Herbal Magic

Herbs, Teas, and Potions

An herbal tea is created by drying the herbs, grinding them into a powdered form, and then adding boiling water to the ground herb. The desired potency can be obtained by adjusting the amount of water added, which is determined by trial and error. Once hot water has been added to the ground herb, it must be imbibed before it cools off; otherwise, its potency is dramatically reduced. Dried or ground herbs can usually last for at least 12 months, and in many cases, two to four years (although potency may be affected).

The more common teas can be created by just about anyone since they usually only require one key ingredient: a specific herb, leaf, berry, or bark from a tree or plant. The herb/tree/plant is usually turned into a tea that can be digested quite easily. In some cases, however, the tea form is poisonous, and the herb must be transformed into an ointment or body salve.

The potency of herbs can be affected by several factors, such as when the herb was planted, when it was cultivated, whether it was ripe or not, and when it was used. Some people insist that certain herbs' potency seems to be affected by the Sun, while others are affected by the Moon. Ley lines also seem to have an effect upon the potency of potions, as well as herbs found near mystical mounds or places.

A potion is simply a tea or similar liquid brew created by an herbalist or druid. A potion is more potent than a mere tea and, in some cases, has additional benefits and characteristics. Magic potions are made from enchanted fruits, roots, bark, flowers, or herbs. They instill temporary magic powers or cures.

Notes About Herbs & Plants

  • The Astrological Connection: Here is a quick overview of some of the beliefs held by Otarian civilizations:
    • The Sun is believed to affect and influence the heart. Plants resembling the sun, reddish-orange, and some yellow plants, such as the sunflower, are said to be influenced by the Sun and thus can be used to cure ailments affecting the heart.
    • The Moon is believed to affect and influence plants with a high water content or plants that live in or near water.
    • The Planet Miriel is believed to affect the brain, nervous system, or speech. Its influence is over plants with fine or highly divided leaves and includes carrots, mandrake, and lily of the valley.
    • The Planet Earendil is believed to be associated with beautiful flowers and red fruits. Obviously, Earendil has strong ties to romance and love, and this is reflected in her sphere of influence.
    • The Planet Caladhros is the masculine version of Earendil. It affected plants with a strong acrid taste and includes garlic, onion, mustard, peppers, and tobacco.
    • The Planet Araman Jupiter is believed to affect the liver or arterial system. Its influence includes plants such as the oak tree and plants with a pleasant odor, such as myrrh, anise, cloves, and nutmeg.
    • The Planet Fornost is associated with plants that are poisonous or narcotic, such as marijuana or hemlock, plants with cooling qualities, such as barley or tamarind, and woody shrubs or trees with annual rings, such as elm, cypress, or pine.
  • Astrological signs connected with certain plants:
    • Verdant Dreamer {Cormireth}: Plants ruled by Mars that could cure fevers & headaches.
    • Bloomweaver {Quessirian}: Plants of the earth like mushrooms.
    • Sunsong {Anorlote}: Mosses.
    • Summerheart {Lomenie}: Water.
    • Starwhisper {Elentarie}: Plants that help the heart and circulation of blood.
    • Emberwanderer {Calaqualin}: Cereal plants, barley or oat or rye or wheat, and grasses.
    • Equinox Sage {Aranqueneth}: Plants linked to romance and duality.
    • Shadowdancer {Lomequenar}: Plants related to sex organs; wormwood, basil, palms.
    • Frostveil Sentinel {Telumorlindon}: Centaur and ruler of forests; trees: oak, beech, elm.
    • Stardust Weaver {Elenquessirion}: associated with plants that are poisonous or narcotic, such as marijuana or hemlock, plants with cooling qualities, such as barley or tamarind, and woody shrubs or trees with annual rings, such as elm, cypress, or pine.
    • Moonshaper {Eldrannar}: Frankincense and myrrh.
    • Frostwhisper {Telunime}: Water, algae, and seaweed.
  • Herbal Spices: Some common food spices among the people of Otara:
    • Allspice
    • Anise
    • Lemon Balm
    • Basil
    • Bay Leaf
    • Caraway
    • Cayenne Pepper
    • Celery
    • Chives
    • Cloves
    • Clover
    • Coriander
    • Cucumber
    • Dill
    • Garlic
    • Ginger
    • Marjoram
    • Mustard
    • Nutmeg
    • Oregano
    • Paprika
    • Safflower
    • Saffron
    • Sage
    • Sesame Seeds
    • Vanilla
    • Watercress
  • Healing Herbs & Spices: An alphabetical listing of various spice herbs/plants and their uses. Next to the name is the disorder that the herb will soothe, reduce, or cure. The herbs listed must be prepared by an herbalist, druid, or Healer to get their full benefits. Those unschooled in the use of herbs will prepare a tea that is too weak or too strong, possibly even poisonous. A tea that is too weak will have no effect. A tea that is too strong will taste bad and cause nausea and diarrhea. The special properties listed only apply when in tea form, unless otherwise noted:
    1. Allspice - indigestion.
    2. Anise - alleviates cramps and nausea.
    3. Balm - alleviates nervous problems, hysteria, melancholy, insomnia.
    4. Bay leaf - digestive problems, as an ointment it can be used for bruises and skin problems, as a paste it can be applied to the chest for colds.
    5. Caraway - promotes digestion of foods and used for various female problems.
    6. Cayenne pepper - stomach pains and cramps.
    7. Celery - skin problems and overweightiness.
    8. Chives - anemia.
    9. Cloves - nausea.
    10. Coriander - rheumatism and joint pain.
    11. Cucumber - heart and kidney problems.
    12. Dill - upset stomach and insomnia.
    13. Ginger - causes cleansing of body through perspiration, also for colds.
    14. Mustard - internal inflammations and encourages blood flow.
    15. Nutmeg - mild hallucinogenic drug and stimulant.
    16. Oregano - stiff joints.
    17. Paprika - colds and stimulant.
    18. Safflower - hysteria and colds.
    19. Saffron - coughs, stomach gas, insomnia. In large doses it acts as a poison to the nervous system.
    20. Sage - nervous conditions, trembling, depression, and vertigo.
    21. Watercress - tuberculosis, anemia, and eczema.
  • Herbal Teas: Some popular and common teas among the people of Otara. Next to the name is the disorder that the tea will soothe, reduce, or cure. The teas listed should be prepared by an herbalist, druid, or Healer to get their full medicinal benefits.
    1. Lemon balm - soothes the nervous system.
    2. Camomile - prevents nightmares, helps digestion.
    3. Red clover - soothes coughs.
    4. Cassina - mild narcotic.
    5. Catnip tea - stimulates one's appetite.
    6. Elder flower or berry - induces sleep and relieves respiratory infection.
    7. Horehound - cures/soothes coughs.
    8. Licorice root - thirst quencher.
    9. Lime flower - soothes the nerves and aids in digestion.
    10. Bee balm - induces sleep.
    11. Paraguay - stay awake; contains caffeine.
  • Other Teas and Healing Herbs/Plants
    1. Artichoke - heart disease.
    2. Asparagus - kidney problems.
    3. Black birch leaf - intestinal worms.
    4. Blackberry leaf - bleeding gums.
    5. Carrot - superior sight and night vision.
    6. Catnip - bronchitis and diarrhea.
    7. Eucalyptus - deodorant & antiseptic, sore throat, lung disease.
    8. Heather - strengthens the heart and as an ointment, cures skin problems.
    9. Holly - arthritis.
    10. Hops - calming effect upon the nervous system.
    11. Lemon - colds, coughs, sore throat.
    12. Licorice - bronchial problems.
    13. Magnolia bark - cures tobacco addiction.
    14. Mint - general cure-all, insomnia, headache, stomach ache, nervous conditions, heartburn, nausea.
    15. Mistletoe - circulatory problems, arteriosclerosis.
    16. Mulberry - laxative.
    17. Oats - chest problems.
    18. Radish - gall bladder, rheumatism, coughs.
    19. Strawberry - eczema and acne.
    20. Willow - internal bleeding.
  • Minerals & Other Non-Plant Medicinal Items: Next to the name is the disorder that the material will soothe, reduce, or cure. The elixirs or salves listed should be prepared by an herbalist, druid, or Healer to get their full medicinal benefits.
    1. Abalone Shell - fevers, red eyes, and blurred vision.
    2. Actinolite - stomach cramps, colic.
    3. Alabaster Crystal - external ointment for eczema, burns, rashes.
    4. Centipede (dried) - convulsions, spasms, lockjaw.
    5. Cricket (dried) - boils, water retention, difficult labor.
    6. Dragon Bones - nervous disorders, fever, general healing.
    7. Earthworm (dried) - lung and breathing disorders.
    8. Epsom Salts - constipation, hangovers.
    9. Fluorite Mineral - resistance to tooth decay.
    10. Haematite Mineral - dizziness, headaches, hiccups.
    11. Leech (dried) - urinary infection, piles.
    12. Spanish Fly Beetle (dried) - urinary infection, poison.
    13. Sulfur - laxative, blood cleanser; skin problems as an ointment.
    14. Titanite Mineral - ointment to protect against sunburn.
    15. Wolf Spider (dried) - swelling, abscesses.
    16. Sheep Fat - made into soaps, cosmetics, medicinal creams.

