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Nursery


Plants, flowers, Fungus, spices and herbs of magical properties growth in the ideal conditions - including Good Berry, Curly Moss and Dragon Fruit.
* Often used to make Potions and other magic spell components.


Infusions
Infusions are a type of spell-trigger item made by infusing small plants with spells, and the spells are activated by eating the plant. Growing the plants personally can severely reduce the cost.


PRICES

SEEDS = 1cp to 1gp
BERRIES = 5cp to 5gp
WEEDS = 1cp to 3sp
FLOWERS = 4cp to 1pp
SAPLINGS = 1sp to 100pp
HERBS = 5cp to 15gp
CUTTING = 3sp to 1gp
FUNGUS = 4cp to 1gp
FERNS = 1sp to 1gp
CANES = 5sp to 5gp
SCRUB = 8gp to 10pp
TREE = 8gp to 100pp
* unless otherwise stated



The Vanvios Flower = a plant that looks near identical to a daisy but has a strange magical property. This flower cannot be named. Anyone who tries to name it gets interrupted by something. Some occurrences are clocks and sounds overpowering the sound of the words naming the flower, something hitting the person before they name the flower, and some cases of people developing a speech impediment in the middle of naming the flower.
(A dwarf archaeologist found this flower and tried to name it but a tree fell on him and crushed him before he could do so. A bard tried naming the flower after the dwarf but unfortunately a stray fireball hit her and she was turned into ash before mentioning the dwarfs name.
)
Most people convey the idea of talking about the flower by tilting their head left, using their left hand to make a thumbs up, and using their right hand to point down.

Gripweed = a small green stalk that grows in warm areas. Players that try to pick a gripweed must make a DC 13 strength save or be grappled by the weed. Once grappled the weed hardens into a metallic substance and the DC then becomes 21.

Glassalia = a flower made entirely of glass. These are very rare and only appear in The Feywild Realm. The flowers come in all colours of the rainbow.

Cinderpetal = an orange flower that burns to the touch. If a player is careful they can pick a petal from the flower. When the petal is thrown it erupts into a fire dealing 2d4 fire damage for each petal to a max of 10d4. A cinderpetal usually only has 3 to 4 petals. A cinderpetal is extremely volatile and must be put in very special fire resistant jars otherwise they may very well ignite at an inopportune time.

Frost lily = a bright blue or white flower that can be found in snowy areas. A Frost lily petal will burst when thrown doing 2d4 cold damage for each petal to a max of 10d4. A frost lily petal when placed on water will freeze the water in a 5 foot radius for each petal. Frost lilies are extremely volatile and must be placed in special cold resistant jars otherwise they may burst at inopportune times.

Bloodberry = delicious dark red berries - similar to Goodberries only darker red. Great for making a wine with Charm effects.

Goodberry = delicious red berries (look like gooseberries). Great for making a health boosting wine.

Sand rose = a rose that grows directly in desert sand. The sand rose was made when a biomancer wizard crossed a cactus with a rose and looks much like what a cross between those two plants would look like. The rose is very rare and expensive. Many royal families in desert areas wear a sand rose in their clothing as a symbol of power.

Hidden frill = a flower with a ghostlike appearance. These flowers appear where spiritual energy is active and can only be seen through true sight or astral protection.

Death pearl = a weed that is black at the bottom of the plant and slowly becomes Grey at the tip of the weed. death pearls are very frail, a touch will turn a death pearl into ash. Death pearls only grow near areas with portals to the Shadowfell and the Shadowfell itself.

Mimic moss = a moss that can shapeshift into any creature that touches it. They can move at -10 feet of the speed of what they have shapeshifted into. Mimic moss is carnivorous and can engulf prey. They are weak to fire and cold. Mimic moss turns into it's prey by taking the natural oil animals secrete, mimic moss cannot shapeshift into creatures that do not have natural oils like Undead or some plants.
Dragonfruit = have bright red skin with green scales that resemble a dragon — hence the name. It has white pulp with black seeds, though a less common type with red pulp and black seeds exists as well.

Bearfruit = a fruit slightly smaller than a watermelon and grows on bearfruit trees. Those who have tasted bearfruit say it tastes like cherries and oranges with the texture of watermelon.

Spiderfruit = the origins of spider fruit are unclear and have many different origin stories, but the most common one was when the Tabaxi asked for a favour from a nature god to give an abundance of animals to hunt so they no longer have to live a nomadic lifestyle (the nature god that the deal was made with depends on the tribe you ask) the god only asked the don't kill any buffalo. Some of the Tabaxi had failed to keep their promise. Angered, the nature god created trees that bear walking fruit that tastes of rotten flesh and slices through skin. Spiderfruit grows legs when they mature and will aggressively attack and ambush passersby. Spiderfruit comes in many different species like orange, apple, cherry, and coconut spiderfruit.

Black Oak = this subtype of the oak tree has black leaves and unusually large black acorns, it also has black sap that oozes out of its light gray/pink bark. Ingesting the sap in concentration will cause one to sicken and die after a few days of seemingly natural causes. Refining the sap and removing its poison however, it will prove to be a fine ink for enchanting. It is extremely effective when used to transcribe necromancy spells.

Sky blossom = a flower that looks like a purple cherry blossom and has a similar blooming cycle. The trees in which sky flowers grow on are invisible and because of this it makes the flowers look as if they are growing in the sky. Some eleven cultures consider sky blossoms as a holy symbol and have a festival when they bloom.

Voxberry = a fruit that is described as tasting like a banana. Anyone eating the berry must roll a d6. Depending on what the player rolls their voice will change. the lower the number the higher the pitch and the higher the number the lower the pitch. Despite their name voxberries aren't actually a type of berry and are apart of the strawberry family.

Credle = a vegetable from the cauliflower family. If a Dragonborn eats a Credle then the next time they use their breath weapon it fails and they vomit instead.

Lightbushel = a bioluminescent bush containing poisonous berries that shed 30 feet of light. When eaten the player must make a DC 18 Con save or be poisoned.

Whitleaf = a white leaf coming from a whitleaf bush - often confused with Whiteleaf.
A whitleaf bush is very rare and the leaves can be refined to make Potions and poisons. The Potions usually involve some kind of bonus to intelligence, wisdom, or charisma for a short period of time.

Whiteleaf = grows a white leaf, which looks so similar to the Whitleaf - often mistaken for the poisonous plant. 

Spine tree = a tree made entirely of bone. They are not common but are indigenous everywhere including the arctic and deserts. They are considered a sign of bad luck.

Clockwillow = a tree that makes a sound of a chiming at midnight and dawn. Clockwillows tend to grow in boreal forests together and can grow to be one of the tallest trees discovered only rivalled by the redwood.

Murkweed = a poisonous underwater plant that seeps poison into the water it inhabits. Each murkweed can poison 10 feet of water in a cube per day to a max of 30 feet. Murkweed looks like much darker seaweed with red spots and are used by some natives to make potent poisons.

Greatfire peppers = Red peppers that appear to be on fire, the stem and leaves of the bush these peppers grow from will not catch fire from the peppers or any other magical source, however the roots are highly explosive if made in contact with any flame. Touching a Greatfire pepper will result in 1d6 fire damage and eating one is 2d10 fire damage.

Godlens = a root that is used in lots of medicines and Potions. They are fairly common and they have a golden tint.

Pink grass = this is grass with a pink colour. This grass is only found in The Feywild Realm and does not grow very large.

Skunkweed = a black and white plant that looks like grass and smells awful. skunkweed tastes extremely bitter and can treat many infections.

Rageplant = a very odd looking plant that causes people to get progressively more angry while around it. The plant area of affect is a 400 foot radius. Anyone within range of the plant must make a wisdom saving throw or feel angrier. The save DC depends on how far away the target is from the plant. each creature must make a save every hour. Each time the target fails the saving throw they get angrier. After 4 failed saves they will take and extra 1d12 psychic damage whenever they take damage. The target takes an extra 2d12 after 8 failed saves and 5d12 after 10 failed saves. If the target dies from this psychic damage their heart explodes from their anger. The effects end when the creature takes a long rest outside of the plants range.

