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    Default Magical Plants and Where to Find them

    This is a likely complete list of all magical/potentially useful plants in game. Anything that is explicitly a growing living plant -albeit not plant creature- meets the criteria for inclusion. Slimes and Corals are excluded.

    If you're interested in optimizing horti-culture in your game, see this thread.

    Formatting credit to dirigibee.

    Name Description Source
    Abyssal Blackgrass Thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diamater clumps, but its roots extend in a 50 ft diamater 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. Heroes of Horror p. 68
    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. Dragon 347 p. 45
    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 Stormwrack p. 109
    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 selss for 100 pg and can live up to 700 years. See article for information on how to cultivate o Dragon 357 p. 55
    Arkas Grass Type of Grass used as Horsefeed, fillies raised on Arkas Grass grow up to have a 70 ft landspeed and +2 Dex & Con, grant a +2 on Handle Animal against them and can be trained in half the normal time. CoV p. 155
    Ash Willow 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-bunring forests within the volatile plane. Dragon 347 p. 48
    Atramen A planar 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. PlH p. 75
    Barrelstalk Large cask-shaped fungus that grows to 5 x 8 ft. Outside is hard as woody, inner flesh is edible, center contains 20 to 50 gallons of water. After 10 years of growth, it beings spore production and the flesh grows black and poisonous. Und p. 108
    Bluecap Common underdark crop. Fugus itself is indedible, but spores can be made into flour. Grows with or without faerzress. Und p. 108
    Blueleaf Durable tree with gleaming blue leaves native to humid temperate and subarctic latitudes. 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 armor, counting as Masterwork and providing a half-weight benefit. Costs range from 300 gp to 1200 gp. FRCS p. 79, UE p. 59
    Bone Fungus Bulbous ivory-coloured fungus that reseales a 10 ft cloud of spores that work as an inhaled poison (DC 14, 1d6 dex/1d6 dex). If damage is taken, bone density is reduced, resulting in extra damage from bludgeoning damage in te form of an extra 1 critical mulities. Immune to Acid and sonic, destroyed by cold damage, fire and electricity also destroy but release spores. Dungeonscape p. 140
    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 distrubed. 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. Magic of Faerun p. 43
    Bronzewood Hard wood native to Aerenal that is as durable as steel/iron but 10% lighter, although it can't be used for chain weapons. ACP of medium/heavy armor 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. ECS p. 126
    Cassil 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. FRCS p. 96
    Cave Moss A faerzress dependent moss that is grazed by giant vermin and rothe. Und p. 108
    Cave Star Glowing yellow lichen found on chill cave roofs, but can't 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 Dragon 301 p. 56
    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. Dragon 347 p. 45
    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 materwork, Crafting DCs for Coldwood items are 8 higher. Sapling sells for 500 gp, see article for information on item prices and how to cultivate. Dragon 357 p. 55
    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 a injury or contact poison victim to grant a +8 Alchemical bonus on the secondary Fort save against a poison. Alchemy DC 35, 75 gp. Dragon 301 p. 53
    Covadish Plant native to Aerenal, whose leaves when used as a component in a necromancy spell have a 30% chance of increasing CL by 2. 750 gp ECS p. 91
    Darkberry Bush that grows clumps small purple berries. The handful of berries that reach ripeness each year contain shadowstuff in their skins, and if broken or curshed, they create a 5 ft diamter cricle of “blackness” for 2 rounds. 5 pg. MoF p. 181
    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. Dragon 301 p. 55
    Darkshine Crystallizing glossy-black fungus hat grows sharp 6-ft long shards, native areas of elemental plane earth featuring portals to the negative energy plane. Areas with Darkshine in it function as clatrops that deal 1d10 damage, and damaged creature can not be magically healed for 1 minute. A patch has hardness 5, 20 hp and takes half damage from piercing and slashing weapons, but it take 1 point of damage each our it is exposes to any light-source stronger than a candle. Dragon 347 p. 46
