Existen miles y miles de hierbas, plantas, musgos y líquenes en el Orbe que tienen algún uso, tanto común como esotérico. En esté capítulo aparecen listadas unas pocas de ellas, las más conocidas si cabe.
 

Clasificación de las Hierbas
Todas las hierbas se clasifican de tres maneras, por lo frecuentes que son (Frecuencia), por dónde crecen (Entorno) y por cómo se recogen (Cosecha).

Frecuencia
La dividimos en cuatro tipos:
• Común: hierbas fáciles de encontrar. Se necesita una tirada de 10 en Herbalismo o, para personas no entrenadas,  CD 15 en Percepción, Saber Naturaleza o Supervivencia, asumiendo que están en una zona donde la planta crece.
• Poco común: todavía relativamente comunes pero sólo si sabes dónde mirar. La CD para encontrarlas es 15 con Herbalismo o, para personas no entrenadas, CD 20 en  Percepción, Saber Naturaleza o Supervivencia.
• Raro: hierbas y plantas que se encuentras únicamente en ciertos entornos y son difíciles incluso para el buscador experimentado. CD 20 en Herbalismo y CD 25 en Percepción, Saber Naturaleza o Supervivencia.
• Muy rara: algunas plantas únicas en ciertas áreas, que sólo los expertos son capaces de encontrar. CD 25 en Herbalismo.
 

Entorno
Describe las condiciones geoclimáticas habituales en el Orbe (aunque la mayor parte de este Herbolario se centra en el continente de Draak).


Cosecha
La clasificación por tiempos de cosecha es más que nada un indicador de si las plantas están disponibles en ese momento o no. En caso de que se usen diferentes partes de una planta, se mencionan diferentes períodos del año en los que pueden ser recolectados.
• Anual (u otoñal), como muchos cultivos, les lleva un año entero el crecer y no son cosechados hasta que no están completamente crecidos en otoño.
• Perennes son hierbas que no necesitan ser replantadas y volver a crecer cada año. Siguen patrones de echar brotes y florecer (si lo hacen) e igualmente de madurez y cuando la planta se marchita, cada año. En midsummer es el mejor momento para recolectar perennes.
• Bienales son plantas que requieren dos años completos para madurar y producir sus frutas, flores y semillas. Se suelen cosechar cada dos veranos.

Plantilla de Hierbas
Abajo está  la plantilla de hierbas útil para herbalistas, alquimistas, curanderos, apotecarios y otros.


Nombre de la hierba
Frecuencia: [Definida arriba como común, poco común, rara y muy rara]
Entorno: [Áreas donde crece]
Cosecha: [Ciclo de crecimiento, Anual, Perenne u Bienal]
Coste: [Precio base orientativo, indicando el tamaño, condición o cantidad]
Uso de juego: [Si indica si se usa como Componente (Objeto u Conjuro), Decoración (perfume, incienso, o flores secas), Pigmento/Tinta, Hierba (Comida, Especia o Té), Medicina (con sus usos inmediatos aunque no siempre discernibles a efectos de juego), o Especial (con una nota sobre el efecto de juego inmediato, desde venenos a beneficios mágicos u inconvenientes de la hierba en particular)]

El texto general suele incluir una breve descripción de la planta, su uso general y lo que popularmente se conoce, desde en cocina a usos folclóricos, además de los usos que sólo conocen herbalistas, alquimistas, druidas o sabios. Si la hay, se explica cualquier circunstancia especial acerca de su recolección correcta y cualquier método especial requerido para conservar la hierba. Se menciona brevemente el tipo de objetos u conjuros en las que la hierba puede ser usada como componente o potenciador, así como las CD de Herbalismo necesarias para los distintos usos de la planta y si alguna otra habilidad tiene competencias (como Alquimia). Cuando no se menciona una dificultad se entiende que cualquier personaje con Herbalismo lo puede hacer con un simple coger 10. En ocasiones se habla de la historia del nombre de la planta.


HERBOLARIO

Acacia

Frecuencia: Rara
Entorno: Tierras cálidas
Cosecha: Anual
Coste: 4 mp/onza (30 gr) de flores secas u hojas; 6 mp/oz. de savia; 10mp/libra (500 gr) de astillas de madera
Uso de juego: Componente (Objeto), Decoración/Incienso (Inhalar humo de acacia añade un +1 a las TS de Voluntad por 1 hora), Pigmento/Tinta, Especial
 

La acacia es un árbol pequeño de corteza fina, hojas compuestas redondeadas y racimos de pequeñas flores amarillas y blancas. Su corteza se usa comúnmente para hacer incienso, quemándola directamente en cualquier fuego, y de sus flores amarillas se obtiene un sutil pigmento amarillo. Si se efectúa una incisión en el tronco, la savia viscosa fluye con facilidad fuera del árbol y es habitual recolectarla para una gran variedad de usos (se la llama comúnmente goma alina entre los círculos de alquimia). Recolectar y preservar las flores, hojas u corteza no requiere nada especial, aunque la savia pegajosa sólo puede ser extraída tras el solsticio de verano y ha de ser almacenada en jarras al vacío para evitar que se conviertan en un tapón macizo. La resina de acacia se usa como componente primario en muchas pomadas y ungüentos. El nombre acacia proviene de la palabra ilka "akis", que significa espinas. Se lo puso el sabio y herbalista vúlparo Horras de Sör alrededor del siglo XI AS. en su obra De materia médica. Horras menciona en su texto que la acacia se usaba en la antigua Sigia desde tiempos inmemoriales para embalsamar momias.
 

Acónito (matalobos o luparia)

Frecuencia: Poco común
Entorno: Cualquier temperatura, aunque es más abundante en zonas montañosas. Se encuentra junto a los cursos de agua y, en los bosques, en lugares húmedos y sombríos.
Cosecha: Perenne
Coste: 5 mp/ramo de un palmo u onza (30gr) de semillas; 10 mp/decocción de sirope
Uso de juego: Componente (Conjuro), Medicina (antídoto vs. venenos animales, +3 a TS de Fortaleza), Veneno, Especial (Comer antes de una hora tras el ataque de un licántropo para ganar una TS de Fortaleza CD 20 para prevenir los efectos de la maldición de licantropía).

El acónito es una planta herbácea de tallo simple y erecto, cubierto de hojas oscuras brillantes de envés claro y racimos de hojas púrpuras con forma de capucha de fraile sillenita (de donde le vienen algunos de los otros nombres populares, el "capuchón de monje"). Es moderadamente venenosa al tacto cuando está fresca (produciendo un sarpullido en la piel) y extremadamente venenosa (la más potente de todo Draak) si se hierve o infusiona con comida o bebida (TS Fortaleza CD 18 para evitar vomitar en 15 min y perder 2d6 de Con y 1d4 de Fue; tras otros 15 minutos TS Fortaleza CD 25 o 3d6 Con y 2d4 Fue). A pesar de estos peligros a menudo se mantiene a mano para evitar la licantropía o como componente para los raros conjuros que permiten invisibilidad. Cuando se va a recoger acónito no se puede buscar otra planta a la vez ese día y el herbalista ha de ser cuidadoso tras dicha tarea y lavarse a conciencia para evitar ningún tipo de envenenamiento por contacto (y evitar el sarpullido o males mayores). Para evitar la licantropía se suele masticar seco o en sirope con alguna otra hierba para disimular su sabor desagradable. Para preparar el veneno es una CD 11 de Herbalismo u Alquima. El preparado medicinal contra venenos animales es una CD 16 de Herbalismo, y secar la planta para que se pueda masticar sin peligro es una CD 17 de Herbalismo. La palabra acónito proviene del vilonio "akontion" que significa dardo, debido a que los pueblos svardos lo utilizaban para envenenar sus flechas.

 

Agathosma -buchu-

Frecuencia: Rara
Entorno: Cualquiera templado, preferiblemente en lugares donde sólo llueve en invierno
Cosecha: Bienal
Coste: 5 mp/oz. (30g) de hojas o corteza, secado o pulverizado
Uso de juego: Componentes (Objetos/Conjuros), Medicinal (aplicado tópicamente añade un +2 a la tirada de Sanar para heridas críticas -ver Sanar-)

La agathosma es un arbusto de hojas perennes ovaladas, crecen en ramas que surgen de tallo central. Las flores son blancas y con forma de estrella. En Draak no tiene usos populares comunes y se le trata como un arbusto más, aunque en Ankay esto es diferente pues los pueblos alinos y yu usan las hojas y el aceite de esta hierba agradablemente perfumada para curar heridas, problemas digestivos y problemas al orinar. Los yu -que la llaman buchu- suelen masticar esta planta para aliviar problemas estomacales y mezclan las hojas con grasa de oveja como ungüento para curar heridas. La planta huele y sabe a grosella negra picante, como una especie de mezcla entre romero y menta. Entre videntes, adivinos, adeptos y magos, el agathosma tiene funciones adivinatorias y para provocar visiones. Para mantener estas funciones adivinatorias, la planta sólo puede ser cortada por la noche y sólo con plata o herramientas bendecidas. De la misma forma, el pulverizado para convertirla en polvo sólo puede ser realizado con morteros purificados o bendecidos. Una vez convertido en polvo e ingerido o mezclado con olibanus y quemado, la agathosma sirve para Maximizar el potencial de cualquier adivinación. Realizar todo esto correctamente requiere una tirada de Herbalismo CD 17.
 

