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Introduction to Herbalism

Herbalism covers the discovery, identification, harvesting, preservation, and use of magical plants and mundane plant-based reagents within the Andórë Crafting System.

Plants are handled differently from metals, gems, woods, and monster parts. Most magical plants contain diffuse power spread through the whole specimen rather than concentrated in a single organ or hard component. For that reason, plant materials are usually measured in plant units, then either used raw in recipes or distilled into essence.

This page answers five questions:

  1. How does a character find magical plants?
  2. How are plants identified, harvested, and preserved?
  3. How many plant units does a patch provide?
  4. How do plant units become essence?
  5. Which plants are available in each biome?

Related rules are found in Alchemical Distillation, Material Values and Weights, Crafting Poisons, and Crafting Common Items.

Plant Materials

Magical plants may be used in two ways: as raw plant materials or as distilled essence.

Plant Units

A plant unit is an abstract quantity of usable herbal material. It might represent a bundle of leaves, a vial of sap, a pouch of pollen, a preserved root, a handful of seeds, a strip of bark, a fungal cap, a cluster of berries, or another useful portion of a plant.

The exact form matters only when a recipe calls for a specific raw component. Otherwise, a plant unit represents enough properly harvested and preserved material to be useful in crafting or distillation.

Raw Plants and Essence

Most magical plants contain diffuse magic. Unlike a monster organ, which may hold a concentrated magical property, a plant’s power is usually spread through its whole living form. For this reason, several units of the same plant are often required to distill one stable unit of essence.

Once distilled, essence no longer remembers the exact plant it came from. It only remembers potency and tag. The plant’s identity matters during gathering, harvesting, preservation, and any recipe that calls for that plant as a raw component. After distillation, only the essence potency and tag remain.

Biomes

A plant’s biome determines where it can normally be found. The biome tables are gathering tables, not just botanical lists. When a character forages or searches for a known plant, use the local biome to determine what plants are available.

Some plants appear in more than one biome. Others require specific conditions, such as caves, graveyards, ruins, magical forests, sacred sites, sewer growth, leyline terrain, or monster-haunted ground. The DM may allow a plant to appear outside its listed biome when the local conditions clearly support it.

Notable Plants

Most magical plants are best treated as sources of essence. Some plants also have physical properties that remain useful before distillation. These are listed as Notable Plants and may appear directly in recipes as raw components, especially when the recipe cares about form, texture, structure, behavior, or tradition.

Specific plant uses do not replace essence distillation. They give certain plants an additional role in crafting.

Plant Rarity and Essence

A plant’s rarity determines how much power it can hold and what potency of essence it can produce. A plant’s essence tags determine what remains after distillation.

Herbalism Kit Expanded Use

The Herbalism Kit may be used to identify, gather, harvest, preserve, and prepare magical plants and other plant-adjacent natural reagents, including fungi, lichen, moss, roots, bark, sap, resin, pollen, seeds, flowers, fruit, and magically active soil-bound growths.

Plant materials may later be distilled into essence with Alchemist’s Supplies.

Gathering Plants

A character proficient with an Herbalism Kit may gather magical plants in two ways: Foraging or Picking. Nature and Survival proficiency may also assist with these checks, as described below.

Using Nature and Survival

Herbalism uses both knowledge and fieldcraft.

When a character uses an Herbalism Kit, the ability depends on the task.

Foraging and Picking use Wisdom with an Herbalism Kit. Finding useful plants in the field depends on awareness, patience, terrain sense, seasonal signs, animal activity, soil, water, light, and instinct.

Identifying plants uses Intelligence with an Herbalism Kit. Understanding what a plant is, what it does, how dangerous it is, and how it may be used depends on botanical knowledge, magical ecology, and learned practice.

Harvesting plants uses Dexterity with an Herbalism Kit, as described below.

If the character is also proficient in Nature or Survival, they may add that proficiency as well, provided it applies to the situation.

  • Nature represents botanical knowledge, magical ecology, plant identification, and understanding how a plant’s properties relate to its environment.
  • Survival represents tracking plant signs, reading terrain, recognizing growth patterns, finding likely patches, and navigating difficult wilderness conditions.

A character can benefit from only one additional proficiency in this way. If they are proficient with both Nature and Survival, they choose the one that best applies to the task.

For example, a wizard with Nature proficiency might use botanical knowledge to identify a rare magical flower growing near a leyline, while a ranger with Survival proficiency might follow soil, animal, and terrain signs to locate a hidden patch of the same plant.

If the character is not proficient with an Herbalism Kit, they may still attempt a Nature or Survival check at the DM’s discretion, but they do not gain the benefits of proper herbal harvesting and may be unable to safely preserve or prepare the plant.

Gathering Shifts

Herbalism field work is measured in 4-hour shifts.

A character may usually perform up to two gathering shifts in a normal work day. A shift may be spent foraging, picking, harvesting a difficult patch, preserving gathered plants, or performing another Herbalism Kit activity.

Travel foraging also uses a 4-hour shift, but it occurs while the party travels.

Foraging

Foraging is the act of searching a biome for any useful plant, rather than a specific plant.

At the end of the foraging period, the character makes a Wisdom check using an Herbalism Kit.

Foraging Method Time Spent Check
Incidental Foraging While traveling at normal pace for 4+ hours Disadvantage
Careful Travel Foraging While traveling at slow pace for 4+ hours Normal
Dedicated Foraging 4 hours with no travel progress Advantage
Foraging Result

At the end of a foraging shift, the character makes a Wisdom check using an Herbalism Kit.

