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View Full Version : For Medicinal Purposes Only...: Flora in the Playground (Progress: 12 plants so far)



Maerok
2007-06-08, 09:38 PM
"A garden requires patient labor and attention. Plants do not grow merely to satisfy ambitions or to fulfill good intentions. They thrive because someone expended effort on them." - Liberty Hyde Bailey

Abstract
Sure, you've heard enough about the fauna of the D&D universe. But what about all the mythical herbs and wild plants that many adventurers tread through? Aren't those part of the living, breathing world we as gamers and DMs alike try to attain? Well now I've begun another large-scale project to try and highlight the other half of the worlds we explore.

Flora in the Playground

Flora System
For every entry herein listed, the following data will provided. At a later date, when I get my digital sketchpad up and running, I'll put in some pictures and maybe make a PDF. My goal is at least 40 or so different plants.

Alchemical Name (Nicknames)
Description: What does it look, taste, and smell like?
Rarity: A rating from 0 to 10 on the rarity of this plant
*0 - Pretty much grass
*1 - Frequently occurring
*2 - You'll find it if you're looking for it
*3 - Common among other flora types (rare by dilution through other plants within an area)
*4 - Common but prone to either being there entirely or not there at all (finding an evergreen in a maple tree forest)
*5 - Occurs in smaller patches but generally not too hard to find (annual daisy patches)
*6 - Roses (gift-quality rareness)
*7 - Tropical or exotic, limited to remote locations (orchids; rare by access)
*8 - Exceedingly rare
*9 - Only a few spots on a few planes in very particular locations
*10 - Only a few spots on one plane

If a plant has the #10 condition but is generally fruitful on that plane, creatures native to that plane treat it as the lesser number while extraplanar creatures treat it as rarity 10.

Location: Where can you find it? If a generic biome is designated, you can assume it to occur across many similar conditions in other planes unless otherwise noted (such as 'Forests - Material Plane only')
Cost: The general cost if in normal supply; if especially hard to come by in a given market, add (Rarity)d6 to the price. The listed unit (handful, pound) is what you'd get if you harvested the entire plant.
Maturity: Time to mature (Fast = 1d4 weeks, Hardy = 3d4 weeks, Slow = 6d4 weeks, Very Slow = 1d2 years, Ancestral = 2d6 years, Special = a unique condition is listed)
Preparation: How and what to harvest from the plant; what is it used in?
Effect: How can I use this plant as a balm or food? Note that all bonuses will be Alchemical. Creatures without a Constitution score or discernible anatomy will not be affected unless otherwise noted.
Potion Effect: Some plants act as a substitute for spells when making a potion (negating the required spell, but it still requires gold and XP; up to one per 5 ranks of Craft(alchemy) may be used per potion), increase the CL or DC, apply a metamagic, or change something else about the potion. Spell substitutes never exceed 3rd level.

Typically, you can't force someone to 'use' the plant (unless otherwise noted, such as poisons). But if you happen to do so in a weird situation, such as sneaking it into someone's food, the effect can be denied by a DC 10 + one half rarity Fortitude save (or Will save, if the effect is more mentally-based; at DM's discretion).

Important Skills
Craft (Alchemy) - Use or prepare a plant properly
Knowledge (nature) or Survival or Bardic Lore ability - Know some information on the plant
Search or Spot - Find the plant
Profession (gardening or farming) - Replant the plant

Applying rarity: The base DC for any related skill check mentioned above is 15, unless otherwise noted. Then add the rarity of the plant to this DC to determine the total DC.

The Adventurer's Almanac
Celka (Pelor's Petals)
Description: Celka is a white flower with a silver interior that grows in jungles along tree trunks. The flower itself is about eight inches across and consists of four large petals. Even touching the petals releases a fine silver dust that stays on one's hands for a while.
Rarity: 7
Location: Jungles
Cost: 500 gp/flower
Maturity: Slow.
Preparation: A poultice is made from the flower and one unit of holy water (Craft) and left in the sun to cure for five minutes.
Effect: When applied between a severed limb and the stump, it will automatically reattach as if by a regeneration ability. The circular band around the point of reattachment is turned a silver color for six hours. There is usually a numb feeling around the wound with feelings of euphoria coming on and off throughout the six hours.
Potion Effect: Maximizes any cure wounds potions it is used in.

