From: Shaun Owen Hately <[0--54--6] at [bud.cc.swin.edu.au]>
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: Herbal for AD&D
Date: 8 May 1996 14:19:49 -0400

I am posting this to the archive in the hope of getting some feedback. I 
am midway through writing the fourth edition of this herbal and would 
appreciate any suggestions or criticism.

E-Mail: [d--dn--t] at [bud.swin.edu.au]

Yours Without Wax       . -  ~ ~,      This virtual flower is in 
        Dreadnought  .~_ . -  ~.'~_~.  memory of the victims of the
                     .--~-.    | {     Port Arthur massacre, 28th 
                    '-~ -. `      }.;  April 1996
                         _`.__|`.~.{             _ _ .-:
                          `---._ .|          .-~  .-~  }
                                \ \__     .~  .-~   .~
                                 \ \'     \ '_ _ -~
                                  `.`.    //
                        . - ~ ~-.__`.`-.//
                     .-~   . - ~  }~ ~ ~-.~-.
                   .' .-~      .-~       |/~-.~-./|
                  /_~_ _ . - ~                 ~-.~-._

                     THE GUIDE TO HERBS FOR AD&D
                             3rd Edition
                           By Shaun Hately
                    --==(AMBULANT IN FABULAM)==--

NOTE: AD&D is a registered trademark of TSR Inc. The use of this term is 
not intended as a challenge to the trademark status and ownership of TSR 
Inc.

This is a guide for game purposes only. DO NOT under any circumstances, 
use any of the herbs contained in this guide for any real life purpose.

This guide is (c)1996, Shaun Hately, except where copyright is already 
owned by someone else (See Acknowledgments). Permission is granted to 
distribute this guide in unedited form, provided no profit is made. The 
information contained above, and the acknowledgments section must also 
be included.

                        HOW TO USE THIS GUIDE
                                  
This guide was written in order to allow a more detailed method of using 
the Herbalism Non Weapon Proficiency than that provided in the PHB. The 
description of each herb contains the following information:

NAME: This is what the herb is called.
Available: This is the time of year when the herb is available, and the 
percentage chance for a person who searches for the herb for one day 
finding it.
Locale: This describes the region in which the herb can be found.
Preparation: This describes how long a herb needs to be prepared before 
it can be used. 
Cost: The cost before the / is the cost of the herb in raw form. The 
cost after the / is the cost of buying the herb ready to use. 
Uses: The number of uses indicates how much of the herb can be found at 
any one time.
Ability Check: The ability check is the value that must be rolled under 
on a d20 for the use of the herb to be successful. If the ability check 
is listed as `?' it means that the herb may or may not have the powers 
attributed to it. If the ability check is listed as `-' then no ability 
check is needed for success. The DM should decide what effects these 
herbs have if any. 
Description: This section describes what the herb can do.

The DM who uses or allows this guide in their games should examine it 
carefully before use, and remove or modify any herbs that they wish. 
This is particularly true for those herbs that have quite major powers. 

It will be noted that very few poisons are listed in this guide. This is 
for two reasons. 
1. I believe that a Herbalist should not use their art for nefarious 
purposes.  
2. I believe that allowing players access to too many poisons can 
severely effect game balance.

Any DM who wishes to have detailed poisons in their games is referred to 
the "Netbook: Poisons of the Realm" which I find to be excellent for the 
purpose.

It should also be noted that I have tried not to include herbs that 
could be classed as "Drugs" with the connotation of illicit use. This is 
because I do not wish to be seen to be supporting illicit drug use.
Having said that, for anyone who wishes to use drugs in their games, I 
refer them to "The AD&D Guide to Drugs" written by Desmond Reid which 
has excellent rules on all aspects of drug use including addiction and 
its effects. The drugs contained within it could be converted to my 
system fairly easily. 

ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER ANY 
CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE FOR ANY REAL 
LIFE PURPOSE.
                    
                     Shaun Hately, 6th March 1996

ALDAKA
Available:          Winter 5%
Locale:             Mountains
Preparation:        1 week
Cost:               100 gp/ 1000 gp
Uses:               1
Ability Check:      Intelligence
The roots of this plant must be brewed over a low fire for one week, and 
the resulting distillation drunk. If used successfully, sight will be 
restored to the recipient provided the eye remains.

ALL-HEALE
Available:          Autumn 75%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               2 gp/ 10 gp
Uses:               7
Ability Check:      Intelligence +1
When All-heale is applied to a wound, (one application per day), the 
recipient will heal even if still working as normal. With rest, the 
recipient will heal at three times the normal rate.

ALOE
Available:          Autumn, Winter 55%
Locale:             Temperate Scrub
Preparation:        none
Cost:               5 cp/ 5 cp
Uses:               2
Ability Check:      Intelligence
The leaf of Aloe applied to a wound, will double the natural healing 
rate of burns and minor cuts.

ANSERKE
Available:          Summer 30%
Locale:             Coastal Regions
Preparation:        none
Cost:               75 gp/ 75 gp
Uses:               1
Ability Check:      Intelligence -4
The root must be applied to a bleeding wound. Within three rounds it 
will have stopped the bleeding. The recipient must not move for one turn 
or risk the wound reopening.

ARFANDAS
Available:          Autumn, Winter 50%
Locale:             Freshwater Banks
Preparation:        1 day
Cost:               2 sp/ 3 sp
Uses:               4
Ability Check:      Intelligence -6
If the stem of Arfandas is bound up in the dressing of a fracture, it 
will double the rate of healing for that fracture.

