TEXT: H
  HERBALISM
  ERBALISM  AND
  AND P
   PHARMACY
  HARMACY  IN
  IN  THE
  THE O
   OLD
  LD W
   WORLD
  ORLD
  An Unofficial  Supplem ent  for Wa rhamm er  Fantasy Ro lep lay
  Design and Writing: Daniel White
  Additional Material: Erik Walraven
  Editing, Layout and Proofreading: Andrew Law
  Games Workshop, the Games Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the
  Warhammer Fantasy Roleplay logo, Black Industries, the Black Industries logo, BL Publishing, the
  BL Publishing logo and all associated races and race insignia, marks, names, characters,
  illustrations, and images from the Warhammer universe are either , TM, and/or  Games
  ®
  ©
  Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world. All
  rights reserved.
  All material found in this supplement is unofficial and in no way endorsed by Games
  Workshop Ltd.
  First published in 2005 on Black Industries' World Wide Web site:
  htt p://www.blackindustries.com /
  Report any typos to andy@hapimeses.com.
  W
  WHAT
  HAT  IS
  IS  AN
  AN H
   HERBALIST
  ERBALIST??
  The Herbalist is a person who has an intimate knowledge of the
  bounty of the plant world around them. They know which plants can
  be used for the relieving of painful insect bites and which can produce
  painful death. Many Herbalist are residents of rural communities that
  have little access to the luxuries of city life where healing may be
  administered by trained professionals. They typically receive their
  knowledge from ancient traditions handed down from parent to child
  since time immemorial. More cosmopolitan Herbalists may set up
  practices in cities and towns in order to administer cheap remedies to
  those who cannot afford a surgeon's or pharmacist's fees. 
  Herbalists learn from an early age the myriad differences between the
  leaves, flowers and roots of the many plants of the Old World.  They
  put this knowledge to use by drawing forth their properties in a
  multitude of ways, producing unguents, lotions, tonics and
  preparations to mitigate the ravages of illness, or even to cause it. The
  Herbalist puts his skills to good use in a world where misery and swift
  death are never more than a heartbeat way. 
  GENERALISATIONS
  Many of the rules that this supplement presents, such as growing times,
  times of cultivation and the collection of seeds, have been generalised
  for simplicities sake. Different plants obviously flower and grow at
  differing times of year, but this supplement assumes that plants flower
  in spring and summer and are dormant in autumn and winter, when
  seeds or cuttings may be potted, ready for the coming year.
  GMs may, of course, alter this generalisation as they see fit, adding
  whatever complexities they prefer.
  TTABLE
  ABLE  OF
  OF C
   CONTENTS
  ONTENTS
  Chapter 1: The Role of the Herbalist............................. 2
  The Herbalist As A PC.........................................................................3
  Talents.............................................................................................................3
  Chapter 2: Locating Herbs................................................ 4
  Searching For Plants..................................................................................4
  The Herbalists Garden..............................................................................5
  The PC’s Herb Garden..............................................................................6
  Chapter 3: Making A Concoction.................................. 7
  Concoction Types...........................................................................................7
  Distillation......................................................................................................7
  Concoction Strength......................................................................................8
  Side Effects..................................................................................................8
  Quick Pricing of Concoctions....................................................................9
  Chapter 4: The Herbalist's Tools.................................. 10
  Tools By Activity.....................................................................................10
  Equipment And Tool Tables..................................................................10
  Tool Description...........................................................................................11
  Chapter 5: Plants & Their Blessings............................. 13
  A Plant's Profile......................................................................................13
  Mundane Plants........................................................................................14
  Infused Plants........................................................................................... 21
  Chapter 6: Diseases, Disorders & Dementias.............26
  1
  Herbalism & Pharmacy
  
  CHAPTER 1: THE ROLE OF THE HERBALIST
  Anders Hockstein eased his stocky frame from behind the scarred log table that bore the fruits of his labour, being careful to replace the stopper in the jar
  that contained the preparation of laurel he had been distilling for the best part of the afternoon. Tutting to himself over being disturbed, he limped to the
  simple door that hung in a lop-sided frame. Removing the rope from the hook that held the door shut, he opened it to be dazzled by bright sunlight. Birds
  greeted him, chattering in the eaves of his cottage, butterflies danced among the leaves of his herb garden, taking pollen from plant to plant. His little
  helpers, he liked to call them. 
  Squinting his eyes in the glare, Anders greeted his visitor. It was old Jacob from the cottage over by the Nuln road. The old man looked breathless and his
  cheeks were scarlet as though he had run a great distance. Something must be ailing the man for him to risk the hike over here. The forests were rife with
  bandits and worse since the dark times had come and Anders knew that Old Jacob had enough pride for two men. Yes, something must be wrong.
  'Come in, Jacob,' Anders invited the old man. 'I’ve got a pot of tea on the fire.'
  Jacob merely grunted, but he entered Anders' cottage nonetheless. Shaking his head slowly, Anders shut the door and looped the rope through its hook.
  Now that he had been in the brightness of the late summer afternoon, the gloom of his little cottage surprised him. The bundles of drying cowslip and sage
  hanging from the ceiling loomed ominously before him, mysterious glass vessels held coloured tonics on the shelves that ran the length of the cottages four
  walls. Anders saw Jacobs eyes flick nervously to them, unsure as to what he saw. The herbalist still found it amusing that learning scared the common
  folk so much. Did that keep them away? No, it did not. When little Jonnie had toothache or the cows got the flux, they came to him for his remedies.
  Anders wouldn’t have had it any other way. Still, it was occasionally vexing that the common folk were so nervous around him.
  To take Jacobs mind from his worries Anders busied him with small talk. How were the cows? Did Brunhilde visit this month? Have the cash crops
  grown as expected? Whilst he talked, he poured the old man some mint tea and studied him intently.
  The pupils of his eyes were dilated; the flush on his cheek severe and Anders noted that the old man’s hand trembled when he brought the clay cup of tea
  to his lips. Anders already had an idea as to what ailed the old man.
  Once Jacob had relaxed somewhat, Anders laid aside his cup of tea and took the old man’s hand. The beat of life in his wrist fluttered against Anders
  fingers; a captive dove fighting to escape. 
  So, Jacobs’s heart laboured under his malady. Perhaps a bad humour of the air had entered the old mans body, thought Anders. 
  The heat that turned Jacob’s skin a lurid red suggested that the bad humour had taken hold. Anders was not surprised, the cows that shared the old mans
  cramped cottage could spread bad humours more quickly than rats.
  'Does it feel as though you have a lump in your chest?' Anders asked.
  Jacob licked his lips nervously before answering. 'Aye, the air don’t enter me chest, an’ at night I don’t sleep much, what with the heat an’ all. Am I cursed?'
  Anders stifled a smile. It was a real fear for the old man, for most of the people who visited him. The gods were punishing them or turning their gaze from
  them, inflicting an ailment as punishment. It was Anders job to reassure them and give them remedies that soothed their discomfort.
  It just happened that he had prepared a lotion for the chest this very morning. Coupled with a tonic to ease the humour in the old mans lung and Jacob
  should be recovered in a couple of days.
  It took a couple of minutes to calm the old man, but eventually he acquiesced to the remedies that Anders gave him.
  Finally, Jacob took his leave, pausing at the door. 'Thank you for Rhya’s blessings, Anders. I’ll drop by with a leg o’beef for yer trouble when I’m better.'
  Anders smiled warmly. “Thank you Jacob and try to remember that you have to stay warm, even if you are sweating badly.'
  Jacob tipped his hat. 'Right you are Anders.' 
  Once the old man had gone, Anders returned to the procedure that had been interrupted.
  As can be seen above, Herbalists perform many roles in Old World
  society. Not only do they know which plants hold which properties
  (commonly known as Rhya’s blessings for medicinal plants, or Ranald’s
  blessings for properties of a more dubious nature), but they also hold
  the knowledge of how best to draw these blessings from the plant and
  what is more appropriate: a tonic to be drunk, a lotion to be applied or
  a preparation to be eaten?  
  Once Herbalists have a reliable diagnosis for their patients, they can
  make an educated guess as to what ails them and what kind of
  treatment would be best suited to affect a cure. Of course, finding out
  what ails a patient is not always easy, and failed treatments, or even
  grossly wrong ones that worsen the condition, are quite common. The
  Herbalists knowledge of which plant's blessing can ease which
  condition is remarkable, but an incorrect diagnosis can undo all of this
  good work.
  So, Herbalists know how to prepare traditional treatments for common
  ailments. As many Herbalists live in rural areas far from trade routes,
  most also have to have the knowledge of how to find herbs in the wild.
  Certain herbs can only be harvested at certain times of the year and
  many only grow in certain conditions or in certain areas. Rural
  Herbalists task themselves to find these plants so that they may make
  their concoctions. 
  Because of their knowledge, Herbalists in rural areas are often the only
  people available for local farmers or foresters to consult in times of
  illness. Whether the ailment afflicts them or their animals, the local
  Herbalist is often the first port of call. 
  Herbalists are also sought out for their understanding of hygiene and
  to give advice that will help prevent illness, as commoners seldom have
  this knowledge. 
  These skills often give Herbalists a reputation amongst rural folk as
  both wise men/women and healers, but these skills may leave the
  commoners hesitant or afraid in their presence. Knowledge is an
  arcane thing in the Old World, even when used for good.
  This attitude does not stop people visiting Herbalists, however. As they
  often offer a free, or at least affordable, alternative to disease or death,
  common people are willing to overlook the strange amount of
  knowledge that they possess.  
  2
  The Role of the Herbalist
  Herbalism & Pharmacy
  
  The area of expertise offered by Herbalists often overlaps with a more
  sinister rural occupation: the Hedge Wizard. Hedge Wizards often use
  plants in their own preparations, and a good knowledge of herbs can
  result in the wizard occupying the same role as the Herbalist. Perhaps
  this explains the reticence of the peasantry to visit someone with an
  intimate knowledge of the growing things around them unless they are
  very ill indeed. Tales may have circulated about a Hedge Wizard
  herbalist who was burned by Witch Hunters. Given that Herbalists
  also have an intimate knowledge of Ranald’s blessings, its not difficult
  to understand why many peasants avoid them unless utterly necessary.
