Dungeons and Dragons character creation, AD&D 2nd edition character creation, Skills: nonweapon and weapon proficiency
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Mental Skills: Herbal Magic
Herbal Magic (Mental 2, Intelligence/Knowledge -2) — This special nonweapon skill represents a specialized knowledge of herb lore which allows a character to utilize a variety of herbal and other raw materials to concoct herbal brews. This advanced skill differs from Herbalism in the fact that it reflects knowledge of how various herbal extracts interact with each other to produce a desired effect. Herbalism, on the other hand, deals only with the identification, gathering and use of individual herbs for specific needs.
Herbal Magic may be learned by a character of any class who has a skill score of at least 50% in Herbalism and 25% in Brewing. However, druids and specialty priests of St. Hubert the Healer with the required prerequisite skills may learn Herbal Magic as a Mental 1 skill.
A character with knowledge of Herbal Magic can create special herbal brews which have effects similar to magical potions, oils, powders, etc. However, despite their effects these brews are nonmagical in nature.
An herbal brew is a concoction of several herbs (and sometimes fungi or tree bark) that produces an exotic effect. The name of a brew usually does not refer to the herbs in it, but to its effects. Herbal brews require no magical plants; power comes from the combination of herbs and the secret techniques the herbalist uses during each stage of preparation.
Locating the Herbs: Finding an herbal brew’s ingredients requires, first, determining the right place to look. The herbalist must search in the proper terrain for the time indicated in the brew’s description below. Second, the character must make an Herbalism skill check, applying the brew’s search modifier and a -20% penalty for snow-covered ground or darkness, if applicable. Success means the herbalist locates enough herbs to produce one brew (unless the brew description indicates otherwise); failure means the character finds none. In either case, additional searches may be made, though an herbalist really should search only once per square mile of appropriate terrain. Repeated searches of an area carry a cumulative -10% penalty — there may be nothing there to find!
Preserving herbal ingredients: Most herbs work best while fresh, but an herbalist may wish to store some for future use rather than immediately turning them into brews. Preserving ingredients by drying, powdering, and packing the herbs takes six hours per set of ingredients (enough for one brew) and requires a successful Herbalism check. The DM makes this roll, informing the player whether the ingredients have spoiled only when the herbalist tries to use them in a brew. A successful roll ensures the herbs stay fresh while in a waterproof container. Failure indicates they will spoil in 1d6 days.
Making an herbal brew: To create an herbal brew, the herbalist must have the appropriate ingredients, either fresh or preserved. The brewing process requires a quiet place that fosters deep concentration. It involves both physical work (chopping and cleaning herbs, mixing the ingredients in proper portions, steaming them, etc.) and ritual gestures and prayer.
After preparing the concoction (which takes as long as the brew’s description specifies), the herbalist rolls a skill check, using the modifiers shown. In addition, a -10% modifier applies if the herbalist used preserved rather than fresh herbs. A successful check means the herbalist creates the brew. Failure means the herbalist ruins the ingredients; a roll of 91-00% always fails.
An herbalist with several sets of ingredients for the same herbal brew may mix multiple batches at the same time. If the final skill check succeeds, the herbalist concocts all the batches; if it fails, the ingredients all go to waste.
Types of herbal brews: Following are descriptions of various herbal brews. Each brew entry includes these details
  • Terrain describes where to find ingredients for the brew, as well as any special notes (gather only at night, etc.).
  • Search Time/Modifier indicates how many hours an herbalist must search for the brew’s ingredients and offers a modifier to the Herbalism skill check that determines whether the herbalist finds them.
  • Preparation Time/Modifier details how many hours it takes the herbalist to prepare the brew and provides a modifier to the Herbal Magic skill check needed for successful brewing.
  • Application describes how to apply the brew either as a tea, elixir, ointment, poultice, vapor, powder or consumable. An item is a catchall category for Herbal Magic creations which do not fall into any of the other categories.
A tea consists of a mixture of broken or crushed, dried herbs infused into water.
Elixirs are syrupy concoctions that are drunk. The rules for drinking potions apply to herbal teas and elixirs. Teas keep indefinitely in dry form.
An ointment is a brew mixed with lard, beeswax, lanolin or another similar base which is rubbed onto skin. Treat it as a magical oil.
A poultice consists of a damp herbal brew bandaged onto a wound or area of skin. The contents of the poultice soaks into the skin gradually. Applying a poultice takes two rounds; it can be applied only to an unresisting or grappled subject.
A vapor, a mixture intended to be inhaled rather than drunk, usually affects an area. The dry ingredients must be stirred into boiling water so the brew’s recipient can breathe in the steam. Administration requires two rounds and a source of hot water.
Powders are finely crushed herbs which are used according to the rules for magical powders.
Consumables are herbs blended and formed into cakes or paste which are eaten.
  • Effects describes what the brew does.
  • Save explains what kind of saving throw, if any, can resist the brew’s effects. Most saving throws are against poison — even if a brew is not actually deadly.
  • Value is the gp sale value of a single application of the herbal item on the open market.