Herbalism Check Result
9 or lower No useful magical plants found
10–14 Mundane herbs or 1 unit of common medicinal reagents
15–19 One ★ Common plant patch
20–24 One ★★ Uncommon plant patch
25–29 One ★★★ Rare plant patch
30–34 One ★★★★ Very Rare plant patch
35+ One ★★★★★ Legendary plant patch, if such a plant can exist in the region

The DM chooses the plant found or rolls on the appropriate biome table.

A foraging shift discovers one meaningful plant patch. If the DM wants a more abundant result, each 5 points by which the check exceeds the required DC may reveal one additional plant patch of a lower rarity.

Picking

Picking is the act of searching for a specific known plant.

To pick a plant, the character must know the plant exists and must be in a biome where that plant can grow. The character spends one 4-hour gathering shift searching, then makes a Wisdom check using an Herbalism Kit.

Plant Rarity Picking DC
★ Common 10
★★ Uncommon 15
★★★ Rare 20
★★★★ Very Rare 25
★★★★★ Legendary 30

On a success, the character finds one patch of the chosen plant.

On a failure, no suitable patch is found during that shift. The character may spend another shift searching the same area, but repeated attempts in the same local area become less reliable. After two failed picking attempts for the same plant in the same area, the DM may rule that no suitable patch exists nearby until the party travels to a new area, spends a day searching a different part of the region, or waits for conditions to change.

Short Gathering

Gathering requires a full 4-hour gathering shift. Shorter periods of casual searching, such as looking around camp in the morning or gathering herbs while making breakfast, do not produce a roll on the foraging table.

At the DM’s discretion, short gathering may produce a small amount of mundane flavor material, such as cooking herbs, tea leaves, tinder, flowers, or harmless local plants. It does not produce magical plant patches, plant units, or essence-bearing reagents.

Characters who want meaningful magical plant materials must spend a full gathering shift foraging, picking, harvesting, or preserving plants.

Identifying Plants

If a character finds a plant but does not already know what it is, they may attempt to identify it with an Intelligence check using an Herbalism Kit.

Identification DC Plant Type
10 Common mundane or well-known magical plant
15 Uncommon magical plant
20 Rare magical plant
25 Very Rare magical plant
30 Legendary magical plant

On a success, the character learns the plant’s name, rarity, biome, usable parts, essence tags, and any obvious danger involved in harvesting or handling it.

On a failure, the character knows the plant is unusual but does not know how to safely harvest, prepare, or use it.

Harvesting a Plant Patch

Once a plant patch is found, a character may attempt to harvest it.

Harvesting a plant patch usually takes 10 minutes for a small patch or 1 hour for a large patch. Unusual plants may require longer at the DM’s discretion.

Harvesting a normal plant patch does not usually consume the entire 4-hour shift. If the harvest takes 1 hour or less, the character may complete the harvest as part of the same shift in which the patch was found.

The character makes a Dexterity check using an Herbalism Kit.

Plant Rarity Essence Potency Harvest DC Base Yield
★ Common Minor 10 1d4 units
★★ Uncommon Lesser 13 1d3 units
★★★ Rare Potent 16 1d2 units
★★★★ Very Rare Greater 19 1 unit
★★★★★ Legendary Mythic 22 1 unit
Harvest Result Outcome
Success by 5 or more Maximum yield
Success Roll base yield
Failure Half base yield, rounded down, minimum 0
Failure by 5 or more The patch is ruined; no usable magical material is recovered

Plant Units and Essence Yield

A plant unit is an abstract quantity of usable herbal material. It may represent a bundle of leaves, a vial of sap, a pouch of pollen, a preserved root, a handful of seeds, a strip of bark, a fungal cap, a cluster of berries, or a similar quantity.

Plant units may be used raw as specific crafting components, or distilled into essence.

Unlike harvested creature organs or magical monster parts, most plants contain diffuse magical properties. Several units of the same plant are usually required to produce one stable unit of essence.

Plant Rarity Essence Potency Plant Units Required
★ Common Minor 8 units
★★ Uncommon Lesser 4 units
★★★ Rare Potent 2 units
★★★★ Very Rare Greater 1 unit
★★★★★ Legendary Mythic 1 unit

For example:

  • 8 bundles of ★ Common Redroof Thyme may be distilled into 1 unit of Minor Healing Essence.
  • 4 bundles of ★★ Soldier’s Duty may be distilled into 1 unit of Lesser Healing Essence.
  • 2 bundles of ★★★ Bloodthorn may be distilled into 1 unit of Potent Necromancy Essence.
  • 1 bundle of ★★★★ Dawnmane Gingko may be distilled into 1 unit of Greater Radiant Essence.
  • 1 ★★★★★ Elderwood Seed may be distilled into 1 unit of Mythic Transmutation Essence.

All plant units used in a single distillation must come from the same plant and must be distilled into the same essence tag.

Plant Usage

A magical plant may be used raw as a specific crafting component, preserved for later use, prepared as an herbal reagent, or distilled into essence.

Using a plant raw or preparing it as an herbal reagent usually requires an Herbalism Kit.

Distilling a plant into stable magical essence requires Alchemist’s Supplies.

The potency and quantity of essence produced are determined by the plant’s rarity, as described under Distilling Plant Essence.

The DM chooses one valid essence tag from the plant’s listed tags for each essence unit produced.