Elf’s Ear = a short shrub whose leaves grow in the shape of an elf’s ear, it’s very soft to the touch and grows deep within the forest. It’s often used in Potions as it’s both a very good base for a potion and has great healing properties. However it’s name causes great issue within the alchemist community as it’s unclear if the recipe is calling for the plan elf’s ear or an actual elf’s ear.

Rumplespun = A very thin ivy with incredible strength, can be used as a rope.

Greendrins = a small green four legged sentient plant that act very similarly to dogs. Many high Elves keep them as pets.

Shadowstalk = blooms only when in the shadow of another plant but still requires sunlight. It's dark green colour. makes it blend with the shadows Making it hard to find. It can be used to treat sunlight sensitivity when eaten, and give up to and hour of dark vision when brewed into a tea. Eating or Drinking too much in a day will cause painful convulsions.

Bludvine = a clear green vine that looks like a hose and has a spiked top at the end. Druids use bludvines to collect blood from others.

Peppergrass = a golden wheat-like plant, the seeds of which explode in tiny harmless sparks when touched. -1 to stealth when walking through fields containing peppergrass. Can be used as a spice for cooking.

Mageflower = a flower that looks like sunflowers and smell like tulips. They can come in red, blue, white, and violet. It has magic within it. Anything that detects magic will show that these flowers are magic. Despite being magic they don’t have any other properties.

Gabber tree = a medium size tree that grows from stone and lives off of the minerals provided in the stone.

Cavern rose = a rose with a grey stem and petals pointed upwards. The roses are not actually found in caverns and are called cavern roses because any sounds created around the roses are echoed back to where the sound came from. Any thunder damage that is directed at the roses is reflected back to the attacker. If a creature wears the rose they take 3 damage less from all thunder damage. The roses can be used to make medicines for the ears, nose, and throat. Some native Tabaxi tribes have been known to make armour entirely of cavern roses.

Rucitinia = a green psychedelic plant that grants the user the effects of mindblank and a +3 to all saving throws. While on the effects of Rucitinia the player will see hallucinations and at any moment you may need to roll a DC 22 wisdom saving throw. On a failed save you become frightened of every creature in sight and cannot speak. The effects of Rucitinia last 8 hours.

Mesmer = this plant is impressively gorgeous in its bloomed state, with shades of pink and blue spread about the petals. It’s shape is unnatural, almost alien, a different immense beauty. When a creature with an intelligence score of at least 4 sees this plant, it must make an intelligence saving throw, DC 14. On a fail, the target is drawn towards it, seeing hallucinations of irresistible beauty, hearing calming music and (if it can speak) the people around it encouraging it, tasting the anticipation of the plant, smelling an enticing scent, and feeling very little pain. (Once ingested, the plant will distribute seeds throughout the victim’s body. If the victim is not treated within 2 days + their constitution modifier, they will be killed by the plants toxins and the victims corpse will house the seeds it needs to spread.)

Art blossom = a rare red lotus flower that has the constant effect of divine sense. Art blossoms can be used as a very potent medicine. Art blossoms come from a paladin named Art who died fending off demons from a city. Before he died he wished for the ability to help others for generations to come. His prayers were answered and his remains became flowers scattered throughout the land.

The invincible flower = a dandelion sitting atop a mountain that is indestructible. The flower cannot be picked, frozen, burned, blown away, sliced, crushed, dissolved, poisoned, or harmed in any way. Many have tried but even a wish spell cannot harm the flower. If someone buries the flower then whatever substance it has been buried with will disappear when nobody is watching the spot the flower was buried. Gods have tried to destroy the flower but have still remained unsuccessful.

Cebid = a root vegetable that looks like a made of crystal and is in the shape of a triangular prism.

Portinal = a leaf found in a bush that can be used as a spice. The spice is magical and can dull the taste of any non-magical foods.

Aquin tree = a tree found in temperate forests. The tree has a slight green tint to the brown bark. The tree emits a 30 foot aura. No fire can be lit in the radius and all magical and non-magical fires are extinguished when entering the trees radius.

Giants' Salad = Gargantuan Leaves and stems resembling a massive fern. By all accounts, its just a larger version of an ordinary fern (quite tasty).

Opal Tower = Long, Slender, and about 15 feet tall, this stalky plant drops solid shiny seeds resembling Opals. The seeds are used to make cheap jewellery in some cultures.

Bubble Bush = A Squat plant that tends to grow in the shade beneath cloud giant castles. Residual magic dust from the above castle combines with water vapour forming bubbles on the petals of the bubble bush. These bubbles, when of sufficient size, are capable of carrying small creatures to the castle above.

Grimjock Majoris = A large green plant resembling a vase, about the height of a Human male. A grimjock is known to produce a powerful acid within the vase like structure. They are said to smell very sweet.

Grimjock Minor = a small ferriswheel-like plant, which forms from the roots of the Grimjock Majoris. once sprouted, becomes completely independent of the Grimjock Majoris and creates more Grimjock minor plants. Grimjock Minor plants act as drones attacking creatures that approach the Grimjock Majoris plants. Grimjock Minor has an AC4 and an HP5. Grimjock minor plants deal 1d4 slashing damage if it is capable of touching a creature without armour. Some variants deal an extra 2d4 acid damage.

Dweomer tree = when grown in an area tainted, contaminated by, or exposed to heavy magic. (Such as a land that suffered from a magic cataclysm, a wizards tower, etc.) the hungry roots of these trees absorb magic. The magic gets stored in the trunk where it mixes with the sap turning it into a potion. In the spring one bottle of potion can be obtained this way a week after alchemical condensing the fluid to concentrate its magic.

Dumb Cane =It forms a thick, green, cane-like stem topped off by a cluster of large, fleshy, oval to lance-shaped leaves lightly to heavily marbled in white or yellow. The greenish flowers are of little interest. It has tongue numbing sap (2d12 for number of hours). The dumb cane is so named because its toxic sap, if ingested, can cause a painful loss of speech.

Necrotulip = the black putrid blossoms of this flower smell of rotten meat and draw pollinating flies. The wilting leaves are yellowing, dry, and brittle. The bulb is covered with what looks like sores and tumours. Though toxic and inedible this plant can be used to replace body parts of an animal or humanoid used as spell components in a necromancy spell. However there is a 1d10 chance that the spells target will develop plantlike traits. These tulips are typically grown by Hags.

Hamplant = a stumpy and lumpy plant, created by giant gods to fool Hill Giants and ogres into eating vegetables. This plant has large leafy projections which look and taste like meat.

Margo = a very large plant with yellow petals and a stem as thick as two humans that grows underground near bioluminescent light sources. Margo use the water that drips from the top of the cave roof and can use any light source for photosynthesis. The plant is known as gnomehelpers because gnomes who love underground use the sap for all kinds of herbal medicines and earthy teas.

Triglontide = a bush with leaves covered in a natural orange powder. The leaves secrete the powder to absorb sunlight and store it for later use. These plants grow in areas with long nights and short days. When the leaves are ground up they can be used as spices for cooking.

Lakevine = Lakevine plants start as a simple creeping vine in their early stages, but grow outwards in large, flat, lipped Lilly pad shapes with great speed after a few years of absorbing nutrients. Lakevine then gradually fill their basins, which grow anywhere from 6+ feet, and collect nutrients by filtering the rainwater collected there. Water drunk from a lakevine basin is always clean, and tastes refreshing, curing one level of Exhaustion. These curious plants often grow on the ground or lower canopy of tropical or dense forests.

Belladonna = The leaf and root are used to make medicine. The name "belladonna" means "beautiful lady". The belladonna purple or black berry juice was used historically to enlarge the pupils of women, giving them a striking appearance. This preparation based on the black berries of belladonna causes at first visual disorders (dilation of the pupils) then an acceleration of the heartbeat which can cause death on a delicate subject. The poison looks like a black liquid which however passes relatively unnoticed in food or wine. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 2d4 poison damage and its Dexterity score is temporarily reduced by 2. The creature must repeat the saving throw every 10 min for 1 hour to end the effect and recover its Dexterity score on a successful save, or take further 1d4 poison damage on a failed one. A creature affected with Lycanthropy can eat a spring of wolfsbane within 1 hour of affliction to try and shrug off the affliction with a DC 19 Constitution save (advantage).