  Urban Herbalists normally have a much better time of pursuing their
  careers than their rural cousins. The city is a much more discerning
  place that recognises the value of those with knowledge, as long as it is
  the right knowledge. These Herbalists are often the work- horses of the
  more prestigious Pharmacists. The Pharmacist provides the expensive
  laboratory tools and the understanding of how to add chemicals to the
  herbal mixes and the Herbalist finds, cultivates and harvests the herbs
  for preparation. 
  Herbalists that plow a lone furrow in the city often provide a cheap
  alternative to the Pharmacists rates and operate in the poorer area of
  the city where the dispossessed dwell.
  Whether rural or urban, most Herbalists plant their own herbal
  gardens and propagate their own plants to save on dangerous herb
  finding missions into the Empire's hinterlands.
  THE HERBALIST AS A PC
  A Player Character (PC) with the Trade (Herbalist) Skill will be a
  welcome addition to any party. However, it is worth the time and effort
  to examine some issues that Herbalists will have to confront in their
  time as practising tradesmen.
  The Trade (Herbalist) skill not only allows the Herbalist to know which
  plant contains which blessings, but also the knowledge of where to find
  these plants in the wild, the propagation of herbs for his herbal garden
  (see The Herbalist's Garden on page 5) and the act of making his
  remedies/concoctions. 
  The first point to address about Trade (Herbalist) is the question of
  how Herbalists learnt their craft. Learning the huge breadth of
  knowledge required to be a competent Herbalist is a lifetime’s work,
  indeed it is often the work of many ancestors’ lifetimes. As such, a
  distinction needs to be made between a 'Lifetime Herbalist' and a
  'Book Learned Herbalist'.   
  Those PCs who start their adventuring lives with the Trade (Herbalist)
  skill are assumed to have spent their lives up till the current time
  learning the Herbalists craft. As such they have spent time in the wilds
  learning where to locate certain herbs and have experience at
  propagating their own supplies of herbs in a garden or forest glade. A
  lifetime Herbalist counts as having the Search Skill when looking for
  plants. Even if they do not have the Search Skill, in the hunting of
  herbs they are treated as though they do. Furthermore, they do not
  suffer a minus to Trade rolls for growing their own supplies of herbs
  (See The Herbalist's Garden on page 5).
  Characters who learn the Trade (Herbalist) skill during play learn the
  skill largely through books and/or some crash courses in the basics of
  herbalism. They do not receive the Search Skill for hunting plants and
  also suffer a –10% to Trade tests when propagating and growing their
  own herb supplies (See The Herbalist's Garden on page 5). Over time
  (generally a long time) this may be overcome as the PC uses his skill,
  but the exact nature of this is left in the Game Master's (GM's) hands.
  For the purpose of the guidelines that follow in this document, the
  talent Prepare Poison is not necessary for the Herbalist to prepare
  poisons drawn from plants. His intimate knowledge of plants, and the
  effects their consumption has, give him the knowledge necessary to
  create poisonous concoctions based on plant matter, known as
  Ranald’s Blessings (see Plants & Their Blessings on page 13).
  Herbalists, whether they have spent their life in the trade or have
  learnt it, are treated as though they had the skill Academic Knowledge
  (Botany), even if they haven’t seen a book in their lives. This reflects
  the Herbalist's breadth of knowledge where plants are concerned.
  Practising Herbalists will have to get used to being interrupted often by
  people who are after treatment once he becomes established. In rural
  areas, the Herbalist may be regarded with some suspicion, whilst in
  towns; the poor may constantly dog his steps.
  Coupled with this, the Herbalist is in constant danger of getting his
  treatment wrong, the treatment not working or the patient receiving
  unpleasant side effects (see Plants & Their Blessings on page 13).
  Travelling Herbalists suffer for their craft in a number of ways. First, it
  is much harder searching for herbs whilst travelling (See Locating Herbs
  on page 4). Second, the Herbalist will probably not be able to set up
  his own garden for lasting supplies. Lastly, he will have limited time to
  prepare any supplies he does find (see Making a Concoction on page 17).
  However, a well-supplied Herbalist can add a multitude of options to
  an adventuring party. From healing tonics and lotions to poisons and
  narcotics, the Herbalist can be anything from a benevolent pedlar of
  Rhya’s blessings to a sinister supplier of Ranald’s blessings; more often
  than not, the adventuring Herbalist treads a thin line between the two.
  TALENTS
  The following Talents are available to all characters with the Trade
  (Herbalist) Skill, and cost 100 Experience Points each.
  GREEN FINGERS
  Description: The Herbalist has a knack with growing things, receiving
  +10% to Trade (Herbalist) Tests when propagating his own
  herbs, and +10% to Search Tests when seeking herbs in the
  wild. This is only available to Lifetime Herbalists (At the GM’s
  discretion, Book Learned Herbalists may take this Talent)).
  PRECISE MEASURES
  Description: The Herbalist is a dab hand at mixing herbs to make
  remedies. He can add +10% to Trade (Herbalist) rolls when
  drawing a plants blessing in order to make his remedies.
  COUNT YOUR BLESSINGS
  Over the course of time, Old Worlders have largely accepted the
  Herbalist and his arts in their way of life. They have even entered
  into the vernacular of the Empire, albeit in a corrupted form.
  The saying ‘Count your blessings’ has been popular for many
  generations, originating in rural areas where illness could bring a
  swift end and purchasing some blessings of Rhya from an
  Herbalist could mean the difference between life and death. This
  has been corrupted by urban folk to berate whiners who believe
  that they have a hard lot in life, where in reality their lives are
  relatively blessed. The saying still holds some meaning in the
  roving bands of adventurers however, as having a few Herbalists
  blessings in your backpack can save your life.
  3
  The Role of the Herbalist
  Herbalism & Pharmacy
  
  CHAPTER 2: LOCATING HERBS
  The drizzle which blew in the wind was somewhat lessened under the tangled eaves of the forests canopy. Anders shook out his cloak, showering tiny
  droplets of water around him. He smoothed back his lank hair and got down to business. The pool he was looking for was about a mile from here; down
  the deer trail until a huge beech tree with the lightning struck trunk, then past the glade of snowdrops until the small stream issued from the damp forest
  earth. The pool formed around this natural spring and the Dragon Tooth Lily normally grew there.
  Anders hurried his steps, knowing that if he lingered, the boy might die. The fever that gripped him was eating at the boy’s spirit, weakening him by the
  hour. The longer Anders dallied, the less the boys chances. 
  After ten minutes, the damp and the exercise both had begun to stiffen Anders legs. He was accustomed to this however. Whenever rain was in the air,
  then his joints stiffened. If he had the time, he would see if he could find some Milky Fennel. A preparation distilled from that greatly reduced the pain of
  stiff limbs. He wouldn’t go out of his way, however. Every minute was precious.
  Anders followed the deer track until he spied the blasted beech ahead of him. The great tree had a gaping black rent in its trunk, winking at him in the
  gloom. He had heard the foresters gossiping about this spot; according to them, daemons lived in that tree. Even though he was not a man easily afraid,
  Anders passed the blasted beech quickly, glancing backwards as the tree receded behind him. He took a moment to gain his bearings once he had put a
  safe distance between himself and the beech. The last of the summer’s flowers were blooming on the forest floor and at the very limit of his vision he spied
  a carpet of white.
  Success! He hurriedly shuffled towards his goal, ignoring the cramps that afflicted his knees. As he neared the carpet of snowdrops, a sharp coughing call
  blew to him on the wind. He paused and cocked his head, concentrating.
  There! It came again, a low, yet loud bark, not dissimilar to the call of a fox bitch. Anders knew that this was no fox, however. He had been waiting to
  hear that call. He was nearly at his goal.
  Hurrying across the field of brilliant white snowdrops, his booted feet begun to sink into the loamy earth. Moisture sucked at his boots with every step,
  until water started to fill his deep footsteps. He had nearly gained the spring.
  He followed the calls that came quickly now, one sharp cough after another, until his booted feet stood at the edge of a small pool that collected around a
  natural spring. Rushes surrounded the pool, blowing lazily in the wind, the waters surface rippled gently as the breeze gently caressed its surface.
  A flicker of dun brown and brilliant white drew Anders' eye. Perched atop a towering bulrush, a Dappled Lily Trotter eyed him beadily. Anders bowed
  low to the bird. It had led him to the pool with its calls as he had hoped it would. Lily Trotters normally frequented the forest pools and lakes, if you
  knew how to recognise their calls, then you could normally find the life giving water.
  This pool contained something far more precious for Anders than water, however. On the very edge of the water, a majestic Dragon Tooth Lily blossomed
  imperiously from the pool, spreading its wide leaves to catch any sun that reached the forest floor.
  Anders took off his boots and rolled up the legs of his trousers. Then, taking the iron trowel from his pack, he waded through the pool's edge to his goal.
  Maybe the boy would live after all.
  Herbalists have an excellent knowledge of plants and their properties.
  This knowledge, however, would be useless without the means to find
  where these plants grew. The Herbalist must be able to find the plants
  in the wild, if he wants to use the blessings that they contain or if he
  wishes to take cuttings or seeds for growing the plants in his herbal
  garden (see The Herbalist's Garden on page 9).  
  This knowledge is taught to the Herbalist when he learns his trade.
  Lifelong Herbalists (see The Herbalist as a PC on page 5) gain the Search
  Skill when looking for herbs; their tutors pass down this knowledge to
  them and practice reinforces it. Those Herbalists who learn the trade
  later in life (Book-learned Herbalists) do not gain this Skill.
  It is worth taking a moment to explain why.