Herbal Essence Tags

Herbal essences use the same essence tags as harvested creature materials.

A plant may produce essence with one or more tags from the standard categories:

  • Damage and Healing tags
  • Magic School tags
  • Condition tags

Herbs do not use separate elemental, environmental, creature-type, or narrative tags. If a plant appears to embody wind, water, luck, purification, warding, scent, fertility, sleep, or similar concepts, the DM should translate that concept into the closest existing essence tag.

For example, a plant that creates wind might produce Transmutation Essence, Evocation Essence, Thunder Essence, or Prone Essence depending on whether the plant alters a body, releases force, creates sound, or knocks creatures down.

When in doubt, choose the tag that best describes the mechanical or magical effect the plant is most useful for reproducing in a crafting recipe.

Preserving Plant Units

Fresh plant units remain usable for 3 days if kept in ordinary travel conditions.

After that time, they wilt, dry out, rot, lose potency, or become contaminated unless preserved.

A character proficient with an Herbalism Kit may spend 10 minutes preserving a number of plant units equal to their Proficiency Bonus. Preserved plant units remain usable for 30 days.

Preservation may involve drying, pressing, salting, oiling, smoking, sealing in wax, storing in alcohol, packing in moss, or placing the material in a prepared herbalist’s pouch.

Some unusual plants may require special preservation methods at the DM’s discretion.

Mundane Herbal Reagents

Not every useful plant is magical.

Many plants are valuable because they provide oils, waxes, resins, fibers, scents, pigments, preservatives, or binding agents used in ordinary craft. These materials do not produce essence and usually do not require special harvesting rules, but they may appear in recipes as minor reagents, flavor components, or practical crafting supplies.

For harvesting purposes, all mundane herbal reagents are treated as ★ Common plants. They do not produce magical essence, but they may be gathered, preserved, bought, or used as minor crafting reagents.

Mundane herbal reagents are often used as the base, binder, carrier, scent, pigment, or preservative in a recipe. They rarely provide the magic themselves, but they help stabilize the materials that do.

For example, a wizard’s ink might use olive oil as its carrier, charcoal or soot as its pigment, and Silver Root as the magical reagent that allows the ink to hold spellwork.

Plant Common Use
Aloe Cooling gel, burn salves, soothing poultices, and healing balms.
Basil Scented oils, cooking, purification washes, and household charms.
Bay Laurel Preserving oils, ritual wreaths, victory garlands, and aromatic smoke.
Beeswax Sealing wax, salves, candles, waterproofing, polish, and protective coatings.
Birch Bark Fire-starting, containers, scroll backing, light waterproofing, and field splints.
Chamomile Calming teas, sleep sachets, bath herbs, and gentle medicinal blends.
Charcoal Filtration, black pigment, incense base, alchemical heat control, and purification.
Cinnamon Warming oils, incense, perfumes, preservatives, and spiced medicines.
Clove Numbing oil, antiseptic washes, perfumes, and preservation blends.
Comfrey Poultices, bone-setting salves, bruise remedies, and field medicine.
Cotton Bandages, padding, filters, wicks, thread, and cloth reagents.
Flax Linen fiber, cordage, paper, oil, poultice cloth, and bookbinding.
Frankincense Incense, ritual smoke, sacred oils, embalming blends, and temple reagents.
Garlic Cooking, pest repellent, folk wards, tinctures, and strong-smelling poultices.
Ginger Warming teas, anti-nausea remedies, stimulant tonics, and spiced oils.
Henna Dye, skin markings, ritual decoration, hair tinting, and temporary sigils.
Lavender Perfume, calming sachets, sleep oils, soap, and linen storage.
Lemon Balm Calming teas, scented oils, insect repellent, and bright herbal washes.
Mint Cooling oils, breath tonics, teas, insect repellent, and freshening washes.
Mugwort Bitter tonics, dream pillows, incense, and folk-divination blends.
Myrrh Incense, embalming resin, sacred oils, wound salves, and preservation.
Nettle Fiber, cordage, green dye, tonic teas, and irritating defensive powders.
Olive Lamp oil, cooking oil, salves, soaps, polishing oil, and ritual anointing.
Pine Resin Glue, waterproofing, torch fuel, varnish, sealant, and medicinal salves.
Poppy Sleep draughts, pain-dulling preparations, seed oil, and apothecary blends.
Rosemary Preserving oils, memory charms, incense, cooking, and funerary garlands.
Sage Cleansing smoke, cooking, ritual bundles, bitter tonics, and preservation.
Saffron Dye, perfume, luxury cooking, ritual pigment, and noble cosmetics.
Thyme Antiseptic washes, cooking, smoke cleansing, and medicinal oils.
Willow Bark Pain-dulling teas, fever remedies, poultices, and bitter medicine.
Yarrow Wound poultices, blood-staunching, field medicine, and soldier’s kits.
## Notable Plants

Most magical plants are used either as raw plant units or distilled into essence. In most cases, a plant’s exact identity matters only until it is distilled.

Some plants are also useful as specific raw components. These plants have physical properties that matter in crafting and may appear directly in recipes.

The Plants by Biome tables will give you the biome and rarity for these notable plants.