Wolfsbane = bears ivory to yellowish flowers from late spring into autumn. Aconitums are extremely poisonous and can cause numbness and tingling just by brushing against the plants. Ingestion causes 1d100 poison damage and 1 level of Exhaustion.

Vampire Root= A predatory desert plant that survives by leeching moisture from blood. It’s root system covers a large area under the sand, and when it senses pressure changes it grabs the offending creature and pulls them under the sand to be drained. Roll Dexteritysaving throw, if fail become gabbled and take 1 level of Exhaustion. A single enormous red flower grows at it’s center.

Unshrub = A red-leaved shrub that absorbs oxygen and dispenses water, carbon dioxide and sunlight. The unshrub will also slowly eat any fruits placed inside of it.

Cinnamon Fern = tall, elegant ferns that feature large, bright green fronds that spread out to form a vase-shape clump. The fronds leave enough room for contrasting underplantings. Cinnamon fern gets its name to do with the aroma. It is actually used to make incense and mix in some Potions for flavour. HEIGHT: 1 to 3 feet; WIDTH: 2 to 3 feet; FOLIAGE COLOUR: Blue/Green.

Rainbow Fern aka Peacock Fern = gets its name because of the metallic shades of colour that appear as it grows. It has varying, shimmery, iridescent, blues, greens and bronze red colouring of the lacy, fern-like foliage - it spills down and vines. Those that grow in greens and blues are the Peacock variety. Used as components for some protection Potions.

Basketbriar = Grows in a large cone spiral underwater. It's used by many Tritons to make potent sleeping Potions and as a way to make sea life more docile. Basketbriar can also be used as a drug which depresses the nervous system. Extended use of basketbriar will cause permanent brain damage.

Gum Glue Root = A tuberous plant that can be ground up to create a sticky paste that has very strong Adhesive properties when dry. Can also be used to treat infections.

Koszdelos = also known as Nightmare fruit, they're a powerful narcotic. Eating one will kill an infant or someone with a weak constitution (roll a constitution saving throw, DC13). Carrying them without a permit or a very good reason will result in an arrest.

Inkleaf = Although inkleaf is edible alone, mixing it with alcohol creates a potent poison that goes undetected by taste and smell. To prepare the poison, soak a fistful of inkleaf in a cup of wine. When the leaves start to lose their characteristic black colour., the infusion is ready. Can be used to make medicines to treat mild illnesses.

Bugbell = named because it seems to attract all manners of vermin. Although the vermin do not eat the plant, they eat any food in its vicinity and act with hostility toward other creatures. Scholars believe bugbells used to infect the food caches of a long-dead civilization and that is the reason pests associate it with food and are attracted to it. It comes in many different colours and looks almost like a mushroom at first glance.

Sirlith = viewed as vile since it only grows near latrines and outhouses. Those who decide to grow sirilith use blocks of charcoal soaked in urine for months. The few who have used this plant report increased speed, enhanced reactions, and reduced strength. Sirilith is easily identified with it's brown and Grey hue. Some people from different dialects call it Pissgrass.

Nightingale = A dusky purple-green groundcover that grows in small clumps in temperate climes wherever fresh water flows nearby. Its flowers are a soft shade of purple fading to blue. Common knowledge says it is named nightingale for its primary use; the creation of Singer’s Tonic - an uncommon but highly prized elven tea. Singer’s Tonic can safely be used up to 1d4 times/week. (Allowing for the varying strength of the plant) It grants the user advantage on performance checks to sing or recite poetry, also storytelling or oratory for three hours. If singer’s tonic is abused the user will lose their voice for 1d4 days, and have disadvantage on social rolls involving speech for an additional 1d4-1 days.
Rumour has it that Nightingale is actually named for a bard who loved the goddess of magic. The goddess gently commemorated the singer’s passionate music with a flowering of the plants on their final resting place.

Acidweed = A weed found growing in dry climates. It is excellent to find these weeds since they deliver adequate sustenance equal to a common meal for anyone who cooks and consumes one plant. However, there is a mild side effect. One plant consumed = 1d4 inches of a random body part turning purple with sparkling stars "...as if the skin had become the astral view through a planar gate..." for 1d6 hours. Stealth can become difficult dependent upon the body part affected.

Umberstalk = a purple flower with a yellow center. These flowers are very rare and give off a faint glow at night. People who see the flower must make a charisma save of DC15 or be drawn to the umberstalk. People who were drawn to the umberstalk mention how they felt more relaxed than they ever have and how their head felt like it was filling up with clouds. The umberstalk is usually surrounded by many people and animals staring at it in a hypnotic stupor. After staring for long enough to feel hungry, thirsty, tired - the victims wander off in a dazed state and are awoken later on having little memory of what happened. Many believe this effect is an evolutionary trait to keep predators pacified and unfit to do any harm to the umberstalk. Many doctors use the umberstalk as a painkiller when conducting surgeries by showing the plant to the patient and waiting for their eyes to become glossy.

Snitchgrass = the name biologists prefer is corvictus patholium. Appears like normal bright green grass, but any tracks made in it will persist for a long time afterward, as if you've left footprints in snow or sand, and tiny but brightly coloured bits of grass clings to you and is left in your wake until you can thoroughly clean your boots and clothing. Any tracking attempts made on a creature that has traversed through a field of snitchgrass are at +5.

Chuckle Patch= A bed of white flowers similar to daisies. Innocuous, except if someone makes a joke, stumbles, loads a weapon, or really does anything, they will titter and giggle. They particularly find it hilarious if someone is trying to hide. Wandering monsters always keep an ear out for Chuckle Patch.

Wrathhog = a rare carnivorous swamp flower with dark red-purple, meaty petals. Wrathhog is as aggressive as it is alluring. A recreational drug, by the same name, can be alchemically synthesized from the leaves. The drug can be administered as desired, but once in the system, the individual must make a DC 15 wisdom saving throw or be overcome with an all consuming desire to be bear the aroma of Wrathhog. This goes back the carnivorous nature of the flower and how it lures its prey. Effects can be removed with Lesser Restoration, or after 24 hours of not smelling Wrathhog.

Camas = a small flowering plant, with bluish flowers It forms edible bulbs, and only grows after fires. Spending an hour collecting bulbs yields 1d8 lbs of food and can be used as a medicine to treat almost anything including paralysis, blindness, deafness, and Exhaustion. Easily confused with its counterpart Death Camas. (Camas are considered a sign of rebirth.)

Death Camas = a small flowering plant, with white flowers It forms poisonous bulbs, and only grows after fires. Spending 1 hour yields 1d8 lbs of poison. Easily confused with its counterpart Camas. ([Camas are considered a sign of rebirth.)

Slingberry tree - a large, deciduous tree that forms red, fleshy fruits. The fruit form pits which are stronger then iron, and never rot. Each tree forms 2d20 fruit.

Cherry tree- a large tree in the oak family that produces cherries from its vines.

Blesiberry = also known as Pink Grapes. These berries are the size of grapes until exposed to acid. Once in they grow into the size of a tangerine. Those who aren't careful and eat too much could die from their stomach bursting (1d8 piercing damage per berry eaten).

Abyssal Root = a vegetable from the potato family that only grows in the Abyss. They are rare and only the size of a goblins fist. They taste like a heavily salted potato and are sometimes used as currency in the Abyss.


Spiked Moss = a variant of rose moss found in warm forests. Spiked moss is covered is large brown spikes hence the name. The spikes deal 1d4 piercing and 3d10 poison damage and half as much on a successful DC14 Con save. Many green knights are known to put spiked moss on their armour.

War tree = a small tree that produces arrows and bolts instead of fruit. The Elves know the secret of making the variant species that produces poison arrows (1d8 poison damage) but that is a secret they will never tell anyone.


