Herbs & Herbalism of the Forgotten Realms

Herbs and Plants are definitely very useful  in the world as well as my campaign. These are some of the herbs and plants that will be very beneficial for the campaign.

Herbs and Plants

AARON'S ROD

Other Names: Great Mullein, King's Candle, and Candlestick Plant.
Location: Grows in rocky or clay soil, most often on sunny slopes, cliff faces, and around rock quarries; sometimes it is found along roads. It is common in the Dales, Cormyr, Sembia and the Vast and uncommon to rare in the Western Heartlands.
When Harvested: When flowers appear in mid-summer.
Parts Used: Flowers.
Uses: Flowers, live or dried (live is best), are mixed with water or wine (best) then applied to fresh wounds to deaden the pain from injury.
Game Effects: Restores 1d4 hit points immediately. These will be lost again, though, within two hours because the painkiller has worn off. It can only be effectively used once every two hours.
Precautions: If a character treated with this herb is involved in a fight before the herb wears off, he will

lose an additional 1d4 hit points when the herb wears off due to aggravation of injuries.

ADDER'S TONGUE

Other Names: None.

Location: Moist meadows and shady clearings in all temperate and sub-tropical climates of Faerun.

When Harvested: Late spring.

Parts Used: Leaves.

Uses: Four fresh leaves steeped in boiling water make a potent tea that can be drunk three times a day,

helping to reduce inflammation associated with wounds and to restore strength. Boiling the cut-up

leaves in hog's fat and then straining the sediment can also make an ointment. This ointment is soothing

and promotes rapid healing so fast that it is called the "green oil of charity."

Game Effects: If the tea is drunk three times per day, the character can add 1d3 hit points to the number of hit points regained from a night's rest. The ointment heals 1d2 hit points immediately, but can only be used once per day per character.

Precautions: None.

ALLCURE

Other Names: Cure-all.

Location: Moist to wet areas, with equal shade and sunshine, in Cormyr, Sembia, and the eastern

Dalelands.

When Harvested: Leaves in summer, roots from 2+ years old plants in autumn.

Parts Used: Leaves & roots.

Uses: Leaves are dried and then boiled in water to make a tea that is good for colds, coughs, and other lung problems. Boiled roots are eaten to treat digestive problems. A poultice made from roots, leaves or both can be applied to boils, abrasions, insect bites, splinters, minor wounds, and skin problems.

Game Effects: The tea will cure coughs, colds, and minor lung problems, such as pleurisy, when drunk three times per day for three days. Boiled roots aid digestion and rid the system of minor, non-life threatening parasites. The poultice cures 1d4+1 hit points immediately.

Precautions: If any activity other than slow walking or horse-riding is undertaken while drinking the tea, all effects are nullified and the character must begin again to drink the tea in order to be cured.

ALOE

Other Names: Burn-cure (outside Calimshan and the Shaar)

Location: From Chult north to Calimshan and east to the Shaar.

When Harvested: As needed from 2+ years old plants.

Parts Used: Sap.

Uses: Applying the sap to minor or moderate burns promotes quick healing. The sap can also be applied to the skin to reduce perspiration and scent.

Game Effects: Sap applied to minor or moderate burns heals 1d2 hp immediately and another 1d2 hp overnight (this is in addition to normal hp recovered from a night's rest).

Precautions: None.

AMBURWORT

Other Names: None.

Location: Sunny, moist areas. It is originally from Chessenta and Unther, where is still common in the wild, but was brought to Cormyr over 400 years ago and can now be found in gardens from Suzail to Baldur's Gate.

When Harvested: When the flowers open.

Parts Used: Flowers.

Uses: Boiling the flowers makes an excellent gargle for sore throats. A tea made by boiling the flowers in sugar and water, then mixed with honey, makes a good cough syrup.

Game Effects: The gargle will heal sore throats if used at night for two consecutive nights, provided the soreness is a result of a non-life threatening ailment. The tea, when consumed three times a day for two days, will stop coughing fits that result from colds and flues.

Precautions: None.

ARNICA

Other Names: Leopard's bane, mountain tobacco.

Location: Hilly to mountainous regions of the Heartlands and Savage Frontier.

When Harvested: When flowers open.

Parts Used: Flowers.

Uses: It is excellent in the treatment of bruises and sprains, and can alleviate rheumatic pain. The flowers are dried, boiled and strained, then mixed with fat to form an ointment.

Game Effects: Applying the ointment to bruises and sprains heals 1d3 temporary hit points. These hit points disappear 1d2+1 hours after the ointment is applied due to the pain reliever wearing off.

Precautions: If the wounded character engages in any activity other than slow walking or horse-riding after the ointment is applied he loses an additional 1d3 hit points when the pain reliever wears off, due to aggravation of injuries.

BEAR GRAPES

Other Names: Bear berries

Location: Moors and rocky areas from Waterdeep to Rasheman, but no further south than the southern coast of the Moonsea.

When Harvested: Any time during the spring and summer.

Parts Used: Leaves, berries.

Uses: A tea made from boiling the leaves is consumed for urinary infections. The berries are quite palatable and are especially prized by bears.

Game Effects: Drinking the tea after a urinary infection is detected allows the infected character a new saving throw vs. poison at +3 to fight off the infection.

Precautions: None.

BILBERRY

Other Names: Truesight, blind-cure.

Location: Sunny, moist temperate to sub-tropical areas of Faerun and the Hordelands.

When Harvested: When berries are ripe (mid- to late summer).

Parts Used: Berries.

Uses: Eating preserved bilberries can lessen the impact of pre-existing sight problems and can aid night vision.

Game Effects: Consuming ten preserved bilberries adds 25% to the range of character's night vision or infravision, and can shorten bouts of temporary blindness (including magical blindness) by half.

Precautions: None.

BING LANG

Other Names: None.

Location: Moist, sunny, humid areas of coastal Kara Tur.

When Harvested: When the fruit is ripe.

Parts Used: Seeds.

Uses: The seed is chewed as a stimulant in parts of Kara Tur, Zakhara, and the Hordelands.

Game Effects: Chewing the seed allows a character to ignore fatigue for 1d4 hours, once each day. It can also be used to temporarily increase awareness by characters not suffering fatigue, resulting in a +1 bonus to Alertness nwp checks and a -1 penalty to attempts to surprise the character. This bonus lasts 1d2 hours and can only be achieved once per day.

Precautions: Use of bing lang catches up to a character. When the effects of bing lang wear off, the effects of fatigue are doubled.

BIRTHWORT

Other Names: None.

Location: Along hedges and fences, and in thickets exposed to the sun, from the Inner Sea regions west to Baldur's Gate and south to northern Zakhara.

When Harvested: Mid- to late summer.

Parts Used: Leaves, roots and stems.