Herb Magic

Herb magic operates similarly to wizardry, where mystical energy is summoned and infused into otherwise ordinary herbs, plants, fruits, or branches to imbue them with magical properties. Just as wizards imbue crystals and devices with magic to create enchanted weapons and items, druids or herbalists use enchanted plants for magic and healing purposes. These magic plants and herbs can be consumed or used to create magic powders, teas, potions, and balms. Branches can also be fashioned into magic wands and staves.

Creating magical herbs often requires a significant amount of P.P.E. (Potential Psychic Energy), frequently more than what the druid or herbalist possesses themselves, especially for crafting wands and staves. Therefore, druids gather at places of magical power such as ley lines and nexus points to harness additional energy. Ceremonies at ley line nexus centers typically coincide with times of peak energy, such as during summer and winter solstices. Druids or herbalists can also draw energy from willing participants involved in these ceremonies.

When a nexus isn't available, druids or herbalists may resort to sacrificing animals to tap into doubled P.P.E. at the moment of death. Despite legends suggesting otherwise, they generally do not engage in human sacrifice, reserving such practices for evil or deranged individuals. An exception exists with a group of necromantic creatures known as the Blood Druids, who actively pursue blood sacrifices and torture of intelligent beings (further details elsewhere).

The duration of enchantments varies depending on the herb, wood, and magical potency. Some magical effects require more energy to sustain than others. Once an herb has been magically empowered, it retains its magic until it is consumed or otherwise expended. The urgency to use an herb often depends on its natural freshness; some must be used within days, while others can be dried or preserved indefinitely. Magic poisons, for instance, can remain potent for years. Wands and staves typically retain their magical properties until they are destroyed.

Wands & Staves

Unless stated otherwise, the typical wand or staff can unleash its power three times a day (within 24 hours). A wand has a structural damage capacity of 20, a staff 50. The creation of magic wands is a power exclusive to the druids; the herbalist cannot make them. Only one wand or staff can be created at a time to keep the number of magic items low. Furthermore, the druids are very careful about what they make and to whom they give it.

The P.P.E. Cost indicates the amount of mystic energy needed to instill the herbal magic or to create a magic wand or staff. The Market Value is the average cost in GP to purchase these magic herbs, potions, ointments, wands, and staves. Prices may vary dramatically from place to place by as much as 200% higher or 30% lower.

Herbs Used in Magic: The following herbs must be prepared by an herbalist or woodland druid in order to draw out or instill their special magical properties:

  1. Alder Tree: Native to many parts of Otara growing in wet woods and by lakes and streams. It is common throughout the British Isles. As a medicinal herb, it is used to treat diarrhea, fever, aches from fever, and colds. The fresh crushed leaves can soothe chapped lips and skin.
    Magical Properties: The leaves and wood can be instilled with magic. Burning three enchanted leaves will summon forth a lesser air elemental, "whistling up the wind." A magic alder wand allows the character to command the summoned lesser air elemental and holds lesser elementals at bay, protecting the wielder. The wand is ineffective against greater air elementals. P.P.E.: 450 points to enchant the wand (20 S.D.C.) and 20 P.P.E. per leaf. Market Value: 10,000 GP. per leaf. The wand costs 6,000 GP. and up.
  2. Amaranth (Lady Bleeding): A rare herb imported from the Harak. Medicinally, it stops internal hemorrhaging and excessive menstruation, and treats diarrhea and dysentery.
    Magical Properties: Symbolizes immortality, constancy, and fidelity. Can be made into a potion of youth, making the drinker appear 4D4 years younger, restoring hair loss and color, and providing bonuses to saving throws. The effects last three months, but the potion is addictive. P.P.E.: 100 points per dose. Market Value: 450 GP. per dose.
  3. Ash Tree: Ash grows throughout the British Isles in rich lime soil. Medicinally, its leaves and bark are used as a laxative, to expel stomach parasites, and to cure urinary, bladder, and kidney disorders.
    Magic Properties: Magic ash leaves heal wounds and restore hit points or S.D.C. when used in compresses. A magic ash wand heals additional hit points or S.D.C. and can be used three times per day. P.P.E.: 350 points to enchant the wand or staff and 15 P.P.E. per leaf. Market Value: 5,000 GP. per leaf. A healing wand costs 3,500 GP. and up.
  4. Ash: Rowan (Mountain Ash): Originates in Rhyanne and scattered throughout the Elven Isles. Known in legends, it symbolizes life around Avendesora.
    Magical Properties: The bark has regenerative powers similar to a restoration spell, healing injuries and restoring small missing limbs magically. P.P.E.: 750 points to enchant up to five pounds of bark. Market Value: 100 GP. for a pinch, 3000 GP. for a magic tea or potion, 10,000 GP. for the salve.
  5. Belladonna (Deadly Nightshade): Found in woodlands and thickets throughout the Elven Isles, and many other places on Otara. Medicinally used as a sedative, analgesic, and antispasmodic.
    Magical Properties: Potions induce paralysis and temporary magical poison. P.P.E.: 30 points per potion (paralysis), 55 points per potion (poison). Market Value: 600 GP. and 1,500 GP. respectively.
  6. Blackthorn (Sloe): A spiny shrub throughout Arethane and other forested areas, medicinally used for stomach, kidney, and bladder disorders.
    Magical Properties: Enchanted berries provide bonuses against magic and psionic attacks from "evil" beings and horror factors. P.P.E.: 15 per berry. Market Value: 500 GP. per three berries or potion.
  7. Black Hellebore: Found throughout Otara, used medicinally for neurological disorders.
    Magical Properties: Incense or potions induce relaxation and enhance mental clarity. P.P.E.: 15 points per leaf. Market Value: 30 GP. per leaf.
  8. Protection Elixir: Potion protects against psionic attacks and magic. P.P.E.: 65 points per dose. Market Value: 1,000 GP. per dose.
  9. Insanity Cure: Potion cures magical curses of insanity. P.P.E.: 115 points per dose. Market Value: 4,000 GP. per dose.
  10. Carline Thistle: Grows throughout Otara, predicting storms.
    Magical Properties: Wand predicts weather changes. P.P.E.: 175 points to create. Market Value: 12,000 GP.
  11. Castor Oil (Bean): Common throughout Otara, used medicinally for constipation and cramps.
    Magical Properties: Potions reveal invisible entities or restore sight. P.P.E.: 100 points per potion or lotion. Market Value: 3,000 GP. each.
  12. Catnip: Found wild across Otara, medicinally used as a sedative.
    Magical Properties: Flowers enhance combat abilities or repel felines. P.P.E.: 50 points per flowering stem. Market Value: 1,000 GP. per flower.
  13. Cedar Tree: Grows throughout Otara.
    Magical Properties: Staff grounds against lightning and energy. P.P.E.: 350 points to create. Market Value: 20,000 GP. and up.
  14. Clover (Red & White): Found across Otara, medicinally used for teas and as an antiseptic.
    Magical Properties: Ointment heals burns or provides nourishment. P.P.E.: 10 points per clover flower. Market Value: 300 GP. for an ounce of ointment or 100 GP. per flower.
  15. Clover (White): A vine weed across Otara.
    Magical Properties: Four-leaf clovers protect against curses and invisibility. P.P.E.: 210 points for three leaves, 290 points for four leaves. Market Value: 3,000 GP. and 5,000 GP. respectively.
  16. Dwarf Elder (Danewart): Native to Most of Otara it is used medicinally for dropsy.
    Magical Properties: Berries prevent drunkenness. P.P.E.: 25 points per sprig. Market Value: 1,000 GP.
  17. Elder (Black Elder): A shrub native to most of Otara, found throughout the Elven Isles. All parts of the plant are used medicinally: flowers, fruits, leaves, and bark. It is used as a circulatory stimulant, anti-inflammatory agent, fever reducer, aspirin-like pain reliever, and to fight the common cold and flu. It can also be made into a wine with hypnotic qualities, inducing relaxation.
    Magic Properties: Enchanted berries and leaves can be turned into foul potions similar to magic spells: minor curse, sickness, and luck curse. Fortunately, the effects of these bad luck potions last only 1D6 hours. P.P.E.: 25 points per each sprig of leaves and/or berries. One sprig is needed to make the potion. Market Value: 1,000 GP.
  18. Ergot Fungus: This fungus is found on rye during damp weather or poor harvesting conditions. When ergot-poisoned grain is baked into bread, it becomes the hallucinogenic LSD, causing vivid and often horrific hallucinations of monsters and demons.
    Magic Properties: The fungus-infected grain can be magically enchanted to create three magic potions. One causes the drinker to hallucinate (same as the magic spell) and combat illusionary monsters for 3D4 minutes. Another allows the drinker to see through magic illusions for 2D4 minutes. The third, named the Mind's Eye, grants psychically sensitive powers for 2D4 melees: see aura, see the invisible, sixth sense, and clairvoyance. P.P.E.: 100 each. Market Value: Hallucinogenic - 500 GP, other two - 2000 GP per dose.
  19. Foxglove (Faerie Caps, Dead Men's Bells, Digitalis): An herb that grows in woodlands throughout the British Isles and Europe. All parts of the plant are extremely poisonous if eaten, causing severe stomach cramps, convulsions, and heart palpitations. Victims suffer 2D4 x 10 S.D.C./H.P. damage and cannot attack or defend themselves while convulsing. Convulsions last for 1D6 minutes. Extracts from the herb are used medicinally to regulate heartbeat and control heart disease.
    Magic Properties: Ironically, this magic herb is used to create potions that negate poison. P.P.E.: 35 points per each sprig of leaves and/or berries. One sprig is needed to make the potion. Market Value: 1,000 GP.
  20. Ginseng: Ginseng plants are imported worldwide and are occasionally found in the Elven Isles. The root is used medicinally to cure arthritis and rheumatism. An extract is also used to boost stamina and combat motion sickness.
    Magic Properties: The magic herb can be used to create magic potions that prevent fatigue or increase speed.
    Magic Potion - Impervious to Fatigue: The drinker can work tirelessly for 1D4 + 1 hours. P.P.E.: 60 points. Market Value: 1,000 GP per dose.
    Magic Potion - Super-speed: Increases running speed by 40 points, +1 initiative, and +2 to dodge for ten minutes per level of the potion maker. P.P.E.: 60 each. Market Value: 4,000 GP per dose.
  21. Holy Thistle (Blessed Thistle): An herb found in woodlands across the Elven Isles and Laridian Continent. The leaves cure the plague, stomach disorders, indigestion, and cramps.
    Magic Properties: Chewing on a magic leaf or drinking tea brewed with a magic thistle leaf eliminates food poisoning, cramps, and hangovers. P.P.E.: 20 points per leaf. Market Value: 100 GP.
    Magic Potion - Cure Magic Sicknesses/Diseases and/or Alien Diseases: P.P.E.: 200 points per dose of potion. Market Value: 30,000+ GP.
    Magic Potion - Instill Supernatural Strength: Temporarily transforms the drinker's normal P.S. attribute into supernatural strength for 4D4 minutes. P.P.E.: 140 points per dose of potion. Market Value: 30,000+ GP per dose.
  22. Horsetail: A fossilized plant found among coal deposits. Medicinally, it helps heal lungs, aids general healing, and heart disease.
    Magic Properties: Used to make two different magic potions:
    1. Impervious to magic and toxic gases of all kinds.
    2. Breathe without air.
    Each potion lasts for 20 minutes. P.P.E.: 100 each. Market Value: 5000 credits each per dose.
  23. Jimsonweed (Thornapple): An herb native to Laridian Continent, introduced into the Elven Isles before the Retreat. The leaves and seeds are used medicinally to relieve muscle spasms in asthma and Parkinson's disease. All parts of the plant are poisonous if eaten, causing damage, temporary paralysis, nausea, and vomiting.
    Magic Properties: A dried magic leaf smoked in a pipe or cigarette keeps faerie folk away and grants +1 to save vs faerie magic. Chewing it enables the character to see the invisible until nausea sets in after 20 minutes, causing poisoning. P.P.E.: 15 points per leaf. Market Value: 500 GP per leaf.
    Magic Potion - Negate/Reverse Effects of Faerie Foods and Drinks: P.P.E.: 136 points per potion. Market Value: 25,000 to 50,000 GP.
  24. Mandrake Root: A perennial herb, poisonous medicinal narcotic, and aphrodisiac. The narcotic dulls senses, reducing initiative, strike, parry, dodge, and attacks per melee by half.
    Magic Properties: Chewing or brewing tea with magic mandrake root grants dowsing or a glimpse of the future, with narcotic effects. P.P.E.: 50 points per root. Market Value: 500 GP per bit.
    Magic Potion - Befuddle: Same as the spell, lasts 2D4 minutes. P.P.E.: 50 points per potion. Market Value: 1,000 GP.
    Magic Potion - Empathy: Same as psionic power, lasts 3D4 minutes. P.P.E.: 40 points per dose. Market Value: 5,000 GP.
    Magic Potion - Telepathy: Same as psionic power, lasts 3D4 minutes. P.P.E.: 50 points per dose. Market Value: 10,000 GP.
  25. Bio-manipulation Voodoo Doll: A whole mandrake root transformed into a magic weapon, inflicting bio-manipulation (same as psionic power) on a victim within line of sight up to 100 feet. P.P.E.: 300 points to create. Market Value: 150,000 GP.
  26. Mistletoe: A perennial shrub widespread in the Elven Isles and Laridian Continent. Medicinally, it lowers blood pressure, stimulates the heart, and fights heart disease. Eating the berries or too much mistletoe causes nausea and vomiting, reducing attacks per melee and combat bonuses by half.
    Magical Properties: Mistletoe has many magical properties.