Shambling Mound =A shambling mound was a large, animated plant with predatory tendencies. It was also known as a Shambler.
Damage Resistance = Cold, Fire; - Damage Immunities = Lightning - Condition Immunities = Blinded, Deafened, Exhaustion.
Can engulf creatures.

Arctic Shambling Mound = a white shambling mound only found in the arctic. It is unknown how these form but what is known is that they're hostile and carnivorous. They share the same stat block as a shambling mound except they have an immunity to cold damage, deal an extra 1d10 cold damage each attack, and have a frost breath weapon similar to a silver Dragonborn.


Ward Lily = a lily that starts grey and smells like saltwater. Ward lilies also have a small ring around the stem. The flower starts small after a year they can grow up the 16 feet. The flower needs water, sunlight, and emotional enforcement to grow.
The flower needs either encouraging words or insults daily of it will die. If the flower grows with encouragement it will give 1d6 health to to anyone friendly to the one who grew the flower in a 20 foot radius. If the flower grows with insults the plant does 2d12 necrotic damage to anyone in a 20 foot radius. The flower is resistant to all magic damage and has 130 health with 12 AC.

Halosian = also known is some cultures as a Wonder Spruce. A talosian creates its own rain and sun. Anyone who attacks the tree must make a DC19 dex save or be struck by lightning dealing 4d12+1 damage on a failed save. Talosians have sap with healing and medicinal properties however the tree will be hostile to those who take it. You can also get the sap by praying to your deity.

Mistpetal = a white or yellow flower that secretes a fog from its stem. The mist smells sweet and is used for decoration. The flowers are usually found in cold climates but can be anywhere even in caves. They grow together and 10 flowers within 5 feet of each other create 10 feet of fog that cannot be seen through.

Firegrass = light green flames that can only be found in the elemental plane of fire and the City of Brass (or around active volcanos). They are grown by Azers and Efreeti. In order to grow they need gasoline and sunlight.

Cantilia = a bush found in boreal forest. The leaves can be crushed into a spice used for cooking. The spice has different properties depending on the race eating it.
Example: goblins getting +3 strength, Dragonborn changes eye colour, Half-Elf getting sick.

Windsilver = a silver metallic looking bush with flowers. If touches or brushed past the bush creates a brisk wind in a 20 foot radius.

Stonewood = a large grey tree that may look dead to someone who knows little of stonewoods. Anyone who touches a stonewood must make a DC15 constitution save or be petrified. The sap of the tree is completely hard and a clear amber colour. When melted the sap is a potent medicine and can be used in anti petrifaction Potions.

Sugar Lotus = also known as Drain Lotus to some rogues. They are very illegal. Sugar lotuses can be crushed into a sweet powder that causes short term memory loss in creatures. Once ingested the creature has short term memory loss for 8 hours or until a Remove Curse spell is cast. Eating too much will kill the creature through internal bleeding in their brain (a stroke).
Dragondrops = tiny white flowers which only grow on dragon droppings (dung). The flowers are tiny, as in 1/16th of an inch or 2mm tall, but they are prolific, carpeting the dung and composting it in a matter of hours. These flowers are very expensive.

Dreambane = a wild reedy plant that screeches like nails on a chalkboard any time the slightest breeze passes over them. They appear in and near The Feywild Realm and The Dream Realm.

Lotomel = An herb that, depending on the alchemic process, can used to be create healing Potions or potion of dominate person. Certain alchemists can also create Potions that allows the effects of both. Lotomel looks spiny and has a green colour. with very soft leaves.

Archtobacco = a special kind of tobacco that is grown through magical means. One gram of archtobacco has the strength of 8 grams of tobacco. Uses include turned into an oil that creates the affects of Truth Spell, when absorbed into the skin (lasts 1d8 hours), or digested (lasts 2d8 hours).

Alchemists dye = a green plant no larger than a foot with small green pods sticking all around it. The green pods can be put in any liquid. Once put in the liquid will either change colour. to red or blue. If the liquid turns red it’s harmful, if the liquid turns blue it’s helpful. Alchemists are known for keeping these plants around.

Bronzewood = Hard wood that is as durable as steel/iron but 10% lighter, although it can't be used for chain weapons. ACP of medium/heavy armour made from bronzewood does not apply to hide-checks made in woodlands.
+4000 gp for medium, + 9000 gp for heavy, +500 gp/lb for other items.

Dwarves Beard = a plant from the bamboo family. A large stalk with orange hairs, Dwarves armies use these in rituals before they fight. The plant can be mashed into paste and the paste can be used to help treat wounds (2d4 healing). The paste can also be used in combination with other ingredients to make potent medicines.

Faerie Wheat = pink tinted wheat only found in The Feywild Realm. Can be used to make faerie grain and then fermented to make faerie ale. Faerie Ale heals 5 of the creatures HP and is guaranteed to make any creature drunk if they drink 1 ounce if they’re a medium creature. For every size category above medium then it’s an extra ounce. A creature when Drinking cannot have alcohol poisoning by Drinking faerie ale.
The brewing process is very precise and must be made by skilled hands. Any mistakes could cause the faerie ale to become piss swill. Piss swill looks and smells just like faerie are but isn’t alcoholic, cannot heal, and tastes terrible.

Pincer Pine = a massive 30 foot plant that is covered in orange pine needles. These plants are only found in cool climates or in areas with snow. The plant has a 100 foot radius. Any spells in that 100 foot radius will be caught by massive ghostly pincers and dispelled. The plant can dispel 4 spells at once.


Dunceleaf = A tree that twists and turns with thousands of large scratches in it and pink leaves that turn grey in the fall. When a creature sees the tree they are cursed. The curse can only be removed from moving 500 feet away from the tree or a wish spell. Once cursed the target must make a DC16 intelligence saving throw. On a failed save the creature has a -3 intelligence if the have a positive intelligence modifier and -2 if they have a negative modifier. The target must make the same saving throw every time they take a long rest until they have succeeded 3 saves, failed 3 saves or have less than 6 intelligence. All effects end when the curse is removed. Only one race is immune to the curse and that race is decided by the dungeon master.

Neptune Fly Trap = a giant Venus fly trap that is aquatic and blue. The Neptune fly trap can cast maelstrom once a day.

Stripe Shoot = a bamboo shoot that once planted grows 60 feet tall and dies all within 1 minute. The plant gets its name from the dark green stripes it has.

Cureroot = a very rare white turnip like root vegetable with golden leaves on top. Cureroot only grows in areas with heightened elevation and with extremely nutrient rich soil. Cureroots taste very bitter but will cure any single status ailment that afflicts the creature. If the creature is affected by multiple status ailments the cureroot cures one of them at random.

Rosetta = a flower that can make a potion that has the same effect as the tongues spell. The plant looks like a sky blue feather sticking up from the ground.

Stingweed = a seaweed that is described as looking like an upside down jellyfish. When touched the creature that touched it takes 3d8 electric damage. Stingweed is also used in many medicines,especially the ones that prevent paralysis.

Abyssal Blackgrass = a thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diameter clumps, but its roots extend in a 50 ft diameter just beneath the surface. Natural healing is prevented when standing above its roots, and magical healing only heals half the normal HP. If the clump is pulled out, the plant survives and regrows the clump in 1d4 days. Only digging up the whole root system or the use of a Blight-type spell can truly kill it. Has taint-mechanic boosting effects.

Adamant Algae = rare algae that grows in water gathered around adamantine. Produces dark red liquid that doubles natural healing rate for 24 hours (requires 1 ounce per 100 lb of body weight). Typical pool contains 32 ounces of the liquid, which becomes useless 30 minutes after removal from the pool unless stored in an adamantine vial (200 gp), which makes it last for 1 month. Adamant Algae die within 1 our after removal from their pool.

Air Plant = a sponge-like pond-surface plant that produces and stores air. A fist-sized piece can be held in the mouth to provide a medium creature with 5 minutes of air before dying. 25 gp

Alfengrape = a glowing grape-vine magically created by Elves that produces grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants sells for 100 pg and can live up to 700 years.

