TEXT: TWO DOZEN DISCOVERIES: PLANTS
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  3.5 SYSTEM COMPATIBLE
  LPJ9541
  Fantasy worlds are filled with horrors beyond reality 
  and imagination, but not every mystery an adventurer 
  encounters is a dangerous one. In a world where 
  magic exists and permeates the ecosystem, even the 
  ordinary life of the world can do amazing things. 
  Savvy rangers and druids have always known that 
  eating certain plants, at certain times is every bit as 
  effective as any man-made potion. The world’s most 
  prosperous mages and hedge wizards make a good 
  living selling the strange fruit of their even stranger 
  gardens. Below are two dozen new plants, from the 
  common to the legendary, for inclusion into your 
  Pathfinder Roleplaying Game.  
  The entries are organized as follows. 
  Survival Check DC: The difficulty of the Survival 
  check necessary to find a sample of the plants 
  growing wild. 
  Preparation DC: The check DC and associated skill 
  (usually Craft: alchemy) for refining a magical plant 
  into a usable substance. If the plant can be eaten or 
  used raw, this entry is blank. 
  Size and Weight: The size and weight of a single 
  dose of the refined substance. 
  Cost: The cost associated with a single dose of the 
  refined substance. 
  Unless otherwise noted, consuming a dose of one of 
  these substances is a standard action, like drinking 
  a potion. A character can benefit from a dose of one 
  of these substances only once per day, per substance. 
  Additional doses are treated as a mild poison of the 
  game master’s choice, usually a non lethal one that 
  inflicts moderate STR or DEX damage only. 
  DISEASES 
  PAGE
  Ambrosia 
  2
  Alsone Milk 
  2
  Belly Balm 
  2
  Cavestar 
  2
  Cylyx  
  2
  Dalatyl Grass 
  2
  Dancer’s Leaf  
  2
  Elemental Dandelion 
  2
  Fanjah 
  3
  Feywort  
  3
  Fyur Vine 
  3
  DISEASES 
  PAGE
  Giant’s Red Cap 
  3
  Gisson 
  3
  Glynkowe 
  3
  Harlequin Butter 
  3
  Kelmass 
  3
  Kraysas 
  4
  Lysean  
  4
  Pessma Berries 
  4
  Rednahr 
  4
  Sea Moss 
  4
  Tulsum 
  4
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 2
  Name
  Survival Check 
  DC
  Preparation DC
  Size and Weight
  Cost 
  Ambrosia
  DC 38
  None
  Tiny, 1 lb
  11,000 gp or more
  Alsone Milk
  DC 12
  Profession (cook) DC 16
  Tiny, 1 lb
  60 gp 
  Belly Balm
  DC 18
  Craft (alchemy) DC 22
  Fine, ½ lb
  86 gp 
  Cavestar
  DC 14
  Craft (alchemy) DC 15 
  Fine, negligible
  43 gp 
  Cylyx
  DC 12
  Profession (baker) DC 12
  Tiny, 1 lb
  17 gp 
  Dalytyl Grass
  DC 16
  Craft (alchemy) DC 16 or 
  Profession (farmer) DC 20
  Fine, ½ lb 
  40 gp 
  Dancer’s Leaf
  DC 14
  Craft (alchemy) DC 19
  Small, 1 lb
  58 gp 
  Elemental Dandelion
  DC 12
  None
  Fine, negligible
  29 gp 
  Fanjah
  DC 24
  Craft (alchemy) DC 24
  Fine, negligible 
  350 gp 
  Feywort
  DC 18
  None
  Fine, negligible
  35 gp 
  Fyur Vine
  DC 14
  Craft (alchemy) DC 18
  Tiny, ½ lb
  55 gp 
  Giant’s Red Cap
  DC 12
  Craft (alchemy) DC 22
  Tiny, ½ lb
  80 gp 
  Gisson 
  DC 18
  Craft (alchemy) DC 12
  Fine, negligible
  60 gp
  Glynkowe
  DC 20
  Craft (alchemy) DC 21
  Tiny, ½ lb
  75 gp 
  Harlequin Butter
  DC 18
  Craft (alchemy) DC 21
  Tiny, 1 lb
  70 gp 
  Kelmass
  DC 15
  None
  Tiny, negligible
  35 gp 
  Kraysas
  DC 22
  Craft (alchemy) DC 22
  Tiny, ½ lb
  155 gp 
  Lysean
  DC 23
  None
  Tiny, ½ lb
  117 gp 
  Pessma Berries
  DC 14
  None
  Tiny, ½ lb
  90 gp 
  Rednahr
  DC 16
  None
  Fine, ½ lb 
  1-2 gp 
  Rielch
  DC 17
  None
  Fine, negligible
  84 gp 
  Sea Moss 
  DC 15
  None
  Small, 1 lb
  18 gp 
  Tulsum
  DC 20
  Survival DC 22
  Fine, negligible
  121 gp 
  Velas
  DC 11
  Craft (alchemy) DC 14
  Fine, ½ lb
  22 gp 
  AMBROSIA
  This legendary fruit resembles a pure white pear that seems 
  to sweat a silvery liquid. A garden will only produce a 
  single Ambrosia pear a year, and that is only if conditions 
  are exactly right. Supposedly the first Ambrosia plants 
  were planted by demi-gods and exiled angels wishing to 
  grow the crops of Heaven on the mortal plane, and the 
  sweet pear was as close as they could come. 
