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Elethril - The Herbalist's Guide to Herbs

Note: The following list of herbs will soon be suplimented by the Net Guide to herbs, which will be available for download.

A few points of note. First, there is no guarantee of availability on any herbs. The season does affect availability, and because of rarity and demand, pricing is not consistent. Prices are based on ideal situations within Neir, the major herb producing area. Second, and herb's effects are sometimes negated by curative magic. For instance, Slow Poison or Neutralize Poison will also work against herbs or other medicinal stuff. Furthermore, unscrupulous dealers do exist; the safest approach is to gather one's own herbs. Lastly, and importantly, physical activity is not conducive to the curative effects of herbs. Strenuous activity negates the effects of most herbs and slows greatly the most powerful herbs. Light activity, such as walking, slows most herbs and negates the effects of some weaker herbs.

An asterix (*) indicates that the herbs is rare and generally unavailable and expensive. Herbs with numbers in square brackets are relatively common and commonly known.

Medicinal Herbs

1) Paavel -- This small tree has blue/purple berries and distinctive double split leaves. The tree grows in forests that receive a good amount of rainfall. The berriers only bloom during the summer months. The berries of this tree are dried and crushed into a powder. The powder is diluted in water and drunk. This results in a person's normal healing rate being tripled. Due to the nature of the berry, once dried and powdered, potency will last only one week. Normal cost is about 250 gp for one ounce/dose.

[2] Intyre -- This bushy plant has large and broad leaves, and grows no higher than 1 foot. The bush thrives during the entire year. The leaves are soaked in water and smashed into a paste. This paste can then be applied directly to a cut or other bleeding wound. The paste helps to stop bleeding and any further damage due to blood loss. The plant can be found in moist forested areas, and are easily found in the jungles of Parta. The herb is usally bought in a 4 ounze jar which is good for about 5 uses. A four ounce jar costs about 20 gold pieces and is good for about 5-6 uses.

3) Liesenby -- This plant can often be found growing on sunny slopes or rocky slopes/soil. The plant grows to about 5 feet tall and has bright red flowers which bloom during the summer months. The flowers contain 5 petals and these petals are a natural pain killer. All five petals must be harvested and soaked in water for several minutes. After this they can be laid across a wound (fracture, etc). The leaves can also be chewed, though this results in relief from anxiety. When applied to a wound, the pain of a wound is completely deadened. The sedative effect gives a +1 bonus on all saves involving fear or magically induced emotions. This herb is a common herb found in the pockets of many professional soldiers. On average, Liesenby costs 5 gold pieces per dose. WARNING: ingested for may cause addiction.

[4] Dalvave -- This plant is no larger than a half foot tall and grows in meadows and clearings of central Keldonia. The small plant grows during all parts of the year except for winter. The felt-like leaves are cut up and boiled, the sap-like stuff left behind is then applied to wounds. It restores 4 hit points per day and must be reapplied daily. The average cost is 50 gold pieces.

[5] Supea -- This is a vine that grows about 2.5 to 3 feet in length. The leaves are codial-shaped and the flowers are small and yellow in colour. It is a fairly common vine. It's application is effective treatment against snake bites. After application, the victim is allowed another saving throw versus poison with a +3 chance of success. If successful, no more damage is lost due to the snake bite. However, this medication has some severe side effects. There is a 25% chance of blindness for about 8 days, and there is no saving throw allowed. The average cost is about 70 gold pieces. This vine can be found in the mild forest land of norther Pothia. If used to treat dinosaur poison a +4 bonus is applied. Against insect or arachnid poison a -4 penalty is applied.

6) Gaenmenn -- The flowers of this 2 foot tall plant are a brilliant violet. The root is thick and the sap inside has curative powers. It is found in moist areas just about any place there is a large supply of water, but only grows during the spring and summer. The sap is extracted from the root and provides 4 hit point recovery per 24 hour period and must be reapplied after the time elapses. The sap is also effective against diarrhea. The flowers and leaves are boiled to make a disgusting tasting drink, but it takes effect very quickly, usually within the hour. Urine will be black for about a day, but it is harmless to the body. The average cost is 70 gold pieces.

