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herbs

Finding herbs

You must specify what herb you are looking for. Roll once/Full day of searching(8 hours), thus for traveling searches 1 hour/day is one roll/8 travel days. (Normally each search is for 1 square mile area)

Skill used: Roll Intelligence(Nature) Check to find the herbs. DC is given on the table.

Alternative: Do generic herb searching: Get Disadvantage on the roll, but you can roll for each herb that is possible in the terrain in the same 8 hours time.

Modifiers:

  • -10 if area was recently searched. Goes +1/month since upto +0.

Find one dose of the herb for each success by.
Nat 20: also finds one other random herb that exists in the given terrain (1 dose)
Nat 1: means you missidentify the herb: use the effect of any other herb/poison in the same terrain. For poisons: Get the poison effects.

Note: Carse area is mild temperate.

Preparing herbs for storage

All herbs should be processed soon. In most cases after 2 days the processing gets -1/extra day since collecting.

Preparing is Intelligence(Nature) or Wisdom(Survival) check

  • A brewable or Ingestable herb is DC 12 and 10 minutes/dose to prepare for storage.
  • All others are DC 15 and 1 hour to prepare and produce directly usable thing.
  • Each -1 you take to the prepare roll will cause +10% more effect in the final product.

Prepare roll result:

  • Nat 20: makes the effect +20% more effective and -1HT/+1SF
  • Success prepres the herb
  • Fail wastes the dose.
  • Nat 1 make a thing that you think will work, but is mildly poisonous for a herb and does nothing for a poison.

Mildly poisonous herb: roll HT at +1d or effect 1d:

  1. take 1 hp damage
  2. be at -1 to all rolls until you take a short rest due to nausea/cramps
  3. vomit(1d4 rounds later for 1d4 rounds)
  4. take 1d6 Temprorary hitpoints damage(healed at next short rest)
  5. lose taste/smell or feeling in applied area for 1d6 hours
  6. get rash for 1d6 days(makes concentration checks to be at -1)

Prepararing for use

All these require that the herb has been prepared for storage.

Brew — Effective when drunk. Use water is boiled and the herb is boiled for 5 minutes to make the cocotion. Cocotions last for 1d days +1day/herbalism success by in making.
Ingest — Immediately usable and may be eaten, chewed, drunk, or inhaled, whichever is appropriate
Apply — Requires 30 second to prepare and apply and successfull DC 10 wisdom(medicine) roll; herb is applied directly onto injured area.
Paste — Raw matter is made into a paste with herbalism skill. The paste may put in food or drink or be applied to tools or weapons and stays effective up to 1 week, or until an object or person is struck; if a poison paste is used and the target is hit, the foe must make a CON save or he receives the effect.
Liquid — As paste, except it remains effective for 1 hour.
Powder As paste, but may not be applied to weapons; only effective in food or drink.

