Herbalism: Defined, Refined, and Usable
Herbalism: Defined, Refined, and Usable
Herbalism: Defined, Refined, and Usable
The tool “Herbalism Kit” in the PHB defines the kit “contains a variety of instruments such as clippers, mortar and pestle, and
pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to
any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of
healing.” (PHB 154) The following is a workable system that allows players to use their proficiency in herbalism beyond the
guidelines above.
The herbalism kit allows for the creation of multiple items; brews, oils, poultices, salves, and tinctures. Players can use their skill to
create any of these types of items providing they have the knowledge and materials to craft them. Most items are less potent than
magic, yet more advantageous than going without, in general a crafted item from the herbalism kit boosts an ability that a character
possesses rather than instill a new ability as magic does. In some cases though a creation can (as in the case of healing potions) work
like magic.
Characters with proficiency in herbalism possess a book with their known formulas written in blue ink and the following skills:
Identify animals, herbs, and plants which are ingredients to items they know how to craft without making a check
Identify animals, herbs, and plants which are ingredients to items they do not know how to craft with a successful
Knowledge Nature(INT) check, DC15
The ability to craft the following items, provided they possess the requisite material: Antitoxin, Assassin’s Blood, Herbalist’s
Ink, Potion of Healing (common), and Truth Serum
Learn the formula for new items through the following methods: discovery of new formulas through adventuring, formal
training from another herbalist, barter/trade formulas with other herbalists, personal research and development, or
distillation of an herbalism item
Herbalist’s Book
The creation of an item requires a formula, essentially this is a step by step set of directions that gives specific instructions on
crafting the item. Formulas can be any mixture of ingredients, as long as the directions lead to the successful creation of an item it is
a formula. There are known formulas, forgotten formulas, and those yet to be discovered. Players can come by formulas through a
myriad of means; discovery, distillation, invention, trade, and training. Any formula a player possesses can be used to craft an item
of that formula provided the player has the requisite ingredients to satisfy the formula.
A character can have as many formulas in their herbalism book as they can collect, there is no limit to the amount of items a
character can know how to craft with the herbalism skill. The Herbalist’s book is not a magic item and is not required to be anything
more than a collection of pages they keep notes in for later reference. A character can have as many or as few herbalist books as
they choose and may make as many copies of as they wish. Most herbalists choose to write in a special ink, called “Herbalist Ink”,
which is blue and made from Cornflower; the herb referred to as the patron herb of herbalists.
If a character loses their book or it is destroyed, they can attempt to recreate it and all the formulas contained in the book. This is
done with an Intelligence check DC15 and they are allowed to add all modifiers including proficiency bonus. Each formula they
attempt to remember requires a separate check. Any item the character has crafted, and needs to distill to regain the formula
automatically succeeds and they can regain the information.
1
Items by Type
There are several different types of items an herbalist can craft. Each is used in a different way, to better serve its purpose. The type
of items an herbalist chooses to craft are of their own choosing, but because a formula for one works does not mean that the same
formula can be applied to another; for example a formula for a brew may work, but when used to make a salve it may not.
Brew: This a liquid for drinking, it is kept in a standard sized vial and must be used all at once to be effective.
Oil: This is a liquid with a design for applying it to the skin of the user. It is often stored in a flask and needs to be used completely to
be effective.
Poultice: This is a soft mass of plant material applied to the body and then covered to keep in place. It is stored in a jar of glass or
clay, it is often reapplied over time as the material dries out and becomes ineffective.
Salve: This is an ointment that is rubbed into the skin of the user. It is normally stored in a small jar to be used as needed to maintain
its effectiveness.
Tincture: This is a liquid extract of herbs that are potent in small amounts. They are often stored in small vials and require only a few
drops to be effective.
Ingredients
The ingredients of the trade are as numerous as the plants that grow on the planet, then too the fluids of animals can be added to
achieve still more effects. There are countless uses for plants and a near limitless possibility of creations to fit a myriad of situations;
salves to relieve diseases, incenses to open the mind to visions, drinks that free the soul to travel freely across the planes, oils that
allow the body to press beyond its limits, poultices that mend wounds, and more as the creative mind of a skilled herbalist learns the
way of the craft.