Dragil-Nekra (Dreamer's Sigh)
Description: Dragil-Nekra is a deep violet vine which grows along riverbeds and small ponds. It grows as a long, chain-like string which branches off into smaller vines about three feet long. Its effect and its rather common nature have rendered it illegal in many places. The typical chain grows about ten feet long, but the active compound is very diluted.
Rarity: 5
Location: Rivers
Cost: 500 gp/coil
Maturity: Ancestral.
Preparation: The coil of vine must be tied in a knot, from which it is compressed and the juice is derived (Craft). One coil yields about 1 pint of the light purple juice.
Effect: It is an ingested poison, often used by assassins. Failing a DC 14 Fortitude save, the victim is rendered unconscious, in a sleeplike state, for 1d3 days.
Potion Effect: sleep

Eptau (Stone Cactus)
Description: The eptau is a rare variety of cactus which populates deserts in minute quantities. It is most 'commonly' found by the lairs of basilisks, as it is believed that this plant thrives on the basilisk 'by-products'. Its coloration is a combination of the color of the sand around it and minor strips of red and green. This cactus grows in small clumps without spines, but it is well armored to protect the valuable fleshy core. It radiates a sharp, sweet scent from golden flowers.
Rarity: 8
Location: Desert
Cost: 1500 gp/core
Maturity: Very Slow.
Preparation: Requires a DC 12 Strength check to break open the shell. The core is a deep green cylinder of pulp.
Effect: When rubbed across a creature who has been turned to stone, it will reverse the effect over the course of 3d6 minutes. It takes a DC 15 Heal check to apply it properly.
Potion Effect: stone to flesh

Gray Nightwind (Divine Essence)
Description: The nightwind is a very rare flower that grows within the Elemental Plane of Air where the planar barriers between the Air Plane and the Ethereal or Astral Planes are weak. Even in the Air Plane, it is still very rare. These free floating flowers drift along in the endless airs, twirling and dancing their way around. They exist both in the Etheral Plane and the Elemental Air Plane, which requires special care.
Rarity: 10
Location: The Elemental Plane of Air, see above
Cost: 100,000 gp/flower
Maturity: Ancestral.
Preparation: It takes two to prepare the nightwind; one partner in the Material or Air Plane, and another in the Ethereal Plane. At the same time, adding a +2 DC to the checks, they must pluck each petal (all five) and burn them in a silver brazier (Craft). The central part of the flower must then be cast into the fire when the blaze turns a silver-purple color (Craft). The result is a glowing ball of magical fire which can be handled as if it were a glass ball. The most important part is to align them in the same position between planes and then planeshift (the magical auras allow one to focus the spell with 100% accuracy) one sphere into the next. If all is done right, the sphere will only exist on one plane, where the core will collapse in on itself, leaving a hollow glass sphere filled with a silver vapor.
Effect: When smashed on the ground as a standard action, the sphere unleashes a hideous cacophony of sound which deafens all those within 5 to 100 feet who fail a DC 27 Fortitude save. Those within 5 feet must call out the name of any deity, and at least one of them must serve the chosen deity (doesn't have to be a cleric). For ten minutes, they are transported to a sublevel of the deity's plane and are allowed direct verbal and mental contact to that deity to hold whatever sort of conservation they desire. In no way can they actually affect the deity with any magic or physical attacks.
Potion Effect: If the spell is a domain spell of the creator, add a +4 bonus to the spell's caster level (does not get factored into the price) and a +2 bonus to its DC. Any effects are maximized. Drinker must make a Will save, the DC being the caster level, to avoid automatically receiving an atonement to the creator's deity.

