[Item] Herb List

Started by Throndir, April 28, 2012, 05:27:59 PM

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Throndir

http://www.republicofnewhome.org/lair/games/herb5/herb5illo10.html#a2c

Herbs:

ADDER'S TONGUE (Shaun Hately)
Available:               Spring 10%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            3 days
Cost:                    5 gp/ 15 gp
Uses:                    1
Ability Check:          Intelligence -2

The herb has one leaf which grows from a stalk about three inches from the ground.
It's appearance gives it its name. The leaf must be boiled in olive oil and set in
the sun for three days. At the end of that time the infusion can be used as a balm
for wounds. In the event that the wound is infected the balm will draw out the
infection within one day. However for that one day the damage caused by the
infection will be twice as severe. If the wound is not infected the balm will
increase the rate of healing by 1 hp for that day.


ADGANA (Sean Snyder from Joe Devers `Lone Wolf' series)
Available:               Spring 10%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            1 week
Cost:                    10 gp/ 500 gp
Uses:                    1
Ability Check:          Intelligence

The leaves of this plant must be dried. They may then be crushed and eaten.
It's effects diminish with constant use. The first time and second time
Adgana is used it adds 2 to the user's Strength, Dexterity and Constitution
for 2d4+4 minutes. The third time it is used it adds 1 to Strength and Dexterity
for the same amount of time, the 4th time +1 is added to Strength only, and after
that no benefit is ever gained. In addition to this, the herb is also highly
addictive.


AGRIMONY (Shaun Hately)
Available:               Summer 30%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 week
Cost:                    2 gp/ 8 gp
Uses:                    3
Ability Check:          Intelligence

Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven inches long,
which are serrated, green on top and white underneath. It has yellow flowers with
five petals which are arranged in a spike on top of the stem. Its dried leaves must
be boiled in a pint of red wine for five minutes, and then left to stand for an hour.
It should then be used on sprains and bruises in a compress. A successful application
will cure sprains and bruises in half the normal time. Agrimony was also believed to
produce very heavy sleep if placed beneath a persons head, so deep that the person
could not be woken until it was removed. At the GMs discretion agrimony may have
this effect, but I would suggest the potential victim gets a save vs poison with
a very large (8-10) bonus.

`If It is leyed under mann's head,
He shal sleepyn as he were dead;
He shall never drede na wakyn
Till fro under his head it be taken'
Traditional English Rhyme


ALDAKA (Shaun Hately from ICEs "MERP" RPG)
Available:               Winter 5%
Climatic Zone:           Cold
Locale:                  Mountains
Preparation:            1 week
Cost:                    100 gp/ 1000 gp
Uses:                    1
Ability Check:          Intelligence

The roots of this plant must be brewed over a low fire for one week, and the
resulting distillation drunk. If used successfully, sight will be restored to
the recipient provided the eye remains.

ALETHER (Sean Snyder from Joe Devers `Lone Wolf' series)
Available:               Spring, Summer 5%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            1 day (for potion)
Cost:                    10 gp/ 100 gp (for potion)
Uses:                    1
Ability Check:          Intelligence -5

Eating a handful of these orange berries will add +1 to both a characters chance
to hit, and to their damage rolls for 2d6 minutes. The berries can be brewed in
white wine to produce a drink that will add +2 to the recipients chance to hit,
and temporarily give them 2d4 hp. This effect lasts for 2d12 minutes, and ends
with the characters total collapse for 1d3 days unless they successfully save
against poison. This brew will only be useful for one month after manufacture
and then loses its potency.


ALKANET (Shaun Hately)
Available:               Summer 30%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            none
Cost:                    2 gp/ 2 gp
Uses:                    1
Ability Check:          Intelligence -4

This plant has a thick red root, narrow hairy leaves, and small red or blue flowers.
The root can be eaten directly upon being drawn out of the ground but will only keep
for a week or so. The herb allows a +1 bonus to any saving throw vs ingested poisons
for 1d8 hours after eating.


ALL-HEALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Autumn 75%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            2 weeks
Cost:                    2 gp/ 10 gp
Uses:                    7
Ability Check:          Intelligence +1

When All-heale is mixed in a pint of olive oil and applied to a wound,
(one application per day), the recipient will heal even if still working as
normal. With rest, the recipient will heal at three times the normal rate.