Uses: The juice of the leaves and stems can be applied to poisonous bites and stings. A poultice will aid natural healing for two days when applied to wounds. A broth made from the boiled roots can aid in the birthing process.

Game Effects: If the juice is applied to a poisonous bite or sting within 1 round of the wounding, the character receives an additional +2 on his saving throw vs. poison. This effect only works once on any particular poison attack. The poultice, when applied to wounds, allows a character +1 to hit points gained through overnight rest for two days. Thereafter the character will heal normally. The broth is consumed immediately prior to giving birth and numbs the pain of childbirth. It also gives a mother a +1d3+1 bonus to hit points recovered from a night's rest after childbirth.

Precautions: All non-human characters have a 20% chance of suffering an adverse reaction to this herb. If the adverse reaction takes place the character becomes temporarily paralyzed, to the point that the paralysis is indistinguishable from death by sight alone. This effect lasts 1d8 rounds beginning 2 rounds after the herb is applied. This side effect is not commonly known, and herbalists are only 50% likely to know about it before ever witnessing it.

BLOODROOT

Other Names: Frostroot, M'an Mung.

Location: Moist, sunny ground in the Moonshae Islands, the Savage Frontier and northern parts of the

Cold Lands and the Hordelands.

When Harvested: Autumn or spring.

Parts Used: Roots.

Uses: A poultice is made from the mashed, boiled roots and applied to cuts, sores, burns and frostbite.

Game Effects: Applying the poultice during the day will heal 1d4 hit points immediately. Applying the poultice before going to sleep will heal 2d2 hit points overnight (in addition to normal natural healing).

Precautions: None.

BUGSBANE

Other Names: Sheng Ma

Location: Moist, rich, shady soil from Damara to northern Kara Tur.

When Harvested: Autumn.

Parts Used: Rhizomes, flowers.

Uses: The flowers are effective in keeping insects away. The rhizomes can be used in making potions for coughs, colds, headaches, and feverish infections.

Game Effects: Several flowers worn on the body drive all normal size insects away and cause giant insects to attack at a -2 penalty. This effect lasts 2d4 hours. Potions made from the rhizomes cures colds, miner, coughs, headaches, and non-lethal fevers in 1d10 hours.

Precautions: None.

CAMPHOR

Other Names: Camphor tree, Ketone.

Location: Faerun and Kara Tur, except arctic and sub-arctic regions, and northern Zakhara.

When Harvested: Autumn and spring.

Parts Used: Bark.

Uses: Oil rendered from the bark of the Camphor tree can be used to treat insect bites and as an insect

repellent. It can also be used to repel wereboars.

Game Effects: Dabbing camphor oil on an insect bite heals 1d2+1 hit points immediately. Camphor oil liberally smeared on the body will repel normal insects and cause giant insects to attack with a 2 penalty for 1d4 hours. The oil can also be used as a ward against wereboars in a manner similar to wolfsbanes use against werewolves.

Precautions: Camphor oil should not be consumed. If it is, a saving throw vs. poison is required. Failure results in 1d6 points of damage, along with nausea that results in a -2 penalty to all actions for 1d4 hours.

CAT'S CLAW

Other Names: Sacred Herb of the Forest.

Location: Jungles and forests of Zakhara, Kara Tur, and Maztica.

When Harvested: Autumn.

Parts Used: Leaves.

Uses: A tea or potion can be made from the leaves that will boost the natural immune system.

Game Effects: Consuming the tea or potion gives a +2 bonus to saving throws to fight off natural infections and parasitic infestations for one day.

Precautions: None.

CATNIP

Other Names: Cat's herb, cat's love.

Location: Moist, sunny areas of the Shaar, Dragon Reach, the Unapproachable East, and the western Hordelands. It has been introduced to Cormyr and Sembia and can be found in gardens there.

When Harvested: When in bud.

Parts Used: Whole plant.

Uses: Normal felines, including Tressym, love catnip. They can often be seen rolling in it and eating it. It can also be used to treat colds, influenza, sleeplessness, and upset stomach in humans and humanoids. Also, catnip can be used to ward of werepanthers in a manner similar to wolfsbane warding off werewolves.

Game Effects: A tea made from catnip will cure colds and flues in two days if consumed three times daily. Catnip boiled in wine creates a mild sedative that can put someone to sleep for 1d6+1 hours. The tea also settles upset stomachs in 2d8 minutes after drinking it. Catnip also wards away werepanthers in a manner similar to how wolfsbane wards off werewolves.

Precautions: None.

CHULAMOOGRA

Other Names: None.

Location: Southern Kara Tur, coastal Zakhara, the Shining South and Chult.

When Harvested: When berries are ripe.

Parts Used: Seeds.

Uses: Chulamoogra can be used internally or externally as a treatment for leprosy.

Game Effects: When treated with chulamoogra, a character is allowed a new saving throw vs. poison at +2 to resist leprosy. It does not restore lost limbs or skin.

Precautions: None.

COLTSFOOT

Other Names: Shou Chin.

Location: Just about everywhere in Faerun and Kara Tur, except Lantan and Chult.

When Harvested: Leaves when fully grown, flowers when they first open.

Parts Used: Leaves and flowers.

Uses: Internally for coughs, asthma, bronchitis, and laryngitis. Externally for insect bites.

Game Effects: Soothes coughs and relieves asthma and bronchitis in 1d3 hours. Cures non-magical loss of voice in 1d2 hours. Heals 1d3+2 hit points lost to insect bites (including giant insects).

Precautions: None.

COMFREY

Other Names: Healing herb.

Location: Ditches, watersheds, and moist fields throughout the Heartlands.

When Harvested: Mid-summer for leaves, late summer for roots of 3+ years old plants.

Parts Used: Roots, leaves.

Uses: The root, when bruised so that sap leaks out, can be applied to minor cuts and abrasions for instant relief. A tea made from the leaves and combined with wine will aid natural, overnight healing.

Game Effects: When the bruised root is applied to wound it heals 1d4 hit points immediately. When the tea is consumed three times per day it adds 1d3 hit points to the total gained for a nights rest.

Precautions: None.

CRAWLBANE

Other Names: None.

Location: Swamps and deep forests across northern Faerun and northern Kara Tur.

When Harvested: Late summer.

Parts Used: Leaves.

Uses: An ointment can be made from the leaves that will strongly repel insects.

Game Effects: Anyone covered in crawlbane ointment is completely unaffected by normal insects, even the sorts summoned by spells such as creeping doom and insect plague. Giant insects still may attack the character, but they do so with a -3 penalty. The effects last 2d4 hours.

Precautions: None.

DARKWEED

Other Names: Truesight weed.

Location: Desert oases throughout Faerun and Zakhara.

When Harvested: As needed.

Parts Used: Leaves.

Uses: An ointment made from darkweed and applied to the eyes allows one to see things not normally seen with normal vision.