ARKASU
Available:          Autumn 55%
Locale:             Temperate Grassland
Preparation:        none
Cost:               12 gp/ 12 gp
Uses:               3
Ability Check:      Intelligence -3
When the sap of the Arkasu plant is applied to wounds, it doubles the 
rate of healing.

ARLAN
Available:          Autumn 60%
Locale:             Grasslands
Preparation:        none
Cost:               20 sp/ 20 sp
Uses:               1
Ability Check:      Intelligence -5
The leaf of Arlan when applied to a wound will heal 1 hp of damage if 
used within 5 rounds. Arlan will also speed a persons recovery from 
respiratory illness by five times.

ARNUMINAS
Available:          Autumn 70%
Locale:             Temperate Grassland
Preparation:        none
Cost:               6 gp/ 6 gp
Uses:               5
Ability Check:      Intelligence -1
The leaf of this plant should be applied to the site of ligament, 
cartilage, or muscle damage. If successful, it will double the speed of 
healing of such damage.

ARPUSAR
Available:          Autumn 40%
Locale:             Freshwater Banks
Preparation:        1 week
Cost:               7 gp/ 30 gp
Uses:               2
Ability Check:      Intelligence -7
The stalks of this plant must be brewed for one week in fresh water at 
the end of which time it may be drunk. If it is successful, it will heal 
any damage to a persons muscles that are capable of healing naturally.

ATHELAS
Available:          Autumn 45%
Locale:             Temperate Forest
Preparation:        1 week
Cost:               200 gp/ 1000 gp
Uses:               3
Ability Check:      ?
According to legend, the leaves of Athelas when brewed in Elven wine by 
the hands of a King is capable of curing anything.

ATIGAX
Available:          Winter 40%
Locale:             Temperate Grassland
Preparation:        1 day
Cost:               40 gp/ 70 gp
Uses:               5
Ability Check:      Intelligence
The roots of this plant must be brewed over a low fire for one day, and 
the resulting distillation drunk. If used successfully, sight will be 
protected from glare or blinding light for a period of nine hours. This 
herb can thus be used to limit the ill effects suffered by subterranean 
creatures (such as drow) in full sunlight.

ATTANAR
Available:          Autumn, Winter 45%
Locale:             Freshwater Banks
Preparation:        none
Cost:               8 gp/ 8 gp
Uses:               2
Ability Check:      Intelligence -6
Attanar is a moss, which when applied to the forehead of a stricken 
person, will cure fevers.

BASE MULLEIN
Available:          Always 90%
Locale:             Temperate Rural
Preparation:        none
Cost:               10 sp/ 10 sp
Uses:               1
Ability Check:      Intelligence
If this herb is applied to a burn within one hour, it will reduce the 
damage taken from the burn, by half.

BELAN
Available:          Summer 35%
Locale:             Coastal Regions
Preparation:        none
Cost:               40 gp/ 40 gp
Uses:               3
Ability Check:      Intelligence -6
The nut must be eaten to stop bleeding (including internal bleeding).
Within two hours it will have stopped the bleeding. The recipient must 
not move for one additional hour or risk the bleeding restarting.

BELRAMBA
Available:          Summer 30%
Locale:             Temperate Forest
Preparation:        3 days
Cost:               60 gp/ 180 gp
Uses:               1
Ability Check:      Intelligence -3
Belramba is a lichen. It must be brewed in water, and then drunk three 
days later. If used successfully, all nerve damage capable of healing 
naturally will be healed.

BISHOP'S WEED
Available:          Summer 45%
Locale:             Temperate Rural
Preparation:        3 weeks
Cost:               4 gp/ 10 gp
Uses:               3
Ability Check:      Intelligence -6
This herb will protect people from Plague. It is drunk in wine, and is 
effective for one week. In plague years, its price increases rapidly.

BRELDIAR
Available:          Spring 35%
Locale:             Volcanoes
Preparation:        none
Cost:               50 gp/ 50 gp
Uses:               1
Ability Check:      Intelligence-2
This flower, when eaten, alters the way a person judges distance for a 
period of one hour. While under the influence of the flower, a person 
can add a bonus of two to ranged combat attacks, while subtracting two 
from melee attacks.

BULL-RUSH
Available:          Always 55%
Locale:             Swamp
Preparation:        3 days
Cost:               2 sp/ 3 sp
Uses:               2
Ability Check:      Intelligence +3
This herb will put someone to sleep for 3d12 hours. A roll of 1 on the 
ability check will put the person into a coma.

BURSTHELAS
Available:          Summer 5%
Locale:             Grassland
Preparation:        1 week
Cost:               110 gp/ 1000 gp
Uses:               2
Ability Check:      Intelligence
Bursthelas must be brewed for one week in fine red wine before it can be 
used. It must then be drunk within one month or spoil. A successful 
draft will heal any fractured bones within the body within one to three 
days.

CAT'S TAIL
Available:          Summer 75%
Locale:             Temperate Forest
Preparation:        1 week
Cost:               1 gp/ 3 gp
Uses:               1
Ability Check:      Intelligence -6
This herb when made into a salve, will heal all damage to a person's 
heel.

COLEWORT
Available:          Spring, Summer 70%
Locale:             Temperate Forest
Preparation:        none
Cost:               6 sp/ 6 sp
Uses:               1
Ability Check:      Intelligence -4
Anyone who chews on colewort before drinking will remain sober for the 
entire evening.

COW PARSNIP
Available:          Always 45%
Locale:             Temperate Forest
Preparation:        6 weeks
Cost:               3 gp/ 10 gp
Uses:               7
Ability Check:      Intelligence -6
Cow parsnip will cure madness for a short period (a few hours). Repeated 
application over a two week period may cure insanity altogether.