There are of course, standard ingredients, those whose uses are well known and time tested. These ingredients are categorized into
their requisite powers. There are 20 separate spheres of influence, each a broad stroke of what its constituent ingredients is capable
of achieving, that define the general purpose of an ingredient and give some indication of the effect it will yield. The spheres are
loose and the actual effects can vary widely among different ingredients within the same sphere. Although all ingredients within a
field pertain to the same type of effects not all ingredients are as potent and as capable of producing the same effect in the same
strength. For example, although two ingredients may be in the strength sphere they may not both be well suited to make a brew
that allows a character to carry twice its normal allowable weight without becoming encumbered, that is information a character
must get from the formula or by trial and error.
Charisma: This sphere of influence concerns the ability to interact with others from leadership to performance. Ingredients from this
sphere may have effects which alter a character’s ability to perform, cast spells, speak in public, is received by a king, or they may
influence the way a crowd sees a leader. The power to alter one’s appearance in subtle ways by changing eye or hair color. They
could boost a character’s ability score in a time of need.
Cleansing: This sphere of influence concerns the removal of the unwanted from disease to curses. Ingredients from this sphere may
have effects like cure the black plague, wash away the evil spirits that reside in an old house, hold a curse at bay long enough to get
a victim to a priest, or remove the taint of evil on an heirloom. They could halt the onset of a magic disease in the hopes of finding a
cure.
Constitution: This sphere of influence concerns health, stamina, and vital force from overcoming injury to ignoring harmful effects.
Ingredients from this sphere may have effects like allow a warrior to do extra damage, give a rogue the ability to carry a chest full of
gold, give a child the ability to resist an illness, heal a broken bone. They could grant a boost to a character’s ability score in a time of
need.
Death: This sphere of influence concerns the life energy moving away from the body from preserving a corpse to stopping death at
the last breath. Ingredients from this sphere may have effects like stabilizing a dying person, granting a reprieve from death with a
short coma that halts all body functions, bring a vicious ruler to death’s door with a sip of wine, or give a dying woman one last
moment with her child. They could stop a character from dying by applying a salve over their heart.
2
Dexterity: This sphere concerns agility and reflexes from nimble fingers to avoiding obstacles. Ingredients from this sphere may have
effects like granting a bonus action in a round of combat, giving an extra 10’ of movement for a minute, granting advantage on a skill
check, or allowing a movement to be unhindered. They could grant advantage on dexterity saves.
Divination: This sphere concerns the gaining of other worldly knowledge from a moment of prescience to a sign from a deity.
Ingredients from this sphere may have effects like allowing astral dreaming, allow a spirit to communicate with the living, grant
inspiration, or hide a person from scrying. They could create a fluid for scrying that surpasses all others.
Emotion: This sphere concerns emotional effects from calming a raging bull to stirring a placid man. Ingredients from this sphere
may have effects like creating love, hatred, prejudice, friendship, or obsession. They could make a king declare war in a fit of rage.
Healing: This sphere concerns restoring injury from hit points lost in battle to eyesight lost from disease. Ingredients from this
sphere may have effects like healing burns, soothing rashes, mending wounds, or fix broken bones. They could cure a plague before
it destroys a town.
Holy: This sphere concerns all the outsider’s ways from the gifts of the goodly to the curses of the evil. Ingredients from this sphere
may have effects like craft a sacred ointment to bless holy items, free a child from the ravages of the evil eye, or make an oil that
allows a cleric’s blessing to last longer. They could grant a vision of one’s deity in a time of need.
Intelligence: This sphere concerns mental acuity and the ability to reason in a logical format. Ingredients from this sphere may have
effects which help strengthen the mind from solving puzzles to remembering information. They could temporarily raise a character’s
intelligence score to help raise saves against spells.
Luck: This sphere concerns all that is left to chance from a game of dice to a falling stone. Ingredients from this sphere may have
effects like gaining odds in games of chance, bringing the right people around in times of need, allowing the winds of fate to blow
destiny in your favor, or alter the course of conversation by a slip of the tongue. They could bedevil an opponent with bad luck and
setbacks, while others prepare to move against them.
Negative/Positive Energy: This sphere concerns the manipulation of divine energy from the turning of a cleric to the unholy blessing
of an evil coven’s temple. Ingredients from this sphere may have effects like create a field of positive energy, embolden those
around with the fervor of a deity, empower undead with the energy of hades, or strengthen the taint of evil on an altar. They could
grant a cleric extra turning ability in a fit of devotion.