Game Effects: Smearing the ointment on both eyes will blind an individual in 1d2 rounds, for 2d10 rounds. However, during the time their sight is gone the individual is able to see invisible, astral, ethereal, or illusory objects as if they were real and fully visible.

Precautions: None.

DEATHMOCK

Other Names: Falsewort.

Location: Mountain slopes from the Snowflake Mountains north to the Spine of the World and west to Kora Shan.

When Harvested: Autumn.

Parts Used: Leaves.

Uses: A tea brewed from deathmock leaves causes the drinker to fall into a catatonic trance indistinguishable from death.

Game Effects: Those in the trance will sleep for 2d4 days. Their muscles become rigid and their breathing and heartbeat slows to the point that it is virtually undetectable. They need only 1/20 of the air they normally would and can survive freezing temperatures. While they can be wounded, they bleed very little.

Precautions: A character willingly drinking the tea is affected in 1d2 rounds. An unwilling drinker of the tea is allowed a saving throw vs. poison to negate the effects.

DHAT

Other Names: None.

Location: Islands south and east of Kara Tur.

When Harvested: Leaves and flowers in summer, seeds in autumn.

Parts Used: Leaves, flowers, & seeds.

Uses: A pain reliever can be made, in the form of a tea, from the leaves and flowers. A powerful poison, used by many eastern assassins, can be made from the seeds.

Game Effects: The pain relieving tea will heal 1d4 hit points temporarily. When the effects wear off in 1d3 hours, the temporary hit points are lost. If the character does anything other than resting for the 1d3 hours another 1d2 are lost when the tea wears off. A characters maximum hit points can never be exceeded by using this herb. The poison is made from the powdered seeds. Anyone ingesting the poison must save at -1 or suffer 2d8 hit points of damage (2d3 if successful save is made).

Precautions: Care must be taken to make the tea as a failed herbalism check when preparing the tea results in a poison of 1/2 the strength of the seed poison (normal save, 1d4 hit points damage, 1d3 if successful save).

DOGBANE

Other Names: Muttbane, dog-gone, dogweed.

Location: Moist soil in sunny areas of the Dalelands, the Vast, the Great Dale and across the Hordelands, but no further south than the north coast of the Inner Sea.

When Harvested: Autumn, after it has seeded.

Parts Used: Roots.

Uses: Internally for heart pains, fevers, tumors, and kidney failure. The roots are bruised and boiled, then eaten.

Game Effects: Heart pain, fevers, tumors, and kidney failure are all cured in 1d4+2 days after consuming the roots.

Precautions: Care must be taken in processing the roots. Unprocessed or badly processed roots cause 1d8+2 hit points damage unless a successful saving throw is made. Any canine consuming dogbane, processed or unprocessed, is instantly killed (no saving throw).

DWALE

Other Names: None.

Location: Cormyr and Sembia south to the Shaar.

When Harvested: Whole plants when flowering, roots from 2+ years old plants in autumn.

Parts Used: Whole plant, root.

Uses: Internally, as a tea, for a variety of conditions: asthma, heart problems, ulcers, and seasickness. Externally it can be used in plasters for pain and wounds. A deadly poison can be made from the roots.

Game Effects: Asthma and seasickness are stopped instantly when the tea is consumed. Heart problems and ulcers recede and cause no more problems for 2d4 days, but are not cured. A plaster placed on wounds or sore muscles heals 1d3+2 hit points instantly. Poison results in death (save for only 2d8 points of damage).

Precautions: None.

ECHINACEA

Other Names: Coneflower

Location: Dry, hilly areas of the Western Heartlands and the lands north of Maztica.

When Harvested: Late summer, when the flower is in bloom.

Parts Used: Leaves, roots.

Uses: A paste can be made from the roots to fight cysts, boils and other external bacterial infections. A tea made from the leaves eases laryngitis, tonsillitis, and conditions of the nose and sinus. A tea made from the leaves and roots acts a blood purifier.

Game Effects: When the paste is applied to a cyst, boil or other infection it begins a healing process lasting two days. The paste must be applied two times a day for both days. At the end of the second day the infection is gone. The leaf tea will ease the pain of laryngitis and other such ailments for 1d4 hours after the tea is consumed. The tea does not cure the ailment. The leaf and root tea allows a new saving throw at +2 to rid the blood stream of parasites or infections.

Precautions: None.

ELDERBERRY

Other Names: None.

Location: Sunny areas of the Heartlands, the Vast, and the North.

When Harvested: When berries are ripe and flowers in bloom.

Parts Used: Leaves, flowers, & berries.

Uses: The leaves can be used to treat wounds and chilblains (inflamed extremities due to extreme cold). A tea made from the flowers can be used to treat colds and influenza. The berries are a relief against rheumatism, and can be used to make an excellent wine.

Game Effects: Crushed leaves applied to wounds and chilblains heals 1d4+1 hit points instantly. The tea, when consumed twice a day, cures coughs and stuffiness related to colds and influenza. A handful of berries eaten at night will deaden the pain of rheumatism.

Precautions: None.

EPHEDRA

Other Names: Ma Huang

Location: Temperate areas of Faerun and Kara Tur.

When Harvested: Autumn.

Parts Used: Whole plant.

Uses: A tea made from boiling the plant aids sufferers of asthma, whooping cough, and bronchitis.

Game Effects: Drinking the tea will cause asthma to subside. Whooping cough and bronchitis can be cured if the tea is consumed three times per day for three days.

Precautions: None.

EUPHORISUM

Other Names: Ufor.

Location: Sunny, moist soil all around the Inner Sea.

When Harvested: Spring and summer.

Parts Used: Leaves, flowers.

Uses: A tea can be drunk for fevers, pleurisy, and mouth and throat infections. The herb leaves the user with a mild euphoric feeling, hence the name. In Calimshan and other decadent areas of the Realms it is used as a recreational drug.

Game Effects: Cures fevers, pleurisy, and mouth and throat infections in 1d4 hours. When used medicinally the patient is left with a mild euphoric feeling that results in a -2 penalty to all actions for 1d4 hours. When used recreationally the user has a strong euphoric feeling that results in a -6 penalty to all actions for 1d6 hours.

Precautions: When used recreationally, the drug can be addictive. Every time the drug is used the user must make a Wisdom check. Each time the check is made, a -1 penalty is applied. Thus, a character using ufor recreationally for the fourth time would make the check at -4. If a check is ever failed, the user is addicted and must then make a Wisdom check at -5 every time he is around the drug to keep from using it.

FENNEL

Other Names: Finugl

Location: The Moonshaes and other islands of the Sea of Swords north of Baldur's Gate, as well as the Sword Coast between Baldur's Gate and Neverwinter. It grows in cool, moist areas.

When Harvested: Autumn.

Parts Used: Seeds.

Uses: The seeds make an excellent tea that relieves sinus problems. The oil of the seeds also produces a scent that werejackal's find repellent.

