +10% bonus on all Divination spells that have a percentage chance for success.

Dandelion: 75 gp.

#### **Deathstalk**

A strange mushroom that has a black and white mottled cap. Frightening to behold, for their white markings appear to be tiny skulls, deathstalk only grows in old cemeteries – feeding upon the rotting flesh of intelligent creatures. These mushrooms may only be found on a successful check against a DC of 30 (less, at DM’s discretion). It is prepared by grinding it into a paste, which is then smeared on the recipient.

DC Feature

* 20 +2 AC against mindless undead creatures
* 27 +2 bonus on CL for the purpose of turning or rebuking undead.

Deathstalk: 25 gp.

#### **Deirdre’s Tears**

A small plant, it is mostly a perennial shrub that has pale, almost translucent, white flowers that face downward. After early spring the plant sheds the flower petals one by one, hence its name. Deirdre’s tears can be found by passing a DC 21 skill check. The roots and activated and rolled into a ball, which the recipient keeps in their mouth to maintain the desired effects.

DC Feature

* 20 doubles effective constitution score for the purpose of holding breath.

* 24 Confers water breathing for one minute
* 28 Allows the user to speak clearly underwater.

Deirdre’s Tears: 200 gp.

#### **Elderberry (**Tree Of Doom)

*Sambucus Canadensis*

The elderberry is a very common tree found in moist land areas. With spreading branches overhead and sharply-pointed leaves, it is primarily known for its luscious purple berries. The berries, which are the active ingredient to many a herbalist’s recipes, are ripe in early autumn. Finding a specimen is typically easy (DC 10).

DC Features

* 26 removes one point of ability damage that was caused by a disease.
* 30 Neutralise poison.

Elderberry: 100 gp.

#### **Ember-moss**

This reddish-brown moss grows along the walls of caves in the middle and upper dark, and can not be found on the surface. Preparing it involves boiling it in water at very specific temperatures. The DC to find Embermoss in the upper or middle dark is 22.

* 16 - Creates a slow-burning paste that acts like a torch (2 hours)
* 18 - Creates alchemist's fire, or improves alchemist’s fire to 2-6+2. (2 hours, then fire destroyed)
* 22 - Creates on oil that, when applied to a weapon, causes that weapon to deal 5 points of fire damage on its next hit (1 minute).

Ember-moss: 40 gp (20 in underdark)

#### **Eyeblight**

Eyeblight is a tiny lichen found only in caves and tombs as it dies if exposed to more than a few hours of sunlight. Dried and ground into a fine dust, eyeblight can be thrown into a victim’s face if it hits, blinding them for 2d4 rounds unless they succeed at a Reflex or Fortitude save (DC 15). Locating the lichen requires a successful check at a DC of 25.

DC Feature

* 20 Fine dust can be thrown into a victim’s face and blinds them for 2d4 rounds unless they succeed at a Reflex or Fortitude save (DC 15).

Eyeblight: 75 gp.

#### **Eyebright**

*Euphrasia Offcinalis*

An herb that aids in repairing damaged vision, in the hands of a competent herbalist it can also grant special sight. Finding the small white flowers, spotted with yellow and streaks of purple, requires searching the meadows of mountainous regions and succeeding at a DC of 25. The Eyebright is carefully rubbed into the recipient's eyes after preparation.

DC Features

* 20 Cures Blinding Sickness.
* 26 Confers low-light vision for one hour.
* 34 Confers darkvision 60 ft. for one hour.
* 38 Confers x-ray vision for 10 minutes.

Eyebright: 300 gp.

#### **Faerie Wings**

These thin, blue flowers rest atop slender, fragile stalks. Faerie wings grow in bare hilltops or amongst mushroom rings feeding upon the unlucky spores of the mushroom that created the ring. Finding faerie wings requires a check against a DC of 26.

DC Features

* 26 Confers a +2 resistance bonus to saves against charm or compulsion effects for one hour.
* 30 See invisible objects up to five feet away for one minute.

Faerie Wings: 50 gp.

#### **Figwort**

*Scrophularia Nodosa*

This woodland plant grows in damp woods with heavy shade, or in the depressions in meadowlands. Adorned with purple flowers and oval, green leaves, this plant can be found on a successful check against a DC of 22.

DC Features

* 25 Confers a +2 bonus to saves against enchantments for one day.
* 28 Heals 1d2 points of temporary Dexterity, Strength, or Con damage

Figwort: 50 gp.