Perception: This sphere concerns with the way the world is seen from a watchful eye to an unseen rogue. Ingredients from this
sphere may have effects like allow a sneaker to be extra stealthy, dull the eyes of a watchman, grant sight into another plane, make
scars unnoticeable to observers, or grant a rogue extra sensitive ears. They could make a hiding character almost invisible to all.
Persuasion: This sphere concerns the way inhabitants act from glib leaders to unyielding masses. Ingredients from this sphere may
have effects like making someone a skilled orator, allow a crowd to hear the veiled threats of an evil leader without noticing, give
sway to one’s words whispered into the king’s ear, or a lawyer the ability to sway a magistrate. They could allow a character to lie in
a zone of truth.
Poison: This sphere concerns the creation of ways to debilitate from diseases that disfigure to death in a bottle. Ingredients from
this sphere may have effects like crafted poison arrows, making antidotes, creating quaffs that only appear to kill, or sickening
people at banquets. They could create poisons that never leave and need antidotes daily.
Prosperity: This sphere concerns the well-being of the masses from ensuring a farmer’s crop sell to saving a village’s fishing
livelihood. Ingredients from this sphere may have effects like creating business opportunities between new partners easier to
negotiate, helping business owners choose what products to sell, or making unforeseen profits appear from nowhere. They could
give one the ability to find gold by its scent.
Protection: This sphere concerns safety from the personal well-being of an adventurer to stopping evil spirits. Ingredients from this
sphere may have effects like providing protection from certain damage types, making one immune to diseases, casting out benign
evil spirits from a home, or preventing evil to enter a dwelling. They could give a character the advantage on certain saves.
Ritual: This sphere concerns tradition from the blessing of crops to the creation of a druids harvesting knife. Ingredients from this
sphere may have effects like invoke a deity in prayer, craft an incense that assists in meditation, make a brazier’s fire burn for longer,
or create scented chips of incense that invoke elemental’s favor. They could make the inks of a magic circle stronger or permanent
or impenetrable.
3
Strength: This sphere concerns bodily power and athleticism from a warrior’s strong sword arm to a woman lifting a horse.
Ingredients from this sphere may have effects like granting one the ability to carry extra weight without fatiguing or being
encumbered, swim a vast distance without making a check, hold a gate so others can escape, jump twice as far as normal. They
could raise a character’s ability score in a time of need.
Sustenance: This sphere concerns all the necessities of life from a square meal to air for breath. Ingredients from this sphere may
have effects like make a small meal seem satisfying, allow one to stay hydrated with half water rations, remind one of the loved ones
far away and grant them the will to continue, or give inspiration when all hope is lost. They could make a food so filling one need not
eat for weeks.
Wisdom: This sphere concerns intuition and perceptiveness from sensing motives to feeling the work of evil in the world.
Ingredients from this sphere may have effects like allow one to intuitively sense another’s intention, grant insight into the mind of a
magistrate, or sense the past of a place though it is long abandoned. They could raise a character’s ability score in a time of need.
Rarity Level
In addition to the spheres of influence each ingredient has a level of rarity associated to it. An ingredient can be common,
uncommon, rare, special, or extraordinary. The levels of rarity define how easily an ingredient can be found in the world, some
ingredients are easy to procure while others are very difficult to find. Also, an ingredient’s rarity affects the value of the ingredient,
more common ingredients are lower value and cheaper to purchase than uncommon ones, in turn uncommon ingredients are lower
value and cheaper to purchase than rare ingredients, and thus it goes.
The rarity of an ingredient also affects its potency in an item crafted from it. In general the rarer an item is the more potential that
its power will have a dramatic effect in the crafted item. In creating formulas, the more pronounced an herbalist desires an effect to
be the more likely the herbalist will use higher rarity level ingredients from the desired sphere of influence. For an example a
formula using ingredients from the sphere of strength with rarity levels rare, special, and extraordinary is not likely to provide a
protection sphere effect.
Many ingredients can be purchased or foraged in the correct areas, but special ingredients are difficult to gauge in rarity and can
only be purchased in certain areas if at all. The rarest ingredients, extraordinary ingredients, are almost never found for sale and
must be foraged in the wild or grown specifically in gardens.