ALOE (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn, Winter 55%
Climatic Zone:           Temperate
Locale:                  Grassland
Preparation:            none
Cost:                    5 cp/ 5 cp
Uses:                    2
Ability Check:          Intelligence

The leaf of Aloe applied to a wound, will double the natural healing rate of burns
and minor cuts.


AMRANS (Druann Pagliasotti)
Available:               Spring 40%
Climatic Zone:           Temperate
Locale:                  Rivers, Rural
Preparation:            3 days/ 1 week
Cost:                    50 gp/ 50 gp
Uses:                    1
Ability Check:          Intelligence -2

The lilac flowers can be prepared into a potion that rapidly cures wounds
(3d6 if properly prepared (for 1 week), 1d4 if poorly prepared (for 3 days))


ANGELICA (Shaun Hately)
Available:               Summer 30%
Climatic Zone:           Temperate
Locale:                  Mountains
Preparation:            1 hour
Cost:                    5 sp/ 1 gp
Uses:                    2
Ability Check:          Intelligence -3

Angelica's root should be boiled in water for an hour and then drunk in order
to relieve coughs. The plant can grow to a height of eight feet. It has a hollow
stem and has large, broad pointed leaves at the base of the stem. It has a
cluster of white or pink flowers at the top of the stem. The herbs does not in
any way act as a cure for any disease causing a cough, it merely reduces the
amount of coughing.


ANSERKE (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 30%
Climatic Zone:           Tropical
Locale:                  Coastal
Preparation:            none
Cost:                    75 gp/ 75 gp
Uses:                    1
Ability Check:          Intelligence -4

The root must be applied to a bleeding wound. Within three rounds it will have
stopped the bleeding. The recipient must not move for one turn or risk the wound
reopening.


ARFANDAS (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn, Winter 50%
Climatic Zone:           Cold
Locale:                  Rivers
Preparation:            1 day
Cost:                    2 sp/ 3 sp
Uses:                    4
Ability Check:          Intelligence -6

If the stem of Arfandas is bound up in the dressing of a fracture, it will double
the rate of healing for that fracture.


ARKASU (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn 55%
Climatic Zone:           Temperate
Locale:                  Grassland
Preparation:            none
Cost:                    12 gp/ 12 gp
Uses:                    3
Ability Check:          Intelligence -3

When the sap of the Arkasu plant is applied to wounds, it doubles the rate of
healing. The effect is not cumulative.


ARLAN (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn 60%
Climatic Zone:           Cold
Locale:                  Grassland
Preparation:            none
Cost:                    20 sp/ 20 sp
Uses:                    1
Ability Check:          Intelligence -5

The leaf of Arlan when applied to a wound will heal 1 hp of damage if it is
used within 5 rounds. Arlan will also speed a persons recovery from respiratory
illness by five times.


ASARABACCA (Shaun Hately)
Available:               Spring 10%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 day
Cost:                    3 gp/ 7 gp
Uses:                    2
Ability Check:          Intelligence -6

Asarabacca is a creeping vine with many small leaves each on their own small
stalk. It also has small purple flowers. These flowers must be brewed up on a
fire and left to stand. When administered successfully to someone, they must
save vs poison or be rendered docile, and incapable of violence for 3d8 hours.
The brew has a distinctive purple colour, and bitter taste, so to be given
secretly in food, the food must be able to hide these attributes.


ASH (Shaun Hately)
Available:               Spring 50%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 day
Cost:                    5 gp/ 8 gp
Uses:                    3
Ability Check:          Intelligence -4

The bark of the ash tree must be stripped from its branches and boiled in clear
water for one day. It should then be drunk as a cure for fevers, especially
those caused by diseases such as malaria. It does not cure the cause of the
fever but merely brings it under control within 2d6 hours. The ash tree is
sacred to worshipers of Thor, who use its wood to make spears. The wood of
the ash tree could possibly be used as an essential item in the manufacture
of magical spears. Ash leaves should be boiled in water and drunk as a cure for
the poison of viper bites (cures poison in 2d6 turns, any damage already incurred
remains). The ash tree has ash grey bark, and black buds. Its flowers have no
petals. Ash trees are also by tradition used to make stakes for the purposes of
killing vampires. This belief stems from Roman times, when Pliny the Elder wrote
that all evil things feared Ashwood.


ATHELAS (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn 45%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            none
Cost:                    200 gp/ 200 gp
Uses:                    4
Ability Check:          ?

Also known as "Kingsfoil". It appears as a vine with dark green leaves divided
into four parts. According to legend, the leaves of Athelas when crushed by the
hands of a King over the afflicted person are capable of curing anything.