Potions and Magic Items

Potions:

  1. Charismatic Aura: Equivalent to the fifth-level spell of the same name.
    P.P.E.: 75 points each potion per dose.
    Market Value: 50,000 GP per dose.
  2. Impervious to Fire: Equivalent to the fifth-level spell of the same name.
    P.P.E.: 75 points each potion per dose.
    Market Value: 50,000 GP per dose.
  3. Float in Air: Equivalent to the fifth-level spell of the same name.
    P.P.E.: 75 points each potion per dose.
    Market Value: 50,000 GP per dose.
  4. Magic Amulet: A sprig of the plant can be magically preserved as an Amulet
    P.P.E. Cost: 290 points per amulet/sprig.
    Market Value: 20,000+ GP each.
  5. Oak Tree (Common): A deciduous tree with a short, thick trunk and large branches that form a massive crown of leaves. Common to the Elven Isles, much of Laridian Continent, and Otara in general. The bark is used medicinally to treat gastroenteritis and severe diarrhea. Druids consider it sacred, symbolizing strength, masculinity, stability, and longevity.
    • Magic Potion:
      • The enchanted bark is used to make holy water, which burns like acid when sprinkled or cast upon vampires and other demons, inflicting 3D6 H.P./M.D. Holy water spilled in a circle prevents vampires and some other demons from entering the circle.
      • P.P.E.: 20 points per vial.
      • Market Value: 10 GP per vial.
    • Magic Acorn:
      • Provides the nourishment of an entire meal.
      • P.P.E.: 20 points per acorn.
      • Market Value: 200 GP.
    • Magic Oak Leaf:
      • Can be eaten or made into a tea or potion. Instills the magic power of Chameleon, as per the spell, for 10 minutes.
      • P.P.E.: 25 points per leaf.
      • Market Value: 200 GP.
    • Magic Oak Bark:
      • An acorn-sized piece can be eaten or made into a tea or potion. Instills the magic power of Armor of Ithan with an S.D.C. of 60 for 20 minutes.
      • P.P.E.: 45 points per piece.
      • Market Value: 4,000+ GP.
    • Magic Oak Root:
      • Can be eaten or made into a tea or potion. Instills the ability to track animals at an 88% proficiency for one hour.
      • P.P.E.: 25 points per chunk.
      • Market Value: 1000 GP.
    • Magic Tea:
      • Made from the leaf and bark of the oak. Instills the magic power of Oracle, as per the spell.
      • P.P.E.: 70 points to make the brew.
      • Market Value: 200 GP.
    • Magic Wand of Dowsing:
      • A "Y" shaped branch used to locate other oak trees, water, and ley lines.
      • P.P.E. Cost: 130 points.
      • Market Value: 2,500 GP.
    • Magic Oak Throwing Stick:
      • Returns when thrown, doubles the normal range, and inflicts 1D6 S.D. to mortal foes and 2D6x5 S.D. to supernatural opponents.
      • P.P.E. Cost: 330 points.
      • Market Value: 13,500 GP.
    • Staff of Strength:
      • A magical branch that cannot be broken or bent. As a weapon, it inflicts 4D6 S.D.C. to mortal foes and 4D6x10 S.D. to supernatural opponents. Provides the following bonuses to its owner: +1 to save vs. all magic and psionic attacks, +1 to save vs. horror factor, additional stamina (fatigues at half the usual rate), and the ability to carry weight as if having supernatural strength.
      • P.P.E.: 670 points.
      • Market Value: 22,000 GP.
    • Rue (Herb of Grace): A perennial shrub that grows in southern Laridian Continent. Medicinally, it is used as a general healing agent, sedative, and antispasmodic. Overuse can cause nausea and vomiting, reducing the victim's attacks per melee and combat bonuses by half for 3D6 hours.
      • Magic Potion: The enchanted herb is used to make holy water, which burns like acid when sprinkled or cast upon vampires and other demons, inflicting 3D6 H.P./M.D. Holy water spilled in a circle prevents vampires and some other demons from entering.
        P.P.E.: 20 points per vial.
        Market Value: 10 GP per vial.
      • Magic Potion: Induces magical sleep, as per the spell, lasting ten minutes per level of the potion maker.
        P.P.E.: 40 points per dose.
        Market Value: 500 GP.
      • Magic Wand of Sleep: A magical sprig of the plant can be preserved and attached to a wand, which can cast the sleep spell three times a day. Range is 20 feet (6 m) or by touch.
        P.P.E. Cost: 230 points.
        Market Value: 10,000 GP.
    • Anti-Magic Wand or Staff: A magical sprig of the plant can be preserved and attached to a wand or staff. The holder gains +6 to save vs. all magic and can perform the following spells once per day: Dispel Magic Barrier, Negate Magic, and Anti-Magic Cloud. The level of potency is equal to the level of its creator. The staff also inflicts 2D6 S.D.C. against mortal foes or 2D6 M.D. against creatures of magic.
      P.P.E.: 1930 points.
      Market Value: One million GP.
    • Solomon's Seal: A perennial herb scattered throughout the woodlands of Laridian Continent and native to the Elven Isles. Medicinally, it is used as a painkiller for headaches and body pain. All parts of the plant are poisonous, causing 2D6 damage, nausea, and vomiting if eaten, reducing the victim's attacks per melee and combat bonuses by half for 4D6 hours.
      Magical Properties:
      Burning three enchanted leaves will summon a lesser elemental from the planes of earth, water, fire, or air.
      Magic Sprig of Elemental Control: An enchanted sprig of Solomon's Seal is needed to command the summoned elemental. Only one elemental can be controlled at a time. The sprig will hold lesser elementals at bay and prevent them from hurting the individual who holds it. Ineffective against greater air elementals.
      P.P.E.: 750 points to enchant the sprig (has 9 S.D.C.) and 50 P.P.E. to enchant each leaf.
      Market Value: 20,000 GP per leaf, 900,000 GP for the sprig.
    • Willow Tree: Grows throughout parts of Arethane, Laridian Continent, and Otara in general. Medicinally, the leaves are used to eliminate fever, dysentery, and food poisoning.
      Magical Properties:
      Enchanted leaves can be made into a potion that makes the drinker impervious to energy attacks for five minutes per level of the maker.
      P.P.E.: 75 points.
      Market Value: 20,000 GP.
    • Magic Lightning Rod Staff: A staff that, when stuck into the ground, attracts all forms of lightning and electrical discharges within a 100-foot radius. Those holding the staff are impervious to electrical discharges. The staff is undamaged by the electrical barrage and impervious to all energy attacks.
      P.P.E.: 350 points.
      Market Value: 250,000 GP.
    • Wormwood: Originating in the Yeaoshan Empire, wormwood grows in dry waste places throughout Laridian Continent and the Delgwynthian Empire. Medicinally, it eliminates intestinal worms in humans and animals but can attack the nervous system, causing seizures if overdosed. Habitual use can lead to serious brain damage. Only the flowering stems are used.
      Magical Properties:
      • The magic herb can be used as an ointment or powder to repel goblins, ordinary worms, larvae, and the dreaded
      • Worms of Taut. These creatures cannot cross a line or open a container covered in the powder.
      • P.P.E.: 100 points to enchant up to 10 pounds (4.5 kg) per level of experience.
      • Black Market Cost: 1000 GP per pound.