Rarity Level Average Cost per Ounce Actual Cost per Ounce
Common 2gp 1d4
Uncommon 4gp 2d4
Rare 8gp 2d8
Special 12gp 2d12
Extraordinary Varies* Varies*
*If purchasable
Ingredient Storage
Any ingredient, whether bought or foraged, must be stored if it is to be used later. The proper storage of an ingredient ensures that
it will last until it is needed to craft an item. The proper way to store an ingredient is in an air tight container, similar to a jar or a
stoppered vial. An ingredient stored in this way remains usable for quite some time, ingredients stored improperly last shorter
periods of time. For example, an ingredient stored in a wrapped up cloth will not stay fresh for very long and may become unusable
after a matter of days.
In the case of buying an ingredient from an apothecary or herbalism type shop, there is no shelf life penalty applied to the
ingredient; it is assumed that all such shops have a viable means of storing ingredients. The actual shelf life does not start until a
character actually purchases the item and removes it from the store’s protected environment.
Crafting Items
Crafting an item requires a formula, the herbalist kit, workspace, all requisite ingredients, and the appropriate time. The formula can
be a known formula or a research and development attempt at a formula. The herbalism kit is the standard kit from the Player’s
Handbook. The workspace can be anything from an actual lab in a wizard’s tower or apothecary’s store to a humble kitchen in a
house or inn. The requisite ingredients are at least one ounce of all ingredients required by the formula to craft the item.
The time required to craft the item is a function of the formula’s value, the time required to craft an item is 1 day per 50gp base
value of the item; wherein base value is determined as the cost of all ingredients multiplied by 2. Ingredients which do not have a
standard average value are factored as having a value of 25gp for the purposes of determining base value. The character is expected
to work for 8 hours per day on the item and can pursue other activities during the other time, but cannot leave an item unattended
for more than 16 hours without risking the creation process become unstable and go awry resulting in a total loss of the item and
ingredients.
Any item in the creation process left unattended for more than 16 hours has a cumulative failure rate of 25% per 8 hours left
unattended; thus the first 8 hour period unattended has a 25% chance of failure, the second 8 hour period has a 50% chance of
failure, the third 8 hour period has a 75% chance of failure, and the fourth 8 hour period has a failure chance of 100%. This check is
made at the end of each 8 hour period. Once an item fails a check, the item is useless and all ingredients are expended.
Discovery: Characters can find new formulas throughout the world; temple libraries, tomes of lore, or treasure troves. A character
who finds a formula in such a manner need only copy this formula into their herbalist book to craft the item at a later time.
Distillation: Characters who find new items can attempt to learn a crafting formula by distillation, provided the creator has crafted
the item using the herbalism skill. In distilling an item, the character breaks the item and reverse engineers the formula. To distill a
formula a character needs; the item to be distilled, the herbalism kit, workspace, and time. The distillation process takes twice as
long as the crafting time of the item distilled; thus it is a function of the base value, wherein the time required to distill the item is
equal to 4 times the base value.
Also, as in crafting an item the distillation process must be monitored and requires 8 hours of work daily. It cannot be left
unattended for more than 16 hours. Any item in the distillation process left unattended for more than 8 hours has a
cumulative failure rate of 25% per 8 hours left unattended; thus the first 8 hour period unattended has a 25% chance of failure, the
second 8 hour period has a 50% chance of failure, the third 8 hour period has a 75% chance of failure, and the fourth 8 hour period
has a failure chance of 100%. This check is made at the end of each 8 hour period. Once an item fails a check, the distillation is a
failure. The item is ruined and the character does not know the formula to craft the item
5
At the end of the process the character makes an herbalism skill check (DC15) using intelligence and proficiency modifiers. Success
on this check means the character has successfully distilled the formula to craft this item and can write a formula in their herbalism
book to craft the item, failure on this check means the character has not distilled a formula and cannot craft this item. A character is
aware of the success or failure of the distillation process and immediately knows if they have a formula for the item. Regardless of
success or failure, the item distilled is ruined and its ingredients are worthless.
Research: Characters can use their time to research into herbalism and attempt to devise their own formulas for items. To begin this
process, players choose the type of item they want to craft; brew, oil, poultice, salve, or tincture and what effect this item will create
on the user. Next, they look into the available ingredients and what sort of effects the ingredients generally create. After that they
choose a list of ingredients and attempt to craft the item.
Players choose ingredients from the spheres of influence which create effects they want the item to create, most formulas involve
ingredients from more than one sphere of influence with the predominant sphere of influence being two or more ingredients from
different levels of rarity. In developing a new formula, players choose the item type and the desired effect, they then discuss the
item with the DM. The DM has the final call about an item, determining if it is too powerful, if it requires ingredients not listed, or if
the formula will have effects other than the player’s desired effect.