Arkas Grass = grass used as Horsefeed, fillies raised on Arkas Grass grow up to have a 70 ft land speed and +2 Dex & Con, grant a +2 on Handle Animal against them and can be trained in half the normal time.

Ash Willow = a dark red tree native to the elemental plane of fire that can grow to 120 ft tall. It thrives of heat, often growing from pools of lava. They continuously rain ash around them, producing 1 lb per day per 10 ft of its height. It extends runner roots that spawn 1d3 new tree each month. They create areas of calm, slow-burning forests within the volatile plane.

Atramen = a fruit that grows shoals of the Elemental Plane of Earth that are close to the Negative Energy Plane. It can be cold-pressed into an oil that, when thrown as a splash weapon, imposes a -4 penalty on Fort saves for 1 minute (-1 on splash). 50 gp for oil flask, alchemy DC 20 to create.

Blueleaf = a durable tree with gleaming blue leaves native to humid temperate and subarctic latitudes, from The Plane of Wood. Reaches 40 ft height, rarely develops thick trunks, bends rather than breaks under wind/snow and tends to grow in thick strands. Sap and crushed leaves yield vivid blue dye, burnt wood creates leaping blue flames. It's wood can be magically treated to be as hard as steel (requires 10 days and 10 ranks in craft alchemy or woodworking) and then fashioned into armour, counting as Masterwork and providing a half-weight benefit. Costs range from 300 gp to 1200 gp.


Boomsrhoom = "Special Environmental Conditions" in swamps and marshes can give rise to up to 300 ft radius patches of these magical mushrooms.
They detect as Moderate Evocation (Spellcraft DC 20 to identify), and explode as a Fire Trap spell if disturbed. A Disable Device or Survival Check (DC 27) allows you to pick one, but it renders them inert. Always regrow in the same spot in 10 days after triggering or any other attempt to purge them.


Cassil = a mustard-like shrub, whose seeds can be made into a powder that suppresses male fertility for 3d4 days (1 hour to take effect). DC 15 Heal or profession herbalism check can detect its effects, while a DC 20 check can reverse them.

Cave Moss = a faerzress dependent moss that is grazed by giant vermin and rothe.

Cave Star = glowing yellow lichen found on chill cave roofs, but cannot stand warm places. It can be made into Lantern Stars, which a fist-sized balls of glass containing a mixture of Cave Star and reagents that give light as a torch for 4 hours. Alchemy DC 10, 5 gp

Choke Mold = Bright yellow mold native to the elemental plane of earth commonly found in 2d4 patches that devours air, creating localized vacuums (can cause air-tight space to collapse inwards). Creatures within 5 ft of a patch begin to suffocate unless there is a Stoneshroom in the same square.

Coldwood = A Fey-created variety of Hickory that reaches maturity in 2 decades and has properties identical to steel, except the Fey/Druid-aversion part. Items are always masterwork, Crafting DCs for Coldwood items are 8 higher. Sapling sells for 500 gp

Cotsbalm = fleshy-leafed plant with small yellow flowers that grows 1 ft tall. It is hardy and found in temperate and sub-tropical regions. Its syrupy sap can be applied to an injury or contact poison victim to grant a +8 Alchemical bonus on the secondary Fort save against a poison. Alchemy DC 35, 75 gp.

Curly Moss = a 5-foot square patch of dark, almost black, green, curly leaved moss.

Darkberry Bush = grows clumps small purple berries. The handful of berries that reach ripeness each year contain shadowstuff in their skins, and if broken or crushed, they create a 5 ft diameter circle of “blackness” for 2 rounds.

Darkroot = Large black twisted rout that grows to 10 ft in found by waterfalls and similar damp areas. It tastes vile, so chewing/swallowing. it induces vomiting. It can be made into Titan Gum, a strong and fast-setting glue that bonds in one round and requires a DC 20 Strength check to remove. It can support 500 lb of weight. Alchemy DC 15, 25 gp.
Djinn Blossom = fern native to The Plane of Air. Wearing one of its petals grants a +2 bonus on saves VS inhaled poisons and gas-based effects, and a DC 20 alchemy check allows one to make it into a perfume that grants a +2 bonus on all charisma-based skill checks for 24 hours. Perfume costs 400 gp, mature plant sells for 2000 gp-3000 gp. See article for information on how to cultivate on the material plane.

Dragonseye Oak = oak native to Malnax, whose acorns when used as a component for evocation spell with an energy descriptor have a 10% chance of Empowering the spell. 60 gp

Duskwood = black-barked tree that grows 60 ft tall in tightly spaces groves, featuring small branches and smokey grey wood that's strong as iron (hardness 10, 30 HP/inch)but half the weight. Items made from it count as master-work and replaces steel in weapons and Breastplates , which have altered stats and counts as light armour. Costs +1500 for a weapon, +300 for a breastplate.

Dwarven Oak = stunted, gnarled tree found on the slopes of temperate mountains that looks like a sitting Dwarf from a distance. Its bark can be made into a brown fluid that can be added to poisons up to 1 hour before the poison is used to increase the poison's DC by 2. Alchemy DC 25, 100 gp.

Eldritch Whorlwood Tree = has twisted and gnarled grain pattern, which becomes straight if a Eldritch wand or other charged magic item made of Eldritch Whorlwood expends all its charges (DC 15 Knowledge Arcane to determine remaining charges from the pattern).
Tree has darkness 6 and 10 HP/inch, requires magical care to grow/live, and can be propagated via both seeds and cutting. Charged magic items made from Eldritch Whorlwood cost 5% more.

Elven Willow = small tree (up to 5 ft tall) with golden-sheen bark that produces golden buds in the spring. Grows on riverbanks in temperate areas. Its sap can be made into an Elf Hazel, which fades scars if applied over the course of a week. Alchemy DC 10, 5 gp

Ember root = a shrivelled-coconut looking plant native to The Plane of Fire that grows on any solid stone in areas of at least extreme heat. The flesh is poisonous, but the core contains drinkable liquid that never grows hotter than 70 degrees and one ounce of which equates to one day's worth of water. A typical ember-root contains 1d4 ounces of liquid and is worth 200 gp on the elemental plane of fire, while the juice is worth 40 gp per ounce. DC 30 survival check to find.

Entangle Weed = nigh-invisible (DC 22 spot check to notice from within 10 ft) seaweed native to the elemental plane of water that forms patches of about 600 ft diameter. Entering a square with it forces a DC 20 Ref save against becoming entangled (Str check to escape DC 15 +1 per failed attempt). Each failed attempt to escape deal 1d6 non-lethal damage and causes fatigue, and taking 60 points of damage from it causes Exhaustion. Hardness 0 and 10 HP/square.


Fesul = a type of gnarled, twisted tree that favours cold and poor soil and areas with little purchase such as cliff sides. Its cinnamon-brown wood crumbles when touched. Spring flowers from this tree can be made into perfume that grants a +1 competence bonus to Cha-based checks made to persuade another for 10 minutes. One tree yields 1d4-1 ounces per year and 1 ounce of oil has 10 applications. 100 gp

Fey Cherry = unbelievably massive cherry trees that lives a very long time - oldest tree on Esau. Area under its canopy is mystically protected, i.e. always temperate and windspeeds are dampened by 20 mph. Items made from Fey Cherry cost 10% less gp and XP to enhance magically. It blossoms annually but only creates cherries every 10 years, and eating a cherry picked less than a day ago (gentle repose applies) grants a Protection from Evil effect for 5 minutes. Sapling sells for 3000 gp. See article for information on how to cultivate.

Fire Lichen = orange white lichen that growths in warm underground areas. Can be made into a spicy paste or fiercely hot liquor.

Flame Clove = garlic with essence of The Plane of Fire. Mild poison (DC 13 1d6 fire/ 1 dex). If boiled in salt water, crushed and added to food it keep s the food hot for 1d4 days without drying it out. Adding it to alchemists fire doubles the fire damage and doubles the radius It matures in 5 weeks and is viable for 3 week following. A bulb sells for 20 gp.