7) Chanana -- These plants grow to about 5 inches high and the leaves are soft and their medicinal value lies in the area of burns. The leaves are dipped into boiling water and laid across a burn site. This not only soothes the pain of the burn, but it also heals it. When initially applied, 3 hit points of burn damage are healed. All burn damage is healed at a double rate. Fresh leaves must be applied when the previous leaves dry out. The average cost is 80 gold pieces per dose, which lasts one day.

[8] Syntheal -- This plant looks like an aloe-vera plant, and grows in most temperate areas during the summer and autumn months. It has very large and thick leaves. It is a disinfectant for open wounds. The leaves are plucked and snaped in half. The sap which begins to seep out is smeared on open wounds. It has no curative powers, only disinfecting. When fighting monsters with disease causing attacks, application of syntheal grants a second save to avoid disease or infection. Some elves cultivate this plant, although it requires large amounts of water and can severely deplete soil of nutrients if grown in large quantities. The average cost is 2 gold pieces per dose.

9) Soldier Moss -- This moss is terrific for aiding in blood coagulation. It is pale green in colour and grows in boggy areas. They grow in patches called soldier moss islands. These islands look solid until stepped on. Lightweight people (max 115 pounds), if they are careful, can walk on this with no problem. People heavier than 115 pounds have a 50% chance of falling through into the water below at a +5% per 10 pounds over 115. When dry (takes about a day), the moss is an effective sponge. It is often used as a battlefield dressing, but new moss must be applied as needed. Application will stop bleeding damage. Average cost is 2 gold pieces.

10) Wolvquistal -- This plant of about 2 feet height has a strong acrid smell to it. It is found just about anywhere, but only grows during the spring and summer months. It has different size leaves, but only the large leaves are of value. The large leaves must be put in boiling water and applied to the wound within a minute to unleash its most awesome curative power. If this is successfully done, then it is as if 25% of the damage taken was never taken. There are side effects experienced by most nonhumans, especially dwarves. There is a 25% chance (30% for dwarves) that either blindness or paralysis will occur (no saving throw allowed). The upside is that this blindness or paralysis only lasts for about one hour. The average cost is 500 gold pieces.

[11] Dandelion root -- This plant is commonly thought of as an annoying weed that flourishes during spring and summer. It tends to grow in a carpeting fashion and has long, thin leaves that stay close to the ground. A large stalk containing a single yellow flower grows above the leaves about 5 inches or so. The roots of this plant stimulate a sluggish liver. To use, one must cut the roots into small pieces and simmer for 29 minutes, strain, and drink. Some gnomes in Misor cultivate dandelion. Elves and gnomes (and halflings) commonly use the leaves and flower in cooking. Young leaves are often used in salad, mature leaves in soups, and fresh roots in elven salads. The flower petals can also be used in fermenting beverages. Average cost is 2 copper pieces per dose.

[12] Echinacea root -- The antiviral properties of these roots are used to combat sore throats, the flu, colds, infections, and allergies. They also have minor tumor inhibiting properties. It is prepared in the exact fashion as the dandelion root. Average cost is 2 silver pieces per dose. Echinacea tea (1sp per glass) is popular among gnomes and in several nations drunk on holidays for good luck.

[13] Mogipini -- This encrusting plant grows over submerged tree roots. Its stout, crenelated, fern-like leaves usually grow within 6 inches of the water surface. The leaves are dried and powdered. When inhaled, the fine powder is a strong decongestant. If the powder is used immediately after a character inhales poisonous spores, such as from a yellow mold, basirond, ascomoid, or other fungal creatures (but not poisonous gases, whether biological or natural), the character has a +1 on his saving throw. One dose costs about 2 gold pieces. This herb has a slightly euphoric effect on elves and is believed to be an ingredient in the elven drink, gwenkilis. One dose costs about 2 gold pieces. WARNING: large doses may cause addiction in elves.