  In the story above, Anders knows that the Dragon Tooth Lily grows in
  forest pools. A Book Learned Herbalist would also have this
  knowledge. However, in the story, it is the cries of a forest bird that
  frequents these pools that informs Anders that he is approaching his
  goal. This is because Anders has spent his life in the Herbalists trade
  and picked up a vast amount of knowledge that would help him in
  finding plants. This includes animals that can be found near plants,
  other plants that grow nearby or even the type of earth that they grow
  in. These skills generally only come with practice.
  A Book Learned Herbalist may also know that the Dappled Lily Trotter
  can be found at the same forest pools as the Dragon Tooth Lily, but
  due to a lack of practical lifetime experience may not know how to
  distinguish it’s call.
  Thus, the Lifetime Herbalist gains the Search Skill where plants are
  concerned, whilst the Book Learned Herbalist does not. The skill not
  only represents the wherewithal to recognise herbal plants, but also a
  wealth of additional knowledge that complements the Herbalist's skill
  in tracking down plants that represents a lifetime’s experience.
  SEARCHING FOR PLANTS
  When the Herbalist decides to search for plants, it is not something
  that should be taken lightly. Most useful plants (see Plants & Their
  Blessings on page 23) grow in the wilds. These are often dangerous
  places for an Herbalist and there is often much risk involved.
  Each plant has a difficulty assigned to it that determines how easy it is
  to find. This uses the availability chart in the WFRP rulebook (on page
  104), and can be found in Table H-1: Difficulties To Find Plants.
  TABLE H-1: DIFFICULTIES TO FIND PLANTS
  Plant Rarity
  Difficulty Modifier to Search Test
  Very Rare
  -30%
  Rare         
  -20%
  Scarce     
  -10%
  Average       
  no modifier
  Common  
  +10%
  Plentiful 
  +20%
  Abundant
  +30%
  4
  Locating Herbs
  Herbalism & Pharmacy
  
  The difficulty of finding the plant determines what modification is
  applied to the Herbalists Search Test in finding that plant.
  Therefore, if the Rare Golden Tangerine plant is sought by Anders,
  referring to the chart we find that his Search Test for finding it is
  modified by –20%. He is going to have a hard time finding one! 
  It is up to the GM to decide whether a plant that is sought after can be
  found in the area that is being searched when a Search Test succeeds.
  Sometimes, for example, the growing season is poor or the ground has
  become barren, thus not facilitating the growing of the herb.
  Searching for plants is generally not something that can be done
  during the course of normal travelling. It requires the Herbalist to
  delve into streams, thickets and to penetrate into thick undergrowth or
  nettle patches. 
  In short, it takes time. 
  When an Herbalist announces that he is going to search for plants, the
  GM should ask the following question:
  Are you looking for a particular plant or simply seeing what you can
  find?
  SEARCHING FOR A PARTICULAR PLANT
  If the player is looking for a particular plant, then have him roll his
  Search Skill modified by the difficulty of the plant to find.
  The search is judged to take four hours. This is reduced by one hour
  for every degree of success the player makes his Search Test by. Whilst
  searching, the Herbalist cannot be engaged in any other significant
  activity. It is up to the GM whether the plant being searched for is
  available, even when the Herbalist succeeds in his Search Test.
  SEEING WHAT CAN BE FOUND
  If the Herbalist is simply seeing what he can find, then the search is
  assumed to take eight hours. The Herbalist rolls a Search Test and
  consults Table H-2: Plants Found. The Herbalist can choose to split
  his success to find more than one type of plant, if he is successful.
  Example: Anders player informs the GM that for eight hours he will be
  searching the woods for any plants that he may find. His search roll grants him
  3 degrees of success over the eight-hour period. He may choose to take a single
  plant that is of Average difficulty to find or three plants that are Plentiful or
  any combination that adds up to three (the degrees of success that he achieved
  in his Search Test).
  As when searching for a particular plant, general searching means that
  the Herbalist cannot engage in any other meaningful activity.
  TABLE H2: PLANTS FOUND
  Result of Search Test
  Plant Found
  Failure
  No useful plants found
  Success
  2 Abundant plants found
  1 degree of success
  Plentiful plant found
  2 degrees of success
  Common plant found
  3 degrees of success
  Average plant found
  4 degrees of success
  Scarce plant found
  5 degrees of success
  Rare plant found
  6 degrees of success
  Very rare plant found
  ON THE LOOK OUT
  When travelling, the Herbalist may inform the GM that he is
  keeping an eye out for any plants that may be useful. For the
  purposes of this supplement, this does not count as searching,
  and it remains up to the GM whether the Herbalist stumbles
  upon anything.
  WHAT TO DO WITH ANY PLANTS FOUND?
  If the Herbalist succeeds in his search roll, he now has several choices
  as to what he does with the plant.
  He may:
  •
  Take the part of the plant needed for creating a concoction.
  •
  Take the whole plant, possibly to attempt to propagate it in his
  herbal garden.
  •
  Take seeds or a cutting from the plant in order to grow the herb
  in his garden.
  Uprooting plants can be a risk for the Herbalist, especially where less
  abundant plants are concerned. If he finds a rare plant, then he must
  choose whether to take what he needs and hopefully allow him to keep
  returning and harvesting the plant (if he knows the terrain) or to take
  it to his own garden. As the difficulty to find the plant is the same
  difficulty used when the Herbalist propagates or grows his own plants
  in his herbal garden, the Herbalist runs the risk of failing to propagate
  or grow the rare herb and thus losing his supply. If he is successful,
  however, then he may curtail his dangerous expeditions into the wilds
  as he has a source of plants in his own garden!
  THE HERBALISTS GARDEN
  If the Herbalist digs up the whole plant that he finds or takes seeds &
  cuttings from it, he is most likely going to try to grow his own supply of
  herbs in his herbal garden. In this manner, he may have a good supply
  of plants ready to hand in an emergency and reduces his need to make
  dangerous forays into the wilds. 
  However, cultivating your own crop is a risky business, the rarer the
  plant, the greater care and attention it will need. Rare plants often
  have very specific needs where environment, soil type and sunlight are
  concerned, which can result in the Herbalist failing to raise a crop at
  all. This section examines the means that the Herbalist uses once he
  has decided to maintain his own herbal garden.
  PREPARING THE PLOT
  Once the Herbalist has decided that he will maintain his own herbal
  garden, he must find a location for it. For rural Herbalists, this is most
  commonly either a plot of land beside their own habitation or, more
  rarely, a forest glade or remote alpine valley. 
  For urban-based Herbalists, the location for their garden may be harder
  to gain. Again, if their dwelling has a small plot of land nearby, he may
  use that. However, many urban Herbalists must either rent some land
  or maintain a garden out of town.
  Once the Herbalist has a location in mind, he must prepare the garden
  correctly in order for him to be able to grow as wide a variety of plants
  as possible. This normally involves a fair amount of landscaping
  and/or importing or relocating of soil types. In a noteworthy herbal
  garden, you will find well-sheltered areas, sandy soil, damp loamy soils,
  a rock garden, pools and even a submerged area for plants that like the
  dark.
  5
  Locating Herbs
  Herbalism & Pharmacy
  
  It is necessary for the Herbalist to have all of these different
  environments if he wishes to cultivate a wide variety of plants; after all,
  different plants have different needs in order for them to thrive.  The
  Herbalist may of course choose not to incorporate all of these
  environments if he so chooses, but this will limit his options in future.
  Although no hard and fast rules are needed for the Herbalists
  preparation of his garden, it is recommended that the process take
  some time and/or money (especially if he has to import soil types). 
  Once he has decided his garden's features, a Trade (Herbalist) Test will
  determine the success of blending the many different environments
  into his creation. If the Herbalist fails this roll, the GM may impose a
  penalty on subsequent attempts to grow certain plants there.
  Once the Herbalist has prepared his plot, he is now ready to start
  cultivating and propagating his own supply of plants.
  CULTIVATION & PROPAGATION
  Rhya’s blessings are too precious to neglect, so the Herbalist must try
  to ensure that he has a ready supply of this resource to hand for
  emergencies. He has taken the first steps towards creating his herbal
  garden. He has prepared the land, made the pools, and possibly
  installed rare and exotic types of soil. All of that hard work is just the
  beginning, however. He may now start to collect plants with the
  intention of growing and propagating them.
  The availability of plants varies greatly. From abundant plants such as
  Sage to the very rare, such as the Blood Thorn Creeper, which flowers
  on one night of the year and is only found in secluded forest glades.
  The difficulty of finding a plant illustrates the conditions that best
  suite it. Plants are rare for a reason, that reason normally being
  demanding conditions for growth, or the necessity of certain soil types.
  For this reason, the rarity of a plant directly impacts on the difficulty of
  growing or propagating a fresh supply.
  The difficulty stated for finding the herb also applies to any subsequent
  attempts to grow or propagate it in a herbal garden (with possible
  modification for an incomplete garden). This is a result of the
  demanding conditions needed for rare plants to flourish, and the care
  the Herbalist must take in nurturing the plant.
  There are two ways an Herbalist may utilise his garden, Cultivation
  and Propagation. Cultivation being the growing of plants is his garden
  from seeds or cuttings collected and Propagation being the process of
  pollinating and breeding a plant. 
  CULTIVATION
  Herbalists may collect seeds and/or take cuttings from a growing plant
  in order to transfer it to his garden. Once he has done this, over the
  winter he may plant these in a sheltered spot (sometimes indoors) and
  tend them over the winter, until in the spring they can be transferred
  to his garden. Over the spring period these plants grow and yield their
  crop of Rhya’s blessing to the Herbalist if he is fortunate. He must
  make a Trade (Herbalist) roll for each species of plant grown in this
  way, modified by the availability of the plant (i.e. –30% for a very rare
  plant such as the Blood Thorn Creeper).  
