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Alright, I took some of your creative herb ideas and tweaked them a little to match better with the Farland herb system. Let me know your comments. I plan to publish them as part of this month's update with credit to you, Hamnier.
Mandrake Root
Herb, uncommon
This herb is the root of the Mandrake plant, which has bell-shaped purple flowers and orange berries. It grows in warm grasslands and the outskirts of warm forests. The root looks vaguely man-shaped. If the root is mashed, brewed into a concoction with bitter almonds,and an entire dose is ingested, it is poisonous: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 5 (1d10) poison damage and is poisoned for 8 hours. On a successful save, the creature takes half damage and isn’t poisoned. However, the poisonous concoction tastes extremely bitter, potentially warning a victim before it takes an entire dose. When stripped of its outer skin, the soft tender center of the root can be boiled into a tea-like concoction with lemons and honey. A creature that imbibes this tea-like concoction has advantage on the first saving throw it makes against poison within the next 24 hours.
Price to purchase Mandrake Root Concoction: 50 sp
Sageroot
Herb, uncommon
These light pink roots grow beneath the Sage plant, a rather nondescript weed-like plant with serated, oblong leaves. The Sage plant can be found growing in Southern Daven and Southern Orland. Sageroot is especially prized by doctors and healers, because when it is brewed into an oily concoction with dill and then added to Bestra's Weed salve, it increases the potency of the latter's healing effects: When you use an action to apply salve made from Bestra's Weed that also has Sageroot concoction in it, you regain 3 (1d4 +1) hit points.
Price to purchase Sageroot Concoction: 10 sp
Braided Vines
Herb, common
Found in Jila on the continent of Eruna, where it is common, the strands of this vine grow in tight clusters which wrap over each other, giving it a braided appearance. They can be eaten as a vegetable and are quite nutritious, but if the Braided Vine is combined into a concoction with chive and clover, it temporally increases muscle performance. When consumed as an action, for one hour, Braided Vine concoction grants advantage on Strength (Athletics) checks made to climb.
Great ideas. Think about how these would be used in play. As far as a suggestion effect, who would be able to make the suggestions, and for how long? Maybe something that causes a sleep spell like effect, but weaker might be a better option.
For the mountain ashline, what qualifies as eye and breathing protection?
I removed the Mandrake Root, Sageroot, and Braided Vines since you said you're adding those in the coming update. I also re-revised the format that the herbs are in to fit with how they are on the site.
Ashline
Herb, uncommon
Foun anywhere there is water, the plant can grow to a height of six feet. It has a hollow stem and has large, broad pointed leaves with yellow spots at the base of the stem. It has a cluster of yellow, pink, white flowers at the top of the stem. When boiled for an hour and drunk it relieves coughs, though it doesn’t cure the underlying cause in any way. If diced and mixed into wax, either made into a candle or a into a block which can be placed into a fire, it creates an aroma that puts people at ease and eventually puts them to sleep as though with the sleep spell (though they will remain asleep even after the aroma is gone, they may be awoken by ordinary means). Some healers like to capture the aroma in cotton filled vials and use it as a muscle relaxer or sleep aid, and most apothecaries have at least a few vials in stock. Burning them and breathing in the smoke will do this regardless, but when it isn't mixed into the wax the effect's only last long enough to slightly disorient a creature unless there is a LOT of Ashline.
Price to purchase Ashline candle: 10 sp
Price to purchase Ashline wax block: 50 sp
Mountain Ashline
Herb, uncommon
Found on mountains, the plant can grow to a height of eight feet. It has a hollow brown with red streaks stem and has large, broad pointed leaves at the base of the stem, also brown with red streaks. It has a cluster of red, pink, or purple flowers at the top of the stem. When boiled for an hour and drunk it relieves coughs, though it doesn’t cure the underlying cause in any way. If diced and mixed into wax, either made into a candle or a into a block which can be placed into a fire, the smoke becomes a thick putrid purple-black, which to anyone without eye and breathing protection causes 1d4 fire damage, blindness beyond 5 feet, and being prone for 5 minutes due to violent coughing. The smoke will spread constantly in all directions until the fire is extinguished (the smoke will remain for 5 minutes as it slowly dissipates), or if there is a slight wind it will spread only in the direction of the wind, A strong wind will immediately dissipate any cloud. A single candle will spread smoke at a rate of 1/2 foot per round, a standard campfire will spread at 5 feet per round, a bonfire will spread 15 feet per round.
Price to purchase Mountain Ashline candle: 10 sp
Price to purchase Mountain Ashline wax block: 50 sp
For eye protection, there are rudimentary goggles, they can probably be bought for a high-ish price at an apothecary who probably uses them fairly frequently, or else at a specialty leather shop or a place they make headgear.