Plant Notable Use
Aloyleaf Lightweight armor lamination, flexible metal-leaf scales, or metallic herbal plating.
Barrier Coral Warding circles, teleportation boundaries, planar seals, and protected thresholds.
Belltower Ivy Alarm charms, warning bells, tremor lines, watchtower wards, and crowd-detection devices.
Bloodgutter Moss Blood magic, curse ink, execution-yard reagents, necromantic inks, or forensic tracking.
Blueglass Mold Poison stabilization, toxic vapor control, purification, and alchemical cleanup.
Bubblemelon Water-breathing consumables, emergency diving rations, or air-preserving alchemical base.
Chimney Fern Smoke filters, fireproofing salves, forge respirators, chimney charms, or heat-resistant lining.
Coinleaf Coin detection, merchant wards, thief-finding charms, counting-house tools, or treasure-sense reagents.
Elemental Polypad Elemental summoning circles, conjuration pools, planar garden features, or water and earth elemental foci.
Equilibrium Gorse Fate-stabilizing reagent for divination tools, gambling wards, calibration charms, or probability-smoothing magic.
Fabric Leaf Cloth, bandages, ritual wrapping, clothing enchantments, or fey-textile substitutes.
Fin Moss Underwater weapon treatment, waterproofing, spear and arrow preparation, or aquatic gear oil.
Giant’s Silk Rope, bowstrings, climbing gear, netting, snare cord, or tension-bearing magical components.
Gluebell Magical adhesive; useful for sovereign-glue-adjacent recipes, binding agents, and permanent seals.
Glowmoss Low-grade magical lighting, cave markers, cellar lamps, route-marking paste, or emergency illumination.
Gravebell Lily Grave wards, crypt alarms, corpse-disturbance detection, and deathwatch charms.
Glide Weed Swim-speed oils, diving salves, slick wetskins, and hydrodynamic gear coatings.
Gutter Star Antitoxin, sanitation magic, water purification, sewer work, or disease-prevention reagents.
Hunter’s Seagrass Underwater arrows, bolts, fletching, netting, and aquatic hunting gear.
Ironbeard Moss Armor reinforcement, flexible metal lining, living mail padding, or permanent armor-improvement recipes.
Keepsake Daisy Teleportation-linked pairs, recall tokens, linked containers, or paired-location enchantments.
Lampwick Bloom Candle-making, lamp oil stabilizers, holy lights, shrine tapers, or gentle radiant reagents.
Lockroot Sealing, binding, locking, hinge-stiffening, and warded-door recipes.
Mason’s Lichen Masonry repair, wall reinforcement, stone patching, and minor fortification enchantments.
Memory Sage Testimony magic, study aids, memory charms, archive wards, or identification rituals.
Mender’s Mold Repair paste for mundane gear, cracked containers, damaged tools, and emergency field patching.
Mourner’s Violet Funeral rites, grief-bound healing, deathbed charms, or gentle necromantic stabilizers.
Nightflame Seed Smokeless flame, stealth campfires, dark lanterns, thieves’ candles, or occult lamps.
Oathvine Contracts, geasa, oath-binding, truth magic, legal seals, and guildhall wards.
Pigeon Pea Messenger bird charms, homing tokens, courier pouches, and city communication magic.
Prepyrus Special paper, labels, scroll backing, formula sheets, or alchemical notes.
Redroof Thyme Smoke irritation remedies, cough treatments, urban healing kits, and minor restorative salves.
Rustfern Metal-corroding reagent; useful for acids, lock sabotage, rusting traps, or anti-construct preparations.
Scholar’s Brush Arcane ink additive for spell preparation, ritual copying, research notes, or wizardly crafting.
Sea Seeds Fish lures, animal-bait charms, fishing magic, or marine-beast handling components.
Sea Soap Acid-resistant waxes, protective coatings, shipboard alchemy, or anti-corrosion sealant.
Silver Root Silvering reagent for weapons, alchemical silver, moon-silver inks, or anti-undead and anti-fey inscriptions.
Spellcatch Grass Touch-spell storage, spell-trigger traps, charged gloves, contact charms, or spell-bearing bandages.
Steelwood Sap Natural armor coatings, shield varnish, barkskin-style enchantments, or protective lacquers.
Tailor’s Gamble Magical dyes, glamoured cloth, color-changing garments, heraldry, or disguise materials.
Widow’s Rosemary Memory, scent-tracking, remembrance magic, funerary keepsakes, or identity-linked tokens.
Wizard’s Friend Special ink for spellbooks, scrolls, formula books, and arcane diagrams.

Plants by Biome

Arctic Plants

Plant Biomes Rarity Essence Tags
Cold Brush Arctic, Tundra Cold, Transmutation
Ice Mint Arctic Cold, Transmutation
Ice Vine Arctic Cold, Abjuration
Jingle Berries Arctic Thunder
Nofall Leaves Arctic, Snowfield Transmutation
Thaw Bud Arctic, Early Thaw Fields Transmutation
Ashfree Birch Arctic, Boreal Forest ★★ Abjuration, Cold, Fire
Blubber Bulb Arctic, Tundra ★★ Abjuration, Acid, Cold, Fire, Poison
Frostneedle Grass Arctic, Tundra ★★ Cold, Transmutation
Rimemoss Arctic, Boreal Forest ★★ Abjuration, Cold
Snowstride Grass Arctic, Snowfield, Ice Slopes ★★ Transmutation
Crystal Fruit Arctic ★★★ Abjuration, Cold, Transmutation
Frozen Fuel Arctic, Frozen Field ★★★ Fire, Transmutation
Glacier Branch Arctic, Magical Cold Site ★★★ Cold, Conjuration, Transmutation
Golden Pine Arctic, Dragon-Hunter Forest ★★★ Transmutation
Icicle Moss Arctic, Permafrost ★★★ Cold, Evocation
Magic Mistletoe Arctic, High-Magic Cold Forest ★★★ Poison, Poisoned, Transmutation
Pinecone of Cold Arctic ★★★ Cold, Evocation
Winterlight Bloom Arctic, Snowfield Oasis ★★★ Abjuration, Cold
Everfrost Root Arctic, Ancient Frozen Ground ★★★★ Cold, Evocation
Icestone Trunk Arctic, Frozen Leyline Wood ★★★★ Cold, Transmutation, Restrained