        Herbs of Legend & Magic

        • Brain Tree:

          This bizarre plant grows in caves, sewers, and other subterranean locations. It resembles a giant root with two brain-like clumps, often referred to as its "brain lobes." These clumps emit a white light that can fill a large cavern. Since goblins and most subterranean creatures don't like light, these places are often free of monster. It is safe to cut and eat a small piece of the root, which has a vinegar taste and is nutritious. However, attacking one of the brain lobes triggers a psionic storm of crackling electric energy. Psychics within 100 to 300 feet (30.5 to 91.5 m) will find it difficult to concentrate or use their powers and will suffer from a pounding headache for 6D6 minutes. Psychics within 100 feet (30.5 m) feel like their head is being crushed by an invisible vice, cannot use any psionic abilities, skills are reduced by 40%, and attacks per melee are reduced by half. Everyone within 20 feet (6 m) of the brain tree is bombarded by electric and psionic blasts that inflict 3D6 S.D. three times per melee round (15 seconds). The assault continues until everyone leaves the area (100 feet/30.5 m radius) and the attacks stop. Standing one's ground to try to pry out or destroy a brain lobe causes that person(s) to be psionically and electrically fried! Each attacker suffers 6D6 S.D. three times per melee round (15 seconds) and must roll to save vs. paralysis (roll to save vs. psionic attack). A failed roll means the brain tree has caused neurological damage and permanent paralysis: one limb can barely move. If the damaged limb is an arm, reduce the character's number of attacks by one, P.S. by 2 points, and hand-to-hand combat bonuses by one point. If a leg is damaged, reduce the speed attribute and dodge bonus by half, and all kick attacks are impossible.
          Magic Properties: Alchemically speaking, the lobes from a brain tree can be used to create a number of powerful magic items:
          1. Market Value: 2000 GP.
          2. Eyes of Thoth: Potion; equal to a 10th level spell.
            P.P.E. Cost: 36.
            Market Value: 2000 GP.
          3. Trance: Potion; equal to a 10th level spell.
            P.P.E. Cost: 64.
            Market Value: 2,000 GP.
          4. Staff of Spirits: A wood or metal staff with a small brain tree lobe incorporated in it. The staff user can perform the following spells three times each per 24-hour period, all equal to a 10th level spell: Commune with Spirits, Control Entity, Banishment (entity), Turn Dead, and Exorcism.
            P.P.E. Cost: 490 points.
            Market Value: 15,000 GP.
          5. Electrokinetic Rod: Typically, a scepter-style wand but can be a staff or made into a helmet as well. It instills the user with the power of electro-kinesis equal to a 10th level Mindmage and with the equivalent of 100 inner strength points available. I.S.P. recovers at a rate of 10 points per hour.
            P.P.E. Cost: 275 points.
            Market Value: 15,000 GP.
          6. Crystal Ball: Super rare and incredibly expensive. A crystal ball enables its user to see and hear what another person is doing. The only limitations are a 300-mile range, a viewing period of 5 minutes per level of the viewer, and the viewer must have met and know any person or animal he is trying to observe.
            P.P.E. Cost: 1,234 for a single crystal ball.
            Market Value: 20,000 and higher.

        • Cobra Vine (A.K.A. Blood Plant or Vampire Plant):

          This plant has long tendrils that move like snakes and have cobra-like heads. The plant emits a pungent odor resembling decaying flesh, which attracts scavengers and predatory animals. The vines are sensitive to vibrations and strike out when an animal is near, with a typical reach of three to six feet. The underside of the cobra head has a sticky adhesive (a P.S. of 12 or higher is needed to pull it loose) which adheres to the animal. To hold the creature securely, 1D4+1 other cobra-headed vines also adhere to the struggling animal (a typical plant will have eight to ten vines). Once secured, tiny needles concealed in the cobra head sink into the animal and drain its blood. Once fed, the plant releases its prey. Small animals such as rabbits, raccoons, and foxes are usually killed, but their dead bodies attract other animals for the blood plant to feed on. Larger animals and humanoids can usually survive such an attack, suffering 4D6 points of damage direct to hit points, and stagger away, feeling weak for 24 hours. During the period of weakness, the character's number of attacks per melee, combat bonuses, and speed are reduced by half. Large mammals are only in serious jeopardy when they stumble into a patch of several hungry plants. Cobra vines frequently grow in patches of 3D4 plants. Note: The cobra vine must feed on six pints of blood every five to seven days.
          Magic Properties: As a magical herb, the vine has a few impressive properties:
          1. Cure a Vampire's Bite: A salve is made from the large, sack-like root and applied to the bite(s) on a vampire's victim. The ointment will cure any infection in the bite and, most importantly, dispel any control the vampire may have over that person, restoring him or her to normal.
            P.P.E. Cost: 380.
            Market Value: 300,000+ GP.
          2. Blood Tea: A tea or tonic is made from the blood stored in the sack-like root of the plant. The potion will cure anemia, leukemia, bone cancer, blood poisoning, and other diseases of the blood.
            P.P.E. Cost: 550.
            Market Value: 450,000+ GP.
          3. Note: Live plants are also used by sorcerers, herbalists, and monsters to guard their gardens and lairs. The plant can grow in virtually any soil except sand or clay, drawing most of its nourishment from the blood of its victims. The cobra vine is quite rare in most of the world and is found primarily in Harak, Rhyanne, Meashk`Darivwyr, and the Elven Isles.