Herb table

FIXME heal, effects

#NameweatherAreaDCPreparationPrice gpSF/HTEffect
629 Gariig arid Desert 13 Cactus/ingest 550 SF 16- Heals 15
901 Carnegurth arid Desert 15 Flower/liquid 530 CON 11 Reddish juice causes massive blood clotting and death in 1-100 hrs.
615 Culkas arid Desert 15 Leaf/apply 350 SF 20- Heals 10sq' of burns (any).
919 Juth arid Desert 17 Scorpion/liq 410 CON 12 Causes gradual insanity (1-100 weeks).
601 Argsbargies arid Desert 17 Flower/ingest 380 SF 14- +2 antidote for Muscle Poisons.
808 Swigmakril arid Desert 19 Flower/brew 500 SF 12- Relaxant. User takes 2x usual hits before passing out, but dies due to hits at usual #(no uncouciousness rolls until first death limit). Lasts 1-2 hrs.
906 Sharduvaak arid Desert 21 Berry/liquid 360 CON 13 Brown liquid slows blood flow. Victim sluggish and, at -3d for all activity, and needs 2x usual sleep.
694 Lestagii arid Desert 30 Cryst/ingest 5 200 SF 11- Restores any stat losses other than those due to age. Affects only one stat.
652 Pathur arid Heath/scrub/moor 15 Nodule/brew 350 SF 14- Lifekeeping (1 hour).
627 Draaf arid Ocean/saltwater shores 11 Leaf/ingest 7 SF 17- Heals total of 2d+1 HP at a rate of 1/second
692 Zulsendura arid Underground 15 Mshrm/ingest 700 SF 12- Great Haste 1d+1 seconds(+1 ATR)
929 Galenaana cold Alpine 19 Leaf/powder 1790 HT -4 Green powder kills Elves; leaves others in a coma for 1-100 weeks.
641 Delrean cold Coniferous forest 11 Bark/apply 3 SF 17- Repels any insect. Smells foul (noticeably so; range 50').
912 Taynaga cold Coniferous forest 17 Bark/powder 270 CON 18 Brownish powder sterilizes and gives 4d hits.
635 Winclamit cold Coniferous forest 21 Fruit/ingest 1000 SF 13- Heals 10d
907 Bragolith cold Coniferous forest 25 Juice/liquid 1200 CON 15 Bluish juice causes victim to spontaneously combust. Phosphorescent green firefly juice.
909 Henuial cold Coniferous forest 25 Bee/liquid 800 CON 16 Yellow venom converts optic juices of 1-2 eyes to honey.
668 Febfendu cold Freshwater coasts & banks 15 Root/brew 900 SF 12- Restores hearing.
644 Trudurs cold Freshwater coasts & banks 15 Moss/brew 12 SF 14- +2 to disease resistance for 2d-1 days.
933 Jitsutyr cold Freshwater coasts & banks 19 Clams/paste 1450 CON 12 Tan paste destroys lungs and kills in 2d-1 minutes
608 Arfandas cold Freshwater coasts & banks 19 Stem/apply 2 SF 17- Doubles rate of healing for crippled limbs
611 Edram cold Freshwater coasts & banks 25 Moss/ingest 310 SF 14- Mends any non-permanent crippled limb
625 Cusamar cold Heath/scrub/moor 21 Flower/ingest 300 SF 16- Heals 5d
638 Arlan cold Mountain 11 Root/ingest 0.1 SF 16- Decongestant. + 5 to resistance vs. common cold. Speeds recovery from respiratory illness by 5x.
626 Darsurion cold Mountain 13 Leaf/apply 3.5 SF 17- Heals 1d
631 Mirenna cold Mountain 13 Berry/ingest 100 SF 17- Heals 6hp
713 Hesguratu cold Mountain 13 Bread/ingest 450 SF 14- Dose/4 oz slice. Increases combat strength and dexterity for 3d seconds; +2 to hit and 2x base damage(not weapon or orher bonuses, just the ST based is doubled). 10 slice loaf 350gp. Tastes of wheat and onions; keeps 1 month.
688 Megillos cold Mountain 13 Leaf/ingest 12 SF 13- Increases visual perception (2x range). for 10 minutes.
666 Baldakur cold Mountain 25 Root/brew 1020 SF 14- Restores sight.
716 Ulginor cold Ocean/saltwater shores 9 Bread/ingest 4 SF 20- Dose/4 oz slice. A slice provides a day's nutrition. 10 slice loaf 35sp.
602 Eldaana cold Ocean/saltwater shores 15 Leaf/brew 990 SF 16- +4 antidote for Reduction Poisons.
917 Asgurash cold Tall grass 21 Snake/paste 310 CON 13 Brownish red snake venom. Upper body paralysis.
712 Cram cold Underground 11 Bread/ingest 14 SF 17- Dose/4 oz slice. Dwarven Waybread. Five day's nutrition/slice. 10 slice loaf 13gp. Tastes of mushrooms and pepper; keeps 7 weeks.