Aaron's rod poultice
Terrain: Sunny slopes, cliff faces, rock quarries
Search Time/Modifier: 6/0
Preparation Time/Modifier 2/0
Application: Poultice
Save: None
Value: 10 gp
Effects: Aaron's rod, the main ingredient of this poultice, has many large, pale silvery-green leaves that feel like soft felt. These leaves surround a thick, tapered stalk of large flowers and smaller leaves, which grows to four or five feet in height. The flowers are bright yellow, bearing five petals each. Aaron's rod has a long, white, wood-like root. This herb grows only in rocky or clay soil and the flowers only appear in midsummer.
By mixing five crushed flowers with wine and applying the compound to a fresh wound, it deadens pain. This has the effect of temporarily healing 1d4 hit points. However, the duration is only two hours and after the effects expire, the wound damage is reassessed. The poultice may be reapplied every two hours.
A typical search will yield enough flowers to produce 2d6 applications of this poultice.

Beorunna’s cure-all
Terrain: Plains
Search Time/Modifier: 6/0
Preparation Time/Modifier: 6/0
Application: Tea
Save: None
Value: 25 gp
Effects: The stems of the Beorunna plant when collected and cured properly can be blended into a tea which when used in conjunction with other curative herbs and brews increases their potency. It gives a +10% bonus for curing all diseases or a +2 bonus for healing hit points. It can be used in addition to any of the other curative herbs, spells or magic items, supplementing their effects. However, if taken alone it has no effect.

Banisher of fear
Terrain: Swamp and deep forest
Search Time/Modifier: 12/-40%
Preparation Time/Modifier: 12/-30%
Application: Tea
Save: Neg. if save vs. spell.
Value: 150 gp
Effects: This compound of mushrooms and plant sap when brewed as a pungent tea has the power to neutralize fear-based attacks resulting from spells like cause fear or from seeing a fearsome sight (such as a lich or dragon). A single dose lasts 3d6 turns. However, a user who has the ability to attack as a berserker will not do be able to do so while under the influence of this brew nor will anyone under the influence of this brew initiate combat. The absence of fear removes the competitive edge (Intelligence is not affected, however). However, a character who has consumed Banisher of Fear will fight normally when attacked or when directed to do so by other members of the party.
There is a 1 in 10 chance that a normal dose of this brew will cause the user to immediately go to sleep and stay that way until the effects wear off. Stimulants like an odor of wakefulness (see below) work temporarily to awaken a character under these effects, but the character returns to sleep during the next turn.

Birthwort
Terrain: Pastoral (along hedges and fences), sunlit thickets
Search Time/Modifier: 2/0
Preparation Time/
Modifier: 1/0
Application: Poultice
Save: Special
Value: 10 gp
Effects: When the leaves and roots of birthwort — a bushy climbing vine with thin yellow, tubular-shaped flowers — are boiled briefly and combined with other herbal ingredients to make a poultice which is placed on a wound, it will help prevent infection, thus, causing the wound to heal more rapidly. In game terms, a wounded character heals an extra hit point per day of rest for two days after a wound is inflicted. Thereafter, the wound heals normally.
A second use of this herbal brew is to crush birthwort leaves and stems and other herbal ingredients to create a juice which when applied to a bite or sting from a poisonous creature allows a +2 bonus to the saving throw if applied before the poison runs its course.
Note, the herbs used in this poultice can have an adverse effect on nonhumans and is deadly to lizard men and other reptilian creatures. If a nonhuman is treated with a birthwort poultice, he must save vs. poison or become temporarily paralyzed. This paralysis is so severe that it is indistinguishable (by sight) from death and lasts for 1d8 rounds, beginning two rounds after the application.
Lizard men and other reptilians who fail a save vs. poison at -2 fall into the same paralytic state but then die at the end of the 1d8 round duration. This effect is not common knowledge; even characters who are familiar with birthwort have only a 50% chance of knowing about this side effect before they experience it or witness it.
A typical search produces enough raw materials to produce 1d4 poultices.