    Darkwood aka. Zalantar Wood items made from this tree's magical wood are half-weight and masterwork, with shields having -2 ACP. Cost is equal to masterwork plus 10 gp/lb. Can also be fashioned into elven Darkleaf armor, which has -5 ASF and +1 Max Dex, -2 ACP and is 1 category lighter. Darkleaf armor creation requires DC 25 Alchemy check; costs +750 gp for light, + 2250 gp for medium and + 3000 gp for heavy. DMG p. 283, A&E p. 19, ECS p. 120, FRCS p. 80
    Deep Imaskari Waterplant These magical plants are found in every deep imaskari household and grow 2-inch diameter balls of water grow from them every day and can be carried like oranges, until they are pierced and drank from. Und p. 140
    Densewood Hard and strudy tree native to Aerenal whose wood has Hardness 8, 20 hp/inch and +5 Break DC. It doubles the weight of any wooden item and costs twice as much (prior to adding masterwork cost or similar). ECS p. 127
    Devil Weed aka. Wyssin Tobaccolike smoked Drug, Initial1 Wis damage , Secondary +2 Alchemical Str bonus and shaken for 1d3 hours, no overdose. Low Addiction, Alchemy DC 20, 6 gp BoVD p. 42
    Djin Blossom Fern native to the Elemental 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. Dragon 357 p. 53
    Dragonseye Oak Oak native to Q'barra, whose acorns when used as a component for ecovaction spell with an energy descriptor have a 10% chance of Empowering the spell. 60 gp ECS p. 91
    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 armor. Costs +1500 for a weapon, +300 for a breastplate. MoF p. 178.
    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 borwn 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. Dragon 301 p. 55
    Eldritch Whorlwood Tree with a twisted and gnarled grain pattern, which becomes straight if a 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 darkess 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. Explorer's Handbook p. 151
    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 a Elf Hazel, which fades scars if applied over the course of a week. Alchemy DC 10, 5 gp Dragon 301 p. 54
    Ember root A shrivelled-coconut looking plant native to the elemental plane of fire that grows on aly 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 eht elemental plane of fire, while the juice is worth 40 gp per ounce. DC 30 survival check to find. Dragon 347 p. 48
    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 nonlethal damage and causes fatigue, and taking 60 points of damage from it causes exhaustion. Hardness 0 and 10 HP/square. Dragon 347 p. 50
    Fesul A type of gnarled, twisted tree that favors cold and poor soil and areas with little purchase such as cliffsides. Its cinnamon-brown wood crumbles when touched. Spring flowers from this tree can be made into perfume that grants a +1 compentence 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 MoF p. 181
    Fey Cherry Unbelievably massive cherry trees that can live forever. 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. Dragon 357 p. 56
    Fire Lichen Orange white lichen that growths in warm underground areas. Can be made into a spicy paste or fiercly hot liquor. Und p. 108
    Flame Clove Garlic with essence of the elemental 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 t alchemsits fire doubles the fire damage and doubles the doration. It matures in 5 weeks and is viable for 3 week following. A bulb sells for 20 gp. Dragon 357 p. 56
    Fleshshiver Ten-coloured mushroom that grows in the soil between the roots of tropical fruit trees. It can be mixed with mud and then added to a compress that, when applied ot the head of a diseased creature, grants a +2 alchemical bonus to Fort saves against disease for 1 day. Surival DC 20, 25 gp. Dragon 336 p. 98
    Galda A yellowish tree that produces a salty fruit. LGG p. 143
    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. Dragon 357 p. 56
    Goblin Rogue Medium-sized bush with yellow-orange berries in autumn found in temperate regions. It can be made into Goblin Ink, which is waterproof. Alchemy DC 10, 20 gp. Dragon 301 p. 56
    Golden Desert Tree A rare desert ree, 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. CM p. 136
    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 for 30 minutes. However, upon entering combat while under the effects of goldencup, a creauter must make a DC 10 Will-save or be affected by a Confusion effect for the remaining duration. Survival DC 25, 50 gp. Dragon 336 p. 98
    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 CS p. 118
    Gulthias Tree A severely evil tree that came to be when a vampire was staked to the ground with a stake that was still green and took root. Focus of the adventure. Sunless Citadel
    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. Dragon 301 p. 56
    Hathil Plant native to the Shadow March, which when used as a component for a transmutation spell has a 35% chance of increasing the DC by 1. 90 gp. ECS p. 91 ECS p. 91
    Healing Apple Tree A magically bred medium-sized apple tree that bears red fruits that heal like Goodberries (does not count as a meal). A tree produces 100 apples per season. Mysteries of the Moonsea p. 61