After mutually agreeing with the DM on the formula and effect, the character attempts to craft the item using the normal
procedures of crafting with the added step of the success determination roll at the end of the crafting process. The success
determination roll is made at the very end of the crafting process and determines whether the formula is a failure, success, or has an
unintended outcome.
The Success Determination roll is only made on the first attempt to create a specific formula, and its result is always applied to this
specific formula. The results of the success determination roll are permanent, they always apply to a formula that a character has
attempted to create; thus if a character attempts a formula and receives a result of poison, that particular formula always creates
poison. If a character attempts a formula and receives a result of works as intended, this formula always works as intended.
For example if a character makes a formula and at the end of crafting makes the success determination roll and rolls 08% they have
crafted a poison which deals 1d6 constitution damage; every time they craft this formula it will make this same poison. Likewise, if
the same character crafts a different formula and at the end makes the success determination roll and rolls 99%; this formula works
and this particular crafting creates twice the expected amount but all future crafting will produce only the normal expected amount.
In both instances, the character knows the exact result of the formula and does not need to roll for success determination if they use
that formula again.
Adam plays a monk, he finds that he often uses all of his Ki Points and wants to make a brew that will refresh his Ki Points.
He first looks at the spheres of influence and decides he will need to pick from the spheres; Constitution, Healing,
Protection. He wants the base to be Constitution, so he chooses a Rarity Level Common ingredient from the sphere of
influence Constitution; Athelas. Adam knows he really wants a healing effect so he chooses the next ingredient a Rarity
Level Uncommon from Sphere of Influence Healing; Tansy. Next he wants to account for the protection of Ki so his third
ingredient is from Rarity Level rare from the Sphere of influence Protection; Gourd. Finally, Adam wants this brew to be
very effective so he decides to use a Rarity Level Special ingredient from the Sphere of Influence Constitution; Rue.
Adam then approaches his DM, he explains his idea to the DM stating, he wants a brew to restore Ki Points, then he gives
the DM the final list of ingredients. The DM decides that such a brew should be possible with the caveat that it will not
restore all the Ki Points. The DM decides the brew will restore one half the Maximum Ki Point Total Adam’s monk possesses
and that the brew needs to have an ingredient from the Sphere of Influence Ritual in the formula and that this ingredient
must be Rarity Level Special, because the meditation is a ritual for the monk and the replenishment of Ki Points is a ritual.
6
Adam agrees, he goes back to the ingredients and finds an ingredient that fits the requirement then alters the formula;
Sphere of Influence Ritual; Broom. His character then gathers one ounce of each requisite ingredient and spends the time
to craft the brew. When the brew is completed Adam makes a Success Determination Outcome Roll and rolls a 29, his brew
works as expected, but it leaves his monk with one level of exhaustion. Adam now has a formula for this brew that will
always work this way.
Trade: Herbalists and apothecaries swap knowledge and lore freely with each other in an effort to further the craft and hone their
personal skill. Trading formulas is common amongst many in the trade and it is the easiest way to learn more common formulas.
There is no issue with copying notes from one herbalist book to another, provided it is a language the copier understands.
Train: The ability to train may present itself in any manner; academy, apprenticeship, guild, or school. Regardless of the form or
formalness of the training characters can acquire new formulas by training. In general the cost of a formula is twice the value of the
item and takes 1 day per 50gp value of the item to learn.
Formulas
The following is a list of common items that can be found or purchased from an alchemist, apothecary or herbalist. These items can
be crafted by a character with the herbalism skill, who meets all the requirements of crafting the item. The list is not complete as
there are countless items yet to invent or items whose knowledge is lost.
When a character uses an item the same basic rules are applied, regardless of the characters class, level or the item’s effects. Each
item description starts with a block of information that gives the item’s name, type, cost, ingredients, and effect.
Type: This is the type of herbalism item which the described item is, (B) Brew, (O) Oil, (P) Poultice, (S) Salve, or (T) Tincture. In the
following formula list, the type is expressed as a single letter referencing the first letter of the type.
Cost: This is the market price of the item expressed in gold pieces (gp), it is the price a character would expect to pay for the item. It
is not the cost to craft the item.