Cave Plants

Plant Biomes Rarity Essence Tags
Compass Rose Cave Divination
Gargoyle’s Lichen Cave, Ruins Transmutation, Petrified
Glowmoss Cave Radiant
Mender’s Mold Cave Transmutation
Stonebelly Root Cave, Underdark Transmutation
Swellcap Mushroom Cave Transmutation
Brighteye Carrots Cave, Sun-Touched Cavern ★★ Divination, Transmutation
Buried Moonlight Cave, Root-Cave, Fey-Touched Cave ★★ Radiant, Illusion
Flumph Fungi Cave, Underdark ★★ Divination, Enchantment, Psychic
Creeper’s Folly Cave ★★★ Divination
Gloom’s Cloak Cave, Lightless Cave ★★★ Abjuration, Radiant
Rustfern Cave, Metallic Caverns ★★★ Acid, Transmutation
Silver Root Cave, Magical Mines ★★★ Abjuration, Transmutation
Sporecaster Cave ★★★ Poison, Poisoned
Stonecap Mushroom Cave ★★★ Abjuration, Transmutation
Sungi Cave, Deep Cave ★★★ Radiant, Evocation
Umbra Tongue Cave, Deep Darkness ★★★ Healing, Necromancy
Venomdraw Thorn Cave, Spider Caves ★★★ Poison, Poisoned, Transmutation
Deepburrow Bulb Cave, Purple Worm Tunnels ★★★★ Acid, Transmutation, Divination
Ironbeard Moss Cave, Mountain, Magical Iron Deposits ★★★★ Abjuration, Transmutation
Titan’s Field Cave, Deep Mycelium Network ★★★★★ Conjuration, Divination, Transmutation

Coast Plants

Plant Biomes Rarity Essence Tags
Breeze Nuts Coast, Dunes, Windswept Beach Transmutation
Fin Moss Coast, Reef, Seabed Rock Transmutation
Liftwood Coast, Floating Driftwood, Island Shore Transmutation
Mariner’s Friend Coast, Beach Shrubland Abjuration, Transmutation
Merrow Trap Coast, Seagrass Bed Transmutation
Parrot Poppy Coast, Beach, Coastal Meadow Illusion, Thunder
Sea Seeds Coast, Open Water, Fishing Grounds Enchantment
Bubblemelon Coast, Shallows, Tidal Flats ★★ Transmutation
Drowner’s Reach Coast, Kelp Forest, Drowned Shore ★★ Grappled, Transmutation
Glide Weed Coast, Open Water, Floating Weed Mats ★★ Transmutation
Pearvoyance Coast, Coastal Orchard, Fey-Touched Shore ★★ Divination
Squirtwort Coast, Tidal Sand, Low-Tide Beach ★★ Prone, Transmutation
Tideburst Tail Coast, Rocky Shore, Reef ★★ Transmutation, Prone
Jellyfish Vine Coast, Kelp Bed, Tidepool ★★★ Acid, Evocation
Kraken Kelp Coast, Deep Coast, Black Kelp Bed ★★★ Illusion, Darkness-adjacent via Illusion
Mindtide Stalk Coast, Tidewashed Caves, Dark Reefs ★★★ Divination, Psychic
Scholar’s Brush Coast, Beachside Scrub, Coastal Gardens ★★★ Divination, Transmutation
Sea Soap Coast, Beach, Salt Flats ★★★ Abjuration, Acid
Barrier Coral Coast, Reef, Leyline Coast, Planar Shore ★★★★ Abjuration, Conjuration
Equilibrium Gorse Coast, Boundary Beach, Planar Shore ★★★★ Divination, Abjuration
Sailor’s Omen Coast, Open Water, Blood-Tide Waters ★★★★ Abjuration, Poison, Poisoned
Elemental Polypad Coast, Floating Reef, Elemental Coast ★★★★★ Conjuration