        • Corellon's Scepter:

          This plant has no feather like leaves at the tips of a network of dull green to light brown branches. At the top of the stem is a dark green oval. The general shape, especially when pulled from the ground, resembles a scepter. Its healing powers and invulnerability to fire have earned it the name of Corellon 's Scepter; according to Elven mythology, Corellon is the Father of all gods and a symbol of strength, fire, and life (the patron of ancient druids). It is a sturdy S.D.C. plant and is completely impervious to fire and heat. Herbalists use the sap to make an ointment to soothe burns and rashes, and some have learned that covering their entire body or clothing makes them impervious to fire but not to smoke or heat (the skin blisters, vision blurs, and people faint from the heat and choke on the foul air). Note: Found in Harak, Rhyanne, Meashk`Darivwyr, and the Elven Isles.
          Magic Properties: Herbalists and woodland druids can evoke many different magic results from the plant:
          1. Oracle: Tea, potion, or snuff; same as the spell.
            P.P.E Cost: 70.
            Market Value: 2000 GP.
          2. Sense Magic and Evil: Tea, potion, or snuff; equal to an 8th level spell.
            P.P.E Cost: 25.
            Market Value: 200 GP.
          3. Commune with Spirits: Tea, potion, or snuff; equal to an 8th level spell.
            P.P.E Cost: 50.
            Market Value: 1000 GP.
          4. Impervious to Fire: Tea or potion; equal to an 8th level spell.
            P.P.E Cost: 50.
            Market Value: 3000 GP.
          5. Resist Fire: Tea or potion; equal to an 8th level spell.
            P.P.E Cost: 20.
            Market Value: 500 GP.
          6. Invulnerability: Tea or potion; equal to an 8th level spell.
            P.P.E Cost: 80.
            Market Value: 10,000 GP.
          7. Healing Ointment: Heals burns, restoring 4D6 hit points or S.D.C. and reduces scarring. It can also be used on cuts and open sores, restoring 1D6 S.D.C. and reducing scarring.
            P.P.E Cost: 80.
            Market Value: 5000 GP.

        • The Faeries' Cauldron:

          This strange plant may resemble other mushrooms, but it is very different as it comes from the Fae Realms. The tops of the plant resemble large bowl or cauldron shapes mounted on long, sturdy stalks. These bowls collect and hold rainwater and moisture. The plant is only found near ley lines and nexuses but never directly on a ley line or at a nexus epicenter. A typical Faeries' Cauldron has six to eight bowl-shaped tops, two or three of which are rather large. The mushroom usually grows in small clusters of 2D4 individual plants. They are reasonably common in Arethane, Harak, and Rhyanne, but extremely common on Meashk`Darivwyr. The average person avoids the plant, and some superstitious people actually smash them wherever they are found. The plant has several magical uses in its natural, unaltered form.
          1. The cauldrons/bowls can be broken at the stem (S.D.C. object) and will remain fresh and continue to hold magic energy. Each small cauldron/bowl contains 2D6 P.P.E., while large bowls and the root bulb each have 5D6 P.P.E. points. The mystic energy can be drained from each of the plant's bowls like the cells of a battery. However, each time a cauldron/bowl is drained of P.P.E., it shrivels and spoils.
          2. Poisonous Spoilage: Spoiled Faeries' Cauldron mushrooms are poisonous, causing stomach cramps, vomiting, diarrhea, and vertigo for 3D6 hours, even to creatures and supernatural beings. Penalties: All combat bonuses are halved, speed is halved, and the performance of skills is -20%. Sudden movement gives a sensation of vertigo and dizziness, causing the character to lose their balance, half their melee attacks, and initiative.
          3. Edible Bowls: The bowl part is tasty and can be eaten. The P.P.E. safely dissipates into the environment when eaten and does not provide the creature who eats it with any special powers. If the bowl is broken, the energy also dissipates, and the mushroom meat spoils within 24 hours. If kept whole, the bowl will stay fresh and edible indefinitely (for years). Until it is eaten or drained of mystic energy, the plant retains its P.P.E. reserve.
          4. Enchanted Water: In its natural environment, the bowls or cauldrons collect rainwater. This water becomes enchanted. Those who drink of the water will experience the dulling of the senses, as is common with narcotics. Penalties: No initiative, -2 to strike, parry, and dodge, and attacks per melee are reduced by half. However, the drinker can also see the invisible, is healed of 2D6 points of damage (if injured), and is cured of stomach cramps, worms, nausea, and/or diarrhea.
          5. Deadly Toxin: If the blood of a humanoid gets into a magic mushroom cauldron, it is transformed into a deadly toxin. The poison does 2D4x100 hit points and S.D.C. damage to humanoids and 2D4x10 S.D. to creatures. The poison must be ingested to have any effect. Market Value: 45,000 GP.
          6. Magic Potion: If faerie blood, including sprite, pixie, brownie, bogie, or leprechaun, gets into a cauldron, it turns into a magic potion. He who drinks of it will shrink to 12 inches tall, sprout butterfly wings, fly (45 mph/72 km), prowl 55%, see the invisible, and gain +3 to save vs magic and +6 to save vs faerie magic. However, all attributes, combat bonuses, S.D.C., and skill proficiencies are temporarily reduced by half. The metamorphosis lasts 2D4 hours and cannot be negated before the magic has run its course. Market Value: 200,000 GP.
          7. Potion of Metamorphosis: If dragon's blood falls into a magic cauldron, it is transformed into a potion of metamorphosis. He who drinks of it can metamorphosis into any living creature (any of the spells, including plant metamorphosis). The transformation lasts 2D4 hours and cannot be canceled before the magic has run its course. Market Value: 150,000+ GP per potion.
          8. Magic Mushroom Circles: When there are six or more plants, the Faeries' Cauldron sometimes grows in a circular formation; typically, a 10 to 20-foot diameter (3 to 6 m). These magic mushroom circles are rare and powerful. Supernatural beings, including vampires, zombies, mummies, animated dead, ghouls, golems, entities, lesser demons, and lesser elementals, cannot enter the circle and are repelled by its magic. Most animals can sense the magic and avoid the circle too. Faerie folk, and other creatures of magic, often seek refuge inside these circles and sometimes build a faerie mound (dwelling place) in the center. Circles not inhabited by faeries can be used as safe havens by woodland travelers - taking refuge at a faeries' circle and mound will cause an encounter with the inhabitants of the mound. Those who sleep within the circle will have a restful sleep and awaken refreshed and in high spirits. Practitioners of magic can step inside the circle and draw on as much as 200 P.P.E. without damaging the plants. Any attempt to draw on more energy than that will cause three claps of thunder, followed 15 seconds later by bolts of lightning striking the mage and everybody inside the circle (6D6 S.D.). Additionally, dangerous insects, such as the giant clamp-mouth dragonfly, flash beetle, and petal thing, will arrive within a minute and attack anybody in the area. It is important to note that these alien creatures frequently inhabit the same areas and are attracted by the expenditure of P.P.E. energy and noise.
          9. The herbalist and woodland druids can use the Faeries' Cauldron to create the following potions (all are equal to 7th-level spells):
            1. Water to Wine: The potion is poured into one to ten gallons (3.8 to 38 liters) of water and transforms it into good quality wine. P.P.E Cost: 25. Market Value: 350 GP.
            2. Spoil Food or Water: The potion is poured into or onto water or a beverage (one to ten gallons/3.8 to 38 liters) or up to 70 pounds (31 kg) of food making it spoiled/uneatable. P.P.E Cost: 35. Market Value: 500 GP.
            3. Negate Poison: Will negate any type of poison. P.P.E Cost: 30 points. Market Value: 50 GP each.
            4. Metamorphosis Potion: Any type of metamorphosis potion. P.P.E Cost: 85 each. Market Value: 250 GP each.
            5. Petrification: The poor fool who drinks this potion is turned into stone. The magic potion can be added to a glass of wine or other liquid as long as there is less than eight ounces (0.2 liters). The transformation is permanent unless stone to flesh magic is used to reverse the magic. P.P.E. Cost: 213 each. Market Value: 750 GP each.
            6. Stone to Flesh: The potion is poured onto the head of a victim of petrification and returns the person to the living. The potion can also be drunk ahead of time to make the drinker impervious to petrification (lasts 20 minutes). P.P.E. Cost: 113 each. Market Value: 500 GP each.
            7. Note: Of course, the herbalist and druids can use the Faeries' Cauldron to create the previously listed natural magic and super poison, as well as use the cauldrons/bowls as P.P.E. batteries (talisman).

        • Snapper Heart:

          This vicious looking plant gets its name from its four to eight bulbous heads lined with teeth and its heart shaped root. It is a Sylvan Fangbloom like plant that stands about three feet high and feeds on large insects and small mammals like mice and birds. It is pretty harmless to humanoids and large mammals, except to foolish humanoids who stick their finger in the mouth and get bitten (1D4 S.D.C.). Wilderness folk claim that eating a few ounces of the root will instill a warrior with courage and strength. This is true in the sense that eating two to four ounces of the root causes a reaction like that of a powerful amphetamine (speed) and mild hallucinogenic. The root eater feels more powerful and confident and is filled with a sense of urgency and reckless excitement. These people will take foolish risks and are extremely anxious to do something, right now. They enjoy temporary bonuses of +2 on initiative, +1 to parry and dodge, + 2 to P.S. and Spd. attributes as long as they are high. The high and bonuses last for about 2D4 x 10 minutes. When the high is gone, they are exhausted and weak: reduce speed by half, combat bonuses are -1 and skills performance is - 20% for 1D4 hours. They also feel really hungry. Regular users will become addicted and believe they are only at their full potential when high (penalties apply all the time when not on the drug). Herbalists, alchemists, and drug dens may offer the herb as a tea, potion or snuff, but the duration of these are half that of eating two to four ounces of the raw root. It has no other special properties. Note: Found in Harak, Rhyanne, Meashk`Darivwyr, and the Elven Isles.

