TEXT: Version 3.2
  The Practice
  
  CONTENTS
  PREFACE.......................................................................................1
  CHAPTER 1: THE PRACTICE.........................................................2
  WHAT IS THE PRACTICE?..................................................................2
  NEW RULES......................................................................................4
  GATHERING & HARVESTING............................................................5
  BLOOD PRACTICE...............................................................................7
  CHAPTER 2: PROPERTIES............................................................8
  PROPERTY DESCRIPTIONS................................................................9
  CHAPTER 3: INGREDIENTS.......................................................34
  INGREDIENT DESCRIPTIONS...........................................................36
  CHAPTER 4: COLLECTING THE WORLDS...................................67
  INGREDIENTS BY LOCALE................................................................67
  Arctic.....................................................................................................67
  Coastal..................................................................................................67
  Desert....................................................................................................67
  Forest....................................................................................................68
  Grassland............................................................................................68
  Hill........................................................................................................69
  Mountain............................................................................................69
  Rural.....................................................................................................70
  Swamp.................................................................................................70
  Underground......................................................................................70
  Underwater........................................................................................70
  Volcanic...............................................................................................70
  INGREDIENTS BY MONSTER...........................................................71
  Arachnids.............................................................................................71
  Bats........................................................................................................71
  Bears......................................................................................................71
  Birds......................................................................................................71
  Cats........................................................................................................72
  Chargers...............................................................................................72
  Crabs.....................................................................................................72
  Crocs......................................................................................................72
  Dinosaurs............................................................................................72
  Faun......................................................................................................73
  Hounds.................................................................................................73
  Insects...................................................................................................73
  Lumberers............................................................................................73
  Monkeys..............................................................................................73
  Mounts.................................................................................................74
  Octopi....................................................................................................74
  Plant Monsters..................................................................................74
  Reptiles................................................................................................74
  Rodents................................................................................................74
  Sealife...................................................................................................75
  Serpents...............................................................................................75
  Sharks...................................................................................................75
  Skeletons.............................................................................................75
  Zombies................................................................................................75
  CHAPTER 5: RECIPES.................................................................76
  WHAT IS A RECIPE?........................................................................76
  RECIPE DESCRIPTIONS....................................................................76
  CHAPTER 6: APPENDICES..........................................................79
  DEFINING INGREDIENTS................................................................79
  Fungi.....................................................................................................79
  Organs..................................................................................................79
  Plants...................................................................................................82
  Modifications.....................................................................................83
  SORTING CHARTS...........................................................................84
  Ingredients by Property.................................................................84
  Ingredients by Familiarity............................................................86
  Ingredients by Type.........................................................................88
  NAMES REFERENCE.......................................................................89
  CHAPTER 7: INDEX...................................................................94
  LEGAL.........................................................................................97
  0  C
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  ONTENTS & PREFACE
   
                                                            
   
   
  
  THE PRACTICE
   
   
  A Complex Alchemy & Herbalism System for
  Tabletop Roleplay
  Written & Designed by: Deven Burns
  Art by: Deven Burns
  PREFACE
  On a personal note, as I sit here typing, it is 3:52am, 
  25th April, 2018. I have spent the better part of 6 
  years, on and off mind you, creating what is 
  contained herein. This is the largest project I have 
  ever committed to and followed through to date, 
  and every other project I have engaged in has led to 
  this. Please, don’t mind my sentimentality, I have 
  poured my heart and soul into this work. And to 
  think, this is only the beginning. This is only the 
  start of what will be a much larger project.
  In the future I will add more ingredients, 
  properties, and special rules. Who knows, I may 
  even incorporate this work into a system all its own.
  There is also the world to consider, which I have 
  also been building, my final world, the 
  conglomeration of all the campaign settings I have 
  ever dumped endless hours into. But still, here it is, 
  my alchemy project. There is no way to describe 
  what I am feeling now, especially when I consider 
  that people may be reading this.
  Now, I know what you’re thinking: this isn’t 
  alchemy, this is herbalism taken to an “nth degree.” 
  You’re right, this isn’t alchemy. This is fantasy 
  alchemy, my interpretation of what a thorough and 
  appropriately complex fantasy alchemy and 
  herbalism system should look like. Am I saying I got 
  it right? Not at all, but I love everything here and I 
  am proud of it, immensely.
  Moving on. I want to thank you for supporting 
  this, my love, and for taking this into your game so 
  that you and others may enjoy it. And if you don’t, 
  that’s fine too. I also want to thank my family for all 
  of their support, without which I would have never 
  finished this massive project. Yes, I know! It’s 
  technically not finished! Whatever. Just flip the page
  already and game on.
                                                                                                   
   
   PREFACE  1
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  CHAPTER 1: THE PRACTICE
  WHAT IS THE PRACTICE?
  The practice uses the principals and techniques 
  discovered in alchemy and the knowledge and 
  understanding of herbalism to alter the worlds. 
  Practitioners long ago discovered the magical 
  energies seeping through the very earth beneath 
  their feet, as well as everything lining and otherwise
  in, on, or around it.
  Practitioners take elements natural, unnatural, 
  and supernatural and extract their essence, 
  manipulating, combining, and applying it to 
  problems all around them. Practitioners are not 
  alchemists, and they are not herbalists, they are 
  both. Practitioners see the world in all its beauty 
  and variety and understand that there are forces 
  underlying everything that can be tapped and used, 
  with the right tools and methodology.
  The practice involves two main efforts, practicing 
  and gathering. Practicing is the actual use of the 
  knowledge and ingredients to create concoctions. 
  Gathering is the collecting of ingredients for 
  practicing, or in the case of organs and ingredients 
  obtained from creatures, harvesting.
  PRACTICING
   
       
            
   
           
   
           
   
           
   
   
  Ultimately the practice is the investigation, 
  experimentation, and creation of concoctions using 
  ingredients. In order to create a concoction, you 
  must have alchemists tools, any necessary 
  ingredients, and a relatively quiet place to craft.
  CONCOCTIONS
  A variety of different alchemical substances fall 
  under the term concoction. Adhesives, dusts, elixirs,
  gases, oils, potions, powders, and salves are all 
  concoctions that can be applied to a subject, 
  whether that be a creature, an area, or an object.
  Concoctions are consumable magic items, 
  although they do not count as “magical” unless they
  are recreating or copying a spell, such as those 
  concoctions made with the essential base. Applying a
  concoction to either yourself or another creature 
  requires an action, although some may take more or
  less time. Once used, a concoction takes effect 
  immediately, and is used up. Concoctions come in 
  the following four types.
  Contact. These can be smeared on an object and 
  remain potent until touched or washed off. Also, 
  these can come in the form of a dust that coats an 
  object or creature. A subject that touches a contact 
  concoction with exposed skin is effected.
  Ingested. A subject must swallow an entire dose of 
  ingested concoction to be effected. The dose can be 
  delivered in food or a liquid. You may decide that a 
  partial dose has a reduced effect, such as allowing 
  advantage on the saving throw or halving the 
  normal effects.
  Inhaled. These concoctions are powders or gases 
  that take effect when inhaled. Blowing the powder 
  or releasing the gas effects subjects in a 5-foot cube. 
  The resulting cloud dissipates immediately 
  afterward. Holding one’s breath is ineffective, as 
  they affect nasal membranes, tear ducts, and other 
  parts of the body.
  Injury. Injury concoctions can be applied to 
  weapons, ammunition, traps, anything that deals 
  piercing or slashing damage, or applied directly to a 
  wound. Injury concoctions remain potent until 
  delivered through a wound or washed off. A subject 
  that takes piercing or slashing damage from an 
  object coated with the concoction is exposed to its 
  effects.
  ALCHEMY ABILITY
  Wisdom is the primary ability in use with alchemy. 
  Wisdom and the skills dependent on it are those 
  used to locate and gather ingredients, and when a 
  character makes checks related to alchemy, they are
  making a Wisdom check. You add one-half of your 
  proficiency bonus if you are proficient with the 
  herbalism kit or the alchemists tools.
  Alchemy Bonus = your Wisdom modifier + one-half of your
  proficiency bonus (for alchemists tools) + one-half of your
  proficiency bonus (for the herbalism kit)
  CREATING A CONCOCTION
  When you craft a concoction, you extract the 
  desired property, or properties, from the 
  ingredients. These properties are then the effects of 
  the concoction, and the ingredients are expended.
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  Choose a property from the ingredients you have 
  available and decide how many doses you wish to 
  create. You can make one or more, multiplying the 
  portion and time by the desired number of doses. 
  Also, choose a base, which determines what type of 
  concoction it will be; contact, ingested, inhaled, or 
  injury.
  The amount of ingredients required is listed in the 
  portion entry of each property. You must have four 
  times that amount for the base. If you need 12 
  ingredients for the healing effect, then you would 
  need 48 ingredients for the ingested base.
  Then, you work undisturbed for an amount of time
  equal to 5 minutes for every sprig, pinch, or dash of 
  ingredients you are expending into the concoction. 
  At the halfway point, make an alchemy check 
  against the craft DC of the property.
  Alchemy Check
  Result
  Effect
  Failure by 5 or less
      Add one side effect
  Success by 5 or more     Save DC +1 / Variable effect +1
  -2 to craft DC     Add one side effect
  FAILURE
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  If you fail your alchemy check, all is not lost. Failure 
  by 5 or less means you still create the concoction, 
  but it will also have one side effect. The side effect is
  determined by rolling on the Side Effects table for 
  the chosen property.
  Alternatively, you can lower the DC of the 
  concoction by choosing to add a side effect. For each
  side effect you add to the concoction, which can 
  come from any of the properties being utilized, you 
  subtract 2 from the craft DC.
  Practicing Alchemy
  Concoction
  Crafting Time
         Craft DC
  Standard
       5 min / ingredient
  Property
  Concentrate      -.2 min / dose
  Property
  Mixture
       -.2 min / additional property
  Average
  CONCENTRATES
  If you wish to make a more powerful concoction, 
  you can make a concentrate. A concentrate is 
  multiple doses of the same property, crafted at the 
  same time, and combined into one more potent 
  dose.
  Unlike making multiple separate doses of the same
  concoction, creating a concentrate saves time, while
  increasing the difficulty. Subtract .2 minutes from 
  the crafting time for every dose included. This 
  reduction in the time required cannot reduce the 
  total crafting time to less than 2.5 minutes.
  For a three dose concentrate, you would subtract .
  6 minutes from the normal 5 minutes, and would be 
  spending 4.4 minutes crafting for every ingredient.
  MIXTURES
  You can also create a concoction with multiple 
  different effects, called a mixture. A mixture uses 
  multiple different properties.
  When crafting a mixture, for each additional 
  property add only one-quarter of the normal 
  amount of base ingredient, instead of a full 
  additional quantity of base ingredients.
  Mixtures & Ingredients
  # of properties Amount of Base
  DC
  1
  4x the property ingredients
  Normal
  2
  5x the property ingredients
  Average +1
  3
  6x the property ingredients
  Average +2
  +1
  +1x the property ingredients
  +1
  The DC for the mixture concoction is the average 
  of all the properties included, with an additional +1 
  for each property after the first.
  Crafting a mixture is similar to a concentrate in 
  that each property decreases the amount of time 
  required to craft the concoction by .2 minutes. For 4 
  properties, the time per ingredient is at 4.2 minutes,
  but this cannot reduce the time, even with a 
  concentrate, to less than 2.5 minutes.
  CUSTOMIZATION
  A concoction can be customized to effect only a 
  certain creature, a type of creature, or a subtype of 
  creature. They can also target a specific creature. 
  Customization allows the alchemist to specially 
  tailor a concoction to the benefit or detriment of 
  one particular ally or foe.
  The more specific the customization, the more 
  ingredients are required. To target a creature type, 
  an amount equal to 1/20th of the total ingredients 
  (for the normal concoction) must be added from 
  that type of creature. For a subtype, 1/12th; for a 
  creature, 1/8th; and for an individual, 1/5th.
                                                                                 
   
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  Customization
  Target      Amount (based on total) to be Included
  Type
  1/20th
  Subtype
  1/12th
  Creature
  1/8th
  Individual
  1/5th
  Ingredients specific to a creature include their 
  hair, fingernails, scales, teeth, pieces of flesh or 
  droppings, as well as some natural ingredients that 
  effect them inherently.
  If a property can be customized, it will have the 
  customize tag.
  SAVING THROWS
  Many concoctions specify that the subject can make 
  a saving throw to resist some or all of the effects. 
  The concoction specifies the ability that the subject 
  uses for the save and what happens on a success or 
  failure.
  The DC to resist a concoction equals 8 + your 
  alchemy bonus + any special modifiers.
  If the subject is making a saving throw against a 
  property outside of a concoction, such as with an 
  application, the saving throw DC is based on the 
  ingredients familiarity -5.
  AN EXAMPLE OF CONCOCTING
  Alrid, a local practitioner, wants to create a potion 
  of healing. He gathers the ingredients, sets up his 
  lab, and begins the process. It will take him 2 hours 
  (120 minutes for the 24 ingredients required) and 
  after one hour he makes his alchemy check against a
  DC of 12. He succeeds, and after the second hour, he 
  has a potion of healing, 1d4+1 hp.
  Next, Alrid wants to create a potion of superior 
  healing, which heals 8d4+8 hp. Since each dose of 
  the healing property restores 1d4+1 hp, he will need 
  8 doses worth (8 handfuls is 24, and 4 times this 
  amount for the liquid base, 96, 96+24 = 120 
  ingredients in total). The process will take him 10 
  hours (120 ingredients x 5 minutes for each 
  ingredient = 600 minutes, or 10 hours), at least, 10 
  hours if he wanted to create 8 single doses for 
  individual use.
  Since he is going to concentrate them into one 
  concoction, he subtracts .2 minutes from the normal
  5 minutes per ingredient for each dose included (.2 x
  8 doses = -1.6 minutes, or 3.4 minutes per 
  ingredient). The new time for crafting this 
  concentrated healing concoction is 6 hours and 48 
  minutes (120 ingredients x 3.4 minutes = 408 
  minutes, or 6 hours and 48 minutes).
  The DC for a healing property concentration is +1 
  for each dose included (standard DC of 12 + 8 for the 
  8 doses included = a concentrate DC of 20). After 3 
  hours and 24 minutes, he barely succeeds, but does 
  so, and once the total time has elapsed, he has a 
  potion of superior healing. In only 3 times, and some
  change, the normal allotment, Alrid has created a 
  vastly more powerful healing potion, despite the 
  increased difficulty.
  NEW RULES
   
        
            
   
           
   
           
   
           
   
   
  Within the supplemental material outlined for the 
  crafting and use of alchemy and concoctions, there 
  are a few new rules, which are described below.
  DAMAGE GROUPS
  Properties may refer to damage groups in their 
  description. Certain effects rely on this categorizing 
  of the different types of damage for ease of play.
  Damage Groups
  Group
  Damages
  Mundane
       Bludgeoning, Piercing, Slashing
  Natural
       Acid, Force, Poison
  Elemental
       Cold, Fire, Lightning, Thunder
  Supernatural      Necrotic, Psychic, Radiant
  CRAFTING ITEMS
  Creating items, including magical items, uses the 
  same rules as crafting concoctions, except for a few 
  differences. Items are not concentrates nor are they 
  mixtures. To craft a normal item, such as a 
  longsword or a bow, simply use the weight of the 
  item to determine how much of the base ingredient 
  is required.
  Also, a character must be proficient with the 
  appropriate tools in order to craft an item or, have 
  someone else on hand who is, working in 
  conjunction with the character. To craft a sword, 
  they must know how to use smith’s tools and a 
  forge. To craft a bow, carpenter’s tools.
  The complexity of the item effects how long it 
  takes to craft. Metal items like swords and armor 
  need time to be forged and molded, while a club 
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  simply needs to be cut from a tree, maybe a little 
  sanding or a stain, and it’s done.
  Complexity Modifiers
  Complexity   Time
  Details
  Complex
  Full
  Made of metal, moving parts,
  precise techniques involved,
  dangerous process
  Moderate
    ¾
  Majority metal, several parts,
  journeyman techniques involved,
  hazardous process
  Simple
    ¼
  Majority wood or other simple 
  material, 1 or 2 parts, novice
  techniques involved, safe process
  Some examples of complex items: full-metal 
  weapons, bows, most armor, abacus, hourglass, 
  spyglass, merchant’s scale, paper or parchment.
  Examples of moderate items: morningstar, shield, 
  padded or leather armor, magnifying glass, ball 
  bearings or caltrops, fine clothing, hunting trap, 
  bullseye or hooded lanterns, mirrors, or a signal 
  whistle.
  Examples of simple items: club or greatclub, 
  quarterstaff, spear, javelin, rapier or pike, net, 
  backpack, candle, chest, jug or pitcher, ladder, 
  pouch, shovel.
  When creating items with additional properties, 
  like a flaming sword or an improved bow, the 
  portion and time are in addition to those required to
  craft the item. To clarify, the rules for concentrates 
  and mixtures, specifically those that would reduce 
  the crafting time, do not apply when crafting an 
  item with permanent magical abilities. For these 
  magical items, the full time for all ingredients 
  involved is required.
  GATHERING
   
       
            
   
           
   
           
   
           
   
   
  While traveling through the wilderness a character 
  can find all sorts of useful ingredients. Whenever 
  the GM calls for it, make a Wisdom (Survival) check 
  to gather ingredients. The DC for the check is 
  determined by the condition of the environment in 
  which the characters are gathering.
  Environmental Conditions
  Condition of Environment
       DC/Modifier
  Vibrant & Healthy (swamp, underwater, volcanic)  5
  Healthy (forest, grassland)
  10
  Unhealthy (coastal, hill, or another plane)
  15
  Poor or Dying (mountain, rural)
  20
  Dead (arctic, desert)
  25
  Isolated Area (far from civilization)
  -4
  Strong Magical Influence
  -3
  Conducive Climate
  -2
  Weak Magical Influence
  -1
  Well Scouted
  +1
  Traveled Area (roads, highways, paths)
  +3
  Plentiful Herbivores
  +5
  SEARCHING
  A character can also attempt to find a specific 
  ingredient, or a more defined grouping of 
  ingredients. Whenever the GM calls for it, make a 
  Wisdom (Survival) check against the ingredients 
  familiarity DC. This allows them to search for any 
  ingredient of a particular familiarity or a specific 
  ingredient.
  HARVESTING
  Gathering ingredients from fallen monsters or 
  creatures, or harvesting, is very similar to the 
  gathering of plants, herbs, fungi, and minerals. 
  Instead of looking to the conditions of the 
  environment, the type, subtype, and conditions of 
  the corpse determine how difficult this process is. If 
  the remains of a creature have lain in a cave for a 
  thousand years, the bones will be the only bits left, 
  and they may be more mineral than organ.
  Also unlike plants and fungi, when the corpse is 
  lying before you, it’s rather simple to harvest 
  familiar organs. That’s why anyone does it, and 
  untrained hunters readily provide meat for 
  consumption, skins for armor or clothing, and 
  bladders for water and wine skins.
  Organ Harvesting
  Rarity
  Creature Type
          DC
  Familiar
  Beast, humanoid, plant, undead
   5
  Unfamiliar
  Construct, fey, giant, monstrosity
  10
  Exotic
  Abomination, elemental, ooze
  15
  Strange
  Celestial, dragon, fiend
  20
  Mysterious
  Aberration
  25
  Circumstances
  Modifier
  Creature has lair actions
   +2
  Creature has legendary actions
   +5
  *Corpse is decomposed
  -10
  Corpse is rotted
   -8
  Corpse is eviscerated
   -6
  Corpse was mutated, resurrected, raised as undead
   -5
  *Cause of death was largely physical weapons
   -4
  *Cause of death was largely destructive magic
   -3
  Corpse is damaged
   -2
  *Cause of death was environmental
            Varies
                                                                                 
   
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  Cause of death was normal combat
  +/-0
  Corpse is fresh
   +2
  Corpse is in excellent condition (possibly preserved)
   +4
  Cause of death was natural
   +6
  SUCCESS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  A successful Survival check determines how many 
  and which ingredients are found. Roll d- (a full set of
  dice: 1d4, 1d6, 1d8, 1d10, 1d%, 1d12, and 1d20) once, 
  and consult the tables in Section #, Ingredients by 
  Locale. The result of the d% determines which 
  subset you consult for the results of the rest of your 
  dice.
  When searching, you obtain additional ingredients
  for better results on your check, according to the 
  chart below. For a normal success (by 3 or less), you 
  roll normally, see above. For say, a success of 8 over 
  the DC, you would roll an additional 1d6, and if you 
  are searching, you would gain an additional 1d4 
  sprigs, pinches, or dashes of the ingredient.
  For each individual die result, you gather one 
  sprig, pinch, or dash of the appropriate ingredient. 
  So, if your result includes four 3’s, you would gather 
  four of whichever ingredient is found on a roll of 3.
  When harvesting, consult the appropriate table for
  the monster to determine the ingredients gained 
  from a successful check. Those tables can be found 
  in the Chapter 3: Where to Look.
  Successful
                
   
         Amounts
   
         
   
                 
  Check Result
  Gathering
  Searching
  Success by 3 or less
  Roll d- once
  +1d2
  Success by 4-6
  +1d4
  +1d3
  Success by 7-9
  +1d6
  +1d4
  Success by 10-12
  +1d8
  +1d5
  Success by 13-15
  +1d10
  +1d6
  Success by 16-18
  +1d12
  +2d4
  Natural 20
  Roll d- twice
  +3d4
  AN EXAMPLE OF GATHERING
  Steve (say it with me now, Sh-teef) is playing a giant
  practitioner and is out in a volcanic locale that is 
  well traveled. The DC is 8 (volcanic of 5, +3 for well 
  traveled), and his result is 13. He rolls 1d- and an 
  additional 1d4 for how much he succeeded by.
  His results: 2d4 = 1&3, 1d6 = 3, 1d8 = 6, 1d10 = 9, 
  1d12 = 4, 1d20 = 3, and 1d% = 70. In total, one 1, three
  3’s, one 4, one 6, one 9, and one 70. Under the 
  volcanic ingredients chart, he would obtain the 
  following:
  1x sprig of tarragon
  3x sprigs of pepper
  1x sprig of black spleenwort
  1x sprig of blackwood
  1x sprig of day’s eye
  BUYING & SELLING
  The price of ingredients depends not only on their 
  familiarity but also how many properties they have. 
  The base price for each ingredient below assumes 
  that it has one property, which is then multiplied by
  the total number of properties.
  Ingredient Value
  Familiarity
          Value    DC
  Familiar (per bushel, load, or jar)
  1cp*
  10
  Unfamiliar (per parcel, grip, or cup)
  1sp*
  15
  Exotic (per handful or sip)
  1ep*
  20
  Strange (per sprig, pinch, or dash)
  1gp*
  25
  Mysterious (per sprig, pinch, or dash)
  1pp*
  30
       *2 or more properties = 2x (or 3x, 4x, etc.) the base price
  IDENTIFICATION
  A character that wishes to identify an ingredient’s 
  properties makes a Wisdom check using an 
  herbalism kit. As with the alchemy check, the 
  character only adds half of their proficiency bonus if
  they are proficient with the kit.
  The check is made against the familiarity DC of the
  ingredient, and success allows them to identify one 
  property. A successful check result in increments of 
  2 allows them to identify another property.
  If the character does not identify all of the 
  properties and wishes to make this check again, 
  they may do so, but only once more. If, for either 
  check, the character wishes to also use their 
  alchemists tools in addition to their herbalism kit, 
  they add the other half of their proficiency bonus to 
  the check.
  When using both the herbalism kit and alchemists 
  tools, the character must have time and a quiet 
  place, such as a laboratory, a study, or even a 
  peaceful campsite. Using both requires one hour for 
  each level of familiarity; familiar is 1 hour, 
  unfamiliar 2 hours, and so on. This more extensive 
  process also requires the expenditure of 1d4 
  ingredients per hour.
  Identify Check
  Circumstance
  Modifier
  Herbalism kit
  One-half proficiency bonus
  Alchemists tools
  One-half proficiency bonus
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  +1 hour (max. 8 total) +1 bonus to check
  Success +2
  Additional property identified
  BLOOD PRACTICE
   
      
            
   
           
   
           
   
   
  The practice is not all picking flowers and grinding 
  gems, it is also harvesting organs and breaking 
  down bones. These more morose and grotesque 
  aspects of alchemy are known as Blood Practice. 
  Many alchemists delve into these parts only when 
  absolutely necessary, and avoid organs, especially 
  when buying or selling.
  Those of more questionable morals are considered 
  Blood Practitioners. These alchemists are known for 
  stalking and destroying creatures for the sole 
  purpose of study.
  Adventurers, especially adventuring practitioners, 
  are given some freedom when it comes to collecting 
  and using organs in the practice.
                                                                                  
   
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   7  
  
  CHAPTER 2: PROPERTIES
  Properties are the effects that are transferred to the 
  concoction during the creation process; they are the
  desired special abilities that practitioners pursue for
  their craft.
  Each property description is a block of 
  information, including the properties name, tags, 
  effects, craft DC, portion, concentrate, and side 
  effects.
  TAGS
  Properties can have a few different tags, offering 
  special rules. The two most common are the Base 
  and Customize tags.
  BASE PROPERTIES
   
                 
   
             
   
             
   
             
   
   
  The base tag indicates that the property determines 
  the type of concoction that is created. Bases are 
  contact, ingested, inhaled, or injury. Some of the 
  more common bases have side effects, while the 
  more rare will minimize impurities in the 
  concoction, thus eliminating side effects.
  CONDITION PROPERTIES
   
                 
   
             
   
             
   
   
  Condition properties alter how or when the 
  concoction activates and then effects the subject. It 
  may cause harm to the subject at midnight, cure 
  them at noon, deal damage when they are in or out 
  of water or sunlight, or many other variables.
  When creating a concoction with conditional 
  properties, be sure to discuss your intent and the 
  potential outcomes with your GM.
  Subjects can only be under the effects, active or 
  not, of one concoction with the condition property, 
  unless otherwise noted.
  Condition properties behave like others during 
  crafting, but the results may be different. For 
  instance, if a PC is creating a concoction with two 
  ingredients that have the timing property, where 
  one activates at midnight and the other at noon, 
  they are both timing properties that activate the 
  effects of the concoction, and can thus be used 
  together. However, because they activate at 
  different times, the DM may rule that this particular
  concoction activates between those two times, say 
  at dusk or dawn.
  REVERSE PROPERTIES
   
          
   
             
   
             
   
             
   
   
  The reverse tag indicates that the property can be 
  inverted, creating effects that are directly contrary 
  to the normal effects of the property. For example, 
  the Illuminating property can be reversed, so 
  instead of creating light, the property would create 
  darkness, canceling out light in the area.
  Some ingredients will have a special descriptor 
  that details any differences or important notes 
  about reversing the effects of a property. This 
  descriptor may also contain the name of the 
  reversed property, which can be referred to by some
  ingredients, indicating that those ingredients may 
  only be used to create the inverted effects.
  EFFECTS
  The first paragraph describes what effects the 
  property has on the subject(s), and these effects are 
  what is carried over into concoctions.
  CRAFT DC
  The craft DC determines the difficulty of creating a 
  concoction. This DC can be modified a few different 
  ways, such as with adding side effects or creating a 
  concentrate or mixture.
  PORTION
  The portion is how many ingredients are required to
  create a concoction. In a way, this determines how 
  potent the property is, in general. Alchemists have 
  long used their own system of measurement.
  Portion Sizes
  #         Weight
           Plant
  Mineral         Liquid
   1
  .1 ounces
  Sprig
       PinchDash
   4
  .4 ounces
  Handful      Handful
  Sip
  12
  1.2 ounces
  Parcel
       Grip
  Cup
  20
  2 ounces
  Bushel
       Load
  Jar
  CONCENTRATION
  The concentration of a property determines how 
  many doses are required to enhance the basic 
  effects, which basic effects are enhanced, and the 
  modification to the craft DC, as well as any other 
  details required for crafting a concentrate.
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  SIDE EFFECTS
  Side effects are the potential benefits or drawbacks 
  that can come with some properties. Not all 
  properties will have the same effects, and accidents 
  often lead to the inclusion of these within a 
  concoction.
  PROPERTY DESCRIPTIONS
   
          
   
           
   
   
  The properties are presented in alphabetical order.
  ABSORBING
  Customize (required)
  Instead of taking damage and reducing their hit 
  points, from some sources, the subject regains hit 
  points equal to the amount of damage.
  This property converts one chosen type of damage 
  into healing energy, following the customization 
  rules for determining the damage type. The 
  ingredients must have the harming property of the 
  appropriate damage type. The Craft DC and the 
  portion required is dependent upon the type of 
  damage.
  Damage Group Craft DC
  Portion
  Mundane
  15
  Handful or sip
  Natural
  20
  Parcel, grip, or cup
  Elemental
  25
  Bushel, load, or jar
  Supernatural
  30
  Bushel, load, or jar
  This property lasts for 1 minute, or until it has 
  restored 25% of the subjects maximum hit points.
  Concentrate. One dose increases the duration by 1 
  round or the maximum amount of hit points 
  restored by an additional +5%, and the Craft DC by 
  +2.
  Side Effects. 1D12
  1
  The subject can be effected by this property after death, 
  allowing damage to restore them to life
  2-3
  The subject can have an additional +20% of this hit point 
  maximum restored before this property ends
  4-5
  The subjects appearance shifts as if effected by the 
  damage, but it is only illusory, not real damage
  6-7
  The subject only regains one-half of the intended 
  damage
  8-9
  The maximum amount the subject can regain is equal to 
  10% of their hit point maximum
  10-11 The subject is immune to the damage type, but does not
  regain any hit points
  12
  the subject has resistance to the damage type, not 
  immunity, & does not regain hit points; resistance as 
  normal
  ADHESIVE
  Base (contact)
  An adhesive will stick to whatever surface it is 
  adhered to. It needs only contact the flesh of the 
  subject, and will viable for many hours.
  Using an adhesive has a unique advantage, if the 
  property is able, it continues until the subject can 
  remove all of the adhesive. For example, using an 
  adhesive with the Harming (fire) property makes a 
  sticky, burning substance that is difficult to 
  extinguish.
  Craft DC. +2
  Side Effects. None
  ALTERING
  This property changes the state of a material that is 
  inorganic, such as stone, wood, metal, or water. For 
  1 cubic foot of material, the process takes one 
  minute, and the change takes place according to 
  nature.
  For example, altering a metal door from solid to 
  liquid in order to pass through would make the door
  molten hot metal. The door would eventually melt 
  to the floor, allowing the alchemist to pass through, 
  but the alchemist would not want to pass through 
  until such a time.
  The material can only be changed one step on the 
  following scale:
  State of Material.
  Solid   <>   Liquid   <>   Gas
  Craft DC. 15
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the number of feet
  effects by +1 cubic foot or decreases the time 
  required for the property to take effect by -1 
  round, and increase the craft DC by +1.
  Side Effects. 1d8
  1
  The property takes half the normal time to effect the 
  material
  2-3
  The property works quietly & with little visual effect, 
  making it stealthy
  4-5
  The effect is loud & obnoxious, such as an altered metal 
  door screaming as it melts
  6-7
  The property bubbles, pops, & splashes as it takes effect, 
  which could potentially endanger those nearby
  8
  The changing material releases a noxious gas within a 15
  foot radius, dealing 3d4 poison damage to all creatures 
  inside that area
                                                                                    
   
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   9  
  
  AMORPHOUS
  Customize
  The subject can shift their physical form in extreme 
  fashion, altering their dimensions and flexibility to 
  allow them movement in unusual ways. For the next
  minute, the subject can move through a space as 
  narrow as 1 inch wide without squeezing.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by +1 
  minute, and the craft DC by +2. Five doses allow the
  subject to move through a space as narrow as ¼ of 
  an inch wide without squeezing, and increases the 
  craft DC by +5.
  Side Effects. 1d8
  1
  the subject is so blobby they have resistance to all 
  physical-based damage, & they can slide around like an 
  ooze
  2
  The subject resembles the blob, with skin & apparel 
  “melting” towards the floor at all times, but they only 
  shrink if they want to
  3-4
  The subject is considered another ooze to all oozes, & 
  will not be pursued or attacked by oozes
  5-6
  The subject does not cope with being blobby, taking a -2 
  penalty to Strength, Dexterity, & Constitution
  7
  The subject suffers 2 levels of exhaustion
  8
  The subject becomes an ooze, chosen by the GM or 
  randomly determined. This change is permanent, but 
  can be reversed with powerful alchemy or magic
  ANCHORING
  The subject is prevented from interplanar travel and
  from becoming incorporeal for one minute.
  Craft DC. 17
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the saving throw 
  DC by +1, and the craft DC by +3.
  Side Effects. 1d8
  1
  The subject must make a Wisdom check against the 
  alchemists alchemy DC to pass to another plane or 
  become incorporeal for the next 24 hours
  2-3
  The subject is encumbered
  4-5
  The subject feels slow, speaks as if in a dream, & is 
  distracted
  6-7
  The subject can make a new saving throw each round, as
  their action, to end these effects, but each time they fail 
  they take a cumulative -1 penalty to their next save & 
  take 1d4 force damage
  8
  The subject can force their way through this barrier, 
  taking an amount of force damage equal to twice the 
  save DC total
  ANGERING
  The subject is induced into anger that slowly builds 
  into rage. The subject must make a Wisdom saving 
  throw each round for the next minute. If they fail, 
  they must attack the nearest creature or take a 
  cumulative -1 penalty to their Wisdom score.
  If the subject attacks, they have a bonus to melee 
  attack and damage rolls equal to the current 
  Wisdom penalty imparted by this property.
  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 round, and the craft 
  DC by +1.
  Side Effects. 1d6
  1
  The subjects attack & damage bonus is increased by the 
  number of rounds this property has been active
  2-3
  The subject is very obviously infuriated, huffing & 
  foaming at the mouth
  4-5
  The subject has difficulty with any task other than 
  combat, & is at disadvantage on all other ability checks 
  & saving throws
  6
  The subject falls unconscious if they fail three saving 
  throws in a row
  ANTITOXIN
  Customize
  The subject gains advantage on saving throws 
  against poison for 30 minutes.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 30
  minutes, and the DC by +1.
  Side Effects. 1d8
  1
  The effects last 1 hour
  2-3
  The subjects blood vessels become visible, glowing with 
  a pure green light
  4-5
  The subject becomes sick every time they eat or drink 
  for the next 24 hours, & expels the sustenance directly 
  after
  6-8
  The antitoxin taxes the subjects body, granting them 1 
  level of exhaustion
  ATMOSPHERE
  This property alters the weather over a 100-foot 
  radius, over the course of one minute. This property
  only alters the weather one step on the following 
  scale.
  Hazardous <> Stormy <> Overcast <> Clear <> Pleasant
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  The weather is suited to the environment in which
  it exists; so if the weather is made stormy in a 
  barren tundra, it will become a snow storm. In a 
  desert, a sand storm.
  Craft DC. 10
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the number of 
  steps on the scale that the weather is altered by +1 
  or decreases the amount of time it takes for the 
  property to take effect by -1 round, and the craft 
  DC increases by +3. Also, the radius can be 
  increased by a factor of 10, and the DC increases by
  +5. For each +1 to the craft DC of this property, one 
  dose must added to the concentrate.
  Side Effects. 1d8
  1
  The weather becomes exactly as the subject (the one 
  who uses the concoction) wishes
  2-3
  The sky in the area effected takes on a faint green-
  purple haze as it changes
  4-5
  The weather behaves drastically as it alters, possibly 
  endangering the subject or those within the area
  6-7
  The weather shifts immediately to a hazardous state, & 
  is only that way directly over the subject
  8
  The weather is altered in a completely random & 
  unpredictable fashion, possibly having a snow blizzard 
  in the middle of a desert or a hurricane over land
  ATTRACTING
  Customize
  This property attracts the subject from a distance of 
  up to 50 feet for 24 hours. The subject is determined 
  by the ingredient, which also determines the Craft 
  DC and Portion.
  Subject Type
         Craft DC
  Portion
  Beast, humanoid, plant
  11
  Sprig, pinch, or dash
  Construct, giant
  14
  Handful or sip
  Elemental, monstrosity, ooze
  17
  Handful or sip
  Fey, undead
  19
  Parcel, grip, or cup
  Celestial, fiend
  21
  Bushel, load, or jar
  Dragon, aberration
  22
  Bushel, load, or jar
  *Creature has lair actions
  +2
  Handful or sip
  *Creature has legendary actions +5
  Parcel, grip, or cup
  *If the creature has these actions, add their portion to the 
  standard portion required
  The subject is drawn mysteriously to the source of 
  the attraction, and must make a Charisma saving 
  throw to resist continuing closer once they get 
  within range, and if they fail, they are poisoned if 
  they do not proceed and stay within the range. Once
  they leave the area, they are no longer poisoned.
  Concentrate. One dose increases the duration by 24
  hours or the radius by +50 feet, and the DC by +1.
  Side Effects. 1d8
  1
  The subject is charmed by any creature holding the 
  source or the closest one to it
  2-3
  The subject is calm & tranquil
  4-5
  If the subject can locate the source, they want to take it
  6-7
  The subject has the wherewithal to neutralize the 
  source, if they can find it
  8
  The subject can take one minute to end the effects of 
  this property on themselves
  AWAKENING
  Customize
  The subject must have an Intelligence score of 4 or 
  less, or no Intelligence score at all.
  The subject is granted an Intelligence score of 6, is 
  given the senses of an elf, and can move its form as 
  any creature can move their body. This property 
  and its effects are permanent. They also gain a 
  language that is known to similar creatures.
  Craft DC. 30
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the granted 
  Intelligence by +1, and the Craft DC by +2.
  Side Effects. 1d10
  1
  The subject is friendly to whomever enacted this change
  2-3
  The subject also understands sylvan & can speak it
  4-5
  The subject is frightened & scared, acting first to defend 
  itself then to understand its circumstances
  6-7
  The subject requires 24 hours for the effects to fully take
  place, slowly coming to understanding
  8-9
  The subject is in a combative frenzy, totally maddened 
  by the strange turn of events
  10
  The subject blames whomever enacted this change & 
  makes it their mission to undo their fate or destroy their
  creator
  BINDING
  The subject is grappled until their next turn, when 
  they make a Strength saving throw. If they fail this 
  second save, they are restrained for one minute.
  Craft DC. 17
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  minute or the saving throw DC by +1, and the craft 
  DC by +2.
  Side Effects. 1d8
  1
  These effects are nearly impossible to witness, requiring 
  a Perception check to identify so they can be ended
  2-3
  The subject cannot speak or cast spells as well
                                                                                   
   
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  4-5
  The subject appears to be in a comfortable position, not 
  forced or unusual
  6-7
  The subject can move around by using unconventional 
  means, such as rolling or wiggling like a worm
  8
  The subject is only grappled is they fail to resist
  BLINDING
  The subject is blinded for one minute.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 minute, and the craft 
  DC by +1.
  Side Effects. 1d8
  1
  The subject is disoriented & is poisoned
  2-3
  The subjects eyes turn completely white & cannot close
  4-5
  The subject is allowed to make a new saving throw each 
  round as their action to end this effect
  6-7
  The subject is allowed to make a new saving throw each 
  round as a free action to end this effect
  8
  The subject is only partially blinded, having 
  disadvantage on checks that require sight & a -1d6 
  penalty to AC & attack rolls
  BLINDSIGHT
  The subject can perceive its immediate 
  surroundings without sight, out to 15 feet, for one 
  hour.
  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the range by 5 feet
  or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The range of this sense is improved to 25 feet
  2-3
  The subjects ears or auditory organs become larger & 
  more sleek
  4-5
  The subjects senses become disorienting, granting them 
  disadvantage on all other perception based checks
  6-8
  The subject becomes vulnerable to thunder damage
  BOLSTERING
  The subject gains a +2 bonus to one ability score for 
  one minute.
  Craft DC. 18
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  minute, and the craft DC by +2. Three doses can be 
  added to increase the bonus by +2, and the craft DC
  by +4.
  Side Effects. 1d10
  1
  The bonus is increased to +3
  2-3
  The subject gains proficiency in one of the bolstered 
  abilities skills or tool sets
  4-5
  The subject becomes more attractive in whatever way 
  they were enhanced
  6-7
  The subject takes a -2 penalty to another ability score; if 
  the bonus applied to a physical ability, the penalty 
  applies to a mental ability (determined by the GM or 
  alchemist)
  8-9
  After this property wears off, the subject gains one level 
  of exhaustion
  10
  After this property wears off, the subject takes a penalty 
  to the enhanced ability equal to twice the bonus for the 
  next 24 hours
  BREATHING
  The subject is able to breathe in places where it 
  normally could not, such as underwater, in 
  poisonous fog, or black smoke for one hour.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject takes no penalties to checks involving their 
  senses while in foreign environments
  2-3
  The subject grows gills on their neck or a similar, 
  appropriate organ for the foreign environment
  4-5
  Transitioning back to a normal environment is difficult 
  for the subject, requiring a Constitution saving throw to 
  be able to breathe normally again
  6-8
  The subject is short of breath for one hour after this 
  property wears off, granting them one level of 
  exhaustion
  BURROWING
  The subject gains a burrowing speed of 30 feet for 
  one hour.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the speed by 5 feet
  or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject has advantage on Charisma checks made 
  with earth elementals
  2-3
  The subjects skin takes on a grainy, earthen, stone-like 
  appearance, granting 1 Resistance to mundane damage
  4-5
  Every time the subject travels in this manner, they get 
  dust & dirt in their eyes & ears, granting them 
  disadvantage on perception checks for either
  6-8
  The subject must remain ankles deep, or more, or they 
  suffer 2d4 necrotic damage
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  CHANGING
  Customize
  The subjects appearance is changed in a cosmetic 
  fashion so they appear as someone else either 
  generically or specifically for one hour. The number 
  of doses used determines how far the subject can be 
  changed from their normal appearance.
  Doses Used
  Effects
  One
  Facial features, eye color, facial & head hair 
  coloring, length, & style
  Three
  Facial structure, body structure*  within 25% 
  of normal, skin color
  Five
  Racial identifiers, body structure* within 50% 
  of normal, & scent
  EightBody structure* up to 100% of normal, as well 
  as 
  appearance in the Shroud
  *Body structure refers to height, weight, dimensions, and the 
  like
  Craft DC. 15
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  hour or the effects according to the above chart, 
  and the DC by +1 per dose.
  Side Effects. 1d8
  1
  The subject appears exactly as they wish, granting them 
  advantage on all checks related to the disguise
  2-3
  The subject appears mostly as they wished, enough to 
  fool most
  4-5
  The subject has some oddities, especially if they are 
  impersonating a specific person, granting anyone trying 
  to identify them a +1d6 bonus on their checks
  6-7
  The subject misrepresents themselves in their new 
  appearance, & there are strange deformities, granting 
  them disadvantage on any checks related to the disguise
  8
  The subject was not changed, not as they hoped, & has 
  become disfigured & malformed until such time as 
  powerful magic or alchemy can fix them. They have a -5 
  penalty to all Charisma checks until such a time
  CLEANSING
  Customize
  The subject gains advantage on saving throws 
  against diseases for 1 hour.
  Craft DC. 11
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the duration by 1 
  hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject is immune to the first disease they 
  encounter
  2-3
  The subject can sense disease within 15 feet of them
  4-5
  The cleanse is weak, only granting advantage on the first
  saving throw made against a disease
  6-8
  The subject is cleansed, thoroughly, as if they have food 
  poisoning
  CRAWLING
  The subject can crawl on all surfaces, vertical, 
  horizontal, upside down, slick, rough, any of them, 
  for one hour.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the duration by 1 
  hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can use this movement with only their feet
  2-3
  The subject becomes insect-like, thin, gangly, & beady-
  eyed
  4-5
  If the subject does not walk on a surface other than the 
  floor, they are poisoned until they do
  6-8
  The subject wants to eat only insects for 24 hours after 
  this property wears off
  CURING
  Customize (requirement)
  The subject is cured of one disease, illness, affliction 
  with a saving throw DC equal to or less than 12.
  Also, the concoction requires one sprig, pinch, or 
  dash of infected flesh or material from the creature 
  wishing to be cured, for every dose in the 
  concoction.
  Craft DC. 14
  Portion. Handful or sip
  Concentrate. One dose increases the DC of the 
  illness cured by +1, and the craft DC by +1.
  Side Effects. 1d10
  1
  The DC of the ailment that can be cured is 13 or less for 
  the first dose
  2-3
  The creature is immune to the cured disease for 24 
  hours
  4-5
  The afflicted subject has to endure 12 hours of 
  discomfort while the property cures them, & they suffer 
  one level of exhaustion during the process
  6-8
  The subject is incapacitated for 24 hours while their 
  ailment is cured, & every 6 hours they must make a 
  Constitution save or suffer one level of exhaustion
  9-10 The subject is not cured of the affliction, & is instead 
  permanently malformed by it, unable to rid themselves 
  of it without powerful magic or alchemy, such as a wish
  DARKVISION
  The subject can see within 30 feet of them as if dim 
  light were bright light, and in darkness as if it were 
                                                                                   