Glowvine = a morning glory derivative that gives of light as a torch at nice. It grows 1 ft every 2 weeks. Seedling sells for 500 gp. See article for information on how to cultivate.

Golden Desert Tree = a rare desert tree, whose sap is a vital ingredient in expensive perfumes and incense. When used as a component in casting a summoning spell with a 1 round casting time, it reduces the casting time to a standard action.

Goldencup = oily yellow moss found where water collects near the bottom of rocks in tundras. Can be chewed to induce mild euphoria, granting a +2 alchemical bonus on saves VS fear for 30 minutes. However, upon entering combat while under the effects of goldencup, a creature must make a DC 10 Will-save or be affected by a Confusion effect for the remaining duration. Survival DC 25, 50 gp.

Green Air Bramble = fast-growing creping vine that sprouts green berries. Can grow in most inhospitable climates and only needs to be in moist soil for 6 hours per week. Exposure to poison quickly kills the plant, wrinkling leaves and berries. Carrying 3 ft vine grants +2 untyped bonus to resist inhaled poisons, airborne diseases and nauseating effects like stinking cloud. 80 gp

Halfling Thistle = small hardy thistle with a violet flower that grows in all temperature areas, especially highlands. It can be made into Shinewater, which removes all rust and corrosion from metal objects left to soak in it overnight. One dose re-rusts a medium-sized metal weapon. Alchemy DC 5, 5 gp.

Hura trees = have small woody seed capsules, which explode when ripe to scatter the seeds. (found mainly on the White Shore of Kutloc )

Ice Lotus = solitary Translucent blue-white flower found in cold environments that can be made into Icewalker Oil, which is a blue liquid that grants the Ice Walking ability of White Dragons for 10 minutes. Alchemy DC 25, 75 gp.

Rowan Trees - can grow over 100 ft.

Ironvine A type of Underdark vine that is as hard as iron. Always found interwoven into a thick curtain that blocks passage.

Jabberweed Tenacious ugly root native to Pandemonium that looks like a pocked, multi-digit skeletal hand with lots of holes in it that cause a low missing sound audible to 100 ft (DC 15 listen to notice sound and direction) that imposes a -4 penalty to other listen checks. If kept wrapped in moist cloth it survives for 1 week away from Pandemonium, but DC 18 Knowledge (Nature) check can keep it alive for another week. 60 gp, 1 lb

Kieros A herb native to the Bowwood in Genx region of Malnax, whose leaves when used as a component for a death touch spell have a 30% chance of increasing the DC by 2.

Kiss of Discord aka. Lusiri Blossom A herb with dull red leaves that resemble lips. Ingestion causes 1d3 hours of hallucinations as Confusion, Fort DC 13 negates.

Lakeleaf Parsley like herb descended from plants growing on the shores of certain rivers. If crushed and rubbed onto meat, that meat never dries out regardless of how overcooked. If used as a component for casting gentle repose, it double the duration (does not stack with extend spell). Matures in 14 weeks and remains viable for 5 weeks after. One spring sells for 20 gp.

Lichbriar Bougainvillea Nice looking flowering bougainvillea plant that clings to any surface and grows up to 50 ft in ideal conditions. It has poisons thorns (DC 14 1d2 Str + 1d4 Dex initial and secondary) and subsists by growing roots into living creatures and slowly draining their EXP until they die.

Lish Small tree, which grows dozens of small nuts in the spring in temperate forests. A handful of the nuts sustains a medium creature for a day.
Eating a Lish Nut as a full-round action provides limited protection from vermin, which must succeed a DC 11 Will-save or or becoming sickened for 2d4 rounds after touching/attacking the creature exuding the nut's odour. Survival DC 30, 10 gp

Living Wood aka. Lifewood: This "special living wood" is written about only be found in Feywild Realm Forests or on Kutloc where the Feywild Expanse changed the landscape - where it was specially "bred". It heals 1 HP per round. Whether this is a particular type of tree or if any tree type of tree can be bred and harvested to be Living Wood is anyone's guess.

Luhix Wound Can be turned into a powder drug, made from stalks of Abyssal plants. Initial 1 damage to all ability scores and intense pain, Secondary 1d2 alchemical bonus to all ability scores for and pain immunity 1d2 hours, Overdose DC 25 Fort or painful death if 2 doses in 24 hours. Vicious addiction, alchemy DC 30, 2000 gp

Luurden aka. Bloodfruit A pale gnarled tree that looks dead, except for a short period every 3 or 4 years where it produces bitter red fruit that cam be made into wine.

Masthin Plant native to certain jungles, that produces natural intoxicants when young that attract wild animals. If its shoots are used as a component for any enchantment spell targeting animals or magical beasts, they have a 40% chance of doubling spell duration. 60 gp.

Meadow Giant Tenacious large green-stemmed weed that can spring up over night in temperate grasslands, plains and farmlands. It easily threatens crops, and its powdered stem can be made into an anti-coagulant called White Sanguine, which when added to an injury poison, causes the victim to bleed for 1 point of damage each round for one minute, if it fails a save against the poison. Magical healing or a DC 15 Heal check stops the bleeding. Alchemy DC 20, 100 gp

Mimetic Plants A non-specific category of plants whose fibres have the ability to take on the hue of whatever is around it.

Mordayn Inhaled steam drug made from “rare Herb found in deep forest”. Initial hallucinations as Bestow Curse action loss for d20 + 10 minutes, Secondary 1d4 Con and Wis damage, DC 17 Will or 1d4 hour suggestion to immediately take drug again, Overdose DC 17 Fort or 1d10 Con/1d10 Con. High addiction, Alchemy DC 20, 200 gp.

Mule Pollen A daisy-type yellow flower. Inhaling the pollen grants +2 Str and imposes a -2 penalty to Int and Wis for 1d4 x 10 minutes. DC 12 save to avoid addiction, wherein addiction causes constant fatigue while not under the influence of the pollen. Neutralize Poisons in Potions and cures addiction.

Musk Muddle Stinky, brown, dead-looking plant with wide leaves found in swamps and marshes. Can be made into Burn Salve, which when applied within 2 rounds after taking fire damage, heals 1d6 points of the damage done by fire. Alchemy DC 10, 15 gp

Nahre Lotus Water Lilly native to the Elemental Plane of Water that draws water from its home plane at a rate of 50 gallons per day. Plant sells for 10000 gp, seedling sells for 500 gp, vial containing a dead plants (which functions as a splash weapon against plant creatures) sells for 200 gp. Requires detailed information on how to cultivate on the prime material plane of Esau.

Nararoot Woody black tuber with a licorice flavour. If made into tea, it suppresses female fertility for 1d4+2 days, while chewing it raw has the same effect for 2d4+4 days.

Obaddis Leaf Rare holly variety that can retain some magic if used as Druid divine focus. As component for Plant domain spell or plant-targeting spell it doubles both area and duration. 130 gp.

Old Man's Friend Sticky leaf herb that grows to 2 inches in large (up to 10 by 10 ft) beds that acts like catnip for dogs. Can be made into a thick grey substance called gash glue, which can stabilize a dying creature. Alchemy DC 20, 40 gp

Orevine A vine-grape looking plant native to the Elemental Plane of water that draws metal from the surrounding soil. Depending what type of metal it is keyed to, it sells for 2000 gp – 10000 gp, producing between 300 gp – 2000 gp worth of the metal per month.

Orticusp Extremely rare flower with a root that looks like a pale white fist, found in temperate forests with trees of at least 150 years of age. Fey within 20 yards can smell its earthy aroma and find it easily.
If the root is pulped it can be made into Night Venom, which when added to a poison, adds an additional saving throw (at the poisons' normal DC) to the initial save against the poison. Failure causes the creature to fall asleep until the secondary effect of the poison kicks in. Alchemy DC 35, 500 gp

Oruighen A rare cactus native to alkaline salts that can be made into an inhaled powder drug, although it's really just a poison DC 14 that causes blindness for 2d4 minutes and extreme nostril and nose pain that cause -2 penalty to attacks, skill checks and saves. 20 gp.