Agave -maguey-
Rarity: Rare
Environment: Any warm desert
Harvest: Annual
Cost: 50 sp/oz. of powdered root
Game Use: Component (Items/Spells)

This small, ugly cactus-like plant only grows as high as a foot in thick succulent spiny leaves not unlike very thick holly leaves. The only part of the plant used by anyone is the root, which in dried and powdered forms is a powerful aphrodisiac. Thus it is a highly sought-after component for philters and potions and spells that affect emotions.
 


Agrimonia

Rarity: Common
Environment: Temperate hills
Harvest: Perennial
Cost: 5 cp/oz. of dried flowers
and leaves
Game Use: Component (Spell), Decoration/Scent

This unassuming plant grows quickly, its twisted rhizomes spreading over low walls and other barriers and its downy serrated leaves sprouting all along its length and sometimes erupting in spikes covered with clusters of tiny five-petaled golden flowers. The plant is pleasingly aromatic and is kept in tangles to mask bad odors. It also finds use among wizards as a component for counterspells and abjuration spells.

 

Ajenjo -wormwood-
Rarity: Common
Environment: Any temperate to warm hills and plains
Harvest: Perennial
Cost: 5 cp/ 1 oz. of dried leaves and stems
Game Use: Herb/Food, Medicine (Infusions used as digestive agents and to help expel internal parasites), Poison (DC 11, Nausea/1d3 subdual)

Wormwood is an ugly perennial with a tough, dyspeptic green stalk that grows three feet high and emits regular pale green three-bladed leaves and pale olive flowers come summer. Twigs, leaves, and flowers boiled in water create a common curative for digestive ills, though taken and chewed undiluted or fresh the plant is poisonous. Alchemists and brewers also boil and ferment (and sometimes further distill) wormwood to create and enhance stronger spiced wines.


Albahaca -basil-
Rarity: Common
Environment: Any Temperate
Harvest: Annual
Cost: 5 cp/oz. of leaves, dried or fresh
Game Use: Herb/Food & Spice & Tea, Medicine (stuff 5 fresh leaves into a poisoned wound to gain an immediate Fort Save vs. poison)

A common herb found in nearly every garden, basil’s rounded leaves and aromatic scent are easily recognized by most folk. It is used most regularly as a cooking spice, but it also works in a hot infusion as a medicine versus internal discomforts.
 

Aletris

Rarity: Rare
Environment: Any temperate hills
Harvest: Annual
Cost: 20 sp/oz. of dried flowers
Game Use: Component (Item, Spell)

Aletris is a low-growing plant with triangular fan-shaped leaves and stalk-growing clusters of pale blue-violet to white flowers. Its uses are limited to a spell
component for various abjuration spells and part of the incense for many priestly rituals.


Amaranto
Rarity: Uncommon
Environment: Temperate hills and mountains
Harvest: Perennial
Cost: 5 sp/oz. of dried leaves and flowers
Game Use: Component (Spells), Dye, Herb/Tea, Medicine (stops bleeding and hp loss when applied to wound as either fresh poultice or dried and taken internally as a tea)

Maroon to purple flowers grow on the amaranth’s green talks, and those stalks redden as they approach their roots, as do the green leaves with reddish undersides. Dried and crushed leaf-and-petal mixtures are a standard tea to cure many stomach ailments or flux, although the flowers and seeds are more frequently crushed and then turned into a bright, unfading maroon to purple dye for clothing or paints. Amaranth seeds must be collected by drying the flowers over a sheet and periodically shaking the stalks to loosen the seeds. Amaranth flowers, seeds, and leaves can be used as components in many abjuration and enchantment spells alike.


Aquilea común (Milenrama) -yarrow-

Rarity: Common
Environment: Any temperate lowlands and marshlands
Harvest: Perennial
Cost: 5 cp/ hand-comb of flowers (roughly 1/10 oz of flowers if crushed) or 1 oz. dry leaf
Game Use: Components (Spells), Decoration, Medicine (leaves contain oils that help stop bleeding if placed on an open wound)

Yarrow is an erect plant of slight stems, fern-like leaves formed of hundreds of tinier leaves, and small white flowers that grow in flat combs and clusters atop the herb. Yarrow’s most common use is as a natural antiseptic and coagulant—the medieval version of a sterile bandage—placed over cuts or applied as a poultice to major wounds. It is the wizards’ tea of choice, its strong smell often wafting out of tower windows, though its flowers are also used for spell components. Flowers must be harvested in whole combs or clusters. If used as spell components, they must be divided into small hand-sized clusters and dried, hanging them upside down and out of the wind to avoid knocking any tiny flowers loose. Dried yarrow flower works as an excellent component for enchantments, love charms, friendship spells, and other spells affecting Charisma and emotions. Fresh yarrow brewed in tea aids concentration and some mages insist it increases their intellect (though not with any direct game effects).

Aquilea amarilla (Ropa de Oro)

Rarity: Rare
Environment: Temperate to warm hills and mountains
Harvest: Perennial
Cost: 50 sp/oz. of dried seeds (as spice) or by stalk (as dye) or by flower head
Game Use: Component (Spells), Dye, Herb/Spice, Special (chewing on a flower/six petals as a free action provides a one-round speak with animals effect for imbiber)

This rare plant grows low to the ground with a tough, variegated stalk of gold and green, tough protective leaves forming a tight sheath on the stalk, and ending in a six-petaled star-shaped flower of white and gold. The stalks and leaves are boiled down to pulpy masses and crushed to release a strong yellow to gold-colored dye, and the flowers and seeds are crushed and dried as a potent and highly desired spice for cooking. Among the most esoteric uses for the flower are its ability to temporarily expand the mind and allow brief communication with animals and its use as a component of evocations. The seeds must be extracted from the flower-heads, which are dried flat, by tipping the flowers upside-down after drying to shake the seeds loose. Dyes can only be extracted from the stalks within a month of harvesting, after which they are too dry to be useful.

 

Arciano
Rareza: Raro
Entorno: bosques templados de hoja caduca
Recolección: Anual
Coste: 1 po por kg de madera
Uso en juego: Artesanía (la madera de arciano nunca se pudre), Armería (las armas de madera de arciano son de calidad), Componente (Conjuros; todos los componentes que requieran madera, si es de arciano el conjuro obtiene un +2 contra Resistencia Mágica)
 

Los arcianos son árboles de corteza blanca y hojas rojas, sagrados para muchos pueblos. Son árboles del norte y tienen la peculiaridad de poseer rugosidades en el tronco que a menudo pueden confundirse con rostros. Entre algunos pueblos élficos la tala de uno de estos arcianos significa la muerte. Los arcianos son considerados sagrados para los seguidores de los Antiguos Dioses (llamados dioses paganos por los sillenitas) y Ao. Se dice que a través de los rostros, los antiguos dioses velan por sus seguidores y son testigos de acontecimientos importantes. También se dice que los druidas pueden ver a través de los ojos de los arcianos, para ver lugares muy recónditos, o comunicarse con ellos de alguna forma.

Los arcianos crecen de forma silvestre en algunos bosques, después de que los vilonios se extendieron por Draak, crearon bosques de dioses, arboledas en sus castillos y pueblos donde se plantó un arciano único conocido como el corazón del bosque, por lo que los dioses de la naturaleza podían ser adorados. Los arcianos se utilizan para dar testimonio de importantes eventos como matrimonios y se dice que es imposible mentir en presencia de un arciano. Con la llegada de los arcanos, se impuso la fe sillenita y la Inquisición taló y quemó muchos de estos árboles, aunque esto dejó de hacerse desde que el Emperador San Dionis ascendió al trono (la Ley Imperial lo penaba con la muerte), por eso aún quedan arcianos corrientes en los jardines privados de algunos castillos. Su madera es muy apreciada. La madera de arciano es un excelente material de construcción, ya que no se pudre. Su madera se puede utilizar para hacer arcos, lanzas y flechas que son inmediatamente de calidad. Se puede utilizar para hacer muebles también, tal como se evidencia en la mesa de reuniones del Salón Blanco en Nevesy, que está hecha de arciano blanco en forma de escudo, y el legendario trono enano de Nordya (en Eria), hecho con madera de los árboles élficos vituperados. La madera también se utiliza en la arquitectura, como las vigas del castillo enando de Arrak, en Kernia. Dicen que las semillas de arciano, algo muy escaso, sólo pueden ser tocadas por un elfo o se secan.