   
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  dim light. They can only discern shades of gray in 
  darkness, not colors. These effects last for one hour.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the range by 15 
  feet or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The range of this sense is improved to 60 feet
  2-3
  The subjects eyes glow
  4-5
  The subject becomes sensitive to bright light & is at 
  disadvantage on all checks while in it
  6-8
  The subject becomes vulnerable to radiant damage
  DEAFENING
  The subject is deafened for one hour.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  hour or the saving throw DC by +1, and the craft 
  DC by +1.
  Side Effects. 1d8
  1
  The subjects mind reels from the silence, dealing 1d4 
  thunder damage to the subject every 10 minutes
  2-3
  The subjects ears bleed, not enough to deal damage, but 
  they are obviously bleeding everywhere, unstoppably
  4-5
  If the subject fails, they are also immune to thunder 
  damage
  6-7
  If the subject fails, they regain their hearing after 1 
  round & have resistance to thunder damage for 1 minute
  8
  The subject has advantage on checks relying on hearing 
  for 1 hour
  DESTRUCTION
  This property slowly wears down a material, item, 
  or substance that is specified by the ingredient over 
  the course of one minute. The target could be armor
  or metal, wood or housing, or cloth and leather 
  items.
  Each round this property is in effect, the substance
  or object takes a cumulative, and permanent, -1 
  penalty to its functions. For materials, this penalty 
  applies to the AC, damage threshold, and 5x this 
  penalty to its hit points. If that object is a weapon or
  tool, it also takes this penalty to its attacks, damage, 
  and bonuses for ability checks. If this penalty 
  negates any bonus or variable the object could 
  provide, that object is destroyed.
  For example, if a dagger is subjected to 4 rounds of 
  this property, taking a -4 penalty, the dagger is 
  destroyed because it only provides 1d4 damage, and 
  is thus rendered useless.
  Each round that this property is in effect, the user 
  of the object or attendant of the substance can 
  attempt to nullify the properties effects, making an 
  appropriate saving throw or ability check, according
  to the GM.
  Craft DC. 20
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the penalty by -1 
  or the duration by 1 minute, and the DC by +1.
  Side Effects. 1d8
  1
  This property is particularly resilient, & there is a -5 
  penalty to any checks or saves to nullify its effects
  2-3
  This property emits a green or purple hue in whatever 
  form it takes
  4-5
  This property is weak, & checks made to nullify it have a
  +5 bonus
  6-7
  This property ends in only half the normal time
  8
  This property takes effect for only 1 round, then fizzles
  DOMINION
  The subject is able to control one creature of a type, 
  subtype, or specific, as per the customization rules. 
  The effected creature is normally determined by the
  ingredient with the property.
  Up to one minute after using this concoction, the 
  subject chooses one of those within 30 ft. and forces 
  them to make a Charisma saving throw. If the target 
  fails, they must obey the verbal commands of the 
  subject. The command must be one word and 
  cannot jeopardize the safety of the target. If the 
  command jeopardizes the safety of the target, are 
  vague or easily misunderstood, the target is 
  immediately freed.
  Craft DC. 20
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 
  one minute or the save DC by +1, and the craft DC 
  by +2. Three doses increase the number of targets 
  the subject can affect by one, and the craft DC by 
  +3. Two doses increase the number of words 
  contained in the command by +1, and the craft DC 
  by +4.
  Side Effects. 1d8
  1
  The target has disadvantage on their save & the 
  commands can jeopardize their safety
  2
  The target has disadvantage on their save
  3-4
  If the target succeeds or is freed, the subject can target 
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  them again immediately
  5-6
  If the target succeeds or is freed, they cannot be the 
  target again
  7
  If the target succeeds, the subject must make the saving 
  throw or become the target while the original target 
  becomes the subject, knowingly
  8
  The subject becomes the target, & the target becomes 
  the subject, knowingly
  DUST
  Base (contact)
  A dust contains particles that are much thicker than
  those of a powder, making it difficult to inhale. A 
  dust effects anything it comes into contact with, 
  making an area filled with a dust a dangerous place 
  to be, unless the property is beneficial.
  As long as the dust remains viable, any creature, or
  object if the property also effects them, that comes 
  into the area of the dust becomes subject to its 
  effects.
  Craft DC. +1
  Side Effects. None
  ENDURING
  The subject becomes immune to some form of harsh
  environmental condition, such as extreme heat, 
  extreme cold, smoky or haze-filled valleys, and the 
  like for one hour. The specific conditions are 
  determined by the ingredient.
  Craft DC. 12
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the duration by 1 
  hour or the variety of conditions the subject is 
  made immune to, and the DC by +1.
  Side Effects. 1d8
  1
  The subject is also immune to difficult terrain caused by 
  the conditions they are immune to
  2-3
  The subject takes on the likeness of creatures that can 
  naturally survive the conditions they are immune to
  4-5
  The subject has difficulty adapting, taking a -2 penalty to
  Constitution while in the conditions
  6-7
  When this property wears off, the subject has acclimated
  & requires the conditions to survive for the next 24 
  hours
  8
  The subject becomes permanently adapted to the 
  conditions, & requires aid to adapt to others
  ENVIRONMENT
  Condition
  The effects of the concoction only activate when the
  subject is within a particular environment, such as 
  underwater, outside of water, in the wind, no wind, 
  sunlight, moonlight, starlight, darkness, or other 
  factors determined by the ingredient.
  Craft DC. +5
  Portion. Half the desired property
  Side Effects. None
  ESSENTIAL
  Base
  This property allows for the creation of concoctions 
  that mimic or recreate magical spells. The spell is 
  determined by the ingredient, and this property 
  “casts” that spell at its lowest level possible, using 
  all of the alchemists statistics in place of the 
  spellcasting statistics.
  Craft DC. 13 + the level of the spell
  Portion. Handful or sip for every level of the spell
  Concentrate. By design, this property requires a 
  concentrate in order to have an effect.
  Side Effects. 1d8
  1
  The concoction somehow also “casts” a cantrip from the 
  same school as the spell, determined randomly
  2-3
  The spell is empowered by alchemy, gaining a +2 bonus 
  to the attack roll or the saving throw DC
  4-5
  The spell is different, its appearance effected by the 
  alchemy in a drastic fashion
  6-7
  The spell targets randomly, or behaves in a fashion that 
  is outside the subjects intended use, but still within the 
  parameters of the spell
  8
  The spell backfires
  EXORCISING
  The subject gains advantage on saving throws to 
  resist being possessed, telepathically controlled, or 
  influenced wholly by any means. If the subject is 
  already being influenced, the influence is suspended
  for the next hour, after which it resumes if the 
  effects duration has not expired. This property can 
  end the influence if the saving throw DC for the 
  influence is 5 less than the saving throw DC of this 
  property.
  Craft DC. 16
  Portion. Handful or sip
  Concentrate. One dose increases the duration of 
  the suspension by 1 hour or the saving throw DC 
  by +1, and the craft DC by +2.
  Side Effects. 1d8
  1
  The subject can make a Wisdom check to identify the 
  source of the influence, if it is not already known
  2-3
  One of the subjects personality traits is altered to suit 
                                                                                   
   
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   15
    
  
  the nature of the influence
  4-5
  The subjects will is weakened, making them vulnerable 
  to future influences, & for the next month they have 
  disadvantage against influences
  6-7
  The subject is vulnerable to psychic damage 
  permanently
  8
  The subject is susceptible to charms of all kinds, & has 
  disadvantage against Charisma checks, charms, & 
  controlling influences like possessions, permanently
  EXPLODING
  This property forces all subjects within 5 feet of the 
  point of application to make a Dexterity saving 
  throw or be knocked back 5 feet. Unless mixed with 
  harming, this property does not deal damage, 
  although creatures that impact with hard surfaces 
  like walls will take falling damage appropriately 
  from the force of the explosion.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the radius by an 
  additional +5 feet, and the Craft DC by +1. Also, two 
  doses increase the number of feet subjects are 
  knocked back by +5 feet, and the Craft DC by +2.
  Special. If this property is mixed with Felling, each 
  dose that is mixed requires only half the normal 
  portion.
  Side Effects. 1d10
  1
  The subjects have disadvantage on their saving throws
  2-3
  The concoction explodes into a cloud of smoke, granting
  the subjects in the area one-quarter cover for 2 rounds
  4-5
  The explosion creates a very abnormal sound
  6-7
  The explosion creates a flash of light & no sound
  8-9
  The subjects have advantage on their saving throws
  10
  The concoction does not explode, instead fizzles & 
  sparks like a bad firework, ending in a puff of smoke
  FADING
  The subject becomes invisible for one minute.
  Craft DC. 17
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  minute, and the DC by +2.
  Side Effects. 1d10
  1
  Creatures trying to detect the subject by sound are at 
  disadvantage on their Perception checks
  2-3
  For 24 hours after the effects of this property wear off, 
  the subject is slightly transparent
  4-5
  The subject leaves footprints wherever they walk or 
  stand
  6-8
  The invisibility is not complete & the subject cannot see 
  or determine where their own body is, granting them 
  disadvantage on attack rolls as well
  9-10 The subject thinks they are invisible, but they aren’t
  FATE
  The subject gains one d4 that they can use to add to 
  any roll that they make within the next 24 hours.
  Craft DC. 17
  Portion. Handful or sip
  Concentrate. One dose increases the stage of the 
  die by one step, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can know the outcome of the roll they made 
  before using this property
  2-3
  The subject seems to be lucky, all the time
  4-5
  The subject has to pay for their turn of fate, taking a 1d4 
  penalty to one other roll, determined by the GM
  6-7
  The subject has a -1 penalty to all rolls until they use this
  property
  8
  When the subject chooses to use this property, the die is 
  a penalty & not a bonus
  FATIGUE
  The subject gains one level of exhaustion.
  Craft DC. 19
  Portion. Bushel, load, or jar
  Concentrate. Two doses increase the number of 
  levels of exhaustion gained by +1, and the craft DC 
  by +4.
  Side Effects. 1d8
  1
  This property is so potent, the subject must rest for a 
  total number of days equal to the levels added together 
  to recover from these effects
  2-3
  The subject is poisoned for one day after this property 
  ends for each level they suffered
  4-5
  The subject looks positively worn out
  6-7
  The subject can make a new saving throw each hour to 
  reduce their exhaustion level by 1
  8
  The subject cannot be killed by levels of exhaustion 
  induced with this property
  FELLING
  The subject is knocked prone.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1, and the craft DC by +1.
  Side Effects. 1d8
  1
  The subject takes 1d6 force damage from this property
  2-3
  The subject is made prone in an obvious & possibly 
  dramatic fashion
  4-5
  The subject can immediately make another saving throw
  to resist these effects, falling to a knee instead of prone
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  6-8
  The subject has advantage on their saving throw
  FLYING
  The subject gains a flying speed of 30 feet, but 
  cannot hover, for one hour.
  Craft DC. 17
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the speed by 5 
  feet, and the DC by +1.
  Side Effects. 1d10
  1
  The subject can hover as well
  2-3
  The subjects body takes on small patches of feathers
  4-5
  If the subject does not flap their arms or similar 
  appendages, their speed is reduced to half
  6-7
  Landing is difficult, & each time the subject attempts to 
  land, they have a 50% chance (below) to take 1d6 
  damage
  8-10 The subject gains one level of exhaustion for every 300 
  feet they fly
  FORMING
  Base
  This property indicates that the ingredient can be 
  used for crafting as well, such as wood not only 
  having potential for use in concoctions, but also 
  being the basis of bows, arrows, wands, and the like.
  Craft DC. +0
  Side Effects. None
  FORTIFYING
  The subject gains a +1 bonus to one abilities saving 
  throws for 1 minute, the ability being determined by
  the ingredient.
  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the bonus by +1 or 
  the duration by 1 minute, and the craft DC by +1.
  Side Effects. 1d8
  1
  The bonus gained lasts for 1 more minute than normal
  2-3
  The subject appears tougher, quicker, or stronger
  4-5
  The subject takes a -1 penalty for every +1 bonus to 
  another ability saving throw, determined by the GM
  6-8
  The subject is poisoned for one hour after this property 
  wears off
  FORTUNE
  The subject (or player) has a bonus equal to 5% 
  when it comes to collecting experience, rolling on a 
  treasure table, or gaining anything of value.
  Craft DC. 15
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the bonus by +5%, 
  and the DC by +2.
  Side Effects. 1d8
  1
  The bonus also applies to Charisma checks when dealing 
  with traders, merchants, & artisans
  2-3
  The subject seems to just find lost coins lying around
  4-5
  The subject is haunted by sightings of dread things
  6-7
  The subject makes an enemy of fortune, fated to bring 
  her wrath down upon them
  8
  The subjects gains from this property turn ill; coins are 
  faked, items are forgeries & useless, & great deals are 
  rip-offs
  FREEING
  This property ends one of the following conditions 
  effecting the subject: grappled or restrained.
  Craft DC. 16
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of 
  conditions ended by +1, and the DC by +3.
  Side Effects. 1d8
  1
  The subject is covered in an oily residue that gives them 
  advantage to all saving throws & ability checks to resist 
  the grappled & restrained conditions for the next 24 
  hours
  2-3
  The subjects speeds are increased by 5 feet for 1 hour
  4-5
  This property requires 1d6 rounds to take effect
  6-7
  This property frees the subject after 5 rounds, but each 
  of those rounds they take 1d4 acid damage from the 
  process
  8
  The subject is not freed & becomes paralyzed until the 
  original condition would end
  FREEZING
  The subject stops aging for one day. Even if the 
  subject is effected by this property every day of 
  their life, they will still die of old age when it is their
  time.
  Craft DC. 23
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  day, and the DC by +4.
  Side Effects. 1d8
  1
  The subject has resistance to necrotic damage
  2-3
  The subject has advantage on saving throws relating to 
  time, speed, or aging
  4-5
  The subject appears as if they were actually frozen in 
  time, a startling image that grants them a -2 penalty on 
  Charisma checks, except for Intimidation, which gains a 
  +2 bonus
  6-7
  The subject has a 50% chance of being frozen in time for 
                                                                                   
   
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   17
    
  
  one day, & if they are, they are petrified
  8
  The subject must make a Constitution saving throw or 
  take 1d8 necrotic damage for every day they stopped 
  aging
  GLIDING
  The subject glides slowly to the ground, instead of 
  falling, from a height of 25 feet.
  Craft DC. 11
  Portion. Handful or sip
  Concentrate. One dose increases the height by 5 
  feet, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can move at an angle while gliding, up to 15 
  feet each round
  2-3
  The subject can only be moved by strong winds if they 
  wish
  4-5
  The subject is extremely light, floating above the ground
  for one hour after this property wears off, reducing their
  speed to half normal
  6-8
  The subject randomly “hops” up to their height while 
  walking, requiring a Dexterity save to not take 1d4 
  bludgeoning damage every 10 minutes for an hour
  GROWING
  Customize
  The subjects of this property are non-sapient plants,
  mushrooms, and other minimal vegetation. These 
  subjects grow rapidly without actually aging, and 
  over the next minute they grow and mature as if 3 
  months had passed.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the seeming 
  amount of time passed by +3 months, and the craft 
  DC by +2.
  Side Effects. 1d12
  1
  The subjects grow to 10x their normal size & mature 
  immediately, producing 10x their normal yield
  2-3
  The subjects grow to 5x their normal size & mature 
  immediately, producing 5x their normal yield
  4-5
  The subjects are the most beautiful ever seen, perfect, 
  producing exquisite scents & visuals for their types
  6-7
  The subjects only grow as if 2 months had passed, 
  looking slightly withered & unhealthy
  8-9
  The subjects do not grow at all
  10-11 The subjects begin to rot, producing a scent that 
  attracts all manner of creatures that feed on carrion
  12
  The subjects die & the land beneath becomes barren & 
  unable to produce for a year & a day
  HALLUCINATING
  The subject has disadvantage on all saving throws or
  ability checks to resist or determine the reality of 
  illusion magic. Also, they are susceptible to verbal, 
  auditory, or other sensory descriptions or 
  deceptions, their mind immediately experiencing 
  what they are told, all for 10 minutes.
  Craft DC. 17
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 5 
  minutes, & the Craft DC by +1. Also, 5 doses will 
  make the subject susceptible (at disadvantage) to 
  the frightened condition, & increase the Craft DC 
  by +5.
  Side Effects. 1d10
  1
  The subject is lost in their hallucinations, being blinded 
  & deafened
  2-3
  The hallucinations are powerful, & the subject is at 
  disadvantage on all checks, attack rolls, & saving throws 
  related to sight & hearing
  4-5
  The subject is delirious & withdrawn
  6-7
  The subjects hallucinations are present & distracting, 
  but not so much as to further hinder them
  8-9
  The subject has advantage on all checks when dealing 
  with other creatures
  10
  The subject experiences visions of the future, having 
  advantage on all attack rolls & saving throws for the 
  next 24 hours, & on ability checks for the next 3d4 days
  HALTING
  The subject is grappled for one minute.
  Craft DC. 14
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 minute, and the craft 
  DC by +1.
  Side Effects. 1d8
  1
  The subject is so grappled that they take disadvantage 
  on all attack rolls as well as their AC (which is a -5)
  2-3
  The subject becomes so constricted that feeling their 
  grappled extremities will become difficult
  4-5
  The subject can see the source of their condition & use 
  any means at their disposal to free themselves
  6-7
  The subject is not grappled, but their speed is reduced 
  by half
  8
  This property fails to work normally, instead the 
  concoction erupts in the hand of the alchemist or user &
  they become the subject
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  HARMING
  The subject takes 1 die of damage, the type specified
  by the ingredient. The grouping of that damage 
  determines the die, as well as the craft DC and the 
  portion size.
  Group
    Craft DC
  Portion
          Die
  Mundane
  10
  Sprig, pinch, or dash
  1d10
  Natural
  11
  Handful or sip
  1d8
  Elemental
  12
  Parcel, grip, or cup
  1d6
  Supernatural 13
  Bushel, load, or jar
  1d4
  Concentrate. One dose increases the damage by one
  die, and the DC by +1
  Side Effects. 1d8
  1
  Concoction splashes around the subject, dealing damage 
  to everything within 5 feet
  2-3
  The subject’s skin turns a color appropriate to the 
  damage type for 1 hour
  4-5
  Concoction is weak & only deals half damage
  6-8
  Concoction is unstable, roll 1d20 every hour, if the result
  is 4 or less, it explodes & the subject is whoever holds it
  HEALING
  The subject regains 1d4+1 hit points. Only living 
  creatures, living constructs, and plants may benefit 
  from this property.
  Craft DC. 12
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of hit 
  points regained by 1d4+1, and the craft DC by +1.
  Side Effects. 1d8
  1
  The subjects body is bolstered & their Constitution 
  increased by +1d4 for 1 hour
  2-3
  Body art such as tattoos & piercings disappear or close 
  for 1 hour
  4-5
  The subjects body attacks itself as the healing goes into 
  overdrive, & the subject is poisoned for 1d4 hours
  6-8
  The subjects natural orifices, mouth, nose, eyes, & ears, 
  close up for 1d4 minutes, during which the subject is 
  blinded, deafened, & suffocating
  HEMPVIAL
  This property creates a 25 foot length of hemp rope 
  as it is removed from the vessel.
  Craft DC. 10
  Portion. Handful or sip
  Concentrate. One dose increases the length of rope 
  created by 25 feet, and the DC by +1.
  Side Effects. 1d10
  1
  The rope produced cannot be broken except by magical 
  means
  2-3
  Upon removal, the rope has knots & loops to make 
  climbing easier, granting advantage on checks using it
  4-5
  The rope is thin & frail, only able to handle half the 
  normal weight & tension
  6-7
  The rope seems fine, but breaks the first time it is used
  8-10 The rope is alive & attacks whoever removes it
  HONESTY
  The subject cannot knowingly speak a lie or 
  deception, and are compelled to respond to 
  inquiries, for one minute.
  Craft DC. 14
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the save DC by +1 
  or the duration by 1 round, and the craft DC by +2.
  Special. This property can be reversed, compelling 
  the subject to lie about everything and deceive in 
  every way.
  Side Effects. 1d8
  1
  The duration is increased to 5 minutes
  2-3
  The subject absolutely believes everything they are 
  saying, making it nigh impossible to determine their 
  intentions
  4-5
  The subject starts rambling, telling stories either true or 
  fallacious, making it difficult to question them
  6-7
  The subject is poisoned for 1 hour, & while poisoned in 
  this way, they drool excessively or retch when speaking
  8
  This property is reversed, unknowingly
  ILLUMINATING
  Reverse
  This property creates dim light out to 15 feet for 30 
  minutes.
  Craft DC. 10
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the range of the 
  dim light by 15 feet or the duration by 30 minutes, 
  and the DC by +1. Also, 3 doses added will create 
  bright light out to half the range of the dim light, 
  and increase the DC by +2.
  Deluminating. This property can be reversed to 
  negate light within the area.
  Side Effects. 1d6
  1
  The range of the light or darkness is increased by 5 feet 
  & can be any color the subject wishes
  2-3
  The light or darkness feels as if it is a cloud of gas or 
  smoke, it is tangible
  4-5
  The light or darkness flickers, as if it were from a torch 
  or candle, & can sometimes be less effective
  6
  The light or darkness loses 1 foot of range every 5 
  minutes, & when there is no range left, it goes out
                                                                                   
   
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  INCAPACITATING
  The subject is incapacitated for one minute.
  Craft DC. 14
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 minute, and the craft 
  DC by +1.
  Side Effects. 1d8
  1
  The subject is poisoned for 1 minute if they resist this 
  property
  2-3
  The subject is also sickened, & they spend their time 
  retching, probably ruining that good cloak they just 
  bought
  4-5
  The subject has advantage on all ability checks & saving 
  throws while incapacitated
  6-7
  The subject adapts to their new circumstances quickly &
  can take reactions
  8
  The duration is reduced to 1 round
  INSIGHTFUL
  The subject gains advantage on one mental skill 
  check of their choice within the next 24 hours.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the number of 
  checks by +1 (but the check must be related to the 
  same topic as the first), and the DC by +2.
  Side Effects. 1d8
  1
  The subject can reroll any natural 1’s they roll with their
  first check using this property
  2-3
  The subject is more knowledgeable on trivial topics than
  usual
  4-5
  The subject seems to forget other areas of knowledge, 
  having disadvantage on one other skill check of the Gms 
  choice
  6-8
  The subject gains the wrong information or comes to the
  opposite conclusion as they would have with this check
  INTOXICATING
  The subject becomes intoxicated, or drunk. The 
  more concentrated the concoction, the more 
  powerful the effects.
  Doses per Hour Effects
  One to five
  Subject has a penalty on all checks, attack rolls, 
  & saves equal to the number of drinks
  Six or more
  Subject has disadvantage on all checks, attack 
  rolls, & saving throws
  Ten or more Subject is stunned for a number of hours equal 
  to 48 – the subjects Constitution score
  Twenty or more
  Subject will eventually die, unless they
  are a duak’kr god
  Craft DC. 10
  Portion. Handful or sip
  Concentrate. One dose reduces the number of 
  drinks required for the effects (on the table above) 
  or increases the saving throw DC by +1, and the 
  craft DC by +1.
  Side Effects. 1d8
  1
  The subject is not only drunk, but they have a +1d4 
  bonus on checks to convince others to join them
  2-3
  The subject is drunk, but does not suffer any penalties or
  statistical ill effects
  4-5
  The subject is poisoned for an hour
  6-7
  The subject is poisoned until they become sober
  8
  The subject is poisoned until 24 hours after they stop 
  drinking, hangovers can be horrible
  KILLING
  If the subject is reduced to 0 hit points while 
  effected by this property, they immediately fail 1 
  death saving throw.
  Craft DC. 15
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  round and the craft DC by +1. Three doses 
  increases the number of death saving throws failed
  by +1, and the craft DC by +5.
  Side Effects. 1D8
  1
  The subject is poisoned, & while poisoned in this way, 
  they take an additional 1d4 necrotic damage every time 
  they take any kind of damage
  2-3
  The subject feels like they are dying
  4-5
  The subject can make a Wisdom check to determine how
  this property is effecting them
  6-7
  When the subject drops to 0 hit points, they do not 
  automatically fail any death saving throws
  8
  When the subject drops to 0 it points, they immediately 
  gain 1 hit point
  LASTING
  When the subject drops to 0 hit points, within the 
  next 10 minutes, they do not suffer the effects of 0 
  hit points until the following round, at the end of 
  their round.
  Craft DC. 18
  Portion. Parcel, grip, or cup
  Concentrate. One dose allows the subject to last for 
  one more round, staving off the effects of 0 hit 
  points until the end of the following round, and 
  the Craft DC increases by +4.
  Side Effects. 1d6
  1
  Each round, the subject can roll 1d%. If they roll 10% or 
  20
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  less, they regain 1 hit point
  2-3
  The subject drops if they take any more damage while 
  they are lasting
  4-5
  The subject must pass a Constitution saving throw at the
  beginning of each lasting round or drop
  6
  For each round the subject lasts, they fail one death 
  saving throw, which immediately comes into effect 
  when this property ends
  LEAPING
  The subjects height and distance when making a 
  jump are increased by a factor of two (2x normal) 
  for one hour.
  Craft DC. 10
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the factor by +1 
  (x2 to x3, x3 to x4, and so on) or the duration by 1 
  hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject gains a spring in their stride, increasing 
  their walking speed by 5 feet
  2-3
  The subjects skin takes on the texture & coloration of a 
  frogs
  4-5
  The subject has trouble adapting, & takes a penalty of -5 
  feet to their walking speed
  6-7
  The subject must make a Dexterity saving throw every 
  time they jump or leap, taking 1d4 damage upon failing
  8
  The subjects legs are taxed, when this property wears off
  their speed is reduced to half until they finish a long rest
  LINKING
  Customize
  The subject can access another creatures mind for 
  one minute. The subject maintains eye contact for 1 
  round, forcing the target to make an Intelligence 
  saving throw. If they succeed, the subject cannot use
  this property (from this concoction) on them again. 
  If they fail, the subject enters their mind and is able 
  to detect their surface thoughts.
  Every round this property is active, the target can 
  make a new saving throw to end the effects, taking a
  cumulative -1 penalty to their next saving throw 
  after each failure.
  The second round the subject can detect deeper, 
  more focused and regular thoughts.
  The third round allows access to intentions and 
  motivations, as well as short-term goals and 
  immediate worries.
  The fourth round allows access to short-term 
  memories.
  The fifth round allows access to long-term 
  memories. Any further contact is under the 
  discretion of the GM.
  Craft DC. 16
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1, the duration by 1 round, and the Craft DC
  by +1.
  Side Effects. 1d10
  1
  The target automatically fails their first saving throw
  2-3
  The subject has advantage on all ability checks, attack 
  rolls, & saving throws involving the target
  4-5
  The subject has advantage on Insight checks for the next
  24 hours
  6-7
  The target gains the same benefits/effects as the subject 
  while this property is active
  8=9 The target can feed the subject false thoughts, 
  impressions, & memories
  10
  The subject & the target are reversed, so the target 
  becomes the subject & vice versa
  LIQUID
  Base (ingested)
  A liquid effects creatures through ingestion and the 
  subject must intake most of the concoction for the 
  property to take effect. Liquids dry within a few 
  minutes if they are dispersed inappropriately.
  Craft DC. +0
  Side Effects. None
  LOVING
  Customize
  The subject is charmed for 30 minutes by the next 
  creature they see that fits their romantic interests. 
  If they do not see such a creature within 5 minutes, 
  these effects end.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the initial 
  duration by 5 minutes or the charmed duration by 
  30 minutes, and the DC by +2.
  Side Effects. 1d8
  1
  The subject is also susceptible to Charisma checks from 
  those they would normally be attracted to
  2-3
  The subjects skin flushes dramatically & they blush or 
  swoon whenever they can
  4-5
  The subject has a sense that they are being controlled, 
  that their love is false or empty
  6-7
  The subject knows they are being controlled
  8
  The subject is not charmed, & knows the origin of the 
  effects
                                                                                   
   
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  MADDENING
  The subject is driven insane and effected by a short-
  term madness for 1d10 minutes.
  Craft DC. 15
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  minute (to 1d10+1 minutes), and the DC by +1. Also,
  one does can increase the saving throw DC by +1, 
  and the craft DC by +2.
  If ten doses are added, the subject is effected by a 
  long-term madness for 1d10x10 hours, after which 
  one dose increases the duration by 1 hour (to 
  1d10x11 hours), and the DC by +2.
  If twenty doses are added, the subject is effected 
  by an indefinite madness until it is cured.
  Side Effects. 1d10
  1
  The subject is effected for the maximum duration 
  possible
  2-3
  The subject has nightmares about their madness long 
  after this property wears off, occasionally reducing the 
  amount of sleep they get by 1d4 hours
  4-5
  The subject has a difficult time being alone
  6-7
  In the future the subject can add 2x their proficiency 
  bonus to saving throws against madness effects
  8-9
  The subject becomes resistant to mental influences, 
  gaining advantage on saving throws against mind 
  influencing effects
  10
  The subject gains resistance to psychic damage
  MOVING
  Customize
  The paralyzed condition is removed from the 
  subject.
  Craft DC. 18
  Portion. Parcel, grip, or cup
  Concentrate. None.
  Side Effects. 1d12
  1
  The subjects movement speed is increased by 5 feet for 
  24 hours
  2-3
  The subject leaves light trails however they move
  4-5
  The subject recovers the use of one appendage at a time,
  determined at random (5 appendages), each hour until 
  the paralysis is removed
  6-7
  The condition is removed everywhere except the arms 
  or the legs, choose which
  8-9
  The condition is removed over the course of 12 hours, & 
  for the next 24 hours after that, the subject suffers two 
  levels of exhaustion
  10-12 The subject remains paralyzed for an additional 1d4 
  days
  MUTING
  The subject cannot speak for one hour.
  Craft DC. 10
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  hour, and the DC by +1.
  Side Effects. 1d6
  1
  The subject gains a +2 bonus on Perception checks 
  relying on hearing
  2-3
  The subjects mouth seals over, but does not prohibit 
  breathing
  4-5
  The subject has trouble breathing, if they move & take 
  an action in their round, they have disadvantage on 
  attack rolls, ability checks, & saving throws that round
  6
  The subject has a 10% chance every 10 minutes that both
  their mouth and nose will seal over, suffocating them
  NORMALIZING
  Customize
  One of the following conditions is removed from the
  subject; charmed, frightened, or stunned.
  Craft DC. 16
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of 
  conditions removed by +1, and the DC by +3.
  Side Effects. 1d10
  1
  The subject appears to be still under the condition that 
  was removed, until they show an obvious sign they are 
  not
  2-3
  The subjects hair shimmers in the light & they have 
  never been more attractive
  4-5
  The condition is only half-removed, consult your GM for 
  details
  6-8
  The conditions duration is increased as if renewed
  9-10 The condition is removed, but the subject is susceptible 
  to the same condition for the next month, suffering 
  disadvantage on saving throws to resist it
  NOURISHING
  The subject does not need to eat one meal or drink 
  1/3 of their daily allotment of water, as this 
  property appropriately nourishes their body.
  Craft DC. 11
  Portion. Handful or sip
  Concentrate. One dose increases the number of 
  meals by +1 and the water portion by 1/3, and the 
  DC by +1.
  Side Effects. 1d8
  1
  The subject also only requires half the normal amount of
  sleep for one night
  2-3
  The subject has a faint glow and a positive mood
  22
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  4-5
  The subject is over-full, & suffers the poisoned condition
  for one hour
  6-8
  The subject is in a frenzy, as if suffering an addiction, 
  until they have some sort of dessert
  OBSCURING
  This property lightly obscures a 5-foot area for 1 
  minute. Magical or alchemical illumination will 
  penetrate this obscurity.
  Craft DC. 10
  Portion. Handful or sip
  Concentrate. One dose increases the area by 5 feet 
  or the duration by 1 minute, and the DC by +1. 
  Also, adding 5 doses will make this property 
  heavily obscure the area, and increase the DC by 
  +3.
  Side Effects. 1d8
  1
  The area also reduces the movement speed of all 
  creatures by -5 feet, & magical light does not allow clear 
  vision
  2-3
  Magical light cannot pierce this obscurity
  4-5
  The obscurity is easily removed, whether by wind or air 
  movement or some other force
  6-7
  This obscurity can be seen through by the presence of a 
  a strong light source
  8
  This obscurity only lasts for one round
  OIL
  Base (contact or ingested)
  An oil can effect creatures, objects, or areas of 
  surface, sometimes all. Most of it must come into 
  contact with the subject, and for creatures this 
  means flesh. They are generally delivered via 
  weapons or tools, and remain viable for several 
  minutes after application.
  Craft DC. +1
  Side Effects. None
  PARALYZING
  The subject is restrained until their next turn, when 
  they make a Strength saving throw. If they fail, they 
  are paralyzed for one minute.
  Craft DC. 17
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the saving throw 
  DC by +1, and the craft DC by +1.
  Side Effects. 1d8
  1
  Even if the subject resists this property, they are still 
  paralyzed from the waist down for 1 minute
  2-3
  If the subject succeeds, they are grappled for 1 minute
  4-5
  The duration is decreased from 1 minute to 5 rounds
  6-7
  The subject has advantage on saving throws to resist
  8
  If the subject fails to resist, they are only poisoned
  PERSEVERING
  The subject ignores the effects of one level of 
  exhaustion. The subject is still exhausted, they 
  simply do not suffer the effects, for one hour.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  hour or the number of levels of exhaustion ignored
  by +1, and the DC by +1.
  Side Effects. 1d10
  1
  The property lasts for an additional hour
  2-3
  The subject has a powerful will to continue on past the 
  discomfort
  4-5
  The property lasts for only 30 minutes
  6-8
  The subject requires twice the amount of rest & time to 
  recover from their exhaustion
  9-10 The subject gains an additional level of exhaustion, but 
  this cannot give them the final level that would kill 
  them
  PETRIFYING
  The subject must make a Strength saving throw or 
  become grappled until their next turn, when they 
  make a Constitution saving throw. If the subject fails
  their Constitution saving throw, they are paralyzed 
  until their next turn, when they repeat this save. If 
  the subject fails that third saving throw, they are 
  petrified.
  Craft DC. 20
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the saving throw 
  DC by +1, and the craft DC by +2.
  Side Effects. 1d10
  1
  The subjects consciousness is trapped within the stone if
  they become petrified
  2-3
  The petrified subject is extremely difficult to damage or 
  destroy, doubling their hardness & hit points
  4-5
  The subject is allowed an additional saving throw should
  they fail their first
  6-7
  As above, & the if the subject succeeds, for the next 24 
  hours they have a +1d4 natural armor bonus to AC
  8-9
  The subject is not petrified, instead growing a layer of 
  thick stone-like material on their flesh, granting them a 
  +2 bonus to AC, permanently
  10
  The subject gains advantage on saving throws to resist 
  petrification
  POISONING
  The subject is poisoned for one hour.
                                                                                   
   
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  Craft DC. 15
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 hour, and the craft 
  DC by +1.
  Side Effects. 1d8
  1
  The subject is vulnerable to poison damage & has 
  disadvantage on saving throws to resist the poisoned 
  condition for 24 hours
  2-3
  These effects cannot be ended prematurely by any 
  means
  4-5
  The subjects flesh takes on a green & sickly pallor
  6-7
  The subject only has disadvantage on physical ability 
  checks & attack rolls
  8
  The subject is only poisoned for 1 minute
  POWDER
  Base (inhaled)
  A powder is made up of very fine particles, and 
  unlike a dust, must be inhaled to take effect. For this
  reason, powders can only effect creatures that 
  breathe, and the powder only remains viable for a 
  round after dispersal. After this round, the powder 
  either settles or blows away and is wasted.
  Craft DC. +3
  Side Effects. None
  PROTECTING
  The subject gains a +1 bonus to their AC for one 
  minute.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the AC bonus by +1
  or the duration by 1 minute, and the craft DC by +2.
  Side Effects. 1d8
  1
  The subject receives an equivalent bonus to their 
  Dexterity saving throws
  2-3
  The subject can grant this bonus to one ally within 5 feet
  as part of the action where they use this property
  4-5
  After this property wears off the subject takes an 
  equivalent penalty to their AC for 1 minute
  6-8
  The subject must make a Dexterity saving throw or 
  injure themselves because of this property
  PURIFYING
  Customize (requirement)
  The subject is cured of one poison, one effect that 
  causes poison damage, or the poisoned condition, 
  which has a saving throw DC equal to or less than 
  12.
  Also, the concoction requires one sprig, pinch, or 
  dash of poisoned flesh or material from the creature
  wishing to be purified, for every dose in the 
  concoction.
  Craft DC. 13
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the DC of the 
  purified ailment by +1, and the craft DC by +1.
  Side Effects. 1d10
  1
  The origin of the poison becomes known to the subject
  2-3
  The subject is immune to the purified poison for 1 
  month
  4-5
  The poison seeps out through the subjects flesh, causing 
  the poisons damage one last time as it is cured
  6-8
  The subject becomes paralyzed for 3d4 hours while the 
  poison is purified
  9-10 The poison is not purified, instead, the subject becomes 
  a permanent vessel of that poison as it resides in their 
  blood. The subject is no longer effected by the poison, 
  but they do take a permanent -2 penalty to their 
  Constitution
  QUALITY
  This ingredient is of much finer quality than others. 
  It is more potent (counting as larger portions when 
  crafting) and it minimizes the risk of side effects in a
  concoction. There are four grades of quality: better, 
  greater, superior, and master.
  Better ingredients add or subtract 1 from the side 
  effects roll (eliminating the worst end of effects), 
  and count as 2 ingredients for all properties they 
  have.
  Greater ingredients add or subtract 2 from the side 
  effects roll and count as 3 ingredients.
  Superior ingredients add or subtract 3 from the 
  side effects roll and count as 4 ingredients.
  Master ingredients add or subtract 4 from the side 
  effects roll and count as 5 ingredients.
  The quality property will most often be seen with 
  base property ingredients, but occasionally there 
  will be others.
  Craft DC. No change.
  Portion. No change.
  Concentrate. No change.
  Side Effects. No change.
  REACHING
  The subjects reach, and possibly their threat range 
  with weapons, is increased by 5 feet for one minute.
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  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  minute, and the DC by +1. One dose can also 
  increase the reach distance by an additional 5 feet, 
  and the DC by +3.
  Side Effects. 1d8
  1
  When the subject uses the dash action, has nothing in 
  their hands, & opts to use all four limbs, they may move 
  double their speed on the dash action
  2-3
  The subject takes on an ape-like appearance
  4-5
  The subject takes a -2 penalty to their AC
  6-8
  The subjects limbs are strained after this property wears
  off, & they are at disadvantage to all checks & attack 
  rolls that require the use of their limbs for 1 hour
  REGENERATING
  Customize
  At the start of their turn, the subject regains a 
  number of hit points equal to their Constitution 
  modifier (minimum 1). This property lasts for a 
  number of rounds equal to the subjects Constitution
  score.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of hit 
  points regained by +1, the duration by 1 round, and
  the Craft DC by +2.
  Side Effects. 1D12
  1
  The subjects Constitution score counts as a 20 for the 
  effects of this property
  2-3
  Any time the subject would drop to 0 hit points, they 
  instead drop to 1, & this property ends
  4-5
  The subject only regenerates if they do not move this 
  round, but if they move, the duration increases 1 round
  6-7
  The subject takes on a healthy & vibrant appearance
  8-9
  The subject only regenerates this round if they do not 
  move, act, or do anything other than concentrate real 
  hard
  10-11 The subjects Constitution score counts as a 12 for the 
  effects of this property
  12
  Each round the subject must make a Constitution save or
  the property “heals” their eyes, nose, ears, & mouth 
  shut, & they suffocate until the property ends
  REPELLING
  Customize
  This property detracts the subject from coming 
  within 50 feet of wherever this property is located 
  for 24 hours. The subject is determined by the 
  ingredient, which also determines the Craft DC and 
  Portion.
  Subject Type
         Craft DC
  Portion
  Beast, humanoid, plant
  10
  Sprig, pinch, or dash
  Construct, giant
  13
  Handful or sip
  Elemental, monstrosity, ooze
  16
  Handful or sip
  Fey, undead
  19
  Parcel, grip, or cup
  Celestial, fiend
  22
  Bushel, load, or jar
  Dragon, aberration
  25
  Bushel, load, or jar
  *Creature has lair actions
  +2
  Handful or sip
  *Creature has legendary actions +5
  Parcel, grip, or cup
  *If the creature has these actions, add their portion to the 
  standard portion required
   The subject mostly ignores whatever or wherever 
  they are repelled from, but if they resist, they must 
  make a Constitution saving throw for every 10 feet 
  they wish to pass, and if they fail, they are poisoned 
  while within the effected area.
  Concentrate. One dose increases the duration by 24
  hours or the radius by +50 feet, and the DC by +1.
  Side Effects. 1d8
  1
  The subject is frightened of the property
  2-3
  The subject is uneasy, nearly paranoid
  4-5
  If the subject can locate the property, they have the 
  wherewithal to attempt to neutralize it
  6-7
  The subject has advantage on checks to locate the 
  property
  8
  The subject can take one minute to end the effects of 
  this property on themselves
  RESISTING
  The subject gains resistance to one type of damage 
  or one group of damage, determined by the 
  ingredient, for one minute. The damage group 
  determines the Craft DC and Portion.
  Group
          Group/Type DC
  Portion
  Mundane
  15 / 11
  Sprig, pinch, or dash
  Natural
  17 / 12
  Handful or sip
  Elemental
  19 / 13
  Parcel, grip, or cup
  Supernatural 21 / 15
  Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  minute, and the DC by +1.
  Side Effects. 1d8
  1
  Subtract 1d4 from the total damage taken after 
  resistance is applied
  2-3
  The subject seems to be unaffected by the damage type
  4-5
  The subject is not so resilient, taking 1 damage for every 
  5 negated from the resistance
  6-7
  The subject is susceptible to other effects from the 
  resisted damage type, such as being frozen or set on fire
  8
  The subject is vulnerable to the resisted damage type for
  the next 24 hours after this property wears off
                                                                                   
   
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   25
    
  
  RESTING
  The subject recovers from one level of exhaustion.
  Craft DC. 16
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of 
  levels of exhaustion recovered from by +1, and the 
  DC by +3.
  Side Effects. 1d8
  1
  The subject is fully rested, & gains a +10% experience 
  bonus for the next encounter
  2-3
  The subject feels more energetic & vigorous, glowing 
  slightly
  4-5
  The subject is poisoned for 10 minutes
  6-7
  The subject has only held off the exhaustion for one 
  hour, after which it returns
  8
  The subjects exhaustion advances to level 5
  RESTORING
  Customize (required)
  The subject is returned to life in the exact condition 
  as they were right before being petrified.
  The concoction requires a handful or sip of flesh or
  substance that caused the subject to become 
  petrified, such as the saliva of a medusa. If the 
  substance cannot be obtained, the medusa is dead, 
  increase the crafting DC by +5.
  Craft DC. 20
  Portion. Bushel, load, or jar
  Concentrate. None.
  Side Effects. 1d12
  1
  The subject retains a small layer of stone in their skin, 
  granting them Resistance to mundane damage
  2-3
  The subjects skin remains clean & clear for the rest of 
  their life
  4-5
  The subject returns to their normal state, slowly, over 
  the next 24 hours
  6-8
  As above (4-5), but the subject suffers a -1 penalty to all 
  checks, saving throws, & attack rolls for every 4 hours 
  remaining, as well as having their speed reduced by 5 
  feet for every 4 hours remaining
  9-10 Portions of the subject are not returned to normal, & 
  they suffer disadvantage on Perception checks as well as
  the poisoned condition for the next week while they are 
  restored
  11-12 The subject is not restored to life, but their sentience is 
  restored to their body, to be trapped until something 
  else does restore them to life
  RETURNING
  Customize
  One of the following conditions is removed from the
  subject; blinded, deafened, or incapacitated.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of 
  conditions removed by +1, and the DC by +3.
  Side Effects. 1d8
  1
  The subject is immune to the condition(s) for 24 hours
  2-3
  The subjects eyes, ears, or other afflicted organs glow for
  a short time after this property effects them
  4-5
  The condition requires one hour to be removed
  6-8
  The subject is disoriented for 1d4 hours after this 
  property effects them, granting them disadvantage on 
  Perception checks
  REVIVE
  Customize
  The subject is restored to 1 hit point if they have 
  been dead no longer than 1 day.
  Craft DC. 25
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the number of 
  days the subject can be dead by +1, the number of 
  hit points restored by 10% of their maximum, and 
  the craft DC by +1. Three doses increases the 
  number of days by 7, and the craft DC by +3.
  Side Effects. 1d12
  1
  The subject is restored to full health & can have been 
  dead for an indefinite amount of time
  2
  The subject is restored to full health
  3-4
  The subject has no memory of their death & smells 
  faintly of decay
  5-6
  The subject suffers one level of exhaustion for 1 week
  7-8
  The subject has 5 levels of exhaustion, & each level can 
  only be mitigated with 1 week of rest
  9-10 The subject is not restored to like, instead rising as a 
  zombie
  11
  The subject is not restored to life, instead rising as a 
  skeleton
  12
  The subject’s remains, no matter where they are, 
  disperse into ash & they cannot be resurrected, ever
  ROUGHING
  This property creates a 5-foot radius area of difficult
  terrain for one minute. The terrain is determined by
  the environment in which this property is applied.
  Craft DC. 10
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the area by an 
  additional 5 feet or the duration by +1 minute, and 
  the DC by +1.
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  Side Effects. 1d6
  1
  The terrain deals 1d4 of an appropriate damage type to 
  all creatures that attempt to pass it
  2-3
  The terrain is menacing & horrendous in appearance
  4-6
  The difficult terrain only applies to the subject, the 
  creature who applied this property
  RUNNING
  The subjects speed is increased by 15 feet for 10 
  minutes.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the speed by 5 feet
  or the duration by 10 minutes, and the DC by +1.
  Side Effects. 1d8
  1
  The subject gains a bonus action that they can use to 
  dash once every minute
  2-3
  The subjects features become more sleek & aerodynamic
  4-5
  While moving at full speed, the subject has a hard time 
  keeping up with their surroundings, taking a -1d6 
  penalty to any checks involving perception
  6-8
  The subjects feet move so fast that they take 1 fire 
  damage for every 5 feet they move
  SALVE
  Base (injury)
  A salve has a thick, cream-like consistency, and it 
  effects anything it comes into contact with. Salves 
  are most often used for poisons, as they can easily 
  be applied to blades or arrows and quickly injected 
  into the target’s body.
  A salve can effect objects, but most are paired with
  properties that work against creatures. A creature 
  must have a circulatory system and be susceptible to
  open wounds, sores, or have other orifices. Once the
  salve is worked into one of these, it takes effect.
  Salves are also popular because they remain viable 
  for many hours, allowing them to be used for traps.
  Craft DC. +5
  Side Effects. None
  SANITIZING
  The subject gains advantage on saving throws to 
  resist madness effects for 24 hours, as well as cures 
  any madness effects whose saving throw DC was 
  equal to 12 or less.
  Craft DC. 13
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the duration by 6 
  hours or increases the cured effects save DC by +1, 
  and the craft DC by +2.
  Side Effects. 1d8
  1
  The subject loses some of their emotional vibrancy when
  the madness is cured, allowing them to keep a calmer 
  and more level head
  2-3
  The subject has a cold bearing, distant, dangerous, as if 
  they have faced the darkest darkness & survived
  4-5
  The subjects mind was weakened by the experience, 
  granting them a -2 penalty to saving throws against 
  madness effects in the future
  6-7
  The subjects mind was broken, granting them 
  disadvantage on saving throws to resist madness effects 
  in the future
  8
  The subjects madness, whatever kind it was, becomes a 
  permanent, indefinite madness
  SENSING
  The subject can detect a certain stimulus, such as 
  magic, creatures, alchemy, plants, animals, daylight,
  or others, out to a distance of 100 feet for one hour. 
  The subject can determine the relative direction and
  distance, but cannot precisely pinpoint the location 
  to closer than 20 feet.
  Craft DC. 14
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the range by 50 
  feet or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can sense the stimulus to its exact location
  2-3
  When using this sense, the subject gets a faraway look 
  on their face & seems to be perceiving things others 
  cannot
  4-5
  The subject senses the stimulus through a negative 
  context, such as a stinging, burning, itching, aching, or 
  ringing that grows as the stimulus grows nearer, 
  granting them a -1d4 penalty on ability checks
  6-7
  The subject has an unavoidable desire to locate the 
  stimulus, & this becomes a priority above all else
  8
  If the subject does not locate & physically interact with 
  the stimulus, they will suffer 3d4 psychic damage
  SETTLING
  The subject is induced to feel a calm, neutral 
  attitude towards those around them, even if they 
  were previously at odds, for 1 minute.
  Circumstances, such as a fighting or being 
  extremely close friends, may alter the duration or 
  give the subject advantage or disadvantage on their 
  save, according to the GM.
                                                                                   