  A typical amount of cultivated seeds will yield 1d10 plants in the
  summer, whilst a cutting will produce one plant. This may be modified
  by the GM at his discretion for rare plants. 
  The advantage of cuttings over seeds from a wild plant is that cuttings
  will be unlikely to affect that plant's chances of propagation, whilst
  taking its seeds, and not allowing them to be dispersed, can have a
  detrimental affect on the plant's wild population, certainly for a rare
  plant. The Herbalist must weigh up the pros and cons of each method.
  TABLE H-3: TRANSFERRED PLANT SURVIVAL
  Availability
  Survival Modifier
  Abundant
   +3 days
  Plentiful 
  +2 days
  Common 
  +1 day
  Average 
  no adjustment
  Scarce 
  –1 day
  Rare 
  –2 days
  Very Rare 
  –3 days
  After all, he may fail to produce a row of plants from seeds collected
  and then find that the plant he collected them from has been
  destroyed, thus robbing him of further supplies.
  If the Herbalist transfers a whole plant to his garden, he must still
  make a Trade (Herbalist) Test in order for it to survive the relocation.
  If he is travelling some distance before the re-planting, then he must
  take precautions to ensure that the plant is kept damp and healthy.
  Generally an uprooted plant may survive for 4 days with suitable care,
  use Table H-3: Transferred Plant Survival for guidance.
  When transferring a plant during spring, the Herbalist may be able to
  cultivate within weeks if he is lucky.
  PROPAGATION
  Propagation is a more problematic task. The Herbalist attempts to grow
  plants from a supply already growing in his garden, pollinating them to
  ensure a new crop in the following year. He gains natural help with
  this, in the form of insects and butterflies, but to be sure of
  pollination, the Herbalist must often attempt to carry this out himself.
  This requires a high degree of skill and knowledge and only Lifetime
  Herbalists may attempt this without a –10% modifier to their trade roll
  (see The Herbalist's Garden on page 9).
  Firstly, the Herbalist must have at least two plants of the type he wishes
  to propagate. Then, over the summer, he must pollinate each plant in
  order for the seeds, which fall later in the year, to be used to grow new
  plants. Propagated Plants are often sheltered from the rest of the
  garden and may even be held indoors. Propagation attempts use Trade
  (Herbalist) Tests and are modified by the scarcity of the plant.
  If the Herbalist is successful, in the following growing season, he will
  gain 1d10 seeds from each plant successfully propagated. He will not
  know whether he is successful, however, until the next growing season.
  THE PC’S HERB GARDEN
  There are several things to note when a PC Herbalist decides to set up
  his own garden. The first being that as a traveller, he will probably not
  be able to devote the time necessary for these activities unless he and
  the party take time out from their adventures.
  Secondly, the PC must be careful as to which plants he grows in his
  garden. Although most people won’t recognise the majority of plants
  found there, if he has a garden full of plants bearing Ranald’s blessings,
  then he may gain a disreputable image. Growing and propagating
  poisonous plants is not an activity normally associated with Herbalists.
  The level of detail provided is purposefully vague as some players will
  not necessarily enjoy their Herbalist character spending hours of game
  time describing his cultivation techniques, but as a guide for NPC
  Herbalists, this will serve to determine which herbs he may have
  available to visitors.
  Of course, many players may wish to use these guidelines for their
  character and as such the level of detail here may serve.
  6
  Locating Herbs
  Herbalism & Pharmacy
  
  CHAPTER 3: MAKING A CONCOCTION
  Once the Herbalist has secured the plant that he wishes to make into a
  concoction, he must extract its blessing. The method of doing this
  remains the same regardless of the final form of the concoction. The
  Herbalist must steep the part of the plant that holds the blessing in
  boiling water for a period of time. Once done, the Herbalist adds any
  ingredient required to activate the blessing. The tools used to make
  concoctions are detailed in The Herbalist's Tools, on page 10.
  At this point, the Herbalist must make a Trade (Herbalist) roll
  modified by the plants difficulty modifier. If he is successful, the
  blessing is complete and will have the desired effect. If he fails, the
  finished concoction will not have the desired effect and furthermore,
  the recipient of the blessing must make a Toughness test or suffer from
  the plants listed side effects.
  CONCOCTION TYPES
  Herbalists and Pharmacists have a number of different concoctions
  that they may attempt to make. These are dependant on the method of
  application. This section details the different types of concoction and
  includes Table H-4: Concoctions, which details how long it takes to
  prepare each type, how long they take to take effect and the duration of
  their effects.
  LOTIONS
  Lotions are most commonly oils and pastes that are meant for surface
  application to the area to be affected. The blessings are extracted from
  the plant and then mixed with either; honey, nut oil, grease, wax, or,
  more rarely, cream. This concoction is then applied most commonly to
  the skin of the target, although some Lotions may be eye drops,
  eardrops and even coatings for weapons with the more viscous Lotions.
  POULTICES
  Poultices are thick pastes used primarily as a wound binding. They are
  best utilised by being held in place by bandages and as such keep the
  plant's blessing in contact with the area it is most needed. Certain
  Poultices can also be utilised as a weapon coating. To make a Poultice,
  the extracted plant blessing is normally mixed with such things as:
  porridge, barley oats, grease, wax, dung or sometimes breadcrumbs
  soaked in honey.
  POWDERS
  Powders are derived from the dried solids of plant matter, in this
  manner, the plants blessing is extracted and often has more exotic
  components added such as: saltpetre, sulphur, flour, sugarcane, starch
  and more rarely shavings of such things as phosphorus, magnesium
  and nitrates. Powders are the preserve of Pharmacists and
  Apothecaries. Powders are sometimes sniffed like snuff, poured on the
  area to be affected, or added to food.
  PREPARATION
  Preparations are concoctions that are eaten. As such, these concoctions
  are normally the most pleasant of them all in smell, taste and looks.
  The extracted plant's blessing is basically added to foodstuffs. This
  method of application delivers the blessing straight into the body, but
  requires some time to have effect. Once the preparation starts to work,
  however, they normally have a longer duration than most other
  concoctions.
  TABLE H-4: CONCOCTIONS
  Application
  Time to Make
  Time to take effect
  Duration
  Lotion
  ½ day
  10 minutes
  1 Hour
  Poultice
  ½ day
  1 hour
  4 Hours
  Powder
  1 day
  1 Hour
  2 Hours
  Preparation
  ½ day
  2 hours
  4 Hours
  Tablet*
  1 hour
  2 Hours
  6 Hours
  Tonic
  ½ day
  1 hour
  2 Hours
  Vapour 
  5 minutes
  5 Minutes
  1 Hour
  * Powder must be made first.
  TABLETS
  The pressing of powders forms Tablets. To achieve the binding
  necessary to keep the tablet as a cohesive whole, egg white is often
  added. Once the tablet is formed, it is normally swallowed with a cup
  of ale or water. This delivers the plants blessing directly into the body.
  Tablets often take a while to be effective, but commonly last longer as
  the tablet slowly releases the blessing into the body. Weakly bound
  tablets can be formed to dissolve in water. Tablets are normally the
  preserve of the Pharmacist and Apothecary.
  TONICS
  Tonics are liquids that are drunk by the target. This delivers the plants
  blessings directly into the recipient’s body, thus enabling fairly quick
  effects. To make a tonic, the plants blessings are extracted and added to
  such things as: vinegar, milk, water, wine or alcohol. Distilled Tonics
  normally taste very foul. 
  VAPOUR
  This is most often a concoction that belies the name. Most vapour
  treatments are achieved by burning the blessing from the plant or by
  crushing the target plant and inhaling the fumes. As such, vapours
  often take effect quickly and are the easiest to utilise.
  DISTILLATION
  The Herbalist or Pharmacist may at his option choose to augment the
  natural strength of the concoction that he is making. He achieves this
  by the process of distillation. To distil an extracted blessing, the
  Herbalist/Pharmacist must own an Alembic (see The Herbalist's Tools on
  page 10). Each time he distils the blessing, 1 is added to the strength of
  the concoction and he must spend the same amount of time preparing
  the concoction as he did originally. I.e. he takes an extra ½ day for
  distilling a blessing for use in a Lotion. He must make an additional
  Trade (Herbalist) Test for each distillation.
  Distilling a blessing means that the end user gets a –5% to his
  Toughness test for resisting side-effects due to failed Trade Tests for
  each point of augmented strength. Even if the Herbalist makes all of
  his Trade Tests, a user of a distilled concoction must make at least one
  unmodified Toughness roll or suffer from the concoctions listed side-
  effects.
  7
  Making A Concoction
  Herbalism & Pharmacy
  
  CONCOCTION STRENGTH
  All of the plant entries state a natural strength that a concoction made
  from that plant achieves. With distillation, this strength may be
  augmented. But what effect does the strength of the concoction have
  on play?
  Although it is left for individual GMs to determine what best suites
  their own campaigns, a default value for the plants effect will be stated
  here.
  All of the plant entries in this supplement assume that each point of
  concoction strength, when applied to concoctions, will result in a +/-
  5% or +/-1 to a Statistic or Skill. 
  Therefore, a concoction made from a plant that has a strength of two,
  that affects the stomach, would relieve statistical modifications due to
  stomach diseases or viruses by +10%. If this concoction were a tablet,
  then that +10% would last for 6 hours, after which, the diseases effects
  would return in full measure.  
  For concoctions that have wounds listed as their blessing, each point of
  strength permanently heals the user of one wound.
  The effects of the Mundane plants listed in this document have a basic
  usage; that is, they affect normal disease and healing. Those listed in
  the Infused plants have blessings that are harder to pin down. The
  entries for these plants normally list what aspect of the user is affected
  by any concoctions made from these plants.
  SIDE EFFECTS
  Side effects can affect the user of a concoction if the Herbalist has
  failed his Trade Test or if the concoction has been distilled. This
  section details some suggested effects.