    Helmthorn Very hardy and adaptable vine-line ground shrub with dark waxy green leaves and black thorns as long as human hands, which are sometime uses as needles or dart points. Produces indigo coloured berries with a tart flavour that can be used for winemaking. Occasionally, a sring of berries will be scarlet red instead of indigo. If Goodberry is cast on a Red Helmthorn Berry, the effect lasts for one extra day. FRCS p. 79, MoF p. 181
    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. Dragon 301 p. 56
    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. See book for details. MotW p. 32
    Ipt and Roanwood Trees that grow over 100 ft. PGG p. 143
    Ironvine A type of Underdark vine that is as hard as iron. Always found interwoven into a thick curtain that blocks passage. Und p. 149
    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 CS p. 119
    Kieros Herb native to the Madwood in Aerenal, whose leaves when used as a compoent for a death descriptos spell have a 30% chance of increasing the DC by 2. ECS p. 91
    Kiss of Discord aka. Lusiri Blossom Herb with dull red leaves that resemble lips. Ingestion causes 1d3 hours of hallucinations as Confusion, Fort DC 13 negate. As component for Chaos descriptor spells it grants +2 effective CL. 310 gp CC p. 132
    Lakeleaf Parsley like herb descended from plants growing on the shores of the river Oceanus. 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. Dragon 357 p. 53
    Lichbriar Bougainvillea- looking pants that clings to any surface and grows up to 50 ft in ideal conditions. It has poisons thorns (DC 14 1d2 Str + 1d4 Dex intial and secondary) and subsists by growing roots into living creatures and slowly draining their EXP until they die. See article for information on how to cultivate and exact mechanics. Dragon 357 p. 57
    Lish Smal 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. Surivial DC 30, 10 gp Dragon 336 p. 98
    Livewood Highly magical green-coloured tree native to Aerenal whose wood remains alive when felled. Items made from it are affected by Plant Growth, sprouting small branches and leaves, while Speak with Plants allows one to communicate with them and Blight damages them as if they were plant creatures. Livewood items can also be used for Tree Stride, Animate Plants can animate a Livewood object, and Dryads can live in Livewood objects. As a living object, a Livewood items are immune to the Disintegrate spell. It has Hardness 6, 10 HP/inch, and cost is +50 %. ECS p. 127
    Living Wood aka. Lifewood This "special living wood" is writtento only be found in Elven Forests, 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/harvested to be Living Wood is anyone's guess. SBG p. 36, Dragon 304 p. 55
    Luhix Wound-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 BoVD p. 42
    Luurden aka. Bloodfruit Faerzress dependent pale gnared 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. Und p. 108
    Maiden's Hair aka. Earthsilk An odd mushroom cultivated by dwarves for the silken tendrils that hang from it and collect moisture. These tendrils are touch and time-consuming to harvest, but they can be made into yarn that can create a very touch silk that make tough rope (Hardness 1, 10 hp, DC 26 to burst) and shirts that grant DR 1/slashing or bludeoning, although the shirt can be torn by a piercing damage critical hit, at which point it looses its properties until repaired. Rope costs 12 gp, Jersey costs 150 gp. RoS p. 160
    Masthin Plant native to Q'barra jungle 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. ECS p. 92
    Meadow Giant Tenacious garge green-stemmed weed that can spring up over night in temperate grasslands, plains and farmlands. It easily threatens crops, and its powderes 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 Dragon 301 p. 55
    Mimetic Plants A non-specific category of plants whose fibers have the ability to take on the hue of whatever is around it. Forms the basis for Chameleonweave. MoE p. 139
    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. BoVD p. 42, LoD p. 183
    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 Poison cures addiction. MoF p. 181
    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 Dragon 301 p. 53
    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. See article for information on how to cultivate on the material plane. Dragon 357 p. 54
    Nararoot Woody black tuber with a licorice flavor. If made into tea, it suppresses female fertility for 1d4+2 days, while chewing it raw has the same effect for 2d4+4 days. Same DCs as for Cassil. FRCS p. 96
    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. CC p. 132
    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 Dragon 301 p. 54
    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. See article for information on how to cultivate on the material plane. Dragon 357 p. 54