#### **Giant’s Toe**

This small shrub has unique, tuberous roots that somewhat resemble potatoes, though they are jet black. It maintains its foliage in winter, and is consequently easier to find then. Finding it requires a check against a DC of 26 (22 in winter). The herb is activated by carefully grinding its roots with a stone.

DC features:

* 24 Confers a +3 herbal bonus on strength-based checks for 2 hours if massaged into the muscles of the recipient (4 rounds).
* 27 AND a +2 enhancement bonus to strength.
* 30 When eaten, casts Enlarge Person (CL 10).

Giant’s Toe: 75 gp.

#### **Hawthorn** (Hagthorn)

*crataegus oxacantha*

This deciduous shrub grows white flowers with red centres. If encountered wild, it will grow into a tree reaching 30 feet in height. Hawthorn is usually gathered in spring with a successful check against a DC of 19. (out of season DC 24)

DC Features

* 20 Restores sobriety.
* 26 Confers protection from evil for three rounds
* 28 Confers electrical resistance 2 for 30 minutes

Hawthorn: 50 gp.

#### **Hemlock** (Warlock Weed)

*Conium Maculatum*

A plant with an ominous history, it is viewed as the herb of the dead, mastered and cultivated by the warden of hell himself. Hemlock can grow to five feet in height, with large, wide, winged leaves and clusters of white flowers. The scent of the flower has a dark and evil quality. Hemlock can be found on a DC roll of 26 or higher.

DC Features

* 20 Manufacture Ingested Poison: DC 19; Stage 1/2: 1d12 hit points Stage 3: Drained 2.
* 40 Allows entry into the astral plane with a successful Fortitude save (DC 28). Failure indicates death.

Hemlock: 100 gp.

#### **Hemm Root**

This brownish-green vine grows off of most any vertical surface. It’s herbal value is in its roots, which are carefully shredded and juiced to activate the plant. Hemm Root can be found with a successful check against DC 25

DC features:

* 20 Increases a weapon or shield's hardness by 2 and provides a +5 bonus to repair it (1 hour)
* 25 AND causes the weapon to emit light as the light spell
* 30 AND increases the weapon's enhancement bonus by 1.

Hemm Root: 35 gp

#### **Henbane** (Devil’s Eye)

*Hyosycamus Niger*

This moderately-sized plant features large woolly leaves and dead-looking, yellow flowers. It gives off an unwholesome stench that is offensive to even the most callous of individuals. Finding henbane can be accomplished on a successful roll against a DC of 23.

DC Features

* 25 Cures deafness.
* 30 grants sonic resistance 2 for 30 munites.
* 40 Craft flying ointment which confers the effects of the fly spell for 5 minutes.

Henbane: 75 gp.

#### **Holly** (Bat’s Wings)

*Ilex Aquifolium*

Growing wild in the woodlands, it is a favourite symbol along with mistletoe for druids and rangers alike. Holly is itself an evergreen bush or tree with glossy green leaves with prickly edges. Usually red or yellow berries accompany the leaves. Holly is easy to find (DC 15).

DC Features

* 0 Act as a divine focus for druids.
* 20 +2 on Diplomacy checks made against animals.
* 28 Re-roll a save on an existing Curse effect (only once per curse).
* 30 Confers a one-time +1 luck bonus to any dice roll within 1 day.

Holly: 30 gp.

#### **Horehound** (Seed of Horus)

*Marrubium Vulgare*

Horehound grows in places where waste accumulates, along roadsides in hedges. It flowers at the height of summer and can be uncovered with a successful roll against a DC of 22. Horehound is very similar to nettles and has reddish-purple flowers. It is brewed into a cold tea that raises the confidence the recipient.

DC Features

* 24 Confers a +2 bonus to any save against fear and intimidation effects for 1 hour.
* 28 AND Allows a second save against new and ongoing fear effect.

Horehound: 25 gp.

#### **Horus Moss**

This reddish-green moss grows over the top of the graves of animals and humanoids. In the wild it requires a DC 24 check to find, though access to a graveyard or similar receptacle of the dead can greatly reduce this DC (provided the moss isn't being harvested by another). Horus Moss is activated by slowly chewing on it for 10 minutes.

DC Features

* 20 Spawn Screen (as the spell) for 12 hours.
* 24 When applied to clothes as a paste, +2 to AC against the melee attacks of undead.
* 28 When applied to a weapon, +2 damage against undead
* 32 when applied to the body as a paste, any undead that damages the wearer with a natural weapon must make a fortitude save (DC18) or become weakend 1 for 24 hours (this effect stacks)

Horus Moss: 10 gp

#### **Icethorn**

This thick green plat grows in the shadows of great trees and thrives in cold environments. The plant is a vivid green and when cut open appears almost ice-like and cold to the touch. It is rare, however, and finding it requires a check against a DC of 26. Activating the plant involves mixing it with dirt and earthworms over an open fire.