   
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  Craft DC. 13
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the duration by 1 
  minute, and the DC by +1.
  Side Effects. 1d8
  1
  The subject is properly amenable, possibly to the point 
  of thorough conversation
  2-3
  The subject is agreeable, & may talk if appropriately 
  compensated
  4-5
  The subject has an idea that they are being manipulated
  6-7
  The subject switches between their previous emotion & 
  their new one randomly over the course of this property
  8
  The subject flies into an extreme emotional outburst
  SICKENING
  The subject is forced to make a Constitution saving 
  throw or roll 1d10 and suffer the effects of this 
  property for 24 hours.
  Result
  Effects
  1
  Can’t stop twitching, -1 Dexterity checks
  2
  Gaseous, -1 Charisma checks
  3
  Vomit every few minutes, -1 Constitution checks
  4
  Sickly, -1 Strength checks
  5
  Headache, -1 Intelligence checks
  6
  Ringing ears & fuzzy eyesight, -1 Wisdom checks
  7
  When you pee, spit, or sneeze, fire starts where it lands
  8
  Extremely tired, move at half speed
  9
  Gain 1d4x10 pounds in weight, all fat
  10
  Your new flaw is an indefinite madness
  Craft DC. -5
  Portion. Handful or sip
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 24 hours, and the craft 
  DC by -2.
  Side Effects. None.
  SILKVIAL
  This property creates a 50 foot length of silken rope 
  as the concoction is removed from the vessel.
  Craft DC. 11
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the length of rope 
  by 25 feet, and the DC by +1.
  Side Effects. 1d6
  1
  The silk rope glows slightly when whomever removed it 
  is not within 5 feet of it
  2-3
  The silk rope forms knots & loops whenever the subject 
  that removed it wants, or when they don’t want, 
  granting advantage on checks made with the silken rope
  4-5
  The silken rope is sticky like a spiders web, granting a 
  penalty of -1d6 every time it is used
  6
  The silken rope appears to be coming out of a spiders 
  sac, is extremely sticky, & the smell makes subjects 
  drowsy, & they have disadvantage on checks to use it
  SILVERING
  The subjects natural attacks or the effected weapon 
  or item counts as being silvered, meaning the 
  damage inflicted will bypass some damage 
  resistances. This property lasts for 1 minute.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  minute or the amount of subjects it can effect by 
  +1, and the craft DC by +1.
  Side Effects. 1d8
  1
  This property lasts for days instead of minutes
  2
  This property lasts for hours instead of minutes
  3
  This property grants a +1 bonus to damage rolls for each 
  dose included
  4-5
  The subject takes on a silver sheen & glows faintly
  6-7
  The subject takes a -1 penalty to damage rolls for each 
  dose included
  8
  This property lasts for rounds instead of minutes
  SIZING
  Reverse
  The subject grows 1 foot in height, their dimensions 
  changing to match this new height, and their speed 
  increases by 5 feet, all for the next 10 minutes. For 
  every 3 feet in height gained, they also gain a +1 
  bonus to their Strength and Constitution scores (1-3 
  feet, +1; 4-6 feet, +2; and so on).
  If the subject doubles in size, they move to the 
  next size category. If a small creature that is 3 feet 
  tall becomes 6 feet tall, they are now a Medium 
  creature.
  This property can also be reversed, shrinking the 
  subject by 1 foot, and their dimensions to match, 
  with a reduction of 5 feet in speed.
  Craft DC. 13
  Portion. Parcel, grip, or cup
  Concentrate. The number of doses required for 
  each foot of height gained is equal to the current 
  height plus the new height. The first foot requires 
  one dose, but the next increase (from 1 foot to 2 
  feet), requires 3 doses; 1 for +1 foot, and then 2 
  more for +2 feet, and so on. For example, a 
  concoction increasing the height of the subject by 
  5 feet would require (1+2+3+4+5 doses) 15 doses. 
  Also, for every increase of +3 feet, the subjects 
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  Strength and Constitution scores increase by +1, 
  and they also gain a bonus to their speed equal to 
  +5 feet.
  The craft DC is increased by +1 for each dose.
  Unsizing. Inverting this property reduces the 
  creatures height by -1 foot (and their dimensions 
  to match), and increases their Dexterity score by 
  +1 (rather than Strength and Constitution).
  Side Effects. 1d10
  1
  The subject gains a burst of energy & can use a free 
  action to dash for a number of rounds equal to the feet 
  that they grew or shrunk
  2-3
  The subjects change in eye size grants them a +1 bonus 
  on Perception & Investigation checks
  4-5
  The subject handles the transition in perspective 
  smoothly
  6-7
  The subject is disoriented by the change in size
  8-9
  The subjects body does not fully transform, & they must 
  make a Constitution saving throw every minute or be at 
  disadvantage on ability checks & saving throws
  10
  The subject is malformed & horrifying, granting them 
  advantage on Intimidation checks & disadvantage on 
  Persuasion checks
  SLUMBERING
  The subject is stunned until their next turn, when 
  they make a Constitution saving throw. If they fail, 
  they are knocked unconscious for one hour, but can 
  be roused through shaking, cold water dousing, or 
  being slapped and commanded “Up you fool!” For 
  creatures that cannot be put to sleep through 
  magical means, they are instead stunned and 
  lackadaisical, as if in a stupor.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the saving throw 
  DC by +1 or the duration by 1 hour, and the craft 
  DC by +1. If six or more doses are used, the subject 
  cannot be wakened prematurely except by magical
  or alchemical means, but this form of concentrate 
  does not increase the saving throw DC or duration,
  but does increase the craft DC by +5.
  Side Effects. 1d8
  1
  The subject is in a much deeper state, requiring a full 
  minute of action to awaken
  2-3
  The subject is peaceful, & when they awaken feel 
  refreshed
  4-5
  The subject is restless & full of fits, having a 10% chance 
  to awaken themselves every 10 minutes
  6-7
  The subject can make a new save to end these effects 
  once every minute
  8
  The subject is not put into a sleep, but is incapacitated 
  for 1 minute
  SOBERING
  The subject recovers from the intoxicating property 
  at twice the normal rate.
  Craft DC. 11
  Portion. Handful or sip
  Concentrate. One dose increases the rate of 
  recovery (from 2x normal to 3x normal, etc.), and 
  the DC by +1.
  Side Effects. 1d6
  1
  The subject has a sobering effect on all those around 
  them, granting those within 30 feet a +1d4 bonus to 
  saves against becoming drunk
  2-3
  The subject recovers fully, with full faculties & 
  memories of any activity that happened while 
  intoxicated
  4-5
  The subject has a minor hangover, being poisoned for 
  1d4 hours
  6
  The subject is not sobered, but more intoxicated, roll 1d6
  & add +2 to the result on the Intoxication property side 
  effects table
  SPEAKING
  Customize
  The subject is able to understand and speak a 
  language determined by the ingredient for 10 
  minutes. If this language has varying dialects, they 
  can understand and speak those as well, but with 
  difficulty.
  Craft DC. 10
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 
  +10 minutes, and the craft DC by +2. Three doses 
  increases the number of languages by 1 (as 
  determined by the ingredients used), and the craft 
  DC by +3.
  Side Effects. 1d10
  1
  The subject can speak & understand the language & all 
  of its dialects fluently, permanently
  2-3
  The subject speaks & understands the language & all of 
  its dialects fluently
  4-5
  The subject understands the cultures of those that speak
  the language & its dialects intimately
  6-7
  The subject does not understand the dialects at all
  8
  The subject speaks the language poorly, often using 
  words & phrases that are contrary to their intent
  9
  The subject does not speak the language or its dialects, &
  even forgets their own language
  10
  The subject cannot speak or understand any language & 
  the effects of this concoction cannot be ended 
  prematurely
                                                                                  
   
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  STABILIZING
  For the next hour, if the subject starts dying, they 
  are stabilized. Also, if the subject takes massive 
  damage, they start dying instead of being killed 
  outright, and this properties effects end.
  Craft DC. 14
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  hour, and the DC by +2.
  Side Effects. 1d6
  1
  If the subject remains stable for 3 rounds, they regain 1 
  hit point
  2-3
  The subject becomes harder to find by their enemies
  4-5
  If stabilized, the subject starts dying after 1d10 rounds
  6
  If dying, the subject fails their first death saving throw
  STORING
  Objects, creatures, and ingredients do not age or 
  change. Objects are held timeless, creatures do not 
  age, bodies do not rot or wither away, and 
  ingredients remain fresh.
  Craft DC. 15
  Portion. Bushel, load, or jar
  Concentrate. One portion stores up to a handful or 
  sip for one month. If used against a living or active 
  creature, they are allowed a saving throw at 
  advantage to not be paralyzed, frozen in time. To 
  use this property in this fashion, one needs enough
  concoction to store the whole creature, or it has no
  effect and is wasted.
  One dose increases the amount stored by a handful
  or the duration by one month, and the Craft DC by 
  +1. Three doses increases the amount to a bushel, 
  load, or jar, and the Craft DC by +3.
  Side Effects. 1d8
  1
  The stored thing is perfectly preserved, with no wear, 
  tear, or alteration no matter what heppened or how 
  many things it was beneath in a bag
  2-3
  The stored thing is in good shape, but may have been 
  crinkled or flattened when sharing a bag with other 
  things
  4-5
  A strange dust has coated the thing, leaving a powdery, 
  semi-sticky residue that resembles mold, but it is 
  unharmed
  6-7
  The thing is covered in the strange mold described 
  above, & ingredients are less potent, creatures are 
  sickened for 24 hours, & objects have discoloration
  8
  This property only slowed the effects of time, it did not 
  halt them, & the thing passed one hour for every 4 hours
  that happened in real time
  STRIDING
  The subject does not have their movement reduced 
  by natural difficult terrain for 30 minutes.
  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 10
  minutes, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can also move through unnatural difficult 
  terrain with no movement penalty
  2-3
  While moving through difficult terrain, the subject 
  becomes slightly blurry & hard to see, gaining a +1d4 
  bonus to their AC
  4-5
  The subject is not protected from the terrain, taking 1d4 
  slashing damage for every 60 feet they move
  6-8
  This property drains the mind & body of the subject, & 
  when it wears off they suffer one level of exhaustion
  STUNNING
  The subject is incapacitated until their next turn, 
  when they make a Constitution saving throw. If they
  fail, they are stunned for one minute.
  Craft DC. 16
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  minute or the saving throw DC by +1, and the craft 
  DC by +2.
  Side Effects. 1d8
  1
  When these effects end, the subject is incapacitated for 
  an additional minute
  2-3
  The subject mutters incomprehensibly about topics that 
  may actually make sense, in the right light, or with 
  enough strong drink
  4-5
  The subject does not take kindly to this property, & 
  suffers 2d6 psychic damage as well
  6-7
  The subject suffers a -2 penalty to their mental ability 
  scores for the next 24 hours
  8
  The subject takes a permanent -2 penalty to their 
  Intelligence score
  SWIMMING
  The subject gains a swimming speed of 30 feet as 
  well as advantage on all checks and saving throws 
  involved with swimming, for one hour.
  Craft DC. 13
  Portion. Handful or sip
  Concentrate. One dose increases the duration by 1 
  hour or the speed by 5 feet, and the DC by +1.
  Side Effects. 1d8
  1
  The subject can breathe underwater
  2-3
  The subjects flesh becomes oily, granting them 
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  advantage on checks & saving throws against grappling 
  & similar attacks
  4-5
  The seawater has a sickening effect on the subject, & 
  every time they travel through the water, they gain one 
  level of exhaustion
  6-8
  The subjects oily flesh makes them vulnerable to fire 
  damage
  TERRIFYING
  The subject is frightened for 15 minutes. If there is 
  an enemy or creature with which the subject has 
  enmity, the subject is frightened of them. If there is 
  not, they are just frightened, of everything.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the duration by 15
  minutes, and the DC by +2.
  Side Effects. 1d8
  1
  The subject is also susceptible to Charisma checks from 
  those they normally fear
  2-3
  The subject pales dramatically & screams in fright 
  whenever they can
  4-5
  The subject has a sense that they are being controlled, 
  that their fear is induced
  6-7
  The subject knows they are being controlled
  8
  The subject is not frightened, & knows the origin of the 
  effects
  THERMAVISION
  The subject can view the world through 
  temperature, seeing varying levels of heat rather 
  than light. The subject remains perceptive through 
  any obscurity that does not involve heat or flames, 
  and can spot creatures that are invisible, gaining 
  advantage on all checks related to sight within 30 
  feet, for one hour.
  Craft DC. 14
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the range by 10 
  feet or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The subject gains advantage on checks & saves to see 
  through disguises both mundane & magical
  2-3
  The subject’s skin becomes as cold as ice
  4-5
  The subject is blinded if flames are held before their 
  eyes, a candle right in front or a bonfire at 100 feet
  6-8
  The subject becomes vulnerable to fire damage
  TIMELESS
  The subject adds one day to their maximum 
  lifespan. Even though they will live longer, they will 
  still suffer the effects of old age, and even 
  decrepitude.
  Craft DC. 30
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the number of 
  days added by 1, and the DC by +5.
  Side Effects. 1d8
  1
  The subjects physical form adjusts to any future 
  alterations to the subjects maximum lifespan; if the 
  increase it by 10 years, they will not start experiencing 
  “old age” until some 5-7 years later than they would 
  have
  2-3
  The subjects features appear as though they are not 
  aging
  4-5
  The subject begins to lose touch with the mere mortals 
  around them, taking a -2 penalty to Charisma checks
  6-7
  The subject begins to smell like the undead, but they are 
  not becoming one, giving them disadvantage on 
  Charisma checks & possibly leading to some accusations
  8
  The subject must make a Constitution saving throw or 
  take 1d10 necrotic damage for every day added to their 
  lifespan
  TIMING
  Condition
  This property alters when the subject is effected by 
  the concoction, essentially delaying activation of 
  the effects. Though the subject is under the effect of 
  the concoction, the property does not become active
  until the determined time, such as at midnight, 
  noon, or dawn.
  Craft DC. +10
  Portion. Half the desired property
  Side Effects. None
  TONGUES
  The subject is allowed a onetime communication 
  with a supernatural entity of some sort, chosen by 
  the alchemist upon crafting with this property. The 
  subject may ask one question and receive one 
  answer from that force or entity.
  The subject can only benefit from the effects of 
  this property once a week, and attempting to do so 
  more often may result in angering the entity or 
  supernatural force they are bothering.
  Craft DC. 25
  Portion. Bushel, load, or jar
  Concentrate. None.
  Side Effects. 1d8
  1
  The subject receives a very clear answer
                                                                                   
   
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  2-3
  The subject receives a muddled answer
  4-5
  The subject receives an illusive answer
  6-7
  The subject receives a confusing answer
  8
  The subject receives a false answer
  TRAVELING
  The subjects travel speed is increased by a factor of 
  4 for one hour.
  Craft DC. 10
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the duration by 1 
  hour or the factor of speed by 1 (4x to 5x, 5x to 6x, 
  and so on), and the DC by +1.
  Side Effects. 1d8
  1
  The subject gains a +2 bonus to Dexterity
  2-3
  The subject appears to blur whenever they move
  4-5
  The subject becomes disoriented, & is poisoned
  6-7
  The subjects physical form is strained from the speeds, &
  they take 1d4 force damage for each factor their speed is
  multiplied by (5x equals 5d4 force damage)
  8
  The subject slips into the Shroud as this property wears 
  off, leaving them stranded in a very dangerous & foreign
  world
  TREMORSENSE
  The subject can detect subtle vibrations through 
  any substance, such as the ground, they are in 
  contact with. This allows them to pinpoint the 
  sources, even if they cannot be seen, heard, or 
  otherwise detected, within 30 feet, for one hour.
  Craft DC. 15
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the range by 5 feet
  or the duration by 1 hour, and the DC by +1.
  Side Effects. 1d8
  1
  The range of this sense is improved to 60 feet
  2-3
  The hairs on your body shake with the vibrations you 
  sense, at the same intensity
  4-5
  You become sensitive to the vibrations, & suffer 
  disadvantage on checks with this sense if there are more
  than 2d4 sources nearby
  6-8
  The subject becomes vulnerable to force damage
  TRUEVISION
  The subject can see in normal and magical darkness,
  see invisible creatures and objects, automatically 
  detect and succeed on saving throws against visual 
  illusions, and perceive the original form of a 
  shapechanger or a creature that is transformed by 
  magic, and can see into the Shroud, all within 30 
  feet, for 15 minutes.
  Craft DC. 18
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the range by 10 
  feet or the duration by 15 minutes, and the DC by 
  +1.
  Side Effects. 1d8
  1
  The range of this sense is improved to 45 feet
  2-3
  The subjects eyes glow brilliantly, shedding bright light 
  out to 5 feet & dim light out 10 feet beyond that
  4-5
  The subjects other senses are diminished, & they suffer 
  disadvantage on all other Perception checks
  6-8
  The subject becomes deafened & mute
  VAPOR
  Base (inhaled)
  A vapor is a gas, spreading through the air like a 
  cloud of smoke. If there is no wind or air movement,
  this can be a slow process, but if there is too much 
  wind, it can quickly disperse the vapor and render it
  useless.
  Vapors must be inhaled in order to effect the 
  would-be subject. Any creature that breathes that 
  comes into contact with a vapor is subjected to its 
  effects. Vapors fill a cube 5-feet on a side, with an 
  additional 5-feet for every dose included in the 
  concoction. They do not settle, and remain viable 
  for many hours, so long as a breeze or wind does not
  disperse the cloud.
  Craft DC. +6
  Side Effects. None
  VITALIZING
  The subject gains 1d6 temporary hit points for the 
  next 24 hours. When these temporary hit points are 
  lost, this properties effects end.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the amount of 
  temporary hit points by +1d6, and the DC by +1.
  Side Effects. 1d8
  1
  The subject gains the maximum amount of temporary 
  hit points possible
  2-3
  The subject appears to be as healthy as they can be, & 
  has advantage on saving throws to resist disease
  4-5
  The subject appears to be very healthy
  6-7
  The subject takes on the faint smell of rot & decay, their 
  skin is withdrawn, & their bones protrude, as if undead
  8
  The subject gains the minimum amount of temporary 
  hit points possible
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  WAKING
  The subject is awakened from sleep or 
  unconsciousness. If they were put to sleep by magic 
  or alchemy, this property ends the condition if the 
  saving throw DC was equal to 12 or less.
  Craft DC. 13
  Portion. Sprig, pinch, or dash
  Concentrate. One dose increases the saving throw 
  DC this property ends by +1, and the craft DC by +1.
  Side Effects. 1d8
  1
  The subject awakes immediately & may stand & ready as
  a free action
  2-3
  The subject is well rested, as if they slept a full night
  4-5
  The subject had a troubled waking, & is poisoned for the 
  first minute
  6-7
  The subject has trouble waking, requiring other means 
  on top of the application of this property
  8
  The subject does not waken, instead slipping into a 
  deeper slumber, doubling the duration of the effect that 
  put them to sleep or the amount of time they would 
  have slept normally
  WEAKNESS
  The subject gains a -2 penalty to one ability score for
  one minute.
  Craft DC. 16
  Portion. Bushel, load, or jar
  Concentrate. One dose increases the penalty by 
  another -2, and the craft DC by +2. One dose 
  increases the duration by 1 minute, and the craft 
  DC by +1.
  Side Effects. 1d10
  1
  The penalty is increased to -5
  2-3
  The subject takes an equal penalty to all mental ability 
  checks (if the ability is mental) or their speed is reduced 
  to half (if the ability is physical)
  4-5
  The subject feels weakened & tired
  6-7
  The subject can make a new saving throw each round to 
  end the effects of this property
  8-9
  The subject can spend their bonus action each round to 
  negate these effects for that round
  10
  The subjects ability score immediately returns to normal
  WHISPER
  Customize
  Ten words that the subject whispers are transported
  directly to the ear of one creature within 30 feet. No 
  other creature can hear the whisper unless they 
  magically intercept the message or eavesdrop.
  Craft DC. 12
  Portion. Handful or sip
  Concentrate. One dose increases the range by 30 
  feet, the number of creatures that hear it by +1, or 
  the number of words by +10, and the DC by +1.
  Side Effects. 1d8
  1
  The recipient can send one message back to the subject 
  in a whisper
  2-3
  Any foliage or paper-light objects between the subject & 
  the recipient flutter when the whispers pass
  4-5
  The subjects whispers come out as shouts, able to be 
  heard by all those who normally could
  6-8
  The subjects whispers travel to another able target 
  within range, who can make a Perception check to 
  determine their origin
  YOUTH
  The subject reduces their age by one day.
  Craft DC. 25
  Portion. Parcel, grip, or cup
  Concentrate. One dose increases the number of 
  days reduced by 1, and the DC by +2.
  Side Effects. 1d6
  1
  The subject looks younger, more vital, & healthy, 
  gaining a +2 bonus on Charisma checks
  2-3
  The subject looks younger
  4-5
  The subjects mind begins to forget the days between 
  now & those lost to this property, taking a -1 penalty to 
  ability checks related to memory
  6
  The subject must make a Constitution saving throw or 
  take 1d6 necrotic damage for every day they grew 
  younger
                                                                                   
   
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  ROPERTIES 
   
   33
    
  
  CHAPTER 3: INGREDIENTS
  INGREDIENTS
  Ingredients are flowers, spring water, azure gems, 
  or dragon kidneys. The pieces of the natural world 
  that surround you can be gathered and used to 
  create wondrous concoctions with a variety of 
  effects.
  Each ingredient description includes a block of 
  information with the ingredient’s real world name, 
  fantasy name, familiarity, alternate names, details, 
  type, locales, properties, and application.
  FAMILIARITY
  The familiarity of an ingredient is not necessarily 
  how common or rare the ingredient is, it is more a 
  measure of how likely practitioners are to be aware 
  of it and how knowledgeable they might be about it. 
  Ingredients with uncommon properties are less 
  likely to be used or studied regularly, as most folk 
  approach alchemists and practitioners due to 
  ailments, not because they wish to slay the monsters
  in their backyard.
  Familiar ingredients are used often by alchemists 
  and practitioners alike, making them well known 
  and thoroughly studied.
  Unfamiliar ingredients are usually the special 
  order, sought out and utilized during a plague or 
  other uncommon and unforeseen circumstance.
  Exotic ingredients are only sought by those who 
  cater to the adventuring type or those who have 
  particular needs or wishes.
  Strange ingredients are those that rarely ever see 
  any application or study. Many of them are 
  undiscovered, and their properties not well 
  understood, and can be dangerous for those wishing
  to push the bounds of knowledge.
  Mysterious ingredients are the object of legend, 
  fable, myth, and lore. Old stories or ancient tomes 
  make reference to these awesome ingredients, only 
  whispering as to their function and mighty power.
  ALTERNATE NAMES
  Ingredients can be found throughout the breadth 
  and width of the worlds. This leads many to call an 
  ingredient, especially plants, by different names. 
  The name used for the ingredient is the most 
  common, though it is not the only one.
  DETAILS
  After the alternate names there is a section that 
  includes general information. For many ingredients 
  this will include the appearance, and for plants how 
  that appearance changes as the seasons pass, like 
  when it blooms and for how long. This section also 
  includes beliefs and folklore surrounding the 
  ingredient.
  TYPES OF INGREDIENTS
  Ingredients are fluids, minerals, plants, or organs 
  that carry the properties alchemists seek.
  Fluids are liquid in state and include water, oils, 
  juices, milks, saps, or distillations.
  Fungi are similar to plants, but do not require 
  sunlight, and often thrive in areas with little or no 
  light at all. Many are poisonous, and most feed on 
  waste or carrion.
  Minerals are solid in state and are inorganic, 
  found mostly in or below the earth. Minerals include
  gems, metals, stones and rocks of varying kinds.
  Organs are organic (mostly) pieces of flesh that 
  originate within or as part of a creature, such as 
  bones, livers, hearts, flesh, blood, or muscles.
  Plants are organic and solid in state, things that 
  grow in the sunlight and often require water if not 
  other sources of nutrients. Plants include algae, 
  ferns, flowers, grasses, mosses, sanders, shrubs, 
  trees, vines, and worts.
  LOCALES
  The locales are the environments or regions in 
  which ingredients can be found and gathered. Some 
  can be found most everywhere, while others take 
  quite a bit of searching in the far corners of the 
  worlds.
  Arctic locales lie in the northern reaches of the 
  world where temperatures drop dangerously low 
  and sunlight is not always available. 
  Coastal locales are near to seas, oceans, lakes, and 
  even some rivers. These can be salt or fresh water, 
  so long as there is a border between the land and 
  the water.
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  Desert locales receive very little rain and normally
  have high temperatures, during the night and 
  especially the day. Although, some can cool 
  significantly when the sun sets.
  Extraplanar locales are those outside the Near. 
  They are foreign, often magical, and their 
  ingredients are unique.
  Forest locales have large amounts of trees, which 
  can be vast stretches of endless canopy or a small 
  and sparsely wooded valley.
  Grassland locales are untouched by both 
  agriculture and larger plants alike. At best 
  grasslands have shrubs or short and broad trees 
  widely dispersed.
  Hill locales are long stretches of smaller raised 
  areas of land. Some of these can have steep sides or 
  cliffs, and most can be found at the foot of 
  mountains.
  Mountain locales are large and often long-
  stretching areas of raised land that reach into the 
  sky. They can often divide their two sides into 
  different climates and separate the weather 
  patterns.
  Rural locales are largely settled, from spire-filled 
  metropolises to vast rural farmlands.
  Swamp locales are regions of extremely moist soil,
  and may be largely under a shallow amount of 
  rarely moving water. Some are filled with trees 
  while others have miles of tall reeds.
  Underground locales are below the surface, 
  generally large caverns connected by smaller 
  tunnels that branch in every direction.
  Underwater locales are covered in deep water, 
  such as the oceans, seas, or large lakes.
  Volcanic locales include both the volcanoes 
  themselves and the areas directly around them, 
  which contain fertile soil and lush landscapes.
  PROPERTIES
  The properties of ingredients contain the effects 
  which can be distilled into concoctions. There may 
  be tags in parentheses that indicate a focus of the 
  property found, for example Healing (poison) would
  create a concoction that only heals poison damage.
  APPLICATION
  Many ingredients can be used with little to no 
  preparation. There are a variety of ways to use 
  ingredients, and some fashions require portions 
  while others do not.
  To successfully apply an ingredient, a character 
  must succeed on a Wisdom (Survival) check against 
  the properties craft DC - 5.
  Brewing is the addition of the ingredient to 
  boiling water, stock, or a liquid of some kind. Useful 
  for making teas, soups, or remedies.
  Chewing the ingredient simply means putting it in
  your mouth and gnawing on it with your teeth, 
  which often releases oils. If an ingredient can be 
  applied by chewing it, then it should not be 
  swallowed, or ingested. If you do, you will suffer the 
  poisoned condition for 2d12 hours.
  Dyeing is the mashing of the ingredient to extract 
  the color, which cannot be done in conjunction with
  crafting concoctions. Making a dye uses the 
  ingredient completely.
  Gifting is the giving of the ingredient, in its raw 
  form, to another creature. As small a gesture as this 
  is, it can increase the favor or aversion of the 
  recipient.
  Incense is the burning of the ingredient, whole 
  and raw, in a campfire, a small incense burner, or on
  the flame of a candle. The smoke resulting from this 
  can be beneficial to those nearby.
  Ingestion is eating, drinking, or just swallowing 
  the ingredient. Some properties of raw ingredients 
  will work if the ingredient is ingested, but not all.
  Repelling is normally brought about by leaving 
  the dried or raw ingredient, in whole form, 
  somewhere that is special or sacred, to keep away 
  those who would do harm or annoy.
  Resin is a sticky, flammable substance that is 
  insoluble in water, and it is exuded by some plants, 
  usually trees. Other ingredients can be dried and 
  ground into a resin powder.
  Smoking can be done by placing the ingredient 
  into a pipe or just burning it out in the open, so long
  as the subject can inhale the smoke.
  Strewing is the practice of mixing ingredients 
  with straw or hay that is laid on the floor of homes 
  or inns. The straw and hay keep moisture under 
  control, as well as keeping mud from packing into 
  the wooden floors. Mixing ingredients with strewing
  materials helps to keep the room smelling fresh and 
  also keeps insects and small pests away.
                                                                                 
   
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  Wearing is the adornment of clothing or armor 
  with the whole, raw ingredient. Similar to strewing, 
  the ingredient may increase the appeal of the 
  person, stave off bad luck, or give them some sort of 
  favor or special recognition.
  Wound packing is placing the ingredient directly 
  into a wound to aid in the healing process. Some 
  ingredients should be chewed or mashed before 
  applying them, others simply need to be ripped up 
  or compressed and then stuffed as-is into the open 
  wound.
  INGREDIENT DESCRIPTIONS
  The ingredients are presented in alphabetical order.
  ACACIA MELANOXYLON
  FAMILIAR
  Blackwood, blackwood acacia, black wattle
  Type. Plant (tree)
  Locale. Any
  Properties. Forming, fortune, loving, protecting, 
  sensing (psionics), whisper
  Application. Incense, smoking. The seeds of 
  blackwood can be ground into flour and the timber 
  is used for everything from implements and tools to 
  weapons and instruments, incense, fuel, and 
  furniture.
  The sapwood of the blackwood trees range in color 
  from that of straw to gray-white with a clear 
  heartwood demarcation. It has no flowers and the 
  trees grow quickly, with needle-like, plump, green 
  leaves.
  Blackwood trees are associated with protection 
  from prying minds and entities, psychic powers, 
  money , love, and spells.
  ACACIA PYCANTHA
  FAMILIAR
  Golden wattle, wattles
  Type. Plant (tree)
  Locale. Forest; generally eucalyptus, in dry, shallow 
  soils, 
  Properties. Fortune, loving, protecting, sensing 
  (psionics), timeless
  Application. Chewing, incense, ingestion, resin. The 
  gum is edible & can be chewed to gain the sensing 
  property for 2d20 minutes; flowers useful for 
  perfume; bark used in tanning; wood used for fuel.
  The golden wattle is an understorey tree that grows 
  to between 10 and 30 feet in height and has 
  flattened leaf stalks that are sickle-shaped, shiny, 
  dark green, and up to 6 inches long. Appearing in 
  late winter and spring, the golden flowers are 
  powerfully fragrant and followed by long seed pods. 
  The bark is dark brown to gray, smooth on younger 
  plants and furrowing with age.
  ACANTHUS MOLLIS
  UNFAMILIAR
  Mountain thistle, bear’s breeches, blood from a shoulder, oyster 
  plant, sea dock
  Type. Plant (flower)
  Locale. Desert, grassland, hill; dry areas like 
  roadsides & wastelands, especially in rocky & bushy 
  places, tolerant of drought & shade, sticks close to 
  sea level
  Properties. Bolstering (strength), fate, freezing, 
  healing, linking, protecting, purifying
  Application. Ingestion. Eating a handful of the 
  flowers will grant the subject the bolstering 
  property for 1 minute. After this property ends, the 
  subject gains one level of exhaustion.
  This thinly branched plant has dark green, glossy 
  leaves that are oblong or lance-shaped with silver 
  marks and wavy margins. It can reach up to 6 feet in
  height, 2 foot width, and spikes of lilac or rosed 
  colored flowers that are tubular. The roots are 
  aggressive, allowing it to grow on slopes.
  Mountain thistle is associated with the arts, 
  wisdom, and triumph over life’s obstacles, as well as 
  immortality.
  ACER PSEUDOPLATANUS
  FAMILIAR
  Sycamore, sycamore maple
  Type. Plant (tree)
  Locale. Coastal, grassland, hill, rural; forest 
  plantations, abandoned farmland, roadside verges, 
  hedgerows, native & semi-natural woodland, high 
  country grassland, & along the coast
  Properties. Forming, fortune, loving
  Application. Brewing, Ingestion. Wood used for 
  furniture, instruments, flooring, joinery, utensils, 
  boxes, & fuel; sap used to make beer or as sugar.
  The sycamore is a large, broadleaved deciduous tree 
  with branches forming a broad dome. They can 
  reach 70-120 feet in height, young bark is smooth 
  and becomes scaly with age, exposing pale brown or
  pinkish inner bark.
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  The leaves have a leathery texture with 
  protruding, thick veins on the underside, and are 
  mostly dark green but some can be purplish or 
  yellow-tinged, all with light undersides. In early 
  summer the yellow-green flowers appear.
  ACER SACCHARUM
  UNFAMILIAR
  Maple tree, rock maple, sugar maple
  Type. Plant (tree)
  Locale. Forest; native to hardwood forests in 
  northern climates
  Properties. Forming, fortune, loving, youth
  Application. Brewing, incense, smoking. A jar of maple
  tree sap can be boiled down into a dash of maple 
  syrup, and the wood makes for a wondrous incense 
  or smoking flavor for meats.
  Most maple trees grow from 30 to 150 feet tall and 
  have dense and fibrous root structures that do not 
  allow other plants to grow beneath them. The leaves
  typically have 6 points in a beautiful shade of green 
  that turns golden-brown in autumn. The flowers 
  have very small petals in yellow, red, orange, or 
  green and their stamens jut out from within the 
  petals.
  Maple trees provide maple syrup from the sap and 
  the wood is used to smoke meats or made into casks 
  for flavoring. Larger trees are a valuable source of 
  timber, which is used for most anything wood can 
  be used for, especially musical instruments. The 
  wood can also be used for paper.
  ACONITUM NAPELLUS
  UNFAMILIAR
  Wolfsbane, aconite, blue rocket, devil’s helmet, leopard’s bane, 
  monks-hood, mousebane, queen of poisons, women’s bane
  Type. Plant (flower)
  Locale. Grassland, mountain; chiefly native to 
  mountainous northern regions, moisture-retentive 
  soils of mountain meadows
  Properties. Cleansing (lycanthropy), fading, 
  harming (poison), poisoning, repelling 
  (lycanthropes, wolves), sickening
  Application. Repelling. A handful of dried wolfsbane 
  will repel wolves and lycanthropes for 1d4 weeks.
  The root of this plant is especially poisonous, and 
  when crafting with this plant, the DC is increased by
  +5. It is said that these plants grow from the fallen 
  saliva of demonic hounds with two or even three 
  heads.
  This herbaceous perennial has hairless stems and 
  leaves, can grow to a height of over three feet, and 
  has rounded divided leaves. The flowers are shaped 
  like a helmet and come in shades of dark or blue-
  purple.
  Wolfsbane is a symbol of death and a charm 
  against lycanthropes. It also represents stealth, in 
  that one can hide amongst the flowers and lose any 
  were-creatures in pursuit.
  ACTAEA PACHYPODA
  EXOTIC
  Eyes, doll’s eyes, white boneberry
  Type. Plant (flower)
  Locale. Forest, hill, mountain; prefers clay to coarse 
  loamy soils, hardwood and mixed forest stands
  Properties. Harming (all), loving, poisoning, quality
  (greater)
  Application. None.
  Eyes is a herbaceous perennial that can grow 
  upwards of three feet tall. It has toothed leaves that 
  are both long and broad. The white flowers grow in 
  spring, and the disturbing fruit is a white berry with
  a black stigma scar that gives the plant its name. 
  These berries ripen over the summer, and the fruit 
  persists on the plant until frost.
  ADDER STONE
  EXOTIC
  Druids’ Egg, magicians’ glass, snake egg
  Type. Mineral
  Creatures. Poisonous serpents
  Properties. Antitoxin, Purifying, Resisting (poison)
  Application. Ingestion, wearing. Grinding this stone 
  into a powder and either inhaling it or drinking it 
  with an elixir will grant the subject advantage on 
  saves against poison and poison damage for the next
  hour. Wearing this stone around the wrist or neck 
  will prevent the subject from drowning, but only 
  naturally.
  This “stone” is said to be made from the collective 
  saliva of a pit of adders or other poisonous serpents. 
  The saliva is then solidified into a solid, glassy stone 
  with a natural hole going through it. These stones 
  can be identified easily as they do not sink in any 
  water, no matter the weight upon them, and they 
  float against any current.
  ADIANTUM AETHIOPICUM
  FAMILIAR
  Maiden’s Hair, common maidenhair fern, hair of venus
                                                                                 
   
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  Type. Plant (fern)
  Locale. Coastal; moist areas, near creeks or in open 
  forest, high altitudes, especially on moist sandstone 
  cliffs in full shade
  Properties. Bolstering (Charisma), loving
  Application. Incense. All creatures within 10 feet of 
  a sprig when it is burned have a +1 bonus to their 
  Charisma ability checks for the next hour.
  This fern grows in clumps of fronds up to 18 inches 
  in height. The root-like stems are wiry and 
  branched, and the fronds are horizontal, layered, or 
  upright. The distinctive appearance is notable for its
  dark, often black, stripes and shafts, with bright 
  green, often delicately cut, leaves.
  Maiden’s hair has long represented love and 
  beauty, and is often used as an ornamental.
  ADONIS ANNUA
  FAMILIAR
  Pheasant’s eye, adonis, autumn adonis, blooddrops, false 
  hellebore, red chamomile, rose-a-ruby
  Type. Plant (flower)
  Locale. Grassland, hill
  Properties. Incapacitating, poisoning
  Application. Ingestion. Ingesting a handful of 
  pheasant’s eye immediately forces the subject to 
  begin vomiting, granting them advantage on their 
  next saving throw against ingested poison. If they 
  would not receive another saving throw, this 
  vomiting gives them one.
  This flower grows around a foot high, has no leaves, 
  and instead sprouts small, soft tubules the same 
  green as the shafts. The flowers are a soft yellow 
  color and appear in spring from the ends of any 
  shaft. The roots are poisonous while the rest of the 
  plant is merely sickening enough to induce 
  vomiting.
  Pheasant’s eye is rumored to lift the spirits, 
  relieving those who keep it close of heartache, 
  especially that of a spurned lover.
  AGARWOOD
  EXOTIC
  Oodh, aloeswood, lign-aloes
  Type. Wood
  Locale. Forest
  Properties. Loving, tongues
  Application. Incense. Subjects within 10 feet of 
  burning oodh have a +1 bonus for each handful used 
  to their Charisma ability checks (to a maximum of 
  +3).
  Oodh is a dark, resinous heartwood that forms in 
  certain evergreen trees when they become infected 
  with a type of mold. Prior to infection, the 
  heartwood is odorless, relatively light and pale 
  colored; however, as the infection progresses, the 
  tree produces a dark, aromatic resin, which results 
  in very dense, dark, resin embedded heartwood. 
  This oodh is known and valued for its distinctive 
  fragrance, is used in incense and perfumes, and is 
  believed to be associated with love, spirituality, and 
  is regularly made into small carvings.
  Oodh is difficult to find for those not properly 
  trained or lucky enough to stumble upon it, as is 
  love. The rarity and sheer usefulness of this 
  irregular heartwood is representative of spirituality,
  its ethereal nature and difficulty to fully 
  understand.
  AGAVE AMERICANA
  UNFAMILIAR
  Centuryplant, maguey, sentry plant
  Type. Plant (sander)
  Locale. Desert; hot climates, desert regions, beach 
  gardens
  Properties. Enduring (extreme heat), loving (lust)
  Application. Brewing, incense, ingestion. The leaves 
  can be eaten, more like the meat scraped out, to 
  provide water or act as an aphrodisiac, although the 
  taste is not pleasant. They can also be burned or 
  mixed into tea for the same arousing effect.
  Centuryplant is a thick and fleshy plant, with large 
  “leaves” that hold water for survival in a harsh and 
  arid environments. The leaves stick out in every 
  direction from the root and end in sharp terminal 
  spines. Each flower bud grows slowly, only ever 
  flowering once, when a tall stem grows out from the
  center of the leaf rosette and bears a large number 
  of short, tubular flowers. After it develops the fruit, 
  the original plant dies. More often than not, new 
  plants come from the fruit and grow nearby.
  This plant is a symbol of lust. Honey-water can be 
  found in the heart of the plant. The leaf fibers can 
  be used in making rope, matting, coarse cloth, 
  leather embroidery, and distilled to brew alcohol.
  AGERATINA ALTISSIMA
  FAMILIAR
  White sanicle, richweed, snakeroot, tall boneset
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  Type. Plant (flower)
  Locale. Forest, hill; commonly found in woods and 
  brush thickets, blooming in late summer to fall
  Properties. Fate, fortune
  Application. Ingestion. The subject that consumes a 
  handful of white sanicle has advantage on their next
  ability check or saving throw made within the next 
  10 minutes.
  White sanicle plants are upright or sometimes 
  ascending, growing between 4 and 5 feet tall and 
  producing a single or multi-stemmed clumps. The 
  flowers are a clear white color and after blooming, 
  small seeds with white fluffy tails are released to 
  blow in the wind.
  White sanicle is associated with luck, money, and 
  when consumed by cattle it causes the milk to 
  become toxic. It is poisonous to horses, sheep, goats,
  and a tea is used for fever, and a poultice can be 
  made for snake bites.
  AGRIMONIA EUPATORIA
  UNFAMILIAR
  Agrimony, church steeples, sticklewort
  Type. Plant (flower)
  Locale. Forest, grassland, hill
  Properties. Healing (bludgeoning for half portion), 
  protecting, slumbering
  Application. Brewing. Subjects that drink this tea 
  find their sleep restful and full of pleasant dreams.
  The whole plant is dark green with numerous soft 
  hairs, which aid in the plant’s seed pods in sticking 
  to passersby as they come in contact with the plant. 
  The flower spikes have a spicy odor like apricots. It 
  is deciduous and can grow up to 3 feet in height. The
  leaves are feathery with serrated edges.
  The short-stemmed flowers appear from mid-
  summer to autumn, in long, spike-like 
  arrangements. The single flower has an urn-shaped 
  curved flower cup, the upper edge having several 
  rows of soft, curved, hook-shaped bristles. There are
  five, rounded yellow petals, and the abundant 
  supply of pollen attracts hoverflies, and honey bees.
  Agrimony is associated with protection and sleep, 
  and is said to alleviate bruises and sprains, and 
  repels witchcraft. A sprig beneath a person’s head 
  would cause sleep until removed, and the leaves 
  boiled in red wine act as a curative.
  AGROPYRON CRISTATUM
  FAMILIAR
  Wheatgrass
  Type. Plant (grass)
  Locale. Grassland, hill, rural
  Properties. Cleansing (exhaustion), healing 
  (poison), nourishing
  Application. Ingestion. This kind of grass can be 
  used as a substitute for food, if the situation is dire, 
  with no ill effects, save the aftermath.
  Wheat grass looks very similar to normal grass, 
  except that the leaves are softer and rounded, not 
  pointed, and the individual leaves grow further 
  apart and directly out from the ground rather than 
  in small clumps with a central root.
  Wheat grass is often used as a livestock feed, and is
  used by foragers and for erosion control.
  AJUGA REPTANS
  FAMILIAR
  Bugleweed, blue bugle, bugle, bugleherb, carpenter’s herb, carpet 
  bugle, carpet bugleweed, carpetweed, common bugle
  Type. Plant (flower)
  Locale. Forest, grassland; woods and rough pastures
  Properties. Cleansing (inhaled afflictions), healing
  Application. Incense. The subject has a +1 bonus to 
  saving throws against inhaled poisons, diseases, or 
  ailments for the next hour.
  Bugleweed is a sprawling perennial herb with erect 
  flowering stems that grow to a height of one-half to 
  a foot. The stems are squarish with hairs on two 
  sides and the plant has runners that spread across 
  the surface of the ground. The purplish-green, 
  stalked leaves are in opposite pairs. The leaf blades 
  are hairless and elliptical or ovate with a rounded 
  tip and shallowly rounded teeth on the margin.
  The cluster of flowering stems are dense and 
  composed of whorls of blue flowers, each with dark 
  veins on the lower lip. The upper lip of each flower 
  is short and flat with a smooth edge and the lower 
  lip is three-lobed, the central lobe being the largest, 
  flat with a notched tip.
  This plant is said to be able to stem bleeding, and 
  the tea made from it is helpful for respiratory 
  disorders.
  ALCHEMILLA MOLLIS
  FAMILIAR
  Bearsfoot, garden lady’s-mantle, lady’s mantle
  Type. Plant (grass)
                                                                                 