  At the GM's option, Herbalists may purposefully make a concoction
  that will affect the end user with its side effect. He basically does not
  dilute the concoction with the normal ingredients, so any beneficial
  effects the concoction would normally have are overcome by the almost
  pure blessing that is used and the bad side effects that this causes. 
  Side effects generally last for half of the normal duration of the
  concoction. The concoction itself has none of the effects it was made
  to have.
  ADDICTIVE
  A user who falls foul of an addictive concoction must immediately
  make a Toughness test or be gripped by the desire to seek out some
  more of the concoction. This is treated as alcoholism, except that the
  user seeks out the concoction that hooks him and not alcohol. Nasty
  Herbalists or Pharmacists can use these concoctions as a potent tool to
  get their own way or worm their way into the minor Nobility.
  BLURRED VISION
  The user of a concoction that suffers this side effect finds it impossible
  to see at large distances and anything close up is a blur. All perception
  or hand/eye co-ordination attempts made in this time suffer –5% per
  strength point of the concoction.
  MAKING COMPLEX CONCOCTIONS
  At the GM's option, Pharmacists may make concoctions that
  contain more than one blessing. These concoctions are
  considered to be separate entities when the Pharmacist is
  making them, thus requiring Trade Tests for each blessing
  contained within the concoction. It is recommended that
  concoctions containing more than one blessing always require
  the user to make a Toughness Test to avoid any side effects.
  Also at the GM’s option, if the Herbalist does not have access
  to tools that the GM deems necessary to make his
  concoctions, a –10% penalty to making them can be applied. 
  CONSTIPATION
  More of an irritation than other side effects, this causes the user to be
  unable to pass faeces. The victim is unable to do so for 1 day per point
  of concoction strength. This generally has no game effect other than
  annoyance.
  DEPRESSION
  A user affected by this side effect has no desire to get up and do
  anything. Sometimes known as lethargy, the user suffers a –5% to any
  actions that require movement for each point of strength of the
  concoction. This includes all combat, and most Agility based Skill
  Tests.
  DIARRHOEA
  The user suffering from this side effect has trouble stopping from
  visiting the privy. He suffers stomach cramps and bouts of violent
  galloping trots. For one day per point of concoction strength, the
  sufferer is considered to have that particular condition. Ouch!
  DISLOCATION OR FEELING OF ISOLATION
  When afflicted by this side effect, the unfortunate user retreats into his
  own world, insulated from all emotional input. He cannot follow
  speech, has trouble reacting to stimuli and often wanders off, if not
  constantly watched. For each point of concoction strength, the user
  suffers a –5% to all actions or skill attempts. This is a favourite side
  effect of Tzeentch (and possibly Chong). 
  DIZZINESS
  The user becomes light headed and dizzy. Any perception, awareness or
  balance skills suffer –5% per point of strength of the concoction. Any
  critical roll suffered to the head whilst dizzy always leads to at least 1
  round of stun.
  DROWSINESS
  A user of a concoction that makes him drowsy finds it difficult to
  concentrate on the matter at hand and if already tired must make a
  WP test at –5% per point of concoction strength or fall asleep. If the
  user has to make a skill test that requires concentration then he suffers
  –5% per point of concoction strength to the attempt. 
  8
  Making A Concoction
  Herbalism & Pharmacy
  
  DRY MOUTH
  When afflicted by a concoction that has the side effect of Dry Mouth,
  the user finds himself being very thirsty. For the duration of the side
  effect, he is assumed to have the insanity Terrible Thirsting (found on
  page 209 of the rulebook), but for any liquid, not only alcohol. 
  HEADACHE
  A user suffering from this side effect finds bright light uncomfortable
  and suffers from a splitting headache. Concentration skill tests and any
  skill attempted in sunlight or bright artificial light suffer a –5% per
  point of concoction strength Rash.
  HYPERACTIVITY
  The opposite of the above, the user cannot stop moving or talking,
  literally running away at the mouth and foot! Any attempts at
  subterfuge or intrigue suffer –5% per point of concoction strength to
  any relevant skill tests. At the GM’s option, the user may gain +5% to
  Agility per point of strength for Initiative only.
  INTOXICATION
  For each point of strength that a concoction with the Intoxication side
  effect has, the user acts as though he had imbibed five alcoholic drinks!
  Use the stinking drunk table in the core rulebook (page 115). These
  effects stay for the time listed in the rulebook, not for the normal
  duration of side effects.
  NAUSEA
  The user becomes very sick and will be violently sick at the slightest
  provocation. Whilst in the throes of sickness, the user counts as prone.
  Bouts of sickness normally last for 1 round per point of strength of the
  concoction. Once recovered, the poor victim will normally chuck again
  the moment a bad smell, or nasty looking critter comes into view. Buy
  the sick bags.
  RASH
  A user afflicted by this side effect develops a painful or irritatingly itchy
  rash. Any skill tests that require concentration suffer –5% per point of
  concoction strength. This includes channelling skill tests and at the
  option of the GM a –1 per point of concoction strength to a magic
  users casting number roll. 
  SLEEPLESSNESS
  This side effect is unusual, in that it lasts much longer than others. For
  one night per point of concoction strength, the user suffering from this
  side effect cannot sleep. This results in a –5% to all actions per night
  without sleep until a number of nights have passed equal to the
  concoctions strength. As this time, the sufferer may, at the GM's
  discretion, gain an Insanity Point from the distress. Whatever happens,
  the sufferer, once over his bout of insomnia, must sleep for at least 12
  hours, no matter where he is. If he tries to remain awake, then penalise
  the character horribly (maybe with more Insanity Points).
  MULTIPLE CONCOCTIONS
  It is recommended that a concoction taken for an affliction or
  to heal wounds only effects the user once for the same
  affliction. Thus, multiple doses of a healing Tonic (strength 4)
  will not continue to heal 4 wounds per application to the same
  injury. Further, if a subsequent strength 6 Tonic is taken, then
  the user will only gain 2 wounds, not 6. The doses are not
  assumed to stack. (of course individual GMs may alter this to
  their tastes).
  Taking more than one type of concoction in rapid succession
  may have unpleasant side effects. It’s recommended that
  multiple concoctions taken at the same time should always
  result in the user having to make a Toughness test to resist
  side effects. 
  QUICK PRICING OF
  CONCOCTIONS
  Given the large amount of permutations present when you consider all
  of the different concoction types, strengths, manufacturing techniques
  etc., it would is difficult to give a price that players may expect to pay
  for every possible concoction. For this reason, the GM should use the
  formula is Table H-5: Concoction Prices as a guideline for calculating
  prices for concoctions only, not as hard rules.
  It should be noted that many Herbalists trade in kind for their
  treatments if the buyer is obviously without means, but do not hesitate
  to take money for their concoctions if it is offered. Rural Herbalists are
  more likely to want useful tools or items than money, however.
  TABLE H-5: CONCOCTION PRICES 
  Trait
  Price Modifier
  Availability
  +/- p the test difficulty to find, in pennies
  (i.e. +30 p for very rare plant)
  Strength
  +1 gc per point of concoction strength
  Labour
  +1 gc per ½ day to produce
  Effects
  +1 gc per +/-5% or +/-1 game effect
  Miscellaneous
  x2 Urban Herbalist
  x3 Unusual Plant
  x4 Chaos warped land plant
  Base Concoction Price
  1 gc
  9
  Making A Concoction
  Herbalism & Pharmacy
  
  CHAPTER 4: THE HERBALIST'S TOOLS
  The heat from the open fire drew sweat in great beads from Ander’s brow. He crouched over the naked flame, stirring the thick preparation that bubbled
  in the iron pot suspended by a tripod above it. A rich, nutty scent drifted up from the pot, a scent that never failed to tickle his taste buds. It always
  helped if your curatives were appealing to the pallet as well as helping ease the pain of illness. Anders knew that there were precious few of those, so he
  made a point of making tonics from Mallory whenever he could.
  Smoke curled lazily from the pot, wreathing the ceiling of his small cottage. Coughing quietly, Anders carefully put down his stirring spoon and padded to
  the door, opening it to breath deeply of the late summer air. His eye roved across his now depleted garden and he cursed himself softly when he spied his
  best metal trowel sitting atop the pile of soil that he had dug with it in order to uproot his Mallory plants. That was no good! Good metal tools were hard
  to come by this far from the city, and here he was carelessly leaving his best out in the elements to rust.  
  He collected the trowel and washed it thoroughly in the rain butt, before drying it carefully on the hem of his robe. It was only the smell of burning that
  reminded him of his abandoned pot.
  No! He ran swiftly back into the cottage, snatching the iron pot from the fire, scalding his hand for his trouble. His mind really wasn’t on the job today.
  The brown sludge at the bottom of the pan told him that the Mallory had reduced too much. Once it had cooled you would have to eat it with a spoon. 
  He waited impatiently for the pan to cool before once more returning inside. He collected a thick earthenware pot from the shelf above his bed and, tying
  a length of linen over the jars top, proceeded to ladle the preparation into the jar. 
  It was a slow process, the Mallory had congealed so much that he had to force it through the linen with his spatula. Eventually, however, the jar was
  filled and he could wax the lid on.
  He cut a small cube from his supply of tallow and carefully melted it above the fire before smoothing it around the lid with his pallet knife. Once he was
  done, he etched his maker’s mark onto the wooden lid with his etching tool.
  Unsure as to the efficacy of this particular batch, Anders nevertheless placed the jar on the shelf that held his other remedies. A long line of earthenware
  and glass vessels stood there, waiting for the sick to claim them. Of course, the small glass phial hidden at the back was for a more dubious purpose, and
  because of this, he had left his makers mark from those preparations. It never hurt to be careful.
  Satisfied at last, Anders cleaned his equipment and placed the iron pot, his pallet and etching knife, spatula, and stirring spoons back on the shelf
  alongside the various strangely shaped glass jugs, retorts and vessels that nestled there. Tomorrow, he would have to start work on his distillation of
  Gesundheit. There were some nasty lung humours sweeping the region.