ATIGAX (Shaun Hately from ICEs "MERP" RPG)
Available:               Winter 40%
Climatic Zone:           Temperate
Locale:                  Grassland
Preparation:            1 day
Cost:                    40 gp/ 70 gp
Uses:                    5
Ability Check:          Intelligence

The roots of this plant must be brewed over a low fire for one day, and the
resulting distillation drunk. If used successfully, sight will be protected
from glare or blinding light for a period of nine hours. This herb can thus
be used to limit the ill effects suffered by subterranean creatures (such as drow)
in full sunlight.


BASIL (Shaun Hately)
Available:               Summer 30%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            none
Cost:                    3 sp/ 3 sp
Uses:                    1
Ability Check:          Intelligence -3

Basil must be used almost immediately on being picked. The leaves should be
applied to the bite of a venomous creature, and it will then have the effect
of drawing out the poison. It will give a bonus of +4 to the saving throw vs
poison, or if the save has already been made and failed, it will allow a second
saving throw at normal values. Any damage already sustained will remain. The herb
has one upright stalk, and small white flowers.


BASTIT (Druann Pagliasotti)
Available:               Always 20%
Climatic Zone:           Temperate
Locale:                  All
Preparation:            none
Cost:                    3 sp/ 3 sp
Uses:                    1
Ability Check:          Intelligence +2

A small succulent that, when crushed, tends to repel parasitic insects, including
mosquitoes and the like. It has a pungent but not unpleasant odour. (Lasts 1d6 hours
but can be washed or sweated off. Easily noticed by tracking animals.)


BELAN (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 35%
Climatic Zone:           Tropical
Locale:                  Coastal
Preparation:            none
Cost:                    40 gp/ 40 gp
Uses:                    3
Ability Check:          Intelligence -6

The nut must be eaten to stop bleeding (including internal bleeding). Within two
hours it will have stopped the bleeding. The recipient must not move for one
additional hour or risk the bleeding restarting.


BILBERRY (Shaun Hately)
Available:               Spring 1%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            15 days
Cost:                    500 gp/ 3000 gp
Uses:                    1
Ability Check:          Intelligence -13

Bilberries are small black berries. They must be mixed with pure alcohol and left
to stand for fifteen days, at the end of which time they must be drunk. A successful
application will give a human the same infravision ability as half elves, but a
failed application may lead to the death (save penalty -4) of the person who drinks
it, as if they had drunk a class J poison (Death/ 20 hit points, onset 1d4 minutes).


BITTERMOURN (Druann Pagliasotti)
Available:               Winter 5%
Climatic Zone:           Polar
Locale:                  All
Preparation:            2 hours
Cost:                    1000 gp and up
Uses:                    1
Ability Check:          Intelligence -14

A rare, colourless lichen that grows on rocks beneath year-round ice. When crushed
and strained, it creates a clear gel at freezing temperatures that melts into liquid
when warmer. Imbibing a pint slows the aging process and grants a lifespan of twice
normal length.


BLACKBERRY (Shaun Hately)
Available:               Spring 65%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            none
Cost:                    1 gp/ 1 gp
Uses:                    1
Ability Check:          Intelligence -2

The leaves of these small black berries should be crushed and applied to small wounds,
where they can stop minor bleeding very quickly (within one round).


BLACK ROSE (Druann Pagliasotti)
Available:               Spring, Summer 5%
Climatic Zone:           Temperate
Locale:                  All
Preparation:            none
Cost:                    100 gp/ 100 gp
Uses:                    1
Ability Check:          Intelligence -2

This rare rose is easily identified by its black, velvety flower and long white
thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5 minutes.
The liquid is stored in the plant's fibrous roots. The black rose's roots are often
used to draw poison from wounds or, placed under the tongue, to absorb alcohol and
prevent intoxication. Sometimes victims are tied down and pierced with the thorns
to cause prolonged and painful exsanguination.


BULL-RUSH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Always 55%
Climatic Zone:           Temperate, Subtropical
Locale:                  Swamp
Preparation:            3 days
Cost:                    2 sp/ 3 sp
Uses:                    2
Ability Check:          Intelligence +3

Bull-rushes are tall straight stemmed plants with many small flowers at the top of
the stalk. These flowers must be ground into an ointment which is applied to a
persons eyes or tongue. This herb will put someone to sleep for 3d12 hours. A roll
of 1 on the ability check will put the person into a coma.


