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Mercators Guide to Herbs

Introduction
Nature is your non-stop magical shop
- Mercator
This encyclopedia was created to understand the full potential of nature, but there is still a lot of
work to be done. Anyone who finds herbs that are not listed, please write me a letter to inform me
of what you have found. And for those who mock the power of the Earth, those so-called masters
of magic, I would like to say: if only your incompetent brains could grasp the true power of it all.

Second Introduction
This document was created from an offline copy of a website that has been down for many years
now. The original version contained the authors email address, but the mailbox has been closed
for many years, so it was removed. All references to the original website were also removed. The
original content was slightly changed to correct typos and syntax errors, slightly improve layout,
and transform it to PDF.
Even if it was originally created for D&D 3rd edition, there are so little references to actual rules
(like saving throws, for example), that it can be used with any edition (and other games) with very
little to no work at all.
- Mathieu St-Gelais, ADnD Downloads, February 2016

Herbalism
Using herbs is much more then just finding the right herb and then using it. Special preparations
and supplements must be used to gain the full effect of an herb. Below are some examples of what
is needed to use different kinds of herbal techniques.
Note: all the herbs must be cleansed using cleansing oil before usage.

Crushed (Dust, Powder)


After the herb has been dried for a minimum of one week, it must be ground with a mortal and
pestle. All the is left is a fine dust. This can be sprinkled on any subject but if thrown it will scatter
to the wind and lose its affect. Adding lode solvent to the mixture and leaving it to dry for 10
minutes add weight to the dust so it be thrown effectively.

Applied (Paste, Oil, Ointment, Salve)


The herb must be ground with a mortal and pestle, and the dust must be mixed with water and
gelatin to create a paste sticky enough so it can be applied to any surface. If the effects are
unused, the paste becomes ineffective in 1d3 days. Using bandages can double the amount of
time.

Swallowed
The herb must be cleansed with cleansing oil, after that it can be eaten or swallowed.

Burned (Incense, Candle)


Normal
The herb can be burned without any preparation
Burning time: 1d610 minutes

Incense
The herb must be ground to a fine dust and then applied to a stick using the incense oil.
Burning time: 1d4 hours

Candle
The herb must be ground to a fine dust and the mixed with molten herbal wax, the wax must then
be moulded around a fuse.
Burning time: 2d4 hours

Injected
Once the herb has been cleansed with cleansing oil, it must be mixed with clear water. Then it is
ready to be injected into the bloodstream. Note the needle must be made sterile to reduce the
chances of infections.

Mixed (Potion, Mixture, Brew)


The herb must boiled in clear water, the herbalist must stir the herbal brew regularly. After boiling
for approximately 10 minutes, it must gradually cool down. Then it is ready to be used. Dye seeds
must be added when boiling the substance. It cannot be added afterwards like the sparkle seed.

Mixing Potions
When different potions are mixed, all the effects from the herbs involved lose some of their
potency. If two potions do the exact opposite of each other, they will cancel themselves out. All the
effects last until the last effect has run out.
Potions Mixed

Potency

Side effects

1 potion

Normal

None

2 potions

Halved

None

3 potions

Nausea, sweating

4 potions

Nausea, sweating and dizziness -1 to attack rolls

5 or more

One Fifth

Nausea, sweating and disorientation -3 to attack rolls

* These are guidelines for side effects of drinking combined herbal potions.

Conservation
Herbs can only last some time before they spoil and become useless. There are methods to
conserve them, so they can last longer. All of these guidelines are under the assumption that they
are properly contained.

Herbs
Treatment

Duration

None

None

1d4 weeks

Cleaned

Herb washed with cleansing oil

2d4 weeks

Packaged

Cloth soaked in preservation oil

2d4 months

Crushed
Treatment
None

Duration
None

Indefinitely

Applied
Treatment

Duration

None

None

2d4 weeks

Mixed

Mixed with preservation oil

Indefinitely

Swallowed
Treatment

Duration

None

None

1d4 weeks

Cleaned

Herb washed with cleansing oil

2d4 weeks

Packaged

Cloth soaked in preservation oil

2d4 months

Burned
Treatment

Duration

None

None

1d4 weeks

Cleaned

Herb washed with cleansing oil

2d4 weeks

Packaged

Cloth soaked in preservation oil

2d4 months

Incense

Incense form

Indefinitely

Candle

Candle form

Indefinitely

Injected
Treatment
None

Duration
None

Indefinitely

Mixed
Treatment
None

Duration
None

Indefinitely

Equipment
Shops
Herbal shops rarely have any herbs above uncommon, since these rarer herbs are harder to grow
and they need a specific environmental setting to prosper. Even if they are able to get some of the
more rarer herbs they will be unwilling to part with it. Large shops, those which are known
throughout the realm sometimes carry some of the rare herb categories. Unique is quite
impossible to buy, if one is able to get them it should be through adventuring or dealing with
powerful witches. If you do not want to go through the hassle of creating a shop, Most of the
supplements are sold in any shop and the Mercator encyclopedias can be usually bought till
volume three.