14) Quall * -- This rare, olive green tuber is found almost anywhere except in extreme climates but grows during the later months of the year. This herb must be used relatively fresh. The whole plant is crushed. The small amounts of oil released in the fluid are gathered on a long, hot needle, and the needle is pushed into a person's extremity. This herb causes an immediate reaction (about one round after treatment, which also takes one round, although the needle can be prepared up to 5 rounds in advance). Upon taking effect and for one hour thereafter, the quall kills any and all non-magical parasites, including rot grubs, fungi, spores, cerebral parasites, and parasite eggs. Any blood draining creatures instantly release hold, and will no bite that character again; also, they must save vs. poison or take 1-3 points of damage (undead not affected). Quall is very taxing on the recipient, who is slowed for two hours after application. Slow Poison or Neutralize Poison will instantly end all effects of this herb. One dose costs 80 gold pieces.

[15] Zore Fern -- This fern is named for it's appearance to a Xorn. It has 3 long, thin leaves that grow out from a central body which contains 3 large, broad leaves. The whole fern has a greyish/brown appearnce, resembling the pebbly appearns of the Xorn. The fern grows year round in hilly, mountainous areas but only sprouts new leaves during the spring. The new, thick leaves of this fern is boiled in water and the water then used as eye drops. The drops grant weak night vision. All darkness penalties in combat are decreased by one point if there is any light. This plant only gives increased sensitivity to light, not infra- or ultra- vision. The recipient has no tolerance for bright light, and has a -2 (-10%) penalty on all actions in sunlight. The cost is 12 gold pieces per dose in native areas.

16) Nalzar -- This scrub bush grows in prairies and grasslands. The bush produces a turquoise coloured nut during the summer. When the nut is eaten or dissolved in the mouth, nalzar alleviates paralysis induced by toxins and venoms, but not spells or physical damage. Two to five rounds after eaten (add two rounds if dissolved in the mouth), paralysis will be reduced to the effect of a Slow spell, and toxins inducing slowing will be completely negated. One nut costs 20 gold pieces.

17) Innus * -- This is a slightly phospherescent moss that grows on the walls of wet limestone caves. To be prepared, innus is scraped off the walls and, while fresh, soaked in water for one hour. The innus will completely dissolve after two hours. After it is soaked, innus grants a weak use of body equilibrium. The recipient can walk on water at one tenth normal movement rate, although he must make a save vs. Dexterity each round to avoid falling. Also, all damage taken from falls is reduced to one third, rounded down. Freshly soaked innus lasts 2d6+8 minutes. After innus is soaked, it can be dried and the seeped in water for one minute before eating. This reduces its duration to 1d6+4 minutes, although dried innus will keep for over four weeks (it otherwise breaks down in six hours). If innus is no soaked, or it is dissolved in water and this drunk (this water will keep for over three months), the person must save vs. poison at -2 or take 1d4 points of damage and be sick for a like number of days (-2 on all rolls and AC). The equilibrium then lasts only 2d4 minutes and is weaker; falling damage is reduced by only half, rounded up, and the Dexterity check is a -6. Dried innus costs about 90 gold pieces, freshly soaked innus (if available) costs 140, and the water of dissolved innus costs 30 gold pieces.

18) Carpaisya -- This small parasitic plant grows near the tops of all trees in the forests of northeastern Pothia. The pollen is gathered from the small yellow flowers that grow during the spring and dissolved in water. This water is used as ear drops to sensitize hearing. The drops last about one hour. While in effect, the recipient has double normal chances at all "Hear Noise" attempts. However, all saving throws against sound based attacks, weather causing deafness, damage, or both, are at -4, and there is a +1 per die penalty for the duration of the deafness from such attacks. One dose costs about 40 gold pieces.