 

Arciso
Rareza: Raro
Entorno: Cualquiera templado
Recolección: Perenne
Coste: 5 mp / oz de hojas
Uso en juego: Componente (Objetos/Conjuros; usar ), Veneno (Unguento azul para untar en dagas o flechas)
 

El arciso es un árbol de apariencia poco común, pues tiene las hojas azules y el tronco de madera clara. Nunca crecen de manera solitaria y son de aspecto estrecho y apuntado ("arcio" significa lanza en idioma vilonio). Los lugares en donde crecen suelen tener los suelos prácticamente limpios de otra vegetación. La esencia de hojas azules de los arcisos es extremadamente venenosa, de manera que es muy valorada entre asesinos y alquimistas. Se hace un empaste azul, a razón de una dosis por onza de hojas usadas. Cada dosis es dura de resistir, CD 19 y causa 1d4 daños de Fue. La madera se reseca con rapidez y es quebradiza por lo que es muy poco valorada.

 


Artemisa -mugwort-

Rarity: Common
Environment: Any temperate
Harvest: Perennial
Cost: 5 cp/oz. of leaves or flowers, dried or fresh
Game Use: Component (Items/Spells), Herb/Tea, Medicine (reduces or eliminates cramps or other problems tied to female reproduction)

This aromatic plant grows 3 to 4 feet high, with angular umber-colored stems, green leaves smooth on top and covered in white hairs beneath, and its button-like flowers that bloom ochre to gold in color. Folklore says placing mugwort flowers in your shoes allows you to walk extraordinary distances (though to no game effect), but most common uses for mugwort lie in midwifery and its relief of many ailments tied to pregnancy. This hardy plant needs little pampering or special treatment in harvesting and is viable in nearly any preserved preparations. As a spell component, mugwort is most useful for divinations, and is used in item creation to purify and prepare scrying devices.

Azuj
Rareza: Raro
Entorno: Islas de los Mares Tranquilos
Recolección: Primavera y verano
Coste: 10 monedas de plata / fruto
Uso en juego: Medicinal (consumirla en poción alquímica cura 1d4 puntos de vida), Especial (comer el fruto da un +5 a cualquier tirada de Sanar que se reciba)
 

El azuj no es un árbol sino un arbusto de tamaño mediano. Alcanza aproximadamente los dos metros de altura y posee hojas de gran tamaño que desprenden un olor dulzón. Su fruto, abundante a finales de Marzo hasta finales de Agosto, posee cualidades curativas. Es de un rojo intenso, muy oloroso y sin hueso.

 

Bálsamo de Gilead

Rarity: Rare
Environment: Warm plains and hills
Harvest: Biennial
Cost: 40 sp/oz. of dried bark/root or per bud/seed or per 1 oz. resin
Game Use: Component (Item, Spell)

This aromatic evergreen buds in late spring and has no common uses. Its buds, resin, bark, and roots are useful to alchemists and spellcasters alike, the latter for assation and sublimation into various creations. The resin is a base for ingestibles and unguents, and the buds are potent components for charm and enchantment spells.


Belladona

Rarity: Rare
Environment: Temperate forests
Harvest: Perennial
Cost: 50 sp/oz. of dried leaves and flowers, stalks, or root or 1 oz. of berry juice (12 berries)
Game Use: Poison (DC 15 Nausea/1d8 hp damage per dose ingested), Special (Eat within an hour of a lycanthrope’s attack to gain a DC 20 Fort save to resist lycanthropic curse).

This plant, the largest of the nightshades, has reddish stalks, bright green leaves with red ribs, and dull purple berries and flowers. Belladonna is highly poisonous and generally only harvested by those creating toxins and poisons. Despite its dangers, belladonna is also used by adepts and some religions in an infusion (either ingested or dropped  into the eyes) to aid with visions and auguries in a ritual setting. Little effort need be made to preserve belladonna beyond the normal methods of preservation. Macerated oils of belladonna have the unique distinction of being virulent poisons whether used as a contact poison, injury poison, or ingested poison.


Betonica (Stachys)

Rarity: Common
Environment: Temperate forests and wooded
marshlands
Harvest: Perennial
Cost: 5 cp/1/2 oz. of leaves or flowers; 10 sp/oz. tincture.
Game Use: Components (Spells), Decoration, Medicine (analgesic, curative for colds; +1 on Fort save vs. diseases if required)

Betony grows in a crawling rhizome from which erect stems extend up to two feet in height, covered with ragged-edged leaves in opposed pairs along the vine and stalks. The stems end in a cluster of pink to crimson flowers at the top. Most apothecaries use this in infusions to relieve head congestion, in concoctions to combat headaches, and in a hot poultice with red wine to prevent scarring and to aid in wound closure. Wood betony should be harvested as a whole plant and dried hanging upside-down in loose bunches. The roots should be discarded after drying and the seeds and flowers stored in airtight containers separate from the leaves. The most commonly used form of preserved betony is as a tincture, one drop per pint of heated water. The stalks and leaves are always components to aid the barrier effects of any wall spells.
 


Borraja

Rarity: Common
Environment: Plains and marshlands
Harvest: Annual
Cost: 5 cp/ 10 fresh leaves (food) or 1 oz. of dried leaves (component)
Game Use: Component (Item/Spell), Herb/Food, Medicine (fresh leaves and flowers pulped and decocted for breaking fevers or waking unconscious victims, especially those made so by poisons—gain a Fort save to fight off illness or poison effects early)

Borage is among the more hardy of annuals, its hairy oval leaves and blue flowers growing up to 18 inches in height along their stems. The leaves and roots are often chewed when suffering colds or fevers, and waters infused with borage help heal injured or sore eyes. Borage is only used in preserved forms of macerated oils made from fresh leaves, or in dried leaves either for teas or as components in charm and many mind-affecting spells.
 

Breeam

Rarity: Uncommon
Environment: Any forests and seacoasts
Harvest: Perennial
Cost: 5 sp/oz. of powdered bark or dried flowers, 10 sp/Game Use: Component (Item), Herb/Food, Special (tossing a handful of dried bark onto a fire emits a cloud of smoke that turns undead in a 10’-diameter for 1d4 minutes as a 1st level cleric)

Breeam is a tough shrub suited for soft sandy soils, where its roots help toughen the ground. The plant produces strong, straight fibrous to woody stalks, bright yellow flowers, and seed pods that pop when ripe. Its wood is used as thatch where it grows in abundance, as well as for brooms or woven into baskets. If carefully prepared while still freshly harvested, breeam fibers can be pounded into paper or woven into ropes or cloth. To get the most out of breeam, all its workings must be done within days of being harvested, unless one simply wishes to dry its flowers and bark. Its flowers or burnt bark and wood provide some components for purity and cleansing rituals (thus their usefulness in smoke vs. undead). After breeam is soaked, heated, then stretched and pounded out to separate and manipulate the fibers, it can be woven into sturdy baskets, further pulped into paper, or woven further into sturdy yarns, cords, and ropes. Its innate purity makes it useful in magical clothing or scrolls.


Bryonia

Rarity: Uncommon
Environment: Any marshlands or fresh water coastlands and riverbanks
Harvest: Perennial
Cost: 5 sp/ 9 berries (fresh or as 1 oz. maceration)
Game Use: Component, Poison (DC Variable; Nausea/1d3 Str +1d2 Con)

Bryony is a thick-rooted and fast-growing plant that climbs and clambers over most things in its path or along its rootpath, its brittle stems shooting up from the base with hairy leaves and greenish flowers (that become orange berries in early summer). All parts of this plant are poisonous, some more than others: stalks or root, DC 14, leaves and flowers DC 16; berries DC 17 to resist effects above. Special measures are taken only when preserving bryony for spell components, and then it is only to crush together all parts of a ripe vine, then macerate it in oil to be used as components for numerous necromancy and transmutation spells.


Caranator
Rarity: Rare
Environment: Any mountain forests
Harvest: Biennial
Cost: 120 sp/ 1 oz. of root, dried, 2 gp for whole root, fresh
Game Use: Component (Item/Spells), Special (chew a thumb-sized piece of root to gain a Will save vs. any charms or enchantments immediately)

An ugly weed by all accounts, caranator is a tough rhizome that crawls and clambers at great speeds, its dark green heart-shaped leaves with black ribs and undersides hardly brightening the plant. While it can spread over a 5-foot-wide area, caranator’s only useful part is its tuberous central root—caranator root, when chewed, helps clear the mind and allows many enchantments to be fought and possibly overcome. The root, if cut and dried and powdered, is more easily distributed (by dissolving it into wine or water). It also becomes highly useful as a component for illusions and enchantments.

 

Cebada -barley-
Rarity: Common
Environment: Temperate plains and hills
Harvest: Annual
Cost: 5 cp/1 oz. of sprouted seeds or ground meal
Game Use: Herb/Food, Medicine (boil dose with water and imbibe for immediate reduction of subdual damage by 1 point).

This low-grade cereal crop is common and grows chest-high for most human farmers; it is used in breads and suspended and fermented in water to make beers and ales. Apothecaries and midwives also use barley-laced water as a medicinal.