Example Shop
Shop name: Evelyns Garden
Herb Rarity: Uncommon
Encyclopedia: Volume Two
Description: As you walk along the small dirt road, you come up to a white picket fence. Behind it
lies a small cottage. In front of it is a small garden, filled with all kinds of exotic and strange plants,
automatizing the air around it. The fence stands open, beckoning you to enter. The cottage itself
has been made of a dark woodland timber. The roof was made from straw, and a small chimney
spews out smoke into the open sky.

Equipment

Cost

Weight

Description

Bag of Herbalism

25 gp

Small bag that protects the herbs inside.

Mortar and Pestle

5gp

Used to crush and grind herbs

Small Vial

5sp

Contains 1 dose

Large Vial

1gp

Contains 3 doses

Small Ointment Jar

1gp

Contains 1 application

Large Ointment Jar

3 gp

Contains 3 applications

Spice Pouch

15 sp

Contains various cooking herbs

Traveller's Cauldron

5 gp

Small cauldron can brew up to 5 doses.

Cauldron

15gp

10

Large cauldron can brew up to 5 doses.

Needle

2gp

Small needle with substance reservoir.

Needle Dart

5gp

Small needle for use in blowguns.

Herbal Encyclopaedia

75 gp

Mercators Guide to Commen Herbs

Herbal Encyclopaedia

250gp

Mercators Guide to Unommen Herbs

Herbal Encyclopaedia

750 gp

Mercators Guide to Rare Herbs

Herbal Encyclopaedia

1500 gp 2

Mercators Guide to Very RareHerbs

Herbal Encyclopaedia

5000 gp 2

Mercators Guide to Unique Herbs

Supplements

Cost

Weight

Description

Gelatinum

2 sp

solidifies any liquid into gelatine

Oil, preservation

5 gp

used to ensure potency of a herb

Oil, cleansing

1 gp

used to clean herbs

Oil, incense

12 sp

used for creating incense sticks (10 sticks)

Solvent. lode

3 gp

adds weight to any dust or powder

Solvent, radamant

10 gp

used to neutalize a herbal mixture

Seed, Crystel

1 sp

purifies a liquid from harmful bacterias

Seed, Dye

1 sp

adds color to any potion

Seed, Sparkle

3 gp

adds sparkle and mist effects to a potion

Seed, wort

5 gp

absorbs herbal effect from mixture

Stick, Wooden

2 gp

used for creating incense sticks (10 sticks)

Candle, Fuse

1 gp

used for creating herbal candles. (4 candles)

Candle, Wax

5 gp

used for creating herbal candles. (4 candles)

Common Herbs
Arcasa

Common

5 gp

Swallowed

These nuts will restore 1d3hp when eaten.

Astir

Common

4gp

Mixed

When fed to horses allows them to run at full movement for 48 hours straight. After that the horse
must rest for double the amount of time. If not rested make system shock test each hour to see if
the horse dies of exhaustion.

Barisc

Common

6gp

Applied

When this thorny paste is applied to any weapon it will add 4 damage to the next attack.

Borneas

Common

8sp

Burned

When lit will aid to sustain meditations and trances

Ceran

Common

1gp

Mixed

Drinking this herbal brew will result in a warm tingling feeling inside, all the effects of being in
extreme cold conditions will be negated for 2d4 hours.

Dacara

Common

5sp

Mixed

This herbal brew must be fed to animals, it will put them to sleep for 3d4 hours.

Dramas

Common

7gp

Swallowed

When this brown nut is swallowed it will allow the recipient to feign a state of death for an hour.

Elasa

Common

2gp

Swallowed

Causes the character to lose its voice for 2d10 minutes

Firmanon

Common

5sp

Crushed

Throwing this into a fire, causes a short but very strong ignition of the fire. The flames double in
size and you can hear the air rushing towards the fire working as fuel for the ignition.

Grendar

Common

1gp

Applied

Cures skin irritations and rashes in one day, itching will be subdued.

Haradan

Common

2sp

Burned

A very pungent smell is released that repels insects

Haraden

Common

2sp

Burned

A very sweet smell is released that attracts insects


Note: The perfect gift for obnoxious women Mercator

Inari

Common

1gp

Potion that cures fevers and headaches.