Boneset
Terrain: River banks, ditches
Search Time/
Modifier: 8/-30%
Preparation Time/Modifier: 48/-30%
Application: Elixir/Tea
Save: None
Value: 100 gp
Effects: The leaves of boneset — a small perennial flower which grows to 12" in height — can be used in combination with other ingredients to make a spicy tea that has a 50% chance of healing one point of damage per pint of tea consumed. However, boneset flowers more potent and are the primary ingredient of a more powerful brew detailed below.
If boneset flowers are collected while in bloom on a moonless night and preserved, they can be used in combination with other herbs to make a powerful elixir that rapidly closes and heals wounds. The plants needed to create this brew cannot be grown under controlled conditions, such as the plot of a healer or gardener and it is said that St. Hubert watches over these rare plants. A good indication of a healer's abilities is reflected in the amount of boneset brew he has in stock.
An elixir concocted from boneset flowers collected on a moonless night will cure 3d6 hit points of damage, including damage caused by critical wounds, when consumed. In addition, the imbiber experiences such an intense sensation of well-being that he feels and acts invincible, gaining a +4 bonus to saving throws vs. fear spells or similar magic for the following day. An elixir made from flowers collected at any other time only cures 1d4 hit points of damage and does not cure critical damage or impart a feeling of well-being.

Burn salve
Terrain: Any non-arctic
Search Time/Modifier: 4/0
Preparation Time/Modifier: 1/0
Application: Ointment
Save: None
Value: 25 gp
Effects: This unguent for treating minor burns is made from cream, honey and herbs. It restores 1d6 hit points of damage caused by either natural or magical fire. This salve can only be used once on a particular burn.

Crawlbane
Terrain: Swamp and deep forest
Search Time/Modifier: 6/-5%
Preparation Time/Modifier: 2/-5%
Application: Ointment
Save: None
Value: 10 gp
Effects: This ointment strongly repels insects. Anyone covered head to foot in it remains unaffected by normal insects, even those summoned by spells such as creeping doom and insect plague. Giant insects still may attack the character, but do so at a -3 penalty, due to their revulsion.

Darkweed
Terrain: Desert oasis
Search Time/Modifier: 6/-10%
Preparation Time/Modifier: 10/-20%
Application: Ointment
Save: Neg. if save vs. spell
Value: 250 gp
Effects: A character who smears this ointment over both eyes becomes blind within two rounds. However, the character can see invisible, astral, ethereal, or illusory objects as if they were real and fully visible for the next turn.

Deathmock
Terrain: Mountain slopes
Search Time/Modifier: 4/-15%
Preparation Time/Modifier: 6/-15%
Application: Tea
Save: Neg. if save vs. poison
Value: 25 gp
Effects: Deathmock causes the drinker to fall into a cataleptic trance; the character displays muscle rigidity and does not appear to breathe or have a heartbeat. While injuries cause the imbiber little bleeding, he otherwise suffers normal damage. A person under the influence of this tea sleeps for 2d4 days, during which time he needs no food or water. The drinker needs only five percent of the air an unaffected person would need and can survive freezing temperatures.

Feverblend
Terrain: Swamp
Search Time/Modifier: 12/-40%
Preparation Time/Modifier: 3/0
Application: Tea
Save: Neg. if save vs. poison
Value: 250 gp
Effects: This collection of crushed rare flowers when brewed in a tea has the effect of temporarily curing insanity. If a person suffering from the effects of insanity or a failed Sanity Check imbibes this brew their mental illness is cured for 1d10 hours. Permanent insanity will return after the brew wears off.

Fiendflower
Terrain: Deep forest or jungle
Search Time/Modifier: 12/-20%
Preparation Time/Modifier: 8/-15%
Application: Tea
Save: Neg. if save vs. spell
Value: 100 gp
Effects: A character who drinks this bitter tea sees horrifying visions that drive him temporarily mad. After 1d20 turns, a drinker suffers an episode of 2d6 minutes, during which he becomes enraged, violent, and homicidal; such a PC should be played by the DM. Afterward, the drinker cannot recall what happened during the episode, which recurs once per day (at irregular intervals) for the next 2d4 days. A neutralize poison spell ends fiendflower’s effects.