          Faerie Tower:


          There are six known varieties of Faerie Tower, giant mushroom that seem to thrive in the Elven Isles. Two of their most notable features are that the stem of the plant is hollow, and the entire plant is a modest structure. These two features have encouraged many people, especially wilderness folk, to build homes inside the living plants! Most of these giant mushrooms are found in dense forest areas. Features:
          1. The hood or top of the typical Faerie Tower has 1D4x100 S.D.C.
          2. Walls: The average ten square feet o f the hollow stem has 4D4 S.D.C.
          3. The place always smells fresh.
          4. Typical plant lives for 50 years.
          5. Note: The plant has no special herbal or magic properties. Sections cut out of the mushshroom spoil within 6D6 hours and lose their structure. Note: Found in Harak, Rhyanne, Meashk`Darivwyr, and the Elven Isles.

        • Gripweed: This weed is commonly found in graves and where the dead have fallen. While living it is a mass that swirls and wraps around itself. If it gets a hold of you it tries to pull you into its mass to digest you. If someone is lucky enough to reap this it can be made into a common poison that cuts off the victims airway

        • Cinderpetals: These bright red and orange flowers can be found all around the world that grow all alone. If ground up finely and left in a vial or bottle they will coagulate the water into a thick goo and make the color into a vibrant swirl of red and orange. These are commonly used to make alchemist's fire.

        • Addison's Blood: When the world was created the Old Ones had created a being so beautiful even, they could not resist it's beauty. Many of them fell in love with the being and brought it up into their realm. The Old Ones began to fight over this mortal being and while it was ascending to their realm, Xy took it upon himself to destroy it. With a quick snap of his fingers the being burst into a thousand pieces and it's blood and entrails rained down on the land below. Its blood was absorbed into the earth and bright red mushrooms began to grow. These mushrooms are commonly used to make healing potions along with other herbs.

        • Smuggler's Root: This illegal herb has been outlawed (hence the name). It was giving people strange abilities for limited amounts of time. This substance was used shortly for military use until they realized how addictive this stuff was. It was causing fights to erupt from within the military. It is said that ingesting one of these roots can give you wizard like powers. The trick is they are VERY hard to find.

        • Bloodroot: This unassuming looking leafy vine grows from a single source. When pulled up, which can be difficult, a large red root can be seen. Dangerous by itself, but with some certain reagents it can be a powerful antitoxin.

        • Bog Myrtle: Round green leaves, and with flowering cones that look like berries on them. Used to flavor beer sometimes, but can be crushed, burned, and inhaled to cause psychotropic effects, and to be used as a painkiller. Afterwards, it is known to cause some hard migraine headaches. Used often by Berserkers, giving it the nickname Berserker Weed.

        • Moonroot: This strange blue plant uproots itself during a full moon, so that the tips of the roots are in direct moonlight. If picked and eaten during this time, the root grants darkvision for 1d4 days.

        • Dragon's Breath: This plant grows to be 3 ft. tall. It's skinny stem can support up to 8 massive leaves that resemble dragon wings. When brewed into a tea, this plant can produce an effect similar to a Dragon's Breath ability, dealing fire damage. This effect can only happen once per day, per drink.

        • Mort Moat: This creepy little plant grows primarily in graveyards. The small white flowers that bloom look suspiciously like skulls. If the oils of the plant are harvested, it acts as a mild poison.

        • Lion's Mane: This herb grows into a shape that resembles a small lion's face. It's roots/stems grow quickly and close together, resembling the hair of a great lion. When diced up and ingested, the herb gives the user an amazing feeling of courage.

        • Troll's Finger: This odd plant grows in the swamps. It resembles a Troll's finger sticking upright in the muck, and usually grows in clumps of 7 or 8. When picked and squeezed, a disgusting red liquid pours out that can be used as a mild poison.

        • Silvered Tongue: This plant literally silvers the tongue of those that eat it, making them unable to speak for 1d12 hours, as their tongue is unable to move. Afterwards, they become much more persuasive with a quicker wit to their tongue for 1d4:1 days (+1 to relevant checks or similar)

        • Magical Beanstalk: This beanstalk looks normal when it is first planted, but very rapidly grows until it stretches far into the sky. After 2d10 hours it will reach full size and even extend far above the clouds, making it visible for miles in either direction. The bean pods are normally filled with mundane oversized beans, but if one climbs to the very top of a fully grown beanstalk they may find a magical bean pod containing 1d4 magical beans that may be planted to create more of these gargantuan plants.

        • Bright Heroism: This bright luminescent yellow and orange herb only grows in full sunlight. When the flower petals are ingested they provide you with a burst of courage, ambition and courage, granting you advantage against saving throws for being frightened and an extra 1d4 temporary hit points for the next hour.

        • Ogre Root: When this rare radish-like plant is left to go mouldy, it can be eaten to grant the effect of enlarge spell for 10 minutes.

        • Mad Eric's leaf: When brewed into a tea, this spiky, shiny poisonous leaf induces nightmares for one night, preventing the drinker from benefiting from a long rest and granting a point of exhaustion.

        • Mire Bells: Little brown bulb-like flowers that grow in swamps, the flowers on their own will not do anything inherently magical. However, if crushed into a paste or salve, mire bells have the ability to siphon poisons or venoms from the body like a sponge.

        • Cairnweed: A dull grayish vine plant that tends to grow over gravestones and marked burial sites, it is rumored that drinking tea made from the leaves of this plant allows you to speak with the dead, particularly those who were buried where the plant was harvested.

        • Ruby-Fringed Primrose: A standard primrose flower save for the fine red edge on the petals, this somewhat unassuming plant eases the sting of heat, granting resistance to fire if the petals and stems are consumed raw. Should they be prepared in any way, the inverse effect is applied, granting vulnerability to fire.

        • Crawling Volleyvine: A complicated and dangerous plant to harvest properly, an agitated vine from this plant violently fires its thorns off like shrapnel, as if the Hail of Thorns spell was cast as a 2nd-level spell. Should this plant be harvested without agitation, it makes for an effective weapon of crowd control.

        • Charybdis' Tears: Like venus flytraps combined with lily pads, these bluish plants are actually carnivorous, feasting on small insects and fish that happen by their floating maws. The inspiration for the name is a great monster that summons whirlpools and devours travelers. If harvested, these plants can be used to create water breathing potions, but harvest with care! Else, you may lose a finger!

        • Vital Mauveroot: These plants don't look very magical at the surface level, appearing to simply be your average greens. When dug up, however, this plant reveals its signature mauve colored roots, like thin strands of hair beneath the surface. These strands can be brewed into healing potions of high quality, though if they are broken from their leaves prematurely, they will have no effect.

        • Nightsbane: This is a small bush with brightly glowing white flowers(give off 10 feet dim light). stewing the flowers into ...tea??? makes the drinker glow brightly, giving off bright light for 30 feet and dim light for an additional 40 feet for 3d4 hours. for the same duration, the drinker is immune to radiant damage

        • Phasegrass: This off-white grass limits visibility to 10 feet while you are in it. in addition, if the grass is above knee height, you must make a dc 8 wisdom saving throw every turn. on a failure, you are stunned until 3 turns after being removed from the grass. you only perceive the passage of time for the first minute of being stunned. at any time, a creature can attempt to yell to/at you to rouse you. you can make a dc 14 wisdom saving throw, ending the effect on a success. if you manage to find the origin object of the grass(a small tuber sticking out of the ground) you can pull it out of the ground, killing the patch of phasegrass instantly. the origin object of the grass can then be used. the GM decides if it is usable as a powerful poison, or a potion of greater healing. it is rumored that if someone dies of exhaustion in the grass, the grass consumes their body and uses their soul to fuel further expansion.

        • Waterfruit: This blue tuber is found very close to rivers(within 8 feet). eating it causes your lungs to become gills and you to gain a swimming speed of 30, both for 3d4*10 minutes.(think gillyweed)

        • Soulgrass: If a person dies while in this grey grass, the grass takes their soul. 1d4 days later, the grass makes a shambling mound and puts their soul in it, giving it the soul's memories and personality. the shambling mound cannot leave the grass, cannot harm the grass, and gains the subconscious desire to protect the grass. Killing the shambling mound releases the soul, allowing it to be ressurected.

        • Sky Blossom: A flower that looks like a purple cherry blossom and has a similar blooming cycle. The trees in which sky flowers grow on are invisible and because of this it makes the flowers look as if they are growing in the sky. Some eleven cultures consider sky blossoms as a holy symbol and have a festival when they bloom.

