This information came from Shaun Hately's guide to Herbalism for AD&D. This is an attempt to update it to 3.5 to be used in the campaign. Assistance is welcome and may result in bonus XP.

Name Available Climate Locale Find DC Prep DC Use DC Raw Cost Ready Cost Prep Time
Adder's Tongue Sp Temperate Rural 28 17 15 5 15 3 days
Adgana Sp Temperate Rural 28 28 19 10 500 1 week
Agrimony Su Temperate Forest 22 15 15 2 8 1 week
Aldaka Wi Cold Mountains 30 25 18 100 1000 1 week
Alether Sp/Su Temperate Rural 30 20 16 10 100 1 day (for potion)
Alkanet Su Temperate Rural 22 19 16 2 2 None
All-Heale Au Temperate Forest 12 14 14 2 10 2 weeks
Aloe Au/Wi Temperate Grassland 18 15 15 0.05 0.05 None
Amrans Sp Temperate Rivers, Rural 20 17 15 50 50 3 days/ 1 week
Angelica Su Temperate Mountains 22 18 16 0.5 1 1 hour
Anise Su Temperate Rural 25 21 17 1 1 10 minutes
Anserke Su Tropical Coastal 22 19 16 75 75 None
Archangelica Su Temperate Swamp 22 17 15 0.5 0.5 None
Arfandas Au/Wi Cold Rivers 18 21 17 0.2 0.3 1 day
Arkasu Au Temperate Grassland 18 18 16 12 12 None
Arlan Au Cold Grassland 15 20 16 2 2 None
Arnica Su Temperate, Cold Mountains 25 21 17 1 1 None
Arnuminas Au Temperate Grassland 12 16 15 6 6 None
Arpusar Au Cold Rivers 20 22 17 7 0 1 week
Asarabacca Sp Temperate Forest 28 21 17 3 7 1 day
Ash Sp Temperate Forest 18 19 16 5 8 1 day
Ashline Wi/Sp Temperate Mountains 30 18 16 50 500 1 week
Athelas Au Temperate Forest 20 15 15 200 200 None
Atigax Wi Temperate Grassland 20 15 15 40 70 1 day
Attanar Au/Wi Temperate Rivers 20 21 17 8 8 None
Balm Su Subtropical Forest 25 19 16 3 5 1 hour
Barberry Su Temperate Rural 25 26 18 4 9 3 hours
Base Mullein Any Temperate Rural 5 15 15 1 1 None
Basil Su Temperate Rural 22 18 16 0.3 0.3 None
Bastit Any Temperate Any 25 13 14 0.3 0.3 None
Belan Su Tropical Coastal 22 21 17 40 40 None
Belramba Su Temperate Forest 22 18 16 60 180 3 days
Bilberry Sp Temperate Forest 40 40 23 500 3000 15 days
Birthnot Any Temperate Hills 22 15 15 0.02 0.02 3 days
Bishop's Weed Su Temperate Rural 20 21 17 4 10 3 weeks
Bittermourn Wi Polar All 30 30 20 1000 100000 2 hours
Black Rose Sp/Su Temperate Rural 15 17 15 100 100 None
Blackberry Sp Temperate All 22 17 15 1 1 None
Blackroot Su Temperate All 30 17 15 4 4 None
Bloodkeep Sp Temperate Coastal 25 15 15 0.4 0.4 None
Borage Sp Temperate Forest 22 18 16 1 10 5 days
Breldiar Sp Climatic Zones: Temperate 22 17 15 50 50 Volcanoes
Bull-Rush Any Temperate, Subtropical Swamp 18 12 14 0.2 0.3 3 days
Burdock Sp Temperate Rural 22 21 17 10 30 1 day
Bursthelas Su Temperate Grassland 30 25 18 110 1000 1 week
Caffar Su/Au Tropical Desert 30 15 15 10 10 1 hour
Calamus Sp/Su Temperate Swamp 28 29 19 5 15 1 day
Calcena Mushroom Any Any Underworld 35 25 18 100 1000 2 week (for potion)
Callin Au Tropical Jungle 22 17 15 5 25 1 week
Cat's Tail Su Temperate Forest 12 21 17 1 3 1 week
Cephalophage Any Temperate Special (see below) 30 19 16 100 100 None (if growing in correct area)
Chamomile Sp/Su Temperate Rural 22 18 16 2 3 Negligible
Chervil Any Temperate Forest 28 20 16 10 10 None
Cinquefoil Su Temperate Rural 28 20 16 10 15 1 hour
Colewort Sp/Su Temperate Forest 12 19 16 0.6 0.6 None
Coltsfoot Sp/Su Temperate Mountains 25 20 16 2 4 1 hour
Comfrey Sp Temperate Rural 18 20 16 4 10 1 day
Cow Parsnip Any Temperate Forest 20 21 17 3 10 6 weeks
Cow-Wheat Su Temperate Grassland 18 15 15 2 2 1 week
Culkas Any Desert Tropical 20 15 15 35 35 None
Dagmather Su Temperate Grassland 20 22 17 6 28 1 week
Dainaberry Au Temperate Rivers 25 18 16 2 8 None (or 3 weeks)
Darnell Au Temperate Forest 20 17 15 3 7 2 weeks
Darsurion Wi Cold Mountains 18 21 17 0.3 0.3 None
Deadly-Nightshade Su Temperate Forest 12 12 14 4 8 1 week
Degiik Su Summer 25% Tropical/Coastal 40 40 23 100 100 None
Delrean Wi Temperate Forest 10 15 15 0.3 0.3 1 hour
Dittany Su/Au Temperate Rivers 18 15 15 1 5 2 weeks
Dog Rose Su/Au Temperate Rural, Urban 12 15 15 0.1 1 2 weeks
Draaf Sp Subtropical Coastal 15 19 16 0.5 0.5 None
Dragontears Sp Temperate Desert 28 17 15 100 100 2 weeks
Dragonwort Sp Cold Mountains 25 15 15 100 300 3 days
Dwarf Mallow Sp Temperate Swamp 28 17 15 1 3 None
Ebur Sp Temperate Coastal 20 17 15 22 22 None
Edram Wi Cold Rivers 28 25 18 30 30 None
Eldaas Sp/Su Temperate Coastal 30 16 15 2 4 2 days
Elecampane Wi/Sp Temperate Rural 28 15 15 0.1 0.1 None
Elvish Galingale Sp/Su Temperate/Polar Forest 22 19 16 1 2 1 week
Entriste Su Subtropical Desert 22 18 16 25 25 None
Falsifal Sp Temperate Swamp 22 17 15 3 3 1 hour or less
Febfendu Wi Cold Coastal, Rivers 30 25 18 90 900 1 week
Felmather Sp Temperate Coastal 22 22 17 10 10 None
Fennel Au Temperate Rural 25 15 15 0.5 1 2 weeks
Fetherfew Su Temperate, Subtropical Forest 15 12 14 2 4 3 weeks
Fire-Flower Su Subtropical, Tropical Mountains 40 45 25 1000 100000 10 years
Floure-De-Luce Any Temperate Grassland 15 15 15 3 10 3 weeks
Footleaf Sp/Su/Au Temperate Rural 28 19 16 1 1 None
Fumitore Sp/Su Cold, Temperate Coastal 10 15 15 3 6 2 weeks
Gallowbrush Wi Temperate Rural 30 18 16 10 50 1 day (for potion)
Garden Flax Sp/Su Temperate Forest 18 12 14 3 6 2 weeks
Gariig Su Tropical Desert 15 25 18 55 70 1 day
Gefnul Su Polar Volcanoes 15 21 17 200 500 1 day
Goat's Rue Su Temperate Forest 15 25 18 6 15 2 weeks
Golden Crown Sp Subtropical Rural 28 18 16 1 2 1 hour
Golden Lungwort Su Temperate, Subtropical Forest 10 18 16 1 2 1 week
Guardseye Any Cold Grassland 30 18 16 100 100 20 minutes
Gylvir Au Temperate Coastal 28 17 15 100 100 None
Hare's Ears Su Temperate Mountains 18 21 17 2 5 2 weeks
Harfy Su Temperate Grassland 28 15 15 150 150 1 week
Hart's Tongue Any Temperate Forest 28 17 15 2 2 None
Hawkweed Any Temperate Forest 12 15 15 4 6 2 weeks
Healwell Su Temperate All 22 15 15 0.1 0.1 None