Game Effects: Drinking the seed tea three times per day will cure sinus infections and colds after two days. The scent of fennel seed oil repels werejackals the way wolvesbane repels werewolves.

Precautions: None.

FERUM

Other Names: None.

Location: The Eastern Shaar and southern Hordelands.

When Harvested: When ripe.

Parts Used: Seeds.

Uses: An oil can be made to treat pain, coughs, and intestinal problems. An addictive substance can also be made which is then smoked. The seeds are frequently added to breads by the peoples of the Shaar and by the elves of Chondalwood.

Game Effects: The oil of ferum instantly cures 1d3 hit points when placed on wounds. If the oil is consumed it relieves coughs and intestinal problems in 2d8 hours. Smoking ferum results in a -4 penalty to all actions for 2d6 hours.

Precautions: Anyone that smokes ferum must make a wisdom check at -1 to resist ferum a second time. After each smoking, the penalty is increased by 1. The addiction can only be broken by avoiding ferum for three solid months or by means of a Wish spell.

FIENDFLOWER

Other Names: None.

Location: Deep, temperate forests or jungles from Chult to Malatra.

When Harvested: Late summer.

Parts Used: Leaves.

Uses: A tea brewed from fiendflower leaves induces horrifying hallucinations.

Game Effects: Unless a saving throw vs. poison is made, 1d20 turns after drinking the tea, a character will suffer an episode or hallucinations lasting 2d6 minutes. During this time the character becomes enraged, violent, and homicidal (the character should be played by the DM during this time). The episodes will recur once per day for 2d4 days after drinking the tea and the character never remembers what happened during the episodes. A neutralize poison spell will end the effects.

Precautions: None.

FLASHWORT

Other Names: Flash spore, magewort.

Location: Nearly everywhere north of Chult, south of Silverymoon, and west of Impiltur.

When Harvested: Summer.

Parts Used: Spores.

Uses: The spores of flashwort burn and flash spectacularly and are used by wizards and priests, and charlatans, for show.

Game Effects: Creates the appearance of "magical" pyrotechnics that will awe and scare the simpleminded. Creates enough smoke to allow a hasty departure, making it useful to many thieves.

Precautions: None.

GARCLIVE

Other Names: None.

Location: Common in dry, sunny areas from Amn to Waterdeep and east to the Dragon Reach.

When Harvested: When flowering, but before flower spikes have developed burs.

Parts Used: Whole plant.

Uses: A tea made from boiling the whole plant in water or wine is good for various intestinal problems. A paste or lotion made from the whole plant can be applied to minor injuries for healing.

Game Effects: Drinking the tea will cure any minor intestinal ailment in 1d3 hours. The paste or lotion will, when applied to a wound and left overnight, heal 1d4+1 hit points (in addition to normal healing from a night's rest).

Precautions: None.

GARLIC

Other Names: None.

Location: Damp meadows and sparsely wooded forests throughout most of Toril.

When Harvested: Spring or autumn.

Parts Used: Cloves.

Uses: The cloves can be crushed to produce a juice that can be used as an antiseptic and as an insect repellent. A string of cloves can be worn around the neck to ward of vampires.

Game Effects: The antiseptic, when applied every day for three days, will heal 2 hit points each of those days. As an insect repellent garlic has a 50% chance of repelling insects, including swarms and giant insects. Vampires find garlic repulsive and will avoid it.

Precautions: While garlic will ward off insects and vampires, the strong scent may actually increase the chance of attracting other types of wandering monsters (DM's prerogative).

GHOSTROOT

Other Names: None.

Location: Various graveyards and burial mounds across the Savage Frontier and Cold Lands.

When Harvested: Autumn, during the night.

Parts Used: Root.

Uses: Ghostroot can be used to repel undead beings.

Game Effects: The vapors given off by a bruised ghostroot will repel undead. Any undead attempting to come within 10' of the ghostroot must save vs. spells or stay at least 10' away. If the undead succeeds at the saving throw it is immune to the effects for the next 24 hours.

Precautions: None.

GINKGO

Other Names: Ginko.

Location: Wa, Kozakura, and Koryo.

When Harvested: Summer.

Parts Used: Leaves.

Uses: The leaves of the ginkgo tree can be boiled to make a tea that aids and enhances memory and can counteract aging.

Game Effects: Drinking ginkgo tea can add +1 to all Intelligence or Wisdom-based non-weapon proficiencies for 2d4 hours. Also, drinking the tea after suffering premature aging, as from a Haste spell or seeing a ghost, will reduce the aging suffered by 1 month for each year prematurely aged.

Precautions: None.

GINSENG

Other Names: None.

Location: Damp, shady areas of Kara Tur and the Hordelands.

When Harvested: As needed from 2+ years old plants.

Parts Used: Roots.

Uses: Ginseng can be prepared a variety of ways: teas, cooked in food, boiled, etc. Ginseng can aid vitality, increasing performance of an individual. It also lowers blood pressure, seasons foods, acts as an aphrodisiac, and repels weretigers. There are slightly different recipes for ginseng, depending on what it is to be used for.

Game Effects: Consuming ginseng will give a person a +1 bonus to all Strength and Dexterity based non-weapon proficiencies for 2d4 hours. Sufferers of high blood pressure that consume ginseng twice a day find their blood pressure normalized. As an aphrodisiac, it increases the apparent Charisma of all those of the opposite sex the user encounters by +4 for 1d3 hours. When used properly, ginseng will repel weretigers in a manner similar to how wolfsbane repels werewolves.

Precautions: None.

GOATSFOOT

Other Names: None.

Location: Sunny scrub areas from Amn to the High Forest and from the Sword Coast to Sembia.

When Harvested: Summer.

Parts Used: Roots and leaves (fresh or dried).

Uses: A tea made by boiling the roots and leaves is effective against gout. A poultice of the same can be applied to insect stings and to minor burns for relief.

Game Effects: Drinking the tea will cure gout in 1d3 days. The poultice applied to insect stings and bites, even those caused by giant insects, or to minor burns will heal 1d4+2 hit points.

Precautions: None.

GODSHERB

Other Names: Dang Qui.

Location: Rich, moist soil in sunny or partly shady areas from Baldur's Gate to Silverymoon and from the Moonshaes to the Dalelands. Also along the coast of Kara Tur, from Koryo south to northern Zakhara.

When Harvested: Roots in autumn, leaves before flowering, seeds as they ripen, and stems in early summer.

Parts Used: Leaves, stems, seeds, and roots.

Uses: Ingested for digestive problems, bronchitis, influenza, fatigue, and anemia. It is used externally for rheumatic pain and pleurisy. Also, the leaves and stalks are eaten as a vegetable in the Moonshaes.