COW-WHEAT
Available:          Summer 50%
Locale:             Temperate Grassland
Preparation:        1 week
Cost:               2 gp/ 3 gp
Uses:               2
Ability Check:      Intelligence
Cow-wheat will cause a person to act as if drunk.

CULKAS
Available:          Always 40%
Locale:             Desert
Preparation:        none
Cost:               35 gp/ 35 gp
Uses:               10
Ability Check:      Intelligence
Each application of Culkas will cure one square foot of sunburn.

DAGMATHER
Available:          Summer 40%
Locale:             Temperate Grassland
Preparation:        1 week
Cost:               6 gp/ 28 gp
Uses:               2
Ability Check:      Intelligence -7
The spine of this plant must be brewed for one week in fresh water at 
the end of which time it may be drunk. If it is successful, it will heal 
any damage to a persons cartilage that are capable of healing naturally.

DARNELL
Available:          Autumn 40%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               3 gp/ 7 gp
Uses:               1
Ability Check:      Intelligence -2
Darnell will cause dimness of the sight for several hours.

DARSURION
Available:          Winter 50%
Locale:             Mountain
Preparation:        none
Cost:               3 sp/ 3 sp
Uses:               1
Ability Check:      Intelligence -6
The leaves of Darsurion when applied to a wound will heal 1 hp of damage 
if used within 3 rounds.

DEADLY-NIGHTSHADE
Available:          Summer 75%
Locale:             Forest
Preparation:        1 week
Cost:               4 gp/ 8 gp
Uses:               4
Ability Check:      Intelligence +3
Deadly nightshade will put someone to sleep for 4d8 hours. They cannot 
be woken. A roll of 1 will kill them, a roll of 20 will render them 
insane.

DEGIIK
Available:          Summer 25%
Locale:             Coastal Regions
Preparation:        none
Cost:               100 gp/ 100 gp
Uses:               3
Ability Check:      Intelligence -2
Degiik leaves must be given to someone at the point of death. They will 
keep the person alive for one day.

DELREAN
Available:          Winter 80%
Locale:             Temperate Forest
Preparation:        1 hour
Cost:               3 sp/ 3 sp
Uses:               4
Ability Check:      -
The bark of Delrean should be boiled into a paste and then smeared on 
the skin. It will then repel any insect from coming near the recipient, 
but the foul stench will reduce their Charisma (Appearance) by 1d2. It 
is effective for 5d6 hours.

DITTANY
Available:          Summer, Autumn 55%
Locale:             Temperate Riverbanks
Preparation:        2 weeks
Cost:               1 gp/ 5 gp
Uses:               3
Ability Check:      Intelligence
Dittany can be used to draw splinter and bone fragments from a wound. It 
is also an effective antiseptic for cleaning wounds. 

DRAAF
Available:          Spring 60%
Locale:             Coastal Regions
Preparation:        none
Cost:               5 sp/ 5 sp
Uses:               1
Ability Check:      Intelligence -4
The leaves of Draaf must be eaten in order to restore 1d3 hit points.

EBUR
Available:          Spring 45%
Locale:             Coastal Regions
Preparation:        none
Cost:               22 gp/ 22 gp
Uses:               5
Ability Check:      Intelligence -2
The flowers of Ebur must be eaten each day. If the treatment is 
successful the rate of healing for a sprain will be doubled for that 
day.

EDRAM
Available:          Winter 15%
Locale:             Freshwater Banks
Preparation:        none
Cost:               30 gp/ 30 gp
Uses:               4
Ability Check:      Intelligence -10
Edram is a moss which when eaten will cause bones to heal at one and a 
half times their normal rate.

ELVISH GALINGALE
Available:          Spring, Summer 35%
Locale:             Artic Forests
Preparation:        1 week
Cost:               1 gp/ 2 gp
Uses:               5
Ability Check:      Intelligence -4
This herb increases the flow of blood. This is very useful when a person 
is cold. Its effect lasts several hours.

FEBFENDU
Available:          Winter 5%
Locale:             Freshwater Coasts
Preparation:        1 week
Cost:               90 gp/ 900 gp
Uses:               1
Ability Check:      Intelligence
The roots of this plant must be brewed over a low fire for one week, and 
the resulting distillation drunk. If used successfully, hearing will be 
restored to the recipient.

FELMATHER
Available:          Spring 30%
Locale:             Coastal Regions
Preparation:        none
Cost:               10 gp/ 10 gp
Uses:               3
Ability Check:      Intelligence -7
The leaves of this plant should be placed under the tongue of a person 
in a coma. If successful, the person will awake in 1d6 hours. If a roll 
of 20 is made, the persons mind will be destroyed.

FETHERFEW
Available:          Summer 65%
Locale:             Forests
Preparation:        3 weeks
Cost:               2 gp/ 4 gp
Uses:               3
Ability Check:      Intelligence +3
This herb will remove the effects of vertigo from a person for up to 
twelve hours.

FLOURE-DE-LUCE
Available:          Always 60%
Locale:             Temperate Grassland
Preparation:        3 weeks
Cost:               3 gp/ 10 gp
Uses:               2
Ability Check:      Intelligence
This herb removes bruises from a body very quickly.

FUMITORE
Available:          Spring, Summer 80%
Locale:             Coastal Regions
Preparation:        2 weeks
Cost:               3 gp/ 6 gp
Uses:               1
Ability Check:      Intelligence
This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN 
SETWALL)

GARDEN FLAX
Available:          Spring, Summer 55%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               3 gp/ 6 gp
Uses:               5
Ability Check:      Intelligence +3
This herb removes all pain from a characters wounds. It will also 
prevent a character from feeling anything. He could walk through a fire 
and feel no pain.