Henbane Su/Au Temperate Rural 5 15 15 1 3 1 week
Horehound Su Temperate Coastal 5 17 15 1 5 4 weeks
Horseweed Sp/Su/Au Temperate Grassland 28 17 15 7 7 None
Ironhard Su/Au Temperate Hills 28 19 16 15 15 None
Jaffray Su Tropical Desert 28 17 15 10 15 2 days
Jinab Any Subtropical Rural 28 19 16 5 7 1 hour
Jojojopo Au Polar Mountains 15 20 16 9 9 None
Juniper Su Temperate, Subtropical Mountains 25 23 17 4 4 Negligible
Kathkusa Wi Polar Wasteland 22 15 15 50 50 None
Kelventari Any Temperate Forest 18 21 17 19 19 None
Kilmakur Su Temperate Grassland 20 18 16 65 300 1 week
Klagul Su Temperate Grassland 15 17 15 30 50 1 day
Kylathar Su/Au Subtropical Forest 28 15 15 20 20 None
Laishaberries Su/Au Cold Forest 28 18 16 20 20 None (1 day for jelly)
Land Caltrops Su Tropical Forest 15 16 15 2 5 2 weeks
Larnurma Sp Temperate Rural 35 18 16 10 100 1 week (for oil)
Laumspur Sp Temperate Forest 28 17 15 100 500 4 days (for potion)
Leopard's Bane Su Temperate Grassland 25 15 15 5 5 None
Lesser Centaury Su Temperate, Cold Mountains 25 18 16 5 5 None
Lungwort Sp Temperate Rural 28 24 18 1 3 1 day
Makebate Any Tropical, Subtropical Desert 22 18 16 1 2 2 weeks
Mandrake Sp Temperate Forest 20 14 14 3 5 4 weeks
Marigold Sp/Su Temperate Rural, Urban 20 19 16 2 10 2 weeks
Marjerome Any Temperate Grassland 22 17 15 2 6 6 weeks
Marsh Mallow Any Temperate Coastal 25 22 17 5 8 1 day
Maruera Sp/Su Subtropical and Tropical Mountains 40 30 20 50 100 None (or 1 week)
Masterwort Su Temperate Rural 5 15 15 2 7 3 weeks
Megillos Wi Cold Mountains 12 15 15 1 3 None
Melander Wi Cold Rivers 15 15 15 1.2 2 1 day
Milkworte Sp/Su Temperate Rural 5 15 15 4 8 2 weeks
Mirenna Wi Cold Mountains 15 17 15 10 10 None
Mountain Garlick Any Temperate, Cold Mountains 22 15 15 8 9 1 day
Mountain Setwall Any Temperate Mountains 20 22 17 1 3 3 weeks
Mugwort Su Temperate Rural 18 22 17 2 4 2 weeks
Napweed Sp Temperate Rural 20 26 18 1 1 1 week
Navew Wi Subtropical, Tropical Rivers 15 15 15 4 12 5 weeks
Nightcall Su Tropical Desert 28 17 15 50 50 2 days
Oede Sp Temperate Rural 40 45 25 1000 1000 2 weeks (to dry)
Oiolosse Wi Polar Elven Forest 40 30 20 1200 1200 None
Olus Veritis Wi Temperate, Cold Rivers 28 17 15 5 10 1 hour
Olvar Wi Polar Coastal 22 23 17 300 300 None
Orach Su Temperate Forest 20 17 15 2 10 6 weeks
Pallast Su Temperate Swamp 22 17 15 0.5 1 2 hours
Palma Eldath Any Cold, Polar Mountains 15 18 16 3 3 None
Pargen Su Tropical Jungle 40 30 20 2000 2000 None
Pattran Su Temperate Forest 25 17 15 10 10 3 days
Pennyroyal Sp Temperate Rural, Urban 25 19 16 3 3 None
Peony Sp Temperate Rural 30 17 15 1 2 1 hour
Periwinkle Sp Temperate Rural 20 23 17 1 10 1 hour
Petiveria Su Subtropical, Tropical Rural 25 18 16 1 3 1 day
Prince's Feather Su/Au Temperate Rural 20 21 17 1 2 1 hour
Rampalt Su Temperate Forest 25 15 15 0.05 0.05 1 day
Rewk Au Temperate Rural 15 22 17 0.9 1 1 day
Ribwort Plantain Sp Temperate, Subtropical Urban 22 18 16 1 1 None
Rose Campion Su Temperate Forest 10 22 17 1 3 3 weeks
Rue Su Temperate Rural 25 17 15 1 1 None
Sabito Su Tropical Coastal 35 17 15 100 500 1 week
Saddilia Su/Au Temperate Grassland 40 20 16 100 300 1 hour
Saffron Au/Wi Temperate Forest 15 15 15 20 100 1 week
Sanicle Au/Su/Wi Temperate Forest 5 13 14 5 30 2 weeks
Saracen Confound Su Temperate Rural 10 12 14 1 20 11 weeks
Scented Mayweed Su Temperate Forest 20 18 16 8 15 1 day
Serapias Turbith Sp/Su Temperate Grassland 20 20 16 4 7 4 weeks
Sessali Au/Sp/Su Subtropical Coastal 28 18 16 1 4 2 hours
Shepherd's Purse Any Temperate Grassland 10 13 14 5 12 1 week
Silverthorn Any Temperate Mountains 40 45 25 1000 10000 12 hours
Sinquoi Su Subtropical Rural 28 17 15 2 3 1 hour
Snakespike Sp Temperate Coastal 28 15 15 5 7 1 hour/ 3 hours
Spanish Nut Any Temperate, Subtropical Forest 10 17 15 10 100 25 weeks
Spiderwort Sp/Su Temperate Special (see below) 18 15 15 4 10 2 weeks
Spring Adonis Sp Cold Mountains 20 17 15 3 8 2 weeks
Strawberry Su Temperate Rural 20 27 19 2 2 Negligible
Suaeysit Au Cold Forest 25 19 16 10 50 None / 1 week
Sweet Trefoile Sp/Su Temperate Forest 15 19 16 1 3 2 weeks
Tai-Gi Su Subtropical Rural 28 19 16 2 3 1 hour
Tamarindes Any Tropical Forest 10 15 15 1 2 4 weeks
Tamariske Any Temperate Rural 25 15 15 5 7 2 weeks
Tateesha Any Subtropical Swamp 25 20 16 1 10 (none for nuts, 1 week for silks)
Tempin Su Temperate Forest 25 17 15 5 5 None
Tephrosia Sp/Su/Au Tropical Coastal 22 17 15 2 3 1 hour
Terbas Sp Temperate Forest 12 20 16 2 2 None
Teriko Weed Sp/Su Subtropical Rural 30 18 16 2 3 1 hour
Thorn Apple Sp/Su Temperate, Subtropical Rural 25 15 15 1 1 None
Throw-Waxe Sp/Su Temperate Forest 20 19 16 2 3 7 weeks
Thurl Au Temperate Forest 5 15 15 0.1 0.2 1 day
Thyme Sp Temperate, Cold Rural 28 24 18 2 5 2 weeks
Ur Wi Temperate Grassland 12 15 15 3 3 None
Valerian Sp Temperate Grassland 25 17 15 1 2 1 hour
Vinuk Su Temperate Grassland 22 15 15 0.8 0.8 1 hour
White Bryony Au Temperate Forest 22 20 16 1 2 1 hour
Whitecandle Au Temperate, Subtropical Forest 22 17 15 5 5 1 hour
Willow-Herb Su Temperate Forest 15 17 15 5 5 None
Winclamit Sp Temperate Forest 40 40 23 100 100 None
Wolfsbane Su/Au Temperate Hills 28 15 15 20 40 None (2 days for pills)
Wolfsbane (whole) Su Temperate Rural 25 22 17 100 100 1 day
Wood Sorrel Su/Au Temperate Rivers 15 15 15 2 4 None
Woodrose Su Tropical Desert 10 15 15 1 1 2 weeks
Wormwood Sp Temperate Rural 30 17 15 2 2 None
Yaran Au Temperate Grassland 10 15 15 0.8 0.8 None
Yarrow Su Temperate Rural 22 15 15 10 10 None
Yavethalion Au Temperate Coastal 20 15 15 45 45 None
Young Lad's Love Su/Au Temperate, Subtropical Forest 22 20 16 1 1 None
Zulsendra Su Tropical Underworld 22 15 15 70 70 None
Zur Wi Cold Underworld 15 15 15 12 50 6 hours