Lucin (Sun Fruit)
Description: The Lucin plant is a tall, leafy type of kelp that grows at the bottom of deep lakes up to 300 feet down. It grows to about 32 feet high in distinction pyramid shapes. This seaweed is constantly bathed in light from the fruit at the apex of the plant, which allows it to grow despite a lack of sunlight. The fruit is a small sphere, about the size of a grapefruit, which gives off a unique orange light.
Rarity: 5
Location: Bottom of lakes
Cost: 75 gp/fruit
Maturity: Hardy.
Preparation: Using a knife, the seeds must be removed without damaging them (Craft). They are intended to attract creatures that would eat and spread the plant. Opening the fruit releases a smell like mud.
Effect: Any object or creature the seeds are rubbed on glow as if by continual flame for 1 minute. There is enough to treat one Medium creature, two Small creatures, four Tiny creatures, and so on, or one object. This light shows the location of any invisible creature or object treated with the seed oils. Sunlight vulnerable creatures will suffer a -1 penalty to attacks and checks.
Potion Effect: continual flame

Maka (Corpse Plant)
Description: The gray-green and sickly mushrooms, know as Maka, are known to grow on the bodies of the deceased left out in the jungle. While they thrive on corpses, they preserve the bodies until the fungus is removed. Usually only one large mushroom grows on a body. It releases a rotting odor. Powdered Maka is an almost supernatural preservative.
Rarity: 5
Location: Jungle or humid environments
Cost: 250 gp/mushroom
Maturity: Fast, requires a corpse (5% of successfully growing).
Preparation: The mushroom is diced into small pieces and burned into a fine ash (Craft).
Effect: When a body is coated with the Maka powder, it is preserved as per gentle repose for one month. Undead, such as zombies, covered in the powder will not rot for two months. If 1000 gp worth of Maka is used as a material component, it automatically doubles the duration of any spell with a duration other than "Instantaneous" (does not stack with Extend Spell).
Potion Effect: Adds 4 to the caster level for purposes of determining the duration, if any. It does not affect the potion's actual caster level.

Merimes (The Running Root)
Description: This yellow beet-like plant grows along the edge of volcanic ridges. Two extensions protrude from the bulb and grow down a foot or so into the volcanic rock. It's leaves are a smoky gray with spots of green. It tastes like sulphur and ash.
Rarity: 7
Location: Volcanoes, along the ridge of the crater
Cost: 800 gp/root
Maturity: Hardy.
Preparation: The root must be roasted on volcanic lava (Craft) for 10 seconds.
Effect: Eating it grants a +20 ft. bonus to base land speed for 30 minutes and +4 bonus to any Constitution checks when running. DC 15 Fortitude save required to eat it successfully.
Potion Effect: haste

Peace Plant
Description: This little blue flower grows in clusters in open grasslands, typically prairie environments. It has an invigorating scent.
Rarity: 3
Location: Open grasslands
Cost: 75 gp/cluster
Maturity: Hardy.
Preparation: The flowers and stems are mashed into a pulp by hand and mixed with rain water to produce a gum-like substance that has no taste.
Effect: Those who chew it are resolved of any anger-based effects, such as rage or any spell (requires Craft[Alchemy] check opposed by the effect's caster level to negate).
Potion Effect: calm emotions

Poko Roptis (Gigglefern)
Description: This dark green fern grows in large teardrop-shaped fronds up to about three feet high. Only the very top leaf contains the powerful laughing agent. It is often a popular children's game to take a bit of it and try to say 'poko roptis' as many times as they can before falling down laughing. It has a very muted taste that tickles the tongue.
Rarity: 4
Location: Open fields, along the border of trees and field
Cost: 40 gp/tip
Maturity: Fast.
Preparation: It is torn into several small pieces and chewed.
Effect: The consumer is knocked prone if it fails a DC 12 Will save, immobilized by fits of laughter for up to 2d6 minutes.
Potion Effect: tasha's hideous laughter