BURSTHELAS (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 5%
Climatic Zone:           Temperate
Locale:                  Grassland
Preparation:            1 week
Cost:                    110 gp/ 1000 gp
Uses:                    2
Ability Check:          Intelligence

Bursthelas must be brewed for one week in fine red wine before it can be used. It
must then be drunk within one month or spoil. A successful draft will heal any
fractured bones within the body within one to three days.


CAFFAR (Druann Pagliasotti)
Available:               Summer, Autumn 5%
Climatic Zone:           Tropical
Locale:                  Desert
Preparation:            1 hour
Cost:                    10 gp/ 10 gp
Uses:                    1
Ability Check:          Intelligence

Caffar is made of the small caffar nut that is ground into a powder and brewed into
a dark, sweet-smelling beverage, traditionally with a goat's milk base. Like kaffe
or black tea, caffar can be used to delay sleep, but it has the side effect of
making the ingester more psychically sensitive; psionicists' skills are greatly
enhanced and even the unpsyighted are more sensitive to nuances in the environment
and in others' manners, sometimes even to the point of detecting "auras" around
certain objects. (Raises Wisdom [Intuition] by 1 for every 2 cups imbibed, to
maximum of 19. Drinking 3-4 cups in one day causes jumpiness that increases as more
is imbibed. Those who drink 5 or more cups in one day become slightly physically
addicted to the substance and suffer headaches and mild stomach pains when their
usage is cut back.)


CAT'S TAIL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Summer 75%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 week
Cost:                    1 gp/ 3 gp
Uses:                    1
Ability Check:          Intelligence -6

Cat's tail is a small plant with long thin spear shaped leaves rising from its base,
and a single long, thin, soft flower at the top of the stalk. This herb when
into a salve, will heal all damage to a person's heel.


COW PARSNIP (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Always 45%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            6 weeks
Cost:                    3 gp/ 10 gp
Uses:                    7
Ability Check:          Intelligence -6

Cow parsnip has small leaves covered with tiny hairs. These hairs must be made
into a salve. Cow parsnip will cure madness for a short period (a few hours).
Repeated application over a two week period may (GMs discretion) cure insanity
altogether.

DAINABERRY (Maya Kniese)
Available:               Autumn 20%
Climatic Zone:           Temperate
Locale:                  Rivers
Preparation:            None (or 3 weeks)
Cost:                    2 gp/ 8 gp
Uses:                    3d10
Ability Check:          Intelligence -3

The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines are about 5 mm thick, with 2 mm long thorns. Older vines can become as thick as 10 cm, with curved thorns up to 5 cm long, although this requires many years of growth. Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to black, with leaves, such as there are, dark green in colour. The vines flower in early summer, with light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only, but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. There is no saving throw, although the sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into powder. This powder is weaker (save vs poison to avoid), but will keep a long time. The powder can be added to any food or drink, but has a very sweet taste.

DARNELL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Autumn 40%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            2 weeks
Cost:                    3 gp/ 7 gp
Uses:                    1
Ability Check:          Intelligence -2

These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does effect those with infravision or ultravision.

DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Summer 75%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 week
Cost:                    4 gp/ 8 gp
Uses:                    4
Ability Check:          Intelligence +3

This plant can grow up to five feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.

DEGIIK (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 25%
Climatic Zone:           Tropical
Locale:                  Coastal
Preparation:            none
Cost:                    100 gp/ 100 gp
Uses:                    3
Ability Check:          Intelligence -2

Degiik leaves must be given to someone at the point of death (at -10 hp and not losing any more hit points). They will keep the person alive for one day.

DELREAN (Shaun Hately from ICEs "MERP" RPG)
Available:               Winter 80%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            1 hour
Cost:                    3 sp/ 3 sp
Uses:                    4
Ability Check:         

The bark of Delrean should be boiled into a paste and then smeared on
the skin. It will then repel any insect from coming near the recipient, but the foul stench will reduce their Charisma (Appearance) by 1d2. It is effective for 5d6 hours.

DITTANY (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Summer, Autumn 55%
Climatic Zone:           Temperate
Locale:                  Rivers
Preparation:            2 weeks
Cost:                    1 gp/ 5 gp
Uses:                    3
Ability Check:          Intelligence

This herb grows six or eight inches high with square stalks and sort round leaves. The leaves must be dried for two weeks and then be boiled in ale or wine. It is then applied as a lotion. Dittany can be used to draw splinter and bone fragments from a wound. It is also an effective antiseptic for cleaning wounds, and can therefore prevent infections caused by dirty water etc.