DC Features:

* 26 Creates an ingested poison (onset 5 minutes, Fort DC 20, maximum 20 minutes): Stage 1/2 (1 minute) - Slowed 1, Stage 3 - Slowed 2
* 30 Haste (self only) for 4 rounds.

#### **Ignis Weed**

The leaves of the ignis weed are a bright red with black striations. It grows in dark places where a wrong has been committed once long ago. Finding this plant requires a check against a DC of 28.

DC Feature:

* 20 +1 on damage rolls with melee weapons for 10 minutes.

* 30 Sends imbiber into a rage for two rounds, duplicating the barbarian’s rage class ability. The victim attacks the nearest living creature will DC 16 negates.

Ignis Weed: 15 gp.

#### **Larkspur** (Knight’s Spur)

*Delphinium*

Growing wild throughout the countryside, larkspur grows well in sand or amongst cornfields. It has short flowers ranging from pink to blue with black seeds and pitted surfaces. This plant can be found on a DC result of 22. This herb is carefully roasted and then eaten.

DC Features

* 18 Destroys all simple bodily parasites, such as fleas and lice.
* 22 any creature that eats or drinks the blood of the imbiber within 1 hour must make a fortitude save (DC 20) or become nauseated for one round. Undead instead become shaken 1 for 10 minutes.

Larkspur: 10 gp.

#### **Lovers’ Bloom**

Lovers’ bloom is a rich and vibrant plant that provides a genuinely lovely scent. Similar to a rose, as it sports a number of thorns (particularly careless handlers may suffer one point of damage), it is a difficult plant to find (DC 29) but always detects as magical.

DC Features

* 26 Brewed into a potion and consumed, the victim immediately has the reaction of ‘friendly’ from the next person that they meet (will DC 16 negates) (lasts for 1 day)
* 40 As above, except that the victim has the reaction of ‘helpful’ from the next person that they meet (will DC 20 Negates) (lasts for 1 hour).

Lover’s Bloom: 90 gp.

#### **Mandrake** (Herb of Circe, Witches’ Manikin, Mandragora, Sorcerer’s Root)

*Mandragora Officinale*

Mandrake is probably the second-most-famous of the plant community for its associations with magic. While its leaves are of a dark green hue, each about a foot long with pointed ends and a foul smell, it is the dark, bulbous root that holds power. Vaguely man-shaped, the mandrake root, when pried from the ground shudders in a horrible display of death. Finding mandrake requires a check against a DC 30 and may only be done under the light of a full moon.

DC Features

* 30 Increases the consumer's Intelligence score by 1d4+1 points for one hour.
* 32 Functions as an augury spell cast at the herbalist’s level.
* 34 Confers a +2 luck bonus on all dice rolls for one minute.

Mandrake: 250 gp.

#### **Mistletoe** (Druid’s Herb, Golden Bough, Witches’ Broom)

*Viscum Album*

A very common woodland parasite used by druids as their divine focus. While this is technically free, it can sometimes be hard to find in areas not cultivated by druids. Areas where druids cannot be found can produce this herb, but may be found only on if a roll against DC 10 is successful. Mistletoe is not prepared, but rather “primed” by the herbalist. Primed mistletoe can be used at any point in two days, but can never be used more than once per 12 hours.

DC Features

* 0 Act as a divine focus for druids.
* 22 +2 on a single spellcraft check to cast a druid spell (the plant immediately withers and breaks apart into dust after use).
* 28 Confers a +1 bonus to the CL of one druid spell (the plant immediately withers and breaks apart into dust after use)..

Mistletoe: 40 gp.

#### **Mobroot**

The roots of particularly old patches of crabgrass can grow together into a complex tangle of fibrous materials. In some cases, a sort of tuberous fruit called a Mobroot grows at the heart of this tangle. Reading this tangle properly can aide in divination. In addition, the fruit can be distilled into a paste that reduces creatures physical resistances. Finding Mobroot takes a DC 22 check.

* 22 (Fortuneteller Lore is used instead of Craft or Survival or Herbalism Lore for this check) - +2 bonus on 1 divination flat check made in the next 4 hours
* 28 (Fortuneteller Lore is used instead of Craft or Survival or Herbalism Lore for this check) - Cast augury (This can only be done once per week).
* 22 - Creates a contact poison: DC 20 fort stage 1 - Physical resistances are decreased by 2 (1 minute); Stage 2 - Physical resistances are decreased by 4 (1 minute); Stage 3 - Physical resistances are decreased by 5 (1 day)
* 25 - Creates an ingested poison that is identical except the DC increases to 26.