Silver Sickle (Druid's Lashes)
Description: This silver grass-like plant grows in small patches where the moonlight penetrates the leafy canopy of forests. About six inches high, the blades are bent at the tips to form a sickle-like shape. As a tea, it is very bitter but has a cooling aftertaste.
Rarity: 5
Location: Forests
Cost: 150 gp/handful
Maturity: Three successive nights of moonlight; then death at sunrise.
Preparation: A handful is boiled into a strong tea (Craft) on the third night until sunrise. On the next sunset, it is drunken to bestow its effects.
Effect: Low-light vision for the remainder of the night.
Potion Effect: See invisibility

Uga-Tal (Burrowing Ivy)
Description: Uga-Tal is a desert ivy which grows beneath dunes as a structural support. The long vines snake all throughout the sand pile, with tiny orange flowers blooming up through the sand. When carried out of the desert, they still smell deeply of sand and dry winds. It's potent effect is invaluable to those who spend their days in the desert.
Rarity: 3
Location: Dunes
Cost: 50 gp/flowers
Maturity: Hardy.
Preparation: The flowers are prepped in the sun, left to dry for three days before they can be used.
Effect: While being chewed, the plant offers a +4 bonus to all Constitution and Fortitude checks against heat-based effects for up to 8 hours.
Potion Effect: heat shield, or doubled fire resistance to any potion that provides it

Zamzi Rasa (Fool's Flower)
Description: Zamzi rasa is perhaps one of the most peculiar plants in its effects. This rare plant grows in the Outlands, as a sunflower-like stalk about ten feet high. Leafs grow up and down the stalk, each one a different color, up to the flower itself which constantly rotates in all directions as if looking around. It exudes a variety of smells, unique to each witness of this strange plant; generally it reminds them of some point in their life that was especially meaningful or disastrous.
Rarity: 9 in Outlands, 10 anywhere else
Location: On the crests of hills in the Outlands, thought to grow around Sigil in some weird pattern
Cost: 10000 gp/flower
Maturity: Special, will grow seven days after a powerful spellcaster is killed nearby (5% chance).
Preparation: The flower must be burned, which produces a rainbow of flames. A handful of crush gems, worth 500 gp, must be cast into the fire.
Effect: When burned, the flower unleashes effects identical to 1d8-1 uses of a rod of wonder. If 7 effects would be produced, the ghost of the fallen spellcaster appears instead. Some times, the flower ends up being a dud.
Potion Effect: Reduces the CL by 4, and then adds 1d8.

Alchemical Feats
Forthcoming...

Maerok
2007-06-08, 09:39 PM
Space reserved

Maerok
2007-06-08, 09:41 PM
This space reserved

Tracersmith
2007-06-09, 09:11 AM
heres a real world plant with an alchemisty take

barbadensis (Aloe Vera)
Description: It is a stemless or very short-stemmed succulent plant growing to 80-100 cm tall, spreading by offsets and root sprouts. The leaves are lanceolate, thick and fleshy, green to grey-green, with a serrated margin. The flowers are produced on a spike up to 90 cm tall, each flower pendulous, with a yellow tubular corolla 2-3 cm long.
Rarity: 4 (common in deserts)
Location: common near the edges of sandy deserts
Cost: 50sp per leaf (offset)(upto a dozen per plant)
Maturity: Fast (month or so to take root)
Preparation: (gel from inside Leaf) breakng a leaf @ the base and sqeezing the gel out. the gel can be put directly on a wound, brewed into a tea, smeared on foods.
Effect: as a salve it doubles the healing rate of any burns. as a tea most bowel problems not related to parasites. when put on parrishable food the food will not spoil for 10 times as long.
Potion Effect: doubles healing of potion its apllied too

9fires
2007-06-09, 11:27 AM
I really like the idea of taking the wizard out of alchemy and giving it a more scientific appoach... Taking the mystism out of poison use and giving things a more realistic approach... I like the format in which you present the herbal reagents, Maerok and I will be watching this subject with some interest. :smallsmile:

Maerok
2007-06-09, 11:37 AM
Thanks. I'm going to update the list about 2-4 entries per night.