 

Cicuta
Rarity: Uncommon
Environment: Any temperate forests or marshlands
Harvest: Biennial
Cost: 15 sp/oz. of juice or per 4 oz. of dried leaves and roots
Game Use: Component (Spells), Medicine (cure-all), Poison (DC 15, Paralysis for 1d2 hours/1d2 Con +1d4 Str)

A malodorous scent defines hemlock before you see the erect plant with a smooth woody stalk and feathery brush-like leaves and tiny white flowers. Commoners use this plant’s juices, highly diluted in salves or mixed in wine, as an analgesic and sedative, knowing full well that its full-strength juice is an intense poison. Esoteric uses for the herb fall under the darker magics, as befits its virulence. Hemlock must be harvested at night and the whole plant—leaves, flowers or berries, roots, and stems—must be mashed into pulp and crushed to drain the juices. Hemlock juice exposed to sunlight evaporates quickly, so it is rarely used directly but is a main ingredient in many oil-based poisons. The only use for the plant remnants after removing the juice is as dried spell components for many necromancy spells.
 

 


Cilantro -coriander-
Rarity: Common
Environment: Any hills and mountains
Harvest: Annual
Cost: 5 cp/oz. of seeds
Game Use: Components (Item/Spells), Herb/Food & Spice, Medicine (analgesic)

Coriander is an aromatic herb of tiny cloud-shaped leaves that can grow on stiff stalks up to 3 feet in height. Infused into water, coriander is a mild restorative and healing agent used by apothecaries, but is most commonly used to spice up food. Coriander seeds are best used as components in spells involving the mind and intellect or as part of a love potion or spell.

Consuelda (Symphytum) -larkspur-

Rarity: Uncommon
Environment: Any temperate fields
Harvest: Annual
Cost: 7 sp/oz. of flowers, dried or fresh or 1/8 oz. dried seeds or seed powder
Game Use: Decoration, Poison (DC 14; Nausea 1d4 hours)

Larkspur grows up to three feet tall, with tiny oblong leaves and blue to purple blossoms through the summer that lead to the flattened black seeds by autumn. The flowers are pretty and abundant enough to lead to cuttings used as decoration, but most simply wait until after the autumnal equinox and harvest the black seeds for use as an emetic poison.

Cúrcuma -turmeric-

Rarity: Rare
Environment: Any warm marshlands and lowlands
Harvest: Annual
Cost: 20 sp/ 1 oz. of turmeric oil or 2 oz. fresh leaves
Game Use: Components (Items/Spells)

The rare turmeric plant shoots up from a small root into a sheathe that unfolds thin but tough white-green waxen leaves along the thick, well-protected stem. Unused by commoners, turmeric leaf is best dried and powdered for use in abjurations, or mashed and the essential oils drained and stored for use in purification and protection rituals.


Damiana (Turnera diffusa)

Rarity: Rare
Environment: Any desert or warm plains
Harvest: Annual
Cost: 60 sp/oz. of damiana, ground or cut sprigs
Game Use: Component (Items/Spells), Decoration/ Incense

Damiana is a tough, skinny ground-hugging shrub that grows in warm climes along the edges of deserts, its grayish-green stalks and dark green leaves only producing tiny white flowers in the early spring. Having no commonplace uses, the stalks and leaves are dried, chopped, and mixed together for use as an incense or as a spell component. The flowers and seeds drop off soon after blooming, but that isn’t  much help—only the leaves and stalks are harvested. Dried and ground to powder, damiana becomes a primary component of many philters and also sees use in illusions and in emotion-affecting spells. As an incense, it enhances the emotions and personal charismas of those people within its vapors (Cha +1 for 1 hour), but does not have any other game effects unless combined with other herbs to induce hallucinatory visions.


Dobhran
Rarity: Common
Environment: Temperate wetlands and swamps
Harvest: Perennial
Cost: 5 cp/oz. of leaves and roots
Game Use: Component (Item), Dye/Ink.

The dobhran leaves grow in large clumps from a central stalk, like rhubarb or very tall, broad lettuce, and are easily noticeable as waxy, rounded leaves of deep green with white ribs. The central root and the inside of the leaves contain an oily sap used as an insect repellant and for waterproofing light leathers and canvas. The leaves and root can be pressed to remove the sap, and if reduced by heating, the sap becomes a brilliant blue ink. If the leaves are harvested and allowed to dry flattened under a muslin cloth, their fibers can be twisted together to make cords as strong as hemp or woven together to create clothes or rugs. While having no innate magical potential itself, dobhran inks and fibers are excellent at retaining magic and thus become useful in spellbooks or miscellaneous items.



Endrino -blackthorn-
Rarity: Uncommon
Environment: Any forests
Harvest: Annual
Cost: 5 sp/oz. of berries (roughly 1 oz. berry juice) or 2 oz. dried bark; 10 sp/8” length of wood
Game Use: Components (Item/Spells), Special (Just as garlic is anathema to vampires and they will not enter areas laced with it, blackthorn hedges and areas strewn with this herb are anathema to evil outsiders and demons in particular.)

Blackthorn is a tough, woody bush that grows in tight, impenetrable thickets and hedges, its ovular leaves and tiny white flowers eventually revealing bright blue berries in summer. These berries, when mashed and decocted and preserved as a paste, are used as a medicinal purgative or as a component of herbal restoratives. It is also used for various spells across numerous schools and foci. This herb needs no special preparations or preservations. Blackthorn is a highly adaptable wood and oft-used for wands or, on the rare occasions that it grows large enough and straight enough, staves.


Enebro -juniper-

Rarity: Common
Environment: Any temperate forests or hills
Harvest: Perennial/Evergreen
Cost: 5 cp/oz. of berry juice or 20 berries or 3 oz. bark or twigs
Game Use: Herb/Food & Spice & Tea, Medicine (poison antidote, salve or tea to speed healing)

Junipers are aromatic evergreen trees and shrubs with green nettles smelling of pine and differentiated by the tiny green to black berries all over them. The berries take three years to ripen, but there are always berries of varying age on each bush, so harvesting is easy any time of year. Seven juniper berries are often prescribed as an immediate and sometimes helpful poison antidote (Fort save allowed at –2, only against herbal poisons), though most often commoners decoct the berries and bark into salves to soothe skin ailments or help keep a wound clean. Oddly enough, for all its curative uses, there seems to be no magical use for juniper, though it is part of numerous alchemical and herbal creations.

 

Equinácea

Rarity: Uncommon
Environment: Any temperate plains
Harvest: Perennial
Cost: 8 sp/oz. of dried petals or dried root
Game Use: Component (Spells), Medicine (aids in preventing illnesses)

Echinacea, also known as coneflower, grows with a smooth stem up to five feet high, leaves ranging from ovate toothed leaves at the base to smoother spear-shaped leaves higher up. The coneflower has a large head, with many small petals ranging from pale orange through red to purple, that blooms for most of the summer. Most chew the raw or dried echinacea root to prevent infections or to help resist any rampant illnesses. Esoteric uses for echinacea tap their strengthening abilities to maintain the health of a spellcaster using transmutation spells. The echinacea root should be dried in long, thin slices to dry out quickly and retain much of its healing potential. Spellcasters use the dried flower petals and seed heads, so the head of the coneflower is dried whole and flat on a drying rack, then crushed by hand when casting spells.
 

Espino blanco (Majuelo)

Rarity: Common
Environment: Any temperate
Harvest: Perennial (Deciduous shrub/tree)
Cost: 5 cp/ 1 oz. of dried blossoms or 3 oz. of twigs/wood
Game Use: Components (Items), Special (sprinkling the fresh pollen from the fronds of the hawthorn blossoms into the eyes allows anyone to see faeries and fey creatures, despite any invisibility on their part, for up to an hour)

Hawthorns are quick-growing wood trees that can reach 30 feet in height unless kept as brambles and hedgerows, filled with their strong-smelling five-petaled white flowers with red pollen apices at the center. Midwives and commoners tell of the wood’s ability to increase fertility, making it a popular wood to work into bed headboards. Popular fables also link it to witches, saying hawthorns grew when witches tried to imitate the powers of druids and dryads. No special arrangements or methods are needed to harvest or preserve hawthorn, though the pollen’s effects on the eyes only works with fresh pollen straight off a tree, not anything stored or used later. Hawthorn branches and twigs make excellent wands and staves (and is the primary wood used in the mythical staff of thunder and lightning). Lastly, few beyond herbalists know this but holy symbols carved from hawthorn wood repel ghosts as if the cleric were a level stronger in his faith. At the very least, a house with hawthorn wood doors or trim never suffers the trespasses of ghosts.