Desert Plants

Plant Biomes Rarity Essence Tags
Demonhorn Chili Desert? Mountain? Arid Slopes Fire, Transmutation
Fumbleweed Desert, Sandy Plains Abjuration, Prone
Mirage Melon Desert, Mirage Field, Dry Oasis Illusion
Mortician’s Cactus Desert, Badlands, Dry Scrub Abjuration, Poison
Nomad’s Treasure Desert, Deep Sand, Elemental Water-Touched Dunes Conjuration, Transmutation
Sandtrap Palm Desert, Dunes, Sandstorm Flats Transmutation
Snakeskin Root Desert, Dry Sand Transmutation
Traveler’s Needlepalm Desert, Cactus Grove, Hot Badlands Abjuration, Transmutation
Yell Pepper Desert, Dry Scrub Thunder, Transmutation
Cleric’s Cane Desert, Dry Scrub, Wadi ★★ Healing
Hooktail Cactus Desert, Scorpion Flats, Badlands ★★ Abjuration, Transmutation
Hopping Bean Desert, Sun-Baked Scrub ★★ Transmutation
Needlecloud Cactus Desert, Dry Flats, Stinging Scrub ★★ Abjuration, Transmutation
Sticky Fig Desert, Rocky Desert, Dry Cliffs ★★ Transmutation, Restrained
Embergrass Desert, Burn Scar, Volcanic Scrub ★★★ Abjuration, Fire
Fire Flower Desert, Harsh Sun Desert ★★★ Fire, Evocation
Fireplume Fennel Desert, Dry Basin, Sandy Scrub ★★★ Fire, Evocation
Frozen Fuel Arctic only in source, but usable in Cold Desert ★★★ Fire, Transmutation
Interrogator’s Baton Desert, Dry Cavern, Cordyceps Field ★★★ Enchantment, Charmed, Poison
Rageroot Desert, Red Sand, Harsh Scrub ★★★ Charmed, Frightened, Stunned, Enchantment
Sandrain Flower Desert, Desiccated Basin ★★★ Stunned, Transmutation
Firemelon Desert, Sun-Baked Dunes ★★★★ Fire, Evocation
Fool’s Charm Desert, Lucky Oasis, Trickster Shrine ★★★★ Divination

Forest Plants

Plant Biomes Rarity Essence Tags
Candle Rose Forest, Fey-Touched Forest, Garden Grove Fire, Radiant
Cracker Nut Forest, Oak Forest, Windy Woods Thunder, Evocation
Deadwood Forest, Dying Grove, Enchanted Woodland Enchantment
Elven Leaf Forest, Scrub Forest, Elven Woodland Enchantment, Frightened
Fabric Leaf Forest, Fey-Touched Forest Transmutation
Knock Wood Forest, Fey-Inhabited Tree Divination, Abjuration
Nightflame Seed Forest, Ghostwood, Shadowed Forest Fire, Illusion
Tailor’s Gamble Forest, Chromat Oak Grove Illusion, Transmutation
Dryad’s Secret Forest, Ancient Forest, Dryad Grove ★★ Enchantment, Charmed
Sharpeye Twig Forest, Bramble Thicket ★★ Divination, Transmutation
Soldier’s Duty Forest, Eucalyptus Grove, War Camp Woodland ★★ Healing
Sylvan Bandage Forest, Shaded Trees, Temperate Forest ★★ Healing
Golden Truffle Forest, Old Growth Forest, Noble Hunting Grounds ★★★ Healing, Transmutation
Peacekeeper’s Lily Forest, Sacred Grove, Battlefield Grove ★★★ Enchantment, Poison, Poisoned
Planebind Thorn Forest, Fey Crossing, Cursed Grove ★★★ Abjuration, Conjuration
Speed Apple Forest, Rare Orchard, Fey-Touched Forest ★★★ Transmutation
Spellmind Mint Forest, High-Magic Forest, Wizard Grove ★★★ Abjuration, Transmutation
Toad Skin Shrub Forest, Poison Grove, Wet Woodland ★★★ Poison, Poisoned, Transmutation
Keepsake Daisy Forest, Planar Portal, Teleportation Circle ★★★★ Conjuration
Steelwood Sap Forest, Ancient Sequoia, Old Growth Forest ★★★★ Abjuration, Transmutation
Elderwood Seed Forest, Ancient Forest, Treant Grove ★★★★★ Transmutation

Grassland Plants

Plant Biomes Rarity Essence Tags
Bird Seed Grassland, Meadow, Open Field Conjuration, Transmutation
Boom Maize Grassland, Farmland, Fertile Plain Thunder, Prone, Evocation
Bramble Rice Grassland, Monster Den, Tall Grass Restrained, Prone, Transmutation
Courter’s Perfume Grassland, Meadow, Rose Field Enchantment, Charmed
Musical Fruit Grassland, Bardic Meadow, Bean Field Enchantment, Thunder
Shepherd’s Soap Grassland, Pasture, Wild Meadow Enchantment, Charmed
Shunflower Grassland, Shadowfell-Touched Field Enchantment, Frightened
Soap Grass Grassland, Alkaline Soil, Meadow Transmutation
Tracker’s Leaf Grassland, Shrubland, Hunting Plain Divination, Transmutation
Heartstopper Weed Grassland, Pale Meadow, Old Field ★★ Enchantment, Abjuration
Numbing Bush Grassland, Shrubland, Trapper’s Field ★★ Healing, Poisoned, Transmutation
Stenchblossom Grassland, Dung Field, Carrion Meadow ★★ Poison, Poisoned
Whisper Puff Grassland, Mage Meadow, Open Field ★★ Illusion, Transmutation
Wizard’s Friend Grassland, Arcane Meadow, Wizard Garden ★★ Transmutation
Blighted Pollen Grassland, Farmland, Blighted Field ★★★ Poison, Poisoned, Blinded, Deafened, Stunned, Paralyzed
Crackle Bark Grassland, Storm-Touched Plains, Leyline Tree ★★★ Lightning, Evocation
Grounder Seed Grassland, Stormplain, Dry Prairie ★★★ Abjuration, Lightning
Spellcatch Grass Grassland, Blood-Spilled Field, Ambient Magic Site ★★★ Conjuration, Transmutation
Equilibrium Gorse Coast in source, but can also suit Boundary Grassland ★★★★ Divination, Abjuration
Peony of Power Grassland, Leyline Meadow, Mage Field ★★★★ Evocation, Transmutation
Spectrum Rose Grassland, Leyline Meadow, Fey Meadow ★★★★ Abjuration, Transmutation
Twice-Blessed Clover Grassland, Fey-Blessed Field, Sacred Meadow ★★★★ Divination, Abjuration