GARIIG
Available:          Summer 60%
Locale:             Desert
Preparation:        1 day
Cost:               55 gp/ 70 gp
Uses:               1
Ability Check:      Intelligence -10
Gariig is a small cactus. It will restore all hit points to a wounded 
person if eaten within two days of being harvested.

GEFNUL
Available:          Summer 60%
Locale:             Volcanoes
Preparation:        1 day
Cost:               200 gp/ 500 gp
Uses:               1
Ability Check:      Intelligence -6
Gefnul will totally cure and heal the recipient if eaten within one week 
of harvesting. A roll of over the Herbalists intelligence will kill the 
recipient, a roll of twenty will kill the recipient beyond the ability 
of a raise dead spell to revive him.

GOAT'S RUE
Available:          Summer 60%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               6 gp/ 15 gp
Uses:               1
Ability Check:      Intelligence -10
This herb will cure poison.

GOLDEN LUNGWORT
Available:          Summer 80%
Locale:             Forest
Preparation:        1 week
Cost:               1 gp/ 2 gp
Uses:               6
Ability Check:      Intelligence -3
This herb heals the ears of all aches and pains.

GYLVIR
Available:          Autumn 10%
Locale:             Coastal Regions
Preparation:        none
Cost:               100 gp/ 100 gp
Uses:               1
Ability Check:      Intelligence-2
This is an algae. When eaten it allows a person to breathe underwater 
(and only underwater!) for a period of four hours.

HARE'S EARS
Available:          Summer 55%
Locale:             Mountain
Preparation:        2 weeks
Cost:               2 gp/ 5 gp
Uses:               3
Ability Check:      Intelligence -6
This herb cures skin diseases.

HARFY
Available:          Summer 10%
Locale:             Temperate Grassland
Preparation:        1 week
Cost:               150 gp/ 150 gp
Uses:               1
Ability Check:      Intelligence
The resin of this herb must be applied to a bleeding wound. It will 
immediately stop any bleeding.

HAWKWEED
Available:          Always 75%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               4 gp/ 6 gp
Uses:               2
Ability Check:      Intelligence
This herb increases a character eyesight for 1d4 turns. They can see 
twice as far, and when in missile combat, all ranges are treated as if 
one less.

HENBANE
Available:          Summer, Autumn 90%
Locale:             Temperate Farmland
Preparation:        1 week
Cost:               1 gp/ 3 gp
Uses:               3
Ability Check:      Intelligence
This herb will nullify the effects of poison weapons, but only if taken 
before the weapon strikes.

HOREHOUND
Available:          Summer 90%
Locale:             Coastal Regions
Preparation:        4 weeks
Cost:               1 gp/ 5 gp
Uses:               3
Ability Check:      Intelligence -2
This herb will cause the recipient to vomit up any poison in their 
system. The  person will be incapacitated by nausea for 1-3 days.

JOJOJOPO
Available:          Autumn 60%
Locale:             Mountains
Preparation:        none
Cost:               9 sp/ 9 sp
Uses:               1
Ability Check:      Intelligence -5
The leaf of this herb, when applied to frostbite will cure 2d6 points of 
frostbite damage.

KATHKUSA
Available:          Winter 30%
Locale:             Wasteland
Preparation:        none
Cost:               50 gp/ 50 gp
Uses:               1
Ability Check:      Intelligence
This plant is found only in the most inhospitable regions. When a leaf 
of the plant is eaten, it will (if used successfully) raise a persons 
strength +2 (or 20 percentage points in the case of exceptional 
strength) for 1d10 rounds. However if the Intelligence check is failed 
by more than three, the person will be collapse into unconsciousness for 
one hour.

KELVENTARI
Available:          Always 50%
Locale:             Temperate Forest
Preparation:        none
Cost:               19 gp/ 19 gp
Uses:               1
Ability Check:      Intelligence -6
If the crushed Kelventari berries are applied to a burn within one turn 
on its infliction it will heal 1d3 quarters of all damage caused by the 
burn.

KILMAKUR
Available:          Summer 45%
Locale:             Temperate Grassland
Preparation:        1 week
Cost:               65 gp/ 300 gp
Uses:               1
Ability Check:      Intelligence -3
The roots of this plant must be brewed over a low fire for one week, and 
the resulting distillation drunk. If used successfully, the recipient 
will gain a bonus of +2 to all saving throws versus fire based attacks 
for 1d10 hours.

KLAGUL
Available:          Summer 60%
Locale:             Temperate Grassland
Preparation:        1 day
Cost:               30 gp/ 50 gp
Uses:               3
Ability Check:      Intelligence -2
The buds of this plant must be boiled for a day and then eaten. After 
boiling they will keep for six weeks. When eaten, they will if 
successful give the recipient infravision for six hours.

LAND CALTROPS
Available:          Summer 60%
Locale:             Tropical Forest
Preparation:        2 weeks
Cost:               2 gp/ 5 gp
Uses:               1
Ability Check:      Intelligence -1
If applied to a snake bite within one turn, it will draw out the poison. 
Some very venomous snakes give bites that are incurable by this method.

LEOPARD'S BANE
Available:          Summer 25%
Locale:             Temperate Grassland
Preparation:        none
Cost:               5 gp/ 5 gp
Uses:               3
Ability Check:      Intelligence
This is a poison that kills animals that eat it, but has no effect on 
humanoids, demi-humans or humans

MAKEBATE
Available:          Always 35%
Locale:             Desert
Preparation:        2 weeks
Cost:               1 gp/2 gp
Uses:               2
Ability Check:      Intelligence -3
This herb will counteract the poison of scorpions if taken within 2 
turns of the bite.