Adder's Tongue

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.


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 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.


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.


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.


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.


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.


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


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'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.


Anise grows to height of about two feet, and is distinguished by its unusual leaf formation. At its base, the leaves are heart shaped and toothed, but as we progress up the stalk they are small and feathery. It has delicate white flowers which ripen in summer to produce small ridged seeds. These seeds should be crushed and left to stew for ten minutes in boiling water. The resultant mixture should then be strained and drunk as desired (it will keep for up to 3 months). A successful application will relieve hiccups.


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.


This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad weather).


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


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


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.


This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange flowers. These flowers should be plucked and dried, and then boiled in a litre of beer. This should be applied to a compress which is wrapped around a bruise. A successful application will cause the bruise to fade within one day. The pollen of the flowers if inhaled will cause uncontrollable sneezing. A phial of arnica carried in a persons pocket is also reputed to help a person quit smoking.


The leaf of this plant should be applied to the site of ligament, cartilage, or muscle damage. If used successfully, it will double the speed of healing of such damage.


The stalks of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a persons muscles that are capable of healing naturally within one day.


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.


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.


Ashline is a small red flower, with very pale green leaves. The entire plant must be mashed and boiled in fine red wine for one week and the resultant mixture mixed with olive oil. When this liquid is poured over a petrified person it will, on a successful roll, restore them to their normal state.


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.


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.


Attanar is a moss, which when applied to the forehead of a stricken person, will cure fevers. It takes effect 2d6 hours after it is successfully administered.


Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval, serrated leaves. It has small flowers which can be any shade from white to blue, which form small clusters at the base of the leaves. The herb should be boiled and given to women suffering menstrual pains (hey, someone has gone to the trouble of writing "A Guide to AD&D Sex" so this might be useful!) It also reputedly has properties of bestowing longevity, and so could be used as an ingredient in "Potions of Longevity" and the like.


The Barberry plant has sharp thorns on its twigs. It can obtain a height in excess of eight feet. It has roughly oval shaped leaves, which are smooth with toothed edges. It has pale yellow flowers which produce oval red berries, with a small black dot at their tip. Barberries should be ground up in cold water and be left to stand in cold water, and then boiled quickly. This mixture should be drunk as a cure for liver disorders such as jaundice. If successfully administered the cure should take effect within two weeks. However three failed applications mean that there is never any hope of cure by this method.

Base Mullein

Base Mullein is very easily found due to the fact that its flower stalks often obtain a height of 8 feet or more. Its clear yellow flowers cover about 3 feet of the top of the stalk, and form a long funnel about an inch or two in diameter. If the leaves of this herb are applied to a burn within one hour, it will reduce the damage taken from the burn, by half.


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.


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.)


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.


Belramba is a lichen. It must be brewed in water, and then drunk three days later. If used successfully, all nerve damage capable of healing naturally will be healed, at three times the normal rate.


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).


Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used to create a contraceptive tea effective on most humans, demihumans and humanoids, male or female. Must be ingested between 1 hour - 30 minutes before properties invoked. (70% effective; causes mild impotence in males 15% of the time.)

Bishop's Weed

Bishop's weed is a small plant with pale blue flowers, and small pale green leaves. This herb will protect people from Plague (+5 bonus to saves vs disease). It is drunk in wine, and is effective for one week. In plague years, its price increases rapidly.


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.

Black Rose

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).


A tall plant with small, bell-shaped violet flowers and complex roots that are black on the outside and white on the inside. Blackroot's roots can be applied to fresh wounds in order to promote quick healing (applied immediately, gives 1d4 back to character at once).


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.


Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh leaves can be bound to a wound to stop bleeding at once and quicken coagulation (apply within 2 rounds of injury to stop bleeding; character regains 20% - rounded down - of lost hit points at once).


This plant has hollow, hairy cylindrical stalks which grow to a height of 1 to 2 feet. It has drooping flowers, red or blue in colour, which are shaped as a five pointed star at the top of the stem. The dried herb should be boiled in water and the infusion drunk. It is used to cure minor fevers such as those caused by chills, and influenza. It will relieve the fever in 1d3 hours.


This flower, when eaten, alters the way a person judges distance for a period of one hour. While under the influence of the flower, a person can add a bonus of two to ranged combat attacks, while subtracting two from melee attacks.


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.