Breathing protection could be as simple as a clean rag over the nose and mouth, though unless they have a better filter that would probably only help for about 10 or so minutes.
If you want to go extreme, there are always those bird looking plague doctor masks. The reason for the beak was because they believed that diseases were transmitted through smell, and a good smell would counteract, so they stuffed things like rosemary inside the beak. In the context of the game, a smaller nob or beak could simply hold a good filter.
As for their use, I was thinking this could be used primarily by an villain group in an adventure, but also usable by players if they so choose, a Healer would likely know about this and could grab a stash for coughs, but then a time comes that a good smokescreen would be nice. The practical uses for gameplay are fairly limited, but the potential they have in their specific little niche is very high, at least I thought so when I created them. I'll look into an adventure where these would be used.
A chrystal that forms in near-pure running water, usually in mountain springs. It looks like a small glass pebble often with a green or blue tint, in rare cases yellow. It is highly sought after by collectors. If placed in dirty water, the water begins to sizzle and froth as the impurities are removed. The clear-stone can also sterilize stone and metal, so is sometimes used by medicine men to clean their tools before doing surguries or making medicine. If Fluxweed, Dithafoil, and lemon juice are added to water that is currently frothing from purifying small pieces of granite and limestone, the liquid will stop frothing and will instead churn and steam. If all the water is allowed to evaporate, it just becomes a big mess, but if water is periodically added for the several day process, it will eventually turn into a light greay viscous subtance. If the clear-stone is removed, the substance hardens after an hour.
Effect of stone syrup: lightly smearing the substance on a petrified indevidual will turn them back for 10 minutes, then they will repetrify. If they drink some of the syrup (not the clear-stone), the effect will become more permanent. For 24 hours after drinking it, they are their normal self. After, their skin and joints harden, skin rough and pourus to the touch. It is as though they have the stone skin spell on them, but speed is halved, and all rolls involving movement is at disadvantage (range attacks are up to the DM based on situation). Drinking some over multiple days will maintain/restore their normal state, or a lesser restoration spell can cure them. when making it, there is enough for 6 doses, it take 3 doses to smear a medium sized creature enough for it to take effect (add or remove 1 dose for each size away from medium).
Price to purchase stone syrup (with stone): 300 sp
Price to purchase stone syrup (without stone, lasts ~1 hour): 10 sp per dose
Chromus Slime
Slim, rare
This thin slime substance is often observed to flow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead.
Effect: Add to any potion or poision that is not a powder or gas. The final effect of ingesting or otherwise applying it after all other calculations is the exact opposite (ie a "sleeping draft" becomes a "waking draft"). This is up to the DM’s discretion on the specifics per potion/poison.
Price to purchase Chromus Slime concoction: Same as whatever it is mixed into, but add one day to creation time for full reversal to take effect. It applied before the day is up, a Wild Surge effect happens instead of the normal effect.
Firebreath
Herb, uncommon
These peppers are particularly potent, causing more burn than flavor. It was as a joke that it was discovered it did the same for spells. Throwing a mix of powdered Firebreath, powdered silver, and fine ash into the path of a spell, it seems as though the magic itself catches aflame.
Effect: Throw powder into the air as casting a ranged spell, the spell ignites causing an additional 2d4 fire damage to the effect of the spell.
Price to purchase Firebreath concoction:
Knotweed
Herb, very rare
Rarely visible above ground, instead getting all its nutrients by attaching to the roots of larger plants. It gets its name from how it wraps around the roots making a large knot. When ground into a powder, it reacts in a similar way as yeast. It can be used to make a sourdough-esk bread which can cure headaches and hangovers. When laced with traces of mercury, it is often given the name "Mana" and it can give extra energy to magic users. But the potency of the Mana can vary because of the unpredictable way the mercury and knotweed powder react with each other during the fermenting period.
Effect of "Mana": When the Mana is prepared, roll 1d6 to determine the quality of the Mana. One loaf can be cut into 6 servings. Eating one serving of Mana grants 2 extra spell slots. You can only eat one serving of Mana each day or else lose 1 level of exhaustion instead of gaining spell slots.
1- Just Bread: The mercury is neutralized by the knotweed, it is only good for headaches and hangovers.
2- "Flat Mana": Gain 2 level 1 spell slots
3- E"Plane Mana": Roll 2d4. Gain 1 spell slot of the level of each die roll.
4- "Good Mana": Roll 2d6. Gain 1 spell slot of the level of each die roll.
5- "Strong Mana": Roll 2d8. Gain 1 spell slot of the level of each die roll.
6- "Grand Mana": Roll 1d8. Gain 1 spell slot of the level you rolled, and 1 level 9 spell slot.