Game Effects: Cures all digestive problems, up to and including parasitic infestations, bronchitis, and influenza within three days when taken three times a day. It will restore 1d3 hit points lost as a result of extreme fatigue. It also acts as a blood thickener, stopping excessive bleeding (such as the type caused by stirges). Applied externally to the chest area, it cures pleurisy in two days and stops joint pains.

Precautions: None.

HEATHER

Other Names: Heath.

Location: Open, sunny areas from Baldur's Gate to Icewind Dale and from the Moonshaes to the Great Dale.

When Harvested: Summer.

Parts Used: Whole plant.

Uses: Internally as a tea for coughs, colds, arthritis, and exhaustion.

Game Effects: Drinking the tea every day for 1d3 days cures coughs and colds. The tea will also stop arthritis pain in 1d2 hours. When approaching exhaustion, drinking the tea will allow the ignoring of fatigue for 1d4 hours.

Precautions: If used to postpone fatigue, the effects of fatigue are doubled once the herb tea wears off.

HENBANE

Other Names: None.

Location: Clearings and along paths throughout most of temperate Faerun.

When Harvested: Late summer to late autumn.

Parts Used: Leaves, seeds, and roots.

Uses: A poultice can be made from henbane that is a very potent painkiller.

Game Effects: When a poultice of henbane is applied to an injured character it will immediately restore 1d6 hit points. After two hours, the painkiller will wear off and all but two of the temporary hit points goes away. The herb is moderately intoxicating and anyone attempting any strenuous activity during the two hours the herb is in effect is at a -2 penalty to all actions.

Precautions: Henbane is very poisonous if consumed in any manner. Anyone ingesting even a small amount takes 2d6 points of damage (save for 1/2) in the round after consuming it, plus he is knocked unconscious for 1d4+2 rounds. Henbane can also be hallucinogenic and has a 40% chance of inhaling fumes that will affect him. If the preparer is affected, roll 1d6 to determine the effects from the table below. Effects last for 1d6 rounds.

ROLL EFFECT

1-2 The character sees imaginary enemies in the distance and runs off to fight them.

3-4 The character becomes unaware of his surroundings and refuses to respond to any stimulus.

5-6 The character sees other party members as enemies and attacks them immediately.

HERB TRUE-LOVE

Other Names: Herb Suzail, One-berry.

Location: Woods and copses, sometimes on the borders of fields, throughout most of Faerun.

When Harvested: Mid-spring for leaves, late spring for berries.

Parts Used: Leaves and berries.

Uses: An antiseptic can be made from the leaves that will aid minor wounds, such as insect bites, minor burns, and small cuts. The berries can be eaten to counteract some poisons.

Game Effects: The antiseptic can be used once per character, per day and heals 1 hit point. When the berries are consumed within 2 rounds of poisoning, a +2 bonus is added to the saving throw vs. poison (+3 bonus for dwarves and halflings).

Precautions: A herbalist searching for herb true-love and failing the search with a roll of 1 actually finds a plant that looks very similar: nightshade. Nightshade is quite deadly and if consumed a saving throw vs. poison must be made or the character dies (save for no damage). Nightshade is harmless (no effect) if applied externally.

HUSHTHORN

Other Names: Sleepwell, restwort.

Location: Most forests of Faerun from the Moonshaes to the Great Dale.

When Harvested: At night, during late summer.

Parts Used: Leaves.

Uses: Hushthorn tea aids sleeplessness.

Game Effects: Drinking the tea causes the drinker to fall into a deep, natural sleep for 2d10+13 hours. A character willingly drinking the tea is affected in 2d2 minutes. A character drinking the tea unwillingly is allowed a saving throw vs. poison to resist the effects.

Precautions: None.

IVY

Other Names: Too numerous to list.

Location: Shady, moist soil in just about every part of Toril except arctic and sub-arctic climates.

When Harvested: As required.

Parts Used: Leaves.

Uses: Internally for joint pain and various coughs, externally for burns and painful joints. A leaf held under the tongue while consuming alcohol slows intoxication.

Game Effects: The tea brewed from the leaves sooths coughs and makes joint pain go away for 1d8 hours. A poultice of ivy will heal 2d3+1 hit points of burn damage, or make joint pain fade for 2d4 hours. A leaf under the tongue allows the consuming of twice as much alcohol as normal before intoxication (those with a Constitution of 16 or greater can drink three times as much).

Precautions: None.

JUNIPER BERRY

Other Names: None.

Location: Rocky areas and sparse forests from Baldur's Gate north and from Evermeet to Rasheman.

When Harvested: When berries are ripe.

Parts Used: Berries.

Uses: As a counter to all poisons and as a powerful stimulant for those severely wounded and near death. It can also fight off the effects of shock.

Game Effects: A character reduced to zero hit points or fewer and unconscious can be forced to swallow juniper berries, resulting in 1d4 hit points regained, bringing most out of unconsciousness. However, the character cannot fight or perform other strenuous activities until they have regained an equal number of hit points through spells or natural healing. Doing so results in the instant loss of the regained hit points and another coma. As an antidote to poison, the berries allow a character to make a saving throw at +1 if the berries are eaten within 2 rounds of the poisoning.

Precautions: Juniper berries may have a strange effect on elves and half-elves. If a member of either race eats even a single juniper berry, he must make a saving throw vs. poison of become enamored with the first person of the opposite sex that he sees. The object of affection can be of any race not normally reviled by elves and half-elves. This effect wears off in 2d4 rounds, and does not negate the other, beneficial effects of the herb. An infatuated character may be too weak to act on his feelings, but he will feel them nonetheless. This side effect is not common knowledge, even to elves, and herbalists have only a 45% chance (elven herbalists have a 55% chance) of knowing about it before ever witnessing it.

KELP

Other Names: Bladderwrack, seaweed.

Location: On rocks along seashores everywhere.

When Harvested: When found.

Parts Used: Whole plant.

Uses: It can be used to treat thyroid problems, goiter and rheumatism. It is also eaten as a vegetable by many cultures.

Game Effects: Kelp can be eaten or drunk in the form of a tea to treat thyroid problems and goiter, curing both ailments in 3d3 hours. It can be used internally or externally for rheumatism, reducing the pain for 2d6 hours.

Precautions: None.

KOLO

Other Names: Kola, gotu kola.

Location: Rich, well-drained soils in sunlight in Chult, the Shaar, northern Zakhara, and southern Kara Tur.

When Harvested: When fruits are ripe.

Parts Used: Seeds.

Uses: Kolo seeds are chewed as a stimulant.

Game Effects: Heals 1d2 hit points when chewed by an injured character. Characters nearing fatigue can chew a seed to ignore fatigue for 1d4 hours. However, once fatigue finally sets in, the effects are doubled.

Precautions: None.

KONEION

Other Names: None.

Location: Damp soil in sunny or partly shady areas of the Inner Sea regions.

When Harvested: Leaves in early summer, fruits slightly later.