Ingredients: This is the requisite ingredients required to craft the item, unless specified otherwise the necessary amount of the
ingredient required is 1 ounce. A character may possess all the ingredients for an item, but not be able to craft it because they do
not have the formula.
Effect: This is the effect the user has after using the item, it will contain all the relevant game data to effectively play the use of the
item.
8
Panacea (P) 150gp
Ingredients: Aloe, Camphor, Goldenseal, Jobs Tears, Southern Wood, Thistle Milk, Thyme, Willow
Effect: Delays the onset of non-magical diseases for 1d12 hours.
Ingredients
The following is a list of well-known ingredients, these ingredients can be used to create a nearly limitless amount of items using the
Herbalism Skill. This list is not the entirety of ingredients that an herbalist can use to craft items with an Herbalist Kit, such
ingredients not appearing on this list are under the direction of the DM as usable ingredients.
Each ingredient description starts with a statistic block giving its name, Rarity Level, and Sphere of Influence.
Rarity Level: In parentheses after the ingredient’s name is a single letter identification of the Rarity Level; Common (C), Uncommon
(U), Rare (R), Special (S), or Extraordinary (E).
Sphere of Influence: After the Rarity Level, each Sphere of Influence the ingredient is associated with is listed.
10
Borage (S) Charisma, Constitution, Intelligence, Wisdom
Bracken (R) Divination, Healing, Protection
Brazil Nut (S) Emotion, Intelligence
Briony (R) Divination, Protection, Wisdom
Bromeliad (U) Protection, Prosperity
Broom (S) Divination, Holy, Ritual
Buchu (U) Divination, Charisma, Intelligence, Wisdom
Buckthorn (C) Holy, Luck, Protection
Buckwheat (C) Prosperity, Protection, Ritual
Burdock (S) Healing, Protection
11
Cornflower (C) Charisma, Cleansing, Constitution, Death, Dexterity, Divination, Emotion, Healing, Intelligence, Negative/Positive
Energy, Perception, Poison, Strength, Wisdom
Cotton (C) Charisma, Healing, Intelligence, Luck, Wisdom
Cowslip (S) Healing, Holy, Prosperity, Ritual
Crocus (U) Cleansing, Death, Divination, Emotion, Dexterity
Cucumber (C) Charisma, Healing, Intelligence, Perception, Sustenance, Wisdom
Cumin (R) Emotion, Holy, Negative/Positive Energy, Perception
Curry (U) Holy, Negative/Positive Energy, Protection, Ritual
Cyclamen (R) Emotion, Holy, Ritual, Wisdom
Cyclops Hair (E) Strength
Cypress (U) Death, Emotion, Luck, Perception, Ritual
12
Geranium (C) Health, Protection, Wisdom
Ginger (U) Constitution, Healing, Intelligence, Strength
Ginseng (U) Constitution, Dexterity, Emotion, Negative/Positive Energy
Goats Rue (R) Cleansing, Constitution, Healing
Goldenrod (R) Divination, Luck, Perception
Goldenseal (S) Cleansing, Healing, Protection
Gorse (S) Luck, Protection, Prosperity
Gotu Kola (S) Intelligence, Wisdom
Gourd (R) Protection
Grain (C) Cleansing, Death, Prosperity, Persuasion, Sustenance
Grape (C) Emotion, Sustenance
Grass (C) Cleansing, Healing, Intelligence, Wisdom
Grimlock Ear Wax (E) Perception, Protection
Ground Ivy (C) Divination, Perception
Groundsel (S) Constitution, Healing, Perception
13
Lady's Mantle (R) Death, Emotion, Wisdom
Lady's Slipper (R) Protection, Strength, Wisdom
Larch (C) Protection, Strength
Larkspur (U) Protection, Healing
Lavender (C) Cleansing, Death, Divination, Emotion, Holy, Negative/Positive Energy, Protection, Ritual
Leek (C) Cleansing, Ritual,
Lemon (C) Cleansing, Strength
Lemongrass (U) Charisma, Emotion, Intelligence, Negative/Positive Energy, Wisdom
Lemon Verbena (R) Cleansing, Ritual
Lettuce (C) Dexterity, Persuasion, Luck, Prosperity
Licorice (U) Emotion, Persuasion
Life Everlasting (S) Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom
Lilac (C) Cleansing, Persuasion, Protection
Lily (C) Death, Holy, Luck, Negative/Positive Energy, Ritual
Lily of the Valley (R) Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom
Lime (U) Healing, Protection