This plant grows to about 3 feet tall. It has huge leaves with a whitish underside, and purple flours. Its root must be boiled in water and then the root eaten and the water drunk as a cure for syphilis. The person will be cured within a week.


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 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.)


This rush grows in small grassy clumps. It can grow from about 2 to 6 feet in height and has very small yellow green flowers that jut out from the stem. The leaves are long, thin and light green in colour and smells faintly sweet. The root is white with a red brown peel. The root must be peeled and boiled in fresh water within a day of being picked, and should then be drunk by the recipient. Provided no permanent physical damage has been done to the person hearing organs, the herb may restore some small measure of hearing to a totally deaf person, perhaps 10% of normal hearing. In addition the herb has been reported to have aphrodisiac qualities (gms discretion) and was used by certain Native American peoples to make their dogs fierce.

Calcena Mushroom

Anyone who breathes in the spoors of one of these pink mushrooms incurs a -3 penalty on all saves vs illusions for 2d12 hours. The mushroom may be brewed into a potion by brewing tea and leaving the mushroom to stand in the tea for 2 weeks. The resultant concoction when drunk is a powerful hallucinogen. Anyone under the influence of it will see whatever the GM wants them to see. This effect also lasts 2d12 hours.


A dark nut that grows on the Callin tree in tropical jungles. When the husk is dried, ground and ingested, it thins the blood and strengthens internal organs, helping to prevent heart attacks. (If taken regularly, prevents heart attacks except under extreme duress. Addictive; causes nausea, dizziness and an increased chance of cardiac arrest if quit under unsupervised conditions after repeated use.)

Cat's Tail

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 made into a salve, will heal all damage to a person's heel.


A pale, fleshy fungus with a tough, rubbery consistency that is commonly found growing near carnivorous plants. The fungus grows upon corpses, absorbing the cadaver's life memories and personality; up to 10 different minds have been found absorbed by one cephalophage mushroom. Eating cephalophage will transfer those memories and personality quirks to the eater. (Effects last 1d3 hours and while they last the eater can access all of the dead person's mind. After the effects wear off, the eater may still succumb on occasion to "flashbacks" or personality instability; save vs. Intelligence when under intense stress or in a situation liable to cause such flashbacks.) This plant is condemned by some religions as unholy, believed to prevent a soul/spirit from attaining the afterlife. (from Gene Wolfe's Torturer series)


This plant can grow up to 2 feet tall, and has a branched stem. It has few leaves, and these are finely divided. The flower heads have yellow centres which are domed in shape with a hollow at their very centre. The petals of this plant bend backwards towards the stem. The flowers from a single plant must be immersed in boiling water and the resultant drink consumed. This drink is very bitter and is normally mixed with honey but this is unnecessary. The drink will last for approximately 2 months after manufacture, while the leaves can be dried, and will then keep for up to three years. A successful use of this herb will have a calming effect on the consumer.


Chervil is used to dissolve blood clots, which can help to prevent complications caused by injury. The clots are dissolved within 1d3 turns.


This plant creeps along the ground on long slender stringlike stalks. It has five or seven part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The herb will then act as an aphrodisiac, and increase the recipients Charisma [Appearance] by 1 for 1d4 hours.


Colewort is a small plant with a single large glossy leaf, and small white flowers with four petals. Anyone who chews on the flowers before drinking will remain sober for the entire evening. Its effects protect only against alcohol, and not against any other drug or toxin.


The plant has a single golden yellow flower borne at the top of a six inch tall stem with long pinkish woolly scales. These flowers are crushed and mixed with honey, and applied as a poultice to infected wounds in a effort to draw out the infection. It does not cure any damage.


Comfrey grows to a height of up to 3 feet. It has stiff, angular and hollow stalks which are covered with rough hairs. It has pink, mauve white or cream flowers. Its thick black root is the portion used in Herbalism. It should be boiled and wrapped in a poultice which is then wrapped around a broken limb and increases the speed of healing by fifty percent. It can also be used in a bath by women in order to give the impression that they are virgins on their wedding nights.

Cow Parsnip

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.


Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. For those who desire game mechanics to deal with drunkenness, please consult the Intoxication Table in the 1st Edition AD&D DMG, page 82. Each dose of this herb successfully administered will increase the level of drunkenness by one step.


Each application of Culkas will cure one square foot of sunburn.


The spine of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a persons cartilage that are capable of healing naturally.


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.


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.


The leaves of Darsurion when applied to a wound will heal 1 hp of damage if used within 3 rounds. The effect is not cumulative.


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 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.


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.


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.

Dog Rose

The dog rose grows to about ten feet in height and has very sharp thorns. In spring and early summer it has pale pick flowers which turn into vivid orange seed pods at the end of summer. These pods must be dried and then eaten at the rate of one per three days to avoid scurvy in environments where this disease is common (ie, on long ocean voyages.) Certain ancient and medieval cultures believed that placing a dog rose in a coffin would prevent the body within from rising as undead.


The leaves of Draaf must be eaten in order to restore 1d3 hit points, as long as they are eaten within 10 minutes of the damage being inflicted.


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.)


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.

Dwarf Mallow

This small plant has a single primary stem from which other, shorter stems ending either with leaves or with small pick flowers. These flowers when crushed and mixed with honey and salt into a poultice will relieve the pain of bee stings on a successful application. In addition the crushed flower may be mixed with oil and smothered onto the body in which case, no bees will approach for 1d4 + 2 hours. At the gms discretion, this effect may extend to other small insects.


The flowers of Ebur must be eaten each day. If the treatment is successful the rate of healing for a sprain will be doubled for that day.


Edram is a moss which when eaten will cause bones to heal at one and a half times their normal rate.


This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more common illnesses. (Adds + 2 to saves versus Constitution for each level of potency the herb is brewed at, to a maximum of + 6 - however, at this strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours regardless of potency level.)


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

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.


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.)


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.)


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.


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.


Fennel has thick stems, and bright green, lacy leaves and routinely grows to about five feet in height. (There is a rare form which has a bronze stem. In terms of its use, it is identical to the common fennel). In summer it has golden, yellow flowers. These flowers turn to seed in early Autumn. The seed heads must be harvested and left until the seeds separate from them. The seeds may then be mixed with boiling water to make a tea. This tea has the effect of relieving hunger pains in the recipient for 2d8 hours, However it does not in anyway act as a substitute for food, and any damage due to starvation will still occur.


This herb grows to about 18 inches in height. It has many small white flowers. The flowers must be dried and then boiled in white wine. The resulting mixture must be drunk. This herb will remove the effects of vertigo from a person for up to twelve hours. It does this by stabilising the persons inner ear.


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.


The Floure-De-Luce is also known as the Blue Flag. It has broad and flat leaves shaped rather like a sword. The flowers are purplish blue and the roots which tend to stretch themselves along the surface of the ground are reddish brown on the outside. The root must be mashed and boiled in water and left to stand for at least twenty days before drinking. This herb removes bruises from a body very quickly (within 1d4 hours).


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.


The stems of fumitore are angular and branching, and grow to a height of about 1 foot. It has grey-green divided leaves, and small pinkish-white flowers with purple tips. This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL)


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

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


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

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.