Panaeolo Magical herb whose leaves tastes like leather and function as an ingested drug with no initial effect. Secondary effect is to increase all arcane spell save DCs by 2 for 1d4 hours and 1d6 Cha damage. A second dose within an hour of the first improves the effect to a +3 to save DCs and deals 2d8 Cha damage. Further doses only cause Cha damage. Low addiction, 250 gp

Poison Apple Tree A magically bred medium-sized apple tree that bears red fruits that taste delicious, yet functions as a possible poison - DC 15 1d6/1d6 Con poison. A tree produces 100 apples per season.

Pomow A magically created dark-purple spheroid fruit-plant that grows to 1-2 feet across, serves as a hardy crop viable in a range of climates. Meat, root and seeds are edible and high in protein, core of the plant is filled with juice, the fibres are similar to cotton, and the rind can hold a razor edge. A new fruit starts growing as soon as the old one is plucked.

Spiked Pear Cactus A desert cactus that when turned to power and mixed with the 'milk' from a Desert Fox Cactus can be distilled into a liquid drug that stains lips blue. Initial 1 Wis damage, Secondary 1d4 hours pain immunity, euphoria and -2 Initiative, Overdose if second does during duration causing Slowed for 2d4 hours. Medium Addiction, Alchemy DC 25, 15 gp.

Desert Fox Cactus A cactus so named due to the 'branches' looking like a foxes tail and ears. Contains a delicious milk - that when mixed with the powered Spiked Pear Cactus can be distilled into a liquid drug that stains lips blue. Initial 1 Wis damage, Secondary 1d4 hours pain immunity, euphoria and -2 Initiative, Overdose if second does during duration causing Slowed for 2d4 hours. Medium Addiction, Alchemy DC 25, 1 gp.

Prickly Tea = Thorny bush about 3 ft in height with grey-green leaves. Can be made into a mild stimulant tea, or with the alchemy skill, a substance called senses; which tastes terrible but grants a +1 arcane bonus and +1 to Perception for 1 hour. Alchemy DC 25, 50 gp
Razorvine = A climber plant native to the Lower Planes, that is nigh impossible to get rid of as it grows at least 1 ft per day even if cut down to a stub. Dried Razorvine provides excellent fire kindle.
Light contact deals 1d6 points of damage, while e.g. falling into it deals up to 3d6 points of damage - but this damage is reduced by a creatures natural armour bonus, plus half its regular armour bonus.

Reath = A parasitic Vine that grows on certain trees, whose leaves when used as a component for a targeting spell has a 45% chance of increasing the DC by 2. 120 gp

Redflower = Tiny red-bog flower crushed leaf drug, no initial effect - Secondary effect takes 10 minutes, is the ability to use move action to gain +4 competence to attack single creature. Overdoses, if second dose during duration causes 1d4 x 10 minutes nauseated. Low Addiction, Alchemy DC 27, 300 gp.

Ripplewood = A dark green vine up to 400 ft long with no roots or leaves native to the elemental planes of air. Forms massive twisted nests of at least 4 vines that choose their “down” to be in the centre between them to float about The Plane of Air. Often used by giant eagles and such to make nests. A cluster can support 500 lb per 5 ft square. Hardness 5 and 20 HP per 100 ft section, centre has 25 HP.

Ruby Apple Tree = A legendary tree allegedly created by a by a female elf most severely gifted in the cultivation of magically grown plants. Its an apple tree that grows rubies instead of apples.

Sable Fir = A type of tree from certain forests on the world of Esau that allegedly makes excellent arrow-shafts and turns a deep lustrous black if lumbered mid-winter and rubbed with hot oils.

Salamander Orchids = Orchid that's constantly on fire from the City of Brass on the elemental plane of fire that subsists on its home-planes energy wherever it is.
Reduces the cost of a Flaming or Flaming burst weapon by 500 gp or 100 exp. Handling it without proper tools deals 1d6 points of damage. Mature plant sells for 2500 gp, lives up to 125 years. Requires detailed information to successfully cultivate on the Prime Material Plane of Esau.

Sand Vine = Relatively rare rope-like seaweed found along temperate or warmer coasts. Grows both above and below water, commonly rooted to a small rock. Can be dried and used as rope. With alchemy, its juices can be made into Vine Oil, which is a topical aesthetic that allows a creature to fight until -5 hit points (does not stabilize). Lasts for 1 hour, has the side-effect that within 24 hours of use, a creature can not stabilize on its own. Regular use gives a signature smell. Alchemy DC 15, 50 gp.

Scholar's Dream = Ivy that grows on graves of Intelligence people. If used as component for knowledge domain spells it doubles range and duration. 175 gp

Serren Wood = A tree from Celestia's top layer - a vessel for nature angels. Bow, Arrow or Crossbow bolt made from this wood also deals 1d6 radiant damage. 4000 gp per weapon or 50 bolts

Sezarad = Broad vivid flower with a short brittle root, which when chewed functions as a drug. The initial and secondary effects are 1d8 temp HP that overlap with each other that last for 10 minutes after initial ingestion. Also, 1d4 Wis damage. Low Addiction, 75 gp

Shadowtop = Massive trees native to humid climates that grow 2 ft a year, top out at 90 ft and reach a 10 ft or more diameter. Its wood is fibrous and tough, making it unusual for carving or building, but burns hot with very little smoke (torch lasts 2 hours) and its fibres make good ropes.

Silverwood = A type of tree nurtured by the Fwyeild Realm Elves to grow into unique forms, be free of disease and produce delicious sap that is made into famous elven mead. The sap is clear and slightly sticky, and provides +2 to arcane and +2 to saves versus poison for 1 hour. A typical tree yields 2d4 ounces of sap a year.

Sky Lotus = A white stemless flower native to The Plane of Air. Provides 1 day of nutrition, but contain trace amounts of arsenic that can affect creatures that eat a lot of them. If oil is collected from 10 sky lotuses, it produces a natural potion of levitation that is also a dose of arsenic. 30 gp.

Sleepweed= This plant appears similar to milkweed, and its pods contain sleep-inducing spores. If Pods can be thrown as a ranged touch attack (increment 5 ft), and a struck target must make a DC 12 Will save (yes, it is Will) or fall asleep for 1 minute.

Slumberweed = Dried and powdered leaves of this plant, if inhaled or ingested, can cause a "sleep-like state resembling death" for 8 hours (Fort DC 12 negates). Can be delivered via blowgun, no Heal DC for seeing through fake death given. 500 gp per dose

Snowflake Lichen = A magical plant that looks like snow and grows on rocks in cold climates. It leeches heat, dealing 1d6 cold damage to creatures within 10 ft. Touching causes 1 Dex damage (DC 15 Fort negates, gloves/boots grant +2 circumstance bonus on save). Can be made into a weak inhaled poison, DC 11 1 Str/ 1 Dex

Soarwood = Rare wood native to Kutloc that possesses magical buoyancy. Water-vessels made from Soarwood cost quadruple and move at double speed. Soarwood is 75% lighter than regular wood, and weight is 75% less. It is a necessary component for the construction of certain airships, and when worked into an airship, it becomes naturally lighter than air.

Spotty Dragonfire = Wildflower with red, yellow and orange petals that grows to 1 ft high and stretches 6 inch in diameter and only blooms at night. It can be found in tropical to temperate regions and grows solitary, except near red dragon lairs, where it glows plentiful. It can be made into Dragon grew, which grants a +1 Alchemical bonus to all fortitude saves for 1 hour. Alchemy DC 25, 50 gp

Stygian Pumpkin = A sulphur-scented dead-looking variety of pumpkin that can grow in any temperate region and is cultivate by goblins as food. It grows rapidly over large areas, rendering the soil poisonous to other plants. It can be made into Devil's Soap, which is a stinking black paste that grants fire resistance 2 for 1 hour. Alchemy DC 20, 25 gp.