Hill and Mountain Plants

Plant Biomes Rarity Essence Tags
Alebane Sponge Hill, Mountain, Mine, Noxious Tunnel Poison, Transmutation, Abjuration
Aloyleaf Hill, Mountain, Mineral-Rich Slopes Abjuration, Transmutation
Demonhorn Chili Hill, Mountain, Volcanic Slope Fire, Transmutation
Giant’s Silk Hill, Mountain, Ancient Root Ridge Transmutation
Killer Tomato Hill, Mountain, Trickster Garden Enchantment, Illusion
Repellent Lemon Hill, Mountain, Sour Grove Enchantment, Frightened
Traveler’s Needlepalm Hill, Desert, Hot Scrubland Abjuration, Transmutation
Yell Pepper Hill, Desert, Dry Slope Thunder, Transmutation
Cleric’s Cane Desert, Dry Hill, Arid Scrub ★★ Healing
Hooktail Cactus Hill, Desert, Badlands ★★ Abjuration, Transmutation
Hopping Bean Hill, Desert, Sun-Baked Slope ★★ Transmutation
Sanctum Wisteria Mountain, Sacred Hill, Holy Site ★★ Abjuration
Sentry Bush Hill, Mountain, High Altitude Scrub ★★ Abjuration, Transmutation
Sticky Fig Hill, Desert, Rocky Slope ★★ Transmutation, Restrained
Bloodthorn Mountain, Cliffside, Blood-Stone Ridge ★★★ Necromancy, Healing
Echo Wood Mountain, High Hill, Wind-Carved Ridge ★★★ Thunder, Evocation
Everwort Root Mountain, Arid Mountain, High Hill ★★★ Transmutation
Golden Pine Mountain, Arctic Mountain, Dragon-Hunter Forest ★★★ Transmutation
Ironleaf Thicket Hill, Mountain, Wind-Scoured Slope ★★★ Abjuration, Transmutation
Mountain Heart Ginseng Hill, Mountain, High Valley ★★★ Healing, Abjuration
Oracle’s Leaf Mountain, High Hill, Oracle Cave, Incense Shrine ★★★ Divination
Platinum Star Mountain, Dangerous Ledge, Honored Peak ★★★ Enchantment, Divination
Rageroot Hill, Desert, Badlands ★★★ Enchantment, Charmed, Frightened, Stunned
Rumble Cotton Hill, Mountain, Avalanche Slope ★★★ Abjuration, Thunder
Stonegaze Bloom Mountain, Rocky Hill, Basilisk Territory ★★★ Petrified, Restrained, Transmutation
Dawnmane Gingko Mountain, Sacred Mountain Grove ★★★★ Healing, Radiant
Heaven’s Chance Mountain, Sacred Peak, Remote Shrine ★★★★ Divination, Evocation
Ironbeard Moss Mountain, Cave, Magical Iron Deposit ★★★★ Abjuration, Transmutation
Rush Chili Hill, Mountain, High Scrub ★★★★ Transmutation
Shifter’s Jasmine Mountain, Changeling Battlefield, Remote Grove ★★★★★ Transmutation

Swamp Plants

Plant Biomes Rarity Essence Tags
Chef’s Trick Swamp, Marsh, Bog Cane Illusion, Enchantment
Fanana Swamp, Wet Jungle, Marsh Grove Evocation, Transmutation
Hunter’s Mud Swamp, Mossy Bog, Hunting Marsh Illusion, Transmutation
Odour Begonia Swamp, Fetid Marsh, Sewer-Wetland Poison, Transmutation
Sillypad Swamp, Fey Marsh, Trickster Pond Illusion, Transmutation
Boggrip Vine Swamp, Bog Trees, Troll-Fen ★★ Transmutation, Grappled
Fairybed Reed Swamp, Marsh, Fey-Touched Wetland ★★ Illusion, Invisible
Hag’s Hair Swamp, Blighted Trees, Hagwood ★★ Healing, Abjuration
Lich Lichen Swamp, Battlefield, Desolate Bog ★★ Illusion, Necromancy
Maiden Moss Swamp, Old Tree Bases, Wet Forest ★★ Enchantment, Frightened
Prepyrus Swamp, Reed Marsh, Wizard Fen ★★ Divination, Transmutation
Sork Root Swamp, Mudflat, Wet Rootbed ★★ Transmutation, Grappled
Wailing Vine Swamp, Salt Marsh, Mangrove ★★ Thunder, Stunned
Corpse Hands Swamp, Bog, Mangrove, Rotting Shore ★★★ Necrotic, Necromancy
Gluebell Swamp, Carnivorous Bog, Fey Marsh ★★★ Restrained, Transmutation
Grave Root Swamp, Grave Bog, Battlefield Marsh ★★★ Abjuration, Necrotic, Necromancy
Lucidity Lavender Swamp, Marsh Garden, Hag-Mirror Wetland ★★★ Divination, Illusion
Mud Bane Swamp, Deep Mud, Corpse Fen ★★★ Poison, Poisoned, Incapacitated
Deathwatch Lotus Swamp, Shadowed Bog, Death Shrine ★★★★ Necromancy, Healing
Ghost Leaf Swamp, Shadowed Swamp, Haunted Bog ★★★★ Force, Necromancy, Transmutation
Nature’s Curse Swamp, Toxic Fen, Blighted Wetland ★★★★ Poison, Poisoned, Necrotic