    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 Dragon 301 p. 55
    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 tht causes blindess for 2d4 minutes and extreme nostirl and nose pain that cause -2 penalty to attacks, skill checks and saves. 20 gp. LoD p. 185
    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 LoD p. 185
    Pixie table Rare 1-ft tall and 1 ft diameter mushroom with a dark lavender cap that can be found in any woodland but is most common in temperate forests housing Fey. If boiled with cloth, it dyes it Lavender. It is the main ingredient for a red liquid called memorybind, which allows a prepared caster to prepare an extra 1st level spell in exchange for reducing all save DCs by 2. Alchemy DC 20, 300 gp Dragon 301 p. 58
    Poison Apple Tree A magically bred medium-sized apple tree that bears red fruits that taste good but function as a Fort DC 15 1d6/1d6 Con poison. A tree produces 100 apples per season. Mysteries of the Moonsea p. 62
    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. SoS p. 51
    "Powdered Desert plant" (x Wolves' Milk) Distilled 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. BoVD p. 43
    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 alchemical bonus to Spot and Listen for 1 hour. Alchemy DC 25, 50 gp Dragon 301 p. 54
    Rare Blue Mushroom Inhaled Mushroom Powder Drug, Initial +2 Alchemical to Int and Cha for 1 hour, Seconary 1 Str damage, -2 alchemical penalty to Wis for 1d4 hours and Str and Con for 2d4 hours, Overdose 2d6 damage if 2 doses in 12 hours and 4d6 damage plus paralysis for 2d4 hours if 3 or more doses in 24 hours. Medium Addiction, Alchemy DC 25, 100 gp. BoVD p. 43
    Razorvine Twinning climber native to the Lower Planes (also found in Sigil) 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 armor bonus plus half its regular armor bonus. PlH p. 146, Expedition to the Demonweb pits. p. 107
    Reath Parasitic Vine that grows on Eldeen Reach trees, whose leaves when used as a component for a plant-(creature) targeting spell has a 45% chance of increasing the DC by 2. 120 gp ECS p. 92
    Redflower Tiny red-bog flower crushed leaf drug, no initial effect, Secondary 10 minutes Ability to use move action to gain +4 competence to attack single creatur, Overdose if second dose during duration causes 1d4 x 10 minutes nauseated. Low Addiction, Alchemy DC 27, 300 gp. BoVD p. 43, LoD p. 185
    Ripplebark Shelf-like fungus that looks like rooting flesh but is perfectly edible, although it tastes better if cooked properly. Und p. 108
    Ripplewood 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 elemental 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. Dragon 347 p. 43
    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. Similar trees grow in Mottlegrasp’s Orchard in Bytopia RotW p. 26, DMG p. 164
    Sable Fir A type of tree from a eponymous forest on the world of greyhawk that allegedly makes excellent arrow-shafts and turns a deep lustrous black if lumbered mid-winter and rubbed with hot oils. LGG p.142
    Salamander Orchids Orchid that's constantly on fire from the City of Brass on the elemental plane for 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. See article for information on how to cultivate on the material plane. Dragon 357 p. 55
    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. Dragon 301 p. 54
    Scholar's Dream Ivy that grows on sage graves. If used as component for knowledge domain spells it doubles range and duration. 175 gp CC p. 132
    Serren Wood Tree from Arborea's top layer Arvandor, vessel for nature spirits. Bow, Arrow or Crossbow bolt made from this wood has non-magical Ghosttouch. 4000 gp per weapon or 50 bolts BoED p. 38
    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 LoD p. 185
    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. FRCS p. 79, MoF p. 181
    Silverwood/bark A type of tree nurtured by sylvan 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 a _2 alchemical bonus on Fort saves VS poison for 1 hour. A typical tree yields 2d4 ounces of sap a year. LGG p. 142, MoF p. 181
    Sky Lotus White stemless flower native to the elemental plane of air. Provides 1 day of nutrition, but contain trace ammounts 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 levition that is also a dose of arsenic. 30 gp. Dragon 347 p. 44
    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. MoF p. 181
    Slumberweed Dried and powedered leaves of this plant, if inhaled or ingested, can cause a "sleeplike 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, no craft DC given. Dragon 316 p. 39
    Snowflake Lichen Maigcal 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 Frost p. 16
    Soarwood Rare wood native to Aerenal 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 Eberron-style airships, and when worked into an airship, it becomes naturally lighter than air. ECS p. 127, Explorer's Handbook p. 30