Price to purchase knotweed powder: 50sp
Milkweed Seeds
Herb, common
These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up, diluted, and mixed into other liquid potions, these seeds make the potions its mixed into more potent.
Effect: Add to any potion. Double the dice rolled for the effect, or if there is no die roll, double the length or another effect (DMs discretion).
Price to purchase milkweed concoction: Add 25sp to whatever it is added to.
Olive Grass
Herb, common
Grows anywhere that grass can grow. It can be distinguished by it's smoothness on one side and roughness on the other. Squeezing the grass releases a fine amount of oil which smells vaguely sweet. When the oil is added to smoking mixes, it adds an alluring fragrance to the smoke. If it is added to boiling water and the steam is breathed in, it helps with most basic nose, throat, and lung ailments (cough, congestion, etc.).
Price to purchase olive grass concoction: 5sp
Radiant Synthseed
Herb, rare
This long black and boat shaped seed emanates a strong yellow glow, and often exerts the smell of flowers. When the seed is cracked open, a person can find a few smaller looking seeds of the same nature. When crushed and mixed into a fragrant incense with powdered silver, it can be used to make some spells more potent.
Effect of Radiant Incense: With the incense on their person, a devoted follower of a god (ie. cleric or paladin) can add 5d4 radiant damage to any attack spell they cast, the incense wafting away. Anyone else can hold the incense while casting a spell that causes radiant damage to add 2d4 radiant damage.
Price to purchase radiant powder: 15sp for 1 use
Spineflower Berries
Herb, uncommon
Often found hanging amongst the bone-like flowers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this effect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person.
Effect: Add to any poison which is applied to weapons or open wounds. Double the dice rolled for the effect, or if there is no die roll, double the length or another effect (DMs discretion).
Price to purchase spineflower berry concoction: Add 25sp
Spinenut Seeds
Herb, uncommon
The bushes that spinenuts are from grow in arid locations, and grow large bulbs with thick spines where it holds moisture and nutrients for droughts. The bulbs are known and spinenuts, and are an excellent source of food and water after shaving off the spines. At a particular part of the year, the spinenuts grow seeds, which some species of birds love to eat. If ground into a powder and mixed with saffron and olive oil, breathing it in can clear the mind. It can also be used like a smelling salt, dabbing a bit on a sleeping or unconscious creature's nose will instantly wake them.
Effect of Spinenut Powder: Wake a sleeping or unconscious creature. advantage on wisdom checks for the next 10 minutes
Price to purchase Spinenut concoction: 25sp
Ashline
Herb, uncommon
Foun anywhere there is water, the plant can grow to a height of six feet. It has a hollow stem and has large, broad pointed leaves with yellow spots at the base of the stem. It has a cluster of yellow, pink, white flowers at the top of the stem. When boiled for an hour and drunk it relieves coughs, though it doesn’t cure the underlying cause in any way. If diced and mixed into wax, either made into a candle or a into a block which can be placed into a fire, it creates an aroma that puts people at ease and eventually puts them to sleep as though with the sleep spell (though they will remain asleep even after the aroma is gone, they may be awoken by ordinary means). Some healers like to capture the aroma in cotton filled vials and use it as a muscle relaxer or sleep aid, and most apothecaries have at least a few vials in stock. Burning them and breathing in the smoke will do this regardless, but when it isn't mixed into the wax the effect's only last long enough to slightly disorient a creature unless there is a LOT of Ashline.
Price to purchase Ashline candle: 10 sp
Price to purchase Ashline wax block: 50 sp
Mountain Ashline
Herb, uncommon
Found on mountains, the plant can grow to a height of eight feet. It has a hollow brown with red streaks stem and has large, broad pointed leaves at the base of the stem, also brown with red streaks. It has a cluster of red, pink, or purple flowers at the top of the stem. When boiled for an hour and drunk it relieves coughs, though it doesn’t cure the underlying cause in any way. If diced and mixed into wax, either made into a candle or a into a block which can be placed into a fire, the smoke becomes a thick putrid purple-black, which to anyone without eye and breathing protection causes 1d4 fire damage, blindness beyond 5 feet, and being prone for 5 minutes due to violent coughing. The smoke will spread constantly in all directions until the fire is extinguished (the smoke will remain for 5 minutes as it slowly dissipates), or if there is a slight wind it will spread only in the direction of the wind, A strong wind will immediately dissipate any cloud. A single candle will spread smoke at a rate of 1/2 foot per round, a standard campfire will spread at 5 feet per round, a bonfire will spread 15 feet per round.
Price to purchase Mountain Ashline candle: 10 sp
Price to purchase Mountain Ashline wax block: 50 sp
Last Draft. (Don't know the mix.) Made by zealous followers of Grlarshh and used for suicide assassinations. This poison will slowly kill the consumer, but will make them twice as deadly until then.