Ghostroot
Terrain: Old graveyards at night
Search Time/Modifier: 8/-20%
Preparation Time/Modifier: 4/-30%
Application: Vapor
Save: Neg. if save vs. spell
Value: 150 gp
Effects: This mixture’s luminous vapors repel undead. Any undead attempting to draw near must save vs. spell. Failure prevents them from approaching within 10 feet of the steaming brew. Success allows them to ignore its effects; once they save, they remain immune to the brew for the rest of the day. The vapors last for one turn.

Graveolens
Terrain: Sunny rocky flat lands, badlands
Search Time/Modifier: 24/-30%
Preparation Time/Modifier: 24/-10%
Application: Elixir
Save: None
Value: 50 gp
Effects: The small yellow flowers of the graveolens shrub which blooms throughout the summer are crushed and pressed with the blue-green, bipinnate leaves of the plant to yield a strong, bitter tasting, aromatic oil. When the extracted oil of this rare evergreen perennial is mixed with other special ingredients it can be used as a preventative against diseases of all kinds.
The oil provides a saving throw against contraction of lycanthropy, similar to the benefit bestowed by belladonna. If at least one ounce of the oil is consumed by the victim within an hour of being bitten by a lycanthrope, the consumer is granted a saving throw vs. poison at +2 to avoid the disease. The oil's bitter taste and caustic nature cause the drinker to suffer 1d3 hit points of damage when it is consumed (no save). However, as a beneficial side effect, whether or not the consumer contracts lycanthropy, the oil allows a bonus of -5% to the drinker's chance of contracting any other disease for one week afterward.

Green oil of charity
Terrain: Moist meadows, shady forest clearings
Search Time/Modifier: 4/0 (+5% bonus in late spring)
Preparation Time/
Modifier: 4/0
Application: Ointment
Save: None
Value: 10 gp
Effects: This herbal ointment is used as a secondary treatment to help wounded characters regain strength. It utilizes the herb Adder's tongue as its primary ingredient.
Adder's tongue has one large leaf at the base of which rises a thin stalk covered with tiny bumps or knobs. On closer inspection, this stalk is seen to be a spike of tiny, yellowish-green flowers.
By boiling the cut up leaves in hog's fat and then straining out the sediment, an ointment can be produced which promotes rapid healing and cures minor wounds. In game terms, a character treated with this ointment regains an additional 1d3 hit points per day of rest. It can also be applied to minor wounds to cure 1d2 hit points of damage. The oil may only be applied once per day; additional applications have no effect.
A typical search produces enough raw materials to produce 1d10 applications.

Henbane
Terrain: Forest clearings
and paths
Search Time/Modifier: 4/0
Preparation Time/
Modifier 2/0
Application: Poultice
Save: Special
Value: 25 gp
Effects: Henbane, the primary ingredient of this poultice, has large soft leaves which lie low to the ground. The thick leaves are covered with hair and deeply cut. Many short, thick stalks spread with branches and smaller leaves produce hollow, yellow flowers with large sepals covering much of the petals; the petals are laced with purple veins and the flower bears tiny, gray seeds. The root is thick and branched, much like a parsnip root. The plant has a heavy, offensive smell.
When the Henbane leaves, seeds and roots are boiled in a small amount of water with other special ingredients and applied as a poultice to wounds they have the effect of numbing pain and immediately restore 1d6 hit points. However, 1d4 of these hit points will “wear off” after two hours (when the painkilling effect ends).
The numbing effect of this compound is deleterious to a character who attempts to fight or engage in other strenuous activity; a character who attempts to do so is penalized by -1 to hit and -1 to Armor Class.
When used against fever (by applying a poultice to bare skin), it will restore one point of lost Strength and Constitution per day; this treatment can be used daily until the victim has fully recovered.
Note, henbane brew is very poisonous if taken internally: If ingested in any form or amount, the herb will cause 2d6 hit point of poison damage (save vs. poison for half damage) in the round following ingestion and the affected character will fall unconscious for 1d4+2 turns thereafter.
Also, the herb has hallucinogenic properties that may affect the character preparing the poultice. While boiling the plant, the character has a 40% chance of inhaling fumes that will act as a hallucinogen. If this happens, the DM may moderate the effects or roll 1d6 to determine what happens: 1-2, the character sees imaginary enemies in the distance and runs off to fight them; 3-4, he becomes unaware of his surroundings and refuses to respond to any stimulus; 5-6, he sees other party members as enemies and attacks them immediately. The hallucinogenic effects will last for 1d6 rounds.