Parts Used: Leaves, fruits.

Uses: Koneion is a powerful poison, used in Chessenta and Unther to execute prisoners.

Game Effects: Save vs. poison at -3 or die (save for 2d12+3 hit points of damage).

Precautions: None.

KUSAM

Other Names: None.

Location: Warm and sunny parts of southwestern Kara Tur, northern Zakhara and the Shining South.

When Harvested: When berries are ripe.

Parts Used: Seeds.

Uses: Internally for malaria and dysentery or externally for warts.

Game Effects: Consuming the seeds of kusam will cure dysentery and malaria in 1d6 hours. When the seeds are made into a paste and applied to a wart three times a day for 1d4 days, the wart disappears. Kusam seeds cannot effect magical warts or those resulting from curses.

Precautions: None.

LICORICE

Other Names: Anise.

Location: Just about everywhere in Faerun, Kara Tur, and Zakhara.

When Harvested: Late summer.

Parts Used: Leaves.

Uses: A tea or syrup is used to treat various coughs, including tuberculosis, and to treat spleen, liver, and kidney ailments. It is also used to make various candies throughout the world.

Game Effects: Taking licorice for a cough will suppress it for 1d6 hours. Taking it for 2d4 days will cure even tuberculosis. Taking licorice for spleen, liver, or kidney ailments will cure such ailments if taken twice a day for 2d4 days.

Precautions: None.

LILY OF THE VALLEY

Other Names: Heart lily.

Location: Warm, wet, shady areas from Sunset Vale to Semphar and from Damara to the Shaar.

When Harvested: When flowers bloom.

Parts Used: Flowers.

Uses: A tea made from the flowers is an excellent remedy for heart ailments.

Game Effects: Those suffering heart ailments find pain relieved for 2d6 hours with one dose. Daily doses for a month can cure many heart ailments.

Precautions: None.

LOVEACHE

Other Names: Love-me-tender.

Location: Northern areas of the Inner Sea region from western Cormyr to Telflamm.

When Harvested: Leaves are picked before flowers bloom, stems are cut in spring, roots are taken in the third year, and seeds when ripe.

Parts Used: Leaves, stems, roots, and seeds.

Uses: An oil can be made from the leaves and seeds that can be made into a love potion. The roots and stems can be used to make a tea for digestion problems, kidney stones, and childbirth problems.

Game Effects: The oil is used in the manufacture of charm potions and philters of love. Medicinally, it cures indigestion in 2d10 minutes and soothes the pain of kidney stones and childbirth instantly.

Precautions: None.

LUNGWORT

Other Names: None.

Location: The High Forest, Wyrm Wood, Cormanthor, and other large forests north of (and including) Chondalwood.

When Harvested: Early summer.

Parts Used: Flowers.

Uses: A tea brewed from lungwort aids coughs and bronchitis. A salve or poultice can be made to treat minor wounds. A tonic can be used as an eyewash.

Game Effects: The tea will cure bronchitis if consumed twice daily for 1d3 days. The salve will cure 1d3+1 hit points instantly. The eyewash will cure blindness caused by sand, dirt, dust, salt, etc. (but not magical blindness) and promote healing in eye disease.

Precautions: None.

MAD DOG WEED

Other Names: Ze Xie.

Location: Shallow water in open, sunny areas across the Savage Frontier, the Cold Lands, the northern Hordelands, and northern Kara Tur.

When Harvested: Before flowering.

Parts Used: Roots.

Uses: In Faerun, teas made from the roots cures rabies in humans, demi-humans and some humanoids if the tea is consumed within two days of infection. In Kara Tur and the Hordelands the tea is drunk to cure kidney problems.

Game Effects: Mad dog weed tea allows a Constitution check with a +3 bonus to resist rabies, but only if consumed within two days of infection. It will also cure most minor kidney problems within two days of drinking the tea.

Precautions: None.

MANDRAKE

Other Names: Man-root.

Location: All around the Inner Sea lands, except for the dryer areas.

When Harvested: During dormancy.

Parts Used: Roots.

Uses: Mandrake can be used to overcome sterility and as an aphrodisiac.

Game Effects: Sterile beings using properly prepared mandrake have a 50% chance of conceiving a child. As an aphrodisiac it temporarily raises the users Charisma by 3 points and the apparent Charisma of all members of the opposite sex by 4 points for 2d3 hours.

Precautions: Great care must be taken in preparing mandrake. The roots are very poisonous, and if they are eaten the victim must save vs. poison at -1 or suffer 3d8 hit points damage (save for 2d6). Improperly prepared mandrake requires a save vs. poison or suffer 2d6 hit points damage (save for 1d4+1).

MARSH-MALLOW

Other Names: Mortification root, sweet weed.

Location: Salt marshes across temperate and sub-arctic Faerun and Kara Tur and in damp meadows near the Sword Coast, the northern shores of the Inner Sea, the Great Ice Sea, and the Yellow Sea.

When Harvested: Late summer, after flowers bloom.

Parts Used: Roots.

Uses: Smashing the root and dipping it into boiling water prepares a poultice that can be placed on fresh burn wounds. Also, a concoction can be prepared by boiling the crushed root in water that is drunk to help recover from severe blood loss.

Game Effects: The poultice, when applied to burns for three consecutive days, allows the character +2 hit points regained through a night's rest for all three nights. Drinking the concoction after suffering blood loss (such as from massive wounds or from a stirge) will allow the character to regain 1d3 hit points per night's rest, in addition to the normal hit points regained.

Precautions: None.

MONKSHOOD

Other Names: Aconite.

Location: Moist northern slopes of the mountains and hills of Thay, Rasheman, the Hordelands, and northern Kara Tur.

When Harvested: Autumn.

Parts Used: Roots.

Uses: Boiling the roots in water renders a powerful poison used by many eastern assassins. The roots cooked with salt and sugar, a mixture known in the Hordelands as fuzi, renders a painkiller.

Game Effects: As a painkiller, monkshood will cure 1d2+1 hit points instantly when consumed. As a poison, the herb requires a saving throw vs. poison at -2 or death results (save for 1d12 hit points damage).

Precautions: Due to the nature of monkshood a -2 penalty is applied to all Herbalism checks when attempting to render fuzi. Failure results in a poison that does 1d12 points of damage (save for 1/2).

MUGWORT

Other Names: None.

Location: Well-drained soils in sunlight in northern Cormyr, Sembia, and in the Dales. Also in similar areas in the High Forest region.

When Harvested: Before flowering.

Parts Used: Leaves.

Uses: The leaves can be crushed and rubbed on the skin to create an effective insect repellent. A tonic can also be made that is very effective against internal parasites.

Game Effects: As an insect repellent, mugwort keeps normal insects away for 1d4+1 hours and has a 50% chance of repelling giant insects as well. As a tonic it kills internal parasites of any but magical kind in 1d4+1 minutes.