  A non-good character who eats ambrosia ceases to suffer 
  ability score penalties for aging, though the character still 
  dies when his or her time is up. Good characters who eat 
  ambrosia cease aging entirely and have no maximum age 
  but can still die from accident, disease or violence. 
  ALSONE MILK
  The coconut-like alsone plant can be cracked open and 
  its foul milk boiled and mixed with sugar and salt until it 
  is palatable. The pinkish milk grants its consumer great 
  strength and reckless courage in battle. 
  For 1d4 hours after drinking Alsone Milk, the character 
  gains a +2 bonus on all STR-based skill checks, but his 
  foolhardy confidence imposes a -2 penalty on WILL Saves 
  made to penetrate illusions during this time. 
  BELLY BALM
  Belly Balm is a herbal concoction brewed from milk and 
  the sap of two different evergreen trees, the petals of a 
  night blooming flower and chicken dung (an ingredient 
  most hedge wizards never tell their customers about, for 
  obvious reasons). The odd tasting mixture helps with diar-
  rhea and nausea, and is often prescribed to the sick, preg-
  nant women… and adventurers facing nauseating threats 
  like otyugth and ghasts.  
  For 2d4 hours after drinking Belly Balm, the character is 
  immune to nausea and the sickened condition. 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 3
  CAVESTAR
  This grey-green lichen is drab and unpleasant to human 
  eyes, but fluoresces as brightly as oil on water to those 
  perceiving it via Darkvision. The plant is one of the few 
  substances that retain color when viewed by a creature 
  using Darkvision, and as such it is a popular ingredient 
  in paints and tattoo inks used by the Dwarves and other 
  subterranean cultures. Cavestar can also be brewed into 
  a thin liquid that increases the range of Darkvision when 
  splashed in a creature’s eyes. 
  For 2d6 hours after taking a dose of Cavestar, the charac-
  ter’s existing Darkvision range is increased by +30 ft. This 
  drug has no effect on creatures lacking Darkvision. 
  CYLYX 
  Cylyx is a kind of wheat native to warm tropical regions, 
  hearty, nutritious and suited to many climates. Cylyx bread 
  is a common ration to most of the world’s armies, it keeps 
  well and helps troops fight off disease. 
  For 3+1d8 hours after eating Cylyx bread, the character 
  receives a +2 bonus on FORT Saves made to resist or over-
  come disease. 
  DALATYL GRASS
  This long, fragrant grass is common to most temperate 
  plains and is often dried and used as hay for horses and 
  other draft animals. When the roots of the plant are boiled 
  into a tea, they allow a character to communicate with 
  the hoofed creatures that normally consume the plant. A 
  favorite prank among farmers is to slip this substance into 
  the food of a new farm hand on slaughtering day.
  For 1d3 hours after drinking Dalatyl tea, the character 
  gains the ability to communicate with horses, cattle, sheep 
  and other ruminants as if by the spell Speak With Animals. 
  DANCER’S LEAF 
  The enormous, heart shaped fronds of a specific breed of 
  palm tree can be chopped and charred into a useful paste. 
  Those eating the greenish paste feel a warm tingling in 
  their muscles, which only intensifies to a pleasant burning 
  sensation as they move. 
  For 1d4+1 hours after eating Dancer’s Leaf paste, a char-
  acter’s jumping distance is not limited by their height, 
  and the character receives a +1 bonus on Acrobatics and 
  Perform (dance) dance checks. 
  ELEMENTAL DANDELION
  These enormous sunflowers grow in places where the 
  planar boundaries and the heat and endless energy of the 
  Elemental Plane of Fire encroaches on reality. They are 
  often found in the wake of grass fires. The plants resemble 
  an extremely large sunflower wreathed in faint blue flames. 
  For 1d4 hours after eating the seeds of this strange flower, 
  the character becomes immune to Fire damage, and adds 
  1d4 points of fire damage to melee and unarmed attacks. 
  The seeds’ magic ends abruptly, in a sudden flash of fire, if 
  the character falls victim to a successful melee touch attack 
  from any creature. 