Hushthorn
Terrain: Forests at night
Search Time/Modifier: 4/-15%
Preparation Time/Modifier: 4/-15%
Application: Tea
Save: Neg. if save vs. poison
Value: 25 gp per dose
Effects: This tea causes a drinker to fall into a deep, natural sleep, from which he cannot be awakened for 2d10+13 hours.

Itching powder
Terrain: Forest or plains
Search Time/Modifier: 12/-20%
Preparation Time/Modifier: 12/-20%
Application: Powder
Save: Neg. if save vs. poison.
Value: 25 gp
Effects: This compound, made from flower pollen, causes any creature coming in contact with it to itch violently for 1d10 rounds. Creatures with better than low intelligence will be annoyed but otherwise unaffected. Creatures of low intelligence fight poorly as a result (-2 to hit, -2 AC penalty) and will attempt to leave the area when possible. Less intelligent creatures lose all interest in activities other than scratching. For example, a lurker above would release its prey and roll about wildly, but an orc would attempt to combine fighting and scratching until it had a chance to run.
Wine removes the powder, while water only makes its effects more pronounced (-3 penalty to hit and AC). The powder may be dispersed like any magical dust.

Mask of clear air
Terrain: Forest and rural
Search Time/Modifier: 2/0
Preparation Time/Modifier: 2/-10%
Application: Item
Save: None
Value: 50 gp
Effects: An herbalist may gather peach pits and char them to make a charcoal-like substance, which is then crushed and placed into loosely woven, flaxen bags large enough to cover the nose and mouth. When faced with gas or smoke, characters can cover their faces with these masks to gain a +4 bonus to their saving throws against any ill effects caused by gas or smoke. Like all nonmagical devices, the bag is ineffective against magical gas attacks.
Straps are sometimes attached to hold the bags over a character’s face for an extended period of time, however, while the mask is in place, the character attacks with a -1 penalty to hit. The masks can be used effectively for 7-12 (1d6+6) turns.

Medicinetree
Terrain: Forests
Search Time/Modifier: 6/-15%
Preparation Time/Modifier: one week/-50% for elixir; 1/0 for tea
Application: Elixir/Tea
Save: Special
Value: 250 gp for elixir/25 gp for tea
Effects: The small, slender medicinetree bears an orange berry that is commonly collected by alchemists, healers and spellcasters. Only healers seem to make productive use of it, by mixing it with special ingredients to create a nourishing beverage which is said to “strengthen the body in 18 different ways, firm one's resolve and clear the mind.” Medicinetree leaves are used in high-priced teas, having a distinctive nutty flavor and passing on some benefits of the berries.
The berries are mildly poisonous while raw, causing 2d6 hit points of damage and leaving the victim with a gastric distress (-1 to hit in melee) for 1d4 hours after consumption (save vs. poison to halve damage and duration), but simple boiling denatures the toxin. The berries are collected by wild halflings and Fälgornian humans, who stew them with other berries and roots to make a potent alcoholic beverage. This drink is sold in some taverns as “Fälgornian Firebrew.”
Mashing the leaves and straining hot water through them produces a weak tea that acts as a curative, healing one hit point of damage per pint consumed.
The most effect use is the creation of an elixir from berries brewed by a special process only known to herbalists. The elixir provides the drinker with a +1 bonus to Strength, Intelligence and Wisdom for 1d4 hours. It also gives a +1 to saving throws vs. mind-control spells such as charms, fear and command during that time and provides an immediate saving throw if the consumer is currently affected by a mind-control spell.
Note, continual use of this elixir causes the body to develop resistance to its key components. Thus, this elixir may only be used once per week effectively. Additional uses provide no benefit to the drinker.

Mother’s leaf
Terrain: Coastal marshes
Search Time/Modifier: 6/-10%
Preparation Time/Modifier: 24/-20%
Application: Tea
Save: None
Value: 50 gp
Effects: The leaves of this plant when cured in saltwater and blended with dried algae can cure some diseases. The drinker of this tea has a 30% chance to be cured of any nonmagical disease. This herbal tea also has the unique property of curing magical mummy rot with a 90% chance of success.