    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 Dragon 301 p. 58
    Stoneshrooms Chalky rock-looking fungus native to the elemental plane of earth that is both edible (1 stoneshroom =1 meal) and produces spores in the form of breathable air. Also, for 24 hours after eating a Stoneshroom, a creature can hold its breath twice as long as normal. Stoneshroom subsists on minerals in the rock, remains edible for 1 day after picking, and is worth 20 gp. Dragon 347 p. 47
    Stygian Pumpkin A sulphur-scented dead-looking variety of pumpkin that can grow in any temperate region and is culitvate 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. Dragon 301 p. 58
    Sunflower of Pelor Large sunflower commonly found where undead were destroyed by Pelorian turn undead. If petals are treated with various unguents and used as component for sun-domain or light descriptor spells it doubles spell area. 100 gp CC p. 132
    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) antimagic fields. Und p. 108
    Suth Greybark 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. FRCS p. 80
    Tahtoalethi (Wishfern) Mystal plant that grants a wish every 1d100 years on the night of the winter solstice. Seed sells for 25000 gp, devilishly hard to cultivate, see article for information. Dragon 357 p. 58
    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. LOD p. 185
    Tereeka Root Slime white tuber 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. Surivial DC 30, 150 gp. Dragon 336 p. 98
    Thistledown A silken fabric made by elves (presumably from an eponymous plant) that can be worked into armor 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. RotW p. 168
    Torchstalk Nonmagical mushroom that can serve as a torch. Takes 1d4+1 minutes to ignite, but burns for 24 hours shedding bright illumination in 10 ft radius. Has a sub-species that explodes into chokcing spores after 5 rounds of burning, requiring anyone within 20 ft to make a DC 15 Fort save to negate 1d4 Con damage. DC 18 appropriate Knowledge or Survival check allows differentiation between the two types. Und p. 108
    Trueroot A legendary sapling that is said to have been accidentally created during a series of experiments 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 channeled 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 propegate it and there are no known successes in recreating it. RoD p. 80
    Twilight Green 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. CC p. 133
    Tyrant's Sword Coarse grass with broad sharp leaves with silver edges that grows to 2 ft in hight. 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. Dragon 301 p. 54
    Visma Paste 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 Dragon 336 p. 98
    Vodare Powder Drug made from flower that grows on graves of Rallaster worshippers, Initial +2 Alchemical to intimiate and saves VS fear for 1d4 hours, Secondary -4 alchemical penatly 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. BoVD p. 43
    Waterorb Bulbous aquatic fungus that grows in boulder-like patches in detritus areas. Und p. 109
    Weirwood Rare oak-like tree with leaves that are a silver-sheen brown on top and velvet black on the underside, often protected by Dryads and Treants. 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 illumiation radius of a magical ight source emits light as a candle for 1d4+1 rounds after leaving the area. FRCS p. 80, MoF p. 181
    Wild Fireclover 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 Dragon 301 p. 55
    Wildwood aka. Saelas A flexible wood that can be worked into armor (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 our, 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. RotW p. 169
    Witchweed A plants 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 LoD p. 185
    Wittlewort Herb with green gossamer-like fronds which, due to its rapid growth cycle, is found onliny in the spring in temperate, subtropical or tropical areas. Deters slugs and other pests. If powdered, it can be made into Wittlewort brew, which grants those under Enchantment effects another saving throw (if the effect allowed one).Alchemy DC 15, 30 gp Dragon 301 p. 53
    Wolfsbane aka. Belladonna 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 20 Fortitude save. Alternatively, a Heal Check can be made, and the result can be used in place of the creature's bonus to Fort saves (whichever is higher). Only one attempt can be made. Wolfsbane is also toxic, requiring a DC 13 Fort save to avoid 1d6/2d6 Str damage. Monster Manual p. 178
    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. Dragon 301 p. 55
    Yarpick aka. Daggerthorn A type of tree that grows small fruit whoe seeds are nourishing both whole and as ground meal. LGG p. 140
    Zurkhwood Giant 30-40 ft high mushroom. Has large spores that can be eaten if prepared properly, and its hardy stalks serve as an Underdark substitute for wood. Und p. 109