MANDRAKE
Available:          Spring 40%
Locale:             Temperate Forest
Preparation:        4 weeks
Cost:               3 gp/ 5 gp
Uses:               3
Ability Check:      Intelligence +1
This herb sends the recipient to sleep. The sleep will last five hours, 
during which time the person cannot be woken.

MARJEROME
Available:          Always 35%
Locale:             Temperate Grassland
Preparation:        6 weeks
Cost:               2 gp/ 6 gp
Uses:               1
Ability Check:      Intelligence -2
This herb removes the colour from the skin of a person who has had 
yellow jaundice.

MASTERWORT
Available:          Summer 95%
Locale:             Temperate Farmland
Preparation:        3 weeks
Cost:               2 gp/ 7 gp
Uses:               7
Ability Check:      Intelligence -15
This herb is used as a protection from plague.

MEGILLOS
Available:          Winter 75%
Locale:             Mountains
Preparation:        none
Cost:               1 gp/ 3 gp
Uses:               1
Ability Check:      Intelligence
The leaves of this herb increases a character eyesight for 1 turn. They 
can see twice as far, and when in missile combat, all ranges are treated 
as if one less.

MELANDER
Available:          Winter 65%
Locale:             Freshwater Banks
Preparation:        1 day
Cost:               12 sp/ 20 sp
Uses:               4
Ability Check:      Intelligence
Melander is a moss that must be brewed in clear water. The resultant 
distillation must then be drunk. It will then add +1 to all saving 
throws vs disease for a period of 1d10 days.

MILKWORTE
Available:          Spring, Summer 95%
Locale:             Temperate Rural
Preparation:        2 weeks
Cost:               4 gp/ 8 gp
Uses:               1
Ability Check:      Intelligence -16
This herb protects and treats cholera.

MIRENNA
Available:          Winter 60%
Locale:             Mountains
Preparation:        none
Cost:               10 gp/ 10 gp
Uses:               1
Ability Check:      Intelligence -2
The berries of Mirenna will heal 1d2 hp when eaten.

MOUNTAIN GARLICK
Available:          Always 30%
Locale:             Mountains
Preparation:        1 day
Cost:               8 gp/ 9 gp
Uses:               2
Ability Check:      ?
This herb is said to repel evil spirits.

MOUNTAIN SETWALL
Available:          Always 40%
Locale:             Mountains
Preparation:        3 weeks
Cost:               1 gp/ 3 gp
Uses:               2
Ability Check:      Intelligence -7
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)

MUGWORT
Available:          Summer 55%
Locale:             Temperate Rural
Preparation:        2 weeks
Cost:               2 gp/ 4 gp
Uses:               2
Ability Check:      Intelligence -7
The effects of this herb last for two hours. During this time the 
character can function at negative hit points, or beyond the point of 
exhaustion.

NAVEW
Available:          Winter 60%
Locale:             Freshwater Banks
Preparation:        5 weeks
Cost:               4 gp/ 12 gp
Uses:               3
Ability Check:      50%
The seeds of Navew dropped in a drinks or on to food before it is eaten 
acts as counteragent to ingested poisons. It prevents the death of a 
person poisoned in that meal, though they may still be very ill.

OIOLOSSE
Available:          Winter 1%
Locale:             Elven Forest
Preparation:        none
Cost:               1200 gp/ 1200 gp
Uses:               1
Ability Check:      Intelligence -10
This herb will restore an Elf to life if given within seven days of 
death.

OLVAR
Available:          Winter 30%
Locale:             Coastal Regions
Preparation:        none
Cost:               300 gp/ 300 gp
Uses:               1
Ability Check:      Intelligence -8
The flower of the Olvar bush must be given to a person on the point of 
death. It will then keep them alive for 2d10 days.

ORACH
Available:          Summer 45%
Locale:             Temperate Forest
Preparation:        1 week
Cost:               2 gp/ 4 gp
Uses:               1
Ability Check:      Intelligence -2
This herb can cure yellow jaundice. It takes one week to complete a 
cure, and it leaves a yellow colour in the skin.

PALMA ELDATH
Available:          Always 60%
Locale:             Mountains & Artic
Preparation:        none
Cost:               3 gp/ 3 gp
Uses:               3
Ability Check:      Intelligence -3
This herb keeps a person warm for one night or one day, and prevents 
them suffering from exposure. This can mean the difference between life 
and death.

PARGEN
Available:          Summer 1%
Locale:             Jungle
Preparation:        none
Cost:               2000 gp/ 2000 gp
Uses:               1
Ability Check:      Intelligence -15
A single berry from the Pargen Tree will restore a person to life (-1 
point of Constitution) if given within 4 days.

REWK
Available:          Autumn 60%
Locale:             Temperate Rural
Preparation:        1 day
Cost:               9 sp/ 1 gp
Uses:               4
Ability Check:      Intelligence -7
The nodules of the stem of Rewk must be brewed in clear water for one 
whole day before drinking. It will then cure 1d3 points of damage.

ROSE CAMPION
Available:          Summer 80%
Locale:             Temperate Forest
Preparation:        3 weeks
Cost:               1 gp/ 3 gp
Uses:               6
Ability Check:      Intelligence -7
This herb will protect against scorpion stings for three days. It will 
protect against only one sting.