DRAGONTEARS (Druann Pagliasotti)
Available:               Spring 10%
Climatic Zone:           Temperate
Locale:                  Desert
Preparation:            2 weeks
Cost:                    100 gp/ 100 gp
Uses:                    1
Ability Check:          Intelligence -2

This rare, small, translucent succulent grows primarily in the low desert. When crushed, it exudes a sweet, milky white substance with numbing properties. Properly prepared, dragontears promotes rapid healing and prevents scarring from wounds. Drinking dragontears can be fatal, as its numbing properties can cause choking or heart failure. (Cures 1d8 hp, always prevents scarring.)

DRAGONWORT (Shaun Hately)
Available:               Spring 25%
Climatic Zone:           Cold
Locale:                  Mountains
Preparation:            3 days
Cost:                    100 gp/ 300 gp
Uses:                    1
Ability Check:          Intelligence

This plant has a gnarled, erect and cylindrical stem. It has wavy leaves, dark green on top, bluish green underneath. It has pink flowers that cluster in a spike at the top of the stem. The root of this herb should be boiled over a low heat for three days, and the infusion drunk by people with smallpox and the plague in order to effect a cure. The value of this herb increases greatly in times of plague.

ELECAMPANE (Shaun Hately)
Available:               Winter, Spring 15%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            none
Cost:                    1 sp/ 1 sp
Uses:                    1
Ability Check:          Intelligence

This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours). For this reason it may be used as a mildly debilitating poison.

ELVISH GALINGALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Spring, Summer 35%
Climatic Zone:           Temperate, Polar
Locale:                  Forest
Preparation:            1 week
Cost:                    1 gp/ 2 gp
Uses:                    5
Ability Check:          Intelligence -4

Elvish Galingale grows to about four feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.

ENTRISTE (Druann Pagliasotti)
Available:               Summer 30%
Climatic Zone:           Subtropical
Locale:                  Desert
Preparation:            none
Cost:                    25 gp/ 25 gp
Uses:                    1
Ability Check:          Intelligence -3

A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid and, when crushed, may be used to draw poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes 1d4 damage but draws 100% of poison from a wound if applied within 5 rounds of insinuative poisoning, -25% for each round thereafter. Does not work against gases or "instant-death" poisons. Most poison effects are weakened if the poison is at least partially removed.)

FALSIFAL (Druann Pagliasotti)
Available:               Spring 30%
Climatic Zone:           Temperate
Locale:                  Swamp
Preparation:            1 hour or less
Cost:                    3 gp/ 3 gp
Uses:                    2
Ability Check:          Intelligence -2

A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh burns, aiding rapid healing. The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. (On burns, add 2 hp/day for each of the first 3 days of rest the character takes. Used to counter blood loss, victim regains 1d3 hp/day instead of 1.)

FEBFENDU (Shaun Hately from ICEs "MERP" RPG)
Available:               Winter 5%
Climatic Zone:           Cold
Locale:                  Coastal, Rivers
Preparation:            1 week
Cost:                    90 gp/ 900 gp
Uses:                    1
Ability Check:          Intelligence

The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, hearing will be restored to the recipient.

FELMATHER (Shaun Hately from ICEs "MERP" RPG)
Available:               Spring 30%
Climatic Zone:           Temperate
Locale:                  Coastal
Preparation:            none
Cost:                    10 gp/ 10 gp
Uses:                    3
Ability Check:          Intelligence -7

The leaves of this plant should be placed under the tongue of a person in a coma. If successful, the person will awake in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyed.

FIRE-FLOWER (Shaun Hately from C.S. Lewis' `Chronicles of Narnia')
Available:               Summer 1%
Climatic Zone:           Subtropical, Tropical
Locale:                  Mountains
Preparation:            10 years
Cost:                    1000 gp/ 100000 gp
Uses:                    100
Ability Check:          NA

It is suggested that this herb be found in one location on an entire world, ideally in a Mountain range in a tropical or subtropical region (The Mountains of the Sun). This is a small bush which has one pale golden flower and small red berries with the appearance of a live coal. The flowers of the bush must be taken and crushed into a diamond vial, and left to cure for ten years. This is also the amount of time needed for a single flower to bloom. A single drop of this elixir will heal any illness or injury, but will not allow limbs or other appendages to grow back. This is an incredibly powerful herb, and is likely to only exist in the hands of powerful lords and kings.