  In this section of the supplement, the tools most commonly used by
  the Herbalist are fully detailed, along with availability and suggested
  cost. 
  TOOLS BY ACTIVITY
  The following is a list of all the major tools that a Herbalist requires,
  organised by type.
  CERAMIC TRADE TOOLS
  Basin, pitchers, mortar & pestle, grinding slabs, crocks, ceramic jars
  and mixing vessels.
  GARDENING EQUIPMENT
  Spade, trowel, hoe, watering can (vessel), pruning knife, shears,
  wooden trellis, rake, water butt, dung.
  GLASSWARE TRADE TOOLS
  Alembics, beakers, flasks, phials, blow pipes, evaporating dishes,
  retorts, funnels, measuring flasks.
  METAL TRADE TOOLS
  Spatula, tongs, melting pots, stirring spoons, palette knife, etching tool,
  tripod.
  MISCELLANEOUS TRADE TOOLS
  Heat (fire or oven), filters, hermetic caps, candles/wax, scales,
  measuring caps, barrels.
  SEARCHING TOOLS
  Spade, trowel, pruning knife, wet burlap, string, and small wooden
  box(s). 
  TOOL DESCRIPTIONS
  This section provides a brief description of the tools noted in Tables
  H-8 to H-11, which are found on the next page.
  CERAMICS
  Basin: A wide and shallow clay vessel used for many tasks. 
  Pitchers: Clay jugs used for many tasks.
  Mortar & Pestle: A mortar and pestle is a wooden or ceramic basin
  (mortar) with a pounding tool (pestle) that is used to break down and
  combine substances. Best quality mortars and pestles are made from
  granite or marble.
  Grinding Slabs: Grinding Slabs are two large stone blocks used to
  grind large quantities of material. Grinding slabs are also useful for
  making flour.
  Crocks: Crocks are ceramic or clay vessels used for holding a multitude
  of things.
  Ceramic Jars: Smooth sided vessels for holding Lotions and
  Preparations. 
  Mixing Vessels: High sided basins to stop spillage when mixing
  ingredients.
  10
  The Herbalist's Tools
  Herbalism & Pharmacy
  
  EQUIPMENT AND TOOL TABLES
  TABLE H-6: CERAMIC TRADE TOOLS
  Item
  Cost
  Enc.
  Availability
  Special
  Basin
  15 s
  15
  Plentiful         
  -
  Pitcher
  6 s
  10
  Plentiful
  -
  Mortar & Pestle
  10 s
  5
  Average
  -
  Grinding Slabs
  20 s
  25
  Average
  -
  Crocks
  5 s
  5
  Plentiful
  - 
  Ceramic Jar
  10 s
  5
  Common
  - 
  Mixing Vessels 
  15 s
  15 
  Plentiful
  -
  TABLE H-7: GARDENING EQUIPMENT
  Item
  Cost
  Enc.
  Availability
  Special
  Spade
  25 s
  20
  Common
  Improvised
  Trowel
  10 s
  5
  Common
  Improvised
  Hoe
  20 s
  20
  Common
  Improvised
  Watering Can
  5 s
  10
  Common
  Improvised
  Pruning Knife
  10 s
  5
  Common
  -
  Shears
  30 s
  10
  Average
  -
  Wooden Trellis 
  - 
  -
  Abundant
  Improvised 
  Rake
  14 s
  15
  Common
  Improvised
  Water Butt
  2 gc
  200
  Common
  -
  Dung
  -
  -
  Abundant
  -
  TABLE H-8: GLASSWARE TRADE TOOLS
  Item
  Cost
  Enc.
  Availability
  Special
  Alembic
  10 gc
  50
  Rare
  -
  Beakers   
  2 gc
    5
  Rare
  -
  Flasks
  5 gc
  10
  Rare
  -
  Phials
  2 gc
    2
  Rare
  -
  Blowpipes
  5 gc
    5
  Rare
  -
  Evaporating 
  Dishes
  2 gc
    2
  Rare
  -
  Retorts
  15 gc
  50
  Rare
  -
  Funnels  
  2 gc
    5
  Rare
  -
  Measuring Flasks 10 gc
  10
  Very Rare      
  -
  TABLE H-9: METAL TRADE TOOLS
  Item
  Cost
  Enc.
  Availability
  Special  
  Spatula
  15 s
   2
  Average
  -
  Tongs
  25 s
   5
  Average
  -
  Melting Pots
  2 gc
  20
  Plentiful
  -
  Stirring Spoons 30 s
    2
  Common
  Palette Knife
  2 gc
    5
  Average
  - 
  Etching Tool    
  2 gc
    5
  Average
  -
  Tripod
  5 gc
  40
  Average
  -
  TABLE H-10: MISCELLANEOUS TRADE TOOLS
  Item
  Cost
  Enc.
  Availability
  Special
  Heat (fire/oven) -
  -
  -
  -
  Filters
  var.
  var.    
  Abundant
  - 
  Hermetic Caps
  1 gc
  2
  Scarce
  - 
  Candles/Wax
  3 s
  5
  Plentiful
  -
  Scales
  10 gc
  25
  Rare
  -
  Measuring Caps/
     Flasks
  10 gc
  10
  Rare
  - 
  Barrels
  30 s
  25
  Common
  -
  TABLE H-11: SEARCHING TOOLS
  Tool
  Cost
  Enc.
  Availability
  Special
  Spade
  25 s
  20
  Common
  Improvised
  Trowel
  10 s
  5
  Common
  Improvised
  Pruning Knife
  10 s
  5
  Common
  -
  Wet burlap
  var.
  var.
  Common
  -
  String (10yards)
  5 s
  5
  Plentiful
  Improvised
  Wooden box
  10 s
  5
  Common
  -
  Improvised: A tool that has the special quality of Improvised does
  not have any negative effect on Trade (Herbalist) Skill if it is not
  owned. These things can be improvised by the Herbalist if he does
  not own the tool. However, using an improvised tool will likely
  lengthen the time to perform the task and it will not be long before
  another improvised tool is required.
  Please Note: The eagle eyed amongst you may have noticed that the cost of all of these tools add up to about 90 gc, substantially above
  the listed price for trade tools in the rulebook. However, this document allows the Herbalist to carry out more tasks than are readily
  pinpointed in the rulebook and therefore can be justified to recalcitrant players or GMs.
  GARDENING TOOLS
  Hoe: A large wooden handled tool, with a wooden or metal head.
  Used for tilling the ground in preparation for planting.
  Watering Can: A vessel made from clay, wood or metal, used to
  contain water for the purpose of watering the plants in ones garden.
  Often, any vessel is used, but some are made for the trade with
  cunning metal heads that sprinkle the water in a fine drizzle.
  Shears: Basically a two bladed pruning knife, used to cut larger stems
  and small branches, can also be used to landscape bushes & shrubs.
  Wooden Trellis: A criss-cross of wooden supports used to support
  climbing plants. Easily made from local materials.
  Rake: Wooden handled tool with wooden or metal teeth on the end
  for turning over earth or for tidying around the garden.
  Water Butt: Large wooden barrel, placed under eaves of house to
  collect rainwater from guttering or simply to catch falling rain. A close
  supply of water is then available for watering the garden or for use in
  making concoctions.
  Dung: Used to encourage growth for those plants that need it.
  11
  The Herbalist's Tools
  Herbalism & Pharmacy
  
  GLASSWARE
  Alembic: Joined glass vessels used to distil liquids. Often placed on
  tripods.
  Beakers: Small glass vessels used to either pour liquids or contain
  them.
  Flasks: Glass vessels with a stopper in the top.
  Phial: Small thin glass vessels, often with a cork stopper. Used
  primarily to contain finished Tonics.
  Blowpipes: Very narrow and long hollow glass tubes, used to transfer
  small amounts of liquid from one vessel to another. The user sucks,
  and then blows. Burnt lips can result.
  Evaporating Dishes: Small round glass dishes used to dry a liquid and
  contain the resultant residue.
  Retorts: Glass tubing used in distillation and sublimation.
  Funnels: Hollow glass tube with a flared head, used to enable transfer
  of a liquid from one vessel to another without spillage.
  Measuring Flasks: A rare commodity, this glass vessel has ridges on it
  that measure certain amounts of fluid capacity for concoctions that
  require accurate measurement.
  METALS
  Spatula: Wide flat metal tool for smoothing Pastes and Lotions or
  forcing the same through linen filters. Good for fry-ups, also!
  Tongs: Metal tool used to handle hot materials, such as taking a
  boiling pot from the fire.
  Melting Pots: Metal pot used to heat materials placed inside. They
  often come with a thin wire handle easily graspable by a pair of tongs.
  Pots may be iron, copper, or rarely brass.
  Stirring Spoons: A set of long handled spoons for mixing hot liquids.
  Palette Knife: Very flexible knife that can be used to smooth wax,
  putty or similar things around unconventionally shaped objects.
  Etching Tool: Small metal tool with a very sharp pointed head to
  enable etching onto wood, metal or cork.
  Tripod: Three legged metal framework with hole in the top in various
  sizes to accommodate placing pots and kettles above a fire.
  EXPLANATION
  As can be seen, many of the tools are pretty expensive for a
  humble rural Herbalist. Many concoctions, however, do not
  require the more expensive tools to create. But, the more the
  Herbalist tries to get from his concoctions,  the more
  equipment he will need in order to do so.
  Many of the tools and pieces of equipment above are also the
  preserve of the Pharmacist and Apothecary careers. They are
  included here to cut down on unnecessary duplication in
  further supplements.
  A NOTE ON MAKERS' MARKS
  Many tradesmen, of any trade, often make marks on their
  creations that will differentiate their work from their rivals.
  In this fashion, their fame may travel well beyond their
  normal sphere of operation and draw new clients to them. A
  player who is pursuing a trade during play can make up his
  own maker's mark. This mark may be anything from a
  signature, to a design or even a picture.