Euphasia (Ojo brillante)

Rarity: Common
Environment: Any hills and plains
Harvest: Annual
Cost: 5 cp/oz. of flowers, dried or fresh or in macerated oil
Game Use: Component (Item/Spell), Herb/Tea, Medicine (infusions used as eyewashes and aids vs. blindness)

Never growing more than a foot and inches above their woody roots, eyebright plants creep along the ground,their jagged deep green leaves and purple-veined lilac-and-white flowers helping their stems stand out from the grass. As per its name, eyebright has its uses in clearing clouded eyes or helping wash out injured eyes. Drunk as a tea infusion from the flowers, eyebright is a stimulant and helps focus the mind (at least according to wizards and other spellcasters). Eyebright needs little preparation or special treatment for preservation, save to macerate the flowers to keep them more than a few weeks. This herb also goes into many spells and items that affect the mind, specifically those that heighten or sharpen the mind’s clarity or focus.


Euphorbia

Rarity: Uncommon
Environment: Any temperate
Harvest: Biennial
Cost: 15 sp/1 oz. of euphorbia “milk” or 3 oz. dried leaves
Game Use: Components (Items), Poison (DC 12; Nausea/ 1d3 Str), Special (rub fresh leaves against skin to severely irritate and cause rash and weeping blisters)

This taprooted herbaceous plant grows on an erect hollow stem covered with lance-shaped leaves, flowering in summer with clusters of two to six white blooms. The skin of the fleshy stems can be cut to collect the milky juice from the plant, which is used as a purgative and poison. Beggars have long used the oily leaves of euphorbia to give themselves rashes and blisters, in order to gain more alms out of pity. The milky sap and the plant itself are used in numerous ointments and balms and polishes, despite its mildly poisonous nature. The sap can be collected (roughly 1/20 oz. per plant) and  stored in an airtight container out of the sun for up to nine months. The uses of the plant matter stretch far longer, and the milk is highly useful after distillation in many potions.

 

Galangal (Jengibre azul)

Rarity: Rare
Environment: Any hills or plains
Harvest: Annual
Cost: 30 sp/oz. of dried galangal root or 1 oz. of stems, dried and crushed
Game Use: Component (Spells), Herb/Spice, Medicine (Analgesic)

Galangal grows on an erect hollow stem like numerous other herbs, and its leaves reinforce the stem before growing beyond the sheathe and becoming spear-shaped leaves of green with a whitish underside. The plant crowns itself with a seed bud that rarely flowers, though winds carry off the light seeds as they mature and separate from the bud. Commoners boil the mild stems in milk to relieve colicky babies and crumble the dried root over meats and stews to add a flavor similar to ginger with a slightly nuttier aftertaste. Among spellcasters, the dried root sees use as an effective counterspell component as well as one for abjurations and conjurations.

 

Hierba del tonto
Rarity: Uncommon
Environment: Any marshlands and riverbanks
Harvest: Perennial
Cost: 5 cp/oz. of leaves or flowers, dried or fresh
Game Use: Component (spells), Herb/Food, Special (Chewing on 5 fresh leaves or an ounce of dried leaves provides a calming effect and allows a Will save to help end any fear or rage effects, including barbarian rages)

These fernlike weeds have small hollow stalks that end in seed fronds, and the leaves cluster in trios along the stalk, resembling the three-pronged jester’s cap and giving the plant its name. The leaves and stalks are commonly eaten as a leafy snack or lettuce of sorts, but fools’ weed is most often used by commoners as an infused tea to help them sleep. Adventurers soon learned that it had beneficial anti-psychotic properties and proved useful against fear and rage and other emotional powers and effects. No major harvesting or drying methods are required for fools’ weed. Spellcasters prize this plant as a component in illusions or enchantments, and its effects survive decoction into potions and unguents. If macerated down
to a tincture, one drop would induce a Will save against any mental effects.

 

Hierba de pipa
Rareza: Poco común
Entorno: cercanías de Yvonesse
Recolección: Otoño
Coste: 5 mp / libra
Uso en juego: Social (fumar la hoja de la Hierba de pipa da un +1 circunstancial a Diplomacia), Antídoto (comer la hoja de la Hierba de Pipa da una oportunidad de TS extra contra un veneno ingerido, pues genera vómito inmediato), Medicinal (relajante, antihemorroides).
 

La hierba de pipa es un tipo de arbusto comúnmente de hasta 2 metros de altura cultivado por los gnolings y que crece únicamente en las cercanías de Yvonesse. Posee hojas de color oscuro muy aromáticas que algunos pueblos utilizan para quemar y aspirar su humo. Los gnolings utilizan pipas de madera para realizar este acto.


 

Hisopo
Rarity: Common
Environment: Any temperate
Harvest: Perennial
Cost: 5 cp/ 4 oz. of leaves or 2 full stalks of leaves or 3 bunches of flowers
Game Use: Component (Spells), Decoration/Incense, Dye, Medicines (various)

This shrub-like herb does not wander far off its root stem like other herbs, and its strong woodsy stalk grows straight and tall with lance-shaped leaves growing every few inches along it, the bright blue flowers of summer occurring in whorls of a dozen or more blossoms. Hyssop is among the most commonly used of a midwife’s or apothecary’s herbs—in tea infusions and gargles to calm stomach discomforts and soothe raw throats, soaked in dry sachets in baths to help body aches and pains, and as an unguent vs. rashes and bug bites and stings. Beyond medicinals, the flowers and roots can be boiled to make deep blue dyes and paints. Esoteric uses see it as the most common incense or smudging herb for purification rites and cleansing of areas and items. Tied in bunches and dried immediately after midsummer, the hyssop blossoms don’t fade in color. The leaves are usually just dried, though macerating them in oil and beeswax makes a balm that can be easily stored for years. Hyssop blossoms and leaves in oil create a purplish-black oil that can be burned as a lamp oil in temples and achieve similar effects of purification without smudging. Hyssop flowers are highly useful as components for counterspelling necromancy spells or casting abjuration spells.

Horcaria

Rareza: Poco frecuente
Entorno: Bosques profundos
Recolección: Anual
Coste: 40 piezas de plata /puñado de hojas
Uso en juego: Veneno (consumirla en infusión afecta seriamente la capacidad de usar magia arcana)

Este pequeño arbusto de hojas marrones largas y ligeramente pegajosas, produce unas infusiones marrón oscuro y un marcado sabor amargo.  Los efectos físicos visibles en un lanzador de conjuros que ha ingerido mucha horcaria incluyen fatiga, mareos, debilidad hasta el punto de ser incapaz de moverse o hablar y finalmente la pérdida de consciencia. Su efecto es rápido y quien la ha tomado tarda varias horas en recuperarse por completo. Después de recobrar el conocimiento, la debilidad y la dificultad para usar magia persistirán un tiempo más, aunque el caminar contribuye a acelerar el proceso. Los días siguientes a haber bebido una infusión de horcaria la persona sentirá dolores de cabeza y retortijones de estómago. Por supuesto, todos estos efectos serán menores cuanto menor sea la dosis de horcaria ingerida y no se cortará todo el acceso a la magia, sino que sólo se limitará. Una infusión de unas 4 hojas de horcaria incapacita el uso de magia por 2d6 horas. Tendrá que pasarse una tirada de Fortaleza CD 20 para no perder el conocimiento en 1d4 minutos tras ingerir la infusión. La horcaria no afecta de la misma manera a los que no son capaces de usar magia.
 

Ilex -holly-
Rarity: Uncommon
Environment: Any forests or light woods
Harvest: Biennial
Cost: 10sp/oz. of berries or leaves (dried or fresh)
Game Use: Components (Items/Spells), Medicine (leaf tea to fight fevers)

Holly’s spined waxy leaves and white or red berries are easily spotted when it is found, growing anywhere from small evergreen shrubs up to a 50-foot high bush or hedgerow. Of all the herbs in existence, there are more folklore remedies and tales tied to holly than any other herb. Carrying it brings everything from good luck for children to protection from lightning or mischievous sorcerers. Brewing leaves into a tea increases body temperatures but also breaks fevers. Spellcasters and learned individuals do find many uses for the herb as a spell and item component. A hardy plant, holly’s powers are great only if no metals are used in harvesting (i.e. bone or stone knives). Berries and leaves must be dried separately, and the remaining stems are discarded (and macerating the dried berries creates a base used for poisons and curatives alike). Among spellcasters, holly leaves and berries are used for abjuration spells or anything designed for protection.

Iris (Svarda)

Rarity: Rare
Environment: Any temperate to sub-tropical hills
Harvest: Perennial
Cost: 20 sp/oz. of flowers or root, dried or fresh
Game Use: Components (Spells), Decoration/Perfume, Dye

Orris’ lilac to blue coloration and uses are all that separate it from other irises. So rare but so beloved to Herbal commoners, most orris plants are found in royal gardens or near noble estates so they may benefit from the perfumes derived from the dried root or the dyes from the plant’s juices, which are used to bleach hair, skin, or linens. Herbalists use this plant in numerous unguents and powders, while spellcasters use the flowers as components for scrying and divination.
 

 

Lágrima de Hada
Rarity: Uncommon
Environment: Any temperate
Harvest: Annual
Cost: 5 sp/1 pound of berries or 4 oz. fresh leaves; 10 sp/bottle of Dryad’s tears wine
Game Use: Dye, Herb/Food & Spice, Special (odor repels lycanthropes like blackthorn with outsiders and garlic with vampires).