   
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  Locale. Arctic, grassland, mountain
  Properties. Loving, normalizing (frightened)
  Application. Ingestion. The subject has advantage on
  their next saving throw made to resist a disease for 
  the next hour.
  Bearsfoot is a clump-forming or mounded perennial 
  with basal leaves arising from a woody root. The 
  leaves radiate from a common point and are fan-
  shaped with small teeth at the tips. The long-
  stalked, gray-green to green leaves are often 
  covered with soft hairs, and show a high degree of 
  water resistance. The flowers are green to bright 
  chartreuse, small, have no petals and appear in 
  clusters above the foliage in late spring and 
  summer.
  ALLIUM AMPELOPRASUM
  FAMILIAR
  Leek, broadleaf wild leek
  Type. Plant (vegetable)
  Locale. Any; the leek can be grown in any natural 
  locale
  Properties. Exorcising, loving, protecting
  Application. Ingestion. The leek is edible and 
  commonly eaten by peasants and serfs.
  The common leek is associated with love, 
  protection, and exorcism, the ability through the 
  power of passionate devotion to expel foul emotions
  and evil spirits alike.
  ALLIUM CEPA
  FAMILIAR
  Onion, bulb onion, common onion, shallot
  Type. Plant (vegetable)
  Locale. Grassland, rural; grown everywhere for food
  Properties. Cleansing (food spoilage)
  Application. Ingestion.
  The onion comes in many forms; purple, white, 
  yellow, and they all have relatively the same 
  properties. Onions are associated with protection, 
  exorcism, healing, money, prophetic dreams, lust, 
  purification, eternity, revelations, and immortality.
  Though very common, onions bear a great deal of 
  significance, especially to those who encounter 
  them regularly, such as the poor. Onions protect the
  home from ne’er-do-wells, cleanse the spirit, bring 
  healing in times of sickness, bring wealth to the 
  doorstep, inspire lust and healthy desire, as well as 
  grant prophetic dreams to those that are worthy.
  ALMOND
  FAMILIAR
  No other known names
  Type. Plant (fruit)
  Locale. Forest, grassland, rural; comes from the tree 
  prunus dulcis
  Properties. Bolstering (Charisma), fortune, 
  purifying, timeless
  Application. Ingestion. These nuts can be eaten raw 
  or mixed with other foods.
  The almond symbolizes purity in many regards, the 
  purity of feminine beauty, pure and unaltered luck, 
  and the purifying of one as old age nears.
  ALOE VERA
  UNFAMILIAR
  Aloe, burn aloe
  Type. Plant (sander)
  Locale. Coastal, desert
  Properties. Fate, healing (fire), protecting
  Application. Wound packing. A handful of aloe can 
  be applied to a single burn wound to increase any 
  healing to that wound to its maximum amount.
  Aloe is a stemless, or very short-stemmed, plant that
  grows between 2 and 3 feet tall, spreading by offsets.
  The leaves are thick and fleshy, green to gray-green,
  with some varieties of white flecks on their upper 
  and lower stem surfaces. The margin of the leaf is 
  serrated and has small teeth. The flowers are 
  produced in summer on a spike up to 3 feet tall, 
  each one being pendulous, with a yellow tubular 
  corolla about an inch long.
  This plant is associated with protection, luck, 
  healing, and a gel made from it is used in some 
  desserts, as a moisturizer, and reduces chafe.
  ALTHAEA OFFICINALIS
  FAMILIAR
  Marshmallow
  Type. Plant (flower)
  Locale. Coastal, swamp
  Properties. Healing (fire), nourishing
  Application. Ingestion. So long as the petals aren’t 
  wilted, creatures can eat this plant for sustenance.
  Marshmallow is a perennial herb with a stem that 
  grows 3 to 5 feet tall and flowers in mid-summer. 
  They put out only a few lateral branches, and the 
  leaves are roundish with short petals about 2 to 3 
  inches long, have 3 to 5 lobes, and are irregularly 
  toothed at the margin and thick. They are soft and 
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  velvety on both sides due to a dense covering of 
  hairs.
  AMANITA MUSCARIA
  UNFAMILIAR
  Fly agaric, fly amanita
  Type. Fungi (toadstool)
  Locale. Forest; temperate woodland
  Properties. Angering, destruction, essential, 
  freezing, gliding, hallucinating, intoxicating, 
  powder
  Application. Brewing, ingestion. Once boiled, this 
  mushroom is edible, and can be brewed into a drink 
  that causes a berserker rage (a one-time instance of 
  barbarian rage). Once the rage ends, the subject 
  gains one level of exhaustion for each minute they 
  were raging, and a parcel lasts for one minute.
  This mushroom is has a reputation as the angel of 
  death, and is contradictorily also known as a symbol
  of fertility. It is also representative of the faery 
  world and fey enchantments, fallen stars, 
  immortality, destruction, and the mysterious magics
  of fey creatures.
  AMARANTHUS CAUDATUS
  UNFAMILIAR
  Amaranth, foxtail amaranth, love-lies-bleeding, pendant 
  amaranth, quilete, tassel flower, velvet flower
  Type. Plant (flower)
  Locale. Any; easily grown anywhere
  Properties. Fading, nourishing, protecting
  Application. Chewing, ingestion. While the subject 
  chews up to a handful, they gain a +1 bonus to their 
  Stealth ability checks for each sprig, and most of the
  plant is edible.
  Amaranth can grow between 3 and 8 feet in height. 
  This plant has large green-yellow leaves and reddish
  stems and stalks. The flowers bloom a purple red in 
  clusters several inches long that cause the branch to
  droop to the ground.
  Amaranth is associated with the healing of 
  heartbreak, protection from emotional harm, and 
  invisibility to those who seek the disparaged.
  AMBROSIA ARTEMISIIFOLIA FAMILIAR
  Blackweed, annual ragweed, bitterweed, carrot weed, common 
  ragweed, hay fever weed, low ragweed, short ragweed, 
  stammerwort, stickweed, tassel weed
  Type. Plant (shrub)
  Locale. Any; this plant can grow anywhere from 
  northern tundra to deep southern jungles
  Properties. Cleansing, fortifying (Wisdom)
  Application. None.
  Blackweed has many branches with pinnately 
  divided soft, hairy leaves up to 5 inches long. It 
  grows up to 2 ½ feet in height, and blooms in early 
  winter. It has numerous seeds which persist into 
  winter and are rich in oil, making them popular 
  with songbirds and upland game birds.
  ANAGALLIS ARVENSIS
  EXOTIC
  Scarlet pimpernel, blue-scarlet pimpernel, poorman’s barometer, 
  red chickweed, red pimpernel, shepherd’s clock
  Type. Plant (flower)
  Locale. Coastal, desert, rural; flowers only open in 
  direct sunlight, occurs along the verges of salted 
  roads
  Properties. Harming (poison), healing, maddening, 
  purifying, repelling (insects), sickening
  Application. Wearing, wound packing. This plant 
  causes a rash upon contact with skin. If properly 
  applied with a Medicine check, a handful will cure a 
  snake bite.
  During the summer this plant creeps along, growing
  low. Winter plants form half-rosettes and have an 
  upright stem. The sprawling stems are weak with a 
  square cross-section, and can be a foot long. The 
  leaves are ovate sessile, soft, and bright green, 
  growing in opposite pairs. Flowers can be red, blue, 
  orange, are radially symmetric, and only half an 
  inch in diameter, and are produced in the leaves 
  from spring to autumn.
  The curative properties of scarlet pimpernel have 
  given this plant a reputation for offering protection 
  as well as healing.
  ANANAS COMUSUS
  FAMILIAR
  Pineapple tree
  Type. Plant (tree)
  Locale. Coastal, desert, swamp; anywhere hot and 
  humid
  Properties. Fate, fortune, repelling
  Application. None.
  The tree on which pineapples grow is herbaceous 
  and perennial, and can grow in excess of five feet 
  tall. The leaves are waxy, tough, are trough-shaped, 
  have sharp spines along the edges, and there are 
                                                                                 
   
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  usually several dozen growing over three feet long. 
  Once it flowers, the pineapple is formed from the 
  joining together of several individual flowers. These 
  flowers come in shades of purple or red.
  Pineapple trees are associated with luck, money, 
  chastity, deterrence, and hospitality.
  ANEMONE BLANDA
  UNFAMILIAR
  Windflower, island anemone, winter windflower
  Type. Plant (flower)
  Locale. Grassland, hill; temperate climates
  Properties. Bolstering (Constitution), fading, 
  healing, protecting
  Application. Ingestion. Subjects being healed by 
  alchemical or magical means treat all 1’s on the 
  healing dice as 2’s.
  Windflowers grow about 6 inches tall, broad, in 
  well-drained soil which dries out in summer, and is 
  often found under deciduous trees. The flowers 
  appear in early spring, and they are an intense 
  shade of bluish purple, but can also be found in 
  whites and pinks. The rest of the foliage is a dark 
  green, which lightens in the summer.
  Windflowers are associated with health, the 
  ephemeral quality of life, and mourning.
  ANGELICA SYLVESTRIS
  UNFAMILIAR
  Wild angelica
  Type. Plant (flower)
  Locale. Forest, grassland, hill, mountain, swamp; 
  woodlands, fields, hedgerows, open woods, marches,
  fens, any soils, and northern mountains
  Properties. Cleansing, curing, exorcising, 
  hallucinating, healing, protecting, tongues
  Application. Brewing, dyeing, ingestion. This plant 
  prevents scurvy, the stem can be eaten fresh, the 
  leaves can be boiled into a stew for storage, or 
  mixed with milk for a tasty dish. A tea made from 
  this helps to treat coughing, soothes the intestines, 
  treats respiratory and nerve ailments, and acts 
  against fever, infections, and the flu.
  This short-lived perennial can reach over eight feet 
  tall and has erect purplish stems and rounded 
  umbels of minuscule white or pale pink flowers that 
  bloom in late summer.
  ANTENNAE, MONSTER
  FAMILIAR
  Feelers
  Type. Organ
  Creatures. Giant centipede, giant fire beetle, giant 
  wasp, insects, rust monster
  Properties. Blindsight, Reaching, Whisper
  -Giant Beetle. Illuminating, Muting
  -Giant Wasp. Fate
  -Rust Monster. Destruction, Quality (greater)
  Application. Brewing. The subject picks one 
  ingredient or property. For the next hour, which is 
  how long this brew lasts, so long as they are 
  drinking this brew, they can detect the ingredient 
  or ingredients with the property that they choose 
  that are within 300 feet of them.
  These typical sensory organs come in pairs and are 
  always made of one or more jointed segments. They 
  can be found on the heads of many monsters.
  ANTIRRHINUM MAJUS
  UNFAMILIAR
  Snapdragon, calf’s snout, common snapdragon, dog’s mouth, 
  dragon flowers
  Type. Plant (flower)
  Locale. Coastal, hill; temperate regions
  Properties. Fortifying (against magic), normalizing,
  restoring
  Application. Ingestion. The subjects next saving 
  throw, within 1 minute, is made at advantage.
  Snapdragon is an herbaceous perennial flower that 
  can grow up to six feet in height. The spirally 
  arranged leaves and broadly lanceolate, only a few 
  inches long, and the flowers are produced on a tall 
  spike. Each flower is about an inch long, with two 
  “lips” closing the corolla tube, and the wild plants 
  have pink or purple flowers with yellow lips. These 
  are often pollinated by bumblebees, which are 
  enclosed in the mouth when they land, thus being 
  covered in pollen.
  The name snapdragon comes from the flowers’ 
  reaction to having their throats squeezed, which 
  causes the “mouth” of the flower to snap open like a
  dragon’s mouth.
  This flower is believed to grant protection to those
  who keep it nearby, such as in pots within the home.
  This protection is said to be powerful enough to 
  reflect curses back upon those who cast them.
  ARALIA CORDATA
  FAMILIAR
  Spikenard, herbal aralia, mountain asparagus, udo
  Type. Plant (flower)
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  Locale. Hill, mountain; found on the slopes of 
  wooded embankments, moist and rainy soils, and 
  prefers light shade
  Properties. Antitoxin, leaping, roughing
  Application. Ingestion. Every spring this plant 
  produces new shoots which are blanched and then 
  eaten as a vegetable. The dried root is often used as 
  a medicine, and young shoots have a strong yet 
  pleasant and distinct aromatic flavor.
  Spikenard can reach a height of 6 feet, and its leaves
  are golden in the spring and bright green in the 
  summer. The root stock is thick and hefty, reaching 
  up to three feet in length. In summer it produces 
  flower bunches upwards of three feet in length.
  The leaves are alternate, large, and double to triple
  pinnate with up to six inch long leaflets that are 
  nearly four inches wide. The flowers are produced 
  in large umbrels up to 18 inches in diameter in late 
  summer, and each flower is white. The fruit is a 
  small black drupe that may be toxic.
  ARBUTUS MENZIESII
  UNFAMILIAR
  Madrona, madrones, strawberry tree
  Type. Plant (tree)
  Locale. Coastal; mostly northern coasts
  Properties. Cleansing, curing, exorcising, 
  protecting
  Application. Brewing, chewing, ingestion. The berries 
  can be eaten or made into a cider, or even used as a 
  bait for fishing. Bark and leaves are used to treat 
  stomachaches, cramps, skin ailments, and sore 
  throats, all done with a tea. The wood, being very 
  hard and dense, is most often used as firewood.
  Madrona is an evergreen tree with rich orange-red 
  bark that naturally peels away in thin sheets when 
  mature, leaving a greenish, silvery appearance that 
  has a satin sheen and smoothness. Small bell-like 
  flowers appear in spring and red berries come in 
  autumn that dry up and have hooked barbs to catch 
  animals. These can reach up to a hundred feet tall in
  the right conditions with eight feet trunks. The 
  leaves are waxy in texture, oval, and nearly six 
  inches long, over three inches wide, arranged 
  spirally, with a glossy dark green above while being 
  lighter and grayish beneath.
  This tree can act as a defense against inhabiting 
  spirits and incorporeal monsters. Sitting near to a 
  campfire fueled by this wood could even be strong 
  enough to aid in the exorcism of demons.
  ARCTIUM MINUS
  UNFAMILIAR
  Little burdock, beggar’s buttons, button-bur, common burdock, 
  cuckoo-button, fox’s clote, lesser burdock, louse-bur, love leaves, 
  wild rhubarb
  Type. Plant (shrub)
  Locale. Any; mostly southern climates
  Properties. Antitoxin, crawling, curing, hempvial, 
  muting, obscuring, sanitizing
  Application. Chewing. The subject is adapted to cold
  and warm climates while they continue to chew a 
  handful of little burdock, which will last for 6d10 
  minutes.
  Little burdock can grow up to five feet tall and form 
  multiple branches, being a large and bushy biennial.
  Flower heads are less than an inch wide, and the 
  flowers are prickly and pink or lavender in color. 
  They resemble thistles, but the leaves are extremely 
  large, ovate, have hooked bracts, and the lower are 
  heart-shaped with very wavy margins. They are 
  green above and woolly below. The taproot is 
  extremely deep, growing up to a foot deep.
  ARNICA MONTANA
  EXOTIC
  Mountain arnica, mountain tobacco
  Type. Plant (flower)
  Locale. Grassland, mountain, swamp; alpine meadows,
  moors and heaths, high elevations or poor soil
  Properties. Antitoxin, enduring (cold & high 
  elevation), harming (poison), poisoning, silkvial
  Application. Wound packing. A handful of this plant 
  can be used to stabilize a ding creature, with a 
  Medicine roll of 16 or better granting them 1 hit 
  point as well.
  Mountain arnica grows to around 24 inches tall, is 
  aromatic, perennial, and blooms in late summer. 
  The leaves are basal green with rounded tips, are 
  brightly colored, and level to the ground. The hairy 
  flowers have a yellow disc of florets in the center 
  and orange-yellow ray florets outside.
  ARTEMISIA ABROTANUM
  UNFAMILIAR
  Sitherwood, appleringie, boy’s love, garden sagebrush, garderobe, 
  lad’s love, lemon plant, lover’s plant, maid’s ruin, old man, oldman 
  wormwood, our lord’s wood, southernwood, southern wormwood
  Type. Plant (flower)
  Locale. Forest, grassland, hill
                                                                                 
   
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  Properties. Cleansing (frostbite), enduring 
  (extreme cold), healing (cold)
  Application. Brewing, dyeing, repelling, strewing, 
  wearing. Can be used in herbal tea (parcel) or young 
  shoots used to flavor pastries & puddings (handful); 
  stems & trunk create a yellow dye for use with wool 
  (handful); dried leaves repel moths & insects 
  (parcel); whole dried plant used as an air freshener 
  or lain with clothes; wearing whole plant dried 
  grants a +1 bonus to saving throws against disease 
  for 24 hours (bushel).
  This shrub resembles a small tree, growing between 
  3-5 feet tall, with small, feathery, narrow, gray-
  green leaves that turn a rich orange-brown in late 
  autumn. It has a strong camphor-like odor and is 
  often used as an air freshener or for strewing. The 
  flowers are also small, and a pale yellow.
  ARTEMISIA ABSINTHIUM
  EXOTIC
  Wormwood, absinthe, absinthe wormwood, absinthium, blood of 
  itia, common wormwood, grand wormwood
  Type. Plant (flower)
  Locale. Grassland, hill, mountain, rural; grows 
  naturally on uncultivated arid ground, rocky slopes, 
  & the edge of footpaths & fields
  Properties. Blinding, cleansing, lasting, loving, 
  protecting, repelling (insects), sickening, tongues
  Application. Brewing, wound packing. Primary 
  ingredient in absinthe (bushel), used in flavoring 
  other spirits & wines (handful), is used to spice 
  mead (sprig), mixed in herbal tea (handful), & used 
  in place of hops in beer (bushel). Also, applied to an 
  open wound allows the subject another saving 
  throw against a disease, but if they fail they are 
  sickened.
  Wormwood has a persistent woody stem above 
  ground, but the stems are straight and soft, growing 
  3-4 feet tall, are grooved, branched, and silvery-
  green. The leaves are gray-green and white below 
  with silvery hairs, spirally arranged. The flowers are
  pale yellow and tubular, facing down in a spherical 
  pattern. It produces small, dry, seed-like fruit.
  This well-hidden secret of the practice is said to 
  have a grand variety of powerful capabilities. It 
  causes blindness, convulsions, cleans wounds, 
  enhances psychic powers, grants protection from all
  things mundane, is a portent and locater of true-
  love, and can call spirits to commune with.
  ARTEMISIA DRACUNCULUS FAMILIAR
  Tarragon, estragon, little dragon’s
  Type. Plant (shrub)
  Locale. Any; especially gardens
  Properties. Dust, insightful, resting, returning
  Application. Ingestion. This plant is a common 
  seasoning, promotes relaxation, and improves rest.
  Tarragon can grow to nearly 60 inches tall, has 
  slender branched stems, and uses its rapidly 
  spreading roots to readily reproduce. The leaves are 
  lanceolate, about three inches long, glossy green, 
  having an entire margin. The flowers are comprised 
  of about 40 yellow to yellowish-green florets.
  ARTEMISIA VULGARIS
  EXOTIC
  Mugwort, chrysanthemum weed, common mugwort , felon herb, 
  riverside wormwood, sailor’s tobacco, wild wormwood, witch herb
  Type. Plant (wort)
  Locale. Coastal, desert, hill, rural; common in weedy 
  and uncultivated areas, waste places and roadsides
  Properties. Anchoring, curing, healing, 
  persevering, tongues, whisper
  Application. Ingestion. If the subject takes massive 
  damage or is dropped to 0 hit points within one 
  minute of eating a handful of this plant, they instead
  drop to 1 hit point. Also, this plant is used as a bitter
  flavoring of fruit ales without hops, and the making 
  of fermented grain beverages.
  Mugwort is a tall herbaceous perennial plant that 
  can reach nearly four feet in height. It has a woody 
  root, and the leaves are a few inches long with white
  hairs on the underside. The standing stems are 
  grooved and often red-purplish in hue. It flowers 
  from mid-summer to early autumn.
  The witches herb, in the proper hands, can 
  prevent collapse from fatigue, enhances strength, 
  gives a creature the ability to see distant lands and 
  enemies near or far, it protects one’s consciousness 
  as they drift through the astral planes garnering 
  visions of the future and boons from long-forgotten 
  entities. Essentially, this powerful herb is sought 
  after by all those who know its name.
  ASARUM EUROPAEUM
  UNFAMILIAR
  Asarabacca, hazelwort, wild ginger, wild spikenard
  Type. Plant (vine)
  Locale. Arctic, forest; northern climates, deciduous 
  and coniferous woodlands, especially chalky soils
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  Properties. Settling, sickening
  Application. Ingestion. Often gathered and dried for 
  use as a spice or a flavoring, this plant is also used as
  a snuff.
  Asarabacca is a creeping evergreen perennial with a 
  ginger aroma, though it is not related to true ginger.
  The leaves are kidney-shaped and a glossy green, 
  and the flowers are a dull purple, which hide behind
  the leaves.
  This plant is believed to be able to render even the 
  most violent and vicious of creatures as docile as a 
  house cat.
  ASH, ELEMENTAL
  EXOTIC
  Pyrst
  Type. Mineral
  Locale. Desert; anywhere a fire elemental can be 
  found
  Properties. Dust, quality (greater), sickening, 
  striding
  Application. Dyeing. Material that is dyed with the 
  umber dye made from pyrst has a slight resistance 
  to fire damage. The material itself will not burn, and
  if it is clothing, the creature takes only three-
  quarters (75%) of all fire damage they are exposed 
  to.
  The ashes collected from a fire elemental are 
  infused with the powers of nature and magic.
  ASH, VAMPIRE
  STRANGE
  Blood ash
  Type. Mineral
  Locale. Anywhere dead vampires can be found
  Properties. Cleansing (vampirism), dust, exorcising,
  quality (superior), resisting (mundane), sickening, 
  thermavision, youth
  Application. Repelling. A small container, open, or 
  just a small pile of blood ash keeps the undead away,
  with a save DC of 20, and +1 for every 3 piles.
  The ashes from a burned vampire, whether in 
  sunlight or on a pyre have unnerving capabilities 
  when applied in alchemy.
  ASHES
  FAMILIAR
  Cinder, embers, soot
  Type. Mineral
  Locale. Any
  Properties. Dust, sickening
  Application. Wearing. A creature can apply ashes to 
  their skin to darken and somewhat camouflage 
  themselves. Each handful, to a maximum of 3, grants
  a +1 bonus to Stealth checks for 1d4 hours.
  ASPLENIUM ADIANTUM-NIGRUM
  FAMILIAR
  Black Spleenwort, black maidenhair
  Type. Plant (fern)
  Locale. Coastal, volcanic; grows anywhere moist 
  enough, even on cinder cones and lava flows near 
  volcanoes
  Properties. Fate, fortune, protecting, traveling
  Application. Wearing. Adorning oneself with a sprig 
  of black spleenwort gives others a more trusting 
  demeanor. The subject has a +1 bonus to Charisma 
  ability checks made to improve the demeanor of any
  creatures within 5 feet.
  This fern has thick, triangular leaves up to an inch 
  long which are divided into several subdivided 
  segments. It is borne on a reddish green stalk and 
  the shaft is shiny and slightly hairy.
  Growing this fern in one’s home is said to give 
  them aid in finding employment, or in bettering 
  their current employ. Luck abounds all who keep 
  this nearby, money comes quicker, travel goes 
  smoother, and protection is granted in all aspects of 
  life.
  ASTRANTIA MAJOR
  FAMILIAR
  Great masterwort
  Type. Plant (wort)
  Locale. Coastal, forest, grassland, hill, mountain; 
  mountain meadows and grasslands, forests and 
  clearings close to streams, all high above sea level
  Properties. Curing, fortifying (against frightened), 
  protecting
  Application. Brewing. The leaves of this plant that 
  are boiled and left stewing for 20 days offer 
  protection from plague and other nefarious diseases
  or afflictions for another 20 days. The subject has 
  advantage on saving throws made to resist such 
  effects.
  Great masterwort often reaches two feet in height, 
  with an erect and glabrous stem, little branches and 
  few leaves. The flower is umbrella-shaped with a 
                                                                                 
   
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  diameter of just over an inch, and has greenish-
  white to reddish shades.
  This well-known wort is the cure for plague. It is 
  also said to enhance strength and constitution, 
  inspire courage in the weakest of souls, and offer 
  protection in times of great danger.
  ATRIPLEX PATULA
  FAMILIAR
  Saltbush, common orache, spear orache, spear saltbush, spreading
  orache
  Type. Plant (shrub)
  Locale. Any; temperate regions
  Properties. Curing, healing, sickening, vitalizing
  Application. Brewing, ingestion. The meat from 
  sheep that have eaten this plant is better and lasts 
  longer. Also, the subject that drinks a tea made from
  this plant, while taking a long rest, doubles all hit 
  points regained during that rest.
  ATROPA BELLADONNA
  EXOTIC
  Belladonna, deadly nightshade, devil’s berry
  Type. Plant (flower)
  Locale. Forest, grassland, hill, rural; temperate 
  disturbed ground, field margins, hedgerows, open 
  woodland, shady and moist locations with 
  limestone-rich soil
  Properties. Bolstering (Charisma), hallucinating, 
  harming (poison), incapacitating, killing, poisoning, 
  quality (greater), truevision
  Application. Ingestion, wound packing. When mixed 
  with wolfsbane, a powerful hallucinogenic can be 
  used as an ointment or an anesthetic for surgery, or 
  eye drops used to dilate pupils. A subject that eats a 
  handful of this plant has a 1% chance (per handful) 
  to see into the future. Each handful also causes the 
  subject to suffer one level of exhaustion, which can 
  only be recovered from with one week of rest.
  Belladonna is a branching herbaceous perennial that
  grows from a fleshy rootstock. These plants can be 
  nearly seven feet tall with seven inch leaves. The 
  bell-shaped flowers are dull purple with green 
  tinges and are faintly scented. The berries, also 
  green, ripen to a shiny black, and nearly half an inch
  in diameter.
  This flower has acted as an astral guide through 
  projections and visions for generations. 
  Practitioners know of the powerful abilities that are 
  bestowed upon those who know how to properly 
  handle such a gift, and those who tamper with ken 
  beyond them, find unpleasant surprises awaiting.
  AVENA
  FAMILIAR
  Oats
  Type. Plant (grass)
  Locale. Any
  Properties. Fate
  Application. Ingestion. These plants are used by 
  many rural cultures for food.
  Given the economy surrounding foodstuffs, simple 
  oats represent money for nearly everyone, 
  especially those who have them.
  BAMBUSOIDEAE
  FAMILIAR
  Bamboo
  Type. Plant (grass)
  Locale. Forest, swamp; warm and moist climates
  Properties. Bolstering (Wisdom), essential, 
  forming, fortifying (against magic), fortune
  Application. Brewing, chewing, ingestion. Many dishes
  and broths use bamboo where it is local. Subjects 
  that chew bamboo shoots for at least a minute gain 
  advantage on ability checks related to climbing for 
  the next 10 minutes, so long as they keep chewing.
  Bamboo is one of the fastest growing plants in the 
  world, with some of them growing three feet in 24 
  hours.
  Bamboo is one of the strongest plants in the 
  worlds. It is also popular for its believed capabilities,
  such as the power to break hexes, grant wishes, and 
  offer luck or protection from ill events to those who 
  carry it with them. There is a fable that speaks of 
  following a bamboo that grows beyond the sky, that 
  walking up the stalk is the path of enlightenment.
  BELLIS PERENNIS
  UNFAMILIAR
  Day’s eye, bruisewort, common daisy, lawn daisy, woundwort
  Type. Plant (flower)
  Locale. Any
  Properties. Adhesive, felling, loving, silvering, 
  vitalizing
  Application. Brewing, ingestion, wound packing. 
  Young leaves can be eaten raw, usually in salads, or 
  cooked, and the flower buds and petals are often 
  eaten in sandwiches, soups, and salads as well. This 
  can also be made into tea and is very nutritious. 
  Wound wrappings can be soaked in the juice from a 
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  bushel of these plants to grant an extra 1d4 hit 
  points while the subject is using their hit dice 
  during a rest.
  Day’s eye is a herbaceous perennial with rosettes of 
  small rounded or spoon-shaped leaves that can 
  grow up to two inches long and flat to the ground. 
  They have composite flowerheads with white ray 
  florets that are often tipped in red.
  The day’s eye is associated with lust, luck, the sun, 
  modesty, simplicity, innocence, and loyal love. 
  Many cultures have taken different meanings over 
  time, but most understand these meanings 
  universally.
  BEZOAR, MONSTER
  EXOTIC
  Type. Mineral
  Creatures. Bears, cats, crocs, dinosaurs, dogs, faun, 
  hounds, lumberers, marsupials, mounts, wolves
  Properties. Antitoxin, Forming, Purifying, Resisting
  (poison), Vitalizing, Youth
  -Wolf. Quality (master)
  Application. Ingestion, wearing, wound packing. A 
  bezoar can be placed into the mouth of a poisoned 
  creature that is dying, and when they are forced to 
  swallow it, they are immediately cured of their 
  affliction. This can also be ground into a fine powder
  and mixed into an elixir, which will give the subject 
  advantage on all saves against poison for the next 24
  hours. If the “stone” is set into the handle of a knife,
  whether crafted or jury-rigged, it will grant the 
  subject using that knife resistance to poison 
  damage. Finally, if the bezoar is placed directly into 
  a poison wound, the affliction will be halted until 
  the bezoar dissolves in 1 week or when the affliction
  is cured.
  These “stones” can be found in the stomachs of 
  many a creature. These hard balls are made of 
  undigested matter and are said to contain the power
  of the creature in which they are found.
  BILE, MONSTER
  UNFAMILIAR
  Type. Fluid
  Creatures. Any with a gallbladder
  Properties. Altering, Amorphous, Destruction, 
  Intoxicating, Oil, Sickening, Terrorizing
  -Bat, Owl. Killing
  -Lizard. Harming (fire)
  -Rat. Fatigue
  Application. None.
  This dark green to yellowish brown liquid is 
  produced to aid in the digestion of solids. It is 
  extremely corrosive and can be deadly if it somehow
  leaks into the greater interior body cavity.
  BLADDER, MONSTER
  FAMILIAR
  Type. Organ
  Creatures. Nearly all
  Properties. Forming, Storing
  -Croc. Terrorizing
  -Death Dog. Poisoning
  -Frog. Growing
  -Horse. Bolstering (Strength)
  -Monkey. Hallucinating
  Application. None.
  This hollow muscular organ stores urine from the 
  kidneys before disposal, and is often used to craft 
  water and wine skins.
  BLOOD, MONSTER
  UNFAMILIAR
  Sap (of a plant)
  Type. Fluid
  Creatures. Nearly all
  Properties. Forming, Harming (fire), Healing, 
  Illuminating, Liquid, Loving, Resting
  -Awakened Plant. Antitoxin, Quality (better)
  -Bat. Timing (midnight)
  -Cat. Atmosphere
  -Charger. Protecting
  -Croc, Jackal. Destruction
  -Death Dog. Blinding
  -Deer, Eagle. Timeless
  -Dinosaur. Lasting
  -Dog. Illuminating
  -Hell Hound. Hallucinating, Quality (greater)
  -Lizard. Insightful
  -Rust Monster. Quality (greater), Running
  -Scorpion. Harming (poison), Tongues
  -Serpent. Quality (better), Regenerating, Youth
  -Shambling Mound. Absorbing (lightning)
  -Spider. Essential, Quality (better), Weakness
  Application. Dyeing, ingestion, repelling, strewing. The 
  blood of a creature can be used in a mixture for a 
  crimson color. If drunk while fresh (a cup), the 
  subject immediately gains the Resting property 
  effects. Blood can be painted onto doorways and the 
                                                                                 
   
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   47
    
  
  sills of windows to repel those the subject wishes 
  kept away, and when lain over normal strewn 
  ingredients it amplifies their effects.
  One of the Three Sacred Liquids, this bodily fluid 
  delivers essentials to the various organs and tissues 
  while transporting waste away.
  BONE, MONSTER
  FAMILIAR
  Leaf (plant)
  Type. Organ
  Creatures. Nearly all
  Properties. Bolstering (Strength), Essential 
  (Divination), Forming, Loving, Regenerating, Revive,
  Stabilizing, Timeless, Vitalizing
  -Awakened Plant. Endurance, Growing, Quality 
  (better)
  -Blink Dog. Bolstering (Intelligence)
  -Cat. Leaping
  -Croc. Revive
  -Dinosaur. Bolstering (Strength)
  -Dog. Stabilizing
  -Eagle. Fortifying
  -Hell Hound. Killing, Quality (greater)
  -Horse. Striding
  -Jackal. Terrorizing
  -Lumberers. Anchoring
  -Monkey. Running
  -Phase Spider. Bolstering (Dexterity), Quality 
  (better), Striding
  -Serpent. Quality (better), Revive
  -Shambling Mound. Destruction
  -Shark. Bolstering (Strength, Wisdom)
  -Skeleton. Attracting (evil), Destruction, Essential 
  (Necromancy), Harming (necrotic), Insightful, 
  Maddening, Sensing (evil), Stabilizing, Weakness
  -Zombie. Deluminating, Dominion, Essential 
  (Necromancy), Silvering
  Application. Ingestion. When the subject is given a 
  pinch of dried bone, they immediately stabilize.
  These rigid organs support and protect the other 
  organs of a corporeal creature, and enable mobility.
  BRAIN, MONSTER
  EXOTIC
  Flower (of a plant)
  Type. Organ
  Creatures. Nearly all
  Properties. Bolstering (Intelligence), Insightful, 
  Linking, Loving, Quality (better), Speaking, Tongues
  -Awakened Plant. Dominion (plants), Quality 
  (better)
  -Bat. Fate
  -Charger. Persevering
  -Frog. Sizing
  -Giant Beetle. Growing
  -Giant Wasp, Shambling Mound. Angering
  -Hyena. Lasting
  -Octopi. Sensing (planes)
  -Owl. Bolstering (Wisdom)
  -Phase Spider. Sensing (planes), Quality (greater)
  -Quipper. Harming, Persevering
  -Rat. Essential (Divination)
  -Raven. Deluminating, Quality (greater)
  -Rust Monster. Quality (greater), Sensing (metals)
  -Scorpion. Angering, Dominion (reptiles)
  -Spider. Hallucinating, Quality (greater), Tongues
  -Vulture. Thermavision
  -Weasel. Revive
  Application. Ingestion. Eating the brain of a 
  creature, in its entirety, will bombard the subject 
  with images, dreams, and sounds that speak to the 
  nature of the creature whose brain it was. Consult 
  your GM for appropriate Constitution saves to eat a 
  raw brain, as well as the effects.
  The organ that serves as the center of thought and 
  control for most, if not all, corporeal creatures.
  BRYONIA ALBA
  FAMILIAR
  White bryony, false mandrake, ladies’ seal, tamus, tetterbury, 
  wild hop, wild nep, wild vine
  Type. Plant (vine)
  Locale. Coastal, forest, swamp
  Properties. Cleansing (pneumonia, quarter 
  portion), harming (poison), poisoning, sickening
  Application. Brewing. Grinding the root up and 
  boiling it makes a tea that cures pneumonia. But, if 
  the berries are eaten raw, the subject suffers the 
  sickening property and 40 berries are lethal.
  White bryony is a perennial vine related to 
  cucumbers, and has separate male and female 
  flowers found on the same plant. The root is 
  tuberous and yellow, and the flowers are greenish-
  white and very small, curling tendrils, flowers, and 
  fruit all stem from axils of palmately lobed leaves, 
  and the fruit itself blackens as it ripens.
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  CALENDULA OFFICINALIS
  UNFAMILIAR
  Marigold, common marigold, pot marigold, ruddles
  Type. Plant (flower)
  Locale. Grassland, hill, rural; primarily rural
  Properties. Angering, cleansing, harming (radiant), 
  timeless
  Application. Chewing. While the subject is chewing 
  a handful of marigold, they cannot be poisoned and 
  are immune to poison damage suffered while 
  crafting poison. One sprig lasts for 1 minute.
  This aromatic herbaceous perennial is short-lived 
  with sparsely branched lax or erect stems. It can 
  grow to nearly three feet in height, the leaves are 
  oblong-lanceolate, about five inches long, weakly 
  toothed and hairy on both sides. The flowers, which 
  bloom between spring and summer, are yellow, and 
  where conditions are suitable, they appear year-
  round.
  The “heart of the sun” is said to bring power over 
  and protection from the great flame in the sky. It is 
  also a symbol of passion, creativity, and longevity.
  CAPSICUM ANNUUM
  FAMILIAR
  Pepper
  Type. Plant (shrub)
  Locale. Any; warmer, dry climates
  Properties. Curing, loving, sanitizing, sobering
  Application. Ingestion. This plant is used to add heat
  and spice to many dishes.
  In the absence of winter frosts, pepper plants can 
  grow large, with off-white single flowers that are 
  sometimes purplish while the stem is densely 
  branched, growing up to two feet tall. The fruit are 
  berries that may be green, yellow, orange, or red 
  when ripe.
  CARAPACE, MONSTER
  FAMILIAR
  Scales, bark (of a plant)
  Type. Organ
  Creatures. Scorpions, crabs, dinosaurs, insects, 
  reptiles, sealife, serpents
  Properties. Anchoring, Essential (Abjuration, 
  walls), Forming, Protecting, Repelling, Slumbering, 
  Whisper
  -Awakened Plant. Quality (better), Resisting 
  (mundane)
  -Crab. Atmosphere
  -Giant Beetle. Bolstering (Strength)
  -Giant Wasp. Honesty
  -Quipper, Seahorse. Swimming
  -Rust Monster. Destruction, Quality (greater)
  -Scorpion. Stabilizing
  -Serpent. Essential (Divination, earth), Healing, 
  Quality (better)
  Application. Chewing. The subject can communicate
  telepathically with any creature that can 
  communicate and is within 50 feet for the next 
  hour.
  This organ behaves similarly to armor in that it is a 
  hardened exoskeleton protecting the creatures vital 
  and frail interior organs from harm.
  CENTELLA ASIATICA
  FAMILIAR
  Centella, asiatic pennywort, gotu kola
  Type. Plant (vine)
  Locale. Swamp; temperate and tropical marches, 
  swamps, and fens
  Properties. Destruction, hallucinating, harming 
  (poison), incapacitating, poisoning, sickening
  Application. Brewing, ingestion. In small doses this 
  plant can be added to salads or other foods as a 
  vegetable, and it can also be brewed as a tea. 
  Centella has slender stems with creeping stolons, 
  green to reddish-green, that connect plants to one 
  another. The rounded apices are green and long-
  stalked with palmately netted veins and a smooth 
  texture. The downward growing rootstock is cream 
  in color and covered in root hairs. Flowers are 
  anywhere in color from white to red, born in small, 
  rounded bunches near the surface of the soil.
  This vine is a symbol of meditation that is very 
  popular with monastic orders and monks in general.
  CIRSIUM VULGARE
  UNFAMILIAR
  Spear thistle, bull thistle, common thistle
  Type. Plant (flower)
  Locale. Grassland; heavily grazed lands, bare 
  disturbed grounds, in temperate climates
  Properties. Bolstering (Strength), fortifying 
  (against magic), healing, protecting, 
  Application. Ingestion. If the plant is peeled before 
  being steamed or boiled, it can be eaten without too 
  much discomfort, though the roots are only 
  palatable on unflowered plants that are either raw 
  or cooked.
                                                                                 
   
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  Spear thistle forms a rosette of leaves and a taproot 
  up to several inches long in the first year, and a 
  flowering stem in the second year. Leaves are 
  grayish green with stout spines and are deeply 
  lobed. The flowers are a pink-purple and similar to 
  cotton, which easily catches the wind for seed 
  dispersal.
  Given the name, spear thistle is associated with 
  warfare, strength, defense, the healing of owunds on
  the fields of battle, and the breaking of powerful 
  war-magic and battle hexes.
  CLAW, MONSTER
  FAMILIAR
  Fingernails, nails, toenails
  Type. Organ
  Creatures. Nearly all
  Properties. Angering, Bolstering (Wisdom), 
  Forming, Harming, Loving, Purifying, Repelling, 
  Sensing (danger)
  -Badger, Dog. Protecting
  -Bear. Essential (earth)
  -Cat, Jackal. Running
  -Croc. Essential (earth, water)
  -Death Dog. Binding
  -Dinosaur. Resisting
  -Eagle, Hawk. Flying
  -Hyena. Stunning
  -Raven. Destruction, Quality (better)
  -Vulture, Wolf. Killing
  Application. None.
  These appendages are made of hard substances 
  similar to that of the carapace, and are often curved 
  and pointed. They are used for a variety of purposes,
  such as catching and holding prey, digging, 
  climbing, self-defense, grooming, and attack.
  CORE, LIGHTNING
  EXOTIC
  Stormtree, element statue, sculpt-sand
  Type. Mineral
  Locale. Anywhere lightning has struck
  Properties. Anchoring, atmosphere, dust, essential 
  (lightning-based spells), exploding, paralyzing, 
  quality (greater)
  Application. Repelling (elementals). Storms, being 
  composed of air and water, and being able to shift 
  earth and spark flames, are seen as the great 
  equalizer of the elements. A core is almost a corpse 
  left as a reminder of the storms tremendous power, 
  and detracts elementals, if left in raw pieces.
  Sand or earth that is struck by lightning forms a 
  crystalline-like representation of the lightning 
  below the surface. These lightning cores can be 
  extracted if the creature is careful and patient.
  CROCUS SATIVUS
  EXOTIC
  Saffron, autumn crocus, saffron crocus
  Type. Plant (flower)
  Locale. Coastal, grassland, hill; temperate regions
  Properties. Atmosphere, bolstering, healing, 
  settling, sobering, whispering
  Application. Dyeing. The plant produces a yellow 
  dye while the dried seed paste acts as a snuff that 
  can temporarily boost attributes, which can be 
  addictive.
  Saffron is a perennial that flowers in autumn. There 
  are filaments that grow within the flower itself, 
  which comes in shades of light bluish purple. There 
  are generally six petals on the flower, which grows 
  almost larger that the rest of the plant, which only 
  grows a few inches in height.
  This plant is used by those who can afford it as a 
  spice. It is associated with the sun, humility, love 
  and enchantment magics, and makes a popular dye.
  CYCLAMEN HEDERIFOLIUM UNFAMILIAR
  Sowbread, ivy-leaved cyclamen
  Type. Plant (flower)
  Locale. Coastal, forest; best in oceanic climates, 
  native to woodlands, shrublands, and rocky areas, 
  especially islands
  Properties. Angering, loving, settling
  Application. Incense. When this plant is ground and 
  mixed with neutral incense, the new incense burns 
  slow and offers the subject a +1 bonus o all checks 
  related to ongoing research. Each handful lasts for 
  30 minutes, and more than 3 handfuls creates a 
  cloud that grants no bonuses, and makes it hard to 
  see and breathe.
  Sowbread is a tuberous perennial that blooms and 
  sprouts leaves in autumn, grows through winter, 
  and goes dormant before summer, when the seed 
  pods ripen and open. The leaves are variably shaped
  and colored, and can be heart-shaped or arrow-
  shaped, usually with 2-3 angled lobes on each side. 
  Leaves can be green to silver or a mixture of both.
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     CHAPTER 3  I
  | NGREDIENTS
   
                                                    
   
   
  
