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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.
Swallowed
The herb must be cleansed with cleansing oil, after that it can be eaten or swallowed.
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.
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
5 or more
One Fifth
* 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
2d4 weeks
Packaged
2d4 months
Crushed
Treatment
None
Duration
None
Indefinitely
Applied
Treatment
Duration
None
None
2d4 weeks
Mixed
Indefinitely
Swallowed
Treatment
Duration
None
None
1d4 weeks
Cleaned
2d4 weeks
Packaged
2d4 months
Burned
Treatment
Duration
None
None
1d4 weeks
Cleaned
2d4 weeks
Packaged
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
5gp
Small Vial
5sp
Contains 1 dose
Large Vial
1gp
Contains 3 doses
1gp
Contains 1 application
3 gp
Contains 3 applications
Spice Pouch
15 sp
Traveller's Cauldron
5 gp
Cauldron
15gp
10
Needle
2gp
Needle Dart
5gp
Herbal Encyclopaedia
75 gp
Herbal Encyclopaedia
250gp
Herbal Encyclopaedia
750 gp
Herbal Encyclopaedia
1500 gp 2
Herbal Encyclopaedia
5000 gp 2
Supplements
Cost
Weight
Description
Gelatinum
2 sp
Oil, preservation
5 gp
Oil, cleansing
1 gp
Oil, incense
12 sp
Solvent. lode
3 gp
Solvent, radamant
10 gp
Seed, Crystel
1 sp
Seed, Dye
1 sp
Seed, Sparkle
3 gp
Seed, wort
5 gp
Stick, Wooden
2 gp
Candle, Fuse
1 gp
Candle, Wax
5 gp
Common Herbs
Arcasa
Common
5 gp
Swallowed
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
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
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
Haraden
Common
2sp
Burned
Inari
Common
1gp
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
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
Osira
Common
8sp
Mixed
Mixing this with any alcoholic beverage, it will neutralize the alcohol it contains.
Parac
Common
2gp
Applied
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
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
65gp
Mixed
Athas
Uncommon
40gp
Crushed
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
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
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
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
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
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
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.
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.