This berry-laden plant is a climbing, clinging vine with triangular, waxy leaves and thick, succulent stalks with tiny white flowers that turn to bright blue berries that look like tears. Most commoners simply harvest the berries to make easily-stored jams or ferment them into wines, as well as drying and boiling out the essential oils of the fresh leaves in autumn to make a rich blue dye. Spellcasters do much the same with them, though they allow the vines to grow unchecked around their homes to protect them from werewolves and other lycanthropes who can hardly bear the sweet scent of the vines.
 

Llamarada
Rarity: Uncommon
Environment: Any temperate forests
Harvest: Biennial
Cost: 30 sp/ 1 oz. of dried root
Game Use: Component (Spells), Special (Snap this root beneath the nose of an unconscious person (or slip a sliver of the dried root beneath the tongue) to give him a temporary hit point for 1 minute in order to move him out of danger).

Remarkable only for its strong scent and its spiraling shoots that wrap around nearby objects, firesnap appears ordinary above ground—its tiny spade shaped leaves clinging along thin grasping vines, all in a ruddy red-brown. The root—the only useful part of the plant for most—is blood red and stronger in scent than onions. Often kept dried in long pieces, firesnap has been useful in reviving fainting princesses for centuries. However, this root has no effect on conscious individuals other than their reactions to the sharp, pungent odor. Dried in eighths, as the root tends to be as large around as a tuber or potato, firesnap is only useful in pieces longer than it is wide, so that it can be snapped and its scent released easily. Dried and ground root loses much of its odor, but firesnap is an effective component for evocation spells as well.


Lúpulo -hops-
Rarity: Common
Environment: Any temperate
Harvest: Perennial
Cost: 1 cp/ 12 buds
Game Use: Herb/Food, Medicine (Chewing on a bud acts as a sedative and calms down a person, as does an infusion of crumbled buds).

This climbing herbaceous plant grows easily and quickly, its thick roots sending out shoots of climbing tendrils that wind in clockwise patterns around anything within reach of its heart-shaped leaves. After the flowers bloom in late spring, the catkins at their centers mature into the tough buds used by brewers to help preserve their beers. Thus, hops are found all over any d20 worlds and used heavily by brewers, with, alas, no esoteric uses whatsoever, save for a wizard’s own beer supplies.

Maguirosa (Rosa del Mago)

Rarity: Rare (nearly exclusive to cultivated forms in exact locales)
Environment: Wizards’ gardens (cultivated) or temperate mountains (wild)
Harvest: Biennial
Cost: 150 sp/ rosebud (fresh or dried) or 10 sp/petal or 1 oz. dried thorns
Game Use: Components (Spells), Decoration

Developed a few centuries ago by a mage-herbalist, rose of mages looks and smells like the common deciduous rose save that its waxen branches are jet black and its flowers come out a midnight blue with a few specks of white (leading some to call this the starlit rose). It has no common uses, as it is still limited to cultivated patches in walled gardens (though this can change in anyone’s world if so desired by the GM). Wizards prize this plant, as its petals can be used as a universal spell component substitute in nearly all magics save for necromancy or evocations.Harvesting the plant in order to retain its special qualities requires the use of no tools beyond mage hand or prestidigitation to pluck the rosebuds or fully bloomed roses from the bush; harvesting or preserving the thorns requires no special treatment. Preservation needs only to separate petals and spread them across drying cloths to dry them and keep them useful for spell components, though dried full rosebuds are more useful for item creation.

 

 

Mandrágora

Rarity: Uncommon
Environment: Any temperate to sub-tropical hills
Harvest: Perennial
Cost: 5 sp/oz. of dried root or one fruit, fresh or dried
Game Use: Component (Spells), Medicine (fruits prepared as analgesics and sedatives, root useful versus mania or melancholy) Poison (DC 17; Unconsciousness & Sleep 1d8 hours/1d2 Con*)

Mandrake appears with light brown erect stalks up to a foot high, with ovate dark green leaves that flatten upon the ground over time, the greenish-white cup-shaped flowers eventually producing a round green fruit by early summer. Mandrake gets its name and notoriety from its brown turnip-like root that often splits in two or four parts and sometimes resembles a man (leading to its use as a poppet by some witches and adepts). Popular folklore gives this plant many uses, from the whole root as a fertility amulet to its fresh fruits capable of ridding anyone of spiritual possession. The root, decocted in teas or a tiny bit chewed directly, acts as an anesthetic and removes pain by seriously sedating the imbiber (Fort Save or sleep for 1d4 hours), but this is best done only by an apothecary or the treatment acts as a poison (as above). No special preparations must be made to harvest or preserve mandrake roots (beyond the normal cutting to dry it more evenly) or fruits. Spellcasters find mandrake useful in sleep spells and it seems particularly helpful in summoning or banishing spells involving outsiders (though never as effective as the folklore that suggests a mandrake root on the door prevents any passage by demons).
 

Mástique

Rarity: Rare
Environment: Any temperate
Harvest: Perennial
Cost: 20 sp/3 oz. of leaves, dried or fresh or 1 oz. mastic oil
Game Use: Component (Items/Spells), Decoration/ Incense

Mastic is a low-growing fern that never exceeds 10 inches in height, with narrow light green leaves in pairs along the tapering flexible brown stems. Mastic leaf, as an incense by itself, is unremarkable, but it has the ability to sharpen and enhance other incenses and essences. As such, crushed mastic is useful to anyone creating alchemical, herbal, or magical items as an enhancer of essential oil properties. Only the leaves are useful, though the plant needs to be cut down each autumn, so most tend to dry mastic leaves on the stems upside-down and then collect the dry leaves later (as opposed to drying flat on trays). To best preserve mastic’s properties for item use, mastic should be macerated in cold oil, though dried mastic
leaf is a useful added component when casting Maximized spells or as a general component for conjurations.
 

Milenrama -mantle sage-

Rarity: Rare
Environment: Any Temperate (uncommon in mountains)
Harvest: Perennial
Cost: 20 sp/oz. of dried leaves or flowers or 1 oz. macerated oil of same
Game Use: Components (Items), Decoration/Incense, Dye/Ink, Herb/Spice

Variegated and tinged with blue, purple and red across the thin arrow-shaped leaves; mantle sage grows on erect stems (up to 40 inches high) with many woody branches that erupt in blood-red late summer flowers atop the stems. The dried flowers, leaves, and roots mixed in candle wax and burned creates its name—the smoke is heavy and clings to the area close to the candle, creating a pungent mantle around the user. The flowers also have uses in dyes and inks. Leaves, flowers and roots must all be harvested and dried separately. Unless immediately ground up and mixed into candles, mantle sage has a short shelf life compared to other herbs; it is impotent after 4 months in its dried state, unless reduced to inks or dyes,
or macerated into oils for use as such later. Spellcasters use mantle sage in apparently the same ways as commoners, though they alone know that the red inks created by the root and flowers hold magics well and are a common ink used on evocation spell scrolls. They also use its clinging smoke property in magical incenses and candles.
 

Mirra (Karan)

Rarity: Rare
Environment: Any warm plains or desert
Harvest: Annual
Cost: 20 sp/oz. of dried resin or 4 oz. dried wood
Game Use: Component (Items), Decoration/Incense & Perfume


Karan is a small brown shrub densely covered in waxy spade-shaped green leaves. The karan wood and its dried leaves are burnt to purify areas, but given its rarity, this is only done in some temples. More often, the leaves are dried out and mixed with the drying resin to create incense, while the fresh resin has also been used as a perfume. Tapping the dark resin and assating it makes it useful for alchemists and wizards in numerous healing and protective devices.
 

Muérdago -mistletoe-
Rarity: Uncommon
Environment: MPD
Harvest: Annual (harvest in early winter)
Cost: 1 sp/ 4 fresh berries or a hand-sized sprig of dry mistletoe wood
Game Use: Component (Spells), Decoration

Mistletoe is a parasitic plant found growing on the limbs and trunks of larger deciduous trees such as oaks, producing tough white-green ever-branching stems with white berries at nearly every offshoot. Like holly, mistletoe has more folklore attached to it than true uses, and is most commonly used as a decoration (or as an invitation to steal a kiss from anyone standing beneath it). Among spellcasters, mistletoe is revered and used heavily by druids and herbalists, as the mashed or dried berries are useful in numerous herbal restoratives and unguents. Only gold implements should be used in the harvesting of mistletoe, to ensure that its viability and essence remain unspoiled. Mistletoe berries’ potency does not carry over to a dry state, so berries are often quickly mashed and reduced to tinctures or decocted into a diluted liquid that stores well. It is a universal spell component for druids.