910 Ondokamba cold Underground 13 Bat/liquid 290 CON 12 Green venom turns (1-4) hands and/or feet to stone (making each affected area -15 to use).
693 Zur cold Underground 15 Fungus/brew 120 SF 14- Enhances smell and hearing (3x range), gives acute smell and hearing. Lasts 1 hr.
683 Joef cool temperate Breaks/wadis 13 Powder/ingest 350 SF 12- Allows mental summons of one known sentient friend (1000').
911 Muilfana cool temperate Coniferous forest 15 Sap/liquid 520 CON 12 Orange tree sap.When contacted with mucous membranes turns to acid (blinds, or destroys windpipe and/or esophagus).
639 Athelas cool temperate Coniferous forest 17 Leaf/brew 3000 SF 12- Capable of curing anything while patient still alive, but healing only as effective as the healer. Full effect only in hands of an ordained king. Will not keep or give life.
634 Thurl cool temperate Deciduous/mixed forest 9 Clove/brew 2 SF 17- Heals 1d-1 Brew keeps 1-2 weeks.
633 Rewk cool temperate Deciduous/mixed forest 13 Nodule/brew 9 SF 17- Heals 2d+1
925 Nimnaur cool temperate Deciduous/mixed forest 17 Spider/liquid 23 CON 13 Milky white juices slowly (2d-1 minutes) liquifies affected organ (1 organ/dose).
927 Slota cool temperate Deciduous/mixed forest 21 Spider/paste 360 CON 0 Slow (1 day) paralysis and death (2d-1 days).
640 Attanar cool temperate Freshwater coasts & banks 15 Moss/apply 80 SF 17- Cures fever.
643 Latha cool temperate Freshwater coasts & banks 15 Stem/brew 9 SF 15- +2 to disease resistance, cures common cold. Heals 1d/2 hits.
656 Arpsusar cool temperate Freshwater coasts & banks 17 Stalk/brew 300 SF 13- Mends any non-permanent crippled limb
606 Shen cool temperate Freshwater coasts & banks 19 Leaf/ingest 270 SF 16- +2 antidote for Nerve Poisons.
614 Aloe cool temperate Heath/scrub/moor 15 Leaf/apply 0.5 SF 20- Doubles healing rate for burns and minor cuts(any non crippling/not major wound). Heals 1d hits if they result from burns.
628 Dugmuthur cool temperate Mountain 13 Berry/ingest 90 SF 16- Heals 6 Instant effect.
604 Mook cool temperate Mountain 13 Berry/ingest 300 SF 15- +2 antidote for Respiratory Poisons.
632 Reglen cool temperate Mountain 13 Moss/brew 750 SF 14- Heals 20
928 Zaganzar cool temperate Mountain 19 Root/liquid 1390 CON 15 Bluish extract blinds by reducing optic nerve to water; gives 1d+1 hits.
664 Wifurwif cool temperate Mountain 21 Lichen/ingest 550 SF 13- Nerve repairs.
715 Tatharsul cool temperate Ocean/saltwater shores 13 Bread/ingest 750gp SF 13- Dose/4 oz slice. Restores nervous system to normal (in 3d*2 seconds). 10 slice loaf 6900. Tastes of pumpkin and lemon; keeps 1-2 months.
691 Yaran cool temperate Short grass 11 Pollen/ingest 9 SF 14- Acute smell and taste for 1 hr.
935 Uraana cool temperate Short grass 13 Leaf/paste 120 CON 16 Creamy paste gives 3d hits.
680 Elben's Basket cool temperate Short grass 21 Root/brew 10 SF 13- Heart stimulant. Doubles speed for 1 second at will once per hour for 20-HT hours. (1 level of ATR)
612 Gursamel cool temperate Short grass 21 Stalk/apply 300 SF 15- Mends any non-permanent crippled limb
610 Bursthelas cool temperate Short grass 25 Stalk/brew 1100 SF 12- Mends any crippled limb even permanently crippled
624 Arlan cool temperate Tall grass 11 Leaf/apply 13 SF 17- Heals 1d+2 Wild heals 1d
701 Alshana cool temperate Tall grass 11 Bread/ingest 350 SF 15- Dose/4 oz slice. Infravision (300') for 1 hr. 10 slice loaf 290gp. Tastes of raisins and carrots; keeps 1-2 months.
617 Kelventari cool temperate Tall grass 13 Berry/rub 190 SF 20- Heals 1st and 2d degree burns, 1d+1 hits resulting from heat.
924 Ondohithui everlasting cold Alpine 17 Lichen/paste 600 CON 13 Blue/grey paste causes fatal dehydration. Lose 1d FP dehydratiion damage/minute.
653 Tyr-fira everlasting cold Alpine 30 Leaf/apply 12000 SF 12- Lifegiving, if given within 56 days.