  Herbalists often keep their makers' marks very simple,
  however. As often the space they have to put this mark on is
  limited. Initials sometimes serve, or alternatively, a simple
  rendering of a plant that he is particularly known for making
  concoctions from. 
  Tradesmen do not, of course, have to have their own mark,
  but often the pluses far outweigh the minuses.
  MISCELLANEOUS
  Filters: Linen or muslin are the most common filters used to strain
  particles from a liquid. The best filters are specially made and isolate
  even the smallest particles.
  Hermetic Caps: Designed to give an airtight fit to ceramic jars in order
  to keep concoctions fresh and uncontaminated.
  Candles/Wax: Candles and wax have many uses. These primarily
  include placing seals around hermetic lids for added insurance and
  preservation.
  Scales: A set of balances with various lead weights, for making
  measurements of solids and powders. Best scales are made from brass
  and are pretty accurate.
  Measuring Caps: Smaller than measuring flasks, measuring caps are
  used for accurate measurement of small amounts of liquid, and are
  often marked to show the volumes they contain.
  Barrels: Barrels are small kegs used to store raw materials. Each barrel
  can hold 300 Encumbrance Points of fluids, powders or similar.
  SEARCHING TOOLS
  Spade: As rulebook. 
  Trowel: A small, wooden-handled tool, with a wooden or metal head.
  It is used when creating small holes for either planting or digging up
  plants.
  Wet Burlap: Moist burlap rags used for wrapping around the roots of
  plants being transported to the Herbalists garden.
  String: Used to tie burlap to plants roots and for various other minor
  tasks.
  Pruning Knife: Small bladed knife used to take cuttings from plants or
  to cut them back.
  Small Wooden Box: A small wooden vessel used to transport
  gathered seeds.
  12
  The Herbalist's Tools
  Herbalism & Pharmacy
  
  CHAPTER 5: PLANTS & THEIR BLESSINGS
  This chapter examines the various plants that may be used by
  Herbalists to create concoctions, both mundane (non-magical) and
  infused (plants influenced by Chaos).
  WHAT PLANTS YOU WILL FIND HERE
  Most of the plants found here are 'mundane', i.e. they are natural
  remedies or poisons. As such, they represent a wealth of knowledge of
  the natural world, not the magical one, and so have limited effects. 
  If magical healing is required, a PC will find more effective cures from
  the Priests of Shallya. However, as a natural resource, or an alternative
  for poor or adventuring PCs, these plants can be invaluable. 
  Plants mutated by Chaos, however, can have strange effects. A
  sampling of these are included for GMs who want their plants to have
  a more ‘magical’ flavour, and are listed in the 'infused' section. These
  strange effects come with a price, however…
  A PLANT'S PROFILE
  Each plant entry has information laid out in the following manner:
  PLANT NAME
  Availability:
  Environment:
  Form:
  Natural Strength:
  Application:
  Blessing:
  Side Effects:
  Descriptive Notes
  PLANT NAME
  This is the plant's common name.
  AVAILABILITY
  This shows how rare the plant is to find, both in the wild and in
  towns, should PCs wish to purchase them. The availability rating also
  impacts on the Herbalists Trade Tests in cultivation or propagation, as
  well as making concoctions with them. The availabilities are:
  •
  Very Rare –30%
  •
  Rare –20%
  •
  Scarce-10%
  •
  Average 0%
  •
  Common+10%
  •
  Plentiful+20%
  •
  Abundant+30%
  ENVIRONMENT
  This entry shows which environment the plant is most commonly
  found in. Environments include:
  •
  Aquatic
  •
  Bog
  •
  Chaos (plants located in Chaos Wastes or similar)
  •
  Dark (fungi located in the shade, underground or in Skaven
  tunnels)
  •
  Desert (not found in the Empire; commonly imported from
  Araby)
  •
  Forest
  •
  Grassland
  •
  Moors
  •
  Mountain
  FORM
  This details which part of the plant is used by the Herbalist to create
  his concoctions. Forms include:
  •
  Bark
  •
  Berry
  •
  Bud
  •
  Cone
  •
  Flower
  •
  Fruit
  •
  Leaves
  •
  Root
  •
  Sap
  •
  Stalk
  •
  Whole Plant
  NATURAL STRENGTH
  This determines the natural strength of any concoction made from this
  plant. The Herbalist may augment natural strength by carrying out a
  distillation (which requires the use of an alembic), at the cost of
  increasing side effects. Strengths and manufacturing techniques are
  discussed in Making the Concoction on page 13.
  APPLICATION
  This details the best method of application for a finished concoction
  made from this plant. Applications are:
  •
  Lotions (thick oils or liquids for surface application)
  •
  Poultices (thick paste for surface application)
  •
  Powders (Pharmacy)
  •
  Preparations (solids to be eaten, Pharmacists may make
  preparations with more than one ingredient at the cost of
  increasing side effects)
  •
  Tablets (Pharmacy)
  •
  Tonics (liquids to be imbibed)
  •
  Vapours (inhaled fumes from boiled or sublimated plant
  matter)
  13
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  BLESSINGS
  This details the nature of the plants blessing that can be extracted by
  the Herbalist or Pharmacist, whether the source is from Rhya or
  Ranald. 
  The extraction effects the given body part, disease Statistic or Skill.
  Once extracted, the plants natural strength (or distilled strength)
  determines the effectiveness of the treatment, generally a +/- 5% or +/-
  1 to a Statistic or Skill per point of natural strength. 
  Durations for these effects are found in Making the Concoction on page
  13.
  Typical blessing include:
  •
  Anaesthetic
  •
  Animal Bites
  •
  Anti-Venom
  •
  Asthma
  •
  Bad Dreams
  •
  Bleeding
  •
  Bones
  •
  Burns
  •
  Cold/Flu
  •
  Cough
  •
  Cramps
  •
  Deafness
  •
  Depression
  •
  Dizziness
  •
  Epidemics
  •
  Epilepsy
  •
  Eye
  •
  Fatigue
  •
  Fever
  •
  Gout
  •
  Hangover
  •
  Infections
  •
  Inflammation
  •
  Insanity
  •
  Labour Pains
  •
  Love
  •
  Miscarriage
  •
  Nerves
  •
  Pain
  •
  Parasites
  •
  Plague
  •
  Poison
  •
  Respiratory
  •
  Sleeplessness
  •
  Soap
  •
  Special (skill or outlook affected)
  •
  Sprains
  •
  Stings
  •
  Stomach
  •
  Stroke
  •
  Throat
  •
  Vision
  •
  Women’s Diseases
  •
  Worms
  •
  Wounds
  SIDE EFFECTS
  This details the side effects taking a concoction may have on the
  recipient should the Herbalist fail his Trade (Herbalist) roll when
  making the concoction. If this occurs, the recipient must make a
  Toughness test or be affected by the side effect. Side effects and their
  ramifications will be explored in ‘Making the Concoction’ (note, when
  distilling a concoction, the Herbalist/Pharmacist may choose to focus
  on the side effect of the plant to the exclusion of all else, thus giving
  him a wide range of mild poisons. These concoctions will have no
  beneficial effects). Side effects include:
  •
  Addictive
  •
  Blurred Vision
  •
  Constipation
  •
  Depression
  •
  Diarrhoea
  •
  Dizziness
  •
  Drowsiness
  •
  Dry Mouth
  •
  Feelings of Isolation
  •
  Headache
  •
  Hyperactivity
  •
  Intoxication
  •
  Nausea
  •
  Rashes
  •
  Sleeplessness
  MUNDANE PLANTS
  This section is for non-magical plants, uninfluenced by Chaos.
  ALDER 
  Availability: Common
  Environment: Forest, Grassland
  Form: Bark
  Natural Strength: 1
  Application: Lotion
  Blessing: Burns
  Side Effects: None
  A common tree found all over the empire.
  ANGELICA
  Availability: Scarce
  Environment: Grassland
  Form: Bud
  Natural Strength: 2
  Application: Preparation, Tonic
  Blessing: Plague, Respiratory
  Side Effects: Constipation
  More commonly found in cool climes.  
  ANISE
  Availability: Common
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Lotion
  Blessing: Bites & Stings
  Side Effects: None
  Good protection against perky midges.
  14
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  APPLE 
  Availability: Abundant
  Environment: Forest, Grassland
  Form: Fruit
  Natural Strength: 1
  Application: Lotion, Tonic
  Blessing: Eye, Heart, Stomach
  Side Effects: None
  Very common tree found both in orchards and in the wild. Wild
  apples are sometimes more potent and more difficult to find
  (Availability: Common).
  ARNICA
  Availability: Common
  Environment: Grassland
  Form: Leaves, Flowers
  Natural Strength: 1
  Application: Poultice
  Blessing: Wounds
  Side Effects: None
  Normally mixed with fat and applied with bandage.
  BARLEY
  Availability: Abundant
  Environment: Grassland
  Form: Seeds
  Natural Strength: 1
  Application: Poultice
  Blessing: Burns
  Side Effects: None
  Mixed with eggs and heated killed pain and eased burns.
  BASIL
  Availability: Common
  Environment: Forest, Grassland, Mountain
  Form: Leaves
  Natural Strength: 1
  Application: Tonic, Poultice
  Blessing:  Insect Repellant, Stomach
  Side Effects: None
  A very common herb, used in cooking as well as medicine.
  BLESSED THISTLE
  Availability: Scarce
  Environment: Grassland, Moor
  Form: Whole Plant
  Natural Strength: 3
  Application: Poultice
  Blessing:  Sleeplessness
  Side Effects: None
  Often mixed with Butterbur, this thorny bush is believed to be the best
  protection against the plague.
  BUCKBEAN
  Availability: Average
  Environment: Grassland
  Form: Leaves
  Natural Strength: 2
  Application: Preparation
  Blessing:  Stomach, Worms
  Side Effects: Dry Mouth
  Often grown in rural areas to protect both man and beast.
