Herblore

Herbs are the needed ingredients for medications, spices and spells, sometimes rituals. Herbs have special properties if not being used for food.

### Method

The method of application is important cause it determines overall how the user is using the plant. Herbalist and Druids have the ability to use herbs in a magical/holy way. Most methods take one active round (10 seconds to apply). This includes Spray, Ingested, and Combating Plants. The herb used will take effect on the round following application. Other methods, including Fumes, Applied and Poultice, take (10 minus the applicant’s endurance mod) rounds to apply. The effect will occur in the round following application

### Type

The part of the plant used during the application or to create the lotion/unguent. Berries, Leaves and Petals are particularly prone to damage unless carefully protected. Most herbs and potions come with an appropriate container, included in the weight of each dose. With magic/holy properties the plants can become more alive and apply a mod/ability given if the user possess the class to do so.

## Unusual Herbs and Plants

### **Angel Breath**

[Method: Spray; Type: Petals; Cost: 40]

 An aromatic or perfume. When the liquid from the crushed petals is sprayed onto the wearer’s body, it adds +1 to the user’s base Charisma step for 2 hours +3 checks for Charismas. Also useful for masking disgusting smells which apply opposite effects (try applying Angel Breath to a piece of cloth wrapped around one’s face while venturing into sewers and swamps).

### **Arnica**

 [Method: Ingested; Type: Leaf; Cost: 10]

Relieves the damage caused by cold or frostbite.

### **Cat’s Tail**

[Method: Fumes; Type: Vine; Cost: 15]

This vine has a decongestant effect. Recovery made against damage caused by smoke or water inhalation.

Note: Can be used as an attacking plant. This Plant applies water damage and progressively produces smoke.

### **Fidfac**

[Method: Ingested; Type: Berries: Cost: 50]

Consuming these berries reduces the effect of fatigue, allowing the character to perform normally without requiring any sleep. One dose of Fidfac is good for counteracting one night’s lost sleep.

### **Hawk Eye**

[Method: Tincture; Type: Stalks; Cost: 25]

Increases the character’s vision. Adds +1 point to the character’s visual Perception checks for 15 minutes. This includes Perception tests for looking into the astral plane.

### **Rag Knot**

[Method: Ingested; Type: Root; Cost: 30]

When chewed, this root acts as a mild anesthetic. Reduce the step penalty caused by having multiple Wounds (each Wound over the first) by -1 step. This means that Wound penalties accrue from the third Wound taken, instead of the second. The effect of Rag Knot lasts for 4 hours.

### **Stitch Leaf**

[Method: Applied; Type: Leaves; Cost: 25]

When applied to the wound (several Stitch Leaves are often needed for this, and thus they are usually sold in “bunches” of three leaves) the edges of the stitch leaf adhere to the flesh and effectively suture the wound shut, stopping bleeding in the process. Can stop bleeding conditions

## Rare Herbs and Plants

### **Bretna**

[Method: Poultice; Type: Root; Cost: 50]

Acts as a coagulant, stopping bleeding almost immediately when applied to a Wound. Further activity on the part of the character does not restart the bleeding again.

 Notes: Attacking plant that deals bleeding damage 2d6 per round.

### **Corpse Nut**

[Method: Poultice; Type: Seed; Cost: 60]

Skin repair. Useful for treating minor or general burns (removes 1 Wound caused from burn or heat damage)

### **Grunn Fern**

[Method: Fumes; Type: Stems; Availability: Rare (+5); Weight: 0.25; Cost: 90]

 When the fumes from a Grunn Fern brew are inhaled, the character recovers more quickly from the effects of nerve damage. The fumes also serve to protect the character for 2 hours from additional nerve damage.

### **Milkweed**

[Method: Poultice; Type: Leaves; Cost: 75]

Application of a Milkweed poultice helps recover the damage caused by an extraordinary Wound effect to limbs (arms or legs, but not the head), effectively knitting together muscles and bone. Each application removes one such effect from the character.

### **Sour Dock**

[Method: Ingested; Type: Stalks; Cost: 110]

Recovers the damage caused by an extraordinary Wound effect to the head, effectively removing the effect of concussion. Each application removes one such effect from the character.

### **Stink More**

[Method: Ingested; Type: Root; Availability: Rare (+5); Weight: 0.25; Cost: 125]

A highly effective purgative, killing most natural forms of parasitic infestation.. It has an unfortunate side-effect in that it causes severe diarrhea in the character for 6 hours, hence its name.

 Notes: Creates a Trap like attack plant. It can grapple enemies.

### **Veil Shift**

[Method: Tincture; Type: Stalks; Cost: 50]

 Allows the character to see into the Astral Plane for 15 minutes as if she had the windling ability of astral sight. Side effect, it's similar to a drug and is not considered to be an actual "Astral" experience.

## Very Rare Herbs and Plants

### **Gensin**

[Method: Tincture; Type: Clove; Cost: 500]

 Preserves the body of a dead character in a form of suspended animation Used more so for the use of reanimation, resurrection and necromancy.

 Additional doses of Gensin can be used on a character, each prolonging the “life” of the character for 6 more hours. If the character hasn’t recovered after that, then she is dead.

 Herblore Leveling

(Every 100 XP is 1 level)

## Herbs

 Guam leaf
 Marrentill
 Tarromin
 Harralander
 Ranarr weed
 Toadflax
 Irit leaf
 Avantoe
 Kwuarm
 Snapdragon
 Cadantine
 Lantadyme
 Dwarf weed
 Starflower