        • Voxberry: A fruit that is described as tasting like a banana. Anyone eating the berry must roll a d6. Depending on what the player rolls their voice will change. the lower the number the higher the pitch and the higher the number the lower the pitch.

        • Godlens: A root that is used in lots of medicines and potions. They are fairly common and they have a golden tint.

        • Ether Tree: While poisonous to humanoids, the pollen of this silver-barked tree can be used to make an object present in the Ethereal as well as the Material Plane.

        • Dragonseye: The yellow dragonseye flower is much prized by miners, for it only grows over veins of gold, and its roots can be boiled for their glowing sap, which sheds bright red light in a 5 foot radius and dim light 10 feet beyond that.

        • Peacock Camellia: These beautiful and colorful plants can be seen in various courtrooms as dressing ornaments and are often found in love poems and songs, as they're often used as a mean to obtain an otherwise unreciprocated love. When infused in herbal teas, they grant a powerful charm effect, making you irresistible in the eyes of your desired one, as always happens in this stories, depending on the potency of the brew, the effect then vanishes, in a tragic lesson in irony.

        • Ironleaf Hydrangea: As the last days of the flowering season approach, the metallic multicoloured inflorescences of these shrubs get naturally harder and harder and usually get harvested to make lightweight, +1 magic armors similar to scale mail, weaving the petals with it's fire-resistant fibers. Annually, elven armourers hold competitions with different cultivars and arrangements of petals, leaves and fibers.

        • Pollencloud Berries: These yellow, black striped berries, roughly the size of a bean, when toasted for 10 minutes over a fire, become reddish, frail, dry and susceptible to impacts; when thrown to the ground, these berries release their the same effect of a fog cloud spell, but with a duration of 1 minute and with a red tinge.

        • Dragon Beet: This sweet, plump bulb grows only in nutrient-rich soils, as it's complex life cycle requires a lot of sustaining, though techcnically is not directly used but hoarded in sweet sap reserves. If left unchecked, these plants just develop as a really sweet beet that can be fermented and grant a temporary immunity to poisons. When correctly kept, by keeping the soil warm, and then burning the stem as it reaches maturity, this beet can be uprooted, instead of the bulb though, the resulting product is an egg containing a beetroot dragon, a creature made of various twigs, roots, leaves and branches (using roughly the same stats as a pseudodragon).

        • Fae's Beard: a fluffy moss that grows on trees in places affected by the fae. Making a tea from this allows you to see Fae creatures even if they are invisible. Tastes like pine needle tea, creates a light prickling sensation in the tongue.

        • Turkey Tail: Named for its coloration and shake reminiscent of a turkeys tail, this mushroom grows in shelves on many common hardwood trees. This mushroom can be dried, ground, and brewed into a tea. It's use will give advantage on saving throws against disease and poison.

        • Reishi: this glossy brown shelf mushroom has long been hailed as a tool for healing. While too tough for most to simply consume, it can be dried, ground, and brewed into a tea. Those that ingest Reishi tea on a short rest can roll an additional Hit die to recover health.

        • Chaga: A hard outgrowth on hardwood that is commonly mistaken for burls, Chaga can be made into a healthy tea. It is believed that those who consume it regularly will live longer and seemingly they do.

        • Cordyceps: This bizarre fungus grows out of insects; usually caterpillars but some regions have variations that grow from ants or flys. Many are wary of it, afraid it may do the same to them as it did to the ant or caterpillar. The spore Druid is oft seen as proof that this is possible. Those that do make tea from this find themselves energized and ignore one level of exhaustion as well as getting advantage on athletics checks.

        • Amanita Muscaria: This mysterious mushroom has a bright red cap speckled with white warts and a bulbous base at the ground. Mothers tell children of its poisonous nature; a fact that is only half true. If eaten raw it will cause nausea, vomiting, diarrhea, and if enough is consumed brain lesions. If dried as crisp as a cracker it can then be rehydrated in a tea. Consuming this tea will cause one to shrink to a tiny size no taller the six inches. Consuming it a second time will increase your size to normal. This effect lasts 3d4 hours.

        • Death Caps: This ghostly white mushroom is infamous as one of the favored tools of the assassin. Tiny amounts can be mixed with tea and kill an adult within three days after causing severe nausea, exhaustion, and kidney pain.

        • Liberty Cap: A humble little brown mushroom typically found in yards and fields is often considered to connect one to the innate magic of the world. It can easily be identified from other more mundane mushrooms from the blue bruising it gets after being picked and handled. Consuming this mushroom raw or as a tea will allow the user to cast ‘detect magic' at will. Objects may seem brighter or even seem to move and the user may get a sense of euphoria. This will last 3d4 hours and afterwords the user must make a con save or become irritable for the next 6d4 hours causing disadvantage on all charisma checks.

        • Inky Caps: a rarer mushroom named after it's strange habit of dissolving into a inky liquid as it ages. This mushroom is said to be delicious but can kill anyone who has consumed alcohol with three days before or after eating it. Making it a perfect tool for an assassin who wants to be far away before the effects of the poison are noticed.

        • Bloodgrass: A deep red to maroon crabgrass with a cinnamon to licorice taste. Often used in teas and powders to heighten the senses and to provide a slight energy boost. Also used in the dyeing industry to produce a vibrant red pigment.

        • Neverloft Stalks: A buff to light gray mushroom that grows in underbrush and in the lower levels of abandoned buildings. This fungi never grows above chest level from the ground. The stalks of these mushrooms can be used to create a poison that leave the imbiber weakened.

        • Cave Fern: A mushroom that is structure similar to that of a fern. The teal to light green "leaves" produce distinct mottled glow that are visible to those using darkvision.

        • Oracles' Consult: You gain insight into the future, you roll a single 1d20 upon consumption and may replace any roll with that value within a 24 hour period. Multiple consumptions within that period lead to 1d2 points of Wisdom damage for each dose after the first.

        • Crimson Screamer: You become poisoned and suffer hallucinations, your sonic/thunder spells or abilities become more potent.

        • Hogroot and Sowroot: both member of the genus Flos Apri, a genus of medium-sized plants identified by their bulbs, resembling pig noses. Hogroots are often harvested for their large fruits and are often used in recipes and food. Sowroots are rarer and their fruits are small, easily mistaken for blueberries when side by side. These berries, when consumed, will begin to turn the creature's skin a shade of pink and a curly tail will sprout at the base of their spines, (these are both temporary effects but can be startling for those unaware). Sowroot is often collected by alchemists and spellcasters for use in transmutation rituals or other tonics.

        • Saberblossom Sap: The rare Saberblossom tree, so named for its distinctive razor-sharp leaves, produces a runny, highly flammable sap that burns bright white and doesn't go out with water.

        • Fireblossom Seeds: The common Fireblossom, found growing wild in temperate plains, paints the grasslands in swathes of deep red. A large number of its seeds boiled and ground acts as a mild but effective painkiller.

        • White-tipped Fireblossom: This very rare form of the common Fireblossom only grows when many wild Fireblossoms burn at once. One flower will not burn, instead having its petals turn white before closing around a mass forming at the plant's center. After 24 hours the plant dies, leaving behind a black organic mass that can be made into a powerful healing tonic.

        • Midnight Wax: Cattails in the western reaches form the nesting grounds of the Midnight Honeybee. These bees excrete a special wax that make their ground-based hives almost completely invisible. This wax can be harvested and used in a variety of invisibility formulas.

        • Weaver's Cradle: a large-petaled flower surrounded by tall, fleshy spikes. Spiders tend to weave their webs between these spikes to catch prey. Anyone who disturbs a web laid in a weaver's cradle earns the instinctual enmity of spiders for several weeks, but gains the ability to understand all other arthropods during this time.

        • Soundshoots: in the wild, this magical variant of bamboo is only distinguishable from its mundane cousins by thin violet streaks along the exterior of each shoot. When a shoot is cut, the next sound sent into the shoot is 'trapped' inside it. From then on, that sound echoes out when the cut shoot is struck. If the shoot has been cut into multiple pieces, each of them will echo the sound even if only one part has been struck.

        • Eseffig Reeds: these reeds conspicuously do not produce any noise whatsoever, even when moving in the wind. Similar to a soundshoot, the first sound sent into an essefig reed after it is cut is trapped inside. Once shaped into a reed instrument, blowing on it will emit the sound at the desired pitch.

        • Chalice-o'-plenty: a prickly flowering bush with large leaves that fold inwards in response to excessive touching. The chalice's nectar can be fed to animals to accelerate their growth drastically. Additionally, mixing the nectar with honey and boiled milk creates a brew capable of temporarily halting the progression of bodily aging, though it does nothing to protect against the degradation of the mind.

        • Jellyweed: so named because of the jelly-like fungal mass that bubbles up around its roots, jellyweed feeds on the magic of the elemental plane of earth. Growths of jellyweed can be used to identify the dormant or deceased bodies of earth elementals, as well as the locations of portals to the plane of earth. Jellyweed jam strengthens the bones, but if imbibed too often it causes one's joints to stiffen.