Shadowfell Sunflower = Large sunflower commonly found where Undead were destroyed by this turn Undead. Associated with the Shadowfell Realm. If petals are treated with various unguents and used as component for sun-domain or light descriptor spells it doubles spell area. 100 gp

Sussur aka. Deeproot = A rare, magical, faerzres-dependent tree with long gnarled branches and banyan-like aerial roots found in the largest underdark caverns. Grows to 60 ft of height, has very few leaves, and absorbs magic, creating massive (i.e. several 100 ft) anti-magic fields.

Suth Greybark = A tree with long, soft, olive-green leaves that likes to grow horizontal to the ground and then double back at an angle. Suths that grow together tend to intertwine, forming wall-like barriers. Wood is hard and durable, making it difficult to work, but sheets of this wood retain strength for decades, making it great for book-covers. It also makes good shield-wood, especially since soaking it in water before battle keeps it from catching fire.

Tahtoalethi aka Wishfern = Mystal plant that grants a wish every 1d100 years on the night of the winter solstice. Devilishly hard to cultivate. Seed sells for 25000 gp,

Tekkil = Succulent swamp plant with fat red leaves, which when chewed function as an analgesic drug. No initial effect, secondary effect is the reduction of any save made against or penalties caused by pain by 1 for the next 1d4 hours. Also, damage reduction 1/non-lethal and -2 Initiative for. Overdose occurs with second dose during the original duration and causes a Slow effect for 2d4 hours.

Tereeka Root Slime = A white tube-like plant native to the shaded sandy ground in temperate climates with a bitter taste. After chewing it for one minute a creature to fit until -5 HP and regain HP while resting as if under the care of a healer for the next 12 hours. Survival DC 30, 150 gp.

Thistledown = A silken fabric made by Elves (presumably from an eponymous plant) that can be worked into armour to make it easier to move in, increasing ACP by 1 and reducing ASF by 5%. Requires DC 15 Craft (tailoring) and costs 250 gp.

Trueroot = A legendary sapling that is said to have been accidentally created during a series of experiments of different Types of Magic, involving the repeated grafting of various magically enhanced roots onto treants, from which seeds were planted to create saplings that were then grafted with each other and so on. The trueroot sapling's roots are said to have pulled magical energy from an unknown place, and this magical energy could be channelled into other plants to accelerate their growth to be 10 times faster, or be channelled into spellcasters to give perfect health and “almost limitless spellcasting”. The trueroot died after small cutting were taken to propagate it and there are no known successes in recreating it.

Twilight Green = a distant belladonna relative, Ingested DC 14 Fort or 1d4/1d4 Con damage poison. If used as component for negative energy damage dealing spell, it increases damage by 1 point per spell level. 250 gp

Tyrant's Sword = A coarse grass with broad sharp leaves with silver edges that grows to 2 ft in height. Sporadically found in tundras and temperate plains, it grows slow and doesn't compete well. It cam be made into Frost Lotion, which has the same effect DC and cost as Burn Salve, but for Cold damage.

Visma = A tropical bush with dark broad leaves, which when made into a paste can soothe burns, i.e. heal 1d3 points of non-lethal damage sustained from heat exposure. It also grants a +2 alchemical bonus on the next save made VS environmental heat damage within 1 hour of application. Survival DC 15, 30 gp

Vodare = Powder Drug made from flower that grows on and ground graves - Initial +2 Alchemical to intimidate and saves VS fear for 1d4 hours, Secondary -4 alchemical penalty to Diplomacy & Bluff for 2d4 hours, Overdose if additional dose within 4 hours DC 15 For or catatonia. High Addiction, Alchemy DC 15, 40 gp.

Weirwood = An oak-like tree from The Plane of Wood, occasionally found in Esau, with leaves that are a silver-sheen brown on top and velvet black on the underside, often protected by Dryads and Treant. Can grow huge and many-branched, will not burn from non-magical fire, and imparts a warm clear tone to musical Instruments made from it.
It can replace oak or holly in any spell, and living Weirwood has fire resistance 20 (no means to preserve this quality after harvesting is known). Weirwood within the illumination radius of a magical light source emits light as a candle for 1d4+1 rounds after leaving the area.

Wild Fireclover = A brilliant orange-red summer-flower found in temperate plains and farmland. Crushed petals give of a lovely smell for 1 week.
The stem can be made into a substance called Mindfire, which when added to an ingested poison, imposes a -2 alchemical penalty to will-saves to those who fail a save against the poison, and forces casters to make concentration checks (DC 15 + spell level) to cast spells. Effects last 1 hour. Alchemy DC 30, 200 gp

Wildwood aka. Saelas = A flexible wood that can be worked into armour (counts as masterwork, -1 AC, Max dex +1, ACP -1, no ACP on hide in undergrowth, ASF -5, -25% weight compared to metal).
Wildwood “heals” a point of damage over 24 hours if exposed to sunlight for at least 1 hour, or, heals 5 points if also left to soak in water for 8 hours. Cost is double that of ordinary masterwork equivalent, but crating time is unaffected, and crafting requires craft (woodworking). It has hardness 6 and 10 HP/inch.

Witchweed = A plant whose leaves and stalks can be refined into a paste, which is then rolled into a smokestick of sorts that creates 10 ft cube of light smoke (no concealment) that forces casters to make a concentration check as if casting defensively or loose the spell. The smoke is effective for 5 founds. Alchemy DC 20, 40 gp

Wittlewort = A green herb with gossamer-like fronds which, due to its rapid growth cycle, is found only in the spring in temperate, subtropical or tropical areas. Deters slugs and other pests.
If powdered, it can be made into Wittlewort brew for Drinking, which grants those under Enchantment effects another saving throw (if the effect allowed one). Alchemy DC 15, 30 gp

Wolfweed = Similar in appearance to Wolfsbane, this plant can be made into a substance called Journeyman Serum, which provides a +2 Alchemical bonus on constitution checks to avoid damage from a forces march. Alchemy DC 5, 5 gp.

Yarpick aka. Daggerthorn = A type of tree that grows small fruit whose seeds are nourishing both whole and as ground meal.


HERBS

Herbalists attempt to find the root cause of illness.
Practitioners will choose herbs based on the symptoms or ailments a patient describes during the consultation. They will also perform a clinical exam, inspecting certain areas of the body and create a personalized prescription.
* HERBS Quick Reference


MILK THISTLE = protecting the liver; stimulating breast milk production; helps with diabetes management. Milk Thistle is used to produced Milk Thistle Wine.
GINGER = Better Digestion. Ginger helps speed up the digestion process and empty your stomach more quickly; improves immunity; relieves nausea and upset stomach; reduces pain; healthier skin;
LEMONGRASS = prevents the growth of some bacteria and yeast. Also, contains substances that are thought to relieve pain and swelling; reduce fever; improve levels of sugar; stimulate the uterus and menstrual flow; have antioxidant properties.
RASPBERRY = low in calories but high in fibre, vitamins, minerals and antioxidants. They may protect against diabetes, cancer, obesity, arthritis and other conditions and may even provide anti-ageing effects.
CINNAMON = Lowers blood sugar levels; a Powerful Anti-Diabetic Effect;
ALOE VERA = It contains healthful plant compounds; antioxidant and antibacterial properties; It accelerates wound healing; reduces dental plaque; helps treat canker sores; reduces constipation; helps improve skin and prevent wrinkles; lowers blood sugar levels;
SAGE = Can improve brain function, including memory;
PEPPERMINT = Relieves some pain; may reduce nausea;
ROSEMARY = Can Help Prevent Allergies and Nasal Congestion;



ITEMS: Flowers - Herbs - Spices - Ferns - Scrubs - Trees - Plants
ALTERNATIVE NAMES: Nursery - Conservatory - Florist - Flower Shop - Plant Shop Hothouse - Greenhouse - Glasshouse - Herbalist - Garden Centre
TYPES: Mundane - Magical



+ Plants
+ Plants List
+ Herbs
+ Herbalist Shop, and Spice Shop
+ Alternative Components

Type
Hydroponics / Agricultural complex
Parent Location

This is for quick reference using my notes, as well as other websites


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