Linden (R) Death, Luck, Protection, Ritual
Liverwort (R) Cleansing, Poison
Loosestrife (C) Cleansing, Perception
Lotus (R) Charisma, Cleansing, Constitution, Death, Dexterity, Emotion, Healing, Holy, Luck, Negative/Positive Energy, Perception,
Persuasion, Poison, Prosperity, Protection, ritual, Strength, Sustenance, Wisdom
Lovage (R) Emotion, Ritual
Love Seed (R) Emotion, ritual
Lucky Hand (S) Luck, Prosperity
Oak (C) Charisma, Constitution, Dexterity, Holy, Intelligence, Strength, Ritual, Wisdom
Olive (C) Healing, Protection
14
Onion (C) Cleansing, Divination, Healing
Orange (C) Cleansing, Healing, Protection
Orchid (U) Death, Emotion, Persuasion
Oregon Grape (R) Death, Divination, Poison
Orris (R) Holy, Negative/Positive Energy, Protection, Ritual
Owl Feather (C) Perception, Wisdom
Ox Sweat (C) Strength
15
Sassafras (R) Perception
Savory, Summer (S) Charisma, Intelligence, Wisdom
Skullcap (U) Death, Poison
Senna (U) Persuasion
Sesame (R) Sustenance
Shallot (S) Cleansing
Skunk Cabbage (R) Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom
Slaad Blood (E) Healing
Slippery Elm (U) Death, Poison
Snake Venom (E) Cleansing, Death, Healing, Poison
Snakeroot (S) Death, Poison
Snakeroot, Black (S) Divination, Poison
Snapdragon (R) Protection, Strength
Solomon's Seal (S) Cleansing, Protection
Sorrel Wood (S) Perception, Persuasion
Southern Wood (R) Healing, Protection, Sustenance
Spanish Moss (S) Protection, Sustenance, Wisdom
Spearmint (U) Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom
Spider Venom (E) Death, Poison
Spiderwort (U) Cleansing, Divination, Poison,
Spikenard (S) Poison, Protection
Star Anise (R) Dexterity, Luck, Persuasion
Strawberry (C) Healing, Sustenance
Sugar Cane (C) Emotion, Negative/Positive Energy
Sunflower (U) Strength, Sustenance
Sweetgrass (S) Divination, Holy, Negative/Positive Energy
16
Wolf's Bane see Aconite
Wood Rose (S) Luck
Woodruff (R) Protection, Strength
Wormwood (R) Divination, Strength
Wyvern Stinger (E) Poison
17
Charisma
Cleansing
18
Constitution
Death
Dexterity
19
Divination
Emotion
20
Healing
Holy
21
Intelligence
Luck
22
Negative/Positive Energy
Perception
Persuasion
23
Poison
Prosperity
24
Protection
Ritual
25
Strength
Sustenance
26
Wisdom
27
Shameless Self Promotion
Check out some of my other work:
Seriously, I work my tail off to bring the best at every turn and you are sure to love these as much as you do this; which you must if
you made it this far into it. I mean, you are reading a promotional piece now and still into it. Think about it for a second, you are
reading a commercial, we invented DVR’s to skip this BS on TV, but you are expending valuable time and the precious resource of
your brain power to read one. What better proof that you will enjoy my stuff?
Yeah, you might endure a scantily clad sex object cooing on TV about some product to ogle them, but there is no sexy here; only my
words that amuse and delight. Every word specifically chosen to ensnare the senses and bring a little more dopamine to your brain.
Tom’s Tale can be read for free, enjoy it; if you get to page 50 you will beg for the next installment or I will give you a hardy shrug
and a non-committal grunt.
In the gaming realm there are many more pieces to come; 2 different and completely new monsters, a spell compendium of over 50
new spells for all spell casting classes, and (if I can figure out to scan/download or whatever the hell I need to do to get it on my
computer) a fully developed continent with cities, dungeons, towns, and unique features as never before seen in the gaming world.
The plans to get more excitement into our game has no limit, I sleepwalk through this world of cold economics, politics, and
stagnation dreaming of our world; the gaming world where our dreams come to life and every day is an adventure as beautiful,
exotic, and amazing as us.
Now, let’s roll some dice and some fun…. (After you finish reading my stuff!)
Stay Awesome,
Chris
28