SAFFRON
Available:          Autumn, Winter 60%
Locale:             Temperate Forest
Preparation:        1 week
Cost:               20 gp/ 100 gp
Uses:               2
Ability Check:      Intelligence
This herb raises all attribute scores by one for one hour. NOTE: THIS 
HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.

SARACEN'S CONFOUND
Available:          Summer 80%
Locale:             Temperate Rural
Preparation:        11 weeks
Cost:               1 gp/ 20 gp
Uses:               4
Ability Check:      Intelligence +3 
This herb cures fevers.

SERAPIAS TURBITH
Available:          Spring, Summer 45%
Locale:             Temperate Grassland
Preparation:        4 weeks
Cost:               4 gp/ 7 gp
Uses:               3
Ability Check:      Intelligence -5
This herb will place the recipient into a deep sleep for one day. The 
recipient CANNOT be woken. At the end of the day, all wounds will be 
healed.

SPANISH NUT
Available:          Always 80%
Locale:             Forest
Preparation:        25 weeks
Cost:               10 gp/ 100 gp
Uses:               1
Ability Check:      Intelligence -2
This herb is a powerful aphrodisiac. If successfully administered I 
would suggest that the DM or player roleplays the recipient accordingly. 
However if a method of using dice to simulate its effect is wanted, I 
suggest that anyone who attempts to seduce the recipient should have a 
bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.

SPIDERWORT
Available:          Spring, Summer 50%
Locale:             Chalky Soil
Preparation:        2 weeks
Cost:               4 gp/ 10 gp
Uses:               3
Ability Check:      Intelligence
This herb will cure spider poison if applied within 2 rounds.

SWEET TREFOILE
Available:          Spring, Summer 60%
Locale:             Temperate Forest
Preparation:        2 weeks
Cost:               1 gp/ 3 gp
Uses:               6
Ability Check:      Intelligence -4
This herb will halve falling damage if applied within one turn of the 
fall.

TAMARINDES
Available:          Always 85%
Locale:             Tropical Forest
Preparation:        4 weeks
Cost:               1 gp/ 2 gp
Uses:               7
Ability Check:      Intelligence 
This herb will quench the thirst.

TAMARISKE
Available:          Always 20%
Locale:             Temperate Farmland
Preparation:        2 weeks
Cost:               5 gp/ 7 gp
Uses:               3
Ability Check:      Intelligence
This herb will cleanse wounds, removing all infection.

TERBAS
Available:          Spring 75%
Locale:             Temperate Forest
Preparation:        none
Cost:               2 gp/ 2 gp
Uses:               1
Ability Check:      Intelligence -5
The leaf of this plant must be applied to the site of nerve damage. If 
successful, the rate of healing for such damage will be doubled on each 
day of use.

THROW-WAXE
Available:          Spring, Summer 45%
Locale:             Temperate Forest
Preparation:        7 weeks
Cost:               2 gp/ 3 gp
Uses:               8
Ability Check:      Intelligence -4
This herb will heal scars in a year if applied every week.

THURL
Available:          Autumn 90%
Locale:             Temperate Forest
Preparation:        1 day
Cost:               1 sp/ 2 sp
Uses:               4
Ability Check:      Intelligence
The clove of Thurl must be brewed for one whole day. When drunk they 
will restore 1 hp of damage.

UR
Available:          Winter 70%
Locale:             Temperate Grassland
Preparation:        none
Cost:               3 gp/ 3 gp
Uses:               4
Ability Check:      Intelligence
Ur can be used as a substitute for one days food.

VINUK
Available:          Summer 30%
Locale:             Temperate Grassland
Preparation:        1 hour
Cost:               8 sp/ 8 sp
Uses:               1
Ability Check:      Intelligence
If this herb is given to an unconscious person, it will immediately 
waken the person. 

WILLOW-HERB
Available:          Summer 60%
Locale:             Temperate Forest
Preparation:        none
Cost:               5 gp/ 5 gp
Uses:               4
Ability Check:      Intelligence -2
The smoke of this herb will keep away snakes.

WINCLAMIT
Available:          Spring 1%
Locale:             Temperate Forest
Preparation:        none
Cost:               100 gp/ 100 gp
Uses:               1
Ability Check:      Intelligence
Each Winclamit tree bears but one fruit per year. When this fruit is 
eaten it will restore 1d100 hp to the recipient.

WOODROSE
Available:          Summer 60%
Locale:             Freshwater Banks
Preparation:        none
Cost:               1 gp/ 1 gp
Uses:               3
Ability Check:      Intelligence
If drunk in wine, this herb cause people to become very merry.

WOOD SORREL
Available:          Summer, Autumn 80%
Locale:             Tropical & Desert
Preparation:        2 weeks
Cost:               2 gp/ 4 gp
Uses:               2
Ability Check:      Intelligence
This herb keeps people cool. It is obviously invaluable in desert 
regions.

YARAN
Available:          Autumn 80%
Locale:             Temperate Grassland
Preparation:        none
Cost:               8 sp/ 8 sp
Uses:               2
Ability Check:      Intelligence
The pollen of this flower must be inhaled. A successful roll means that 
a persons sense of smell and of taste are doubled for one hour.

YAVETHALION
Available:          Autumn 40%
Locale:             Coastal Regions
Preparation:        none
Cost:               45 gp/ 45 gp
Uses:               1
Ability Check:      Intelligence
When the fruit is eaten, it will restore 1d3 hp to the recipient. 
Yavethalion keeps for only two weeks.

ZULSENDRA
Available:          Summer 30%
Locale:             Underground
Preparation:        none
Cost:               70 gp/ 70 gp
Uses:               2
Ability Check:      Intelligence
When this mushroom is eaten, it doubles a persons rate of movement, and 
rate of attack for three rounds. At the end of that time the person must 
save versus poison or collapse in exhaustion for 1d6 turns.