19) Abaas -- This plant grows in coastal areas around eastern Keldonia during all times of the year except for winter. When mature green leaves are crushed and eaten fresh, the recipient heals 2d6 points of damage at the rate of one point per turn. When dried, mixed with water, and eaten, abaas heals 1d8 points of damage at the rate of one points per two turns. One fresh dose costs 300 gold pieces.

20) Fiis -- This small tree grows around high altitude lakes in northern Keldonia. It grows no higher than an average man, and has thin leaves that taper out into a long point. The leaves must be plucked from the base of the branch and the sap milked from the leaf. The resin is gathered, dried, and then mixed with alchohol (brandy appears to be the best). The mixture in then filtered. The amber powder remaining is the herb and is diluted in water and drunk. This powder will easily keep for over a year if kept cool and dry, and has been known to keep up to five years when carefully stored (lasts about 6 months in hot, humid climates). When diluted and drunk, the tincture heals 1d6 points of damage at the rate of one point per hour. A dose of the powder costs about 80 gold pieces.

[21] Thurl -- This common moss, which grows in hot climates during the entire year, produces clove-like spore cases during the autumn months. The spore cases are harvested, dried, and brewed as a tea. When drunk, the tea accelerates natural healing, curing 1d4 points of damage at the rate of one point per two hours. Many restaurants sell thurl tea at the cost of 5 silver pieces a cup. However, in this case the tea is so diluted that there are no curative effects. The average cost is 20 gold pieces.

22) Mirenna * -- This herb grows in mountain vales of no less than 10,000' elevation. Although rare, this tree has been found across the planet. This almost magical tree produces a very small number of silvery berries during a one week period in winter. The berries contain little moisture, which they retain well, so they keep for about eight months. When chewed and eaten, a single berry will heal 10 points of damage at the rate of one point per round. Also, while in effect, the recipient receives a +2 bonus on all saves vs. poison. The berries cannot be dried or preserved by normal means and retain their healing qualities. A single mirenna berry costs about 500 gold pieces.

23) Harfy -- Patches of this thick weed grow in dry prairies. The resin of this plant is dried, ground, and then mixed with a little water (to form a paste) when used. Applied to wounds, harfy stops bleeding. The average cost is 5 gold pieces per dose.

24) Ueason * -- This rare, yellow grass grows on river banks, and is mostly found along the River Modan during the summer. When dried and burned, the smoke is inhaled, which cures blindness due to magic and minor eye damage. Ueason will no re-grow lost eyes. This grass is sacred to the dwarves of Khaz Modan. Ueason has a mild hallucinogenic effect on dwarves. Priests and clerics often inhale the smoke and go into trances, displaying various gifts, including clairvoyance, prophecy, greatly enhanced spell casting, and other abilities. It is known to all dwarven priests and are especially sacred to Berronar Truesilver, Dugmaren Brightmantle, and Abbathor. Outside of Khaz Modan, ueason can cost as much as 500 gold pieces.

25) Jojojopo -- This plant grows in norther realms in rocky soil at the base of glaciers during the autumn. The plant has thin, gray leaves. When the leaves are dried, powdered, and rubbed into a wound, jojojopo will heal 1d6 points of frostbite or cold damage at the rate of one point per turn. Jojojopo has minor uses in healing infections, but other herbs are often needed if advance infection (usually gangrene) has set in. Jojojopo has no practical use in healing damage caused by attacks other than cold. One dose costs about 20 gold pieces.

26) Naza * -- This rare, small shrub grows in relatively moist plains during the spring and summer. The leaves of this plant are a distinctive red diamond shape. When the younger leaves are chewed, the recipient is allowed a second save vs. poison at +2 against all toxins in his system. Also, the recipient gains a temporary resistance to poison; all saves vs. poison the next turn are at +3, at +2 the second turn, and at +1 the third turn. The leaves are just as effective when properly dried (smoked) and can keep for over six months. One dose costs about 100 gold pieces.