Mixed

Kaela

Common

9gp

Mixed

Potion that allows user to remain fresh for 24 hours without sleep. Repeated usage after 2 days will
increase the chances of collapse with 20%. After collapsing the char. must regain for at least
2days/per day of sleeplessness.

Karan

Common

5sp

Swallowed

Swallowing the dark brown karan nut will prevent sea sickness, the effect lasts one week.

Kinar

Common

3gp

Applied

Applying this oil to any surface, it will become slippery and greasy.

Lasha

Common

6gp

Mixed

When drunk it will slow the affects of poison for 2 hours. After that the poison will resolve normally,
unless another potion is drunk. The potion is very repulsive, and a saving throw is needed to see if
the imbiber can hold it down.

Laurus

Common

12gp

Mixed

Drinking this potion will heal 1d2+2 hitpoints

Midas

Common

9sp

Crushed

If bare skin comes into contact with this dust, it will start to itch like hell. The itching will continue
for
1d4 hours.

Myrhis

Common

12gp

Injected

Injecting this causes disorientation and loss of depth perception, -2 to melee and 4 to missile
attack rolls.

Nordra

Common

4gp

Applied

Prevents continuous bleeding of wounds and heals 1 hp

Osira

Common

8sp

Mixed

Mixing this with any alcoholic beverage, it will neutralize the alcohol it contains.

Parac

Common

2gp

Applied

Applying this to any wound prevents it from becoming infected.

Quare

Common

4sp

Crushed

Kills rodents and small animals when consumed by them, has no effect on larger animals and
humanoids.

Rasteran

Common

5sp

Applied

Applying this salve to wound, it will reduce the scarring of the tissue.

Rasira

Common

1sp

Crushed

This dust must be sprinkled on soap, then it will remove any stains on clothing and fabrics

Starfire

Common

5sp

Burned

3sp

Swallowed

Creates a soft sparkle when lit.

Sunbark

Common

Swallowing the bark from the sun tree protects the character from sunburn.

Tarazen

Common

10gp

Applied

This plant acts like a local anaesthetic. Numbing any area for 1 hour.

Urden

Common

2gp

Mixed

Pouring this herbal brew over any herb will double its growth rate.

Vaerdan

Common

8sp

Applied

Applying this salve to a wound will draw out any splinters and bone fragments inside the wound.

Werasa

Common

3sp

Crushed

When the lilac petals of this flower are crushed and sprinkled over food it will preserve the food for
1 week. their will be a faint trace of the flower in the taste.

Zrandar

Common

3gp

Crushed

When this dust is sprinkled on a bed, it will ensure that the person who sleeps in it has a good
nights rest. physical contact is needed to awaken the character.

Uncommon Herbs
Ardulan

Uncommon

Potion that heals 10hp

65gp

Mixed

Athas

Uncommon

40gp

Crushed

Dust that will rust non-magical metal in 1d3 days.

Caravar

Uncommon

75gp

Injected

This herb must be injected right before the learning of a spell. it will add 10% chance to learn the
spell.

Carrion

Uncommon

25gp

Mixed

Potion that confers a +2 on the next save versus fortitude (paralysis only). the effect will last 1d4
days until time has elapsed or a saving throw is rolled.

Darnal

Uncommon

85gp

Mixed

When this fluid is dripped into a persons eyes, it will give him infravision up to 40 metres for 1
hour. each dose contains 2d10 drops.

Deateran

Uncommon

13gp

Crushed

Dust that will kill all minor plant life in a 3 metre radius. Larger plants or trees will suffer and
deteriorate, but will survive

Dragonspine

Uncommon

65gp

Crushed

Dust that immolates a character for 1d6. rounds. Touch will inflict 1d6 fire damage the characters
weapon is immolated too, thus delivering 1d6 extra fire damage.

Elora

Uncommon

18gp

Crushed

When sprinkled on the ground, it will enlighten all the footsteps on the ground that have been
made in the last 24 hours.

Faranir

Uncommon

34gp

Applied

This is a strange looking nut. When this nut is boiled it will result in a white sticky paste. When
applied to any item, it will protect it from acid, corrosion and rust. This lasts for 3d4 rounds.

Fizua

Uncommon

15gp

Mixed

Potion that enhances the senses. +2 spot and listen test. The effect lasts for 1d4 hours.

Garadar

Uncommon

12gp

Mixed

When this leaf is soaked in water, it will release a very pungent scent. This scent will attract male
ogres in a one-mile radius. The scent resembles that of a female ogre. It lasts 1d4 hours.

Glaredac

Uncommon

32gp

Mixed

Potion that will protect char for eight hours from glare and blinding effects.