Nevermind
Terrain: Forest clearings or caverns
Search Time/Modifier: 8/-15%
Preparation Time/Modifier: 8/-35%
Application: Tea
Save: Neg. if save vs. spell
Value: 50 gp
Effects: Characters develop amnesia one minute after drinking this tea, permanently forgetting all events since they last slept.

Odor of sleep
Terrain: Deep swamp
Search Time/Modifier: 12/-15%
Preparation Time/Modifier: 12/-15%
Application: Vapor
Save: Neg. if Save vs. poison.
Value: 50 gp
Effects: Anyone breathing the fumes of this primitive ether will become drowsy, insensitive to pain, slightly dizzy, and for a period of three turns, will attack at -3 to hit and defend with a -1 penalty to Armor Class.
Both the liquid and gas are explosive. If used in a confined area where there is an open flame, there is a 5% chance per turn of an explosion that does 3-6 hp damage to anyone within a 20-foot radius. This quality should be kept in mind in the event of accidental breakage of a vial containing the odor of sleep. The danger can be avoided by using magical lighting such as continual light or faerie fire. However, produce fire, produce flame and similar spells that create a real flame cause an immediate explosion.

Odor of wakefulness
Terrain: Hills, Mountains
Search Time/Modifier: 12/-15%
Preparation Time/Modifier: 12/0
Application: Vapor
Save: None
Value: 50 gp
Effects: Herbalists can use special herbs which when mixed with liquid create a vapor which can be used to revive an unconscious creature. Holding an open bottle of the compound under a victim’s nose results in an immediate return to consciousness of a victim who will remain unconscious for one turn or less without assistance. If the victim will remain unconscious for longer than a turn without assistance, then a return to consciousness is 50% likely to occur. Treatment can be repeated once per round if it is initially unsuccessful.

Redoil
Terrain: Grasslands, woods, hedges and meadows
Search Time/Modifier: 2/0
Preparation Time/Modifier: 2/0
Application: Ointment
Save: None
Value: 1 gp
Effects: The common plant, redoil, is a fundamental material of the healer's art. A small flowery herb, it is found dotting grasslands, woods, hedges and meadows with its cheery yellow flowers during the summer months. Its pale green leaves contain the glands which secrete the plants fabled red oil.
The oil — after being prepared by a special process — can be used as a rub for bruises, a salve for nicks and cuts or as a preparatory packing for open wounds. A traveler would be well advised to purchase a vial of redoil before a journey. Because of its inexpensive cost, it can be used as a foot rub, if nothing else, at the end of a trip.
Rubbing the oil requires one round and heals 1 hp per application. Up to eight applications can be used each day. Additional applications do not heal hit points.
The process of producing redoil ointment is quite simple and a single search produces enough raw materials to produce 12 doses.

Scarfade
Terrain: Coastal
Search Time/Modifier: 4/0
Preparation Time/Modifier: 4/-10%
Application: Ointment
Save: None
Value: 15 gp
Effects: This gelatinous salve is usually bandaged over a wound. Not only does the wound close in 1d3+1 hours, healing 1d6 hp damage, but the salve leaves no trace of a scar if the healing from the salve cures all the damage of the wound.

Snakesalve
Terrain: Jungle, Swamp
Search Time/Modifier: 6/-5%
Preparation Time/Modifier: 2/-5%
Application: Poultice
Save: None
Value: 100 gp
Effects: If applied to a living snakebite victim, this poultice neutralizes the poison.

Spellshield
Terrain: Deep forest
Search Time/Modifier: 12/-50%
Preparation Time/Modifier: 12/-50%
Application: Consumable
Save: None
Value: 75 gp
Effects: When collected at night and blended into a fine pulp under the full moon Beldar, this combination of rare berries has the effect of giving the imbiber a +1 bonus on saving throws vs. spells and other magical effects for the next 12 hours.

Springberry
Terrain: Moonlit spring meadows
Search Time/Modifier: 8/-15%
Preparation Time/Modifier: 8/-35%
Application: Tea
Save: Neg. if save vs. spell
Value: 50 gp
Effects: Within an hour of drinking this tea, the drinker falls in love with the first person of the opposite sex he or she sees. The drinker, while not charmed, acts besotted and devotes all efforts to wooing his or her love. The effects last for 2d4 days unless the victim rolls a one for a saving throw; in which case the effects are permanent.