ZUR
Available:          Winter 60%
Locale:             Underground
Preparation:        6 hours
Cost:               12 gp/  50 gp
Uses:               2
Ability Check:      Intelligence
This fungus must be brewed for six hours. A successful roll means that a 
persons senses of smell and of hearing are doubled for one hour.

                         HERBS BY REGION
                                  
Grassland:

Arlan                              Scrub:
Bursthelas                         Aloe

Temperate:
Arkasu                             Klagul
Arnuminas                          Leopard's Bane
Atigax                             Marjerome
Cow-Wheat                          Serapias Turbith
Dagmather                          Ur
Floure-de-Luce                     Vinuk
Harfy                              Yaran
Kilmakur

Rural:
Base Mullein                       Mugwort
Bishop's Weed                      Rewk
Milkworte                          Saracen's Confound

Farmland:
Henbane                            Tamariske
Masterwort

Forests:

Deadly-Nightshade                  Golden Lungwort
Fetherfew                          Spanish Nut

Temperate:
All-Heale                          Kelventari
Athelas                            Mandrake
Belramba                           Orach
Cat's Tail                         Rose Campion
Colewort                           Saffron
Cow Parsnip                        Sweet-Trefoile
Darnell                            Terbas
Delrean                            Throw-Waxe
Garden Flax                        Thurl
Goat's Rue                         Willow-Herb
Hawkweed                           Winclamit

Tropical:
Land Caltrops
Tamarindes

Artic:
Elvish Galingale


Elven:
Oiolosse

Jungle:
Pargen

Water:

Freshwater Banks:
Arfandas                           Melander
Arpusar                            Navew
Attanar                            Woodrose
Edram

Coastal Regions:
Anserke                            Felmather
Belan                              Fumitore
Degiik                             Gylvir
Draaf                              Horehound
Ebur                               Olvar
Febfendu (Freshwater)              Yavethalion

Temperate Riverbank:
Dittany

Swamp:
Bull-Rush

Mountains:

Aldaka                             Mirenna
Darsurion                          Mountain Garlick
Hare's Ears                        Mountain Setwall
Jojojopo                           Palma Eldath
Megillos

Volcano:
Breldiar                           Gefnul

SPECIAL:

Desert:
Culkas                             Wood Sorrel
Gariig

Wasteland:
Kathkusa

Chalky Soil:
Spiderwort

Underground:                       
Zulsendra                          Zur

Tropical:
Wood Sorrel

Artic:
Palma Eldath

                           Herbs by Season:

Summer:

Anserke                            Kelventari
Base Mullein                       Kilmakur
Belan                              Klagul
Belramba                           Land Caltrops
Bishop's Weed                      Leopard's Bane
Bull-Rush                          Makebate
Bursthelas                         Marjerome
Cat's Tail                         Masterwort
Colewort                           Milkworte
Cow Parsnip                        Mountain Garlick
Cow-Wheat                          Mountain Setwall
Culkas                             Mugwort
Dagmather                          Orach
Deadly-Nightshade                  Palma Eldath
Degiik                             Pargen
Dittany                            Rose Campion
Elvish-Galingale                   Saracen's Confound
Fetherfew                          Serapias Turbith
Floure-de-Luce                     Spanish Nut
Fumitore                           Spiderwort
Garden Flax                        Sweet Trefoile
Gariig                             Tamarindes
Gefnul                             Tamariske
Goat's Rue                         Throw-Waxe
Golden                             Vinuk
Hare's Ears                        Willow-Herb
Harfy                              Woodrose
Hawkweed                           Wood Sorrel
Henbane                            Zulsendra
Horehound

Autumn:

All-Heale                          Henbane
Aloe                               Jojojopo
Arfandas                           Kelventari
Arkasu                             Makebate
Arlan                              Marjerome
Arnuminas                          Mountain Garlick
Arpusar                            Mountain Setwall
Athelas                            Palma Eldath
Attanar                            Rewk
Base Mullein                       Saffron
Bull-Rush                          Spanish Nut
Cow Parsnip                        Tamarindes
Culkas                             Tamariske
Darnell                            Thurl
Dittany                            Wood Sorrel
Floure-de-Luce                     Yaran
Gylvir
Yavethalion
Hawkweed

Winter:

Aldaka                             Makebate
Aloe                               Marjerome
Arfandas                           Megillos
Atigax                             Melander
Attanar                            Mirenna
Base Mullein                       Mountain Garlick
Bull-Rush                          Mountain Setwall
Cow Parsnip                        Navew
Culkas                             Oiolosse
Darsurion                          Olvar
Delrean                            Palma Eldath
Edram                              Saffron
Febfendu                           Spanish Nut
Floure-de-Luce                     Tamarindes
Hawkweed                           Tamariske
Kathkusa                           Ur
Kelventari                         Zur

Spring:

Base Mullein                       Mandrake
Breldiar                           Marjerome
Bull-Rush                          Milkworte
Colewort                           Mountain Garlick
Cow Parsnip                        Mountain Setwall
Culkas                             Palma Eldath
Draaf                              Serapias Turbith
Ebur                               Spanish Nut
Elvish-Galingale                   Spiderwort
Felmather                          Sweet Trefoile
Floure-de-Luce                     Tamarindes
Fumitore                           Tamariske
Garden Flax                        Terbas
Hawkweed                           Throw-Waxe
Kelventari                         Winclamit
Makebate

                     Herbs by Region and Season:

Grassland:
Summer:
Bursthelas

Temperate:
Cow-Wheat                          Klagul
Dagmather                          Leopard's Bane
Floure-de-Luce                     Marjerome
Harfy                              Serapias Turbith
Kilmakur                           Vinuk

Rural:
Base Mullein                       Mugwort
Bishop's Weed                      Saracen's Confound
Milkworte

Farmland:                    
Henbane                            Tamariske
Masterwort

Autumn:
Scrub:
Aloe

Temperate:
Arkasu                             Marjerome
Arnuminas                          Yaran
Floure-de-Luce

Rural:                       
Base Mullein                       Rewk

Farmland:                    
Henbane                            Tamariske

Winter:
Scrub:
Aloe

Temperate:
Atigax                             Marjerome
Floure-de-Luce                     Ur

Rural:
Base Mullein

Farmland:
Tamariske

Spring:
Temperate:                         Floure-de-Luce
Serapias Turbith
Marjerome

Rural:
Base Mullein                       Milkworte

Farmland:
Tamariske

Forests:
Summer:
Deadly-Nightshade                  Golden
Lungwort
Fetherfew                          Spanish Nut

Temperate:
Belramba                           Kelventari
Cat's Tail                         Orach
Colewort                           Rose Campion
Cow Parsnip                        Sweet-Trefoile
Garden Flax                        Throw-Waxe
Goat's Rue                         Willow-Herb
Hawkweed

Tropical:
Land Caltrops                      Tamarindes

Artic:
Elvish Galingale

Jungle:
Pargen

Autumn:
Spanish Nut

Temperate:
All-Heale                          Kelventari
Cow Parsnip                        Saffron
Darnell                            Thurl
Hawkweed

Tropical:
Tamarindes

Winter:
Spanish Nut

Temperate:
Cow Parsnip                        Kelventari
Delrean                            Saffron
Hawkweed

Tropical:
Tamarindes

Elven:
Oiolosse

Spring:
Spanish Nut

Temperate:
Colewort                           Mandrake
Cow Parsnip                        Sweet-Trefoile
Garden Flax                        Terbas
Hawkweed                           Throw-Waxe
Kelventari                         Winclamit

Tropical:
Tamarindes

Artic:
Elvish Galingale

Water:
Summer:
Freshwater Banks:
Woodrose

Coastal Regions:
Anserke                            Fumitore
Belan                              Horehound
Degiik

Temperate Riverbank:
Dittany

Swamp:
Bull-Rush

Autumn:
Freshwater Banks:
Arfandas                           Attanar
Arpusar

Coastal Regions:
Gylvir
Yavethalion

Temperate Riverbank:
Dittany

Swamp:
Bull-Rush

Winter:
Freshwater Banks:
Arfandas                           Melander
Attanar                            Navew
Edram

Coastal Regions:
Febfendu (Freshwater)              Olvar

Swamp:
Bull-Rush

Spring:
Freshwater Banks:
Arfandas                           Arpusar

Coastal Regions:
Draaf                              Felmather
Ebur                               Fumitore

Swamp:
Bull-Rush

Mountains:
Summer:
Hare's Ears                        Mountain Setwall
Mountain Garlick                   Palma Eldath
Volcano:
Gefnul

Autumn:
Jojojopo                           Mountain Setwall
Mountain Garlick                   Palma Eldath

Winter:
Aldaka                             Mountain Garlick
Darsurion                          Mountain Setwall
Megillos                           Palma Eldath
Mirenna

Spring:
Mountain Garlick                   Palma Eldath
Mountain Setwall

Volcano:
Breldiar

SPECIAL:
Summer:
Desert:
Culkas                             Wood Sorrel
Gariig

Chalky Soil:
Spiderwort

Underground:
Zulsendra

Tropical:
Wood Sorrel

Artic:
Palma Eldath

Autumn:
Desert:
Culkas                             Wood Sorrel

Tropical:
Wood Sorrel

Artic:
Palma Eldath

Winter:
Desert:
Culkas

Wasteland:
Kathkusa

Underground:
Zur

Artic:
Palma Eldath

Spring:
Desert:
Culkas

Chalky Soil:
Spiderwort

Artic:
Palma Eldath

                      ACKNOWLEDGMENTS

This guide is based in large part on Appendix 1 of Alexander Scott's
MAELSTROM roleplaying game, published by Penguin in 1984, and worth
getting just for this section. No challenge is made to any copyright 
status held on this work.

This guide was partly inspired by the game MIDDLE-EARTH ROLE 
PLAYING(TM), (c)1986 Tolkien Enterprises. No challenge is made to any 
copyright status held on this work.

I would like to thank Daniel Mayes for his playtesting the first edition 
of this guide, and Paul Mathews for playtesting the second edition of 
the guide. I would also like to thank Paul Mathews for proofreading the 
third edition of this guide, and finding my mistakes, but any mistakes 
that remain are still of course, entirely my fault. Paul Mathews was 
also responsible for the charts organising the herbs by region and 
season.

I would like to thank all people who have written or contributed to 
unofficial rules supplements on the Net and elsewhere for their 
inspiration is particular Desmond Reid, author of "The AD&D Guide to 
Drugs" and the author(s) of the "Netbook: Poisons of the Realm", but I 
don't know who they are.

I welcome criticisms about this guide and contributions to future 
editions. Any contributions that I incorporate will be acknowledged in 
the guide.

I can be e-mailed at:
[d--dn--t] at [bud.swin.edu.au]

or by normal mail:
Mr Shaun Hately
45 Moreton St
Frankston North
Victoria 3200
AUSTRALIA