27) Olvar * -- This rare and powerful herb grows only in the basalt flows and obsidian flats in Araga and blooms during the winter. When the small, white flowers of this scrub plant are chewed, they have a powerful life-keeping effect. When olvar is chewed by someone at 0 hit points or lower, or up to one hour before this happens, the character only looses hit points at half the normal rate. When the character drops one point below his minimum, his biological functions slow drastically, as if under the effect of a feign death spell. The character is in a coma for this time, and cannot be roused except by a Heal spell or similar magic. This state lasts for 1d4+8 days for a fresh flower, or 1d3+6 for a dried flower. If the character's wounds are healed, he awakens, and after one day, can function normally. Otherwise, the character dies. It is important to note the character's natural healing process is also almost negated by effect of the coma. If a character under the influence of olvar is healed before he hits his hit point minimum, the character goes into a temporary coma as normal, but is then only incapacitated for one hour for every day he would normally have to rest. The cost of a dried olvar flower is about 550 gold pieces.

28) Kathkusa * -- This small plant grows in icy northern fields during winter. It has only a few leaves per plant. When a leaf is chewed and eaten, after one round, the person has a bonus of 1d4+2 points of Strength added to his score for 2d4 rounds. Points over 18 are treated at 5%. This herb cannot raise a person's strength more than one point, or 10%, over racial maximum. This herb places much stress on the individual. After the herb wears off, the person's strength is treated as half the received bonus (rounded down) lower, for half as many rounds (round up), effective immediately after the herb's effects end. This herb is rarely found outside the norther realms, as it does not retain its properties when dried. The fresh leaves can be kept up to 3 weeks by an herbalist. When found in other regions, it is usually flown or teleported there and can cost up to 250 gold pieces or more.

29) Nelisse -- This shrub grows in the volcanic areas of southern Kul Tiras and in Ostland and Gurtex. It grows vigurously during summer and autumn. It is rarely found anywhere else. When a handful of its white, cardioid shaped leaves are eaten, they provide one day's nutrition, and produce a mild euphoric effect for about six hours. Under this effect, the recipient has a +2 bonus on all saves involving fear or emotional magic. Note that this plant only provides about one half a normal caloric intake for a day. This herb is popular among priests and hermits during fasts. It is also part of the normal rations of the orcs, especially during long military campaigns deep in enemy land where supplies can be scarce. This herb is rare in most countries, although it can be dried. The average cost, when available, is 50 gold pieces or more.

30) Agaath -- This shrub grows during the spring and summer on high mountains (usually 20,000' minimum) in the Spinecrest Mountains. The blue berries of this plant can be used fresh or dried. Dried berries will keep over a year. When eaten at high altitudes, the berries increase blood flow, and greatly enhance blood oxygenation, thus negating the effect of high altitude breathing; however, all saves vs. poison are at -1. A single berry will last twelve hours, with additional berries extending the duration by four hours. If eaten at very low altitudes, the berries cause hyperoxygenation and interesting effects. The duration is the same. The character's Strength and Constitution are counted as one point or 5% higher (does NOT raise hit points), although Dexterity decreases one point. The character receives a +1 bonus on all initiative rolls. The character also has a -2 penalty on all saves vs. poison. Furthermore, any strenuous activity (such as combat) give a 1% cumulative chance per round of passing out for 2-5 rounds. This chance drops by 5% per round afterwards while the character is resting. One does costs about 40 gold pieces, but can be significantly cheaper in its native areas.

31) Ukur -- This tree grows primarily is Ruul. It can be found in forests along the coast. The nuts of this tree, which grow during the autumn months and which keep for over a year, provide one meal's worth of nutrition and caloric intake. The average cost, if available, is 4 gold pieces.