Golden Crown

The golden flowers of this small yellow-green plant may be made into a poultice that is used to stop bleeding. One successful application will normally stop minor bleeding, or staunch the flow of major bleeding until it only minor (a second application will stop the bleeding altogether). This herb is often used by midwives to staunch the flow of vaginal bleeding after birth.

Golden Lungwort

Golden lungwort has large oval leaves, covered with small hairs, and small pale blotches. It grows to a height of about 1 foot, and has small bell shaped flowers with five petals which change colour from pink, to mauve to blue. Flowers of different colours are often found on the same plant. This herb heals the ears of all aches and pains.


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.


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

Hare's Ears

This herb cures skin diseases.


The resin of this herb must be applied to a bleeding wound. It will immediately stop any bleeding.

Hart's Tongue

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.


This herb increases a character eyesight for 1d4 turns. They can see twice as far, and when in missile combat, all ranges are treated as if one less. Hawkweed has oval leaves, covered with small hairs on the underside, and green on the top. These leaves surround the plant at the base of the stem, and small yellow flowers tinged with red at the tips.


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.)


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.


This plant has angular greyish stems and grows to a height of three feet. It has oval shaped tooth edged, ash green leaves. It has small creamy white flowers which group at the base of the leaves. This herb will cause the recipient to vomit up any poison in their system. It is effective only against ingested poisons. The person will be incapacitated by nausea for 1-3 days. In the case of an 'instant death' poison, the person can be saved if the herb is successfully administered within one round, but they will be incapacitated for the full three day period.


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.


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.


A clove-like herb that is normally ground up and sprinkled into other dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac, increasing sexual interest and general sensitivity to the surroundings. Face flushes, pupils dilate, breathing quickens, and skin becomes preternaturally sensitive. The herb has a mildly cinnamon-like flavour and its potency is not affected by being cooked. The herb is also sometimes used to counteract suspected poisoning, since it increases resistance to poison yet is so common as to be inoffensive if added to a meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense of intoxication. Effects last 1d4 hours. Regular usage will build the user's tolerance to the drug, requiring greater amounts to achieve the same effects. Immunity is possible.)


The dark chocolate brown bark of this small fast growing tree, may be eaten in order to allow a person to remain awake for one whole week, without the need for sleep. At the end of this period, they will collapse, absolutely exhausted for four days, and will capable of only half movement for a further week after that.


The leaf of this herb, when applied to frostbite will cure 2d6 points of frostbite damage.


The Juniper tree can grow up to ten feet in height. It is an evergreen, which has prickly stiff foliage. The berries appear in early summer, but take three years to ripen to the stage where they are useful. Unripe berries are green, ripe ones are bluish-black in colour. Because of this rather long period of ripening, it is wise to never denude a tree of berries. A normal sized tree will have between 100 and 200 ripe berries. 15 of these berries should be crushed and mixed with boiling water. When the liquid has cooled, the infusion should then be drunk in order to relieve muscle pains for 3d4 hours. This liquid will only keep for a month under normal conditions, but can be mixed with an alcoholic spirit to increase its lifespan indefinitely. According to some gipsy traditions, a sprig of juniper kept in a house would protect the inhabitants from vampire attacks. This may actually work at the gms discretion.


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.


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.


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.


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.


The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with Dexterity; anything is possible (the GM should determine which statistics are exchanged).There is no saving throw, and no cure (no easy one anyway; if you as DM want one, make it up). Eating more of the berries will simply cause more stats to be randomly exchanged. Short of magical storage, the fruits will spoil and rot within 2 days after plucking. The bush itself grows about 2 metres high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn.


Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The berries taste quite bland themselves, although they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will each heal 2 hp of damage, or speed the recovery from most diseases. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a saving throw vs poison is required to avoid severe stomach cramps. A jelly made from the berries themselves loses both the healing and silencing powers (and the danger of cramps) of the fresh berries, but the curative effects for most diseases is doubled; fresh berries reduce the recovery time by one day for each berry eaten, the jelly halves the time.

Land Caltrops

If applied to a snake bite within one turn, it will draw out the poison. Some very venomous snakes give bites that are incurable by this method, and so the herb has no effect against 'instant death' poisons. It may (at the gms discretion) provide protection against other, non-fatal animal poisons.)


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.


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

This is a poison that kills animals (but not monsters) that eat it, but has no effect on humanoids, demi-humans or humans.

Lesser Centaury

This plant has rosy-pink flowers, which are splayed out like a five pointed star. These flowers if eaten within one day of being picked will cause the recipient to vomit up any ingested poison within their body. The person will remain very weak for 1d3 days, can only move with great difficulty and is totally able to perform any useful actions.


This plant has broad leaves covered with dark spots, resembling diseased lungs. It is used in the treatment of diseased lungs, by boiling the leaves and drinking the infusion. The effect of a successful treatment is to render breathing easier and to clear fluids from the lungs caused by a whole array of diseases - pneumonia and tuberculosis to name but two. It does not actually cure the disease, but merely relieves this symptoms. With some diseases that alone can be the difference between life and death.


This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any damage, including death, already taken will remain.


This root of this herb sends the recipient to sleep. The sleep will last five hours, during which time the person cannot be woken except by a neutralise poison spell or potion. The root is said to bear a resemblance to the naked male form, hence its name. The plant has several dark green leaves which are about 1 foot long. The purple flowers of the plant are bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit for an entire month before use. According to Ancient Egyptian legend, the sun god, Ra, sent Mathor to earth to punish mankind. Mathor's slaughter was so intense, that Ra took pity on man, and forced Mathor to drink the blood of his victims mixed with Mandrake root. He fell asleep and when he awoke was unable to remember why he had come to earth, and so the slaughter was ended.


Marigold can grow to a height of two feet and has rows of flat orange and yellow petals around a central disc. These flowers must be dried and then mixed with olive or other vegetable oil to produce a soothing balm which will soothe and clean small wounds, in order to prevent infection.


This herb removes the colour from the skin of a person who has had yellow jaundice. The herb has angular stems which grow to a height of 1 to 2 feet, which are reddish in colour and are covered in small hairs. It has ovate shaped leaves which surround the stem and grow smaller and smaller towards the top of the plant. It is topped by pale pink flowers.

Marsh Mallow

This plant has a green fleshy stem and broad egg shaped leaves, both of which are covered with downy hairs. It has five petalled, pale pink flowers which sit at the base of the leaves. The root must be boiled and the resultant distillation applied to burns. If used successfully the herb will double the rate of healing for the burn.


In appearance this tree looks much like any other. It can be identified by its vivid green leaves. These leaves when chewed produce large amounts of oxygen from the carbon dioxide already in the persons breath. One leaf may chewed for up to ten minutes, before its properties are exhausted. The leaves are often boiled and the resultant infusion added to other substances to produce a gum. A piece of this gum will allow the recipient to survive without oxygen for 2d4 x 10 minutes, provided they are conscious and able to chew. The herbs main use is in allowing the recipient to survive in oxygen poor or free environments such as underground. When a tree is found it will normally have 3d100 leaves. Taking too many leaves can harm the tree. The tree has a chance of dying equal to the percentage of the leaves taken. For example if 30% of the leaves are taken the tree has a 30% chance of dying, if 50% are taken it has a 50% chance of dying. The leaves are also said to have a calming effect when chewed (gms discretion).