  DAMASCENE
  FAMILIAR
  Plum, damson plum
  Type. Plant (fruit)
  Locale. Coastal, hills; these fruits are grown on 
  prunus domestica trees
  Properties. Bolstering (Charisma), fortifying 
  (Wisdom), fortune, youth
  Application. Ingestion. Plums are a popular fruit 
  wherever they can be found.
  Plums are associated with virtue overcoming 
  difficulties, virginity, beauty, spring, and happiness.
  DIANTHUS CARYOPHYLLUS FAMILIAR
  Carnation, clove pink, pink carnation
  Type. Plant (flower)
  Locale. Any
  Properties. Healing, loving
  Application. Gifting. Giving this flower to another is 
  said to increase their attitude towards the giver.
  Carnations are perennials with gray green to blue-
  green leaves that are slender and short. The flowers 
  are produced singly or up to five together and 
  sweetly scented, with the original color a bright, 
  pinkish-purple.
  The carnation is associated with protection, 
  strength, and healing. The pink is also a symbol of 
  motherhood, and the strength required for it. The 
  red is said to be an aphrodisiac, inspiring love and 
  fertility, in preparation for procreation. White is 
  said to be the long-lasting, pure love that blooms 
  from such unions.
  DRAGON’S BLOOD
  UNFAMILIAR
  No other known names
  Type. Resin
  Locale. Special
  Properties. Cleansing, essential, exorcising, loving, 
  protecting
  Application. Brewing, dyeing, incense, repelling. Used 
  to make red ink, both mundane and magical, as well 
  as coloring the surface of writing paper red. Used as 
  a red varnish for woods and furniture. Incense and 
  body oils are said to cleanse a space of negative 
  entities or influence, and can be used to repel fiends.
  This resin can also be used to stop bleeding, cure 
  diseases, and treat respiratory infections and skin 
  disorders.
  The dragon’s blood resin of the highest quality is 
  gathered from plants in the calamus, croton, 
  dracaena, daemonorops, pterocarpus, or rotang 
  genera. While using other plants with strong 
  coloring will work, dragon’s blood from these 
  sources will be the only ingredients that will aid in 
  magical works.
  EAR, MONSTER
  FAMILIAR
  Type. Organ
  Creatures. Nearly all
  Properties. Bolstering (Wisdom), Insightful, 
  Linking, Loving, Restoring, Sobering, Speaking, 
  Timeless, Whisper
  -Badger. Darkvision
  -Goat. Sensing (evil)
  -Hell Hound. Tongues, Quality (greater)
  -Horse. Illuminating
  -Monkey, Shark, Winter Wolf. Speaking
  -Owl. Essential
  Application. Ingestion. When the subject eats a sprig
  of dried ears, they have advantage on saving throws 
  to resist intoxication (normal alcohol or the 
  property) for the next hour.
  The ears of a creature facilitate or aid in the 
  perception of hearing fro most corporeal creatures.
  ELYMUS REPENS
  FAMILIAR
  Quitch, common couch, couch grass, dog grass, quackgrass, quick 
  grass, quitchgrass, scutch grass, twitch, witchgrass
  Type. Plant (grass)
  Locale. Any
  Properties. Cleansing
  Application. Brewing, incense, ingestion. This plant 
  can be used to make tea, syrup, and is often used for 
  livestock and bird feed.
  Quitch has creeping roots that enable it to spread 
  quickly across grassland. It has hairy, flat leaves 
  with upright flower spikes, and flowers in late 
  autumn.
  EYE, MONSTER
  UNFAMILIAR
  Inner blossom (plant)
  Type. Organ
  Creatures. Nearly all
  Properties. Bolstering (Wisdom), Essential 
  (Divination, teleportation), Fortune, Harming 
                                                                                 
   
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   51
    
  
  (psychic), Honesty, Insightful, Loving, Quality 
  (greater), Resisting, Tongues
  -Awakened Plant. Quality (better), Tongues 
  (nature)
  -Badger. Repelling
  -Bat, Crab. Darkvision
  -Bat, Scorpion. Freezing
  -Bear, Cat. Dominion
  -Camel. Sobering
  -Charger, Toad. Bolstering (Charisma)
  -Death Dog. Killing
  -Deer, Horse. Linking
  -Dog. Repelling (spirits)
  -Eagle, Hawk, Lizard. Illuminating
  -Giant Beetle, Giant Wasp. Harming (fire)
  -Hell Hound. Fading, Quality (greater)
  -Jackal. Thermavision
  -Monkey, Quipper, Shark. Angering
  -Octopi. Deluminating
  -Owl. Darkvision, Deluminating
  -Phase Spider. Fading, Quality (better)
  -Rat. Bolstering (Intelligence)
  -Raven. Bolstering (Wisdom), Quality (better)
  -Seahorse. Bolstering (Dexterity, Charisma)
  -Serpent. Bolstering (Wisdom), Quality (better), 
  Terrorizing
  -Spider. Crawling, Quality (better), Sensing (planes)
  -Weasel. Insightful
  -Winter Wolf. Settling
  -Wolf. Binding
  Application. Ingestion. The subject can alter one 
  aspect of their appearance for 1 hour if they ingest a
  handful of eyes. This change could be to eye color or
  shape, hair color or length, skin tone or texture, 
  height, weight, or build. If more than 3 handfuls are 
  ingested in a single day, the subject is effected by 
  the sickening property for the next 24 hours.
  Most corporeal, and even some incorporeal, 
  creatures have sensitive and frail organs that allow 
  them to perceive the worlds through sight, 
  translating light into images for the brain to 
  interpret in a complex system.
  FUR, MONSTER
  FAMILIAR
  Feathers, hair
  Type. Organ
  Creatures. Nearly all
  Properties. Atmosphere, Essential (Divination), 
  Flying, Forming, Fortifying, Harming (lightning), 
  Healing, Illuminating, Loving
  -Badger. Deluminating
  -Bat, Cat, Rat, Wolf. Fading
  -Death Dog. Fatigue
  -Eagle. Bolstering (Strength)
  -Hell Hound. Enduring, Quality (greater)
  -Hyena. Changing
  -Phase Spider. Crawling, Quality (better)
  -Raven. Insightful, Quality (better)
  -Winter Wolf. Atmosphere (winter)
  Application. Chewing. While the subject chews on a 
  handful of fur, feathers, or hair, they can travel at a 
  fast pace and remain alert to danger or at a normal 
  pace and move stealthily, for the next 3 hours. If 
  they wish to benefit from this application again, 
  they must begin chewing a new portion.
  Fur and hair are the soft bristles that comprise the 
  large amount of exterior covering of many 
  creatures. Feathers are complex appendages that 
  comprise the large amount of exterior covering for 
  many aerial creatures, not only allowing them to fly,
  but also to maintain a habitable temperature in 
  harsh environments.
  GALANTHUS NIVALIS
  UNFAMILIAR
  Snowdrop, candelmas maiden, common snowdrop, dingle-dangle, 
  snow piercers
  Type. Plant (flower)
  Locale. Forest; any woodlands
  Properties. Essential (hallow and holy spells), 
  purifying
  Application. None.
  Snowdrops are perennial herbaceous plants that 
  grow from bulbs, which produces two linear gray-
  green leaves and an erect, leafless flowering stalk.  
  The flower is bell-shaped and white, solitary, and 
  pendulous.
  The snowdrop is a symbol of purity and hope in 
  dark times. It is also said to be the spring herald, and
  a safeguard for the buried dead.
  GALIUM APARINE
  FAMILIAR
  Bort, bedstraw, catchweed, cleavers, click, clivers, goosegrass, grip 
  grass, robin-run-the-hedge, stickeljack, stickyweed, sticky bud, 
  sticky jack, sticky willow, sticky willy
  Type. Plant (vine)
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  Locale. Any; this weed can grow most anywhere 
  temperate
  Properties. Halting, hempvial, purifying
  Application. Ingestion, wound packing. The leaves 
  and stems can be cooked as a leaf vegetable, and the 
  fruits can be dried and roasted, containing caffiene. 
  When applied appropriately, this plant can also 
  treat a rash.
  Bort is an annual with creeping straggling stems 
  that branch and grow along the ground and over 
  other plants, attaching themselves with small 
  hooked hairs growing out of the stems and leaves. 
  These can reach up to three feet or longer, and the 
  stems are angular or square shaped. They have 
  simple leaves borne in whorls of six or eight that are
  narrow to linear.
  Bort has tiny, white to greenish flowers that are 
  star-shaped and emerge from early spring to 
  summer. These flowers are clustered in groups of 
  two or three, and are borne out of the leaves. The 
  fruits are burrs, growing in three-seed clusters that 
  are covered in hooked hair that catch nearly 
  anything passing by.
  GEAN
  FAMILIAR
  Wild cherry, sweet cherry
  Type. Plant (fruit)
  Locale. Coastal; these fruits are grown on the 
  prunus avium tree
  Properties. Youth
  Application. Ingestion. Commonly eaten by any 
  creatures that find or cultivate this plant.
  This fruit is a delicacy in many parts of the worlds. It
  is a symbol of the ephemeral sweetness of youth and
  men born naked into the world.
  GENITALS, MONSTER
  EXOTIC
  Seed (of a plant)
  Type. Organ
  Creatures. All those that reproduce naturally
  Properties. Bolstering (Strength), Healing, Loving, 
  Normalizing, Protecting, Storing
  -Awakened Plant. Awakening, Quality (better)
  -Blink Dog. Protecting
  -Charger, Hyena. Anchoring
  -Horse. Revive
  -Shambling Mound. Awakening
  -Spider. Quality (better), Silkvial
  Application. Brewing. The subject that drinks a tea 
  made from a handful of genitals has their weight 
  reduced by 20%, to a maximum of 4 handfuls in a 
  week.
  These organs are varied among the many different 
  types of creatures, but they all serve the same 
  purpose, reproduction.
  GLAND, MONSTER
  EXOTIC
  Type. Organ
  Creatures. Nearly all
  Properties. Dominion, Harming, Loving, Oil
  -Cat, Jackal. Tongues
  Application. None.
  These organs generally create or excrete substances 
  that are used for the body of a corporeal creature, 
  such as saliva, lubrication, or hormones.
  HEART, MONSTER
  UNFAMILIAR
  Bud (of a plant)
  Type. Organ
  Creatures. Nearly all
  Properties. Attracting, Awakening, Curing, 
  Dominion, Healing, Honesty, Loving, Quality 
  (superior), Regenerating, Restoring, Settling, 
  Tongues, Youth
  -Bat. Timeless
  -Bear, Dog, Lizard. Persevering
  -Cat. Essential
  -Charger, Death Dog, Dinosaur. Angering
  -Croc. Sensing (danger)
  -Deer. Bolstering (Constitution)
  -Eagle. Harming (fire)
  -Goat. Harming (fire, lightning)
  -Hawk, Lumberers. Bolstering (Strength, Wisdom)
  -Hell Hound. Sensing (evil), Quality (greater)
  -Horse. Running
  -Jackal. Sensing (evil)
  -Monkey. Bolstering (Dexterity)
  -Octopi. Attracting (fiends)
  -Quipper. Destruction
  -Raven. Essential (Divination), Quality (better)
  -Seahorse. Essential (water)
  -Shambling Mound. Revive
  -Weasel. Essential
  -Wolf. Bolstering (Strength, Constitution)
  Application. None.
                                                                                 
   
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  This muscular organ pumps the vital blood 
  throughout the corporeal form, making it one of the
  most important pieces of a creature.
  HELIANTHUS ANNUUS
  FAMILIAR
  Sunflower, common sunflower
  Type. Plant (flower)
  Locale. Grassland, hill; full sun temperate climates
  Properties. Fate, harming (radiant), loving, oil, 
  regenerating, salve, sizing (growth), timeless
  Application. Dyeing, ingestion. The seeds can be 
  eaten raw or with salt, can be made into bread, oil, 
  ointments, dyes, or body paint.
  Sunflowers have an erect, hairy stem that is rough, 
  reaching upwards of ten feet in height. Their leaves 
  are broad, coarsely toothed, rough, and mostly 
  alternate. The flower is made up of smaller florets, 
  all combined to provide the large, sun-shaped 
  structure.
  Sunflowers are associated with fertility, wishes, 
  health, wisdom, luck, slavish worship, unreliability, 
  the sun, and immortality.
  HIDE, MONSTER
  FAMILIAR
  Flesh, roots, skin, stalk (of a plant)
  Type. Organ
  Creatures. Nearly all
  Properties. Forming, Linking, Resisting
  -Awakened Plant. Freezing, Quality (better)
  -Bat. Deluminating
  -Bear. Slumbering
  -Blink Dog. Fading
  -Camel, Lizard. Protecting
  -Charger. Fortifying
  -Croc. Harming (lightning)
  -Eagle. Stabilizing
  -Frog. Weakness (Charisma)
  -Hell Hound. Protecting, Quality (greater)
  -Horse. Fortune
  -Hyena. Blinding
  -Octopi, Shark. Swimming
  -Phase Spider. Quality (better), Running, Traveling
  -Rat. Altering
  -Shambling Mound. Insightful
  -Wolf. Lasting
  -Zombie. Destruction, Sensing (living)
  Application. None.
  coating the exterior of most corporeal creatures, the
  hide, or flesh, is a soft substance that consists of fat, 
  muscle, and protects the interior from damage and 
  infection.
  HOOF, MONSTER
  FAMILIAR
  Stem (of a plant)
  Type. Organ
  Creatures. Chargers, faun, mounts
  Properties. Adhesive, Anchoring, Bolstering 
  (Strength, Dexterity, Constitution), Essential (earth, 
  Transmutation), Forming, Freezing, Normalizing, 
  Running
  -Awakened Plant. Quality (better)
  -Charger, Horse. Freeing
  -Shambling Mound. Stabilizing
  Application. Strewing. The subject has advantage on
  all Charisma checks made to interact with earth 
  elementals, or creatures from the plane of earth, 
  while over the area strewn with hoof powder for the
  next minute.
  Often mistaken as a single piece of insensitive 
  hardened substance, the hoof of a creature is 
  resilient while allowing the creature to understand 
  something of the terrain beneath them.
  HORN, MONSTER
  FAMILIAR
  Antlers
  Type. Organ
  Creatures. Chargers, dinosaurs, faun, lumberers
  Properties. Dominion, Loving
  -Charger. Vitalizing
  -Deer. Essential
  -Goat. Bolstering (Charisma)
  Application. None.
  Similar to the carapace and the hoof, the horns of a 
  creature are pointed projections of similar 
  substance, only these surround living bone tissue. 
  Horns are permanent, and never fall off, while 
  antlers are shed and regrown each year.
  HYACINTHOIDES NON-SCRIPTA
  UNFAMILIAR
  Bluebell, common bluebell, ring-o-bells
  Type. Plant (flower)
  Locale. Coastal, rural; temperate climates
  Properties. Adhesive, fortune, healing, honesty, 
  linking, loving, protecting, settling
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  Application. Repelling, resin. Handfuls of this plant 
  properly dried repel insects and animals, and effects
  beasts with the repelling property. The resin acts as 
  an adhesive, and can be used as such.
  Bluebells are said to be grown from the blood of 
  fallen gods, primarily by accident. These plants 
  grow from a bulb, producing 3-6 linear leaves 
  growing from the base of the plant. Flowers 
  typically appear on stems up to 20 inches tall, which
  droops towards the tip, and the petals are violet-
  blue, and have a strong and sweet scent.
  The bluebell represents luck, truth, love, 
  protection, happiness, and prudence.
  INTESTINES, MONSTER
  UNFAMILIAR
  Stomach
  Type. Organ
  Creatures. Nearly all
  Properties. Angering, Bolstering (Constitution), 
  Healing, Lasting, Stabilizing, Timeless
  -Bat. Attracting (fiends)
  -Bear, Jackal. Harming
  -Crab. Weakness
  -Frog, Lizard, Rat. Changing
  -Giant Beetle. Revive
  -Hell Hound. Persevering, Quality (greater)
  -Hyena. Essential (Divination)
  -Octopi. Regenerating
  -Owl. Sensing (prey)
  -Phase Spider. Quality (better), Poisoning
  -Quipper. Running
  -Rust Monster. Harming (acid), Quality (greater)
  -Scorpion. Enduring, Sensing (danger)
  -Seahorse. Traveling
  -Serpent. Anchoring, Quality (better)
  -Spider. Destruction, Poisoning, Quality (better)
  -Vulture. Sensing (death)
  Application. None.
  The intestines of a creature are the slimy, bloody, 
  often foul-smelling organs that handle the digestion
  and redistribution of foods and liquids. Not all 
  creatures have a stomach, but nearly every 
  corporeal creature has an organ, or a few, that 
  handle these same processes.
  KIDNEY, MONSTER
  UNFAMILIAR
  Type. Organ
  Creatures. Nearly all
  Properties. Dominion, Loving
  -Bear. Tongues
  -Cat. Revive
  -Goat. Attracting (fiends)
  -Lizard. Binding
  -Vulture. Purifying
  Application. None.
  These bean-shaped organs, at least in most of the 
  race, are the filters that keep normal toxins and 
  harmful substances from diluting the blood and 
  killing the creature.
  LEONTOPODIUM NIVALE
  EXOTIC
  Lion’s paw, alpinum, cat’s paws, edelweiss, woolflower
  Type. Plant (flower)
  Locale. Mountain; prefer rocky limestone places 
  high in mountains, very high
  Properties. Fading, resisting (mundane)
  Application. Wearing. The subject gains a +1 bonus 
  to Stealth checks for every sprig of lion’s paw worn, 
  lasting until the flower wilts, no more than a day 
  from picking.
  The leaves and flowers are covered with white hairs 
  and appear woolly. The flowering stalks can grow to 
  a size of 1 to 8 inches in the wild, or up to 16 inches 
  in cultivation. Each bloom consists of five to six 
  small yellow clustered flowers surrounded by fuzzy 
  white petals in a double star formation. The flowers 
  bloom between summer and autumn.
  Lion’s paw is associated with invisibility, 
  abdominal and respiratory diseases, protection from
  the cold, aridity, sunlight, and the giving or 
  dedication of love.
  LIVER, MONSTER
  UNFAMILIAR
  Gallbladder
  Type. Organ
  Creatures. Nearly all
  Properties. Angering, Bolstering (Strength), Curing,
  Poisoning, Regenerating
  -Cat. Timeless
  -Croc. Environment (underwater)
  -Dinosaur. Bolstering (Wisdom)
  -Dog. Purifying
  -Eagle. Absorbing (necrotic)
  -Frog. Restoring
  -Goat. Fortifying
  -Lizard. Regenerating
                                                                                 
   
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  -Owl. Persevering
  -Vulture. Insightful
  -Weasel. Changing
  Application. None.
  The liver is the soft organ that removes the toxins 
  and impurities from ingested substances, as well as 
  creating bile for breaking down organic material. 
  The gallbladder builds up and stores bile that is 
  produced by the liver before releasing it into the 
  intestines for aid in the digestion process.
  LOBULARIA MARITIMA
  FAMILIAR
  Alyssum, sweet alison, sweet alyssum
  Type. Plant (flower)
  Locale. Coastal, forest, grassland, hill; temperate 
  areas, especially coastal bays and islands, sandy 
  beaches and dunes, cultivated fields, slopes and 
  waste ground, close to sea level
  Properties. Incapacitating, protecting
  Application. Brewing. Using a handful of alyssum 
  leaves to make a tea grants the subject a feeling of 
  tranquility that can temper anger and violent urges.
  This is a hairy annual herb producing stems which 
  grow upright or lie along the ground to a maximum 
  of 3 to 4 inches. It produces yellow flowers fading to 
  white with four small petals. The fruit is a round, 
  hairy capsule up to a quarter inch long. The hairs 
  are branched and often star shaped.
  This flower grants endurance to those who would 
  resist dark influences or those who wish to 
  moderate their anger.
  LUNG, MONSTER
  UNFAMILIAR
  Gills
  Type. Organ
  Creatures. Any that breathe
  Properties. Atmosphere, Bolstering (Constitution), 
  Breathing, Restoring, Revive
  -Camel. Persevering
  -Eagle. Resisting
  -Frog. Harming (thunder)
  -Horse. Traveling
  -Monkey. Repelling (spirits)
  -Toad. Settling
  -Vulture. Storing
  -Winter Wolf. Harming (cold)
  Application. Strewing. When the subject throws a 
  handful of dried lungs into the air, they have 
  advantage on their Stealth checks for the next 10 
  minutes.
  These soft organs allow creatures that breathe to 
  intake air that is essential while expelling the waste 
  produced from the process.
  MAHONIA AQUIFOLIUM
  UNFAMILIAR
  Grapeholly
  Type. Plant (shrub)
  Locale. Forest, grassland, hill; northern climates, 
  often an understory plant in fir forests
  Properties. Fortune, intoxicating
  Application. Brewing, dyeing, ingestion. The berries 
  can be used in wines, jellies, or eaten (though tart) 
  with sweeter fruits, and produce a purple dye. The 
  inner bark of larger stems and roots produces a 
  yellow dye.
  Grapeholly grows up to seven feet tall and around 
  five feet wide. It has pinnate leaves up to a foot long 
  made up of spiny leaflets that are leathery and 
  resemble holly, and the stems and twigs have a 
  thickened, corky appearance. The flowers are 
  yellow, borne in dense clusters in late spring, and 
  are followed by dark dusty blue berries.
  The main ingredient of many wines enjoyed by 
  those far and wide is a symbol of money and 
  prosperity, which is enjoyed by those who sell this 
  fine product.
  The vines of these plants are associated with 
  revelry, pleasure, fertility, the blood of gods, 
  autumn harvest, and agriculture.
  MANDRAGORA OFFICINARUM
  EXOTIC
  Mandrake, autumn mandrake, dead man ash, love plant
  Type. Plant (flower)
  Locale. Forest, grassland, hill; light woodlands, 
  disturbed sites, olive groves, fallow lands, waysides, 
  embankments and ruins
  Properties. Awakening, blinding, changing, 
  deafening, essential, harming (poison), healing, 
  incapacitating, killing, maddening, poisoning, 
  quality (greater)
  Application. Brewing, ingestion, wound packing. The 
  root is hallucinogenic as well as addictive, and if too 
  much is ingested it acts as an anesthetic, inducing 
  unconsciousness. Juice from the finely grated root 
  was applied externally to relieve pain, and used 
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  internally to treat melancholy, convulsions, and 
  mania. Large doses cause delirium and madness.
  Mandrake is a variable perennial herbaceous plant 
  with a long thick root that is often branched, has 
  almost no stem, and the leaves are borne in a basal 
  rosette. The flowers appear from autumn to spring 
  and are borne in the axils of the leaves, with 
  greenish white to pale blue or violet colors. The 
  fruit is a berry that, when ripe, is glossy and yellow 
  to orange, like a small tomato, containing yellow to 
  light brown seeds.
  When this plant is picked it shrieks as it leaves the 
  ground, which can be deadly. Any creature within 
  10 feet must make a Constitution saving throw or 
  drop to 0 hit points.
  This deadly and quizzical “plant” is representative 
  of sleep (the eternal slumber of the death it grants 
  those picking it), love, money, fertility (when placed
  beneath a bed), as well as health and protection, to 
  those who know its uses.
  MELIA AZEDARACH
  UNFAMILIAR
  Beadtree, cape lilac, syringa berrytree
  Type. Plant (tree)
  Locale. Any
  Properties. Fate, fortune, harming (poison), 
  poisoning, sickening
  Application. Strewing. This tree serves as a source of
  lumber, with light brown to dark red colors. The 
  leaves can be fed to cattle to improve milk yields. 
  The leaves can also be stored with food to act as an 
  insecticide, but are poisonous to eat.
  Beadtrees have a rounded crown and can reach as 
  high as 40 feet tall for the average tree, and some 
  unique trees can reach over 150 feet. The alternate, 
  long-petioled, two or three times compound leaves 
  can reach 20 inches long, are dark green above and 
  lighter below, with serrate margins. The flowers 
  have five lilac or purple petals, grow in clusters, are 
  small and fragrant.
  Beadtrees offer luck to those in need and change to 
  those in stagnation. Sleeping beneath a beadtree for 
  a night and sitting beneath it throughout the next 
  day is said to offer one the opportunity of a new life.
  At the end of the day, one is said to understand 
  where they are to go and what they are to do in 
  order to bring about prosperity in their existence.
  MILK, MONSTER
  FAMILIAR
  Ink, ooze, ground plant (usually whole)
  Type. Fluid
  Creatures. Bats, bears, cats, dogs, faun, hounds, 
  lumberers, marsupials, monkeys, mounts, wolves
  Properties. Antitoxin, Awakening, Cleansing, 
  Curing, Enduring, Exorcising, Insightful, Moving, 
  Nourishing, Purifying, Returning, Settling, Sobering,
  Tongues, Vitalizing
  -Awakened Plant. Essential (plants), Purifying, 
  Quality (better)
  -Black Pudding. Adhesive, Amorphous, Changing, 
  Crawling, Deluminating, Destruction, Harming 
  (acid)
  -Dog. Resisting
  -Gelatinous Cube. Binding, Destruction, Fading, 
  Fatigue, Killing, Salve
  -Gray Ooze. Adhesive, Altering, Amorphous, 
  Angering, Destruction, Fading, Reaching
  -Ochre Jelly. Amorphous, Bolstering (Dexterity), 
  Crawling, Destruction, Insightful, Sensing (prey)
  -Octopi. Darkvision
  Application. Dyeing, ingestion. The subject who 
  drinks 3 cups of milk gains the benefits of a long rest
  from the next short rest that they take. A creature 
  can only benefit from this application once in a 
  week.
  For most creatures, this is produced to feed 
  offspring, but for others, the milk is a liquid or 
  substance produced that is unique to them.
  This nutrient-rich liquid is produced by the 
  mammary glands of certain beasts and members of 
  the race. It is used as the primary source of nutrition
  for offspring, which gain many essentials from this 
  liquid until they are old enough or developed 
  enough to ingest more regular foods. One of the 
  Three Sacred Liquids.
  Octopi ink can be used to craft a variety of inks, 
  able to be used for painting, writing, or penning 
  magical scrolls (once mixed with other arcane 
  ingredients).
  MYOSOTIS SCORPIOIDES
  FAMILIAR
  Forget-me-not, true forget-me-not, water forget-me-not
  Type. Plant (flower)
                                                                                 
   
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  Locale. Coastal, swamp; damp or wet habitats, bogs, 
  ponds, streams, ditches, fens, rivers, can survive 
  submerged
  Properties. Bolstering (Wisdom), loving
  Application. None.
  The forget-me-not is an erect plant that bears small 
  pink budded flowers that become blue when they 
  fully open and have yellow centers. The leaves are 
  long and linear, and it blooms from mid-spring to 
  early winter.
  As is apparent in the name, the forget-me-not is 
  symbolic of remembrance, friendship, fidelity, 
  desperate love, and charity.
  NATRON
  UNFAMILIAR
  Soda ash, saltpeter
  Type. Mineral
  Locale. Desert; natron is a type of salt that 
  accumulates in dry lake beds, most often found in 
  deserts or dry locales
  Properties. Adhesive, dust, exploding, harming 
  (fire)
  Application. Strewing. When a grip of natron is 
  thrown onto a hard surface within 5 feet, it instantly
  creates a cloud of smoke that grants any creature 
  within heavy obscurity until the end of the round.
  Soda ash has been used as a cleaning agent for 
  hundreds of years, where it is blended with oil to 
  create a soap. This ingredient also softens water 
  while removing oil and grease. It can also be thinned
  and used as a teeth cleanser, similar to a 
  mouthwash. When a society engages in 
  mummification, they often use natron because it 
  absorbs water and keeps away dangerous rot.
  NOSE, MONSTER
  FAMILIAR
  Type. Organ
  Creatures. Nearly all
  Properties. Blindsight, Bolstering (Charisma), 
  Darkvision, Essential (Divination), Loving, 
  Fortifying, Sensing (scent), Thermavision
  -Badger, Croc, Dinosaur, Rat, Wolf. Insightful
  -Blink Dog, Dog. Sensing (planes)
  -Hell Hound. Insightful, Quality (greater)
  -Hyena, Winter Wolf. Sensing (prey)
  Application. Repelling. A creature that is 
  incorporeal must succeed on a Wisdom saving 
  throw to come within 10 feet of a dried nose. If that 
  creature rolls a natural 1, they become corporeal, or 
  if they cannot, they become visible.
  This organ works with the mouth of a corporeal 
  creature to intake air that is passed to the lungs and 
  also expels the waste air produced from that same 
  organ. It also facilitates the sense of smell, which 
  requires the passage of air through the cavity.
  OCIMUM BASILICUM
  FAMILIAR
  Basil, great basil, king of herbs, royal herb
  Type. Plant (shrub)
  Locale. Forest, swamp; tropical regions
  Properties. Cleansing, curing (basilisk venom), 
  exorcising, flying, fortune, loving, protecting, 
  repelling (fiends)
  Application. Repelling, wound packing. While in fresh 
  handfuls this plant repels fiends, up to a month. 
  When used to treat wounds caused by a venomous 
  creature (such as a basilisk), the subject gains 
  advantage on saving throws made to resist the 
  poison.
  The king of herbs was long ago reserved for only the
  most noble of lineages or royalty itself. Tales speak 
  of its ability to bestow instant and deep love, 
  exorcise the most powerful of devils, grant riches to 
  the lowly who find it, allow people to fly, and act as 
  an antidote to death itself.
  ORCHIS MILITARIS
  FAMILIAR
  Military orchid
  Type. Plant (flower)
  Locale. Forest, grassland; grow where there is full 
  light on dry terrain, unfertilized parks, meadows, 
  edges and light woods
  Properties. Angering, bolstering (Charisma), 
  healing
  Application. None.
  The military orchid grows to a height of nearly a 
  foot with a robust stem and oblong basal leaves. The
  flower is a purplish color with the petals gathered 
  together to form a pointed “helmet”, a lilac color 
  outside and the interior being a veined purple.
  PAEONIA OFFICINALIS
  UNFAMILIAR
  Garden peony, common peony
  Type. Plant (flower)
  Locale. Hill, mountain; temperate to northern 
  climates
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  Properties. Exorcising, healing, sickening
  Application. Chewing. The subject regains 1 extra 
  hit point for every hit die spent during a rest.
  The garden peony is a herbaceous perennial that 
  blooms in late spring. It grows up to two feet tall 
  with 9 leaflet divided leaves and flowers of deep 
  pink or red in the shape of a bowl. This flower is 
  popular as an ornamental and for its other purposes.
  The peony is many different symbols to many 
  different cultures. Healing, protection, and exorcism
  are popular, but it also represents spring, beauty, 
  femininity, fertility, marital bliss, and traditional 
  medicine.
  PAPAVER SOMNIFERUM
  EXOTIC
  Blind-eyes, breadseed poppy, opium poppy
  Type. Plant (flower)
  Locale. Coastal, volcanic; island temperate climates
  Properties. Darkvision, hallucinating, healing, 
  maddening, poisoning, slumbering
  Application. Brewing, incense, ingestion, smoking. The 
  opium drug, which can be ingested or smoked for 
  the effects, can be made from this plant, which 
  developed because of its ability to reduce pain.
  Blind-eyes is an annual herb that can grow up to 40 
  inches tall, has a gray-green appearance, and the 
  stems and leaves are covered in coarse hairs. The 
  leaves are also large, lobed, and clasp the stem at the
  base. Blooming in early spring, the flowers grow out 
  to a diameter of nearly four inches, and normally 
  have four petals that are white, mauve, or red, with 
  occasionally dark markings at the base.
  PASSIFLORA CAERULEA
  EXOTIC
  Clockflower, blue passionflower, bluecrown passionflower, 
  common passionflower, maypops
  Type. Plant (vine)
  Locale. Forest, swamp; this plant is groundcover in 
  tropical climates
  Properties. Harming (poison), loving, poisoning, 
  settling
  Application. Brewing. The tea made from the flower 
  alleviates stress and anxiety.
  Clockflower is a woody vine that can grow up to 65 
  feet in height, so long as it is supported by a tree. 
  The alternating leaves are palmately five-lobed 
  (sometimes three or seven) like a spread hand, up to
  seven inches long and wide, and has a tendril that 
  wraps around other vegetation for support.
  The flower itself is complex, about four inches in 
  diameter, five sepals and petals similar in 
  appearance, whitish in color, a corona of blue or 
  violet filaments, five yellow-green stamens and 
  three purple stigmas. Animals and birds eat the 
  fruit, but it is bland in flavor.
  This plant is associated with crucifixion, peace, 
  sleep, and hospitality.
  PEACH
  FAMILIAR
  Peach, nectarine
  Type. Plant (fruit)
  Locale. Forest, grassland; grown on the prunus 
  persica tree
  Properties. Repelling (fiends)
  Application. Ingestion. These fruits are popular 
  wherever they can be found.
  The peach is associated with immortality, spring, 
  virginity, marriage, and salvation.
  PERSEA AMERICANA
  FAMILIAR
  Avocado, alligator pear
  Type. Plant (tree)
  Locale. Forest; southern climates with no frost and 
  protected from the wind
  Properties. Bolstering (Charisma), loving
  Application. Ingestion. Avocadoes can be eaten, and 
  are served as delicacies in some cultures.
  The avocado is a symbol of love, lust, and beauty, 
  despite the ugliness of this delicious plant.
  PIMPINELLA ANISUM
  UNFAMILIAR
  Anise, aniseed
  Type. Plant (flower)
  Locale. Coastal, grassland, hill, rural; temperate 
  climates, light, fertile, well-drained soils
  Properties. Curing, purifying, youth
  Application. Chewing, brewing, ingestion. When made
  into a tea, this offers protection from nightmares, 
  cures the hiccups and sleeplessness. Chewing this 
  plant, when mixed with alexanders and honey, 
  freshens the breath. It can be made into candies, a 
  spiced cake used in ancient cultures, offers a 
  licorice-like seasoning, and is often used for liquors 
  (calic), flavoring water (aqua anisi), and spirits 
  (spiritus anisi).
                                                                                 
   
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  Anise often grows to around three feet in height. 
  The base leaves are simple, long, and shallowly 
  lobed, while higher leaves are feathery and divided 
  into numerous small leaflets, while the flowers are 
  white and produced in dense umbels. Butterflies and
  moths both feed on this flower.
  This popular spice is said to protect those who 
  keep it on their nightstands from nightmares and 
  other sleeping or nighttime horrors. It is also a 
  symbol of purification, youth, and is believed to be 
  the cure for hiccups.
  PINEAPPLE
  FAMILIAR
  Pineapple
  Type. Plant (fruit)
  Locale. Coastal, desert, swamp; these fruits grow on 
  ananas comusus trees
  Properties. Fate
  Application. Ingestion. Pineapple is a delicacy in 
  many parts of many worlds.
  PINUS STROBUS
  FAMILIAR
  Soft pine, eastern white pine, northern white pine, white pine
  Type. Plant (tree)
  Locale. Mountain; high and cold elevations
  Properties. Enduring, forming, insightful, leaping, 
  nourishing
  Application. Brewing, ingestion, resin, smoking, wound 
  packing. The needles can be made into a tea stronger 
  than lemons. The inner bark can be dried and eaten,
  or used as a flour. Pine tar can be mixed with beer to
  remove various infectious worms, and mixed with 
  sulfur to treat dandruff. The nuts are sweet and 
  nutritious, and the resin has been used to 
  waterproof baskets, pails, and boats, treat infections
  and even gangrene.
  Soft pines can live well into their fourth century, 
  reaching upwards of 250 feet in height. The needles 
  are in bundles of five and reside in a deciduous 
  sheath, are flexible, bluish-green, finely serrated, 
  between two and five inches long, and persist for 
  around 19 months.
  The pine tree is symbolic of strength of character, 
  virility, immortality, and peace.
  PRIMULA VULGARIS
  UNFAMILIAR
  Primrose, common primrose, password, prima rose
  Type. Plant (flower)
  Locale. Forest, grassland; open woods and shaded 
  hedgerows
  Properties. Healing, purifying, youth
  Application. None.
  Primrose is a perennial that can grow up to a foot in 
  height with a basal rosette of leaves that in some 
  habitats are evergreen. The often wrinkled leaves 
  are nearly an inch long with a short stem. The 
  flowers are delicately scented, usually pale yellow, 
  white, or pink.
  The primrose flower is said to herald the first love. 
  It represents purity of love, the purity of youth, 
  purity in healing and cleansing of body and soul, 
  and can attract faeries from far away.
  PRUNUS AVIUM
  FAMILIAR
  Wild cherry tree
  Type. Plant (tree)
  Locale. Coastal; mostly islands and moist climates
  Properties. Forming, poisoning
  Application. Chewing, Dyeing, incense, smoking. This 
  wood is good for smoking meats, making a green 
  dye, and makes an excellent lumber. The gum can 
  be chewed, although it lends no effects.
  The wild cherry tree is symbolic of love and 
  divination, specifically the ability to reach across 
  the stars should your true love still exist, in 
  whatever plane or dimension they may be in.
  PRUNUS DOMESTICA
  FAMILIAR
  Plum tree
  Type. Plant (shrub)
  Locale. Coastal, hills; especially colder northern 
  regions and islands
  Properties. Purifying, youth
  Application. None.
  PRUNUS DULCIS
  FAMILIAR
  Almond tree
  Type. Plant (tree)
  Locale. Forest, grasslands, rural; widely used in 
  native regions for the almond nuts
  Properties. Exorcising, loving, protecting
  Application. None.
  The almond tree is associated with heaven, divine 
  grace, hidden truth, virginity, feminine beauty, and 
  vigilance.
  60
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  The almond tree gives people the hope of money 
  and prosperity, as well as the wisdom to keep it or 
  spend it well. This tree is also said to be an 
  aphrodisiac, and many a couple lay beneath its 
  boughs their first time to bring luck and happiness 
  to their union.
  These trees are also symbolic of the better 
  afterlife, called heaven, as well as hidden truth, 
  virginity, feminine beauty, resilience, and vigilance.
  PRUNUS PERSICA
  FAMILIAR
  Peach tree
  Type. Plant (tree)
  Locale. Forest, grassland; requires a chill that keeps 
  these trees in northern regions
  Properties. Bolstering (Charisma), essential (wish 
  spell), forming, linking, youth
  Application. None. This wood is used in making 
  bows, protective amulets, and wands.
  The fallen blossoms of the peach tree are associated 
  with prostitutes, while the tree itself represents joy.
  PYROFOLIUM FACERECALOR 
  EXOTIC
  Fireleaf, flamebush, winter’s campfire
  Type. Plant (flower)
  Locale. Arctic; conditions with lots of moisture and 
  very cold temperatures, otherwise it will set fire to 
  other brush
  Properties. Attracting (fire-based), destruction, 
  enduring (cold), healing (cold damage), harming 
  (fire), illuminating, quality (better), sensing 
  (heat/fire), thermavision
  Application. Chewing, dyeing, repelling, strewing. 
  Taking 1 point of fire damage each round, the 
  subject chewing this plant can make a ranged attack
  at a target within 15 feet, dealing 1d6 fire damage on
  a success. If the crimson dye made from this plant is 
  used on cloth, it has resistance to fire damage for a 
  number of attacks (that deal fire damage) equal to 
  the crafting check result. Also, this plant repels 
  water-based creatures (such as water elementals). 
  Strewing this plant, once dried, negates cold 
  environments and dangerous freezing conditions.
  Fireleaf has a long root stem that divides and 
  permeates the soil, and the petals of the flower grow
  directly out of the ground in a circular shape. There 
  are normally 3-8 petals of the flower, and each has a 
  long, ridged, central vein, with red flecks and a light 
  pinkish hue. The plant emits lots of heat and can 
  start fires if not in carefully tended.
  ROSA
  FAMILIAR
  Rose, god’s blood
  Type. Plant (flower)
  Locale. Any
  Properties. Red; angering, harming (fire), 
  stabilizing. White; darkvision, harming (cold), 
  purifying. Yellow; angering, loving, thermavision. 
  Pink; fate, healing, tongues.
  Application. Gifting. Giving a rose to someone that 
  is a romantic interest is said to be romantic and 
  ingratiating.
  Rose leaves are borne alternately on the stems and 
  in most species are up to six inches long, pinnate, 
  with a dozen leaflets which normally have a 
  serrated margin, and often a few small prickles on 
  the underside of the stem. Most are deciduous but a 
  few are evergreen.
  Most flowers have five petals and each is divided 
  into two distinct lobes, coming in white, pink, 
  yellow, or red. Beneath the petals are five sepals 
  that may be long enough to be visible from above.
  Red roses are associated with beauty, love, passion,
  consummation, fire, the blood of martyrs, and 
  resurrection. 
  RUSCUS ACULEATUS
  FAMILIAR
  Butcher’s-broom, hare’s apple, kneeholly, knee holly, kneeholm, 
  mouse stinger, pettigree, sweet broom, the butcher
  Type. Plant (shrub)
  Locale. Coastal, forest; woodlands, hedgerows, and 
  coastal cliffs
  Properties. Cleansing, healing, youth
  Application. Wound packing. A parcel of the red 
  berries can be mashed with a dash of dirt and water,
  and applied to a creatures wounds to stabilize them.
  This low evergreen shrub has shoots that give the 
  appearance of stiff, spine-tipped leaves. Small 
  greenish flowers appear in the spring from the 
  center of the shoots, and some have red berries.
  SALIVA, MONSTER
  FAMILIAR
  Type. Fluid
  Creatures. Nearly all
  Properties. Adhesive, Angering, Harming, Oil, 
  Poisoning, Quality (greater), Returning
                                                                                 
   
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   61
    
  
  -Chargers. Moving
  -Death Dog, Horse. Harming (fire)
  -Deer. Settling
  -Dog. Sobering
  -Hell Hound. Harming (fire), Quality (superior)
  -Hyena. Hallucinating
  -Lizard. Tongues
  -Phase Spider. Harming (poison), Quality (superior)
  Application. None.
  This watery substance is formed in the mouth of 
  most corporeal creatures, and is comprised of 
  substance that both lubricates and aids in digestion. 
  Saliva is one of the Three Sacred Liquids.
  SALT
  FAMILIAR
  Halite, rock salt
  Type. Mineral
  Locale. Coastal, hill, mountain, underground, 
  underwater, rural
  Properties. Adhesive, dust, repelling (fiends)
  Application. Repelling. Laying down salt not only 
  helps to eliminate moisture, but it also aids in 
  keeping fiends away. A pile of salt (bushel, load, or 
  jar) has repels fiends. Every 5 piles of salt increase 
  the DC by +1.
  Halite comes from mines in the form of rock salt. 
  Halite is one of the oldest ingredients known. It has 
  been worked with by practitioners the ages over and
  is well understood by most, if not all. Halite 
  represents value, purity, spiritual incorruptibility, 
  divine wisdom, and is said to dispel bad luck when 
  thrown over the shoulder.
  SALT, ELEMENTAL
  EXOTIC
  Salterra
  Type. Mineral
  Locale. Underground; anywhere an earth elemental 
  can be found
  Properties. Adhesive, burrowing, dust, quality 
  (greater), repelling (fiends)
  Application. Repelling. Just as with normal salt, piles
  of salterra eliminate moisture and repel fiends, with 
  a save increasing by +1 for every 4 piles present.
  One of the primary constituents of earth elementals,
  salterra is nature and magic infused salt that glows 
  dimly with an amber light.
  SALT, SUN
  UNFAMILIAR
  Montalite, gold salt, mountain salt
  Type. Mineral
  Locale. Mountain, underground; found high in the 
  mountains or deep mines and has a deep dull golden
  color.
  Properties. Adhesive, dust, quality (better), 
  repelling (fiends)
  Application. Repelling. Laying down piles of 
  montalite repels fiends with an increase of +1 to the 
  DC for every 5 piles.
  SPLEEN, MONSTER
  EXOTIC
  Type. Organ
  Creatures. Nearly all
  Properties. Destruction, Linking, Maddening, 
  Sanitizing
  -Blink Dog. Fortune
  -Croc. Sizing
  -Deer. Weakness
  -Jackal. Angering
  Application. None.
  Alongside other organs, the spleen acts as a 
  filtration system for the blood, making it an 
  important device in corporeal creatures.
  STRAND, ELEMENTAL
  EXOTIC
  Aurasens, wind-hair
  Type. Mineral
  Locale. Desert, mountain
  Properties. Breathing, flying, powder, quality 
  (greater), vapor
  Application. Wearing. A creature that has a handful 
  of these wind hairs on the outside of their clothing 
  finds that they catch the winds to the point of 
  allowing them to glide, as the property.
  These glistening silver cords are no thicker than 
  hair and can be a few feet to a dozen feet in length.
  SYZYGIUM AROMATICUM
  EXOTIC
  Clove
  Type. Plant (tree)
  Locale. Coastal, desert; southern climate islands
  Properties. Exorcising, fatigue, fortune, killing
  Application. Brewing, incense, ingestion, smoking. 
  Cloves lend flavor to meats, curries, marinades, fruit
  such as apples, pears, and rhubarb. They also give 
  aromatic flavors to hot beverages like cider and tea, 
  62
     CHAPTER 3  I
  | NGREDIENTS
   
                                                     
   