32) Fukavar -- This scraggly vine grows on smaller salt-water islands and near the shores of some larger ones during the spring or summer. The older broad, tri-lobed serrate leaves of the vine are gathered, dried in the sun in salty air, and burned or smoked when used. Use of this plant, in one round, puts the user into a trance which lasts 2d4+6 rounds. While in the trance, the user is only vaguely aware of his surroundings, as all senses are diminished. Thought, however, is only slightly impaired. The main use of this herb is that in mammals, it unleashes a short lived but powerful telepathic ability. A form of mental summons, it allows brief one-way contact up to ten miles distant plus one mile per level and point of wisdom. The contact begins the second round of the trance, in which contact is made. This contact can be forceful enough, if desired, to wake a person in normal sleep. In this round, the sender can send a message of up to one word per three full points of wisdom, plus one word per five full levels. The telepathy ends after this, although the trance continues. While in the trance, the person is sensitive to psychic energy around him from magic or psionics, and has a -4 save against all psionic or mind control magic attacks. The average cost is 500 gold pieces.

33) Basal moss -- This moss is not particularly uncommon and is primarily found growing in temperate climates on the bark of deciduous trees. The moss is prepared by drying and then crushing it. As a powder, it can keep for up to 4 months. When needed, the powder is mixed with water and applied to a bandage and then applied to a wound. Basal moss can heal 1d6 hit points of damage at the rate of one point per 10 minutes to internal or external organ damage. The average cost is 30 gold pieces per dose.

34) Heliotrope -- The heliotrope tree is fairly rare and small and found in cold, wet areas, such as mountain river banks. The medicinal properties are found in the leaves of the tree, particularly in the stems of the leaves. The leaves are prepared by pounding the fresh leaves into a pulp. If used immediately, the pulp can be placed under a persons tongue and the medicine is absorbed. Heliotrope can heal head wounds, including dizziness, headaches, cuts, bruises, temporary blindness, etc.. If used to heal physical injuries, the pulp can heal 1d8 points of damage at the rate of one point per hour. Temporarily blindness such as those caused by venoms or gases, will be healed after a half hour of treatment. Headaches, dizziness, and the like are treated almost instantly. Once crushed, the leaves can be dried in the sun. The resulting dried powder can be stored effectively for several weeks. When needed, the powder is mixed with salt water and then applied under the tongue. Dried heliotrophe costs 90 gold pieces.

35) Cactacae cactus -- This cactus grows year round in desert conditions and are highly populous in Araga. The cactus is short, but has extremely long, dark brown thorns. When harvested carefully, the thorns can be medicinal. When the thorns are chewed and eaten (carefully), they can double the normal healing rate for the day. Strangely, the thorns seem to have an even greater effect on elves, tripling the normal healing rate for them. The cost of the cactacae thorns are 25 gold pieces per thorn.

36) Gariig cactus -- This cactus grows year round in desert conditions and are also highly populous in Araga. This cactus is extremely large and heavily thorned. In this case, however, the thorns are of no benefit. The flesh of the cactus is what contains the medicinal properties. Extreme caution should be used when harvesting the flesh. The thorns of the gariig are extremely large and can cause much damage and are also somewhat poisonous. When fresh, the gariig cactus flesh can help heal damage. When initially applied, 4 points of damage is healed, and thereafter all damage is healed at double the normal rate till fully healed. If preserved carefully, gariig can keep for 2 weeks. When found outside desert climates, it is usually flown or teleported there. The average cost is 110 gold pieces.

37) Haphip root * -- The haphip tree itself is extremely rare and some even say it is magical. It typically grows in hot, humid areas, and can sometimes be found in the jungles of Parta and Dalaran. The haphip tree requires large amounts of water and thus are located next to rivers. The medicinal properties of the tree are located in its root system. When properly boiled and preserved, the paste made from the haphip root can be spread over scar tissue and left in place for a week. After a week, the scar tissue will be completely healed. On average, a single dose of haphip root is enough to heal about one hand's length of scar tissue. When harvesting the root, extreme care should be taken. Only a small amount of the root should be taken. If too much root is removed, the tree may die. One dose of haphip root costs 400 gold pieces.