  FANJAH
  Only the stem and seeds of the Fanjah flower are edible, 
  the rest of the plant is foul and mildly toxic and tastes of 
  rotting carrion. By contrast, the seeds and stem are sweet 
  as honey. Those who hunt the dead chew a gum or candy 
  made from Fanjah, and claim it protects them during their 
  work. 
  For 1d4+1 hours after eating a Fanjah candy, the character 
  gains a +2 bonus on saves made to resist energy drain, 
  ability score drain and level loss. A character killed by 
  undead during this time will not rise as spawn. 
  FEYWORT 
  This plant is a night blooming creeper with flowers that 
  slowly change color as you watch, and poof away in a 
  storm of petals and pollen come the dawn. Those who have 
  to deal with Fey creatures make use of Feywort but are 
  wary of it. 
  Those drinking Feywort nectar receive a +1d4 morale 
  bonus on all CHA-based skill checks made against crea-
  tures of the Fey type. 
  Each time you use Feywort, there is a cumulative 1% 
  chance that you fall unconscious into a strange, dreamless 
  sleep for 6d6 days. Only a Remove Curse spell can break 
  this effect. Once a character succumbs to the effect, the 
  percentage chance is reset to 0%. 
  FYUR VINE
  This cloying red and orange vine clings to stonework of 
  all kinds in cool, wet climates. Once a Fyur Vine infesta-
  tion begins it is all but impossible to be rid of, and in most 
  cases the vines outlast the stones themselves. The vine’s 
  triangular leaves can be ground into a thick paste that gives 
  its user some of the vines’ legendary tenacity. 
  For 2d6 hours after eating Fyur Vine paste, the character 
  receives a +4 bonus to Combat Maneuver Defense; once 
  the character plants her feet, it’s nearly impossible to move 
  her. The one drawback to the drug is that during this time, 
  the suddenly stubborn character suffers a -2 penalty to 
  Initiative checks. 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 4
  GIANT’S RED CAP
  This fat, meaty red and white mushroom is known to give 
  those who eat it great strength and a giant’s vigor. Found in 
  dank caverns, old dungeon ruins and beneath river cross-
  ings, the mushrooms themselves are a common part of 
  local color. Preparing them is the difficulty. 
  For 1 hour after eating a giant’s red cap, the character is 
  affected as if by an Enlarge Person spell. The effect ends 
  abruptly if the victim suffers a critical hit- the character 
  shrinks suddenly as mushy white fluid pours out of the 
  wound along with blood. 
  GISSON
  The oil of the gisson leaf plant is a mild acid, and the plant 
  survives the hazards of its rainforest environment thanks to 
  the potency of this chemical. Canny bare-knuckler fighters 
  and gladiators know this plant very, very well. 
  By rubbing the oil of the gisson plant on their knuckles or 
  hand wraps, a fighter gains an often illegal edge. Anyone 
  struck by an unarmed attack must succeed at a FORT Save 
  (DC 8 + the damage inflicted) or be blinded for one round 
  as the stinging chemical enters their eyes. Once applied, 
  gisson oil only remains potent and usable for 2d6 rounds. 
  A character can use any number of doses of gisson oil per 
  day, without risk. 
  GLYNKOWE
  This rubbery, yellow sap from a jungle vine is renowned 
  for giving its users amazing physical properties. Athletes, 
  rogues and carnival freaks sip a bitter tea brewed from the 
  sap each day to keep their muscles limber. 
  For 2d4 hours after ingesting the tea, a character becomes 
  incredibly flexible, able to contort their bodies in seem-
  ingly inhuman ways. The character can, as a full round 
  action squeeze through any opening large enough to admit 
  their skull by flexing their now-rubbery body. The char-
  acter receives a +2 bonus on Athletics and Escape Artist 
  checks. 
  HARLEQUIN BUTTER
  The seed pods of the colorful, checked green and white 
  leafed Harlequin plant can be canned and made into a 
  tasty butter. Actors and spies enjoy the spicy butter before 
  performances: it burns the mouth and makes the face and 
  vocal cords more malleable. 
  For 1d6 hours after eating Harlequin Butter, the character 
  receives a +3 bonus on Disguise checks. 
  KELMASS
  Kelmass is a gold and white mushroom that only grows in 
  the lee of temples and churches, sheltered in the rich damp 
  earth along the foundation stones. Many churches gather 
  these mushrooms for preservation and sale to the commu-
  nity. 
  Anyone eating the stem of a Kelmass mushroom has their 
  minds sharpened, and political and religious facts they 
  never realized they learned come spilling out of their 
  mouths. For 1d6 hours after eating Kelmass mushrooms, 
  the character receives a +2 bonus on Knowledge (history, 
  religion and nobility) checks. 