   
  
  often combined with lemon and sugar. It can be 
  smoked in pipes and used to repel insects, especially
  ants. Cloves are also used in incense and fragrances. 
  Oil can be used to relieve pain.
  The clove tree is an evergreen with large leaves, 
  crimson flowers grouped in terminal clusters, and 
  grows to a height nearing 40 feet. Flower buds are 
  pale in hue then gradually turn green, transitioning 
  to a bright red when they are harvest ready.
  Cloves are said to aid in exorcism and defense 
  against spirits and other entities that would inhabit 
  poor simple folk. They are also said to offer boons of
  wealth and herald the birth of a child.
  TARAXACUM OFFICINALE
  FAMILIAR
  Dandelion, common dandelion, pig’s tail, priest’s crown, swine’s 
  snout
  Type. Plant (flower)
  Locale. Coastal, grassland, hill, rural; parks, roadsides,
  disturbed banks and shores of water ways, areas 
  with moist soils
  Properties. Bolstering (Intelligence), essential 
  (sun/light-based spells), harming (radiant), healing, 
  tongues
  Application. Brewing, dyeing, gifting, ingestion. When 
  the flowers are in full bloom, they are edible and 
  often added to salads. This can also be made into 
  wine, and is a coffee substitute. The flowers produce
  a yellow or green dye. Gifting this plant to someone 
  you care about is said to influence them towards 
  returning your love.
  Dandelion taproots generally sprout into one to 
  more than ten unbranched stems, up to 30 inches 
  tall. The stems are upright or lax, purplish in tint, 
  and produce flowers that are usually taller than the 
  foliage. The foliage can grow up or out, and the 
  leaves have petioles either unwinged or narrowly 
  winged.
  Dandelions are a popular flower with everyone 
  interested in divination regarding love, wishes of 
  true love, and is seen as the oracle that defines 
  whether one’s mate is true or not. These are also 
  associated with the sun, bitterness, and the calling 
  of spirits.
  TAXUS BACCATA
  FAMILIAR
  Yew
  Type. Plant (tree)
  Locale. Forest; temperate forests
  Properties. Essential, forming, lasting, poisoning, 
  quality (better), stabilizing
  Application. Ingestion, repelling. The berries and 
  their seeds are the only non-poisonous part of this 
  tree. Bushels of yew wood or leaves repel spirits, 
  ghosts, and incorporeal creatures of ill intent.
  Yew is a small or medium evergreen, reaching no 
  more than 70 feet on average, with a nearly seven 
  foot diameter trunk. The dark green leaves are flat, 
  arranged spirally on the stem, and poisonous.
  These trees are popular with necromancers and 
  clergy alike. They are believed to protect nearby 
  graves from necromantic magics while some hold 
  that the wood eases the use of spells that raise the 
  dead. They are also symbolic of immortality, and are
  often used to make bows and wands.
  TEARS, PHOENIX
  STRANGE
  No other known names
  Type. Fluid
  Locale. Wherever a phoenix can be found
  Properties. Curing, exorcising, liquid, moving, 
  normalizing, purifying, quality (master), restoring, 
  returning, sanitizing, stabilizing
  Application. Wound packing. Dripping a dash of 
  phoenix tears into an open wound will immediately 
  end 1 condition on the subject and restore 25% of 
  their maximum hit points.
  The tears of a phoenix are said to be some of the 
  most powerful of ingredients, holding within the 
  ability to bring life back to those on the brink of 
  death.
  TEETH, MONSTER
  FAMILIAR
  Beak, bill
  Type. Organ
  Creatures. Nearly all
  Properties. Angering, Bolstering (Wisdom), 
  Dominion, Forming, Harming, Repelling, Youth
  -Badger. Fortune
  -Bat. Terrorizing
  -Bear. Bolstering (Strength, Wisdom)
  -Croc, Jackal, Weasel, Winter Wolf. Killing
  -Death Dog. Sickening
  -Dog. Bolstering (Wisdom)
  -Hawk. Sensing (souls)
  -Hell Hound. Angering, Quality (greater)
                                                                                 
   
   CHAPTER 3  I
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   63
    
  
  -Phase Spider. Quality (better), Terrorizing
  -Raven. Quality (better), Speaking
  Application. Wearing. Adorning oneself with the 
  teeth of defeated enemies grants the subject a slight 
  bonus to Intimidate checks, somewhere around +1/5
  teeth, but be sure to consult with your GM.
  These calcified structures are found in the mouths 
  of a great many beasts, monsters, and members of 
  the race. They are used for chewing food into 
  smaller pieces so it can be swallowed, as well as 
  biting chunks of flesh from prey.
  TONGUE, MONSTER
  UNFAMILIAR
  Petal (plant)
  Type. Organ
  Creatures. Primarily those with mouths
  Properties. Bolstering (Charisma), Destruction, 
  Dominion, Harming (psychic), Honesty, Loving, 
  Quality (greater), Repelling, Speaking, Tongues, 
  Whisper
  -Awakened Plant. Fading, Quality (superior), 
  Sensing (plants)
  -Death Dog. Deafening
  -Frog, Lizard. Revive
  -Monkey. Harming
  -Raven. Quality (superior)
  -Serpent. Insightful, Quality (superior), Timeless
  -Shambling Mound. Harming (lightning)
  -Toad. Fortune
  Application. Incense. The subject can understand 
  and communicate in one unknown language for the 
  next 10 minutes, so long as they stay within the 
  cloud of smoke created by this incense, which is 
  made of dried tongue.
  This muscular organ is found in the mouth of many 
  corporeal creatures, and some incorporeal. It is 
  required for the sense of taste, and is useful in the 
  acts of swallowing food, speaking and auditory 
  communication, as well as lapping up water or other
  liquids. Serpents use their tongues for smell as well 
  as taste.
  TRIFOLIUM DUBIUM
  FAMILIAR
  Clover, lesser hop trefoil, lesser trefoil, little hop clover, rabbit’s 
  foot, suckling clover
  Type. Plant (shrub)
  Locale. Any
  Properties. Fate, fortune, hallucinating, loving, 
  tongues
  Application. None.
  This small plant has thin stalks with three leaves 
  and flowers blooming from the ends. The flowers 
  are a soft yellow in color and rather than petals, 
  there are small cones jutting from the end of the 
  stem in an array.
  The clover represents love, divination, and is said 
  to relieve ailments of the flesh. Some find the fumes 
  of this plant used as an incense pleasant, but many 
  think it too strong and odorous.
  TULIPA
  FAMILIAR
  Tulip, gauze, muslin, turban
  Type. Plant (flower)
  Locale. Arctic, coastal; colder, northern climates
  Properties. Bolstering (Charisma), fate, fortune, 
  loving
  Application. None.
  The tulip is a symbol of perfect love, trusting and 
  dependable, and all the wealth, beauty, and 
  prosperity that goes along with it. It is said that 
  wishing upon a tulip at the dusk of every day for a 
  year and a day will grant that very wish. Tulips are 
  also one of the spring heralds.
  VIOLA SORORIA
  UNFAMILIAR
  Violet, common blue violet, common meadow violet, hooded violet, 
  purple violet, wood violet, woolly blue violet
  Type. Plant (flower)
  Locale. Grassland; temperate regions
  Properties. Fate, fortune, healing, loving, 
  protecting
  Application. Ingestion. The flowers and leaves are 
  edible and help to prevent colds, headaches, coughs,
  and sore throats.
  Violets are short-stemmed herbaceous perennials 
  that are common in plains and gardens.
  Violets are one of the most popular flowers, and as 
  such they mean many things to many people. For 
  some, they are symbolic of timidity, chastity, 
  meekness, and constancy. A lover giving violets will 
  often leave them with family because they are too 
  shy to yet reveal themselves.
  Others see spirituality, and spiritual protection, as 
  well as love, luck, lust, wishes, peace, and healing.
  64
     CHAPTER 3  I
  | NGREDIENTS
   
                                                    
   
   
  
  VIOLA TRICOLOR-HORTENSIS
  UNFAMILIAR
  Garden pansy, flame flower, hearts-ease, love-in-idleness, three-
  faces-under-a-hood
  Type. Plant (flower)
  Locale. Grassland, rural; sunny or partially sunny, 
  well-drained soil, rural mostly
  Properties. Atmosphere (rain), bolstering 
  (Charisma), loving, quality (greater), settling
  Application. Wearing. When a fresh flower is placed 
  over a sleeping creatures eyelids, when they 
  awaken, they are charmed by the first creature they 
  see. The subject may make a Charisma saving throw 
  at the end of each minute to end this effect, or it 
  ends after 10 minutes.
  The flower of the garden pansy is two to three 
  inches in diameter and has two slightly overlapping 
  upper petals, two side petals, and a single bottom 
  petal with a slight beard emanating from the center,
  usually white, yellow, purplish, or blue. These can 
  grow up to nine inches in height.
  The garden pansy is associated with dying love, 
  the loss of a mate or companion, as well as rain and 
  rain magic. It is said that looking into the bud of a 
  garden pansy while standing in the rain will allow 
  one to speak with their lost love again.
  WATER, ELEMENTAL
  EXOTIC
  Hydrus
  Type. Fluid
  Locale. Coastal, swamp, underwater; anywhere one 
  can find a water elemental creature
  Properties. Breathing (underwater), liquid, quality 
  (greater)
  Application. Ingestion. The subject gains a swim 
  speed equal to their normal speed and has 
  advantage on checks related to swimming, and can 
  hold their breath for twice as long as normal. These 
  effects end after 1 hour or when the subject steps 
  onto dry land.
  Hydrus is water that has been infused with the 
  magic of nature and the elements.
  Hydrus, the water taken from animated pools, 
  represents healing and regeneration. The waters are
  difficult to defeat while animated, but once it is 
  accomplished, they can be used for greater purpose.
  WATER, FRESH
  FAMILIAR
  No other known names
  Type. Fluid
  Locale. Any except oceans and seas
  Properties. Liquid
  Application. Ingestion.
  Fresh water is found in inland bodies of water where
  ocean and sea salts are filtered out through the soil 
  and clouds that transfer the water over land. Fresh 
  water is the basis of much of the plant and animal 
  life in the worlds.
  Fresh water is considered feminine for its flowing, 
  smooth nature. It is also representative of the moon 
  what with changing tides depending on the position
  of the moon.
  WATER, SALT
  FAMILIAR
  Saline
  Type. Fluid
  Locale. Oceans and seas
  Properties. Liquid, salve
  Application. Brewing. Unlike other waters, saline 
  does not hydrate a creature that depends on water 
  to survive, and will cause death if they drink while 
  dying of thirst. However, it can be boiled to remove 
  the salt content and make half the portion in fresh 
  water.
  Saline is found in the many oceans and seas across 
  the worlds, as well as some lakes or rivers with 
  direct connections to the open waters, but rarely.
  Salt water is symbolic of life, where many believe 
  the oceans contain more life than the land could 
  ever hope to hold. Salt water is also associated with 
  fertility, and destruction in the form of storms and 
  waves.
  WATER, SPRING
  UNFAMILIAR
  Alchemist’s rue
  Type. Fluid
  Locales. Any
  Properties. Liquid, quality (better)
  Application. Ingestion. Drinking spring water counts
  as twice the amount of normal water when it comes 
  to survival and dehydration.
  Spring water comes from heated underground 
  reservoirs that are pushed up through the earth in a
  gaseous state that removes most, if not all, 
                                                                                 
   
   CHAPTER 3  I
  | NGREDIENTS 
   
   65
    
  
  impurities. This is the cleanest, most refreshing, and
  best crafting water that occurs in nature.
  Spring water is symbolic of passivity and 
  purification, as the waters were purified by the heat 
  beneath the earth and the pressure driving it ever 
  onward.
  66
     CHAPTER 3  I
  | NGREDIENTS
   
                                                    
   
   
  
  CHAPTER 4: COLLECTING THE WORLDS
  INGREDIENTS BY LOCALE
  The following charts are used for gathering and the 
  ingredients are sorted by the locales in which they 
  can be found.
  ARCTIC
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  Any 11-12
  Fireleaf
  Pyrofolium Facerecalor
  00-
  1
  Oats
  Avena
  -30
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Bearsfoot
  Alchemilla Mollis
  5
  Red rose
  Rosa
  6
  Blackweed
  Ambrosia Artemisiifolia
  40-
  1
  Cinder
  Ashes
  -60
  2
  Carnation
  Dianthus Caryophyllus
  3
  Saline
  Water, Salt
  4
  Leek
  Allium Ampleoprasum
  5
  White rose
  Rosa
  6
  Bort
  Galium Aparine
  70-
  1
  Tarragon
  Artemisia Dracunculus
  -90
  2
  Saltbush
  Atriplex Patula
  3
  Pepper
  Capsicum Annuum
  4
  Yellow rose
  Rosa
  5
  Tulip
  Tulipa
  6
  Pink rose
  Rosa
  Any 5
  Clover
  Trifolium Dubium
  6
  Blackwood
  Acacia Melanoxylon
  00-
  7
  Asarabacca
  Asarum Europaeum
  -50
  8
  Alchemist’s Rue Water, Spring
  9
  Ameranth
  Amaranthus Cordatus
  10
  Day’s Eye
  Bellis Perennis
  60-
  7-8
  Beadtree
  Melia Azedarach
  -90
  9-10
  Little Burdock
  Arctium Minus
  COASTAL
   
        
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Hydrus
  Water, Elemental
  -30
  12
  Clove
  Syzygium Aromaticum
  40-
  11
  Scarlet Pimpernel Anagallis Arrensis
  -60
  12
  Mugwort
  Artemisia Vulgaris
  70-
  11
  Saffron
  Crocus Sativus
  -80
  12
  Blind-Eyes
  Papaver Soomniferum
  90
  11-12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -10
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Wild Cherry
  Gean
  5
  Pineapple
  Pineapple
  6
  Blackweed
  Ambrosia Artemisiifolia
  20-
  1
  Cinder
  Ashes
  -30
  2
  Carnation
  Dianthus Caryophyllus
  3
  Saline
  Water, Salt
  4
  Maiden’s Hair
  Adiantum Aethiopicum
  5
  Marshmallow
  Althaea Officinalis
  6
  Alyssum
  Lobularia Maritima
  40-
  1
  Forget-me-not
  Myosotis Scorpioides
  -50
  2
  Wild Cherry TreePrunus Avium
  3
  Plum Tree
  Prunus Domestica
  4
  Red rose
  Rosa
  5
  Leek
  Allium Ampleoprasum
  6
  Bort
  Galium Aparine
  60-
  1
  Sycamore
  Acer psuedoplatanus
  -70
  2
  Pineapple Tree
  Ananas Comusus
  3
  White rose
  Rosa
  4
  Great Masterwort Astrantia Major
  5
  Butcher’s Broom Ruscus Aculeatus
  6
  Halite
  Salt
  80
  1
  Yellow rose
  Rosa
  2
  Tarragon
  Artemisia Dracunculus
  3
  Saltbush
  Atriplex Patula
  4
  Pepper
  Capsicum Annuum
  5
  Tulip
  Tulipa
  6
  Black Spleenwort Asplenium Adiantum-Nigrum
  90
  1
  Pink rose
  Rosa
  2
  White Bryony
  Bryonia Alba
  3
  Plum
  Damascene
  4
  Clover
  Trifolium Dubium
  5
  Dandelion
  Taraxacum Officinale
  6
  Blackwood
  Acacia Melanoxylon
  00-
  7
  Alchemist’s Rue Water, Spring
  -30
  8
  Ameranth
  Amaranthus Cordatus
  9
  Aloe
  Aloe Vera
  10
  Snapdragon
  Antirrhinum Majus
  40-
  7
  Sowbread
  Cyclamen Hederifolium
  -60
  8
  Madrona
  Arbutus Menziesii
  9
  Anise
  Pimpinella Anisum
  10
  Day’s Eye
  Bellis Perennis
  70-
  7
  Beadtree
  Melia Azedarach
  -90
  8
  Little Burdock
  Arctium Minus
  9-10
  Bluebell
  Hyacinthoides Non-Scripta
  DESERT
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Clove
  Syzygium Aromaticum
  -40
  12
  Pyrst
  Ash, Elemental
  50-
  11
  Scarlet Pimpernel Anagallis Arrensis
  -90
  12
  Aurasens
  Strand, Elemental
  Any 11
  Mugwort
  Artemisia Vulgaris
  12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -20
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Pineapple
  Pineapple
  5
  Blackweed
  Ambrosia Artemisiifolia
  6
  Red rose
  Rosa
  30-
  1
  Cinder
  Ashes
                                                                    
   
   CHAPTER 4  C
  |
  OLLECTING THE WORLDS 
   
   67
    
  
  -50
  2
  White rose
  Rosa
  3
  Carnation
  Dianthus Caryophyllus
  4
  Saline
  Water, Salt
  5
  Yellow rose
  Rosa
  6
  Leek
  Allium Ampleoprasum
  60-
  1
  Bort
  Galium Aparine
  -70
  2
  Pineapple Tree
  Ananas Comusus
  3
  Pink rose
  Rosa
  4
  Tarragon
  Artemisia Dracunculus
  5
  Saltbush
  Atriplex Patula
  6
  Pepper
  Capsicum Annuum
  80-
  1
  Bort
  Galium Aparine
  -90
  2
  Tarragon
  Artemisia Dracunculus
  3
  Saltbush
  Atriplex Patula
  4
  Pepper
  Capsicum Annuum
  5
  Clover
  Trifolium Dubium
  6
  Blackwood
  Acacia Melanoxylon
  Any 10
  Alchemist’s Rue Water, Spring
  00-
  7
  Centuryplant
  Agave Americana
  -40
  8
  Ameranth
  Amaranthus Cordatus
  9
  Aloe
  Aloe Vera
  10
  Soda Ash
  Natron
  50-
  7
  Day’s Eye
  Bellis Perennis
  -90
  8
  Beadtree
  Melia Azedarach
  9
  Little Burdock
  Arctium Minus
  10
  Bearsfoot
  Acanthus mollis
  FOREST
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Oodh
  Agarwood
  -30
  12
  Eyes
  Actaea Pachypoda
  40-
  11
  Clockflower
  Passiflora Caerulea
  -60
  12
  Belladonna
  Atropa Belladonna
  70-
  11
  Mandrake
  Mandragora Officinarum
  -90
  12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -10
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Peach
  Peach
  5
  Blackweed
  Ambrosia Artemisiifolia
  6
  Cinder
  Ashes
  20-
  1
  Carnation
  Dianthus Caryophyllus
  -30
  2
  Saline
  Water, Salt
  3
  Alyssum
  Lobularia Maritima
  4
  White Sanicle
  Ageratina Altissima
  5
  Bugleweed
  Ajuga Reptans
  6
  Avocado
  Persea Americana
  40-
  1
  Leek
  Allium Ampleoprasum
  -50
  2
  Red rose
  Rosa
  3
  Bort
  Galium Aparine
  4
  White rose
  Rosa
  5
  Great Masterwort Astrantia Major
  6
  Butcher’s Broom Ruscus Aculeatus
  60-
  1
  Military Orchid Orchis Militaris
  -70
  2
  Almond Tree
  Prunus Dulcis
  3
  Yellow rose
  Rosa
  4
  Pink rose
  Rosa
  5
  Tarragon
  Artemisia Dracunculus
  6
  Saltbush
  Atriplex Patula
  80
  1
  Pepper
  Capsicum Annuum
  2
  White Bryony
  Bryonia Alba
  3
  Almond
  Almond
  4
  Clover
  Trifolium Dubium
  5
  Golden wattle
  Acacia pycantha
  6
  Bamboo
  Bambusoideae
  90
  1
  Golden wattle
  Acacia pycantha
  2
  Bamboo
  Bambusoideae
  3
  Peach Tree
  Prunus Persica
  4
  Blackwood
  Acacia Melanoxylon
  5
  Yew
  Taxus Braccata
  6
  Basil
  Ocimum Basilicum
  00-
  7
  Alchemist’s Rue Water, Spring
  -20
  8
  Asarabacca
  Asarum Europaeum
  9
  Snowdrop
  Galanthus Nivalis
  10
  Grapeholly
  Mahonia Aquifolium
  30-
  7
  Ameranth
  Amaranthus Cordatus
  -50
  8
  Sowbread
  Cyclamen Hederifolium
  9
  Agrimony
  Agrimonia Eupatoria
  10
  Sitherwood
  Artemisia abrotanum
  60-
  7
  Primrose
  Primula Vulgaris
  -70
  8
  Maple Tree
  Acer Saccharum
  9
  Day’s Eye
  Bellis Perennis
  10
  Beadtree
  Melia Azedarach
  80-
  7
  Alchemist’s Rue Water, Spring
  -90
  8
  Little Burdock
  Arctium Minus
  9
  Wild Angelica
  Angelica Sylvestris
  10
  Fly Agaric
  Amanita Muscaria
  GRASSLAND
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Mountain ArnicaArnica Montana
  -30
  12
  Saffron
  Crocus Sativus
  40-
  11
  Belladonna
  Atropa Belladonna
  -60
  12
  Wormwood
  Artemisia absinthium
  70-
  11
  Mandrake
  Mandragora Officinarum
  -90
  12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -10
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Peach
  Peach
  5
  Onion
  Allium Cepa
  6
  Blackweed
  Ambrosia Artemisiifolia
  20-
  1
  Cinder
  Ashes
  -30
  2
  Carnation
  Dianthus Caryophyllus
  3
  Saline
  Water, Salt
  4
  Alyssum
  Lobularia Maritima
  5
  Bugleweed
  Ajuga Reptans
  6
  Bearsfoot
  Alchemilla Mollis
  40-
  1
  Pheasant’s Eye
  Addonis Annua
  -50
  2
  Red rose
  Rosa
  3
  Leek
  Allium Ampleoprasum
  4
  White rose
  Rosa
  5
  Bort
  Galium Aparine
  6
  Great Masterwort Astrantia Major
  68
     CHAPTER 4  C
  |
  OLLECTING THE WORLDS
   
                          
   
   
  
  60-
  1
  Military Orchid Orchis Militaris
  -70
  2
  Almond Tree
  Prunus Dulcis
  3
  Yellow rose
  Rosa
  4
  Sycamore
  Acer psuedoplatanus
  5
  Pink rose
  Rosa
  6
  Wheatgrass
  Agropyron Cristatum
  80
  1
  Tarragon
  Artemisia Dracunculus
  2
  Saltbush
  Atriplex Patula
  3
  Pepper
  Capsicum Annuum
  4
  Almond
  Almond
  5
  Clover
  Trifolium Dubium
  6
  Peach Tree
  Prunus Persica
  90
  1
  Tarragon
  Artemisia Dracunculus
  2
  Saltbush
  Atriplex Patula
  3
  Clover
  Trifolium Dubium
  4
  Dandelion
  Taraxacum Officinale
  5
  Blackwood
  Acacia Melanoxylon
  6
  Sunflower
  Helianthus Annuus
  00-
  7
  Alchemist’s Rue Water, Spring
  -10
  8
  Grapeholly
  Mahonia Aquifolium
  9
  Ameranth
  Amaranthus Cordatus
  10
  Agrimony
  Agrimonia Eupatoria
  20-
  7
  Sitherwood
  Artemisia abrotanum
  -30
  8
  Primrose
  Primula Vulgaris
  9
  Anise
  Pimpinella Anisum
  10
  Windflower
  Anemone Blanda
  40-
  7
  Marigold
  Calendula Officinalis
  -50
  8
  Spear Thistle
  Cirsium Vulgare
  9
  Day’s Eye
  Bellis Perennis
  10
  Beadtree
  Melia Azedarach
  60-
  7
  Violet
  Viola Sororia
  -70
  8
  Garden Pansy
  Viola Tricolor-Hortensis
  9
  Wolfsbane
  Aconitum Napellus
  10
  Little Burdock
  Arctium Minus
  Unfam
  80-
  7
  Wolfsbane
  Aconitum Napellus
  -90
  8
  Little Burdock
  Arctium Minus
  9
  Wild Angelica
  Angelica Sylvestris
  10
  Bearsfoot
  Acanthus mollis
  HILL
   
                 
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Eyes
  Actaea Pachypoda
  -30
  12
  Saffron
  Crocus Sativus
  40-
  11
  Mugwort
  Artemisia Vulgaris
  -60
  12
  Belladonna
  Atropa Belladonna
  70-
  11
  Wormwood
  Artemisia absinthium
  -80
  12
  Mandrake
  Mandragora Officinarum Exo
  90
  11-12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -10
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Blackweed
  Ambrosia Artemisiifolia
  5
  Cinder
  Ashes
  6
  Carnation
  Dianthus Caryophyllus
  20-
  1
  Saline
  Water, Salt
  -30
  2
  Alyssum
  Lobularia Maritima
  3
  Pheasant’s Eye
  Addonis Annua
  4
  White Sanicle
  Ageratina Altissima
  5
  Red rose
  Rosa
  6
  Plum Tree
  Prunus Domestica
  40-
  1
  Leek
  Allium Ampleoprasum
  -50
  2
  Bort
  Galium Aparine
  3
  Great Masterwort Astrantia Major
  4
  White rose
  Rosa
  5
  Yellow rose
  Rosa
  6
  Sycamore
  Acer psuedoplatanus
  60-
  1
  Wheatgrass
  Agropyron Cristatum
  -70
  2
  Pink rose
  Rosa
  3
  Halite
  Salt
  4
  Spikenard
  Aralia Cordata
  5
  Tarragon
  Artemisia Dracunculus
  6
  Saltbush
  Atriplex Patula
  80-
  1
  Pepper
  Capsicum Annuum
  -90
  2
  Plum
  Damascene
  3
  Clover
  Trifolium Dubium
  4
  Dandelion
  Taraxacum Officinale
  5
  Blackwood
  Acacia Melanoxylon
  6
  Sunflower
  Helianthus Annuus
  00-
  7
  Alchemist’s Rue Water, Spring
  -20
  8
  Grapeholly
  Mahonia Aquifolium
  9
  Ameranth
  Amaranthus Cordatus
  10
  Agrimony
  Agrimonia Eupatoria
  30-
  7
  Sitherwood
  Artemisia abrotanum
  -50
  8
  Snapdragon
  Antirrhinum Majus
  9
  Garden Peony
  Paeonia Officinalis
  10
  Anise
  Pimpinella Anisum
  60-
  7
  Windflower
  Anemone Blanda
  -70
  8
  Marigold
  Calendula Officinalis
  9
  Day’s Eye
  Bellis Perennis
  10
  Beadtree
  Melia Azedarach
  80-
  7
  Day’s Eye
  Bellis Perennis
  -90
  8
  Little Burdock
  Arctium Minus
  9
  Wild Angelica
  Angelica Sylvestris
  10
  Bearsfoot
  Acanthus mollis
  MOUNTAIN
   
                 
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Lion’s Paw
  Leontopodium Nivale
  -30
  12
  Eyes
  Actaea Pachypoda
  40-
  11
  Mountain ArnicaArnica Montana
  -60
  12
  Aurasens
  Strand, Elemental
  70+
  11-12
  Wormwood
  Artemisia absinthium
  00-
  1
  Oats
  Avena
  -20
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Blackweed
  Ambrosia Artemisiifolia
  5
  Cinder
  Ashes
  6
  Carnation
  Dianthus Caryophyllus
  30-
  1
  Saline
  Water, Salt
  -50
  2
  Bearsfoot
  Alchemilla Mollis
  3
  Leek
  Allium Ampleoprasum
  4
  Red rose
  Rosa
  5
  Bort
  Galium Aparine
  6
  White rose
  Rosa
                                                                    
   
   CHAPTER 4  C
  |
  OLLECTING THE WORLDS 
   
   69
    
  
  60-
  1
  Yellow rose
  Rosa
  -70
  2
  Great Masterwort Astrantia Major
  3
  Halite
  Salt
  4
  Pink rose
  Rosa
  5
  Spikenard
  Aralia Cordata
  6
  Tarragon
  Artemisia Dracunculus
  80-
  1
  Spikenard
  Aralia Cordata
  -90
  2
  Saltbush
  Atriplex Patula
  3
  Pepper
  Capsicum Annuum
  4
  Clover
  Trifolium Dubium
  5
  Soft Pine
  Pinus Strobus
  6
  Blackwood
  Acacia Melanoxylon
  00-
  7
  Alchemist’s Rue Water, Spring
  -30
  8
  Ameranth
  Amaranthus Cordatus
  9
  Garden Peony
  Paeonia Officinalis
  10
  Little Burdock
  Arctium Minus
  Unfam
  40-
  7
  Montalite
  Salt, Sun
  -60
  8
  Day’s Eye
  Bellis Perennis
  9
  Beadtree
  Melia Azedarach
  10
  Wild Angelica
  Angelica Sylvestris
  70-
  7
  Garden Peony
  Paeonia Officinalis
  -90
  8
  Wolfsbane
  Aconitum Napellus
  9
  Little Burdock
  Arctium Minus
  10
  Wild Angelica
  Angelica Sylvestris
  RURAL
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Lion’s Paw
  Leontopodium Nivale
  -30
  12
  Scarlet Pimpernel Anagallis Arrensis
  40-
  11
  Mugwort
  Artemisia Vulgaris
  -60
  12
  Wormwood
  Artemisia absinthium
  70-
  11
  Belladonna
  Atropa Belladonna
  -90
  12
  Druids’ Egg
  Adder Stone
  Any 1
  Onion
  Allium Cepa
  2
  Sycamore
  Acer psuedoplatanus
  3
  Wheatgrass
  Agropyron Cristatum
  4
  Almond Tree
  Prunus Dulcis
  5
  Almond
  Almond
  6
  Dandelion
  Taraxacum Officinale
  Any 7
  Anise
  Pimpinella Anisum
  8
  Marigold
  Calendula Officinalis
  9
  Garden Pansy
  Viola Tricolor-Hortensis
  10
  Bluebell
  Hyacinthoides Non-Scripta
  SWAMP
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  00-
  11
  Hydrus
  Water, Elemental
  -40
  12
  Clockflower
  Passiflora Caerulea
  50-
  11
  Mountain ArnicaArnica Montana
  -90
  12
  Druids’ Egg
  Adder Stone
  00-
  1
  Oats
  Avena
  -10
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Pineapple
  Pineapple
  5
  Blackweed
  Ambrosia Artemisiifolia
  6
  Cinder
  Ashes
  20-
  1
  Carnation
  Dianthus Caryophyllus
  -30
  2
  Saline
  Water, Salt
  3
  Marshmallow
  Althaea Officinalis
  4
  Forget-me-not
  Myosotis Scorpioides
  5
  Red rose
  Rosa
  6
  Leek
  Allium Ampleoprasum
  40-
  1
  White rose
  Rosa
  -50
  2
  Bort
  Galium Aparine
  3
  Yellow rose
  Rosa
  4
  Pink rose
  Rosa
  5
  Pineapple Tree
  Ananas Comusus
  6
  Tarragon
  Artemisia Dracunculus
  60-
  1
  Saltbush
  Atriplex Patula
  -70
  2
  Pepper
  Capsicum Annuum
  3
  White Bryony
  Bryonia Alba
  4
  Clover
  Trifolium Dubium
  5
  Bamboo
  Bambusoideae
  6
  Blackwood
  Acacia Melanoxylon
  80-
  1
  Saltbush
  Atriplex Patula
  -90
  2
  White Bryony
  Bryonia Alba
  3
  Clover
  Trifolium Dubium
  4
  Blackwood
  Acacia Melanoxylon
  5
  Centella
  Centella Asiatica
  6
  Basil
  Ocimum Basilicum
  00-
  7
  Alchemist’s Rue Water, Spring
  -40
  8
  Ameranth
  Amaranthus Cordatus
  9
  Day’s Eye
  Bellis Perennis
  10
  Little Burdock
  Arctium Minus
  50-
  7
  Alchemist’s Rue Water, Spring
  -90
  8
  Beadtree
  Melia Azedarach
  9
  Little Burdock
  Arctium Minus
  10
  Wild Angelica
  Angelica Sylvestris
  UNDERGROUND
   
        
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  Any 12
  Druids’ Egg
  Adder Stone
  11-12
  Salterra
  Salt, Elemental
  1-6
  Halite
  Salt
  7-10
  Montalite
  Salt, Sun
  UNDERWATER
   
           
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  Any 1-6
  Halite
  Salt
  11
  Hydrus
  Water, Elemental
  12
  Druids’ Egg
  Adder Stone
  VOLCANIC
   
      
              
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Proper Name
  Any 11-12
  Blind-Eyes
  Papaver Soomniferum
  00-
  1
  Oats
  Avena
  -30
  2
  Quitch
  Elymus Repens
  3
  Fresh Water
  Water, Fresh
  4
  Blackweed
  Ambrosia Artemisiifolia
  5
  Cinder
  Ashes
  6
  Carnation
  Dianthus Caryophyllus
  40-
  1
  Saline
  Water, Salt
  -60
  2
  Red rose
  Rosa
  3
  Leek
  Allium Ampleoprasum
  70
     CHAPTER 4  C
  |
  OLLECTING THE WORLDS
   
                          
   
   
  
  4
  White rose
  Rosa
  5
  Bort
  Galium Aparine
  6
  Yellow rose
  Rosa
  70-
  1
  Tarragon
  Artemisia Dracunculus
  -90
  2
  Saltbush
  Atriplex Patula
  3
  Pepper
  Capsicum Annuum
  4
  Black Spleenwort Asplenium Adiantum-Nigrum
  5
  Clover
  Trifolium Dubium
  6
  Blackwood
  Acacia Melanoxylon
  00-
  7
  Alchemist’s Rue Water, Spring
  -40
  8
  Ameranth
  Amaranthus Cordatus
  9
  Day’s Eye
  Bellis Perennis
  10
  Beadtree
  Melia Azedarach
  50-
  7
  Alchemist’s Rue Water, Spring
  -90
  8
  Ameranth
  Amaranthus Cordatus
  9
  Day’s Eye
  Bellis Perennis
  10
  Little Burdock
  Arctium Minus
  INGREDIENTS BY MONSTER
  The following charts are used for harvesting and the
  ingredients are sorted by the monsters in which 
  they are found.
  ARACHNIDS
   
               
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Carapace
  Familiar
  ---
  Saliva
  Familiar
  1-2
  Bile
  Unfamiliar
  1-4
  Blood
  Unfamiliar
  2-3
  Eye
  Unfamiliar
  5-6
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  7-9
  Brain
  Exotic
  10
  Glands
  Exotic
  11-12
  Arachnid Egg
  Varies
  BATS
   
                 
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  1-3
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  4-6
  Intestines
  Unfamiliar
  4
  Kidneys
  Unfamiliar
  5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-8
  Brain
  Exotic
  8
  Genitals
  Exotic
  9
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  BEARS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  3-4
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  BIRDS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  2-3
  Blood
  Unfamiliar
  3
  Eye
  Unfamiliar
  4
  Heart
  Unfamiliar
  3-6
  Intestines
  Unfamiliar
  5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  3-4
  Tongue
  Unfamiliar
  7-8
  Brain
  Exotic
  9
  Genitals
  Exotic
  10
  Glands
  Exotic
                                                                    
   
   CHAPTER 4  C
  |
  OLLECTING THE WORLDS 
   
   71
    
  
  CATS
   
               
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  3-4
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  CHARGERS
   
                  
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof
  Familiar
  ---
  Horn
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3-4
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  2-3
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  4-6
  Tongue
  Unfamiliar
  7
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  9
  Glands
  Exotic
  10
  Spleen
  Exotic
  CRABS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Carapace
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  1-4
  Blood
  Unfamiliar
  2
  Crab Egg
  Unfamiliar
  3-4
  Eye
  Unfamiliar
  5-6
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  7-9
  Brain
  Exotic
  10
  Glands
  Exotic
  CROCS
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Carapace
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-3
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  5
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  2-4
  Kidneys
  Unfamiliar
  3-4
  Liver
  Unfamiliar
  4-5
  Lungs
  Unfamiliar
  5-6
  Tongue
  Unfamiliar
  12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  9
  Glands
  Exotic
  10
  Spleen
  Exotic
  DINOSAURS
   
               
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Carapace
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Horn
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-3
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  2-4
  Heart
  Unfamiliar
  72
     CHAPTER 4  C
  |
  OLLECTING THE WORLDS
   
                          
   
   
  
  2-6
  Intestines
  Unfamiliar
  2-3
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  3-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  12
  Bezoar
  Exotic
  8-9
  Brain
  Exotic
  7-8
  Genitals
  Exotic
  8
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  FAUN
   
               
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof
  Familiar
  ---
  Horn
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-4
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  2
  Kidneys
  Unfamiliar
  3-4
  Liver
  Unfamiliar
  4-6
  Lungs
  Unfamiliar
  5-6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-10
  Genitals
  Exotic
  8
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  HOUNDS
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  3-4
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  INSECTS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Antennae
  Familiar
  ---
  Carapace
  Familiar
  ---
  Ear
  Familiar
  ---
  Horn
  Familiar
  1
  Bile
  Unfamiliar
  1-4
  Blood
  Unfamiliar
  5
  Eye
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  7-8
  Insect Egg
  Varies
  9-10
  Brain
  Exotic
  LUMBERERS
   
               
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof
  Familiar
  ---
  Horn
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-3
  Bile
  Unfamiliar
  2-6
  Blood
  Unfamiliar
  5-6
  Eye
  Unfamiliar
  4-5
  Heart
  Unfamiliar
  1-5
  Intestines
  Unfamiliar
  3-4
  Kidneys
  Unfamiliar
  2-3
  Liver
  Unfamiliar
  2-4
  Lungs
  Unfamiliar
  1
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  9
  Brain
  Exotic
  7-8
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  MONKEYS
   
       
              
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
                                                                    
   
   CHAPTER 4  C
  |
  OLLECTING THE WORLDS 
   
   73
    
  
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  1-3
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  4-6
  Intestines
  Unfamiliar
  4
  Kidneys
  Unfamiliar
  5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-8
  Brain
  Exotic
  8
  Genitals
  Exotic
  9
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  MOUNTS
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  2
  Kidneys
  Unfamiliar
  3
  Liver
  Unfamiliar
  4-6
  Lungs
  Unfamiliar
  5-6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  9
  Brain
  Exotic
  7-8
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  OCTOPI
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Ear
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  2-4
  Blood
  Unfamiliar
  4
  Eye
  Unfamiliar
  5
  Heart
  Unfamiliar
  3-6
  Intestines
  Unfamiliar
  7-8
  Brain
  Exotic
  9
  Genitals
  Exotic
  10
  Glands
  Exotic
  11-12
  Octopi Egg
  Unfamiliar
  PLANT MONSTERS
   
               
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bone
  Familiar
  ---
  Carapace
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof
  Familiar
  1-4
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3-4
  Heart
  Unfamiliar
  5-6
  Tongue
  Unfamiliar
  7-9
  Brain
  Exotic
  10
  Genitals
  Exotic
  REPTILES
   
        
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Carapace
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  1-2
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  3-6
  Intestines
  Unfamiliar
  4-5
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-8
  Brain
  Exotic
  9
  Genitals
  Exotic
  10
  Glands
  Exotic
  11-12
  Reptile Egg
  Unfamiliar
  RODENTS
   
        
              
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  74
     CHAPTER 4  C
  |
  OLLECTING THE WORLDS
   
                           
   
   
  
  ---
  Teeth
  Familiar
  1-2
  Bile
  Unfamiliar
  1-5
  Blood
  Unfamiliar
  1
  Eye
  Unfamiliar
  2-3
  Heart
  Unfamiliar
  2-6
  Intestines
  Unfamiliar
  3-4
  Kidneys
  Unfamiliar
  4-5
  Liver
  Unfamiliar
  5-6
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  11-12
  Bezoar
  Exotic
  7-8
  Brain
  Exotic
  8-9
  Genitals
  Exotic
  10
  Glands
  Exotic
  9-10
  Spleen
  Exotic
  SEALIFE
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bones
  Familiar
  ---
  Carapace
  Familiar
  ---
  Ear
  Familiar
  ---
  Hide
  Familiar
  ---
  Nose
  Familiar
  ---
  Teeth
  Familiar
  1-3
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  3-6
  Intestines
  Unfamiliar
  4-5
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-8
  Brain
  Exotic
  9
  Genitals
  Exotic
  10
  Glands
  Exotic
  SERPENTS
   
       
              
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Carapace
  Familiar
  ---
  Ear
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Saliva
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  1-4
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  5-6
  Intestines
  Unfamiliar
  4
  Kidneys
  Unfamiliar
  5
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  10
  Adder Stone
  Exotic
  7-8
  Brain
  Exotic
  9
  Glands
  Exotic
  SHARKS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bladder
  Familiar
  ---
  Bones
  Familiar
  ---
  Ear
  Familiar
  ---
  Hide
  Familiar
  ---
  Milk
  Familiar
  ---
  Nose
  Familiar
  ---
  Teeth
  Familiar
  1
  Bile
  Unfamiliar
  1-3
  Blood
  Unfamiliar
  2
  Eye
  Unfamiliar
  3
  Heart
  Unfamiliar
  4-6
  Intestines
  Unfamiliar
  4
  Liver
  Unfamiliar
  5
  Lungs
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-9
  Brain
  Exotic
  10
  Genitals
  Exotic
  SKELETONS
   
                 
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Hoof (if applicable)
  Familiar
  ---
  Bone
  Familiar
  ---
  Horn (if applicable)
  Familiar
  ---
  Carapace (if applicable)
  Familiar
  ---
  Teeth
  Familiar
  ---
  Claws
  Familiar
  7-10
  Corpsemold
  Exotic
  ZOMBIES
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  d%   Result
  Ingredient
  Familiarity
  Any ---
  Bones
  Familiar
  ---
  Carapace (if applicable)
  Familiar
  ---
  Claws
  Familiar
  ---
  Ear
  Familiar
  ---
  Fur
  Familiar
  ---
  Hide
  Familiar
  ---
  Hoof (if applicable)
  Familiar
  ---
  Horn (if applicable)
  Familiar
  ---
  Nose
  Familiar
  ---
  Teeth
  Familiar
  1-2
  Blood
  Unfamiliar
  3
  Eye
  Unfamiliar
  4-5
  Intestines
  Unfamiliar
  6
  Tongue
  Unfamiliar
  7-10
  Corpsemold
  Exotic
                                                                    
   
   CHAPTER 4  C
  |
  OLLECTING THE WORLDS 
   
   75
    
  
  CHAPTER 5: RECIPES
  For those who are just beginning their journey into 
  the art of the practice, the sheer amount of 
  knowledge required and the capabilities inherent 
  can be staggering. For this reason, practitioners 
  across the worlds have put together a listing of the 
  most basic concoctions, and their recipes.
  A recipe is a set of directions for the creation of a 
  concoction. These contain the most basic 
  information for crafting the most basic of 
  concoctions, and act as an introduction for players 
  and GMs alike to help them grasp these new 
  mechanics so they can continue on to create unique 
  and wonderful concoctions of their own design.
  RECIPES
   
               
   
           
   
           
   
           
   
           
   
   
  Each recipe contains a description of what the 
  concoction will do, as well as all of the pertinent 
  factors for using that recipe to create a concoction. 
  The type of concoction, ingredients required, 
  crafting time, the alchemy check, and the result are 
  all included in the recipes block of information.
  For basic concoctions that commonly appear in 
  multiple strengths, the details for each different 
  concentration will also be described.
  CONCOCTION TYPE
   
            
   
             
   
             
   
             
   
   
  As discussed in Chapter 1: Practicing, there are four 
  types of concoctions; contact, ingested, inhaled, and 
  injury. The type of concoction will be noted directly 
  below the name of the concoction.
  INGREDIENTS
   
            
   
             
   
             
   
             
   
             
   
   
  This section gives the total amount of ingredients 
  required, as well as the properties and the number 
  of ingredients with those properties.
  CRAFTING TIME
   
       
              
   
             
   
             
   
             
   
   
  Calculating the time required for a concoction is 
  tricky, at first. The amount of time required to craft 
  the concoction, taking in factors such as 
  concentrates and mixtures, will be detailed here.
  ALCHEMY CHECK
   
                 
   
             
   
             
   
             
   
   
  After half of the time is expended, the practitioner 
  will need to pass an Alchemy check to successfully 
  craft the concoction. The DC for the check, and 
  when the check is made, is noted in this section.
  RESULT
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  When the concoction is successfully created using 
  the recipe, the result details how it will work.
  RECIPE DESCRIPTIONS
   
       
            
   
           
   
   