    EDIT: Silver Marches p. 38-40 has a number more plants, but I don't have any more space here.
    Last edited by Jowgen; 2018-05-18 at 05:06 AM.
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    Default Re: Magical Plants and Where to Find them [WIP]

    Nice list, but I cannot help but feel like it would be alot more useful listed alphabetically in a table such as:

    Plant Name Summary Effect Source
    Arkas Grass Horse Feed Champions of Valor, pg 155
    Darkwood Special Crafting Material Dungeon Master's Guide, pg 283

    You could probably also put another column listing the price of purchasing said plant
    Last edited by Mehangel; 2016-02-25 at 10:53 AM.

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    Mind's Eye: Demiplane of Ectoplasm - Canath Tree, Canath Fruit

    Complete Mage - Angel Down (pollen), Golden Desert Honey (dried tree sap)

    Dungeonscape - Grey Slime, Bone Fungus

    Epic Level Handbook - Flux Slime

    Frostburn - Snowflake Lichen

    Secrets of Sarlona - Icewild Lichen Paste

    Sunless Citadel - Gulthias Tree, Gulthias Fruit (red/white)

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    Magic of Faerun (181) shadowtop (torches made from it last longer and give less smoke - not great but)

    Lords of Darkness (191) Witchweed

    Planar Handbook (75) - Atramen fruit
    No fair! They're using brains against us.

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    Unseenmage has a list of interesting plants here as well:

    http://www.giantitp.com/forums/showt...he-Dark-Garden

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    Quote Originally Posted by Mehangel View Post
    Nice list, but I cannot help but feel like it would be alot more useful listed alphabetically in a table such as
    That's the plan, just don't have time to work on it atm, but thanks for the support.

    Quote Originally Posted by Darrin
    -Contribution-
    Thank you for the contribution, I shall add the things (although not sure whether flux-slime qualifies)

    Quote Originally Posted by manyslayer
    -Contribution
    Thank you, I think I have Shadowtop from one of the other sources, but Witchweed and Atramen are good additions

    Quote Originally Posted by Bronk
    -link-
    I read his guide at one point and think I got everything of his already... excpet maybe the Boomshroom, might have missed that, if so I shall add, thank you kindly
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    Quote Originally Posted by Jowgen View Post
    Thank you for the contribution, I shall add the things (although not sure whether flux-slime qualifies)
    DMG page 76:

    "For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants."

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    Quote Originally Posted by Jowgen View Post
    I read his guide at one point and think I got everything of his already... excpet maybe the Boomshroom, might have missed that, if so I shall add, thank you kindly
    As of now, of the things on his list, you now have the broomshroom listed, but literally none of the others. You could at least put the wishfern on there, it's pretty cool!