Hyperia

Uncommon

18gp

Swallowed

Strong natural aphrodisiac, when swallowed a character will fall in love with the first person that is
seen. Save vs. will or fall in love.

Lycara

Uncommon

12gp

Burned

Burning these dark red petals, they will release a lovely fragrance. Those within the scent will be
more susceptible to seduction. The scent confers a +2 to seduction

Moonstern

Uncommon

19gp

Mixed

Two doses are needed for a full vial of ink. This ink is only readable moonlight. During day time it
looks like silver runes.

Ordul

Uncommon

55gp

Injected

When injected delays poison effects for 24 hours. Must be administered within 1 round of
poisoning.

Quivare

Uncommon

27gp

Mixed

Potion that adds 50% on movement for 8 hours.

Sarasar

Uncommon

23gp

Burned

Creates a long lasting thick fog that will stay for about as long as it is burning after that it will
vaporize in one hour. The smoke covers area of about 5 cubic metres.

Urdille

Uncommon

20gp

Swallowed

One of these berries can sustain you for one day. The character will not be needing food and water.
If eaten for more then 10 days in a row, character will be experiencing fatigue and strength
problems.

Xuvara

Uncommon

12gp

Burned

When this weed is burned it will unleash a foul stench that will seem to come from the gates of hell
itself.

Zaragossa

Uncommon

55gp

Injected

Injecting this will enhance the characters immune system which allows another save vs. fortitude
(disease only). It can be administered 2 days after a person has be stricken by a disease. Unless
disease has proven fatal.

Rare Herbs
Avataer

Rare

125gp

Mixed

Any good aligned character drinking this herbal brew receives a +2 attack rolls when fighting
demons and it allows one extra saving throw vs. fear. Last 2d8 turns.

Bocrac

Rare

430gp

Applied

Planting the seed after the paste has been applied, causes it to bloom in 1d3 turns. This can be
used on any kind of seed from trees to herbs and even plant like monsters. It does not give control
over the monster.

Caerdar

Rare

160gp

Applied

Heals any broken bones within in 2 weeks. The paste must be applied for a total of 2 weeks, so
multiple batches are needed for an effective cure.

Cornus

Rare

165gp

Injected

Injecting this will kill all parasites inside the body.

Devarencia

Unique

165gp

Mixed

This plant can be mixed into any potion, it will prevent different potions from interacting.. You can
mix up to four potions into one vial. The potions all have their normal effect and no penalties are
given.
Note: This plant must be treated with the utmost care. One bruise can destroy the plant.

Deadroot

Very Rare

140gp

Mixed

When imbibed the character cannot be sensed by up to 2HD undead for 2 hours.

Juzam

Rare

120gp

Mixed

475gp

Applied

Potion that heals 3d6+3 hitpoints

Lordin

Rare

This ointment must be applied to a druids hand. If the druid then touches the tree with his hand
he is able drain a portion of life force from a tree. Each tree has 3d4hp for each 50 years it has
lived. The drained life force will then be added to his own.
Note: Do not drain more than 50% of life force from a tree, it will kill the tree.

Markerlan

Rare

220go

Injected

Enhances eyesight for 2d4 turns, double all missiles ranges and adds 2 to attack roll for missiles.

Meridian

Rare

180gp

Swallowed

When the seeds of this plant are swallowed the char. becomes totally unaware of the world and

can put extreme focus to his task. Chances of success are increased. Char. will not be distracted,
he will not even notice getting hit by a weapon. This plant cannot be used for combat situations,
the effect requires a single task and there are too many factors to notice in combat. Effects lasts
for 10 hours.

Nesferato

Rare

300gp

Injected

When this liquid is injected to the blood stream it will cause the character to experience horrid
nightmares for 1d3 months.

Orthanc

Rare

135gp

Applied

Applying this paste to a weapon will allow it to cleave through any non magical metal. The paste is
destroyed after it has been used.

Praetoria

Rare

166gp

Burned

When burned the smoke and smell will cause all chars in the room to become violently ill and start
to hurl.. Saving throws versus poison is allowed to avoid the effects.

Surane

Rare

220gp

Mixed

Potion that will allow the character to breath underwater.

Silmeran

Rare

325gp

Mixed

Potion that allows an extra saving throw for the next spell that is cast on you. Effect lasts one day
if unused.

Taranka

Rare

300gp

Swallowed

When swallowed, this will cure any non-magical disease in 1d3 days.

Vertigo

Very Rare

375gp

Mixed

Drinking this potion, totally disorients a character. Effects last 2d4 x10 minutes

Waredan

Rare

125gp

Injected

When this root is injected into a lycanthropes bloodstream. It will be unable to change form for 12
hours.

