Usable by all classes These are natural plant derivatives that carry certain powers. The names given here are simply common names, which could vary from culture to culture. Some of these roots and herbs simply need to be eaten or chewed to provide the benefit. Others need to be prepared in some way, such as being mixed into a boiling drink.
The procedure for "Boiling Drink" is to powder the root or herb and boil it in a small cauldron. The resulting drink is potent for about an hour. The boiling process is fairly time-consuming; one must build a fire, bring water to a boil, allow the root to sit in the water, and then cool the drink to a manageable temperature.
Level 2. These long leaves release a sweet fragrance when picked or broken. When crushed and infused in steaming water, athelas produces a powerful curative ointment. When this mixture is applied to wounds, the recipient is healed by a Cure Wounds IV prayer and a Cure Disease prayer. The mixture takes a turn to make and only remains potent for 6 hours.
Level 1. The root of this plant is prepared in a boiling drink. The drinker receives the effect of a Neutralize Poison prayer. Belladonna is also known as deadly nightshade, because its leaves and berries are poisonous. If any part of the belladonna plant other than the root is consumed or is used to make the drink, treat it as standard poison, without saving throws. (The root cannot be used to neutralize the poison of the berries.)
Level 1. This berry provides the effect of a Cure Wounds I when chewed and eaten. If a person carries the berry or berries in his mouth he may eat the berry as a zero-phase action, although this only takes effect in the item phase.
Level 1. This stem of this herb is prepared in a boiling drink. Applied externally, it acts as an antiseptic, sterilizing the wound or area covered as the clerical prayer Sterilize, with no saving throw. If ingested, it acts as a Cure Disease prayer. A large amount is required for the mixture; it is usually found in quantities large enough for only a single dose. Camphor is very potent; if more than one dose is drunk within a 24 hour period, each drink after the first acts as standard poison, with no initial saving throw allowed.
Level 1. These beans are prepared in a boiling drink. The drink immediately neutralizes the effect of any alcohol currently in the drinker's body, rendering him sober. The drinker also gets +10% to save versus Sleep spells for the next hour.
Level 1. When this root is crushed and rubbed over all areas of exposed skin, it gives +20% to Hide rolls. The root gives one dose which lasts an hour.
Level 1 M. This long leaf may be used in casting a mage Fly or Levitate spell. The leaf adds +1 level of Extra Duration to the spell. It is consumed in the casting.
Level 2 M. This orangish flare-shaped leaf may be used in casting one mage fire spell. It then adds +1 level of Extra Damage to the spell. The leaf is consumed in the casting.
Level 2. The aromatic root of this magical herb provides unusual strength. When eaten by a humanoid being, ginseng adds +3 to his strength requisite for 1 turn.
Level 1. This mildly euphoriant root may be chewed. It makes the user immune to Pain and Fear spells for 1 turn. Gumroot tastes good and is mildly addictive.
Level 1. Also known as cure-all, this herb provides thick leaves which can be prepared into a boiling drink. The preparation remains potent for 6 hours. This drink has the effect of a clerical Cure Wounds II.
Level 1 "C, M". Mandrake is a root in the shape of a man. When harvested from a graveyard at midnight, it gains the power to be used in the casting of any Cause or Death spell. When used, all targets of the spell get a -20% penalty to their saving throws. The root is only potent for three days after being harvested and can only be used for one spell or prayer.
Level 1. This leaf may be chewed to relieve the fatigue of traveling. It negates the effect of the past three hours of normal travel, by foot or horse. Thus, the user could travel 13 hours instead of 10 if the latter was considered a full day's travel. Only humanoids may benefit from this weed.
Level 1. This hobbit favorite is typically smoked. The user gains a +10% bonus on all spiritual saves for an hour. It is moderately addictive.
Level 1. Some roots and herbs are poisonous but look similar to more beneficial ones. Use the Poison group for effects. One may also achieve poisonous effects by preparing a root incorrectly.
Level 2. When chewed, this thick root restores stamina. It relieves exhaustion and fatigue. It has effects like Minstrel's Weed. It also returns D3 spell points, not to exceed the user's maximum.
Level 1. When this root is crushed and applied to one's fingers, it adds +20% to Conceal Item, Traps, and Climb skills. The root provides one dose which lasts an hour.
Level 1. When this root is crushed and applied to a surface, it creates a Protection from Lycanthropes III, as per the generic clerical Protection prayer, centered on the area to which the juice is applied. The effect lasts for 1 hour. Wolfsbane, also called aconite or monkshood, is a deadly poison if ingested or applied to open wounds.
Last Modified on September 25,1995.
ammulder@princeton.edu