CrystalRL last edited by CrystalRL
Herbs can be found in bushes through Arabel, with each herb preferring different environments. Quests in these areas may also include their respective herbs as part of their loot tables.
This sturdy root grows easily in any direction. It can often be found at the base of trees, mixed in among the tree's own roots and wound around its trunk.
Properties: Defense, Resistance
Attempts to domesticate this plant have proven troublesome - while it can grow in a planter, it does not often grow in quantity. Some believe it was created when followers of Lathander went too far, desiring the sun's healing ability for themselves.
Properties: Healing, Restoration
Found mainly in deserts, and particularly near lava tubes, this leafy growth can produce a heat-resistant oil.
Properties: Fire, Divine
Illegal in some countries due to it's more illicit properties, properly moderated exposure can enhance one's magical senses.
Properties: Arcana, Eternity
Usually found draped around cave mouths, this herb prefers colder climates. While safe to consume in small quantities, extensive and prolonged use of the herb can cause blindness.
Properties: Cold, Illusion
This aquatic reed is rumored to have been created when a dying naiad queen reached up to hold her lover once more. Crowns crafted from the reeds are believed by commoners to aid in romantic encounters.
Properties: Charm, Water
Harvesters of this flower must be careful - the thorns of this plant carry a mild poison that will cause exposed skin itch for a tenday! A salve made from the stem and roots of the plant can neutralize most itches though.
Properties: Acid, Poison
This jumble of pale vegetation seems to lack a root system entirely. Large petals carry it along windy mountain ridges, where it scatters its seeds.
Properties: Wind, Electricity
Once the pride of Athkatla, wild varieties of this spice have spread throughout the Forgotten Realms.
Flavor: Umami (Richness)
Properties: Strength, Potency
CrystalRL last edited by CrystalRL
To craft an herbs potion, you must have 2 of each herb, plus an empty potion bottle. This creates 2d4 potions. To create one of the homogeneous potions, it costs 8 of that herb. Variable herbalism/healing DCs can be used based off the circle of the spell created. Not all potions are intended to be drunk - some are intended to be thrown.
Cagevine Saffron Kiss Feycap Veil Drop Nettle Claw Spice Cagevine Ioun Stone: Pink Barkskin Wall of Smoke Protection from Petrification Ghostly Visage Protection from Evil Web Resist Elements Mage Armor Saffron Barkskin Monstrous Regeneration Remove Fear Clarity Remove Blindness/Deafness Remove Disease Remove Poison Remove Paralysis Remove Curse Kiss Wall of Smoke Remove Fear Flame Weapon Lesser Restoration Elemental Shield Blood Frenzy Divine Favor Bless Firewall Feycap Protection from Petrification Clarity Lesser Restoration Ioun Stone: Pink and Green Invisibility See Invisibility Ultravision Expeditious Retreat Confusion Veil Ghostly Visage Remove Blindness/Deafness Elemental Shield Invisibility Ioun Stone: Blue Cloud of Bewilderment Ironguts Cone of Cold Ice Storm Drop Protection from Evil Remove Disease Blood Frenzy See Invisibility Cloud of Bewilderment True Sight? Fear Negative Energy Burst Haste Nettle Web Remove Poison Divine Favor Ultravision Ironguts Fear Ioun Stone: Scarlet and Blue Scintillating Sphere Slow Claw Resist Elements Remove Paralysis Bless Expeditious Retreat Cone of Cold Negative Energy Burst Scintillating Sphere Ioun Stone: Deep Red Gust of Wind Spice Mage Armor Remove Curse Firewall Confusion Ice Storm Haste Slow Gust of Wind Ioun Stone: Pale Blue
Alchemy (and all other forms of crafting) are in discussion among the Team and the Builders. We'll get back with you "Soon [tm]".