Very Rare Herbs


Arcana

Very Rare

1500gp

Mixed

Potion that allows spellcasters to memorize one extra spell per day. The level of the spell is
determined by the # of plants used. Lasts 1d3 days.
Note: The roots of the arcana plant must be boiled for at least 2 hours before it can be mixed into
a potion, if not the potion will still function but the imbiber has a 25% chance of becoming ill for

the next 2 days.

Brandac

Very Rare

475gp

Crushed

When crushed this plant becomes a highly volatile dust, that will ignite if it comes into contact with
any other substance then glass, crystal or ceramic materials. It will ignite any flammable materials
in a 2 metres radius and does 3d6 points of damage at the centre. 2d6 damage in the rest.
Note: a small pinch of dust can be used to start campfires and light candles.

Elendir

Very Rare

1100gp

Injected

When injected brings back characters from unconsciousness, catatonic and even comatose
conditions. There is a 1% for each day over a week, that the recipient will not awake from this
herb.
Note: The elendir plant grows only for a short period of time, the lifecycle is completed within one
week. Once the plant has withered, it becomes useless.

Fjorda

Very Rare

750gp

Crushed

When imbibed the character will forget everything he has experienced during the last 24 hours.
There is a 10% chance he will remember everything when confronted with facts from those 24
hours. After three days the amnesia becomes permanent and there is no hope of recovery,
Note: Only one check per day is allowed, if a character has failed the check he will not remember
anything that day, no matter how hard he tries.

Irastar

Very Rare

600gp

Mixed

The roots of this plant must be mixed and then administered slowly, consuming one dose must be
done over the period of one week, then it will cure one mental disorder. If administered too fast
there is only a 20% chance of the mental disorder to be cured.

Shadow Rose Very Rare

1400gp

Swallowed

When the petals of this rose are swallowed, it will grant a regeneration rate of 3hp/round for 2d10
rounds. After that he will unable to perform any action for 2 rounds.
Note: The shadow rose can only grown in dark areas, and therefore will be only found deep within
caverns and crevasses.

Trathua

Very Rare

650gp

Mixed

Potion that will make the character impervious to spider venoms for 2d4 hours.

Varenia

Very Rare

800gp

Applied

Salve that will regenerate a lost limb or body part. The regeneration cycle takes 3 full days. there
is a 10% chance the limb will be mutated.
Note: If a mutated limb is lost, it will regenerate a normal limb.

Unique Herbs
Fordamnar

Unique

12000gp

Swallowed

When these black berries are swallowed, it will cause instantaneous and irreversible death.
Nothing can be done to resurrect a character.
Note: After being plucked these berries will only last for 3 days.

Furyax

Unique

6700gp

Mixed

Drinking this potion causes massive hallucinations based on the characters conscience. Good
aligned characters will see beautiful and wondrous thing, while evil characters see the most foul
and darkest abominations. The hallucinations last 2d4 days.
Note: Good aligned characters have a 50% chance of becoming addicted to this herb.
Note: Evil aligned characters must make a save vs. will or die from there horrid fantasies

Lizuara

Unique

8500gp

Applied

Applying this ointment will bring a character back from the dead up to 7 days from its death. If the
resurrection survival roll is missed character becomes an undead.
Note: The lizuara plant can also be used to destroy many of the undead, when applied to an
undead he must make a survival check. He must fail his check or be destroyed. The plant itself can
only be harvested during the spring, otherwise it is useless.

Maracan

Unique

2250gp

Crushed

When a dose of the dust is thrown on a target, it will negate the saving throws for the next spell on
him. An attack roll must be made against unwilling targets that know that the caster is up to
something. Also known as magedust.
Note: the deep blue petals of the maracan plant must be crushed, soaked and laid out in the
moonlight for 6 hours. It will start emit a strange silver glow.

Yazur

Unique

1750gp

Applied

Applying this paste to any magic object it will drain any magic abilities from it. If the paste is then
eaten it will heal the char to full hit points.
Note: The yazur plant can also be used against spellcasters. When a spellcaster is injected with
juice from the plant, all the spells that he memorized for the day will be gone.

Vortax

Unique

18500gp Burned

This plant must be burned in the hands of the druid doing 2d4 damage. The druids hands will start
to glow a faint green. The druid can command any target to be struck by lightning 5d20 damage,
and conjure storms up 120miles an hour. The effect last 20 turns.
Note: This plant is highly regarded by druids, and its whereabouts will never be revealed to anyone
but a druid.
Note: The damage cannot be negated, it is an intricate part of the herb.

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