FOOTLEAF (Maya Kniese)
Available:               Spring, Summer, Autumn 10%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            None
Cost:                    10 sp/ 10 sp
Uses:                    1
Ability Check:          Intelligence -4

This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with soft hairs. The leaves form a rosette, lying on the ground, and form the actual plant. The light green blades that account for its hight are actually sheathes from which flower stalks grow during the summer. From each of the sheathes (there can be as many as 30 to a plant), a single flower stalk grows with tiny purple flowers. The thick leaves, which can become as large as 20 cm across, can be torn loose and put inside your boots (One leaf to a boot), enabling you to walk all day without tiring or even getting footsore.

GALLOWBRUSH (Sean Snyder from Joe Devers `Lone Wolf' series)
Available:               Winter 5%
Climatic Zone:           Temperate
Locale:                  Rural
Preparation:            1 day (for potion)
Cost:                    10 gp/ 50 gp (for potion)
Uses:                    1
Ability Check:          Intelligence -3

This briar is red in colour with bright crimson thorns. Any mammal pricked with these thorns must make a save vs poison with a +1 bonus or fall asleep for 1d4+2 x 10 minutes. Even if they save the victim still feels drowsy. The thorns can also be brewed into a drink when mixed with water. Anyone drinking this must save vs. poison with a -4 penalty or fall asleep for 1d6 hours.

GARDEN FLAX (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Spring, Summer 55%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            2 weeks
Cost:                    3 gp/ 6 gp
Uses:                    5
Ability Check:          Intelligence +3

The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. There is a 10% chance per hour that a character moving normally will suffer 1d2 hp damage, while under the influence of this herb. This occurs because the character doe not notice minor bruises or scratches. It was widely believed in medieval times that if the seeds of this plant were strewn across a vampires path the vampire would be unable to proceed further, until it had counted every seed. At the GMs discretion this may be a use for this herb in FRP campaigns.

GARIIG (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 60%
Climatic Zone:           Tropical
Locale:                  Desert
Preparation:            1 day
Cost:                    55 gp/ 70 gp
Uses:                    1
Ability Check:          Intelligence -10

Gariig is a small cactus. It will restore all hit points to a wounded person if eaten within two days of being harvested.

GEFNUL (Shaun Hately from ICEs "MERP" RPG)
Available:               Summer 60%
Climatic Zone:           Polar
Locale:                  Volcanoes
Preparation:            1 day
Cost:                    200 gp/ 500 gp
Uses:                    1
Ability Check:          Intelligence -6

Gefnul will totally cure and heal the recipient if eaten within one week of harvesting. A roll of over the Herbalists intelligence will kill the recipient, a roll of twenty will kill the recipient beyond the ability of a raise dead spell to revive him.

GOAT'S RUE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:               Summer 60%
Climatic Zone:           Temperate
Locale:                  Forest
Preparation:            2 weeks
Cost:                    6 gp/ 15 gp
Uses:                    1
Ability Check:          Intelligence -10

This herb will cure poison if ingested within one hour of the poisoning. Any damage already taken, including death, remains. Goat's Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use.

GUARDSEYE (Maya Kniese)
Available:               Always 5%
Climatic Zone:           Cold
Locale:                  Grassland
Preparation:            20 minutes
Cost:                    100 gp/ 100 gp
Uses:                    1d4
Ability Check:          Intelligence -3

This 40 cm high perennial has smooth, dark blue leaves and a woody stem. It has white, cuplike flowers, with purple flecks on the inside. In autumn, the plant dies except for a thick root than can be up to 50 cm long, but even dead, it does not shed its leaves. Thus the all year availability, for it is the leaves that are important. When cooked in water, the resulting tea will grant the drinker the ability to detect all life forms within 500 m. This includes hidden, invisible, phased, ethereal and similarly affected creatures. The effect last for fully 6 hours.

GYLVIR (Shaun Hately from ICEs "MERP" RPG)
Available:               Autumn 10%
Climatic Zone:           Temperate
Locale:                  Coastal
Preparation:            none
Cost:                    100 gp/ 100 gp
Uses:                    1
Ability Check:          Intelligence-2

This is an algae. When eaten it allows a person to breathe underwater (and only underwater!) for a period of four hours.