603 Menelar everlasting cold Coniferous forest 17 Cone/brew 650 SF 15- +3 antidote for Circulatory Poisons.
908 Brithagurth everlasting cold Freshwater coasts & banks 25 Fish/liquid 250 HT +3 Black venom causes hardening of tendons in 1-4 appendages (making them useless).
649 Nur-oiolosse everlasting cold Freshwater coasts & banks 25 Clove/ingest 2000 SF 13- Lifegiving
650 Oiolosse everlasting cold Freshwater coasts & banks 25 Clove/ingest 6000 SF 12- Lifegiving for elves, if given within 7 days of death.
675 Agaath everlasting cold Glacier/Snowfield 11 Berry/ingest 50 SF 16- Breathe with low oxygen (25% +) 12 hrs. Once per 2 days.
645 Ukur everlasting cold Heath/scrub/moor 15 Nut/ingest 34 SF 17- One day's nutrition. Life Preservation
677 Atigax everlasting cold Heath/scrub/moor 15 Root/brew 400 SF 13- Protects eyes in intense light or glare. Allows sight despite sudden or blinding light. Lasts 9 hrs. (Protected vision)
616 Jojojopo everlasting cold Mountain 15 Leaf/apply 9 SF 20- Cures frostbite. Heals 2d+1 hits resulting from cold.
930 Hith-i-Girith everlasting cold Mountain 17 Leaf/liquid 120 CON 14 Mist/vapor from live (active) tree acts as depressant causing immediate and continuing sleep.
916 Acaana everlasting cold Mountain 21 Flower/paste 6000 HT -5 Black paste destroys nervous system. Kills instantly.
922 Ul-acaana everlasting cold Mountain 25 Flower/paste 12000 CON 30 Nervous system destroyed. Paralyzes instantly; kills in 2d-1 minutes.
651 Olvar everlasting cold Ocean/saltwater shores 19 Flower/ingest 2000gp SF 12- Lifekeeping (3d days).
923 Lhugruth everlasting cold Underground 19 Dragon/liquid 3000 CON 20 Grey/black blood rapidly (3d sec) dissolves inflicted area. Affects metals and organic material. Does not affect glass/sand/pottery.
630 Gefnul everlasting cold Volcanic 17 Lichen/ingest 900 SF 14- Heals 20HP
684 Kathkusa everlasting cold Waste 13 Leaf/ingest 500 SF 12- Increases combat strength and dexterity for 3d seconds; +2 to hit and 2x base damage(not weapon or orher bonuses, just the ST based is doubled).
913 Dynallca hot and humid Freshwater coasts & banks 13 Leaf/paste 140 CON 13 Tan paste destroys hearing and gives 1d+1 hits.
903 Karfar hot and humid Jungle/rain forest 15 Leaf/paste 1420 CON 17 Reddish paste causes heart to shut down. Massive shock and death in 3d*2 seconds
804 Gort hot and humid Jungle/rain forest 17 Leaf/ingest 100 SF 12- Euphoric hallucinogen. + 10 to user's Pr for 2 hrs, but afterwards causes user to be at 50 for 1 10 hrs.
689 Rud-tekma hot and humid Jungle/rain forest 19 Fruit/ingest 250 SF 14- Bonus of + 4 when casting spells or for overcast attempts. Lasts 1 hr. Maneuver and melee modifier -4. 10% chance any spell will be cast on nearest unintended target.
673 Tarnas hot and humid Jungle/rain forest 19 Nodule/brew 2200 SF 9- Nausea for 2d-1 hrs (-10). Repairs organ damage.
657 Curfalaka hot and humid Jungle/rain forest 21 Fruit/inject 400 SF 15- Mends any non-permanent crippled limb
669 Kakduram hot and humid Jungle/rain forest 21 Fruit/ingest 900 SF 15- Restores hearing.
921 Slird hot and humid Jungle/rain forest 25 Fruit/paste 130 CON 12 Acts in 1d seconds. Victim loses feeling in 1d extremities (head, genitals, hands, feet) for 1-100 days.
915 Trusa hot and humid Jungle/rain forest 25 Frog/paste 310 HT +1 Acts in 3d*2 seconds. Victim failing HT by 5 or more + is killed. Victim failing by 3-4 falls into coma, and is blind; failure by 1-2 results in blindness in 1-2 eyes.
674 Wek-wek hot and humid Jungle/rain forest 25 Nodule/brew 2200 SF 10- Repairs organ damage.
665 Yuth hot and humid Jungle/rain forest 25 Flower/ingest 290 SF 14- Antidote for nerve venom.
654 Vulcurax hot and humid Jungle/rain forest 30 Berry/apply 10000 SF 20- Lifegiving, if given within 30 days.