#### **Monkshod** (Wolf’s Bane)

*Aconitunm Napellus*

A pleasant herb with bright purple, hooded flowers, monkshood grows to about 6 feet in height, in areas of high elevation and a tendency for moisture. Monkshood can be found by passing a check against a DC 24.

DC Features

* 20 Confers a +2 bonus to damage on attacks against wolves or wolf-like creatures for 6 hours.
* 25 Confers +2 bonus on saves vs lycanthropy.
* 30 Convers +2 bonus on saves vs a vampire’s Dominate ability.

Monkshood: 50 gp.

#### **Moonflower**

 This plant looks much like a tall prairie grass or weed. That changes, however, in the light of the moon, when Moonflower’s stalk opens up to reveal a large, white-colored blossom. Moonflower is most common on prairies or other grasslands, and does not grow where the light of the moon can not reach it. The plant is activity by carefully boiling it down over a fire until it is a paste. Finding Moonflower requires a check against DC26 (21 at night)

DC Features:

* 23 When applied to a weapon or armor, provides Ghost Touch (10 min)
* 27 When imbibed, gives a +3 herbal bonus on saves v the abilities of undead for 1 hour.
* 31 As DC23, but also, struck incorporeal creature must make a DC18 fort save or lose their incorporeality for one round.

Moonflower: 50 gp

#### **Mugwort** (Cronewort)

*Artemisia Vulgaris*

This specimen must be collected on the eve of a summer solstice if it is to be made into a long-term concoction. Finding mugwort requires a check against DC 27. This plant has reddish-brown angular leaves with button like yellow-brown petals.

DC Features

* 30 Confers immunity to poison for one hour.
* 35 Grants Spell Resistance 10 for 10 minutes.
* 35 Break enchantment

Mugwort: 300 gp.

#### **Mullein** (Graveyard Dust, Hag’s Tapers)

*Verbascum Thapsus*

Growing along mossy banks, mullein is an ideal herb to aid the herbalist when searching for other specimens. Relatively common (DC 22), it enhances the brewing of other concoctions.

DC Features

* 20 Reduces the DC of concocting another herbal recipe by -2.
* 24 Causes animals to be uncomfortable around the wearer; -2 to hit user and, if they come within 10 feet, DC 13 will save or shaken (1 hour).
* 26 causes the recipient’s scent to be unrecognisable for 1 hour.

Mullein: 20 gp.

#### **Redroot**

*Pisum Roseus*

This plant looks very similar to normal grasses and requires a DC 28 check to properly locate and identify. It is prepared by grinding the roots and injesting the resulting paste.

* 24 Aberrations that damage the recipient must make a fortitude save (DC16) or become fatigued. This effect lasts for 10 minutes.
* 28 Provides a +2 bonus on the CL check to overcome the spell resistance of aberrations (2 spells or 24 hours)

Redroot: 25 gp.

#### **Riverweed**

This brownish, thorny plant plant only grows at the bottom of deep river pools. It is prepared by grinding it into a paste and then letting it dry over a small fire. This plant creates bombs similar to alchemical bombs, and indeed all prepare checks can be made with craft (alchemy) as well. These bombs are very popular amongst the villagers of remote areas, who often open with a salvo of Riverweed Grenades before peppering wandering monsters with arrows.

20 - The target is made temporarily softer, causing it take lose 2 points of natural armor

24 - AND gain weakness 1 to piercing

30 - Reduces the hardness of item struck by 5

#### **Skullcap** (Madweed)

*Scutellaria Lateriflora*

Among watery places and on the banks of rivers and lakes grows the weed skullcap. This unusual flower is bell-shaped, with leaf-like flowers of blue and white. Skullcap can be successfully found against DC 26.

DC Features

* 26 When the seeds are ground into a fine powder and blown in the face of one enthralled by a berserk rage (such as a barbarian’s rage class ability), it immediately draws the victim out of the frenzy.
* 30 Confers a +4 bonus to saves against mind affecting abilities for 10 minutes.

Skullcap: 20 gp.

#### **Snow Pea** (Eye-poppers)

*Brathum Saccharatum*

This useful plant only grows in mountainous areas and is very popular amongst the creatures that live there. The plant is in season in spring and summer, and is quite common DC 8 (20 out of season) The peas of this brownish-green vine are chewed on to gain its beneficial effects. This plant can not be OD’d on.