Effect: Proficiency bonus gains +2 and every roll is at advantage, but max health permanently drops by half rounded down each sunset. If the creature has less than 4 max health at sunset, they die. The soul is then collected by Grlarshh, and cannot be brought back unless Grlarshh agrees (in which case max health is restored to what it was before being poisoned).
Potion: Very Rare
Price: sp
Blood of Grlarshh. A special acid-like ink boiled for a month over a cursed fire (Don't know the mix). It is an essential part of a more modern ritual used to mark one as a follower of Grlarshh. The ink is branded onto the left thigh depicting a skull, and grants them special privileges from Grlarshh. These privileges range from shelter in the secret places (the few that are left), to access to unique lines of work, to access to Grlarshh's own power and protection. It also acts as a way to communicate and locate, as the Priests of Death are able to locate people with the brand, and can give instructions or summons through dreams.
Effect: Those branded can be tracked and receive communications through their dreams. It is a distinction for specific spells so they can pass safely in an otherwise dangerous area. It is also a beacon to draw specific spells which seek the brand.
Spell and Potion: Very Rare
Price: ?
Grlarshh's Spite. This truly is a wonder of modern magic. After generations of work, this massive ritual can almost be unleashed upon the lands. Cauldrons at every secret place are churning with the remedy, preparing the year long process in mass. He-Who-Walks-In-Darkness is already wounded. His forces are poised to fall at the hands of the light. All that is needed is a little push, then the great god of death can fill the void...
Effect: When one gallon of the completed potion and one pint of a single creature's blood is added to the potion, for 1 hour it causes all creatures who share that blood within a 1 mile radius to gain 3 levels of exhaustion, while all those with the Brand of Grlarshh are permanently at 0 levels of exhaustion and 10% temporary max health, and heal 1d4 each turn. Once the effect wears off, all with the Brand lose their temporary health and gain 1 level of exhaustion. Only one potion can be in effect at a time, but it can be made larger, an extra mile radius for every gallon of potion and pint of blood up to a 6 mile radius If multiple potions intersect, Wild Surges spawn randomly throughout the affected areas insted of the normal effects. The blood used can be from different creatures, but they must be of the same species, but even then, if they are too different (such as different subspecies, half-species can be especially unpredictable). If blood from multiple species are used, the potion explodes affecting everything in a 50ft. radius, causing 2d10 damage of each acid, fire, force, psychic, and thunder (total of 10d10).
Spell and Potion: Very Rare
Price: ? Expensive, can't actually buy, takes a year to prepare 4 doses in an average sized cauldron.
These would go with more specific Lycanthrope mechanics
Lycanthrope Stew. Less a stew and more a chuck of boiled meat, this helps one afflicted with lycanthropy to manage their "symptoms". To prepare the "stew", Boil water, 5sp worth of silver (such as 5 silver coins), and Olive Grass (the grass, not just the oil). Add a helping of FRESH meat and let boil for an hour. The meat can be eaten in any way they desire as long as it does not come into contact with any meat not prepared this way, otherwise it loses its magical properties.
Effect of Lycanthrope stew: Eases the pain and madness of transforming during the first few months and allows them to better control their appearance while in their humanoid form.
Potion(?): Common
Price: 5sp
These mushrooms have a glossy oil coating their white surface making it hard for anything to blemish it. It is extremely dangerous because the mushroom is highly poisonous while the oil covering it is a numbing agent, thus one may eat it and feel nothing until they die. If the oil is scraped off the mushroom before consuming, the creature will wretch violently gaining 1 level of exhaustion and 2d6 poison damage. Mixing a scraped baldcap with powdered silver and Mage's Cowl into a past can be used in an attempt to cure lycanthropy if used before the first full moon after being infected.
Effect of Baldcap mix: The creature is incapacitated for an hour. After an hour, the creature vomits violently, receives 2d4 poison damage, and gains a level of exhaustion. Roll 3 saves, Str 18, Con 18, and Wis 18. if the creature succeeds two of the saves, they are freed from lycanthropy. If not, they can try again, but each time they try they receive an additional 1d4 poison damage. Once the full moon rises and they transform, the poison will not be able to burn out the curse.
Herb: Uncommon
Price: 25sp
I actually have a question about Pipeleaf. How much Pipeleaf is considered a "concoction"? Does it cost 25sp to get/make a single 5-minute dose? Or is it 25sp for three 20-minutes doses? (I say "dose" as in it or a portion of it will burn and smoke for it's duration)
Hey! Welcome back. It is the listed price for one dose. That means enough of the concoction to bring about the listed effect. In this case that means it is 25 sp for one 5 minute effect, or for Southern Star, enough for one prestidigitation effect.