Khoran
2007-06-10, 08:21 AM
Blood Petal
Description: At first glance, a Blood Petal appears to be a dark red rose with bloated petals who is covered in the morning mist. However, upon closer inspection, one can see that the petals are instead filled with a thick gel with appearance and texture not unlike human blood, though if imbibed in its raw form it will taste similar to honey and will awaken someone as if they had just drank a caffeinated drink. What appeared to be morning mist is, instead some of the gel dripping out of the petals.
Rarity: 8
Location: Battlefields of Yasgard
Cost: 1000 gp/petal
Maturity: Ancestral.
Preparation: The petals of a Blood Petal slowly drip out a think gel. If the plant is still alive, the juice can be dripped at 1oz per day, which the plant will continue to produce at a similar rate. If the petal is pressed down and squeezed dry (Craft), this will net you 15oz of the Blood Petal Juice, enough to use in a potion or a poison.
Effect: Fortitude save (DC 20), if failed the subject falls into a rage for 1d3 days in which they must try to destroy anything they come in contact with. The subject takes a -4 penalty to AC, cannot cast spells and cannot use any skills other than Jump, Swim and Climb. Unlike a Barbarian's Rage, this grants no bonuses.
Potion Effect: If used as a base in a potion of Heroism, in addition to the normal bonuses, give a +2 Morale Bonus to Strength and Constitution. If used in a potion of Greater Heroism, the bonus is instead a +4.

---

How's that, just wonderin'?

ChrisMcDee
2007-06-10, 09:47 AM
Great thread. I've been wanting to flesh out some plants for my own setting but wasn't finding myself inspired by anything, this has certainly sparked my creativity a bit. Look forward to seeing the list grow!

Matthew
2007-06-15, 03:28 PM
Good stuff. Have you ever come across the Net Book of Herbs (http://www.geocities.com/hollywood/8017/herb5.txt)? It was put together for (A)D&D, but there are plenty of ideas there. I think I have a Word Document version somewhere.

Neek
2007-06-15, 07:25 PM
Alright, I think I'll try my hand at a few of these. For starters, I'll use something inspired in real life.

Petyleaf (Pety, bittin, tabacque, hobbitweed)
Description: Petyleaf is a tall growing plant that produces broad, palm-sized leaves. The plant produces green to pink flowers, and has an unusual aroma about it that is pleasant. When it is ready for harvest, the leaves turn a golden color.

There are multiple variations of this plant, such as Hobbitweed, Dwarf Brew, Gnomish Leaf, and Orcish Pipe Bittin. These variations are on flavor and plant appearance, and has no bearing on the potency.
Rarity: 4
Location: Sub-tropical forests, river valleys, or near the coast.
Cost: 1 gp/pound
Maturity: Slow
Preparation: The plant is best picked when the tips of the leaves have turned a golden yellow. It is cured and dried and generally cut, crushed, or minced.
Effect: This plant is best consumed by smoking. A single ounce can be rolled with thin paper, can be burnt in a pipe, or a rolled in a thick sleeve of a leaf and smoked that way. It can also be consumed by drinking in a tea or chewed. It is difficult to consume initially, requiring a Fortitude save (DC 15) to not cough it out; for every week consuming it, the DC is reduced by 2. In small doses, petyleaf produces a mild sense of euphoria and a relaxed state of awareness that lasts for only a few minutes (1d4+4 minutes). Once per day, when a character makes any Intelligence-based check, they can re-roll that check and keep the higher result. Additionally, once per day, it can provide a +1 bonus to Search, Spot, and Listen checks for the duration of the effect.

Petyleaf is an addictive substance, however. Once the DC for resistance against petyleaf has been reduced to less than 5, the person must make a Fortitude (DC 25) check. If the character fails the check, they are considered to be addicted. A person can function for approximately 1d4+Constitution modifier hours before they need another dose of petyleaf. If they do not, they must make a Will save (DC 20). Failure leaves them nerved, jittery, and unable to concentrate. There is an effective -1 to all checks. It takes approximately 4d4 days - Constitution modifier to quit petyleaf entirely.