  KRAYSAS
  Kraysas is a type of leathery, black mushroom which can 
  be boiled down to a thick, tar like substance. Choking it 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 5
  down is a chore, but the results are worth it, and Kraysas 
  has foiled more assassination attempts than an entire 
  platoon of guards. 
  For 2d4 hours after drinking Kraysas, the character is 
  immune to Ingested poisons. However, since the foul 
  concoction coats the stomach, during this time, the char-
  acter cannot benefit from any kind of magic potion nor 
  from other semi-magical drugs.  
  LYSEAN 
  Lysean is a type of nut common to temperate forests, 
  which grows only on a unique type of tree with icy blue 
  leaves. Forest folk carry handfuls of lysean nuts as a ward 
  against cold and the monsters of winter. 
  For 1d12+1 hours after eating a handful of lysean nuts, the 
  character gains Cold Resistance 5, and receives a +1 dodge 
  bonus to Armor Class against attacks made by creatures 
  with the Cold subtype. 
  PESSMA BERRIES
  These purple berries hang in huge bunches like grapes, 
  and seem to hum with stored power when the wind 
  whistles through the vines. Strong breezes cause several 
  of the berries to explode in a shower of purplish sparkles. 
  These strange fruit only grow in sunny regions, where the 
  Positive Energy Plane approaches reality and the walls 
  between dimensions are thin. 
  Eaten fresh from the vine, Pessma Berries provide an 
  invigorating rush of energy. For 1 hour after eating a 
  handful, the character receives a +2 bonus on Initiative 
  checks and the character’s base land speed is increased by 
  5 ft. 
  REDNAHR
  This tundra flower is a pale, washed out blue with a blood 
  red center. The first sign of spring in the dark north is 
  when the rednahr bloom, and cover the ice with what looks 
  like a million drops of blood. 
  Hunters and arctic animals alike dig up rednahr blooms 
  and eat the roots. A single rednahr root provides enough 
  nutrients to sustain a Medium sized creature for one day. 
  Rielch Rielch is a thorny, black and grey weed that grows 
  best in dry scrubland, but can survive and thrive virtually 
  anywhere. The tenacious plant can choke the life out of 
  competing plant and poisons the soil. 
  Anyone chewing Rielch leaves becomes as murderous and 
  angry as the plant itself is claimed to be. For 1d6 hours 
  after eating the leaves, the character receives a +1 morale 
  bonus on melee attack rolls and their Combat Maneuver 
  Bonus. Unfortunately during this time, the character suffers 
  a -2 penalty on all CHA-based skills.  
  SEA MOSS
  These white strands of kelp look almost like strands of 
  spaghetti, albeit a meal for a giant, as most strands are 
  several yards long. Forests of sea moss sway rhythmically 
  along warm coastlines, and allow surface dwellers to trade 
  with sea elf villages on the ocean bottom. 
  By wrapping a strand of sea moss around your mouth and 
  nose like a scarf, you gain the ability to breathe water. An 
  individual strand of sea moss lasts only 1d6 hours before 
  its oxygen giving properties are depleted, but unlike most 
  magical plants a character can use as many ‘doses’ of this 
  plant as necessary without limit. The only drawback to sea 
  moss is the plant’s strange buoyancy imposes a -2 penalty 
  on Swim checks. 
  TULSUM
  This tiny white mushroom is recognized by the symbiotic 
  yellow moss that grows along its shaft and underside. The 
  moss can be scrapped away and boiled down into a non-
  magical but extremely useful poultice. Rangers and druids 
  keep a good stock of tulsum paste on hand when heading 
  into dangerous regions. 
  Anyone treated with an application of Tulsum recovers 
  from ability score damage at double the natural rate for 48 
  hours. If a Tulsum poultice is applied to the wound within 
  a minute of a character suffering an effect that would 
  normally cause permanent ability score drain, the injury is 
  treated as temporary ability score damage instead. 
  VelasVelas is a potato-like root vegetable that can be made 
  into a variety of useful staples, from stew to bread to rotgut 
  booze. Mixed with a few sprinkles of holy water (or urine 
  from a priest, if real holy water is unavailable) Velas turns 
  into a potent defense against demons and devils. The poor 
  swear by velas water, as it’s a cheaper option than holy 
  water, but in its own way, just as effective. 
  A vial of Velas water splashed on any undead or non-good 
  outsider functions as holy water but only inflicts 1 point 
  of damage. A person who drinks Velas water receives a 
  +1 holy bonus on WILL Saves made to resist mind-influ-
  encing effects caused by undead or non-good outsiders for 
  1d4+1 hours after the drink. 
  Written by Chris A. Field; Artwork by Forge Studios
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
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  Two Dozen Discoveries: Plants, Copyright 2010, Louis Porter Jr. Design, 
  Inc.
  OPEN GAME LICENSE VERSION 1.0A 
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