  The recipes are presented in alphabetical order.
  ALCHEMIST’S FIRE
  Contact
  Ingredients. 60; 12 Harming (fire), 48 Salve
  Crafting Time. 5 hours
  Alchemy Check. After 2.5 hours, DC 17
  Result. At the start of every turn, the subject takes 
  1d6 fire damage, and must make a Dexterity saving
  throw to extinguish the flames and end the effect.
  ELIXIR OF HEALTH
  Ingested
  Ingredients. 276; 4 Curing, 12 Moving, 20 Purifying, 
  12 Returning, 228 Liquid
  Crafting Time. 19 hours, 19 minutes
  Alchemy Check. After 9.5 hours, DC 18
  Result. The blinded, deafened, incapacitated, 
  paralyzed, and poisoned conditions end when the 
  subject ingests this concoction. Also, any disease 
  with a saving throw DC of 12 or lower also ends.
  FLASK OF HEMPEN ROPE
  Special
  Ingredients. 20; 4 Hempvial, 16 Liquid
  Crafting Time. 1 hour, 40 minutes
  Alchemy Check. After .75 hours, DC 10
  Result. The subject can “pour” up to 25 feet of 
  hempen rope out of this container, using it all at 
  once or in sections.
  Flask of Hempen Rope
  Strength
   Hempvial  Liquid
  Time
          DC     Length
  I
  4
  16
  1h, 40m
  10
  25’
  II
  8
  32
  3h, 4m
  11
  50’
  III
  12
  48
  4h, 24m
  12
  75’
  IV
  16
  64
  5h, 36m
  13
  100’
  VIII 32
  128
  9h, 4m
  17
  200’
  XII
  48
  192
  10h, 24m
  21
  300’
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  XVI 64
  256
  13h, 20m
  25
  400’
  XX
  80
  320
  16h, 40m
  29
  500’
  FLASK OF SILKEN ROPE
  Special
  Ingredients. 60; 12 Silkvial, 48 Liquid
  Crafting Time. 5 hours
  Alchemy Check. After 2.5 hours, DC 11
  Result. The subject can “pour” up to 50 feet of silk 
  rope out of this container, using it all at once or in 
  sections.
  Flask of Silken Rope
  Strength
    Silkvial    Liquid
  Time
          DC     Length
  I
  12
  48
  5h
  11
  50’
  II
  24
  96
  9h, 12m
  12
  100’
  III
  36
  144
  13h, 12m
  13
  150’
  IV
  48
  192
  16h, 48m
  14
  200’
  VIII 96
  384
  1d, 3h, 12m
  18
  400’
  XII
  144
  576
  1d, 7, 12m
  22
  600’
  XVI 192
  768
  1d, 16h
  26
  800’
  XX
  240
  960
  2d, 2h
  30
  1000’
  OIL OF SILVERING
  Injury
  Ingredients. 20; 4 Silvering, 16 Oil
  Crafting Time. 1 hour, 40 minutes
  Alchemy Check. After .75 hours, DC 12
  Result. The subjects natural attacks or the effected 
  weapon or item counts as being silvered, meaning 
  the damage inflicted will bypass some resistances, 
  for 1 minute.
  POTION OF ANTITOXIN
  Ingested
  Ingredients. 40; 8 Antitoxin, 32 Liquid
  Crafting Time. 3 hours, 20 minutes
  Alchemy Check. After 1.5 hours, DC 13
  Result. The subject gains advantage on saving 
  throws against poison for 1 hour.
  POTION OF BOLSTERING
  Ingested
  Ingredients. 100; 20 Bolstering, 80 Liquid
  Crafting Time. 8 hours, 18 minutes
  Alchemy Check. After 4 hours, DC 18
  Result. The subject gains a +2 bonus to the 
  specified ability score for 1 minute.
  Potion of Bolstering
  Strength
      Bolster  Liquid         Time
          DC          Result
  I
  20
  80
  8h, 18m
  18
  +2 score, 1m
  II
  80
  320
  1d, 6h, 36m
  24
  +4 score, 1m
  III
  140
  560
  1d, 20h
  30
  +6 score, 1m
  POTION OF BREATHING
  Ingested
  Ingredients. 20; 4 Breathing, 16 Liquid
  Crafting Time. 1 hour, 40 minutes
  Alchemy Check. After .75 hours, DC 12
  Result. The subject is able to breathe in places 
  where it normally could not, such as underwater, 
  in poisonous fog, or black smoke, for 1 hour.
  POTION OF CRAWLING
  Ingested
  Ingredients. 60; 12 Crawling, 48 Liquid
  Crafting Time. 5 hours
  Alchemy Check. After 2.5 hours, DC 13
  Result. The subject can crawl on all surfaces, 
  vertical, horizontal, upside down, slick, rough, any 
  of them, for 1 hour.
  POTION OF FLYING
  Ingested
  Ingredients. 100; 20 Flying, 80 Liquid
  Crafting Time. 8 hours, 20 minutes
  Alchemy Check. After 4 hours, DC 17
  Result. The subject gains a flying speed of 30 feet, 
  but cannot hover, for 1 hour.
  POTION OF HARMING-NATURAL
  Contact
  Ingredients. 20; 4 Harming (specific damage), 16 
  Adhesive
  Crafting Time. 1 hour, 40 minutes
  Alchemy Check. After .75 hours, DC 11
  Result. As an action, you can splash the contents of
  this vial onto a creature within 5 feet of you or 
  throw the vial up to 20 feet, shattering it on 
  impact. In either case, make a ranged attack 
  against a creature or object, treating this as an 
  improvised weapon. On a hit, the subject takes 1d8 
  acid, force, or poison damage.
                                                                                       
   
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  Potions of Harming-Natural
  Strength
     Harming  Adhesive
  Time
          DC          Result
  I
  4
  16
  1h, 40m
  11
  1d8
  II
  8
  32
  3h, 4m
  12
  2d8
  III
  12
  48
  4h, 24m
  13
  3d8
  IV
  16
  64
  5h, 36m
  14
  4d8
  V
  20
  80
  6h, 40m
  15
  5d8
  VI
  24
  96
  7h, 36m
  16
  6d8
  VII
  28
  112
  8h, 24m
  17
  7d8
  VIII 32
  128
  9h, 4m
  18
  8d8
  IX
  36
  144
  9h, 36m
  19
  9d8
  X
  40
  160
  10h
  20
  10d8
  XI
  44
  176
  10h, 16m
  21
  11d8
  XII
  48
  192
  10h, 24m
  22
  12d8
  XIII 52
  208
  10h, 50m
  23
  13d8
  POTION OF HEALING
  Ingested
  Ingredients. 60; 12 Healing, 48 Liquid
  Crafting Time. 5 hours
  Alchemy Check. After 2.5 hours, DC 12
  Result. The subject regains 1d4+1 hit points.
  Potions of Healing
  Strength
      Healing  Liquid
  Time
          DC          Result
  I
  12
  48
  5h
  12
  1d4+1hp
  II
  24
  96
  9h, 12m
  13
  2d4+2
  Basic Potion of Healing
  III
  36
  144
  13h, 12m
  14
  3d4+3
  IV
  48
  192
  16h, 48m
  15
  4d4+4
  Greater Potion of Healing
  V
  60
  240
  20h
  16
  5d4+5
  VI
  72
  288
  22h, 48m
  17
  6d4+6
  VII
  84
  336
  1d, 1h, 12m
  18
  7d4+7
  VIII 96
  384
  1d, 3h, 12m
  19
  8d4+8
  Superior Potion of Healing
  IX
  108
  432
  1d, 4h, 48m
  20
  9d4+9
  X
  120
  480
  1d, 6h
  21
  10d4+10
  Supreme Potion of Healing
  XI
  132
  528
  1d, 6h, 48m
  22
  11d4+11
  XII
  144
  576
  1d, 7h, 12m
  23
  12d4+12
  XIII 156
  624
  1d, 8h, 30m
  24
  13d4+13
  POTION OF INVULNERABILITY
  Ingested
  Ingredients. 77; 1+4+12+20 (37) Resisting, 4+4+12+20 
  (40) Liquid
  Crafting Time. 5 hours, 23 minutes
  Alchemy Check. After 2.5 hours, DC 21
  Result. The subject has resistance to all damage 
  groups for 1 minute.
  POTION OF LOVING
  Ingested
  Ingredients. 180; 36 Loving, 144 Liquid
  Crafting Time. 16 hours, 12 minutes
  Alchemy Check. After 6.5 hours, DC 19
  Result. If the subject sees a creature that fits their 
  romantic interests within the next 10 minutes, 
  they are charmed by that creature for 1 hour.
  SALVE OF POISON
  Injury
  Ingredients. 20; 4 Poisoning, 16 Salve
  Crafting Time. 1 hour
  Alchemy Check. After .5 hours, DC 15
  Result. This one dose can coat one slashing or 
  piercing weapon or up to 3 pieces of ammunition. 
  Application takes an action. A creature hit by the 
  poisoned weapon or ammunition is poisoned for 1 
  hour.
  POTION OF RESISTING
  Ingested
  Ingredients. 5; 1 Resisting, 4 Liquid
  Crafting Time. 25 minutes
  Alchemy Check. After 12 minutes, DC 11
  Result. The subject has resistance to one type of 
  mundane damage for 1 minute.
  Potion of Resisting
  Strength
    Resisting  Liquid     DC       Time
  Resistance to...
  I
  1
  4
  11
  25m
  1 Mundane damage
  Mun 1
  4
  15
  25m
  Mundane group
  II
  4
  16
  12
  1h, 40m 1 Natural damage
  Nat 4
  16
  17
  1h, 40m Natural group
  III
  12
  48
  13
  5h
  1 Elemental damage
  Ele
  12
  48
  19
  5h
  Elemental group
  IV
  20
  80
  15
  8h, 18m 1 Supernat damage
  Sup 20
  80
  21
  8h, 18m Supernatural group
  POTION OF VITALITY
  Ingested
  Ingredients. 144; 20 Curing, 20 Purifying, 12 
  Resting, 92 Fluid
  Crafting Time. 10 hours, 33 minutes
  Alchemy Check. After 5 hours, DC 16
  Result. The subject is cured of 1 disease and 1 
  poison each with a saving throw DC of 12 or lower, 
  and 1 level of exhaustion.
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  CHAPTER 6: APPENDICES
  DEFINING INGREDIENTS
   
             
   
           
   
   
  The vast array of plants, herbs, organs, minerals, 
  and other materials used in the practice can make 
  this system staggering to behold. Adding some 
  definition to these pieces can be very helpful, but it 
  is not necessary. Included below is some 
  information to help players and GMs alike sort 
  through and better understand the variety inherent 
  within this complex alchemy and herbalism system.
  FUNGI
  Though they may seem to all be the same, there are 
  a few different types of fungi that each have distinct
  qualities. There are also pieces that are believed to 
  hold specific qualities, just as with plants, and all of 
  this can work to provide are richer, more in-depth 
  experience.
  A fungus has a few different pieces that can be 
  singled out for particular effects. Ashes, cap, juices, 
  roots, skin, spores, trunk.
  There are a few different kinds of fungi, morels, 
  sacs, and toadstools.
  MORELS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  Morel fungi include truffles, ergot, cup fungi, and 
  these mushrooms don’t have the typical caps, but 
  their stalks can be quite long and interesting to 
  examine.
  SACS
   
                 
   
             
   
             
   
             
   
             
   
             
   
   
  Sac fungus looks like it sounds, a crumpled bit of 
  flattened material, most likely a canvas sack that 
  used to hold potatoes.
  TOADSTOOLS
   
            
   
             
   
             
   
             
   
             
   
   
  Toadstools, including most normal mushrooms, are 
  often hidden from view, growing in the soil, piles of 
  leaves, inside dead wood, and all the while 
  decomposing dead matter.
  ORGANS
  The pieces and parts of creatures is a far more grisly
  topic, and one that is separate because it requires 
  the pursuit of the Blood Practice. Also, there is a far 
  greater variety of different pieces within most 
  creatures than there is in even the most complex of 
  plants or fungi.
  The varying organs found in creatures are many, 
  but here are some examples: blood, bones, ear, eye, 
  fat, feather, fluids, fur, heart, intestines, liver, 
  marrow, nasal cavity, skull, spleen, stomach, teeth, 
  tongue.
  Monsters are grouped for ease of harvesting as 
  well as ease of identifying, and these groupings are 
  outlined below.
  ARACHNIDS
   
               
   
             
   
             
   
             
   
             
   
   
  These unsettling monsters are generally found in all
  those places you don’t want to be, and some you do. 
  They usually have two main body parts and a 
  minimum of six legs. Some have pincers, some have 
  web sacs, and others have stingers or small 
  mandibles for grabbing unsuspecting halflings and 
  nibbling just a bit.
  Arachnids include: giant scorpions, giant spiders, 
  giant wolf spiders, phase spiders, scorpions, and 
  spiders.
  BATS
   
                 
   
             
   
             
   
             
   
             
   
             
   
   
  Bats are interesting mammals, in that they are 
  nocturnal, can fly, and are often associated with 
  vampires and other dark horrors. Many have fangs 
  or odd-shaped noses, some feed on berries and 
  others on blood or smaller prey. Most are dark in 
  color and complexion, with short fur that can be 
  soft or firm.
  Bats include: bats, giant bats, and swarms of bats.
  BEARS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  These rather large carnivores could be some of the 
  most dangerous creatures throughout the worlds, if 
  only there were no dragons, aboleths, and carrion 
  crawlers to hold that rank. They stand tall, are 
  covered in fur, have claws and fangs for tearing and 
  ripping flesh and muscle from bone, and can run on 
  all fours and climb in pursuit of prey.
  Bears include: black bears, brown bears, polar 
  bears, and any other colored bears.
  BIRDS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
                                                                                  
   
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  Normally on the smaller side, birds are covered in 
  feathers that come in a wide range of colors. Most, 
  but not all, soar through the skies in search of food 
  or shelter, covering vast distances in minutes or 
  hours. They have claws for catching and holding 
  prey, beaks for pecking out small bites or tearing 
  through foliage, and their bodies are light while 
  maintaining good muscle.
  Birds include: axe beaks, blood hawks, eagles, giant
  eagles, giant owls, giant vultures, hawks, owls, 
  ravens, swarms of ravens, and vultures.
  CATS
   
               
   
             
   
             
   
             
   
             
   
             
   
   
  The most agile and stealthy hunters of the natural 
  creatures, cats can be quite dangerous. They have 
  lithe bodies with short fur, their muscle is well 
  defined, and their claws and teeth sharp. They can 
  stalk for great periods of time or chase the quickest 
  of prey, and they somehow know whether or not 
  they will win a fight.
  Cats include: cats, lions, panthers, saber-toothed 
  tigers, and tigers.
  CHARGERS
   
                  
   
             
   
             
   
             
   
             
   
   
  Chargers include a few animals from different 
  families, but they share some distinct 
  characteristics. These beasts have thick, resilient 
  hides similar to armor, they have horns or tusks, 
  and are built for speed and power that allows them 
  to charge their prey and deal a devastating amount 
  of damage.
  Chargers include: boars, giant boars, and 
  rhinoceroses.
  CRABS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  These armored beasts have claws that can crack 
  bone and plate as easily as opening a nutshell. They 
  have many legs, live in the water, and prey upon 
  smaller sealife.
  Crabs include: crabs and giant crabs.
  CROCS
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  Razor sharp teeth, jaws that spell death, and a 
  stillness and stealth that rivals the very darkness 
  itself, crocs are some of the most dangerous wetland
  predators. They have thick scales that repel most 
  conventional weapons, they are naturally 
  camouflaged, and their bite can hold creatures 
  many times their size.
  Crocs include: crocodiles and giant crocodiles.
  DINOSAURS
   
               
   
             
   
             
   
             
   
             
   
   
  Dinosaurs vary in both size and demeanor, but most 
  all of them share thick scales, muscular bodies, and 
  an array of offensive and defensive capabilities. 
  Those that feed on plants often have thicker scales, 
  some have spines or plates protruding from their 
  body, and either move fast or with great power. The 
  carnivores of this grouping have sharp teeth, agile 
  claws, and generally move faster than the rest.
  Dinosaurs include: the allosaurus, ankylosaurus, 
  plesiosaurus, pteradon, triceratops, and 
  tyrannosaurus rex.
  FAUN
   
               
   
             
   
             
   
             
   
             
   
             
   
   
  Thick fur, agile bodies, and large horns or antlers 
  are the commonalities of the faun. These beasts are 
  herbivores, preying on hapless plants and fruits, and
  are often the prey of carnivores, though they are 
  quick to notice danger and even quicker to escape it.
  Faun include: deer, elk, giant elk, giant goats, and 
  goats.
  HOUNDS
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  Known for their endurance and adaptability to 
  changing circumstances, hounds are a wide 
  grouping of many different beasts. Most have short 
  fur, long snouts, and ability to withstand long treks 
  or hunts easily. Packs are most common, but not the
  rule, and these predators can be easily trained as 
  hunting companions, guardians, or just pets.
  Hounds include: blink dogs (fey), death dogs 
  (monstrosities), hell hounds (fiends), hyenas, 
  jackals, mastiffs, dire wolves, wolves, giant hyenas, 
  winter wolves (monstrosities), and worgs 
  (monstrosities).
  INSECTS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  Also creepy and crawly, insects cover another wide 
  range of dangerous, albeit timid, creatures. Insects 
  are found throughout the known worlds and most 
  are seen as benign or inconvenient, but nothing 
  more. Most have three sets of legs, some have wings,
  and their bodies are made of large exoskeletons 
  containing all of their “organs” in one or two sacs of
  80
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  blood-like fluid. They can live anywhere, water, 
  earth, in or on plants, even in your homes and 
  hearths.
  Insects include: giant centipedes, giant fire beetles,
  giant wasps, rust monsters, and swarms of insects.
  LUMBERERS
   
               
   
             
   
             
   
             
   
             
   
   
  Slow moving yet powerful creatures, lumberers are 
  known for their great size and powerful gait. These 
  beasts have long trunks that act as a sort of tentacle 
  or arm, which is also their effective nose, and many 
  have large, tough tusks for dealing with enemies. 
  They are herbivores and find themselves the prey of
  other beasts and people looking to utilize their 
  bones, fat, mass amounts of meat, and the tusks.
  Lumberers include: elephants and mammoths.
  MONKEYS
   
       
              
   
             
   
             
   
             
   
             
   
   
  Sharing a striking similarity to the members of the 
  races, monkeys are not just lookalikes. These 
  creatures have a keen, though simple, intellect that 
  allows them to use their hands, with opposable 
  thumbs, for the use of tools to solve everyday 
  problems. They often climb, ween their young for a 
  time, and eat either plants and fruits or the flesh of 
  their prey or enemies.
  Monkeys include: apes, baboons, and giant apes.
  MOUNTS
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  The domestication of these animals allowed the 
  worlds to prosper and grow long before the 
  cultivation of magic. Plows, carriages, carts, and 
  communication all thrived with the advent of using 
  hoofed animals to pull or carry loads that few could 
  have handled alone. These beasts generally have 
  short fur, long and powerful legs, tough “feet,” and 
  enough intellect to be thoroughly trained.
  Mounts include: camels, draft horses, ponies, 
  riding horses, and warhorses.
  OCTOPI
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  Octopi are alien creatures, even more so than 
  aberrations in that they are a natural part of the 
  worlds, whereas aberrations come from elsewhere. 
  Their bodies are seemingly infinitely mutable, there 
  is no apparent skeleton, their muscles are powerful, 
  and they are keen on problem solving. There is a 
  large sac containing most of their vital organs with 
  eight tentacles that are covered in tiny suckers.
  Octopi include: giant octopuses and octopuses.
  OOZES
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  Slimy, slow, these strange entities strike terror into 
  the hearts of those who recognize them. Just as the 
  name suggests, oozes are either a cube of gelatinous 
  substance or a puddle that moves with predatory 
  instinct. There are no organs or various bits and 
  appendages, oozes are uniform in their makeup and 
  completely lacking in empathy or feeling.
  Oozes include: black puddings, gelatinous cubes, 
  gray oozes, and ochre jellies.
  PLANT MONSTERS
   
               
   
             
   
             
   
             
   
   
  Plant monsters are scattered throughout the worlds 
  and are often hidden from the view of folks both 
  mundane and adventuresome. These entities were 
  either imbued normal plants or some strange 
  conglomeration of aberrant influence or magic gone
  awry. Either way, these plants move about like other
  monsters, preying on anything that moves or that 
  they are compelled to attack.
  Plant monsters include: awakened plants and 
  shambling mounds.
  REPTILES
   
        
   
             
   
             
   
             
   
             
   
             
   
   
  Believed to be the distant cousins of dragons, 
  reptiles bear a number of similarities that cannot be 
  ignored. Like dragons they have scales, they have 
  long and lithe bodies, they have claws, long 
  whipping tongues, strong tails, and they shed their 
  skin when a new layer develops. Unlike dragons, 
  reptiles mostly do not fly, breath fire, or covet 
  untold masses of treasure and valuables.
  Reptiles include: frogs, lizards, giant frogs, giant 
  lizards, and giant toads.
  RODENTS
   
        
              
   
             
   
             
   
             
   
             
   
   
  These highly adaptable beasts are similar to insects 
  in that they can thrive just about anywhere. These 
  smaller creatures have short fur, tails that are short 
  or long, claws for digging, climbing, or fighting, and 
  teeth that range from dull to razor-like. They can 
  burrow in the ground, survive beneath the feet of 
  civilized folk eating their scraps, or take down trees 
  and dam up rivers.
                                                                                  
   
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  Rodents include: badgers, giant badgers, giant rats,
  giant weasels, rats, swarms of rats, and weasels.
  SEALIFE
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  Sealife is a group of varied creatures that share a 
  few similarities, but altogether are not the same. 
  They either have scales like fish or chitinous armor 
  like crabs, they usually have tails and live primarily 
  underwater. They are either bottom feeders or 
  simply persist on smaller sealife, and they makeup a 
  large portion of many creatures diet, both on land 
  and beneath the waves.
  Sealife include: giant sea horses, quippers, sea 
  horses, and swarms of quippers.
  SERPENTS
   
       
              
   
             
   
             
   
             
   
             
   
   
  Serpents are very closely related to reptiles, with 
  but a few differences. Serpents don’t have legs or 
  appendages of any kind, save for one that has 
  leathery wings, they move by squirming elegantly 
  through grass or sand, and their tongues are their 
  primary form of smell, “tasting” the air, as it will. 
  Many of these creatures are poisonous, having 
  venom that can paralyze, necrotize, or outright slay 
  the victim, being delivered through vicious looking 
  fangs.
  Serpents include: constrictor snakes, flying snakes,
  giant constrictor snakes, giant poisonous snakes, 
  poisonous snakes, and swarms of poisonous snakes.
  SHARKS
   
          
   
             
   
             
   
             
   
             
   
             
   
   
  Gliding through the waters are some of the most 
  fearsome predators, able to detect the scent of blood
  in the water from miles away and swimming at 
  incredible speeds. Sharks are fearsome, relentless, 
  and ever hungry, feeding on anything already 
  injured, and still moving, or smaller and tastier than
  itself. Though they rarely engage with prey that can 
  fight back, they most often strike dangerous prey 
  swiftly from points of advantage.
  Sharks include: giant sharks, hunter sharks, killer 
  whales, and reef sharks.
  SKELETONS
   
                 
   
             
   
             
   
             
   
             
   
   
  Bodies that fall may eventually rise again under the 
  influence of dark magics or dire alchemy. The baser 
  remains of bodies can be given semblance of life to 
  serve a greater power, stumbling through the 
  worlds causing havoc and terror.
  Skeletons include: minotaur skeletons and 
  warhorse skeletons.
  ZOMBIES
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  Just as the baser remains of skeletons can be risen 
  from dead, so too can the fresher remains of those 
  not long passed. Like their naked cousins, zombies 
  are empowered by sinister forces for some nefarious
  purpose, or perhaps left behind from some evil 
  influence that corrupted the eternally resting.
  Zombies include: ogre zombies.
  The practice is a complex system with many 
  different parts. In order to make this system easier 
  to use, provided below are several charts and lists 
  sorting the ingredients and properties by varying 
  categories.
  If your character has this kind of extensive 
  knowledge, then these will make their search for the
  properties they want to use much easier, but make 
  sure to discuss this with your DM, as this can make 
  the exploration inherent in the system obsolete.
  PLANTS
  Some information points to the use of specific 
  pieces of plants in order to gain the inherent 
  benefits. Those kinds of details were not included in 
  the system, although some plants have notes 
  pointing to this influence. Should you wish to 
  include this level of detail, here are some ideas for 
  the varying pieces of ingredients.
  ALGAE
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  Algae are seedless plants that grow in water, 
  although some rare and magical species may learn 
  to grow in other strange substances like lava or acid.
  There are three types of algae, normally: brown, 
  green, and red.
  FERNS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Ferns are also seedless plants, and long ago the 
  world was covered in massive fern forests. These 
  plants prefer wet areas but can survive long periods 
  with less water, and they fare better than mosses 
  and worts. They have feathery or leafy fronds and 
  can grow to nearly any size.
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  There are two types of moss that are also related to
  ferns, the clubmoss and the horsetail.
  FLOWERS
   
        
   
             
   
             
   
             
   
             
   
             
   
   
  Flowers, though small, are complex organisms with 
  many different biological processes ongoing. Ashes, 
  bulb, leaves, nectar, petals, roots, skin, stem, thorns.
  Flowers are seeded plants that produce pollen to 
  reproduce, and the technical flowering plant family 
  includes many trees. These plants normally have a 
  short stalk with leaves that ends in a bud of petals, 
  but who knows what magic will do to these beautiful
  organisms.
  GRASS
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Grasses have hollow stems, except at the nodes, and 
  narrow alternate leaves borne in two ranks, 
  generally. These include cereals, bamboo, and a 
  whole mess of common plants that live underfoot. 
  Ashes, berries, branches, fruit, juices, leaves, 
  needles, nuts, petals, roots, seeds, skin.
  MOSS
   
               
   
             
   
             
   
             
   
             
   
             
   
   
  Mosses are seedless and need damp areas with lots 
  of moisture, but they do not require soil to thrive, 
  meaning they can live on rocks, trees, or slow-
  moving creatures. These plants are close relatives of
  liverworts. Ashes, berries, branches, fruit, juices, 
  leaves, needles, nuts, petals, roots, seeds, skin.
  There are two kinds of mosses that are also related
  to ferns, the clubmosses and horsetails. Clubmoss 
  has branching stems with simple leaves. Horsetails, 
  such as snake grass or puzzlegrass, are vascular and 
  seedless.
  SANDERS
   
         
   
             
   
             
   
             
   
             
   
             
   
   
  Sanders are plants that thrive in the harsh 
  environments of deserts, where there is little to no 
  moisture and regularly drastic temperature shifts 
  between the day and night cycles. These plants have
  long, thin leaves and only some of them have 
  flowers. These plants do have seeds. Ashes, berries, 
  branches, fruit, juices, leaves, needles, nuts, petals, 
  roots, seeds, skin.
  SHRUBS
   
           
   
             
   
             
   
             
   
             
   
             
   
   
  Shrubs are small to medium-sized woody plants 
  similar in form to trees, but they have more than 
  one trunk, and with all of their stems they rarely 
  reach heights of over 20 feet. Ashes, berries, 
  branches, fruit, juices, leaves, needles, nuts, petals, 
  roots, seeds, skin.
  TREES
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Trees are not just one large piece of wood, there are 
  many different parts that can be gathered and used 
  for alchemy. Ashes, bark, berries, fruit, leaves, 
  needles, nuts, roots, sap, seeds, skin, wood.
  There are a few different kinds of trees, which 
  realistically would fall under the flower type of 
  plants, but in a fantasy setting call for their own 
  type. All trees have a woody trunk that supports 
  multiple sprouting branches, which in turn support 
  multiple sprouting leaves.
  Deciduous trees lose their leaves during winter 
  and mostly reside in more temperate climates. 
  Evergreen trees keep their leaves all through the 
  year, and most can be found in tropical or polar 
  climates. These trees also have thicker trunks, their 
  leaves are thinner, longer, and compound, and most 
  produce a cone-like structure to carry their seeds.
  VINES
   
             
   
             
   
             
   
             
   
             
   
             
   
   
  Vines are plants that generally have one long trunk, 
  but unlike a tree this trunk is not so thick and 
  sturdy. The main trunk of a vine often looks and 
  acts like a tendril, growing along the ground or up 
  the sides of a preexisting structure, such as a tree, 
  building, or even a cliff. Some have leaves or flowers
  while others have thorns or other off-shooting 
  parts.
  There are many parts of a vine that are interesting 
  and useful, but they are most often sought after for 
  their milk. Ashes, leaves, milk, petals, roots, seeds, 
  skin, thorns.
  WORTS
   
            
   
             
   
             
   
             
   
             
   
             
   
   
  Worts are seedless plants that come in two varieties;
  hornworts and liverworts. These plants need lots of 
  water, but do not live in or under the water, and in 
  general, are very small. Ashes, berries, branches, 
  fruit, juices, leaves, needles, nuts, petals, roots, 
  seeds, skin.
  MODIFICATIONS
  In a magical world, there can be all sorts of energies 
  and influences effecting ingredients of all kinds. 
  Some of these may make plants more valuable, or 
                                                                                  
   
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   83
    
  
  their properties more powerful. The following are 
  just some ideas of what could happen to ingredients 
  that would make them just a little more special.
  Awakened ingredients come from sentient plants, 
  those that have been touched by a druids spell, the 
  gods of nature, or even the elementals that move 
  through the earth below.
  Extraplanar ingredients either come from, or have 
  been touched by, the forces of another plane. 
  Whether these are the elemental planes, the aether, 
  the beyond, or any of the vast number of planes, 
  these forces can fundamentally shift the form and 
  properties of an ingredient.
  Lightning is a powerful natural force that slay 
  plants and creatures alike, but when it strikes the 
  sands of a beach or dunes in a desert, the silica is 
  super-heated and crystallizes, making a unique 
  sculpture showing one of the mysteries of nature. 
  Who knows what lightning could do to other 
  ingredients, how it could change them or grant new 
  and unique properties.
  Magical ingredients are somehow tied to the mist, 
  the ever-present force for change in a mystical 
  fantasy world. Unlike the extraplanar or awakened, 
  these ingredients could have been in the area of 
  effect for spells not targeting them, but that would 
  effect them. Perhaps the grass surrounding a 
  powerful wizards tower has been exposed to their 
  experiments so many times they have come to 
  absorb some of their power.
  Petrified is less of a fantasy influence and more of 
  a historical one, such as those plants, especially 
  trees, that have existed for so long they died and 
  became petrified fossils. But in a fantasy world, 
  imagine flowers or vines that were caught in the 
  petrifying effects of a monsters magical gaze, or that
  were caught in the area effect of a petrification 
  spell; would those magics shift the properties of the 
  ingredients? Could these vines and flowers change 
  and possibly absorb the magic, allowing a 
  practitioner to make a concoction to reverse or even
  cause petrification?
  SORTING CHARTS
   
      
            
   
           
   
           
   
   
  Ingredients and properties each include a dense 
  amount of information, which is useful for this 
  system, and can be useful for players and GMs that 
  wish to streamline their experience or specialize. 
  Below are a number of charts meant to aid both 
  players and GMs, in whatever way possible, in 
  finding or sorting through the jungle of possibilities.
  INGREDIENTS BY PROPERTY
  The properties are listed in alphabetical order with 
  a list of ingredients they are within.
  Ingredients by Property
  Property
  Ingredients
  Absorbing
  Blood, Liver
  Adhesive
  Bellis perennis, Hoof, Hyacinthoides non-
  scripta, Milk, Natron, Saliva, Salt, Salt-elemental, Salt-
  sun
  Altering
  Bile, Hide, Milk
  Amorphous
  Bile, Milk
  Anchoring
  Artemisia vulgaris, Bone, Carapace, Core-
  lightning, Genitals, Hoof, Intestines
  Angering
  Cyclamen hederifolium, Calendula officinalis, 
  Orchis militaris, Rosa, Amanita muscaria, Brain, Claws, 
  Eye, Heart, Intestines, Liver, Milk, Saliva, Spleen, Teeth
  Antitoxin
  Aralia cordata, Arctium minus, Arnica montana,
  Adder Stone, Bezoar, Blood, Milk
  Atmosphere
  Blood, Carapace, Core-lightning, Crocus sativus, 
  Fur, Lungs, Viola tricolor-hortensis
  Attracting
  Bone, Heart, Intestines, Kidney, Pyrofolium 
  facerecalor
  Awakening
  Genitals, Heart, Mandragora officinarum, Milk
  Binding
  Claws, Eye, Kidney
  Blinding
  Acer pseudoplatanus, Blood, Hide, Mandragora 
  officinarum, Milk
  Blindsight
  Antennae, Nose
  Bolstering
  Adiantum aethiopicum, Almond, Anemone 
  blanda, Artemisia absinthium, Atropa belladonna, 
  Bambusoideae, Bladder, Bone, Brain, Carapace, Cirsium 
  vulgare, Claws, Crocus sativus, Damascene, Ear, Eye, Fur, 
  Genitals, Heart, Hoof, Horn, Intestines, Liver, Lungs, 
  Milk, Myosotis scorpioides, Nose, Orchis militaris, Persea
  americana, Prunus persica, Taraxacum officinale, Teeth, 
  Tongue, Tulipa, Viola tricolor-hortensis
  Breathing
  Lungs, Strand-elemental, Water-elemental
  Burrowing
  Salt-elemental
  Changing
  Fur, Intestines, Liver, Mandragora officinarum, 
  Milk
  Cleansing
  Acanthus mollis, Acer pseudoplatanus, 
  Aconitum napellus, Agropyron cristatum, Ajuga reptans,
  Allium cepa, Ambrosia artemisiifolia, Angelica sylvestris,
  Arbutus menziesii, Ash-vampire, Bryonia alba, Calendula
  officinalis, Dragon's blood, Elymus repens, Milk, Ocimum
  basilicum, Ruscus aculeatus
  Crawling
  Eye, Fur, Milk, Pinus strobus
  Curing
  Angelica sylvestris, Arbutus menziesii, Arctium 
  minus, Artemisia vulgaris, Astrantia major, Atriplex 
  patula, Capsicum annuum, Heart, Liver, Milk, Ocimum 
  basilicum, Pimpinella anisum, Tears-phoenix
  Darkvision
  Ear, Eye, Milk, Nose, Papaver somniferum, Rosa
  Deafening
  Mandragora officinarum, Tongue
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  Deluminating Bone, Brain, Eye, Fur, Hide, Milk
  Destruction
  Amanita muscaria, Antennae, Bile, Blood, Bone, 
  Carapace, Centella asiatica, Claws, Heart, Hide, 
  Intestines, Milk, Pyrofolium facerecalor, Spleen, Tongue
  Dominion
  Bone, Brain, Eye, Gland, Heart, Horn, Kidney, 
  Teeth, Tongue
  Dust
  Artemisia dracunculus, Ash-elemental, Ash-
  vampire, Ashes, Core-lightning, Natron, Salt, Salt-
  elemental, Salt-sun
  Enduring
  Acanthus mollis, Agave americana, Arnica 
  montana, Bone, Fur, Intestines, Milk, Pinus strobus, 
  Pyrofolium facerecalor
  Environment Liver
  Essential
  Amanita muscaria, Bambusoideae, Blood, Bone, 
  Brain, Carapace, Claws, Core-lightning, Dragon's blood, 
  Ear, Eye, Fur, Galanthus nivalis, Heart, Hoof, Horn, 
  Intestines, Mandragora officinarum, Nose, Prunus 
  persica, Taraxacum officinale, Taxus baccata
  Exorcising
  Allium ampeloprasum, Angelica sylvestris, 
  Arbutus menziesii, Ash-vampire, Dragon's blood, Milk, 
  Ocimum basilicum, Paeonia officinalis, Prunus dulcis, 
  Syzygium aromaticum, Tears-phoenix
  Exploding
  Core-lightning, Natron
  Fading
  Aconitum napellus, Amaranthus caudatus, 
  Anemone blanda, Eye, Fur, Hide, Leontopodium nivale, 
  Milk, Tongue
  Fate Ageratina altissima, Aloe vera, Ananas comusus, 
  Antennae, Artemisia absinthium, Asplenium adiantum-
  nigrum, Avena, Brain, Helianthus annuus, Melia 
  azedarach, Pineapple, Rosa, Trofolium dubium, Tulipa, 
  Viola sororia
  Fatigue
  Bile, Fur, Milk, Syzygium aromaticum
  Felling
  Bellis perennis
  Flying
  Claws, Fur, Ocimum basilicum, Strand-
  elemental
  Forming
  Acacia melanoxylon, Acacia pycantha, Acer 
  saccharum, Bambusoideae, Bezoar, Bladder, Blood, Bone,
  Carapace, Claws, Fur, Hide, Hoof, Pinus strobus, Prunus 
  avium, Prunus persica,  Taxus baccata, Teeth
  Fortifying
  Ambrosia artemisiifolia, Antirrhinum majus, 
  Bambusoideae, Bone, Crocus sativus, Damascene, 
  Dianthus caryophyllus, Fur, Hide, Liver, Nose
  Fortune
  Acacia melanoxylon, Acacia pycantha, Acer 
  saccharum, Ageratina altissima, Almond, Ananas 
  comusus, Artemisia abrotanum, Asplenium adiantum-
  nigrum, Bambusoideae, Damascene, Eye, Hide, 
  Hyacinthoides non-scripta, Mahonia aquifolium, Melia 
  azedarach, Ocimum basilicum, Spleen, Syzygium 
  aromaticum, Teeth, Tongue, Trofolium dubium, Tulipa, 
  Viola sororia
  Freeing
  Amanita muscaria, Hide, Hoof
  Freezing
  Artemisia absinthium, Eye, Hoof
  Gliding
  Amanita muscaria
  Growing
  Bladder, Bone, Brain
  Hallucinating Amanita muscaria, Angelica sylvestris, Arnica 
  montana, Atropa belladonna, Bladder, Blood, Brain, 
  Centella asiatica, Saliva, Trofolium dubium
  Halting
  Galium aparine
  Harming
  Aconitum napellus, Actaea pachypoda, Arnica 
  montana, Atropa belladonna, Bile, Blood, Bone, Brain, 
  Bryonia alba, Calendula officinalis, Centella asiatica, 
  Claws, Eye, Eye, Fur, Gland, Heart, Helianthus annuus, 
  Hide, Intestines, Lungs, Mandragora officinarum, Melia 
  azedarach, Milk, Natron, Passiflora caerulea, Pyrofolium 
  facerecalor, Rosa, Saliva, Taraxacum officinale, Teeth, 
  Tongue
  Healing
  Acanthus mollis, Agrimonia eupatoria, 
  Agropyron cristatum, Ajuga reptans, Aloe vera, Althaea 
  officinalis, Anagallis arrensis, Anemone blanda, Angelica
  sylvestris, Artemisia absinthium, Artemisia vulgaris, 
  Atriplex patula, Blood, Carapace, Cirsium vulgare, 
  Crocus sativus, Dianthus caryophyllus, Fur, Genitals, 
  Heart, Hyacinthoides non-scripta, Intestines, 
  Mandragora officinarum, Orchis militaris, Paeonia 
  officinalis, Papaver somniferum, Primula vulgaris, 
  Pyrofolium facerecalor, Rosa, Ruscus aculeatus, 
  Taraxacum officinale, Viola sororia
  Hempvial
  Arctium minus, Galium aparine
  Honesty
  Carapace, Eye, Heart, Hyacinthoides non-
  scripta, Tongue
  Illuminating Antennae, Blood, Ear, Eye, Fur, Pyrofolium 
  facerecalor
  Incapacitating Addonis annua, Atropa belladonna, Lobularia 
  maritima, Mandragora officinarum, Pineapple
  Insightful
  Artemisia dracunculus, Blood, Bone, Brain, Ear, 
  Eye, Fur, Hide, Liver, Milk, Nose, Pinus strobus, Tongue
  Intoxicating
  Amanita muscaria, Bile, Mahonia aquifolium
  Killing
  Atropa belladonna, Bile, Bone, Claws, Eye, 
  Mandragora officinarum, Milk, Syzygium aromaticum, 
  Teeth
  Lasting
  Acer pseudoplatanus, Brain, Hide, Intestines, 
  Taxus baccata
  Leaping
  Aralia cordata, Bone, Pinus strobus
  Linking
  Artemisia absinthium, Brain, Ear, Eye, Hide, 
  Hyacinthoides non-scripta, Prunus persica, Spleen
  Liquid
  Amanita muscaria, Blood, Tears-phoenix, 
  Water-elemental, Water-fresh, Water-salt, Water-spring
  Loving
  Acacia melanoxylon, Acacia pycantha, Acer 
  pseudoplatanus, Acer saccharum, Adiantum 
  aethiopicum, Agarwood, Agave americana, Alchemilla 
  mollis, Allium ampeloprasum, Artemisia abrotanum, 
  Bellis perennis, Blood, Bone, Brain, Capsicum annuum, 
  Centella asiatica, Claws, Cyclamen hederifolium, 
  Dianthus caryophyllus, Dragon's blood, Ear, Eye, Fur, 
  Genitals, Gland, Heart, Helianthus annuus, Horn, 
  Hyacinthoides non-scripta, Kidney, Myosotis 
  scorpioides, Nose, Ocimum basilicum, Passiflora 
  caerulea, Persea americana, Prunus dulcis, Rosa, Tongue,
  Trofolium dubium, Tulipa, Viola sororia, Viola tricolor-
  hortensis
  Maddening
  Anagallis arrensis, Bone, Mandragora 
  officinarum, Papaver somniferum, Spleen
  Moving
  Milk, Saliva, Tears-phoenix
  Muting
  Antennae, Arctium minus
  Normalizing Alchemilla mollis, Antirrhinum majus, Genitals, 
  Hoof, Tears-phoenix
                                                                                  
   
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  PPENDICES 
   
   85
    
  
  Nourishing
  Agropyron cristatum, Althaea officinalis, 
  Amaranthus caudatus, Milk, Pinus strobus
  Obscuring
  Arctium minus
  Oil
  Bile, Gland, Helianthus annuus, Pimpinella 
  anisum, Saliva
  Paralyzing
  Core-lightning
  Persevering
  Artemisia vulgaris, Brain, Heart, Intestines, 
  Liver, Lungs
  Poisoning
  Aconitum napellus, Actaea pachypoda, Addonis 
  annua, Arnica montana, Atropa belladonna, Bladder, 
  Bryonia alba, Centella asiatica, Intestines, Liver, 
  Mandragora officinarum, Melia azedarach, Papaver 
  somniferum, Passiflora caerulea, Prunus avium, Saliva, 
  Taxus baccata
  Powder
  Amanita muscaria, Strand-elemental
  Protecting
  Acacia melanoxylon, Acer pseudoplatanus, 
  Agrimonia eupatoria, Allium ampeloprasum, Aloe vera, 
  Amaranthus caudatus, Anemone blanda, Angelica 
  sylvestris, Arbutus menziesii, Artemisia abrotanum, 
  Artemisia absinthium, Asplenium adiantum-nigrum, 
  Astrantia major, Blood, Carapace, Cirsium vulgare, 
  Claws, Dragon's blood, Genitals, Genitals, Hide, 
  Hyacinthoides non-scripta, Lobularia maritima, Ocimum
  basilicum, Prunus dulcis, Viola sororia
  Purifying
  Adder Stone, Almond, Anagallis arrensis, 
  Artemisia absinthium, Bezoar, Claws, Galanthus nivalis, 
  Galium aparine, Kidney, Liver, Milk, Pimpinella anisum, 
  Primula vulgaris, Prunus domestica, Rosa, Tears-phoenix
  Quality
  Actaea pachypoda, Antennae, Ash-elemental, 
  Ash-vampire, Atropa belladonna, Bezoar, Blood, Bone, 
  Brain, Carapace, Core-lightning, Eye, Heart, Hoof, 
  Intestines, Mandragora officinarum, Milk, Nose, 
  Pyrofolium facerecalor, Saliva, Salt-elemental, Salt-sun, 
  Strand-elemental, Taxus baccata, Tears-phoenix, 
  Tongue, Viola tricolor-hortensis, Water-elemental, 
  Water-spring
  Reaching
  Antennae, Milk
  Regenerating Blood, Bone, Heart, Helianthus annuus, 
  Intestines, Liver
  Repelling
  Acer pseudoplatanus, Aconitum napellus, 
  Anagallis arrensis, Ananas comusus, Carapace, Claws, 
  Eye, Lungs, Ocimum basilicum, Peach, Salt, Salt-
  elemental, Salt-sun, Teeth, Tongue
  Resisting
  Adder Stone, Ash-vampire, Bezoar, Carapace, 
  Claws, Eye, Hide, Leontopodium nivale, Lungs, Milk
  Resting
  Artemisia dracunculus, Blood
  Restoring
  Antirrhinum majus, Ear, Heart, Liver, Lungs, 
  Tears-phoenix
  Returning
  Artemisia dracunculus, Milk, Saliva, Tears-
  phoenix
  Revive
  Bone, Brain, Genitals, Heart, Intestines, Kidney, 
  Lungs, Tongue
  Roughing
  Aralia cordata
  Running
  Blood, Bone, Claws, Heart, Hide, Hoof, Intestines
  Salve
  Helianthus annuus, Milk, Water-salt
  Sanitizing
  Arctium minus, Capsicum annuum, Spleen, 
  Tears-phoenix
  Sensing
  Acacia melanoxylon, Artemisia abrotanum, 
  Bone, Brain, Claws, Ear, Eye, Heart, Hide, Intestines, 
  Milk, Nose, Pyrofolium facerecalor, Teeth
  Settling
  Asarum europaeum, Crocus sativus, Cyclamen 
  hederifolium, Eye, Heart, Hyacinthoides non-scripta, 
  Lungs, Milk, Passiflora caerulea, Saliva, Viola tricolor-
  hortensis
  Sickening
  Acer pseudoplatanus, Aconitum napellus, 
  Anagallis arrensis, Asarum europaeum, Ash-elemental, 
  Ash-vampire, Ashes, Atriplex patula, Bile, Bryonia alba, 
  Centella asiatica, Melia azedarach, Paeonia officinalis, 
  Teeth
  Silkvial
  Arnica montana, Genitals
  Silvering
  Bellis perennis, Bone
  Sizing
  Brain, Helianthus annuus, Spleen
  Slumbering
  Agrimonia eupatoria, Carapace, Hide, Papaver 
  somniferum
  Sobering
  Capsicum annuum, Crocus sativus, Ear, Eye, 
  Milk, Saliva
  Speaking
  Brain, Ear, Teeth, Tongue
  Stabilizing
  Bone, Carapace, Hide, Hoof, Intestines, Rosa, 
  Taxus baccata, Tears-phoenix
  Storing
  Bladder, Genitals, Lungs
  Striding
  Ash-elemental, Bone
  Stunning
  Claws
  Swimming
  Carapace, Hide
  Terrorizing
  Bile, Bladder, Bone, Eye, Teeth
  Thermavision Ash-vampire, Brain, Eye, Nose, Pyrofolium 
  facerecalor, Rosa
  Timeless
  Almond, Artemisia abrotanum, Blood, Bone, 
  Calendula officinalis, Ear, Heart, Helianthus annuus, 
  Intestines, Liver, Tongue
  Timing
  Blood
  Tongues
  Acer pseudoplatanus, Agarwood, Angelica 
  sylvestris, Artemisia vulgaris, Brain, Ear, Eye, Gland, 
  Heart, Kidney, Milk, Rosa, Saliva, Taraxacum officinale, 
  Tongue, Trofolium dubium
  Traveling
  Asplenium adiantum-nigrum, Hide, Intestines, 
  Lungs
  Truevision
  Atropa belladonna
  Vapor
  Strand-elemental
  Vitalizing
  Atriplex patula, Bellis perennis, Bezoar, Bone, 
  Horn, Milk
  Weakness
  Blood, Bone, Hide, Intestines, Spleen
  Whisper
  Acacia melanoxylon, Antennae, Artemisia 
  vulgaris, Carapace, Crocus sativus, Ear, Tongue
  Youth
  Acer saccharum, Ash-vampire, Bezoar, Blood, 
  Damascene, Gean, Heart, Pimpinella anisum, Primula 
  vulgaris, Prunus domestica, Prunus persica, Ruscus 
  aculeatus, Teeth
  INGREDIENTS BY FAMILIARITY
  The ingredients are listed in alphabetical order 
  categorized by their familiarity.
  Familiar
  Acacia Melanoxylon
  Acacia pycantha
  86
     CHAPTER 6  A
  |
  PPENDICES
   