Longterm consumption can also be quite fatal, but is dependent on the race. Dwarves and most demi-humans are resilient against its harmful effects, while humans and half-orcs are not, Elves suffer the worst from it. When aging, the target character must make a Fortitude check (DC 25) or they lose 2 additional points of Constitution. Dwarves, gnomes, and halflings receive a +2 to this check, humans and half-orcs a +0, and elves a -2. If the save is failed by more than 10, the constitution damage is doubled.
Potion Effect: Maximizes Poison, as the spell.

Prophet's sage
Description: This plant appears virtually identical to sage, however glows a dim blue. It is an extremely fragile plant, any sound or light can turn it to ash. It produces few seeds, and there is a 1% the plant will produce offspring.
Rarity: 10
Location: Head of Tu'narath. It is nearly impossible to get even from the githyanki, as they have banned its usage. It is possible to steal a plant, however any natural light would destroy it.
Cost: 5,000 gp/quid
Maturity: Hardy
Preparation: A quid is a tightly wrapped ball of leaves, generally about 20-30 leaves, wrapped in a special covering. It is best to cast Darkness and Silence before removing the covering and chewing the quid. It has a highly bitter taste, and requires a Constitution check (DC 13) to not spit it out, destroying the quid. Once chewed, it produces a highly euphoric sensation, and you become separate from your body. You are projected onto the Astral Plane as through the spell, Astral Projection. This effect lasts for only about an hour.
Potion effect: Maximizes the duration and range of any Divination-related potion.

Ouranopoe (Deadvine, Holy Dust, Heaven's Plant)
Description: Ouranopoe is a vine that creeps up the sides of the Sacred Mountain in the plane of Celestia. The plant is deep green in colors, and its blossoms are gold. It smells sweeter than honey, and oft are those who fall in obsession with its fragrance.
Rarity: 10
Location: Celestia
Cost: 2,000 gp/pound
Maturity: Ancestral
Preparation: Ouranope is generally harvested for its pollen, which is extremely powerful and versatile. Anyone who so smells it enjoys it, anyone evil who so smells it must make a Will save (DC 20) or become enamored by it. It takes somewhere near 200-1,000 flowers to make a single pound.

It is generally distilled with mead (Craft DC 25), and once drunk, causes the drinkers mind to float to another plane, allowing them to Contact Other Plane as per the spell.

It is also prepared with food, a single ounce per meal is required, and acts as a Cure Moderate wounds spell cast by a 7th level Priest to anyone who consumes so much as a bite.

When mixed with holy water, it doubles its power. It can mixed with oils from Celestial creatures as make-up, granting a +2 bonus to Charisma.
Potion effect: Adds [Holy] descriptor.

Xykon_Fan
2007-06-15, 11:37 PM
aphaneopoa (Phantom Weed)
Description: Phantom is an unusual plant. It possesses a unique property which makes it ethereal. Its appearance (when one can observe it) is a pale white-green and it develops leaves in three-leaf clusters (much like poison oak) and remains close to the ground. Its root system is fairly shallow since it does not draw its nourishment from the ground. The system is just enough to keep it from being kicked up by the occasional ethereal traveler. The stem of phantom weed is small and short, a pale white-red, and relatively flexible. It feeds off the bodies of ethereal creatures which have died, and a single body will sustain as much phantom weed as can fit underneath its body for one week.
Rarity: 7
Location: Anywhere ethereal creatures are likely to die and leave food for the plant. It only exists on the ethereal plane.
Cost: 350/handful
Maturity: Hardy
Preparation: In order to successfully use the plant, you must use a ghost touch weapon to cut the leaves from the stem (they do not and will not ever come off otherwise). (Craft DC 18)
Effect: When 6 leaves are placed into the mouth one per second, the plant’s ethereal properties are bestowed upon the subject. The subject essentially becomes an ethereal creature for 4d6 rounds.
Potion Effect: Maximizes any illusion spell or duplicates any spell with invisibility or ethereal in its text.


(Tell me if anything should be changed)

Icewalker
2007-06-16, 01:36 AM
This is an awesome idea. I gotta take some of this.

I may contribute some sea-based plants. Or other plants, if I think of any.