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    Elven Darkleaf, from Arms and Equipment guide. Alchemically treated darkwood leaves. Functionally like mithral for making armor, but druid-friendly.
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    Nothing new, but better formatting:

    Spoiler: This'll Do
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    [table="class:head alt2"]Removed due to bulk.
    Last edited by dirigibee; 2016-03-09 at 01:08 PM.

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    Quote Originally Posted by dirigibee View Post
    Nothing new, but better formatting
    Ahhhh, much gratitude; I do not know when I would have found the time. Thou shall be credited up top.
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    Quote Originally Posted by Jowgen View Post
    Amber Barnacle Thin-shelled golden barnacle native to the elemental plane of water that grows on anything, including ice and coral. They grow to 1 ft in diamater and appear in beds of 2d10.Touching one causes 1d8 points of electricity damage to all within 5 ft. Dragon 347 p. 50
    Barnacles are related to lobsters and crabs, not plants.

    Also, in the Devil Weed entry, have Dug instead of Drug.

    But great resource (especially for my alchemy using creation mantle ardent I am currently playing).
    No fair! They're using brains against us.

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    Quote Originally Posted by manyslayer View Post
    Barnacles are related to lobsters and crabs, not plants.

    Also, in the Devil Weed entry, have Dug instead of Drug.

    But great resource (especially for my alchemy using creation mantle ardent I am currently playing).
    Well spotted, fixed both things; happy you like
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    Quote Originally Posted by Jowgen View Post
    Ahhhh, much gratitude; I do not know when I would have found the time. Thou shall be credited up top.
    NP, you're doing good work. I'm happy to help.

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    UPDATE to this handbook, I found that Silver Marches has a whole Fauna section I overlooked, page 38 to 40 to be specific. It has a couple herbs, like the Amaunanth poison, which has a pretty high DC 19 for the 100 gp market price, dealing 2d4 HP damage initial and Unconscious as secondary.

    It also lists "Wilderness Lore" and "Knowledge (Harbalism)" skill DCs for finding herbs of varying rarities in the forest, which might be of interest if those checks could be 3.5 updated and applied to everything else on this list.
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    I'm surprised this doesn't include the infusion plants... In Masters of the Wild (3.0), there are infusions (druid-like potions) which involves plants somehow, and my memory is too fuzzy to remember correctly, but there should be a whole laundry list of plants there.

    Also, don't forget Tree Stride, since it (kinda) requires specific plants.
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    What a great resource. Thanks for doing this.


    Would it be possible to annotate some of these with the setting? For a lot of them, the setting is obvious from the source book, but for e.g. the Dragon article plants, it's not clear.

    Also, one minor error - the Elven Willow source book is listed as an Alchemy DC.

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    Quote Originally Posted by Goaty14 View Post
    I'm surprised this doesn't include the infusion plants... In Masters of the Wild (3.0), there are infusions (druid-like potions) which involves plants somehow, and my memory is too fuzzy to remember correctly, but there should be a whole laundry list of plants there.

    Also, don't forget Tree Stride, since it (kinda) requires specific plants.
    Infusions do have an umbrella entry in the table, but since they come bundled with their own whole mechanic no individual entries are made. As for Tree Stride, that application is outside the scope of this handbook.

    Quote Originally Posted by Nifft View Post
    What a great resource. Thanks for doing this.


    Would it be possible to annotate some of these with the setting? For a lot of them, the setting is obvious from the source book, but for e.g. the Dragon article plants, it's not clear.

    Also, one minor error - the Elven Willow source book is listed as an Alchemy DC.
    What can I say except you're welcome.

    Dragon mag stuff is rarely setting specific, and considering that the table is already on the cusp of going over the character limit that kind of addition really isn't warranted.

    Lastly, thank you for pointing it out, I kept meaning to fix that but never got around to it, so that is now done.
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