                                                      
   
   
  
  Acer psuedoplatanus
  Addonis Annua
  Adiantum Aethiopicum
  Ageratina Altissima
  Agropyron Cristatum
  Ajuga Reptans
  Alchemilla Mollis
  Allium Ampeloprasum
  Allium Cepa
  Almond
  Althaea Officinalis
  Ambrosia Artemisiifolia
  Ananas Comusus
  Antennae, Monster
  Aralia Cordata
  Artemisia Dracunculus
  Ashes
  Asplenium Adiantum-Nigrum
  Astrantia Major
  Atriplex Patula
  Avena
  Bambusoideae
  Bladder, Monster
  Bones, Monster
  Bryonia Alba
  Capsicum Annuum
  Carapace, Monster
  Centella Asiatica
  Claws, Monster
  Damascene
  Dianthus Caryophyllus
  Ear, Monster
  Elymus Repens
  Fur, Monster
  Galium Aparine
  Gean
  Helianthus Annuus
  Hide, Monster
  Hoof, Monster
  Horn, Monster
  Lobularia Maritima
  Milk, Monster
  Myosotis Scorpioides
  Nose, Monster
  Ocimum Basilicum
  Orchis Militaris
  Peach
  Persea Americana
  Pineapple
  Pinus Strobus
  Prunus Avium
  Prunus Domestica
  Prunus Dulcis
  Prunus Persica
  Rosa
  Ruscus Aculeatus
  Saliva, Monster
  Salt
  Taraxacum Officinale
  Taxus Baccata
  Teeth, Monster
  Trifolium Dubium
  Tulipa
  Water, Fresh
  Water, Salt
  Unfamiliar
  Acanthus mollis
  Acer Saccharum
  Aconitum Napellus
  Agave Americana
  Agrimonia Eupatoria
  Aloe Vera
  Amanita Muscaria
  Amaranthus Caudatus
  Anemone Blanda
  Angelica Sylvestris
  Antirrhinum Majus
  Arbutus Menziesii
  Arctium Minus
  Artemisia abrotanum
  Asarum Europaeum
  Bellis Perennis
  Bile, Monster
  Blood, Monster
  Calendula Officinalis
  Cirsium Vulgare
  Cyclamen Hederifolium
  Dragon’s Blood
  Eye, Monster
  Galanthus Nivalis
  Heart, Monster
  Hyacinthoides Non-Scripta
  Intestines, Monster
  Kidney, Monster
  Liver, Monster
  Lungs, Monster
  Mahonia Aquifolium
  Melia Azedarach
  Natron
  Paeonia Officinalis
  Pimpinella Anisum
  Primula Vulgaris
  Salt, Sun
  Tongue, Monster
  Viola Sororia
  Viola Tricolor-Hortensis
  Water, Spring
  Exotic
  Actaea Pachypoda
  Adder Stone
  Agarwood
  Anagallis Arrensis
  Arnica Montana
  Artemisia absinthium
                                                                                  
   
   CHAPTER 6  A
  |
  PPENDICES 
   
   87
    
  
  Artemisia Vulgaris
  Ash, Elemental
  Atropa Belladonna
  Bezoar, Monster
  Brain, Monster
  Core, Lightning
  Crocus Sativus
  Genitals, Monster
  Gland, Monster
  Leontopodium Nivale
  Mandragora Officinarum
  Papaver Somniferum
  Passiflora Caerulea
  Pyrofolium Facerecalor
  Salt, Elemental
  Spleen, Monster
  Strand, Elemental
  Syzygium Aromaticum
  Water, Elemental
  Strange
  Ash, Vampire
  Tears, Phoenix
  INGREDIENTS BY TYPE
  The ingredients are listed in alphabetical order 
  categorized by their type.
  Fluid
  Bile, Monster
  Blood, Monster
  Milk, Monster
  Saliva, Monster
  Tears, Phoenix
  Water, Elemental
  Water, Fresh
  Water, Salt
  Water, Spring
  Fungi (toadstool)
  Amanita Muscaria
  Mineral
  Adder Stone
  Ash, Elemental
  Ash, Vampire
  Ashes
  Bezoar, Monster
  Core, Lightning
  Natron
  Salt
  Salt, Elemental
  Salt, Sun
  Strand, Elemental
  Organ
  Antennae, Monster
  Bladder, Monster
  Bones, Monster
  Brain, Monster
  Carapace, Monster
  Claws, Monster
  Ear, Monster
  Eye, Monster
  Fur, Monster
  Genitals, Monster
  Gland, Monster
  Heart, Monster
  Hide, Monster
  Hoof, Monster
  Horn, Monster
  Intestines, Monster
  Kidney, Monster
  Liver, Monster
  Lungs, Monster
  Nose, Monster
  Spleen, Monster
  Teeth, Monster
  Tongue, Monster
  Plant (fern)
  Adiantum Aethiopicum
  Asplenium Adiantum-Nigrum
  Plant (flower)
  Acanthus mollis
  Aconitum Napellus
  Actaea Pachypoda
  Addonis Annua
  Ageratina Altissima
  Agrimonia Eupatoria
  Ajuga Reptans
  Althaea Officinalis
  Amaranthus Cordatus
  Anagallis Arrensis
  Anemone Blanda
  Angelica Sylvestris
  Antirrhinum Majus
  Aralia Cordata
  Arnica Montana
  Artemisia abrotanum
  Artemisia absinthium
  Atropa Belladonna
  Bellis Perennis
  Calendula Officinalis
  Cirsium Vulgare
  Crocus Sativus
  Cyclamen Hederifolium
  Dianthus Caryophyllus
  Galanthus Nivalis
  Helianthus Annuus
  Hyacinthoides Non-Scripta
  Leontopodium Nivale
  Lobularia Maritima
  Mandragora Officinarum
  Myosotis Scorpioides
  88
     CHAPTER 6  A
  |
  PPENDICES
   
                                                      
   
   
  
  Orchis Militaris
  Paeonia Officinalis
  Papaver Soomniferum
  Pimpinella Anisum
  Primula Vulgaris
  Pyrofolium Facerecalor
  Rosa
  Taraxacum Officinale
  Tulipa
  Viola Sororia
  Viola Tricolor-Hortensis
  Plant (fruit)
  Almond
  Damascened
  Gean
  Peach
  Pineapple
  Plant (grass)
  Agropyron Cristatum
  Alchemilla Mollis
  Avena
  Bambusoideae
  Elymus Repens
  Plant (sander)
  Agave Americana
  Aloe Vera
  Plant (shrub)
  Ambrosia Artemisiifolia
  Arctium Minus
  Artemisia Dracunculus
  Atriplex Patula
  Capsicum Annuum
  Mahonia Aquifolium
  Ocimum Basilicum
  Prunus Domestica
  Ruscus Aculeatus
  Trifolium Dubium
  Plant (tree)
  Acacia Melanoxylon
  Acacia pycantha
  Acer psuedoplatanus
  Acer Saccharum
  Agarwood
  Ananas Comusus
  Arbutus Menziesii
  Melia Azedarach
  Persea Americana
  Pinus Strobus
  Prunus Avium
  Prunus Dulcis
  Prunus Persica
  Syzygium Aromaticum
  Taxus Braccata
  Plant (vegetable)
  Allium Ampleoprasum
  Allium Cepa
  Plant (vine)
  Asarum Europaeum
  Bryonia Alba
  Centella Asiatica
  Galium Aparine
  Passiflora Caerulea
  Plant (wort)
  Artemisia Vulgaris
  Astrantia Major
  Resin
  Dragon’s Blood
  NAMES REFERENCE
  Every ingredient, especially the plants, have had 
  many names throughout history. Different cultures 
  across the worlds, wherever the ingredient can be 
  found, has used a name that others would not 
  recognize. For this reason, the scientific name is the 
  basis of the organization for the Practice, and the 
  many names that ingredients are known by can be 
  found here.
  Ingredient Names Chart
  All Names
  Ingredient Name
  Absinthe
  Artemisia absinthium
  Absinthe Wormwood
  Artemisia absinthium
  Absinthium
  Artemisia absinthium
  Aconite
  Aconitum Napellus
  Adonis
  Adonis Annua
  Agrimony
  Agrimonia Eupatoria
  Alchemist’s Rue
  Water, Spring
  Alligator Pear
  Persea Americana
  Almond
  Almond
  Almond Tree
  Prunus Dulcis
  Aloe
  Aloe Vera
  Aloeswood
  Agarwood
  Alpinum
  Leontopodium Nivale
  Alyssum
  Lobularia Maritima
  Ameranth
  Amaranthus Cordatus
  Anise
  Pimpinella Anisum
  Aniseed
  Pimpinella Anisum
  Annual Ragweed
  Ambrosia Artemisiifolia
  Antlers
  Horns
  Appleringie
  Artemisia abrotanum
  Asarabacca
  Asarum Europaeum
  Asiatic Pennywort
  Centella Asiatica
  Aurasens
  Strand, Elemental
  Autumn Adonis
  Adonis Annua
  Autumn Crocus
  Crocus Sativus
  Autumn Mandrake
  Mandragora Officinarum
                                                                                  
   
   CHAPTER 6  A
  |
  PPENDICES 
   
   89
    
  
  Avocado
  Persea Americana
  Bamboo
  Bambusoideae
  Bark (of a plant)
  Carapace
  Basil
  Ocimum Basilicum
  Beadtree
  Melia Azedarach
  Beak
  Teeth
  Bear’s Breeches
  Acanthus mollis
  Bearsfoot
  Alchemilla Mollis
  Bedstraw
  Galium Aparine
  Beggar’s Buttons
  Arctium Minus
  Belladonna
  Atropa Belladonna
  Bill
  Teeth
  Bitterweed
  Ambrosia Artemisiifolia
  Black Maidenhair
  Asplenium Adiantum-Nigrum
  Black Spleenwort
  Asplenium Adiantum-Nigrum
  Black Wattle
  Acacia Melanoxylon
  Blackweed
  Ambrosia Artemisiifolia
  Blackwood
  Acacia Melanoxylon
  Blackwood Acacia
  Acacia Melanoxylon
  Blind-Eyes
  Papaver Soomniferum
  Blood Ash
  Ash, Vampire
  Blood from a Shoulder
  Acanthus mollis
  Blood of Hephaistos
  Artemisia absinthium
  Blooddrops
  Adonis Annua
  Blue Bugle
  Ajuga Reptans
  Blue Passionflower
  Passiflora Caerulea
  Blue Rocket
  Aconitum Napellus
  Blue-Scarlet Pimpernel
  Anagallis Arrensis
  Bluebell
  Hyacinthoides Non-Scripta
  Bluecrown Passionflower
  Passiflora Caerulea
  Bort
  Galium Aparine
  Boy’s Love
  Artemisia abrotanum
  Breadseed Poppy
  Papaver Soomniferum
  Broadleaf Wild Leek
  Allium Ampleoprasum
  Bruisewort
  Bellis Perennis
  Bud (of a plant)
  Heart
  Bugle
  Ajuga Reptans
  Bugleherb
  Ajuga Reptans
  Bugleweed
  Ajuga Reptans
  Bulb Onion
  Allium Cepa
  Bull Thistle
  Cirsium Vulgare
  Burn Aloe
  Aloe Vera
  Butcher’s Broom
  Ruscus Aculeatus
  Button-Bur
  Arctium Minus
  Calf’s Snout
  Antirrhinum Majus
  Candelmas Maiden
  Galanthus Nivalis
  Cape Lilac
  Melia Azedarach
  Carnation
  Dianthus Caryophyllus
  Carpenter’s Herb
  Ajuga Reptans
  Carpet Bugle
  Ajuga Reptans
  Carpet Bugleweed
  Ajuga Reptans
  Carrot Weed
  Ambrosia Artemisiifolia
  Cat’s Paws
  Leontopodium Nivale
  Catchweed
  Galium Aparine
  Centella
  Centella Asiatica
  Centuryplant
  Agave Americana
  Chrysanthemum Weed
  Artemisia Vulgaris
  Church Steeples
  Agrimonia Eupatoria
  Cinder
  Ashes
  Cleavers
  Galium Aparine
  Click
  Galium Aparine
  Clivers
  Galium Aparine
  Clockflower
  Passiflora Caerulea
  Clove
  Syzygium Aromaticum
  Clove Pink
  Dianthus Caryophyllus
  Clover
  Trifolium Dubium
  Common Blue Violet
  Viola Sororia
  Common Bluebell
  Hyacinthoides Non-Scripta
  Common Bugle
  Ajuga Reptans
  Common Burdock
  Arctium Minus
  Common Couch
  Elymus Repens
  Common Daisy
  Bellis Perennis
  Common Dandelion
  Taraxacum Officinale
  Common Maidenhair Fern
  Adiantum Aethiopicum
  Common Marigold
  Calendula Officinalis
  Common Meadow Violet
  Viola Sororia
  Common Mugwort
  Artemisia Vulgaris
  Common Onion
  Allium Cepa
  Common Orache
  Atriplex Patula
  Common Passionflower
  Passiflora Caerulea
  Common Peony
  Paeonia Officinalis
  Common Primrose
  Primula Vulgaris
  Common Ragweed
  Ambrosia Artemisiifolia
  Common Snapdragon
  Antirrhinum Majus
  Common Snowdrop
  Galanthus Nivalis
  Common Sunflower
  Helianthus Annuus
  Common Thistle
  Cirsium Vulgare
  Common Wormwood
  Artemisia absinthium
  Common Wormwood
  Artemisia Vulgaris
  Couch Grass
  Elymus Repens
  Cuckoo-Button
  Arctium Minus
  Damson Plum
  Damascene
  Dandelion
  Taraxacum Officinale
  Day’s Eye
  Bellis Perennis
  Dead Man Ash
  Mandragora Officinarum
  Deadly Nightshade
  Atropa Belladonna
  Devil’s Berry
  Atropa Belladonna
  Devil’s Helmet
  Aconitum Napellus
  Dingle-Dangle
  Galanthus Nivalis
  Dog Grass
  Elymus Repens
  Dog’s Mouth
  Antirrhinum Majus
  Doll’s Eyes
  Actaea Pachypoda
  Dragon Flowers
  Antirrhinum Majus
  Dragon’s Blood
  Dragon’s Blood
  Druids’ Egg
  Adder Stone
  Eastern White Pine
  Pinus Strobus
  Edelweiss
  Leontopodium Nivale
  Element Statue
  Core, Lightning
  Embers
  Ashes
  Estragon
  Artemisia Dracunculus
  Eyes
  Actaea Pachypoda
  False Hellebore
  Adonis Annua
  False Mandrake
  Bryonia Alba
  Feathers
  Fur
  Feelers
  Antennae
  Felon Herb
  Artemisia Vulgaris
  90
     CHAPTER 6  A
  |
  PPENDICES
   
                                                      
   
   
  
  Fingernails
  Claws
  Fireleaf
  Pyrofolium Facerecalor
  Flame Flower
  Viola Tricolor-Hortensis
  Flamebush
  Pyrofolium Facerecalor
  Flesh
  Hide
  Flower (of a plant)
  Brain
  Fly Agaric
  Amanita Muscaria
  Fly Amanita
  Amanita Muscaria
  Forget-me-not
  Myosotis Scorpioides
  Fox’s Clote
  Arctium Minus
  Foxtail Amaranth
  Amaranthus Cordatus
  Fresh Water
  Water, Fresh
  Gallbladder
  Liver
  Garden Lady’s-Mantle
  Alchemilla Mollis
  Garden Pansy
  Viola Tricolor-Hortensis
  Garden Peony
  Paeonia Officinalis
  Garden Sagebrush
  Artemisia abrotanum
  Garderobe
  Artemisia abrotanum
  Gauze
  Tulipa
  Gills
  Lungs
  God’s Blood
  Rosa
  Gold Salt
  Salt, Sun
  Golden wattle
  Acacia pycantha
  Goosegrass
  Galium Aparine
  Gotu Kola
  Centella Asiatica
  Grand Wormwood
  Artemisia absinthium
  Grapeholly
  Mahonia Aquifolium
  Great Basil
  Ocimum Basilicum
  Great Masterwort
  Astrantia Major
  Grip Grass
  Galium Aparine
  Ground plant (usually whole)
  Milk
  Hair
  Fur
  Hair of Venus
  Adiantum Aethiopicum
  Halite
  Salt
  Hare’s Apple
  Ruscus Aculeatus
  Hay Fever Weed
  Ambrosia Artemisiifolia
  Hazelwort
  Asarum Europaeum
  Hearts-Ease
  Viola Tricolor-Hortensis
  Herbal Aralia
  Aralia Cordata
  Hooded Violet
  Viola Sororia
  Hydrus
  Water, Elemental
  Ink
  Milk
  Inner part of blossom (plant)
  Eye
  Island Anemone
  Anemone Blanda
  Ivy-Leaved Cyclamen
  Cyclamen Hederifolium
  King of Herbs
  Ocimum Basilicum
  Knee Holly
  Ruscus Aculeatus
  Kneeholly
  Ruscus Aculeatus
  Kneeholm
  Ruscus Aculeatus
  Lad’s Love
  Artemisia abrotanum
  Ladies’ Seal
  Bryonia Alba
  Lady’s Mantle
  Alchemilla Mollis
  Lawn Daisy
  Bellis Perennis
  Leaf (of a plant)
  Bone
  Leek
  Allium Ampleoprasum
  Lemon Plant
  Artemisia abrotanum
  Leopard’s Bane
  Aconitum Napellus
  Lesser Burdock
  Arctium Minus
  Lesser Hop Trefoil
  Trifolium Dubium
  Lesser Trefoil
  Trifolium Dubium
  Lign-aloes
  Agarwood
  Lion’s Paw
  Leontopodium Nivale
  Little Burdock
  Arctium Minus
  Little Dragon’s
  Artemisia Dracunculus
  Little Hop Clover
  Trifolium Dubium
  Louse-Bur
  Arctium Minus
  Love Leaves
  Arctium Minus
  Love Plant
  Mandragora Officinarum
  Love-in-Idleness
  Viola Tricolor-Hortensis
  Love-Lies-Bleeding
  Amaranthus Cordatus
  Lover’s Plant
  Artemisia abrotanum
  Low Ragweed
  Ambrosia Artemisiifolia
  Madrona
  Arbutus Menziesii
  Madrones
  Arbutus Menziesii
  Magicians’ Glass
  Adder Stone
  Maguey
  Agave Americana
  Maid’s Ruin
  Artemisia abrotanum
  Maiden’s Hair
  Adiantum Aethiopicum
  Mandrake
  Mandragora Officinarum
  Maple Tree
  Acer Saccharum
  Marigold
  Calendula Officinalis
  Marshmallow
  Althaea Officinalis
  Maypops
  Passiflora Caerulea
  Military Orchid
  Orchis Militaris
  Monks-Hood
  Aconitum Napellus
  Montalite
  Salt, Sun
  Mountain Arnica
  Arnica Montana
  Mountain Asparagus
  Aralia Cordata
  Mountain Salt
  Salt, Sun
  Mountain Thistle
  Acanthus mollis
  Mountain Tobacco
  Arnica Montana
  Mouse Stinger
  Ruscus Aculeatus
  Mousebane
  Aconitum Napellus
  Mugwort
  Artemisia Vulgaris
  Muslin
  Tulipa
  Nails
  Claws
  Nectarine
  Peach
  Northern White Pine
  Pinus Strobus
  Oats
  Avena
  Old Man
  Artemisia abrotanum
  Old Man
  Artemisia Vulgaris
  Oldman Wormwood
  Artemisia abrotanum
  Onion
  Allium Cepa
  Oodh
  Agarwood
  Ooze
  Milk
  Opium Poppy
  Papaver Soomniferum
  Our Lord’s Wood
  Artemisia abrotanum
  Oyster Plant
  Acanthus mollis
  Pandant Amaranth
  Amaranthus Cordatus
  Password
  Primula Vulgaris
  Peach
  Peach
  Peach Tree
  Prunus Persica
  Pepper
  Capsicum Annuum
  Petal (of a plant)
  Tongue
  Pettigree
  Ruscus Aculeatus
  Pheasant’s Eye
  Adonis Annua
                                                                                  
   
   CHAPTER 6  A
  |
  PPENDICES 
   
   91
    
  
  Phoenix Tears
  Tears, Phoenix
  Pig’s Tail
  Taraxacum Officinale
  Pineapple
  Pineapple
  Pineapple Tree
  Ananas Comusus
  Pink Carnation
  Dianthus Caryophyllus
  Plum
  Damascene
  Plum Tree
  Prunus Domestica
  Poorman’s Barometer
  Anagallis Arrensis
  Pot Marigold
  Calendula Officinalis
  Priest’s Crown
  Taraxacum Officinale
  Prima Rosa
  Primula Vulgaris
  Primrose
  Primula Vulgaris
  Purple Violet
  Viola Sororia
  Pyrst
  Ash, Elemental
  Quackgrass
  Elymus Repens
  Queen of Poisons
  Aconitum Napellus
  Quick Grass
  Elymus Repens
  Quilete
  Amaranthus Cordatus
  Quitch
  Elymus Repens
  Quitchgrass
  Elymus Repens
  Rabbit’s Foot
  Trifolium Dubium
  Red Chamomile
  Adonis Annua
  Red Chickweed
  Anagallis Arrensis
  Red Pimpernel
  Anagallis Arrensis
  Richweed
  Ageratina Altissima
  Ring-o-Bells
  Hyacinthoides Non-Scripta
  Riverside Wormwood
  Artemisia Vulgaris
  Robin-Run-the-Hedge
  Galium Aparine
  Rock Maple
  Acer Saccharum
  Rock Salt
  Salt
  Roots (of a plant)
  Hide
  Rose
  Rosa
  Rose-a-Ruby
  Adonis Annua
  Royal Herb
  Ocimum Basilicum
  Ruddles
  Calendula Officinalis
  Saffron
  Crocus Sativus
  Saffron Crocus
  Crocus Sativus
  Sailor’s Tobacco
  Artemisia Vulgaris
  Saline
  Water, Salt
  Saltbush
  Atriplex Patula
  Salterra
  Salt, Elemental
  Saltpeter
  Natron
  Sap (of a plant)
  Blood
  Scales
  Carapace
  Scarlet Pimpernel
  Anagallis Arrensis
  Sculpt-Sand
  Core, Lightning
  Scutch Grass
  Elymus Repens
  Sea Dock
  Acanthus mollis
  Seed (of a plant)
  Genitals
  Sentry Plant
  Agave Americana
  Shallot
  Allium Cepa
  Shepherd’s Clock
  Anagallis Arrensis
  Short Ragweed
  Ambrosia Artemisiifolia
  Sitherwood
  Artemisia abrotanum
  Skin
  Hide
  Snake Egg
  Adder Stone
  Snakeroot
  Ageratina Altissima
  Snapdragon
  Antirrhinum Majus
  Snow Piercers
  Galanthus Nivalis
  Snowdrop
  Galanthus Nivalis
  Soda Ash
  Natron
  Soft Pine
  Pinus Strobus
  Soot
  Ashes
  Southern Wormwood
  Artemisia abrotanum
  Southernwood
  Artemisia abrotanum
  Sowbread
  Cyclamen Hederifolium
  Spear Orache
  Atriplex Patula
  Spear Saltbush
  Atriplex Patula
  Spear Thistle
  Cirsium Vulgare
  Spikenard
  Aralia Cordata
  Spreading Orache
  Atriplex Patula
  Stalk (of a plant)
  Hide
  Stammerwort
  Ambrosia Artemisiifolia
  Stem (of a plant)
  Hoof
  Stickeljack
  Galium Aparine
  Sticklewort
  Agrimonia Eupatoria
  Stickweed
  Ambrosia Artemisiifolia
  Sticky Bud
  Galium Aparine
  Sticky Jack
  Galium Aparine
  Sticky Willow
  Galium Aparine
  Sticky Willy
  Galium Aparine
  Stickyweed
  Galium Aparine
  Stomach
  Intestines
  Stormtree
  Core, Lightning
  Strawberry Tree
  Arbutus Menziesii
  Suckling Clover
  Trifolium Dubium
  Sugar Maple
  Acer Saccharum
  Sunflower
  Helianthus Annuus
  Sweet Alison
  Lobularia Maritima
  Sweet Alyssum
  Lobularia Maritima
  Sweet Broom
  Ruscus Aculeatus
  Sweet Cherry
  Gean
  Swine’s Snout
  Taraxacum Officinale
  Sycamore
  Acer psuedoplatanus
  Sycamore Maple
  Acer psuedoplatanus
  Syringa Berrytree
  Melia Azedarach
  Tall Boneset
  Ageratina Altissima
  Tamus
  Bryonia Alba
  Tarragon
  Artemisia Dracunculus
  Tassel Flower
  Amaranthus Cordatus
  Tassel Weed
  Ambrosia Artemisiifolia
  Tetterbury
  Bryonia Alba
  The Butcher
  Ruscus Aculeatus
  Three-Faces-Under-a-Hood
  Viola Tricolor-Hortensis
  Toenails
  Claws
  True Forget-Me-Not
  Myosotis Scorpioides
  Tulip
  Tulipa
  Turban
  Tulipa
  Twitch
  Elymus Repens
  Udo
  Aralia Cordata
  Velvet Flower
  Amaranthus Cordatus
  Violet
  Viola Sororia
  Water Forget-Me-Not
  Myosotis Scorpioides
  Wattles
  Acacia pycantha
  Wheatgrass
  Agropyron Cristatum
  White Boneberry
  Actaea Pachypoda
  92
     CHAPTER 6  A
  |
  PPENDICES
   
                                                      
   
   
  
  White Bryony
  Bryonia Alba
  White Pine
  Pinus Strobus
  White Sanicle
  Ageratina Altissima
  Wild Angelica
  Angelica Sylvestris
  Wild Cherry
  Gean
  Wild Cherry Tree
  Prunus Avium
  Wild Ginger
  Asarum Europaeum
  Wild Hop
  Bryonia Alba
  Wild Nep
  Bryonia Alba
  Wild Rhubarb
  Arctium Minus
  Wild Spikenard
  Asarum Europaeum
  Wild Vine
  Bryonia Alba
  Wild Wormwood
  Artemisia Vulgaris
  Wind-Hair
  Strand, Elemental
  Windflower
  Anemone Blanda
  Winter Windflower
  Anemone Blanda
  Winter’s Campfire
  Pyrofolium Facerecalor
  Witch Herb
  Artemisia Vulgaris
  Witchgrass
  Elymus Repens
  Wolfsbane
  Aconitum Napellus
  Women’s Bane
  Aconitum Napellus
  Wood Violet
  Viola Sororia
  Woolflower
  Leontopodium Nivale
  Woolly Blue Violet
  Viola Sororia
  Wormwood
  Artemisia absinthium
  Woundwort
  Bellis Perennis
  Yew
  Taxus Braccata
                                                                                  
   
   CHAPTER 6  A
  |
  PPENDICES 
   
   93
    
  
  CHAPTER 7: INDEX
  Absinthe
  44
  Absinthe Wormwood 44
  Absinthium
  44
  Absorbing
  9
  Aconite
  37
  Adder Stone
  37
  Adhesive
  9
  Adonis
  38
  Agrimony
  38
  Alchemist’s Rue
  65
  Alchemy Ability
  2
  Alchemy Check
  76
  Algae, Description
  82
  Alligator Pear
  59
  Almond
  40
  Almond Tree
  60
  Aloe
  40
  Aloeswood
  38
  Alpinum
  55
  Altering
  9
  Alternate Names
  34
  Alyssum
  56
  Amaranth
  41
  Amorphous
  10
  Anchoring
  10
  Angering
  10
  Anise
  59
  Aniseed
  59
  Annual Ragweed
  41
  Antennae
  42
  Antitoxin
  10
  Antlers
  54
  Appleringie
  43
  Application
  35
  Arachnids
  79
  Arctic, Chart
  67
  Arctic, Description
  34
  Asarabacca
  44
  Asiatic Pennywort
  49
  Atmosphere
  10
  Attracting
  11
  Aurasens
  62
  Autumn Adonis
  38
  Autumn Crocus
  50
  Autumn Mandrake
  56
  Avocado
  59
  Awakening
  11
  Bamboo
  46
  Bark
  49
  Base Properties
  8
  Basil
  58
  Bats
  79
  Beadtree
  57
  Beak
  63
  Bear’s Breeches
  36
  Bears
  79
  Bearsfoot
  38
  Bedstraw
  52
  Beggar’s Buttons
  43
  Belladonna
  46
  Bezoar
  47
  Bile
  47
  Bill
  63
  Binding
  11
  Birds
  80
  Bitterweed
  41
  Black Maidenhair
  45
  Black Spleenwort
  45
  Black Wattle
  36
  Blackweed
  41
  Blackwood
  36
  Blackwood Acacia
  36
  Bladder
  47
  Blind-Eyes
  59
  Blinding
  12
  Blindsight
  12
  Blood
  47
  Blood Ash
  45
  Blood from a Shoulder36
  Blood Practice
  7
  Blooddrops
  38
  Blue Bugle
  38
  Blue Passionflower
  59
  Blue Rocket
  37
  Blue-Scarlet Pimpernel 41
  Bluebell
  54
  Bluecrown Passionflower 59
  Bolstering
  12
  Bone
  48
  Bort
  52
  Boy’s Love
  43
  Brain
  48
  Breadseed Poppy
  59
  Breathing
  12
  Brewing
  35
  Broadleaf Wild Leek
  40
  Bruisewort
  46
  Bud
  53
  Bugle
  38
  Bugleherb
  38
  Bugleweed
  38
  Bulb Onion
  40
  Bull Thistle
  49
  Burn Aloe
  40
  Burrowing
  12
  Butcher’s Broom
  61
  Button-Bur
  43
  Calf’s Snout
  42
  Candelmas Maiden
  52
  Cape Lilac
  57
  Carapace
  49
  Carnation
  51
  Carpenter’s Herb
  38
  Carpet Bugle
  38
  Carpet Bugleweed
  38
  Carpetweed
  38
  Carrot Weed
  41
  Cat’s Paws
  55
  Catchweed
  52
  Cats
  80
  Centella
  49
  Centuryplant
  38
  Changing
  13
  Chargers
  80
  Chewing
  35
  Chrysanthemum Weed 44
  Church Steeples
  38
  Cinder
  45
  Claws
  50
  Cleansing
  13
  Cleavers
  52
  Click
  52
  Clivers
  52
  Clockflower
  59
  Clove
  62
  Clove Pink
  51
  Clover
  64
  Coastal, Chart
  67
  Coastal, Description
  34
  Common Blue Violet
  64
  Common Bluebell
  54
  Common Bugle
  38
  Common Burdock
  43
  Common Couch
  51
  Common Daisy
  46
  Common Dandelion
  63
  Common Maidenhair Fern 37
  Common Marigold
  49
  Common Meadow Violet 64
  Common Mugwort
  44
  Common Onion
  40
  Common Orache
  46
  Common Passionflower 59
  Common Peony
  58
  Common Primrose
  60
  Common Ragweed
  41
  Common Snapdragon 42
  Common Snowdrop
  52
  Common Sunflower
  54
  Common Thistle
  49
  Common Wormwood 44
  Concentrates
  3
  Concentration
  8
  Concocting
  2
  Concoction Type
  76
  Concoctions
  2
  Condition Properties 8
  Contact
  2
  Couch Grass
  51
  Crabs
  80
  Craft DC
  8
  Crafting items
  4
  Crawling
  13
  Crocs
  80
  Cuckoo-Button
  43
  Curing
  13
  Customization
  3
  Damage Groups
  4
  Damson Plum
  51
  Dandelion
  63
  Darkvision
  13
  Day’s Eye
  46
  Dead Man Ash
  56
  Deadly Nightshade
  46
  Deafening
  14
  Defining Ingredients
  79
  Desert, Chart
  67
  Desert, Description
  35
  Destruction
  14
  Details
  34
  Devil’s Berry
  46
  Devil’s Helmet
  37
  Dingle-Dangle
  52
  Dinosaurs
  80
  Dog Grass
  51
  Dog’s Mouth
  42
  Doll’s Eyes
  37
  Dominion
  14
  Dragon Flowers
  42
  Dragon’s Blood
  51
  Druids’ Egg
  37
  Dust
  15
  Dyeing
  35
  Ear
  51
  Eastern White Pine
  60
  Edelweiss
  55
  Effects
  8
  Effects, Side
  9
  Element Statue
  50
  Embers
  45
  Enduring
  15
  Environment (property) 15
  Essential
  15
  Estragon
  44
  Example, Concocting 4
  Example, Gathering
  6
  Exorcising
  15
  Exotic
  34
  Exploding
  16
  Extraplanar, Description 35
  94
     CHAPTER 7  I
  | NDEX
   
                                                                   
   
   
  
  Eye
  51
  Eyes
  37
  Fading
  16
  False Hellebore
  38
  False Mandrake
  48
  Familiarity
  34
  Fate
  16
  Fatigue
  16
  Faun
  80
  Feather
  52
  Feelers
  42
  Felling
  16
  Felon Herb
  44
  Ferns, Description
  82
  Fingernails
  50
  Fireleaf
  61
  Flame Flower
  65
  Flamebush
  61
  Flesh
  54
  Flower (monster bit)
  48
  Flowers, Description
  83
  Fluids
  34
  Fly Agaric
  41
  Fly Amanita
  41
  Flying
  17
  Forest, Chart
  68
  Forest, Description
  35
  Forget-me-not
  57
  Forming
  17
  Fortifying
  17
  Fortune
  17
  Fox’s Clote
  43
  Foxtail Amaranth
  41
  Freeing
  17
  Freezing
  17
  Fresh Water
  65
  Fungi
  34
  Fungi, Description
  79
  Fur
  52
  Gallbladder
  55
  Garden Lady’s-Mantle 38
  Garden Pansy
  65
  Garden Peony
  58
  Garden Sagebrush
  43
  Garderobe
  43
  Gathering
  5
  Gauze
  64
  Genitals
  53
  Gifting
  35
  Gills
  56
  Glands
  53
  Gliding
  18
  God’s Blood
  61
  Gold Salt
  62
  Golden wattle
  36
  Goosegrass
  52
  Gotu Kola
  49
  Grand Wormwood
  44
  Grapeholly
  56
  Grass, Description
  83
  Grassland, Chart
  68
  Grassland, Description 35
  Great Basil
  58
  Great Masterwort
  45
  Grip Grass
  52
  Ground plant (bit)
  57
  Groups, Damage
  4
  Growing
  18
  Hair
  52
  Hair of Venus
  37
  Halite
  62
  Hallucinating
  18
  Halting
  18
  Hare’s Apple
  61
  Harming
  19
  Harvesting
  5
  Hay Fever Weed
  41
  Hazelwort
  44
  Healing
  19
  Heart
  53
  Hearts-Ease
  65
  Hempvial
  19
  Herbal Aralia
  42
  Hide
  54
  Hill, Chart
  69
  Hill, Description
  35
  Honesty
  19
  Hooded Violet
  64
  Hoof
  54
  Horn
  54
  Hounds
  80
  Hydrus
  65
  Identification
  6
  Illuminating
  19
  Incapacitating
  20
  Incense
  35
  Ingested
  2
  Ingestion
  35
  Ingredients
  36
  Ingredients by Familiarity 86
  Ingredients by Locale 67
  Ingredients by Monster 71
  Ingredients by Property 84
  Ingredients by Type
  88
  Ingredients, Buying
  6
  Ingredients, Selling
  6
  Ingredients, Types
  34
  Inhaled
  2
  Injury
  2
  Ink
  57
  Inner blossom
  51
  Insects
  80
  Insightful
  20
  Intestines
  55
  Intoxicating
  20
  Island Anemone
  42
  Items, Crafting
  4
  Ivy-Leaved Cyclamen 50
  Kidneys
  55
  Killing
  20
  King of Herbs
  58
  Knee Holly
  61
  Kneeholly
  61
  Kneeholm
  61
  Lad’s Love
  43
  Ladies’ Seal
  48
  Lady’s Mantle
  38
  Lasting
  20
  Lawn Daisy
  46
  Leaf
  48
  Leaping
  21
  Leek
  40
  Legal
  100
  Lemon Plant
  43
  Leopard’s Bane
  37
  Lesser Burdock
  43
  Lesser Hop Trefoil
  64
  Lesser Trefoil
  64
  Lightning Core
  50
  Lign-aloes
  38
  Linking
  21
  Lion’s Paw
  55
  Liquid
  21
  Little Burdock
  43
  Little Dragon’s
  44
  Little Hop Clover
  64
  Liver
  55
  Locales
  34
  Louse-Bur
  43
  Love Leaves
  43
  Love Plant
  56
  Love-in-Idleness
  65
  Love-Lies-Bleeding
  41
  Lover’s Plant
  43
  Loving
  21
  Low Ragweed
  41
  Lumberers
  81
  Lungs
  56
  Maddening
  22
  Madrona
  43
  Madrones
  43
  Magicians’ glass
  37
  Maguey
  38
  Maid’s Ruin
  43
  Maiden’s Hair
  37
  Mandrake
  56
  Maple Tree
  37
  Marigold
  49
  Marshmallow
  40
  Maypops
  59
  Military Orchid
  58
  Milk
  57
  Minerals
  34
  Mixtures
  3
  Modifications
  83
  Monkeys
  81
  Monks-Hood
  37
  Montalite
  62
  Morels
  79
  Moss, Description
  83
  Mountain Arnica
  43
  Mountain Asparagus 42
  Mountain Salt
  62
  Mountain Thistle
  36
  Mountain Tobacco
  43
  Mountain, Chart
  69
  Mountain, Description 35
  Mounts
  81
  Mouse Stinger
  61
  Mousebane
  37
  Moving
  22
  Mugwort
  44
  Muslin
  64
  Muting
  22
  Mysterious
  34
  Nails
  50
  Names Reference
  89
  Names, Atlernate
  34
  Nectarine
  59
  New Rules
  4
  Normalizing
  22
  Northern White Pine 60
  Nose
  58
  Nourishing
  22
  Oats
  46
  Obscuring
  23
  Octopi
  81
  Oil
  23
  Old Man
  43
  Oldman Wormwood
  43
  Onion
  40
  Oodh
  38
  Ooze
  57, 81
  Opium Poppy
  59
  Organs
  34, 79
  Our Lord’s Wood
  43
  Oyster Plant
  36
  Pandant Amaranth
  41
  Paralyzing
  23
  Password
  60
  Peach
  59
  Peach Tree
  61
  Pepper
  49
  Persevering
  23
  Petal
  64
  Petrifying
  23
  Pettigree
  61
  Pheasant’s Eye
  38
  Phoenix Tears
  63
  Pig’s Tail
  63
  Pineapple
  60
  Pineapple Tree
  41
                                                                                           
   
   CHAPTER 7  I
  | NDEX
   
   
  
  Pink Carnation
  91
  Plant Monsters
  81
  Plants
  34, 82
  Plum
  51
  Plum Tree
  60
  Poisoning
  23
  Poorman’s Barometer 41
  Portion
  8
  Pot Marigold
  49
  Powder
  24
  Practicing
  2
  Priest’s Crown
  63
  Prima Rosa
  60
  Primrose
  60
  Properties
  9, 35
  Protecting
  24
  Purifying
  24
  Purple Violet
  64
  Pyrst
  43
  Quackgrass
  51
  Quality
  24
  Queen of Poisons
  37
  Quick Grass
  51
  Quilete
  41
  Quitch
  51
  Quitchgrass
  51
  Rabbit’s Foot
  64
  Reaching
  24
  Recipe Descriptions
  76
  Recipes
  76
  Red Chamomile
  38
  Red Chickweed
  41
  Red Pimpernel
  41
  Regenerating
  25
  Repelling
  25, 35
  Reptiles
  81
  Resin
  35
  Resisting
  25
  Resting
  26
  Restoring
  26
  Returning
  26
  Reverse Properties
  8
  Revive
  26
  Richweed
  38
  Ring-o-Bells
  54
  Riverside Wormwood 44
  Robin-Run-the-Hedge 52
  Rock Maple
  37
  Rock Salt
  62
  Rodents
  81
  Roots
  54
  Rose
  61
  Rose-a-Ruby
  38
  Roughing
  26
  Royal Herb
  28
  Ruddles
  49
  Running
  27
  Rural, Chart
  70
  Rural, Description
  35
  Sacs
  79
  Saffron
  50
  Saffron Crocus
  50
  Sailor’s Tobacco
  44
  Saline
  65
  Saliva
  61
  Saltbush
  46
  Salterra
  62
  Saltpeter
  58
  Salve
  27
  Sanders, Description
  83
  Sanitizing
  27
  Sap
  47
  Saving Throws
  4
  Scales
  49
  Scarlet Pimpernel
  41
  Sculpt-Sand
  50
  Scutch Grass
  51
  Sea Dock
  36
  Sealife
  82
  Searching
  5
  Seed
  53
  Sensing
  27
  Sentry Plant
  38
  Serpents
  82
  Settling
  27
  Shallot
  40
  Sharks
  82
  Shepherd’s Clock
  41
  Short Ragweed
  41
  Shrubs, Description
  83
  Sickening
  28
  Side Effects
  9
  Silkvial
  28
  Silvering
  28
  Sitherwood
  43
  Sizing
  28
  Skeletons
  82
  Skin
  54
  Slumbering
  29
  Smoking
  35
  Snake egg
  37
  Snakeroot
  38
  Snapdragon
  42
  Snow Piercers
  52
  Snowdrop
  52
  Sobering
  29
  Soda Ash
  58
  Soft Pine
  60
  Soot
  45
  Southern Wormwood 43
  Southernwood
  43
  Sowbread
  50
  Speaking
  29
  Spear Orache
  46
  Spear Saltbush
  46
  Spear Thistle
  49
  Spikenard
  42
  Spleen
  62
  Spreading Orache
  46
  Stabilizing
  30
  Stalk
  54
  Stammerwort
  41
  Stem
  54
  Stickeljack
  52
  Sticklewort
  38
  Stickweed
  41
  Sticky Bud
  52
  Sticky Jack
  52
  Sticky Willow
  52
  Sticky Willy
  52
  Stickyweed
  52
  Stomach
  55
  Storing
  30
  Stormtree
  50
  Strange
  34
  Strawberry Tree
  43
  Strewing
  35
  Striding
  30
  Stunning
  30
  Suckling Clover
  64
  Sugar Maple
  37
  Sunflower
  54
  Swamp, Chart
  70
  Swamp, Description
  35
  Sweet Alison
  56
  Sweet Alyssum
  56
  Sweet Broom
  61
  Sweet Cherry
  53
  Swimming
  30
  Swine’s Snout
  63
  Sycamore
  36
  Sycamore Maple
  36
  Syringa Berrytree
  57
  Tags
  8
  Tall Boneset
  38
  Tamus
  48
  Tarragon
  44
  Tassel Flower
  41
  Tassel Weed
  41
  Teeth
  63
  Terrifying
  31
  Tetterbury
  48
  The Butcher
  61
  Thermavision
  31
  Three-Faces-Under-a-Hood 65
  Timeless
  31
  Timing
  31
  Toadstools
  79
  Toenails
  50
  Tongue
  64
  Tongues
  31
  Traveling
  32
  Trees, Description
  83
  Tremorsense
  32
  True Forget-Me-Not
  57
  Truevision
  32
  Tulip
  64
  Turban
  64
  Twitch
  51
  Udo
  42
  Underground, Chart
  70
  Underground, Description 35
  Underwater, Chart
  70
  Underwater, Description 35
  Unfamiliar
  34
  Vapor
  32
  Velvet Flower
  41
  Vines, Description
  83
  Violet
  64
  Vitalizing
  32
  Volcanic, Chart
  70
  Volcanic, Description 35
  Waking
  33
  Water Forget-Me-Not 57
  Water Forget-Me-Not 65
  Wattles
  36
  Weakness
  33
  Wearing
  36
  Wheatgrass
  38
  Whisper
  33
  White Boneberry
  37
  White Bryony
  48
  White Pine
  60
  White Sanicle
  38
  Wild Angelica
  42
  Wild Cherry
  53
  Wild Cherry Tree
  60
  Wild Ginger
  44
  Wild Hop
  48
  Wild Nep
  48
  Wild Rhubarb
  43
  Wild Spikenard
  44
  Wild Vine
  48
  Wild Wormwood
  44
  Wind-Hair
  62
  Windflower
  42
  Winter Windflower
  42
  Winter’s Campfire
  61
  Witch Herb
  44
  Witchgrass
  51
  Wolfsbane
  37
  Women’s Bane
  37
  Wood Violet
  64
  Woolflower
  55
  Woolly Blue Violet
  64
  Wormwood
  44
  Worts, Description
  83
  Wound Packing
  36
  Woundwort
  46
  Yew
  63
  Youth
  33
  Zombies
  82
                                                                                        
   
   CHAPTER 7  I
  | NDEX 
   
   96
    
  
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  collectively known as the System Reference 
  Document 5.1 (“SRD5”) is granted solely through the
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  This material is being released using the Open 
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  98
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Practice Fantasy Alchemy & Herbalism.pdf