 

Origanum (de Vúlpara)

Rarity: Uncommon
Environment: Any temperate
Harvest: Annual
Cost: 5 sp/oz. of dried flowers, buds, or leaves and stalks
Game Use: Component (Spell), Medicine (decocted in ale or wine to clear the head or help resist lingering effects of poisons—regain 1d3 hp of subdual damage caused by poison or intoxication)

Dittany of Crete grows only 8 inches high with squarish stalks, velvety round leaves, and seed buds that bloom into tiny purple flowers in late summer. Midwives decoct the plant into wine to ease and speed deliveries, though the same medicines are used to aid in the flushing of poisons from the system. Spellcasters use dittany as a prime component for divinations, either directly using it in casting or burning it in a censer or brazier to manifest spirits and their spells.

 

Olibanum (Frankincense)
Rarity: Uncommon
Environment: Any warm plains or forests
Harvest: Perennial
Cost: 5 sp/oz. of dried gum resin
Game Use: Component (Items), Decoration/Incense

This deciduous tree grows in warmer climes and sheds its elliptic pointed leaves every fall, which is the best time to tap the tree for its gummy resin, from which incense is made. The wood isn’t good for burning or carving, so the only uses any folk have for olibanus is as an incense producer. Alchemists use olibanus heavily in creating alchanas. Some say that the scent of olibanus can keep away those outsiders who have fallen from grace, as the smell reminds them of holy places (but this has not been proven to be universally true).

Onís
Rareza: Poco frecuente
Entorno: Islas de los Mares Tranquilos
Recolección: Anual
Coste: 2 monedas de plata / oz de hojas secas
Uso en juego: Medicinal (consumir una infusión da un +2 a las tiradas de Sanar recibidas)
 

El onís es otro arbusto de la familia del azuj, que sólo crecen en zonas montañosas cercanas a la costa. No da frutos de ninguna clase, pero se ha descubierto que sus hojas alargadas ayudan enormemente en la curación de heridas y enfermedades.


Pomelo (Sukake)

Rarity: Rare
Environment: Any warm hills or plains
Harvest: Biennial
Cost: 5 gp/ 1 sukake segment, fresh or dried
Game Use: Component (Spells), Poison (Narcotic DC 13 Int -1 and Wis -1/Sleep 1d4 hours)

Sukake is a small, unassuming tree that produces emerald green waxen tear-shaped leaves and small yellow fruit every second year. The fruit, to a commoner, tastes like lemons though their flesh inside the rind is a pale orange to dark yellow, and the fruit only serves to induce hallucinations or drop the victim into a dream-filled sleep of wild visions. If properly prepared, priests and other spellcasters can eat a sukake as a free action while casting a divination to make the spell act as if cast with a Maximize Spell feat. However, they also must ride out the effects of the fruit and fall into a coma-like sleep for 1d4 hours before they can report on the divination’s effectiveness.

 

Prímula -cowslip-

Rarity: Common
Environment: Any temperate hills, plains, and forests
Harvest: Perennial
Cost: 5 cp/oz. of flowers, dried or root, dried
Game Use: Component (Spell), Herb/Food, Medicine (Analgesic, Relaxant)

Cowslip is a short plant with a rosette of wrinkled leaves (velvety on the underside) at the base, from which grows a slim leafless stem that produces a side-canted yellow blossom with a red center. Midwives and apothecaries use cowslip in a bath for relief of aching joints and wounds, and it also can be infused in a tea to induce sleep. Lastly, it can be fermented into a mild white wine that travels and stores well. Spellcasters use cowslip to increase the chances of summoning fey creatures. All parts of the plant can be dried and stored  together, though only the flowers are useful as spell components. Used with summoning spells, cowslip increases the chances of summoning a fey creature (perhaps even adding an equivalent monster to the summoning lists that might not normally be there).
 

Sangre de drago (Dracaena)

Rarity: Rare
Environment: Warm plains and marshlands
Harvest: Annual
Cost: 60 sp/oz. of resin (liquid) or 1 oz. dried resin or 2 oz. dried bark
Game Use: Component (Items), Decoration/Incense, Special (adding a pinch of dried dragon’s blood resin to any ingestible has a 50% chance of increasing its effectiveness by +1 per die of effect).

Dragon’s blood is an evergreen palm tree of small to average height, with tough stringy bark that can be peeled off in strips and a thick amber to crimson resin that can be tapped in early autumn. The bark can be twisted into a rough cord similar to twine, though it also gets dried in small chunks for use as incense. Alchemists love dragon’s blood resin as a reagent for many other substances and it enhances many effects and powers without making the concoctions unstable. Dragon’s blood bark can be peeled off nearly year-round, though a tree should never be stripped beyond one side of its trunk. The resin, if kept out of sunlight, can keep for up to eight months without losing its potency. It can also be spread on wooden trays and kept in the sun, so that it dries into hard translucent umber-colored lumps. Both the dried and liquid forms of resin are used in many magical and alchemical or herbal items to enhance minor properties of other ingredients.


Serbal -rowan-

Rarity: Uncommon
Environment: Any temperate
Harvest: Perennial
Cost: 5 sp/oz. of leaves or 6 berries
Game Use: Components (Items/Spells), Special (Rowan wood always gets a Fort. saving throw against magic, even if not enchanted or treated, and has a 50% chance of naturally boosting an enchantment by +1 when created.)

Rowan is a small deciduous tree (up to 30 feet in height) that produces saw-toothed, lance-shaped leaves and orange to red berries. Using a walking stick made from rowan wood protects the bearer from blisters, according to common folklore, and many carry two rowan twigs twined together as protection against random evils and spells. Still, despite all the folklore, there are no common uses for rowan. Alchemists love rowan wood for its strength and its even flame, as well as its protective qualities. Spellcasters use rowan as one of the hardwoods for staves and wands, and its ability to help protect bearers from magic makes it highly sought for use in shields. Druids use rowan wood and berries only slightly less than oak, holly and mistletoe, and its berries or twigs are often used as spell components.

 

Sirolio
Rareza: Común
Entorno: interior del continente de Draak
Recolección: Anual
Coste: 2 mc / puñado de hojas secas, 1 mp por oz de savia
Uso en juego: Medicinal (colgar un manojo de hojas de sirolio en una casa da un +1 a las TS de Fortaleza de la gente de esa casa), Componente (Objetos/Conjuros).
 

El sirolio es un tipo de árbol conífero continental de interior, que crece lejos del agua salada, tan alto que puede llegar a los ochenta o más metros. Es de hoja perenne y buena madera, aunque muy difícil de cortar. Se sabe que es un árbol de fuertes propiedades vigorizantes y en muchas casas campesinas se suele usar para colgar ramos de hojas o incluso como condimento. Los conjuros de transmutación como Agrandar persona, en caso de añadir un poco de savia de sirolio como componente material del conjuro, duran un asalto adicional. En los pueblos de Lundia es común mezclar un poco de esta savia de árbol con la leche de los niños.


Sirpe

Rareza: Poco frecuente
Entorno: lugares fríos
Recolección: Anual
Coste: 2 mp / oz de savia
Uso en juego: Componente (Objetos/Conjuros; la savia de sirpe, usada como componente material en conjuros como Enmarañar, prolongan en 2 asaltos la duración del conjuro), Medicinal (Unguento contra los dolores de espalda)
 

La sirpe es una enredadera gigante que crece en lugares fríos. Tiene un tallo de, aproximadamente, un metro de diámetro y hojas de gran tamaño, algunas de tres metros de largo. Suele crecer en paredes montañosas que, con el paso de los años, agrieta o rompe. Alcanza tamaños descomunales para un vegetal, incluso los doscientos metros o más.


Itea virginica (Aguja dulce)
Rarity: Uncommon (temperate),
Common (warm)
Environment: Any Temperate or Warm
lowlands, plains, and marshes
Harvest: Perennial
Cost: 5 sp/oz. of dried or liquid resin or one leaf, fresh or dried (price drops to 5cp in warm climes)
Game Use: Component (Spells), Herb/Food, Special (smear fresh sap directly onto flesh to cancel out any effects of natural cold, as it warms skin on contact)

Sweetspire is a small tree that reaches upwards of 20 feet in height, its thick trunk sheathed by the waxen and succulent leaves that spiral up the central trunk and end in convex triangular shapes not unlike the smaller aloe vera shrub. The tree gains its name from its gummy sap, which is edible and quite sugary. The resin is a natural sedative and is also a food source for many small animals. Sweetspire has many common uses, as its sap-filled leaves can be boiled down and fermented into a potent sweet white wine that travels well, and the leaves can also be dried to make an incredible kindling (the resin within the dried leaf is highly flammable). Adventurers carry small bottles of the resin for making torches or easy-starting fires. While harvesting is of little consequence or problem, preservation of the sweetspire leaves must be done quickly. Drying the succulent leaves involves an hour of light baking within an oven or ringing a campfire within six hours of harvesting, and then the leaves must be dried separately on racks for another month. In this form, wizards use the leaves as components for fire spells. A little-known use for the fresh fronds and resin is this: they provide an immediate Fortitude save against any paralysis effects if two or more leaves are broken open and smeared onto a victim’s skin (save at -1 if only swallowed).