806 Hugar hot and humid Ocean/saltwater shores 15 Root/ingest 1 SF 12- Causes sleep and quick unconsciousness. One hour's sleep equals 6
647 Degiik hot and humid Ocean/saltwater shores 17 Leaf/ingest 1000 SF 14- Lifekeeping (1 day).
618 Veldurak hot and humid Ocean/saltwater shores 17 Kelp/apply 8 SF 16- Cures frostbite. Heals 4d resulting from cold.
809 Swuth hot and humid Ocean/saltwater shores 17 Leaf/ingest 4 SF 16- Invisible smoke relaxes (-3d) 3d seconds
620 Fek hot and humid Ocean/saltwater shores 19 Nut/brew 500 SF 15- Stops any bleeding. Patient cannot move (appreciably) without wound reopening.
619 Anserke hot and humid Ocean/saltwater shores 19 Root/apply 750 SF 14- Stops bleeding by clotting and sealing wound. Patient cannot move (appreciably) without wound reopening.
646 Carcatu hot and humid Ocean/saltwater shores 21 Grass/apply 890 SF 12- Lifekeeping (1 day).
661 Tarfeg hot and humid Ocean/saltwater shores 21 Flower/ingest 230 SF 16- Cures any short term crippled limb
609 Baalak hot and humid Ocean/saltwater shores 25 Reed/brew 1600 SF 13-
923 Wek-baas hot and humid Ocean/saltwater shores 30 Fish/liquid 700 CON 15 Acts in 3d*5 seconds. HT failure of 7+ results in total paralysis; failure by 4-6 results in degeneration of balance and hearing in 2d-1 days; HT failure of 1-3 results in sleep.
685 Kilmakur hot and humid Short grass 21 Root/brew 650 SF 12- Protects versus flame and heat for 2d-1 hrs. (gives +100 degrees comfort zone and a DR of 10 vs fire)
670 Pasamar hot and humid Short grass 25 Grass/brew 750 SF 11- Preserves organic material.
660 Hegheg hot and humid Short grass 25 Root/paste 250 SF 15- Mends any non-permanent crippled limb
936 Vuraana hot and humid Tall grass 15 Flower/paste 420 CON 12 Pinkish paste delivers 4d+1 hits.
905 Sharkasar mild temperate Coniferous forest 19 Root/paste 20 CON 20 Brown paste gives 1d+1 hits.
605 Quilmufur mild temperate Coniferous forest 21 Root/brew 490 SF 17- +4 antidote for Conversion Poisons.
714 Kykykyl mild temperate Deciduous/mixed forest 19 Bread/ingest 500 SF 15- Dose/4 oz slice. Allows one to see with complete clarity (as on a cloudless day) for 1 hr, regardless of weather, lighting, or eye injuries (unless eye destroyed) 10 slice loaf 440gp. Tastes of garlic, carrots, and ginger; keeps 2-20 weeks.
667 Berterin mild temperate Deciduous/mixed forest 13 Moss/brew 190 SF 12- Preservation of organic material (up to body size) for 1 day.
663 Terbas mild temperate Deciduous/mixed forest 13 Leaf/apply 20 SF 15- Doubles healing rate for major wounds and long term cripping
918 Cathaana mild temperate Deciduous/mixed forest 19 Nut/powder 360 CON 11 White powder instantly causes mild euphoria (victim at -3d to all actions for 3d seconds). Brain is destroyed after 2d-1 minutes.
682 Grapeleaf mild temperate Deciduous/mixed forest 19 Nectar/ingest 70 SF 14- Intoxication and dreams (actions at -10) for 2 hours, and 1 days nutrition.
690 Splayfoot mild temperate Freshwater coasts & banks 15 Seeds/brew 230 SF 13- For good in heart instills confidence and singleness of purpose (+1d) for 1 hr.
803 Galenas mild temperate Heath/scrub/moor 15 Leaf/ingest 5 SF 14- Leaf produces smoke which affects 20' rad. Relaxes (at -3d) for 2d+1 seconds
932 Jitsu mild temperate Ocean/saltwater shores 15 Clams/liquid 340 CON 15 Yellow venom gives 4d hits.
659 Ebur mild temperate Ocean/saltwater shores 15 Flower/ingest 220 SF 13- Cures any short term crippled limb
642 Felmather mild temperate Ocean/saltwater shores 17 Leaf/ingest 1050 SF 13- Mental summons of one friend (beasts or folk). Range 1/2 mile. Coma relief.
636 Yavethalion mild temperate Ocean/saltwater shores 17 Fruit/ingest 450 SF 15- Heals 4d
681 Gylvir mild temperate Ocean/saltwater shores 19 Algae/ingest 450 SF 12- Allows one to breathe under water (only) for 4 hrs.