38) Wolifrew lichen -- This yellow-brown fungus is known for its ability to aid in the curing of nervous system disorders. Wolifrew can help cure disorders as simple as a nervous twitch, to as complex as psychological disorders. The lichen can also increase the recovery rate from extreme trauma (effects encountered when character drops below 0hp). Wolifrew lichen grows in cold, dark areas. While sometimes this includes secluded outdoor areas, the lichen is much more commonly found inside cold, wet caves. It is a common sight of the dwarven caves of Khaz Modan. The lichen is scraped off of the walls and place in boiling water. After about 20 minutes the plant matter is filtered out and the water drunk. On average, it costs 230 gold pieces.

39) Sovyn * -- This plant is extremely rare, and the small flowers of this bush are even more rare. The flowers of this bush, when meticulously cultivated, prepared, and dried properly have the miraculous ability to cause the regeneration of an entire limb! However, there are limitations. In order for the leaves to have their amazing curative powers, the leaves can only be cultivated at a certain time of the year. At any other time, the leaves yield nothing but a tasty tea. After cultivation, the leaves must be meticulously prepared. This involves intense boiling, extraction, drying, and other measures. It is said a full month of work must be done on a single leaf for it to be ready for use. After all this, the dried leaf from left over can keep for only six months. Once ready for use, the leaf must be immersed in a special bottle of water and broken up. A bandage is then soaked with the mixture and applied over the stump of the limb for 27 hours (the time is very specific). Within a month's time, the limb will be regenerated. With all of this, the cost of a single leaf of is quite high, as should be expected. If one is lucky enough to find an herbalist with even one leaf in stock, expect to pay upwards of 10,000 gold pieces for it.

[40] Torban -- The leaves of this tree has long been known to help combat minor nervous system defects such as slurred speech or nervous ticks. The torban tree is only found in mild climates and is not difficult to find. Special care, however, must be used when harvesting the leaves in the proper stage of growth which occurs during spring. If not in the special growth phase, the leaves are no more medicinal than spinach leaves. When the leaves are harvested at the proper time and chewed, they temporarily cure the recipient of minor nervous disorders such as those given above. The cure lasts only about a week, at which point a person may harvest another leaf and receive another week of cure. The leaf must be fresh in order to work. Because of the necessary freshness, torban leaf is not often found in an herbalist shop. Average cost is 75 gold pieces.

41) Pothinir grass -- This herb is a must for any medical kit, it is indispensable for it's quick acting ability to heal minor injuries. This grass is extremely difficult to find, but it is well worth the effort. The best places to look for it are hot, humid areas which get large amounts of sunlight. It grows during the spring and summer. Once obtained, the grass is brewed in a pot of boiling water for 20 minutes. After boiling, the grass is removed and chopped up very fine. The diced grass is then placed in a bottle with the water from the boiling. Once prepared, this herbal drink can last indefinantly. Though it is well known for it's healing abilities, it is equally well know for it's horrid taste. If one can stomach the awful brew enough to drink the concoction, 2d6 points of non-burn or electric damage will be healed within ten minutes. Both the grass form and the bottled form can be found in many herbalist shops and will cost an adventurer 150 and 200 gold pieces, respectively.

[42] Troll mold -- This mold is relatively common. It can be found growing on the walls of moist caverns with somewhat good light. This particular mold can also be found growing on old bread. The mold is green, looking somewhat like the sickly green colour of troll skin, hence the name. This mold, which should be freshly used and cannot be stored, is an effective infection fighter. The mold should be rubbed over an open wound. The mold has no curative powers, only disinfecting powers. When fighting monsters with disease causing attacks, application of the fresh mold grants a second save to avoid disease or infection. This mold can be found in all areas, and as mentioned, is often found as bread mold. The dwarves of Khaz Modan are thought to have a large cultivation facility devoted to this mold alone. Average cost of the mold is 2 silver pieces per dose.

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Web Author: Jeff King (aka Darkwind)
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