Precautions: None.

MYRRH

Other Names: None.

Location: Dry, sunny areas of Thay, Mulhorand, Semphar, Murghom, and Durpar.

When Harvested: As needed, except in winter.

Parts Used: Sap.

Uses: Dried, powdered sap is added to boiled water or wine and consumed to combat the common cold.

Game Effects: Drinking myrrh tea twice a day for 1d2+1 days will cure the common cold.

Precautions: None.

NEVERMIND

Other Names: Memorygone.

Location: Forest clearing and cave mouths of northern Faerun.

When Harvested: Late summer.

Parts Used: Leaves.

Uses: Nevermind tea can cause temporary amnesia in the drinker.

Game Effects: Unless a saving throw vs. spell is made, drinking nevermind tea causes the drinker to permanently forget all events that have transpired since last sleeping. The effects take place one minute after drinking.

Precautions: None.

PASSION FLOWER

Other Names: Sleepwort.

Location: Tropical and sub-tropical regions of Faerun, Kara Tur, and Zakhara.

When Harvested: When berries are ripe.

Parts Used: Berries.

Uses: The berries can be prepared in a tea that will promote restful sleep without side effects. The berries can also be eaten to combat hysteria, seizures, nervous ticks, and shingles.

Game Effects: Drinking the tea will knock a willing character out for 3d3 hours. A character that is unwilling (or unaware of what they are drinking) is allowed a saving throw vs. poison to resist the effects. Sleep begins 1d2 minutes after drinking the tea. Characters suffering hysteria (including spellinduced fear), seizures, nervous ticks or shingles can eat or be forced to eat several berries. Doing so ends their condition in 2d2 rounds.

Precautions: None.

PLAGUE WARD

Other Names: None.

Location: Northern parts of the Western Heartlands from the Sword Coast to Anauroch.

When Harvested: Autumn.

Parts Used: Roots.

Uses: A tea made by boiling the root is prevention for most forms of the plague.

Game Effects: When consumed, the tea provides +4 to saving throws to resist most forms of the plague for 1d4 hours.

Precautions: None.

PLANTAIN

Other Names: Ribwort.

Location: Moist, shady areas throughout much of Toril.

When Harvested: Late summer to late autumn.

Parts Used: Leaves.

Uses: Plantain can be used to treat many lung disorders, including asthma, pleurisy, tuberculosis, and bronchitis.

Game Effects: Drinking a plantain tea will cure pleurisy and bronchitis in 1d3 hours and will immediately lessen the severity of problems caused by asthma and tuberculosis for 1d3 days.

Precautions: None.

PIPEWEED

Other Names: Tobacco, tabacc.

Location: Moist, sunny areas of the Heartlands and Moonshaes or Faerun, and similar areas of Maztica.

When Harvested: Mid- to late summer.

Parts Used: Leaves.

Uses: The leaves are dried and then can be smoked or chewed for recreation. Moistened leaves placed on insect bites with soothe them and heal some damage. Note: Tobacco and pipeweed are to separate, but extremely similar, species with similar uses. Each can be used interchangeably.

Game Effects: The pipeweed poultice will heal 1d4 hit points lost to insect bites.

Precautions: Using pipeweed or tobacco recreationally can lead to an addiction. After every 5th use of it, a character must make a Wisdom check. Failure results in addiction to pipeweed/tobacco. Characters addicted to pipeweed suffer a loss of 1 Constitution point for every ten years they have been addicted.

POISON IVY

Other Names: Poison oak, sumac.

Location: Shady to lightly forested areas of the Sword Coast, Heartlands, and Savage Frontier.

When Harvested: When berries are ripe.

Parts Used: Berries.

Uses: The berries of poison ivy can be used to treat certain skin disorders by crushing them and rubbing the juice on the skin. It can also be use to ward of wererats.

Game Effects: Rubbing the juice on a character with a skin disorder for three consecutive days clears up the disorder. Poison ivy also effects wererats in a manner similar to how wolvesbane effects werewolves.

Precautions: Care must be taken in harvesting the berries, as the leaves of the plant produce an oil that is a skin irritant. Herbalists picking poison ivy berries must make a saving throw vs. poison or suffer an allergic reaction. If affected, the herbalist will suffer itchy skin for 1d3 days, resulting in a -1 penalty to all actions for those days. Note: poison ivy berries will not clear up this reaction.

POPPY

Other Names: None.

Location: Sunny areas from Thay east to the Yellow Sea and south into Zakhara.

When Harvested: When flowers bloom.

Parts Used: Seeds.

Uses: Poppy seeds can be used to manufacture an herbal medicine or a recreational drug, known as opium. The medicine is used to treat various wounds. Also, the seeds can be used in cooking and baking.

Game Effects: The medicine will heal 1d4+2 hit points when used. The drug results in the character entering a very relaxed state where he is -4 to all activities for 2d4 hours.

Precautions: Opium is very addictive. Characters using it must make a Wisdom check at -3 every time it is used to avoid becoming addicted. Those that become addicted must use it at least once per day or suffer withdrawal seizures that incapacitate the character, resulting in a -6 penalty to all actions. The only way to break the addiction is to avoid the drug (and suffer withdrawals) for 5d4 days solid.

QUASSIA

Other Names: None.

Location: Tropical and sub-tropical forests of Faerun and Zakhara.

When Harvested: Late summer.

Parts Used: Sap.

Uses: The sap is made into a bitter that can be used to combat internal parasites, especially worms. Also, the sap can be applied externally to combat lice and ticks.

Game Effects: Consumed, quassia kills and flushes out all internal parasites in 2d3 hours. Placed on the body, the sap drives away all lice and ticks in 2d3 rounds.

Precautions: None.

SELF-HEAL

Other Names: None.

Location: Shady, moist areas from Luskan to Zazesspur and from Evermeet to the High Dale.

When Harvested: Late summer.

Parts Used: Leaves.

Uses: A fresh leaf, or a poultice prepared from dried leaves, can be used to treat cuts and wounds. A gargle can also be prepared by boiling the leaves in water, then letting it cool, which fights mouthsores. Self-heal leaves are also used in the manufacture of Potions of Healing.

Game Effects: Applying a leaf or leaf poultice to a cut or wound will heal 1d2 hit points immediately, plus if it is left on overnight it will add +2 to hit points gained from rest and will negate the chance of infection. The gargle will heal all sorts of mouthsores in 1d3 days, with daily use.

Precautions: None.

SKULLCAP

Other Names: None.

Location: Warm, moist meadows throughout Faerun.

When Harvested: Autmun.

Parts Used: Leaves.

Uses: Skullcap is useful in combating minor stomach ailments. It also will ward of werebats.

Game Effects: A tea of skullcap leaves will settle an upset stomach in 3d6 minutes and cure minor, nonlethal, stomach ailments in 2d4 days with daily use. It also effects werebats similar to how wolfsbane affects werewolves.