Masterwort grows to be about three feet tall and bears umbels of white flowers. It has winged dark green leaves like those of a maple tree. The leaves must be boiled and left to stand for at least twenty days before use. This herb is used as a protection from plague, giving a +2 bonus to any saves vs disease.


The leaves of this herb increases a character eyesight for 1 turn. They can see twice as far, and when in missile combat, all ranges are treated as if one less.


Melander is a moss that must be brewed in clear water. The resultant distillation must then be drunk. It will then add +1 to all saving throws vs disease for a period of 1d10 days.


This herb protects from (for 1d4 days) and treats cholera (cures cholera in 1d4 days).


The berries of Mirenna will heal 1d2 hp when eaten.

Mountain Garlick

This herb is said to repel evil spirits.

Mountain Setwall

This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)


The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion. Mugwort can grow to be taller than a man. It has a stiff and angular stem, reddish brown in colour. It has deeply incised smooth leaves which are dark green on top and silvery white underneath. It has small, yellow-green or yellow-red flowers arranged in long spikes at the top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.


This plant has a single main stem with small fern like leaves, and small pink flowers growing from it. These flowers must be dried, powdered, and mixed into wine and then drunk to counter the effect of injected poisons. A successful application means that only half normal damage is taken from the poison. In addition to this use, the flower is often counted as a symbol of faith between lovers and is used to decorate and garnish foods at weddings. According to Greek mythology, this plant was used by the centaur, who wounded by Hercules with an arrow poisoned with the Hydra's blood, treated himself with it.


The seeds of Navew dropped in a drinks or on to food before it is eaten acts as counteragent to ingested poisons. It prevents the death of a person poisoned in that meal, though they may still be very ill.


A blue-grey herb smelling faintly of nutmeg that heightens the user's senses. Overdosage or prolonged usage causes photosensitivity, distraction and nervousness; on the other hand, prolonged usage can also make the effects permanent. Nightcall gradually dyes the long-term user's hair, teeth, nails, horns, or scales midnight blue. (The minimum dose of 1 tsp gives the eater +100' sight range, +10% hearing, and +1 to Wisdom/Intuition and Dexterity scores. The effects increase proportionately to the dosage, to no more than +400/40/+4. Dosages over 1 tsp, or 1 tsp taken several days in a row, will cause addiction.)


One of the most valuable and prized of all plants, this bush has laves that are almost golden in colour. These leaves can be dried, but if they are not will last only two weeks. This means the drying process must be begun within an hour of the leaves being picked. These leaves can according to legend cure any disease. Whether or not the leaves have this power is up to the individual GM.


This herb will restore an Elf to life if given within seven days of death.

Olus Veritis

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.


The flower of the Olvar bush must be given to a person on the point of death (at -10 hp, and not losing any more). It will then keep them alive for 2d10 days.


Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale green leaves and greenish-white flowers. The seeds must be gathered, bruised and left to stand in pure alcohol for six weeks. The mixture must then be drunk, one spoonful a day for a week. The herb will cure yellow jaundice. It leaves a yellow colour in the skin.


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.)

Palma Eldath

This herb keeps a person warm for one night or one day, and prevents them suffering from exposure. This can mean the difference between life and death.


A single berry from the Pargen Tree will restore a person to life (-1 point of Constitution) if given within 4 days.


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 is a low creeping herb with a squarish stem and small dark green leaves which grow in pairs. The flowers grow in round clusters which are mauve in hue. The leaves should be plucked and while fresh be thrown into a persons bath water. They may then have an aphrodisiac effect on anyone the recipient attempts to influence in the next 1d4 days (assume that 1 is added to the recipients Charisma for this period). In addition, if dried (takes two weeks), the leaves may be sprinkled among books, and will then act as an insect repellent. These make the leaves highly prized among mages and sages who will normally pay 12 gp for the dried leaves.


This plant with its delicate pink flowers may be boiled into a powerful healing draught, capable of stoping all bleeding, internal and external immediately. However a roll of 1 on the Herbalism check by the herbalist, will kill the recipient in 1d4 minutes, as they suffer a massive heart attack. The herb can be deliberately used as a poison by using five times the normal dosage.


The plant is a creeping vine with dark, green shiny leaves and pale blue flowers. The flours must be crushed into a powder and administered orally. If used successfully the herb will stop all bleeding, both internal and external in one turn. The recipient must not move for one hour or risk reopening the wounds.


This plant has a single stem with dark green, shiny leaves growing from it. It is topped by very thin, yellow flowers. The petals of these flowers should be tied into a poultice, where they will, on a successful application act to bring down swelling and bruise over the course of a one day period.

Prince's Feather

This herb has red-green leaves and long pink flowers. The flowers must be beaten into powder and eaten by the recipient. If successful, the herb will halve the rate of internal bleeding within 1 turn.


This dark-colored root grows on a plant distinguished by its waxy dark green leaves. When the root is boiled down, it turns into a thick, strong-smelling greyish liquid that cures congestion when boiled in water and inhaled. (Relieves stuffy head, opens sinuses, for as long as the steam is breathed + 2d6x10 rounds.)


The nodules of the stem of Rewk must be brewed in clear water for one whole day before drinking. It will then cure 1d3 points of damage.

Ribwort Plantain

This plant has a cluster of dark green leaves, with marked parallel veins at its base, a single stem topped by a cluster of tiny, pale orange flowers. The chopped leaves are applied to the flesh to reduce bruising. A successful application will remove slight bruises altogether within an hour, more severe bruises will take 1d4 days.

Rose Campion

This herb will protect against scorpion stings for three days. It will protect against only one sting. It will protect against 'instant death' venom.


Rue is a small rounded bush which grows to about three feet in height. It has yellow, scoop like flowers. The leaves are shaped like spades, and are blue grey in colour. It has seedpods which resemble a small green orange. The seedpods should be consumed as an antidote to ingested poisons. Provided it is taken within 10 minutes, of the poison being ingested, and the poison has not already had its effect, it will neutralise the poison in 1d4 minutes, on a successful herbalism check. It is also mixed with wormwood to create a very effective antiseptic. See Wormwood for details.


This plant has leaves which are bluish in tinge, and is found growing in the sands of coastal dunes. The root is dark blue in colour and may be made into small pills. Consuming one of these pills will allow the recipient to breathe underwater for 10 minutes, by allowing them to absorb the oxygen in the water directly into their skin through osmosis. Their skin has a translucent appearance for these ten minutes.