        • Navigator's Drupe: these coconut-like fruits are often found floating on the open ocean, and are quite eye-catching, with a slick red exterior trailing a mane of fine opalescent strands. Once a drupe is totally freed of even the faintest trace of salt water, it begins rolling towards its shore of origin, and will overcome raised obstacles up to about seven inches tall by spontaneously bouncing. For this reason, many canoes and triremes have one or more 'drupe cages'. Moreover, imbibing the juice of a drupe causes strong visions of its home coast, and partaking of its flesh is said to cure many of the maladies that often befall sailors. The one limitation this wondrous fruit seems to possess is its inability to be cultivated; a planted navigator drupe develops into an ordinary coconut tree.

        • Widow's Bark: this white peel from the root of a dying tree gives visions and feelings of grief from the nearest widow or widower, as well as an idea where to find them when chewed.

        • Switchpop Leecher: These deep purple flowers grow as parasites from the roots of other plants. Any magical effects of the host plant will be weakened as it dies while the parasite will begin exhibiting the exact opposite magical effects to the host.

        • Red Glove Peppers: Any character who ingests this pepper will have to roll a Charisma throw. On a failure the character will unwillingly be perpetually cast the Burning Hands spell as a concentration spell for 2d12 hours. On a success, the time will be halved.

        • Mutant Rider Root: Often shortened to MutRoot, this parasitic fungus grows on roots and causes them to swell beyond normal size before inducing decomposition. Can be refined into a potent ward against the undead.

        • The Chambermaid's Nightmare: This savory mushroom has a maroon and purple skin who's scent and taste resembles that of butter and beef though it must be used sparingly. While extremely delicious, ingesting one full mushroom will cause what is know by the locals as "the shitz" which will induce hyper active spurts of diarrhea for the next 1d8 hours. While induced with "the shitz" a character has no movement speed and is forced to be crouching at all times though companions can drag a shitz induced character. This infected has disadvantage on all attacks and skill checks. A character emerges with a level of exhaustion.

        • Docrut: These vines grow in tropical jungles and sprout pink and white flowers in the summer. Mature docrut can be burnt and used as a stabilizer in more volatile concoctions to prevent accidents. It also helps with headaches.

        • Tangleshoot Vines: A moving plant that twines around a creature, or a person's ankles pulling them to the ground, restraining them. The vine feeds on blood to live, but requires predators to discover and attack the retrained creature to release the life giving blood that tangleshoot feeds on.

        • Jungle Angler: This short plant catches and consumes small insects using a set of sticky stalks which fold back into the central “mouth” once a bug is caught. These stalks can be harvested, refined, and used in potions which allow temporary wall climbing.

        • White Wound: This humble white flower can be used to trap ghosts and other harmful creatures

        • Storm Fern: An extremely large, variegated fern always surrounded at the base by a fog. Pushing the ferns will cause them to glide. An examination of the base of the plants reveals that they are not attached to the ground but in fact levitate on a magical pillow of fog that performs the same functions as a root system. PCs can in theory rig a hovercraft or levitating chariot if they wish.

        • Bell Grass: Seemingly metallic, brittle grass that makes chime like noises when the wind is blowing. On a windy day it is hard to hear anything approaching; on a still day it makes it very hard to sneak up on anything. Using the grass as kindling may summon certain sprites or willow the wisps if they are in the area.

        • Skulking Needle Tree: PCs may notice with passive perception that an evergreen tree makes no noise when blowing in the breeze. The needles or bark can be turned into tea that give the imbiber silence on their person. Branches used as torches can create a silence radius within the smoke. Same for logs used for campfires.

        • Broom Grass: When dried, this grass has the magical ability to absorb dust and other impurities.

        • Blightweed: a spindly, spiny plant found alongside ponds and standing water. The thorns contain a poison that usually causes intense burning and itching, but when distilled, grants prophetic dreams.

        • Rattail Down: More narrow and tougher than cattails, the fine fibers of this plant are said to grant immunity to ingested poison when dissolved on the tongue. Highly flammable.

        • Trader's Tradeoff: This herb can be brewed into a potion that gives the drinker good luck in money related activities, but bad luck in every other part of their lives.

        • Nearen's Rose: This red flower can be brewed into a potion of healing if someone cuts their hands on the thorns of the stem and bleeds into the potion. The resulting potion only works on the person that sacrificed their blood to make the potion.

        • Summoners' Salve/Sorrow: An aloe-like plant that is suffused with abjuring energies that inhibit extraplanar travel. Despite its primary use as a potent treatment for conjuration burn, it can also be used in concentrated doses to disrupt a caster's ability to conjure extraplanar creatures via summoning/calling.

        • Miners' Gills: A globulous colonial sponge or sponge-like mushrrom that alters the airflow in their vicinity to bring in unfiltered air to feed. Patches of the fungus can be cultivated to filter the air in caverns and other confined spaces. These sponges can be fashioned into a crude respirator (once cleared of spores) to protect the wearer from airborne hazards.

        • Corpse-berry: a inch diameter berry that tastes extremely bitter and has vaguely sweet aftertaste. when eaten It induces a high in the consumer and grants extrasensory perception of the recently departed and the un-dead. Overuse may result in extreme paranoia, nightmares and insomnia.

        • Phantom Grass: Ethereal Grass that grows on the place where a spirit of nature was murdered . when burned and inhaled the user can pass through solid matter. Side-effects include vulnerability to supernatural beings, increased attention from supernatural beings, and dull aching pain across the body.

        • Elysian Phoenix Tufts: like bright orange and red dandelion puffs, these flowers eventually explode in a small pop of fire to disburse its seeds through the air. The toasty seeds are a favorite treat of phoenixes, if one is looking to find or lure such quarry. Otherwise, the seeds also can be ground up and used as a rare pepper-like seasoning that kicks up the heat of any dish while imparting a euphoric sense of weightlessness and power.

        • Jelly Maple Tree: a Maple tree and Jelly Ochre symbiosis, the tree oozes living sap when creatures approach within 60 feet, forming Ochre jelly which ward off beavers and other creatures which might threaten the tree.

        • Wallwheat: grown in massive quantities in some planes as it can be boiled and pressed into a very sturdy building material. The magical properties come out when boiled with crushed emerald and pressed during a full moon. Wallwheat prepared this way can absorb and perfectly replicate sounds, and is used by the wealthy to capture music, speeches, or performances.

        • Devil's Bleeding Heart: similar to a Material plane Bleeding Heart plant, though the center of the flower does drip bits of a burning sap. The plant can be used to create a poison that is effective against both Good outsiders and creatures from icy planes.

        • Millrose: a plant with cup-shaped leaves, filled with an opaque pink liquid that doesn't leave a shadow.

        • Nightshade: The key ingredient in the assassin's blood poison.

        • Silverthorn:When brewed under moonlight for 8 hours, this plant can create a potion that gives advantage on Constitution saving throws against lycanthropy that lasts for 24 hours.

        • Bloodroot: When boiled and muddled, this plant can make for convincing fake blood.

        • Dragon's Tongue: After being cooked for 1d4 hours, this spicy pepper deals 2d8 fire damage to the creature that eats it and gives them one free 1st-level casting of burning hands (DC 13), which is expelled out their mouth.

        • Winter's Bite: A blue leafy plant that grows in tundras. This plant can be brewed into a potion of resistance specifically for cold damage.

        • Dreamleaf: The main ingredient of the essence of ether poison.

        • Bloomlotus: A beautiful flower found floating on remote ponds. When properly preserved it is a highly coveted decorative item for the wealthy.

        • Firethorn: An exceedingly rare plant that is dangerous to harvest but provides wielders with a flame tongue dagger that breaks after 1d4 successful attacks.

        • Weavegrass: The plant of choice for making cloaks of elvenkind

        • Liferoot: The key ingredient for potions of healing.

        • Starbloom: When distilled under starlight for 8 hours, the liquid from this plant can be splashed over a 20-foot cube to apply the effects of the faerie fire spell for 1 minute. (DC 13) (No concentration needed.)

        • Rotshroom: This fungi can only be found in the Underdark and can be used to make drow poison when combined with spider venom.

        • Mindthorn: The main ingredient of the truth serum poison.

        • Gravedust: A thorny plant that grows in graveyards. This plant can be brewed into a potion of resistance specifically for necrotic damage.

        • Zapthistle: A tall, wispy plant that grows on high mountains. This plant can be brewed into a potion of resistance specifically for lightning damage.

        • Siren's Call: The main ingredient in the philter of love potion.

        • >Death's Beckon: A pale plant that grows deep in forests. This plant is the main ingredient in the midnight tears poison.

        • Shadowleaf: An extremely rare plant that is the main ingredient of potions of invisibility.

        • Cinderroot: Native to volcanic regions, this plant can be brewed into a potion of resistance specifically for fire damage.

        • Graveflower: When brewed and buried in the ground for 1d6 days, this can be poured into a corpse's mouth to cast speak with dead.