Precautions: None.

SNAKESALVE

Other Names: None.

Location: Jungles from Chult to Malatra.

When Harvested: Summer.

Parts Used: Whole plant.

Uses: A poultice is made from the whole plant that fights off snake venom.

Game Effects: Applying the poultice to a living snakebite victim will neutralize the poison from the bite.

Precautions: None.

SOMA

Other Names: None.

Location: Sunny, dry areas from Chessenta to the coast of Kara Tur and south to Zakhara.

When Harvested: When ripe.

Parts Used: Fruits, seeds.

Uses: A potion can be made that is effective against upset stomachs. Also, the fruits are a key ingredient in an intoxicating beverage from the Shaar that is also called Soma.

Game Effects: The stomach potion cures upset stomachs in 1d3 minutes. The beverage is similar to wine in most respects.

Precautions: None.

SPHAGNUM MOSS

Other Names: Bog moss, peat moss.

Location: Wet, boggy spots of the Moonshaes, Savage Frontier, Moonsea lands, and northern Hordelands.

When Harvested: Anytime.

Parts Used: Whole plant.

Uses: When sterilized, bog moss makes an excellent wound dressing capable of absorbing large amounts of blood. It must be collected, cleaned and dried for use. Fresh moss will not work.

Game Effects: Leaving a dressing on a wound for three days will heal one extra hit point for each of the three days, with those bonus points being gained on the first day of the three day period. If the dressing is removed before the period is over, the bonus hit points fade within 1d3 hours.

Precautions: None.

SPRINGBERRY

Other Names: Loveberry, sweetlove.

Location: Near springs flowing from verdant meadows from the Moonshaes to the Vast and from Silverymoon to Baldur's Gate.

When Harvested: Late spring, at night.

Parts Used: Leaves.

Uses: Springberry tea is a very powerful love potion.

Game Effects: Within an hour of drinking the tea, the drinker will fall in love with the first person of the opposite sex encountered. While not under the effect of a charm, the character will act besotted and devote all efforts to wooing their love. A saving throw vs. spell is allowed. If it is successful they effects last only 2d4 days; otherwise they are permanent.

Precautions: None.

SQUILL

Other Names: None.

Location: Along the coasts of the Inner Sea and on the Pirate Isles.

When Harvested: Late autumn.

Parts Used: Bulbs.

Uses: A tonic can be made that is effective against bronchitis. It also makes an excellent rat poison.

Game Effects: The tonic will soothe bronchitis in 1d6 hours after consumption. Rats that consume the bulbs die within 1d6 minutes (giant rats are allowed a saving throw vs. poison and wererats are unaffected).

Precautions: None.

ST. JOHN'S-WORT

Other Names: All saints' wort.

Location: Shady woods and copses and along the edges of forests from the Moonshaes to Rasheman and from Icewind Dale to Zazesspur.

When Harvested: Late summer to early autumn.

Parts Used: Flowers and seeds.

Uses: An oil can be made by boiling the flowers in wine. This oil will help close wounds and heal bruises. A teaspoon of powdered seeds consumed in a tea or broth will act as an anti-venom.

Game Effects: When the oil is applied immediately (within 2 rounds) to a wound, it heals 1d4 hit points. When used as and anti-venom within 2 rounds of poisoning it adds +1 to the victim's saving throw vs. poison.

Precautions: None.

WINTERSALVE

Other Names: Coldstop.

Location: Mountain slopes and tundra from Evermeet to Koryo, and south to the Snowflake Mountains.

When Harvested: Late spring.

Parts Used: Leaves.

Uses: An ointment made from wintersalve provides protection from cold.

Game Effects: Smearing the ointment on the body provides protection from cold equivalent to a heavy fur cloak. Combined with winter clothing, wintersalve gives a +1 bonus to saving throws vs. cold-based attacks.

Precautions: None.

WITCHWOOD

Other Names: None.

Location: From Amn north to Icewind Dale and east to the Dalelands.

When Harvested: Leaves in summer, branches and bark in spring.

Parts Used: Leaves, branches, and bark.

Uses: A tea can be brewed from the leaves that is good for internal bleeding. A poultice from the bark can be applied externally to sprains and bruises.

Game Effects: Drinking the tea heals 2d4 hit points of internal damage. The poultice will heal 2d3 hit points damage due to bruises or sprains.

Precautions: None.

WOLFSBANE

Other Names: Wolvesbane.

Location: Moist northern slopes of hills and mountains in Cormyr, Sembia, the Dales, the Vast, and around the Moonsea. Also in similar area of the Moonshaes and the Savage Frontier.

When Harvested: Autumn.

Parts Used: Roots.

Uses: A string of boiled roots worn on the body keeps werewolves away, hence the name. Also, a poison can be made that is similar to that made from Monkshood.

Game Effects: The string of boiled roots provides protection similar to that provided by a Protection from Werewolves scroll. Boiling the root in water results in a poison that requires a saving throw vs. poison or die (save for no damage).

Precautions: Just because the herb repels werewolves doesn't mean they stay far away. Werewolves can sense the herb for miles and will investigate the source and attempt to remove it.

WORMWOOD

Other Names: None.

Location: Well-drained, sunny areas of Sembia, the Dales, Cormyr, the Highforest and the Moonshae Islands.

When Harvested: When flowering.

Parts Used: Whole plant.

Uses: A tonic ingested is good for digestion, gall bladder problems, and some parasites. A poultice is effective against bruises and bites of all sorts.

Game Effects: The tonic will aid upset stomachs in 2d10 minutes, lessen the pain of gall bladder problems in 2d8 minutes, and kill internal parasites if a Constitution check is made with a +2 bonus. The poultice will heal 2d3 hit points from damage caused by bruising or from the bites of insects, small mammals, or small reptiles.

Precautions:

WOUNDWORT

Other Names: Clown's woundwort, downy woundwort, marsh woundwort.

Location: Sunny, well-drained areas, such as ditches or the sides of paths and roads, of the Western Heartlands, the Savage Frontier, the Vast and Impiltur, the Great Dale, and Rasheman. Marsh woundwort grows in marshy regions or the same areas.

When Harvested: Summer.

Parts Used: Whole plant.

Uses: Fresh leaves or a poultice can be applied to a wound as a binding, promoting healing and stopping bleeding.

Game Effects: When applied within 2 rounds of injury woundwort will stop bleeding. If applied to a wound that would normally cause damage each round due to blood loss, woundwort cuts the amount the character could lose by 20% (round down).

Precautions: While woundwort will always have beneficial results, when used on a dwarf it also has a 25% chance of causing temporary blindness, lasting 1d6 rounds. An herbalist has only a 50% chance of knowing of this side effect before ever witnessing it (60% chance for a dwarven herbalist).

 

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