This rare tree can grow up to 20 m tall, and can become quite old. It has dark red wood, and equally dark blue leaves. The flowers, which grow in small bunches, are startling white, almost radiant. Its nuts have a very special property; each nut raises the Intelligence or Wisdom (determine randomly) of the eater by 0.1 point (20 max). The effect lasts for a whole week, after which it fades again, although there is a 10% chance the effect is permanent. Around the tree there are often animals (squirrels, salmon) who eat the nuts on a regular basis, and are therefore quite intelligent, often possessing speech or even (gms discretion) spellcasting abilities. The number of nuts available varies greatly, depending on the age of the tree, the amount of creatures aware of its existence, etc, and mainly of course on the gms wishes. Basically, the GM should determine how many of the players you wish to profit from it, multiply by ten, and make up an explanation as to why there are no more nuts.


The plant has a tuberous root, and large purplish flowers with yellow-red centres. The pistils of the flower must be pounded into a paste which is left to dry for a week. The resulting powder is taken as snuff. This herb raises all attribute scores by one for one hour. NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.


Sanicle leaves should be crushed and left in white wine, the strained through a cloth and drunk. It has the effect of binding wounds so that they are not reopened by action. It is a small plant with glossy green leaves, with long leaf stalks which are divided into three or five lobes. It has small white or pink flowers which sit at the top of a slender stalk.

Saracen Confound

This herb cures fevers within 1d4-1 turns.

Scented Mayweed

Scented mayweed grows to a height of about 2 feet. It has erect and branching stems. It has small leaves, white flowers with a yellow centre. The flowers must be crushed, emitting a pungent odour and should then be applied to the eyes in order to heal damage to them caused by acid. If used within a day of the injury, they can prevent blindness.

Serapias Turbith

This herb will place the recipient into a deep sleep for one day. The recipient CANNOT be woken. At the end of the day, all wounds will be healed. It does not, of course, resurrect a dead person, or regenerate lost limbs.


A rugged thorny plant found by the sea. The leaves must be boiled for two hours in salt water, and the resultant mix sweetened with honey. This mixture will act as a cure for certain types of ingested poisons (gms discretion, as to which ones). The recipient must be made to drink one dose immediately the mixture is ready, and then a further dose every twelve hours for three days (7 doses in all). If the number of successful applications is four or more, the patient will recover.

Shepherd's Purse

This herb rarely grows to a height of more than one and a half feet. It has small greyish green leaves, growing smaller towards the summit of the plant. It has small four petalled dirty-white flowers at its peak. If applied to wounds it will stop their bleeding for one hour, and temporarily removes the need to bandage.


Silverthorn is a small thorny plant, white in colour with red berries and silver thorns. Called aelebera by the elves, this herb can function either as a poison or as an antidote to itself. It is found only by one lake located high in the mountains. For use as a poison the thorns must be crushed and boiled in oil over the course of a night, at which point, the resultant mixture may be smeared on the end of a weapon. When the weapon pierces its target, the poison will take effect killing the victim within 2d6 hours. There is no save and no cure, except for the antidote outlined below. Not even the most powerful magic can cure this poison. The only cure for this poison, is also made from the Silverthorn plant. The berries must be boiled in absolutely pure water, contained in a pure silver vessel, and the resultant mixture stored in a vial of absolutely pure glass until use. The liquid must be placed on the dying victims lips, where within 1d20 minutes, they will recover from the poisoning.


The red leaves of this unusually twisted tree should be burned and the smoke inhaled. This will have the effect of 'dilating' time (making it appear to pass slower.) For every minute experienced outside the influence of the herb, only thirty seconds will pass. A single dose is effective for 1d6 hours. Normally used by torturers to prolong agony, the leaves may also be used by people who must think quickly. It does not increase the speed at which a person moves (Under it's influence all movement will seem sluggish), and does not impart any bonuses in combat for this reason, (you may see the blow coming more easily, but you will still be unable to avoid it.)


A thin stalk covered with yellow-green flowers. The leaves can be steeped in water to make a tea that, when imbibed 3 times a day, reduces inflammation and restores strength; when made into an ointment, snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day instead of 1; ointment restores 1d2 hp immediately per application but can only be administered to the same character once a day.)

Spanish Nut

This herb is a powerful aphrodisiac. If successfully administered I would suggest that the GM or player roleplays the recipient accordingly. However if a method of using dice to simulate its effect is wanted, I suggest that anyone who attempts to seduce the recipient should have a bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.


This herb will cure spider poison if applied within 2 rounds. Any damage already incurred, including death remains. This plant may be found anywhere in temperate regions where there is chalky soil.

Spring Adonis

This plant has small green leaves, and wide round yellow flowers. These flowers may be dried, and then eaten. They will then reduce the chance of a heart attack by half each day they are eaten. They may (at the gms discretion) also help to strengthen the heart of a person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of these flowers at a time will temporarily raise the Constitution and Strength scores of a person by 1 for 2d12 hours, while reducing their Dexterity by 2 for the same period. In addition to this reduction such person also has a (50 - Constitution) % chance of suffering a fatal heart attack 3d12 hours after taking such a massive dose. Certain tribes of barbarians in the mountain regions where this herb is found, use it in order to help them go berserk in battle. These tribes, due to constant dosing from birth have only a (20 - Constitution) % chance of suffering the heart attack. According to legend, the Greek goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower, just before he died after being wounded by a wild boar.


These small red berries grow on very small bushes with pale green rounded leaves. Five berries should be bound into a bandage, which should then be applied to a lepers sores. If the application is successful, that sore will deteriorate no further.


A dark black mushroom with greyish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes. Suaeysit mushrooms can be eaten directly or dried and ground into tinctures or otherwise prepared. The mushrooms give the imbiber a rush of energy, clearing the mind and raising the spirits. However, they are highly addictive, and care must be taken when preparing and prescribing dosages. Often used to counteract shock in emergency situations. (Temporarily adds +1 to all statistics - no top limit to natural statistics, but it does not add to magically enhanced statistics - and saving throws, and relieves effects of fatigue. This effect lasts for 1d4 hours, after which the user operates at -1 to all statistics and saving throws, and feels even more fatigued. The negative effects of "coming down" can, of course, be counteracted by taking more the drug, with resultant addictive effects.)

Sweet Trefoile

This herb will halve falling damage if applied within one turn of the fall.


The ground and powdered root of this small, almost flat plant will, if eaten, increase the efficiency of all a persons five senses by 5 times for a period of 2d6 hours. They will be able to see five times as far, and things five times as small, track by scent alone, hear the smallest sounds, and even taste many poisons on their tongues. A side effect is that they are also five times as susceptible to pain (for each hit point of damage the person must save vs Constitution with a penalty of the amount of damage, ie a person with a Constitution of 15 take 6 points of damage. He musts roll 9 or under on d20 or collapse in agony. If the person ever takes more damage than their Constitution score while under the influence of this herb, they have a 95% (19 in 20) chance of instant death, just from the pain.


This herb will quench the thirst. However it does not replace the water in their system. A person can still die of thirst, they just won't feel thirsty. Because of this fact, its use can be dangerous.


This herb will cleanse wounds, removing all infection. It does not cure lost hit points.