HART'S TONGUE (Shaun Hately)

Available:              Always 10%
Climatic Zone:          Temperate
Locale:                 Forest
Preparation:            none
Cost:                   2 gp/ 2 gp
Uses:                   1
Ability Check:          Intelligence -2
This fern resembles a deer's tongue, hence its name. When a single frond is eaten, it serves to immediately decrease the recipients libido for 2d4 days. For this reason it is often of value to those undertaking a vow of celibacy, or who must be away from their loved ones. It does not diminish performance in any way, merely desire.

HEALWELL (Druann Pagliasotti)
Available:              Summer 30%
Climatic Zone:          Temperate
Locale:                 All
Preparation:            none
Cost:                   1 sp/ 1 sp
Uses:                   1
Ability Check:          Intelligence
A common enough herb to make it into most gardens, healwell is a small flowering plant with bright yellow flowers. Its pale green leaves secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of oil, 1 round/oz to apply; not useful on wounds over 2 hp.)

HENBANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:              Summer, Autumn 90%
Climatic Zone:          Temperate
Locale:                 Rural
Preparation:            1 week
Cost:                   1 gp/ 3 gp
Uses:                   3
Ability Check:          Intelligence
This herb will reduce the effects of poison weapons, but only if taken before the weapon strikes. In the case of non fatal poisons the effect is completely nullified, but in the case of fatal poisons, the only benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale yellow flowers at the top of the stalk. Either the seed or the flowers must be dried and then eaten. The effect last 1d8 hours.

HORSEWEED (Maya Kniese)
Available:              Spring, Summer, Autumn 10%
Climatic Zone:          Temperate
Locale:                 Grassland
Preparation:            None
Cost:                   7 gp/ 7 gp
Uses:                   1
Ability Check:          Intelligence -2
This 25 cm high plant has many broad, double sawed leaves growing in a rosette. It grows large, yellow composite flowers, which will quickly grow hairy seeds that will fly far on the wind. The plant often has flowers and seed simultaneously. If a generous amount of the leaves is fed to a horse or similar creature, it will be able to travel all day without tiring, even if moving at a gallop.

IRONHARD (Maya Kniese)
Available:              Summer, Autumn 10%
Climatic Zone:          Temperate
Locale:                 Hills
Preparation:            None
Cost:                   15 gp/ 15 gp
Uses:                   1
Ability Check:          Intelligence -4
This 2 foot high plant has dark blue leaves with a thick white hair growth on the underside. It grows all summer and the first half of autumn, and has many small yellow 6 leaved flowers. The plant has a milky white sap, which can be rubbed onto the skin, hardening it and granting a 1 bonus on armour-class for one hour.

KATHKUSA (Shaun Hately from ICEs "MERP" RPG)

Available:              Winter 30%
Climatic Zone:          Polar
Locale:                 Wasteland
Preparation:            none
Cost:                   50 gp/ 50 gp
Uses:                   1
Ability Check:          Intelligence
This plant is found only in the most inhospitable regions. When a leaf of the plant is eaten, it will (if used successfully) raise a persons strength +2 (or 20 percentage points in the case of exceptional strength) for 1d10 rounds. However if the Intelligence check is failed by more than three, the person will collapse into unconsciousness for one hour.

KELVENTARI (Shaun Hately from ICEs "MERP" RPG)
Available:              Always 50%
Climatic Zone:          Temperate
Locale:                 Forest
Preparation:            none
Cost:                   19 gp/ 19 gp
Uses:                   1
Ability Check:          Intelligence -6
If the crushed Kelventari berries are applied to a burn within one turn on its infliction it will heal 1d3 quarters of all damage caused by the burn, no matter how much damage was taken.

KILMAKUR (Shaun Hately from ICEs "MERP" RPG)

Available:              Summer 45%
Climatic Zone:          Temperate
Locale:                 Grassland
Preparation:            1 week
Cost:                   65 gp/ 300 gp
Uses:                   1
Ability Check:          Intelligence -3
The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, the recipient will gain a bonus of +2 to all saving throws versus fire based attacks for 1d10 hours.

KLAGUL (Shaun Hately from ICEs "MERP" RPG)

Available:              Summer 60%
Climatic Zone:          Temperate
Locale:                 Grassland
Preparation:            1 day
Cost:                   30 gp/ 50 gp
Uses:                   3
Ability Check:          Intelligence -2
The buds of this plant must be boiled for a day and then eaten. After boiling they will keep for six weeks. When eaten, they will if successful give the recipient infravision for six hours.