Trueroot
Terrain: Forest streams and lakes
Search Time/Modifier: 8/-10%
Preparation Time/Modifier: 4/0
Application: Consumable
Save: None
Value: 25 gp
Effects: When harvested using the proper techniques the red root of trueroot, a water plant, can be prepared as a moderately effective poison antidote. Proper preparation requires the herbalist to mash and blend the root with other special herbs to form a pasty dough which is used to form small, flaky cakes. When cooked and eaten they have the effect of neutralizing poison 40% of the time.

Truthdraught
Terrain: Forest clearings under the full moon Beldar
Search Time/Modifier: 4/-10%
Preparation Time/Modifier: 16/-15%
Application: Tea
Save: Neg. if save vs. poison
Value: 150 gp
Effects: A victim who ingests a dose of this drug and fails a save vs. poison falls into a stupor and is forced to answer 1d4 questions truthfully. The stupor, which reduces movement, Strength and Dexterity by half, lasts 2d6 turns. A dose of truthdraught is potent for one day after being made. Only humans, demihuman, and humanoids are affected by it.

Venompurge
Terrain: Desert
Search Time/Modifier: 8/-20%
Preparation Time/Modifier: 8/-20%
Application: Elixir
Save: None
Value: 30 gp
Effects: This elixir removes venom and other poisonous fluids from the body, granting the afflicted individuals a second save vs. poison to counter the venom’s effects (provided the individual hasn’t already suffered the poison’s full effects).

Willowdust
Terrain: Plains
Search Time/Modifier: 12/-25%
Preparation Time: 12/-30%
Application: Powder
Save: Neg. if save vs. poison
Value: 40 gp per 3/doses
Effects: When inhaled, this feathery white powder rids the individual of pain without feeling sedated. The inhaler does not regain lost hit points but functions normally without pain with as little as one hit point remaining. If the inhaler suffers an additional wound, he must save versus petrification or the willowdust loses its effect and the pain is felt. An herbalist can find enough raw ingredients during a single search to prepare three doses of willowdust.

Wintersalve
Terrain: Mountain slopes or tundra
Search Time/Modifier: 6/-15%
Preparation Time/Modifier: 6/-15%
Application: Ointment
Save: None
Value: 75 gp
Effects: This ointment, when smeared over exposed body parts, provides the same protection against cold that a heavy fur coat would, but without the encumbrance. Combined with winter clothing, it allows for survival in subzero temperatures and gives a +1 bonus to saving throws against cold-based attacks.

Wonderweed
Terrain: Ditches, watersheds, moist fields
Search Time/
Modifier: 12/-25%
Preparation Time/
Modifier: 6/0
Application: Elixir/Powder
Save: None
Value: 100 gp for flower elixir/10 gp for root/leaf powder
Effects: This brew utilizes the large, hairy-leafed comfrey plant as its primary ingredient. The hairy stalks of the comfrey can grow two to three feet high and are hollow. The leaves produce a gummy resin which is apparent if the leaves are chewed gently. At the tops of the stalks are small bell-shaped flowers of violet or occasionally white color that bear tiny black seeds. The herb has a large root system; its roots are black on the outside and white on the inside. The roots are brittle and are filled with a clear, nearly tasteless sap.
The roots and leaves of the comfrey when mixed with other special ingredients can be dried and powdered for later use as a healing compound which when sprinkled on a fresh wound heals 1d4 hit points immediately. Enough active ingredients can be gathered in a single search to produce 2d6 applications of the powder.
The more prized application is made by taking around a dozen flowers (which may only be harvested in the summer) and mixing them with wine and other special ingredients. When this elixir is consumed, a character who has lost Strength through magical or nonmagical means regains one point of lost Strength in one round. The elixir may only be used once per day.

Woundwort
Terrain: Rocky hills
Search Time/Modifier: 8/-30%
Preparation Time/
Modifier: 8/-10%
Application: Poultice
Save: None
Value: 25 gp
Effects: When ground into a fine paste, mixed with other ingredients and boiled with honey the leaves of the smallish woundwort stop bleeding (such as that caused by a critical hit) and heal 1d4 hit points on a wounded creature.
Note, while a woundwort poultice will always stop bleeding and heal hit points, dwarves and Uldra sometimes react adversely to it. If a woundwort poultice is used on a dwarf or Uldra there is a 25% chance of the herb causing temporary (1d6 rounds) blindness in the recipient.
Racial modifiers: Elberethi elves receive a +10% bonus to their Herbal Magic skill score. Variquesti elves, Forest Gnomes, and Uldra receive a +5% bonus to this skill.

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