Underwater Plants

Plant Biomes Rarity Essence Tags
Fin Moss Underwater, Reef Rock, Seabed Transmutation
Hunter’s Seagrass Underwater, Seagrass Bed, Merrow Hunting Ground Transmutation
Sea Seeds Underwater, Fishing Grounds, Open Water Enchantment
Bubblemelon Underwater, Shallows, Tidal Sand ★★ Transmutation
Drowner’s Reach Underwater, Kelp Forest, Drowned Shore ★★ Grappled, Transmutation
Glide Weed Underwater, Surface Mats, Open Water ★★ Transmutation
Squirtwort Underwater, Tidal Sand, Shallow Seabed ★★ Prone, Transmutation
Tideburst Tail Underwater, Reef, Rocky Seabed ★★ Transmutation, Prone
Inkdeep Kelp Underwater, Deep Kelp Bed, Abyssal Coast ★★★ Illusion
Jellyfish Vine Underwater, Kelp Bed, Tidepool, Reef Edge ★★★ Acid, Evocation
Sea Soap Underwater, Salt Flats, Reef Beach ★★★ Abjuration, Acid
Barrier Coral Underwater, Reef, Leyline Reef, Planar Reef ★★★★ Abjuration, Conjuration
Sailor’s Omen Underwater, Blood-Tide Water, Shark Feeding Ground ★★★★ Abjuration, Poison, Poisoned
Elemental Polypad Underwater, Floating Reef, Elemental Reef ★★★★★ Conjuration

Urban Plants

Plant Biomes Rarity Essence Tags
Candle Rose Urban, Garden, Noble Estate, Temple Courtyard Fire, Radiant
Chef’s Trick Urban, Market Garden, Sewer Garden, Swamp Illusion, Enchantment
Chimney Fern Urban, Rooftop, Chimney, Forge District Fire, Abjuration
Courter’s Perfume Urban, Garden, Meadow, Perfumer’s Greenhouse Enchantment, Charmed
Deadwood Urban, Old Park, Abandoned Garden, Forest Enchantment
Fabric Leaf Urban, Elven Quarter, Garden, Forest Transmutation
Glowmoss Urban, Cellar, Sewer, Cave, Ruin Radiant
Gutter Star Urban, Sewer Grate, Rain Channel, Poor District Poison, Abjuration
Knock Wood Urban, Fey-Touched House, Old Park, Forest Divination, Abjuration
Lampwick Bloom Urban, Streetlamp, Shrine, Theater District Radiant, Fire
Mason’s Lichen Urban, City Wall, Aqueduct, Ruin Transmutation
Mender’s Mold Urban, Cellar, Sewer, Workshop, Cave Transmutation
Nightflame Seed Urban, Alley Shrine, Ghostwood Park, Forest Fire, Illusion
Odour Begonia Urban, Sewer, Tannery District, Swamp Poison, Transmutation
Pigeon Pea Urban, Rooftop, Market Square, Dovecote Conjuration, Divination
Redroof Thyme Urban, Rooftop Garden, Tile Roof, Sunbaked Wall Healing, Abjuration
Soap Grass Urban, Washhouse Yard, Stable Yard, Grassland Transmutation
Tailor’s Gamble Urban, Dye Garden, Tailor’s Guild, Forest Illusion, Transmutation
Threshold Mint Urban, Doorstep, Inn Yard, Market Garden Abjuration, Enchantment
Belltower Ivy Urban, Old Belltower, Temple Roof ★★ Thunder, Divination
Bloodgutter Moss Urban, Alley, Battlefield Street, Execution Yard ★★ Necrotic, Necromancy
Blueglass Mold Urban, Cellar, Abandoned Apothecary, Wizard Quarter ★★ Abjuration, Poison
Coinleaf Urban, Market Square, Counting House Garden ★★ Divination, Enchantment
Mourner’s Violet Urban, Graveyard, Hospital Garden, Widow’s Walk ★★ Healing, Necromancy
Prepyrus Urban, Scriptorium Garden, Wizard College, Swamp ★★ Divination, Transmutation
Soldier’s Duty Urban, Barracks Yard, Hospital Garden, Forest ★★ Healing
Stenchblossom Urban, Midden Heap, Slaughterhouse Yard, Grassland ★★ Poison, Poisoned
Streetlamp Mothmoss Urban, Streetlamp, Theater Wall, Mage-Lit Avenue ★★ Illusion, Radiant
Widow’s Rosemary Urban, Graveyard, Old Garden, Shrine ★★ Divination, Necromancy
Wizard’s Friend Urban, Wizard College, Scriptorium Garden, Grassland ★★ Transmutation
Gravebell Lily Urban, Graveyard, Crypt Garden, Temple District ★★★ Necromancy, Divination
Lockroot Urban, Old Doorway, Guildhall Wall, Prison Yard ★★★ Abjuration, Transmutation
Memory Sage Urban, Library Garden, Schoolyard, Archive Courtyard ★★★ Divination, Enchantment
Oathvine Urban, Courthouse, Temple, Guildhall ★★★ Enchantment, Abjuration
Scholar’s Brush Urban, Wizard College, Library Garden, Coast ★★★ Divination, Transmutation
Sewer Lotus Urban, Sewer, Flooded Cistern, Drainage Canal ★★★ Poison, Healing, Transmutation

Referenced by