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:
- How does a character find magical plants?
- How are plants identified, harvested, and preserved?
- How many plant units does a patch provide?
- How do plant units become essence?
- 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 |