648 Laurelin mild temperate Ocean/saltwater shores 30 Leaf/ingest 9999 SF 12- Lifegiving for Elves, if given within 28 days of death.
655 Arnuminas mild temperate Short grass 11 Leaf/apply 0.6 SF 14- Doubles healing rate any short term crippled limb
801 Arunya mild temperate Short grass 13 Root/brew 0.2 SF 10- Causes sleep and quick unconsciousness. One hour's sleep equals 4
679 Blue Eyes mild temperate Short grass 21 Flower/brew 150 SF 12- Enhanced vision (x3 range) plus mild infravision (50') for 3 hrs. 1x/day.
926 Silmaana mild temperate Tall grass 11 Stalk/powder 40 CON 19 Silver powder scars skin; gives 2d+1 hits.
637 Arkasu mild temperate Tall grass 15 Sap/apply 120 SF 16- Heals 2d-1. Doubles rate of healing for major wounds.
902 Jeggarukh mild temperate Underground 17 Bats/powder 710 CON 14 Black powder gives 6d hits.
931 Jegga mild temperate Underground 17 Bats/paste 920 CON 17 Brown paste gives 6d hits.
802 Brorkwilb mild temperate Volcanic 13 Flower/ingest 90 SF 11- Euphoric. Allows for shared dreams with family member who lies within range (1000 miles).
678 Breldiar mild temperate Volcanic 15 Flower/ingest 250 SF 14- Subtracts 3 from maneuver and melee. Adds 5 to spells and missile attacks. Euphoria. Lasts 1 hr.
904 Klytun semi-arid Breaks/wadis 15 Root/paste 530 CON 15 Golden paste causes 2d-1 day coma.
676 Ankii semi-arid Breaks/wadis 21 Berry/ingest 1000 SF 14- Restores as good sleep. SF fail: once = loss 1 pt HT; twice = loss -2 HT thrice = -4HT
662 Belramba semi-arid Coniferous forest 19 Lichen/brew 600 SF 12- Mends any crippled limb even permanently crippled
622 Hugburtun semi-arid Desert 19 Fruit/apply 1800 SF 15- Immediately stops any form of bleeding.
934 Kly semi-arid Heath/scrub/moor 17 Berry/paste 1540 CON 13 Brown juice gives 10d hits.
687 Marku semi-arid Heath/scrub/moor 19 Nut/ingest 300 SF 15- Infravision (6 hrs).
623 Akbutege semi-arid Ocean/saltwater shores 11 Leaf/ingest 3 SF 17- Heals 1d+1
613 Alambas semi-arid Ocean/saltwater shores 15 Grass/apply 66 SF 15- Heals 4 sq' of burns (any).
805 Hoak-foer semi-arid Short grass 19 Flower/ingest 670 SF 12- Hallucinogen. Cures mind loss and mental diseases, but prevents movement (altogether) for 2d-1 weeks.
686 Klagul semi-arid Short grass 13 Bud/brew 270 SF 14- Nightvision 9 for 6 hrs)
810 Tukamur semi-arid Short grass 15 Grass/brew 38 SF 4- Euphoric. Allows for shared dreams with friend similarly affected lies within range (500 miles).
658 Dagmather semi-arid Short grass 17 Spine/brew 280 SF 13- Mends any non-permanent crippled limb
672 Siriena semi-arid Short grass 17 Grass/brew 700 SF 12- Preservation of any organic material (up to body size). Lasts 1 week.
671 Siran semi-arid Short grass 19 Clove/ingest 800 SF 12- Restoration of 1 organ or area. Side effect: skin disease (-4 levels of appeaance normal) and 1 hits per second when skin exposed to full sun.
621 Harfy semi-arid Short grass 19 Resin/apply 1750 SF 14- Immediately stops any form of bleeding.
914 Kaktu semi-arid Short grass 21 Flower/liquid 290 CON 11 Affects 1-4 appendages. Dexterity loss in each affected area reduces associated maneuver rolls by -3d (avg. if two are used).
695 Merrig semi-arid Short grass 21 Thorn/brew 900 SF 10- Daily use increases Charisma by 1 Interruption of use will not reverse addictive resistance, but means loss of benefit. Withdrawal means loss of 2 from HT, 3 from IQ
920 Ruth-i-laur semi-arid Underground 21 Drakes/liquid 560 CON 14 Brownish Cave drake saliva causes rapid (3d*4 seconds) erosion of nervous system. Victim left at -3d*2 activity.
807 Nelisse semi-arid Volcanic 17 Leaf/brew 9 SF 13- Euphoria (-3d) for 1 hr. Yields 1 day's nutrition.
607 UI Naza semi-arid Waste 25 Leaf/ingest 4300 SF 14- +25 antidote for any poison. Must be taken within 1 day of poisoning.