LARNURMA (Sean Snyder from Joe Devers `Lone Wolf' series)
Available:              Spring 3%
Climatic Zone:          Temperate
Locale:                 Rural
Preparation:            1 week (for oil)
Cost:                   10 gp/ 100 gp (for oil)
Uses:                   3
Ability Check:          Intelligence -3
This tree has round purple fruit, which are about the size and consistency of plums When eaten this fruit will heal 2 hp per fruit. These fruits cannot be dried and will rot within two weeks of picking. However the juice of three fruits can be mixed with olive (or other vegetable) oil, and left to stand for a week. This oil has an almost unlimited life. Rubbing this oil into the recipients skin will ease muscle pains, and also restore 1d4 hit points.

LAUMSPUR (Sean Snyder from Joe Devers `Lone Wolf' series)
Available:              Spring 10%
Climatic Zone:          Temperate
Locale:                 Forest
Preparation:            4 days (for potion)
Cost:                   100 gp/ 500 gp (for potion)
Uses:                   1
Ability Check:          Intelligence -2
This is a green plant with small red flower, which are renowned for their healing properties. These flowers can be eaten fresh or dried for later use. If not dried they will become useless within 1 week. The flowers can also be brewed over a very low heat in fresh water to produce a `potion', which cane be drunk for its healing effect. When consumed, the herb will, on a successful herbalism check, heal 6 hp damage with fresh leaves, 4 hp using dry leaves, and 6 - 8 hp using the brew.

LEOPARD'S BANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)

Available:              Summer 25%
Climatic Zone:          Temperate
Locale:                 Grassland
Preparation:            none
Cost:                   5 gp/ 5 gp
Uses:                   3
Ability Check:          Intelligence
This is a poison that kills animals (but not monsters) that eat it, but has no effect on humanoids, demi-humans or humans.

MIRENNA (Shaun Hately from ICEs "MERP" RPG)
Available:              Winter 60%
Climatic Zone:          Cold
Locale:                 Mountains
Preparation:            none
Cost:                   10 gp/ 10 gp
Uses:                   1
Ability Check:          Intelligence -2
The berries of Mirenna will heal 1d2 hp when eaten.

OLUS VERITIS (Shaun Hately)
Available:              Winter 15%
Climatic Zone:          Temperate, Cold
Locale:                 Rivers
Preparation:            1 hour
Cost:                   5 gp/ 10 gp
Uses:                   4
Ability Check:          Intelligence -2
Olus veritis is pale green in colour and grows right on the edge of rivers. The leaves are rough in texture, and have tiny thorns all along their edges. A leaf should be baked in an oven for one hour and then dragged across the skin of the recipient, cutting their flesh very slightly. The recipient, must save vs poison or be compelled to answer all questions, absolutely truthfully for the next 1d6 x 10 minutes. Up to three uses of the herb can be made in a 24 hour period. If any more than this are made the recipient will die within 3 hours of the third dose, or instantly if five or more doses are administered.

PALLAST (compound) (Druann Pagliasotti)
Available:              Summer 30%
Climatic Zone:          Temperate
Locale:                 Swamp
Preparation:            2 hours
Cost:                   5 sp/ 1 gp
Uses:                   1
Ability Check:          Intelligence -2
"Pallast" is a compound made of the pale, papery bark from willows and the roots of marshmallows. When ground together and imbibed, pallast cures minor aches and pains, especially headaches and pain from abscessed teeth, sore muscles, and so forth. Pallast itself is a very bitter pale powder, and is usually served in a heavily sweetened tea. (Relieves minor pains but does not restore lost hit points.)

PATTRAN (Druann Pagliasotti)
Available:              Summer 20%
Climatic Zone:          Temperate
Locale:                 Forest
Preparation:            3 days
Cost:                   10 gp/ 10 gp
Uses:                   1
Ability Check:          Intelligence -2
The root of a small, shrub-like plant with dark green, shiny leaves and thorns, Pattran is used to relax the muscles and encourage sleep. In mild dosages, Pattran causes a general feeling of relaxation, eases sore, strained or sprained muscles, and similar aches. In larger doses, Pattran causes sleepiness. Pattran tastes like a combination of mint and rich soil. (For sleep dosages, user may voluntarily choose to sleep well or, if resisting, save versus poison at +3. Effects last 2d4 hours; if asleep, the user will sleep and awaken normally.)

PENNYROYAL (Shaun Hately)

Available:              Spring 25%
Climatic Zone:          Temperate
Locale:&nbs