Tallquill
Rarity: Common
Environment: Temperate lowlands and marshlands
Harvest: Perennial
Cost: 4 cp / 8 stalks, whole or 1 oz. ground seeds (for ink); 2 sp/1 sheet paper
Game Use: Component (Item), Dye/Ink

Tallquill reeds grow up to their full height of four feet and sprout tassels of seeds twice a year, in early summer and late autumn. Commoners harvest tallquill reeds to use as kindling or thatch, or as bedding for animals. The learned folk grind down the seeds and boil the reeds to create cheap and highly effective inks and paper. Once boiled to pulp, the reeds can be flattened and spread out like papyrus, forming strong nonacidic papers, and the seeds are ground and mixed with oils and water to make inks. While totally nonmagical in nature, tallquills are still highly prized by scholars as a constant source of paper and inks (the reeds can also be dried and sharpened as quill pens for a third scholarly use).

Tamariz

Rarity: Rare
Environment: Any warm hills and seacoasts
Harvest: Perennial
Cost: 50 sp/ 1 pound of dried tamarisk bundles
Game Use: Components (Items/Spells), Special (Burning tamarisk is as offensive to any reptilian creature, from snakes up to dragons, as garlic is to vampires.)

Tamarisk grows on straight hollow stems that reach close to three feet in height, with frequent small branches covered with tiny leaves or topped by heavy tassels of gold flowers in summer. Often used by lay people and priests in exorcisms, tamarisk has no commonplace uses. It is highly sought by all alchemists and practitioners of magic for its leaves and stalks, both of which are used heavily in transmutation and evocation spells as well as in many higher alchana (Tamarisk is rumored to be an essential ingredient for Emerald Tablets.). Tamarisk must be harvested only with gold and silver implements (preferably a gold ax and a silver pruning knife). It is dried in bunches upside-down and whole, although macerations of crushed stems and fresh leaves are common among alchemists. Some attempts have been made to cultivate this plant to grow larger so reptile-slaying arrows might be carved from it, but to no avail.
 

Treco
Rareza: Poco frecuente
Entorno: interior de bosques templados
Recolección: Anual
Coste: 1 mp / oz de flor, 1 mp por kg de madera
Uso en juego: Decorativo (la madera de treco es muy bonita, negra con brillos rojizos), Componente (Conjuros; todos los rituales druídicos efectuados con madera de treco tienen un +1 en las TS en contra, si las hay), Infusión/Té (el pétalo de su flor se puede consumir en té y hace que los daños a característica sufridos por no-muertos se curen al doble de velocidad).
 

El treco es un árbol de hojas y corteza negra. Crecen únicamente en el corazón de bosques viejos. Alcanzan un tamaño de entre diez y veinte metros de altura. Su madera negra es muy valorada para la fabricación de objetos de cualquier tipo.

 


Valeriana

Rarity: Common
Environment: Any hills and lower mountains
Harvest: Perennial
Cost: 5 cp/ 1 oz. of dried root
Game Use: Herb/Tea, Medicine (analgesic and sedative)

Often found by its strong scent, valerian grows on slim but erect stems with long, hairy saw-toothed leaves and topped in summer by pinkish flower combs and bunches. It is among the more useful herbs for apothecaries, midwives, and commoners, put to use in teas or tonics to ease pain, aid sleep, and relax muscles. It has no esoteric uses directly, though its oils are useful in sleep potions and items with tranquilizing effects.

Verbena
Rarity: Uncommon
Environment: Any temperate mountains and hills
Harvest: Perennial
Cost: 5 sp/ 1 oz. of leaves, dried
Game Use: Components (Items/Spells), Decoration/Incense, Special (Fresh or dried whole plants are useful in cleansing an area of corruption or evil spirits, both as smudging incense and as brooms—+1 level to any turning or rebuking attempts against undead or other spirits for one hour after burning)

Vervain grows stiffly erect up to two feet high, with saw-toothed leaves of three lobes each and blossoms that grow in spikes atop the main stems and strong side branches. Vervain is only used among commoners as a cleansing agent, either as strong brooms or burned as incense to clear away foul odors. Alchemists have many uses for vervain in all its forms; priests use the plant—dried and crushed—as a temple incense, and magic-users find the leaves useful in divinations.
 

Verbascum (Gordolobo) mullein

Rarity: Common
Environment: Any temperate
Harvest: Biennial
Cost: 3 sp/ 1 oz. of flowers or leaves, dried or fresh
Game Use: Decoration (flowers), Herb/Tea, Medicine (general laxative and good vs. digestive ailments)

Mullein grows up to five feet tall on stalks covered in woolly white-green leaves, its flowers growing in a tight spike atop the stalks in midsummer. Mullein flowers and leaves are infused into teas to mediate all manner of stomach and digestive ailments, even gargled to alleviate toothaches. Infused and macerated oils and ointments prove useful against burns and the strong odor helps open clogged nasal passages for aid in breathing.


Yuca

Rarity: Uncommon
Environment: Any warm plains or deserts
Harvest: Perennial
Cost: 5 sp/ 1 oz. of leaves, dried or fresh
Game Use: Component (Spells), Herb/Food

This evergreen plant grows no higher than two feet, its thick cluster of dagger-shaped leaves hiding a central stalk from which grow large white flowers. Long thought pretty, many find the root of this plant useful to mash and create a starchy, heavy travel bread. Magic-users have long prized yucca leaves as aids for shapeshifting. No special preparations are needed to harvest or dry yucca root for food, though the leaves must be carefully and individually plucked off the stem and root structure, as tears in the leaf render it useless for magical purposes. Similarly, drying yucca leaves must be covered to help them stay flat and long. To activate the magics in them, the leaves are twisted when used as spell components for transmutation and evocation spells. They can also be twisted together and looped around a finger, an arm, or as a crown around the head (if casting primitively and ritually like adepts).


Zrékarion (El Árbol del Bien y del Mal)

Rareza: Único
Entorno: Isla de Azur, Mar de Vúlpara
Recolección: Dos frutos al año
Coste: 1000 po / fruto
Uso en juego: Especial (Un fruto del árbol tiene un 50% de otorgar un deseo al que lo coma), Medicinal (la infusión de las flores del árbol da un +10 al Sanar recibido), Componente conjuro (+20 PPs por fruto).
 

El Zrékarion es uno de los árboles sagrados de Boccob que existen en el Orbe, aunque en realidad se desconoce por completo el sentido de su existencia, si es que lo tiene. El mito cuenta que cuando el mundo estaba libre de hombres y bestias Boccob bajó al mundo y creó a los hombres y, al decimotercer día, les enseñó el uso de la Magia. Lo hizo plantando este árbol y haciendo que floreciese y diese fruto, y aquellos de entre los hombres que comieron aquel fruto conocieron la Magia, y ésta pasó a sus hijos, y a los hijos de sus hijos. Otro mito dice que en realidad este árbol pertenece a Ao, no a Boccob, y que es el Árbol del Equilibrio, creado por la naturaleza para compensar el Bien y el Mal en el mundo. Cualquiera que sea el origen del árbol, la realidad es que se trata de un formidable árbol de hojas doradas perennes, de unos quince metros de altura. Todos los años, el día del Solsticio de Verano y el de Invierno, le nace un fruto en alguna de sus muchas flores doradas. Se trata de algo similar a una manzana dulce. Comer uno de estos frutos otorga, temporalmente, un gran poder (hay un 50% de posibilidades de que otorgue un deseo al comerlo y el otro 50% de que no pase nada en absoluto). Algunos sabios creen, aunque esto es muy difícil o incluso imposible de demostrar, que cuando uno lo come con intención de usar su poder y éste se torna en un fruto estéril, en realidad lo que está pasando es que una contrapartida de la misma magnitud sucede en algún lugar del Orbe (de forma que si un sabio pide, por poner un ejemplo tonto, un espejo de cristal, o bien se le concede el deseo y aparece de la nada un espejo formidable o, en algún lugar del Orbe, un espejo que existía se hace añicos). Los frutos están maduros por siete días, luego pierden su poder. Si en vez de comerlos se usan en algún tipo de conjuro mágico, dan (eso siempre) 20 PPs cada uno, lo cual los hace incalculablemente valiosos para rituales y hechizos poderosos. El árbol está situado en la isla de Azur, en el Mar de Vúlpara. Está situado en un jardín alrededor del cual se levantó la Ciudadela de la Orden de la Estrella, comúnmente conocida como Orden de Magia. Sólo el Círculo de los Ocho magos tiene permitido usar los frutos del árbol. Para que esto suceda han de acceder por unanimidad, lo cual no siempre se consigue y no es raro que los frutos se marchiten. Es famoso el bastón del Pequeño Simón, un mago que, en sus tiempos de aprendiz, estudió en Azur y un día se coló en el jardín donde la Orden de Magia custodia el Zrekarion. Se dice que al aprendiz no se le ocurrió otra cosa que romper una rama del árbol para hacerse un buen bastón; tras eso, huyó de la isla. La Orden de Magia paga una buena suma por recuperar dicho bastón.