Herb table notes

#= the herb catalog number
Name= Most commonly used name
weather/Area=Where the herb is normally found.
Diff=Modifier to the herbalism roll.
Preparation=Where you get it and what must be done for the herb to use it.
Price=Typical price for a prepared herb.
SF: Safety factor. Roll that or under on second use within 2 weeks of the same herb. Each extra use reduces SF by -2 and resets timer.
CON: The CON save target must make in order to not be affected by the poison. Note that each extra doze is -1 to the roll
Effect=What the herb does.

Safety factor

Safety factor use: Roll safety factor number or under on second use within 2 weeks of the same herb. Each extra use reduces SF by -2 and resets timer.

If you fail the safety factor roll 3d6:

  • 3-4:Immune:You can never again benefit from this herb. The herb does not do its normal effect.
  • 5-6: Resistant:Each future use of this herb requires an activation roll of 6+ on d20. If you get this result again each further increses activation by 2. The herb does not do its normal effect.
  • 7-8: Overdose causes unconsciousness for hours equal to the margin of failure. It inflicts 1 point of toxic damage, repeating at 15-minute intervals for 24 cycles, Roll below SF to not get the damage for each cycle. The herb does not do its normal effect.
  • 9-12: herb is ineffective, all future uses require a SF roll. Next times you get this, get a cumulative permanent -1 to the SF roll.
  • 13-14: as 7-8, but herb is still effective this time.
  • 15-16: as 5-6, but herb is still effective this time.
  • 17-18: as 3-4, but herb is still effective this time.
herbs.txt · Last modified: 2024/04/22 15:37 by weby