DC Features

* 5 +1 initiative (1 hour)
* 18 remove the fatigued condition for 4 hours, then become exhausted.
* 28 remove the exhausted condition for 5 minutes, then take 1-2 points of wisdom or intelligence damage (chosen randomly). This damage is automatically healed after an 8 hour rest (4 for creatures that do not sleep)

Snowpea: 5 gp (25 in fall/winter)

#### **Tla Sap**

The Sap of the Tla tree has valuable properties to both the alchemist and the herbalist. It is virtually nonexistent outside the Jagged Forest. Fortunately, Tla trees are everywhere in the Jagged Forest, so the only real challenge in using the sap is harvesting it. Harvesting Tla sap takes a DC 15 survival check and 10 minutes of work, after which the tree must be allowed to drain, generally for at least 24 hours. The sap itself is an orange, viscous fluid that naturally melts ice (without raising the temperature). Liquor brewed from Tla sap is worth 4 GP, Wine 20, to a trader.

DC features

* 15 - Brew a strong spirit. In addition to intoxication, gain +5 on saves against hypothermia for 12 hours. Fermentation takes 2 weeks. Colloquially, these drinks are called “nightcaps”.
* 22 - Brew a fine wine. In addition to intoxication, gain cold resistance 2 (12 hours).
* 25 - +5 on saves against hypothermia (activating Tla sap in this way takes 30 minutes)
* 30 - Cold Resistance 5 (activating Tla sap in this way takes 30 minutes)

Special - Tla sap can also be made into a paste, but this requires a craft (alchemy) check.

* 18 - Create a paste that, when smeared across the skin, grants a +5 herbal bonus to saves against hypothermia. That paste is bright orange, however, and gives -5 to stealth checks to not be seen (unless, of course, you are in an environment where bright orange is common)

#### **Veilflower**

*Hedera Incorpus*

This reddish brown vine grows along the sides of waterfalls. The vine flowers in summer, and checks made to activate the plant gain a +4 bonus during the summer. Activating the plant involves carefully breaking the vine and then tying it around the subject, which allows its sap to rub onto their skin.

DC features

* 16 if applied to a corpse, that corpse is much less likely to rise spontaneously as an undead. Additionally, the quantity of black onyx required to raise the corpse as an undead using spells such as animate dead is increased by 25 GP. Preparing vielflower take 2 minutes and its effects begin immediately thereafter on the person the plant was prepared on.
* 22 The creature 'wearing" the Vielflower vine gains +2 AC against incorporeal touch attacks for 4 hours.
* 26 The creature wearing the Vielflower is also treated as having the spawn screen spell active on them for 1 hour (CL = herbalist's class levels).
* 30 The casting time of the Raise dead ritual is decreased moderately, and the cost of the ritual is reduced by 500 GP.

#### **Witch Hazel**

*Hamamelis Virginica*

Appearing to be a knot of crooked branches intertwined, it has a smooth, grey bark, with bright yellow flowers appearing in late autumn. Following the flowers is the production of black nuts that are edible and have special properties in and of themselves. Finding witch hazel is not too difficult, requiring the herbalist to pass a DC 22.

DC Features

* 20 Cures one hit point of damage.
* 24 Automatically pass a heal check to treat a creature with an injury.
* 26 Confers a +2 bonus to saves against inhaled poisons for 1 day.
* 28 Chewing the black nuts of witch hazel grants a +1 herbal bonus to Wisdom for one hour.

Witch Hazel: 75 gp.

#### **Wood Betony**

*Stachys Officinalis*

This plant grows out of wood rot, with a stem that can grow as tall as two feet. Typically found in woodland settings, it can be found amidst tangles, wetlands and swamps. Finding this specimen requires a check against a DC of 24.

DC Feature

* 26 Confers a +2 herbal bonus to saves against psionics for one hour.

Wood Betony: 20 gp.

#### **Wormwood**

*Artemisia Absinthium*

A pale green plant with a woody, tough stem, wormwood grows to at most three feet in height. It has pale green leaves and flowers that begin olive coloured but eventually change to an ochre hue. Wormwood can be found alongside roadways and in places where waste is disposed. During the early parts of summer to midsummer are the best times for cultivation, in which one has to pass a DC 24 (out of season DC 28).

DC Feature

* 24 Overcomes the nauseated condition.
* 26 Confers a +1 resistance bonus to any one save within 1 day.
* 28 Confers a +1 herbal bonus to all skill checks involving Charisma for one hour.

Wormwood: 15 gp.