The tateen bush is a low lying shrub with long thin leaves and small brown nuts. These nuts may be chewed to provide a short lived feeling of euphoria, and are mildly addictive. They have the side effect of staining the teeth, making it easy to find a tateen addict. The flowers, called silks bloom only in spring, and if gathered and dried for one week form a powerful narcotic which may be smoked. For 2d10 minutes after smoking the persons insight is increased (+1 to Intelligence), but for 1d4 hours after this, a state of distortion ensues and the recipient Intelligence and Wisdom drop by 2 from their normal levels. Prolonged use causes the user to collapse into an almost dreamlike trance. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.


A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out poisons from bites and stings and allow the wound to heal cleanly and without complications. (When poultice is applied promptly, gives an additional +2 save vs. Poison, once on any particular poison attack. Also gives back 1 extra hp/day for the first 2 days after poultice is applied.)


Tephrosia consists of a small woody stem, with fern like leaves along its length, and topped by several small flowers (or in summer seedpods). Either the flowers or the seeds may be boiled in water and then drunk to calm the recipient. This is very useful when a person is delirious, or otherwise insane. It also has a mild pain relieving effect and may be given to the wounded or injured. The seedpods are more effective than the flowers (hence the different ability checks) and may also be dried. This herb is mildly addictive and should be used with care.


The leaf of this plant must be applied to the site of nerve damage. If successful, the rate of healing for such damage will be doubled on each day of use.

Teriko Weed

This small dark green weed is prized as a contraceptive. It must be boiled for one hour into an elixir, and drunk by the woman. A successful application will prevent 98% of pregnancies for a period of 1d3+1 weeks.

Thorn Apple

This is a small ground hugging plant. Its seeds are about a quarter of an inch in diameter, and are covered in small thorns. A single seed is very effective as a minor pain reliever. It will ease small pains, such as headaches or minor muscular pains for 3d4 hours. The pain relief is almost instantaneous.


This herb will heal any scars in a year if applied every week.


The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will restore 1 hp of damage.


Thyme can grow up to a foot in height. It has tiny dark green leaves, and is an evergreen. In spring it has many sweet scented mauve flowers. The smell is so strong that the herb is often smelt before it is seen. These flowers must be dried and then mixed with fresh, clear water. To produce an antiseptic lotion. This lotion should be applied to infected wounds. A successful application will destroy the infection, although any damage already sustained will remain.


Ur can be used as a substitute for one days food. It cannot be used for more than three days or a character will begin to suffer -2 to all statistics. When any statistic is less than 3 the character become comatose, when any statistic reaches 0 they die. A character will regain 1 statistic point per day with food and medical care, but will remain incapacitated until all statistics reach normal levels.


Valerian grows to a height of about 3 feet, and has one hollow furrowed stem. It has large, pale green, serrated leaves along the length of this stalk which slits into flowers stems with small pink flowers at its top. The root is the useful part of this plant and should be grated into boiling water and the resulting infusion drunk in order to ease the spasms of somebody who is subject to fits. A successful application will stop all fits for 1d12 hours. The scent of the bruised or cut root also can be used to attract rats. According to some versions of the legend, the Pied Piper of Hamlin used this herb to lead the rats from the town.


If this herb is given to an unconscious person, it will immediately awaken the person. It will only wake up a person who is unconscious due to alcohol or fainting etc, not that caused by physical damage. And just because the person is conscious does not mean that they are coherent.

White Bryony

This climbing vine has greenish white star shaped flowers, each bearing five petals, and has green berries which turn red when ripe. It has a root, something like a huge turnip, and this root should be ground up and boiled in water and drunk as a cure for pneumonia.


A tall, flowered plant with silvery-green leaves. When the flowers are mixed with water or wine and applied directly to a wound, they act as a painkiller. (Restores 1d4 immediately, but these points are lost as the effect wears off in 2 hours Further applications before the previous one has worn off are ineffective.)


The plant grows to about three feet in height. It has long hairy leaves and large purplish-pink flowers. The smoke of this herb will keep away snakes. One dose burns for about five minutes.


Each Winclamit tree bears but one fruit per year. When this fruit is eaten it will restore 1d100 hp to the recipient. The fruit can be stored for up to 2 months in a dry sealed container.


This small (15 cm) plant has black green leaves, sawed deeply several times, and three flower stalks with tiny white flowers and brown seed pods. The seeds are fine as dust, and are therefore usually worked into pills, although, in a pinch, it is possible to simply pluck a stalk and eat it whole. In both cases, the seeds have the effect of granting a +2 on a saving throw vs poison to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes.

Wolfsbane (whole)

This is a small plant, about 1 foot tall with pale, divided green leaves and hooded yellow flowers. The stem if rather hairy. The root must be boiled in water and then applied to a bite from a venomous creature within 5 rounds of the bite. If used successfully, the damage caused by the venom will be reduced by half.

Wood Sorrel

If drunk in wine, this herb cause people to become very merry. Anyone who wishes to resist its effect can do so, if they save vs poison (+2 bonus).


This is a small plant with leaves in three parts, like a shamrock. The flowers are bell shaped and are white with a dash of blue. The leaves must be crushed and dried for two weeks before use. This herb keeps people cool. It is obviously invaluable in desert regions. It doubles the persons ability to endure heat effects, but does not counteract dehydration, etc.


The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion. Wormwood normally grows to about four feet in height. It has a stiff and angular stem, reddish brown in colour. It has deeply incised smooth leaves which are silvery white with a slight tinge of green. It has small, yellow-green flowers arranged in long spikes at the top of the stem. The herbs is also a rather effective insect repellent and is often left with clothing to keep fleas away. It also makes a very effective antiseptic when mixed with rue (Intelligence check to remove all infection from a wound within 5d6 hours). In addition to its above effects wormwood is also a prime ingredient in a very dangerous, very addictive drink called Absinthe which is milky green in colour. I will not outline the manufacture of this drink as it is highly dangerous, and often illegal. THIS HERB IN ANY FORM IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.


The pollen of this flower must be inhaled. A successful roll means that a persons sense of smell and of taste are doubled for one hour. The herb must still be growing or have been cut in the last 10 minutes.


The small white flowers of this herb, which cluster at the top of its one to two feet tall straight stem, should be crushed and applied to wounds. If successfully used it will stop minor bleeding, and reduce major bleeding to the minor level. A second application can then be used to stop the minor bleeding. According to legend Achilles used yarrow to treat wounded Greek troops during the Trojan War.


When the fruit is eaten, it will restore 1d3 hp to the recipient. Yavethalion keeps for only two weeks.

Young Lad's Love

Young lad's love is a 3 to five foot tall shrub with many branches that resemble small trees. It has small yellow-white flowers, and green feathery leaves, which smell of lemon. These leaves turn a rich orange-brown in late autumn. The flowers should be crushed and placed into a poultice, to be used. A successful application will cure one small area of frostbite, such as a foot or hand, in 2d8 hours.


When this mushroom is eaten, it doubles a persons rate of movement, and rate of attack for three rounds. At the end of that time the person must save versus poison or collapse in exhaustion for 1d6 turns.


This fungus must be brewed for six hours. A successful roll means that a persons senses of smell and of hearing are doubled for one hour.

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