  BURNET SAXIFRAGE
  Availability: Scarce
  Environment: Aquatic
  Form: Root
  Natural Strength: 2
  Application: No concoction necessary, chew the root
  Blessing:  Cough, Throat
  Side Effects: Addictive
  A bitter tasting plant that eases pain of cough and sore throat. Can
  lead to orange gums and addiction. 
  BUTTERBUR
  Availability: Average
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 2
  Application: Poultice
  Blessing:  Plague
  Side Effects: None
  Often mixed with blessed thistle to achieve strength 5 curative that
  keeps you up all night!
  CAPER
  Availability: Common
  Environment: Bog, Moors
  Form: Leaves
  Natural Strength: 2
  Application: Vapours
  Blessing:  Parasites
  Side Effects: Dizziness if exposed for prolonged periods
  Burnt leaves kill fleas and the like.
  CENTAURY
  Availability: Common
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Poultice
  Blessing:  Sprains, Wounds
  Side Effects: None
  Commonly cultivated.
  15
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  CAMOMILE
  Availability: Average
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Tonic
  Blessing:  Cough, Fatigue, Labour Pains
  Side Effects: None
  Useful curative, sometimes drunk as a pleasant beverage.
  CHERVIL
  Availability: Rare
  Environment: Desert, Moor
  Form: Flower
  Natural Strength: 3
  Application: Lotion, Tonic
  Blessing:  Bad Dreams, Burns
  Side Effects: Drowsiness
  A small hardy shrub whose spiky flowers have a mystical reputation.
  CHICKWEED
  Availability: Common
  Environment: Bog, Grassland
  Form: Whole Plant
  Natural Strength: 1
  Application: Poultice
  Blessing:  Skin Diseases
  Side Effects: None
  Heinrich Krantz’s famous ‘Warts Away’ is made from this.
  CHIVES
  Availability: Abundant
  Environment: Forest, Grassland
  Form: Stalks
  Natural Strength: 1
  Application: Tonic
  Blessing:  Cough
  Side Effects: None
  Very commonly grown plant, used in cooking as well.
  COLTSFOOT
  Availability: Average
  Environment: Grassland, Moor
  Form: Leaves
  Natural Strength: 2
  Application: Lotion, Poultice, Vapour
  Blessing:  Cough, Wounds
  Side Effects: Headache
  Heironymous Vicks famous chest rub contains coltsfoot. Inhaling
  vapours helps cough, binding poultice to wounds gives cooling relief.  
  COMMON COMFREY
  Availability: Rare
  Environment: Desert. Moors
  Form: Leaves
  Natural Strength: 3
  Application: Lotion, Poultice
  Blessing:  Bones, Burns, Wounds
  Side Effects: Diarrhoea
  Brought from Araby, this plant is a potent natural healing agent.
  CORIANDER
  Availability: Scarce
  Environment: Grassland
  Form: Leaves
  Natural Strength: 2
  Application: Tonic
  Blessing:  Cough, Cramps
  Side Effects: Diarrhoea
  Used to spice up food also, a notorious cause of the galloping trots.
  COWBANE
  Availability: Scarce
  Environment: Aquatic, Bog
  Form: Roots
  Natural Strength: 4
  Application: Preparation, Tonic
  Blessing:  Epilepsy, Poison
  Side Effects: Intoxication, Blurred Vision, Headache
  Often used as a potent poison, but thought in small doses to help
  epileptics.
  COWSLIP
  Availability: Common
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 2
  Application: Tonic, Preparation
  Blessing:  Mental Afflictions, Strokes
  Side Effects: Drowsiness
  Used to calm people with what are believed to be mental affliction, i.e.
  strokes. Often used to calm those suffering from insanities in the Old
  World. Any afflictions should be less evident once cowslip has been
  taken (dependant on duration).
  CYPRESS
  Availability: Average
  Environment: Hills
  Form: Buds, Leaves
  Natural Strength: 2
  Application: Lotion
  Blessing:  Insect Bites
  Side Effects: Feeling of Isolation
  Often found on a hill, this plant provides remoteness from the pain of
  insect bites.
  16
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  DEADLY NIGHTSHADE
  Availability: Scarce
  Environment: Forest
  Form: Flower, Sap
  Natural Strength: 4
  Application: Lotion, Preparation, Tonic
  Blessing:  Pain Killer, Poison
  Side Effects: Death, Madness, Numbness
  The assassin’s friend, this plant used in tiny doses (-10% Trade
  (Herbalist) Test) can give excellent pain relief, otherwise swift death
  can follow. Hallucinations, madness and then frothing convulsions
  precede the happy event. Should a PC survive a poisoning attempt by
  nightshade, 1d10/5 IP’s should be gained
  DILL
  Availability: Plentiful
  Environment: Grassland
  Form: Leaves, Stalks
  Natural Strength: 1
  Application: Lotion, Preparation
  Blessing:  Eyes, Stomach
  Side Effects: None
  Pleasant tasting herb, also used in food.
  ELECAMPANE
  Availability: Average
  Environment: Forest
  Form: Leaves
  Natural Strength: 1
  Application: Lotion, Poultice
  Blessing:  Eyes, Infections
  Side Effects: None
  Forest plant often eaten by deer.
  FENNEL
  Availability: Average
  Environment: Grassland, Forest
  Form: Leaves, Roots
  Natural Strength: 2
  Application: Preparation
  Blessing:  Insanity
  Side Effects: Hyperactivity
  Can soothe the mind of slothful attitudes, dulling the effects of
  depression.
  FOX’S CLOTE
  Availability: Common
  Environment: Forest
  Form: Leaves
  Natural Strength: 2
  Application: Lotion
  Blessing:  Infections, Skin
  Side Effects: Rash
  Juice rubbed onto blemishes is acidic and can result in mild burns.
  Good for removing wattles, however.
  FOXGLOVE
  Availability: Average
  Environment: Forest, Grassland
  Form: Flower, Stalk
  Natural Strength: 2
  Application: Preparation, Tonic
  Blessing:  Dislocation, Headache, Nausea
  Side Effects: None
  Commonly used natural poison.
  GARLIC
  Availability: Scarce
  Environment: Forest, Grassland
  Form: Cloves
  Natural Strength: 1
  Application: Preparation, Tonic
  Blessing:  Diseases
  Side Effects: None
  Common in Bretonnia & Tilea. Used as general curative.
  GINGER
  Availability: Average
  Environment: Forest, Grassland
  Form: Root
  Natural Strength: 1
  Application: Preparation
  Blessing:  Flu, Stomach
  Side Effects: None
  An acquired taste, sometimes used in food preparation.
  GREAT MULLEIN
  Availability: Average
  Environment: Mountain
  Form: Leaves
  Natural Strength: 2
  Application: Lotion, Poultice
  Blessing:  Pain Killer, Wounds
  Side Effects: Dizziness
  Sometimes used by women to dye their hair yellow.
  HAZEL NUT
  Availability: Common
  Environment: Forest
  Form: Nut
  Natural Strength: 1
  Application: Poultice
  Blessing:  Infections
  Side Effects: None
  A common rural remedy for infections of the flesh.
  17
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  HENBANE
  Availability: Scarce
  Environment: Forest
  Form: Flower, Leaves
  Natural Strength: 3
  Application: Lotion, Tonic
  Blessing:  Anaesthetic, Poison
  Side Effects: Blurred Vision, Hallucinations, Nausea
  Another killer plant, but more readily used as an aid during
  amputations.
  HOPS
  Availability: Plentiful
  Environment: Forest, Grassland
  Form: Buds
  Natural Strength: 1
  Application: Tonic
  Blessing:  Intoxication
  Side Effects: None
  Used in producing ale and a disease-free form of fluid, as water
  supplies normally tainted.
  IRIS
  Availability: Average
  Environment: Bog, Moor
  Form: Flower
  Natural Strength: 2
  Application: Tonic, Poultice
  Blessing:  Dog Bites, Hangover
  Side Effects: Dry Mouth
  Can stop inflammation as a result of dog (animal) bites. Often
  cultivated for its aesthetic value.
  JOHANN’S WORT
  Availability: Average
  Environment: Bog, Dark
  Form: Leaves
  Natural Strength: 3
  Application: Lotion, Preparation
  Blessing:  Labour Pains
  Side Effects: Dizziness
  The midwifes plant, found in shaded positions and dismal swamps.
  JUNIPER
  Availability: Average
  Environment: Grasslands, Moor
  Form: Berries, Seeds
  Natural Strength: 2
  Application: Preparation, Vapours
  Blessing:  Cough, pain Killer, Parasites
  Side Effects: Depression
  Burnt seeds give off smoke to kill fleas and the like, as well as helping
  coughs; eaten berries act as a painkiller. Sometimes called ‘The Hermit
  Plant’ 
  LAUREL
  Availability: Scarce
  Environment: Forest
  Form: Leaves
  Natural Strength: 2
  Application: Lotion, Tonic
  Blessing:  Flu, Gout, Stomach
  Side Effects: Addictive
  Poisonous in large doses, the shiny leaves are crushed before the
  concoction is made.
  LEMON BALM
  Availability: Very Rare
  Environment: Mountain
  Form: Leaves
  Natural Strength: 3
  Application: Tonic
  Blessing:  Depression, Heart Disease, Sleeplessness
  Side Effects: Constipation
  Often known as ‘Hertzensfreud’, this rare plant is invaluable to people
  of a delicate mental state.
  LILIES
  Availability: Scarce
  Environment: Aquatic, Bog
  Form: Stalk
  Natural Strength: 2
  Application: Tonic
  Blessing:  Fever, Nerves
  Side Effects: Drowsiness
  Beautiful pond/bog plants of many varieties (see Dragon Tooth Lily in
  Warhammer plants), commonly used to calm the nerves
  LOVAGE
  Availability: Plentiful
  Environment: Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Tonic
  Blessing:  Asthma, Love, Throat
  Side Effects: None
  Often cultivated for its many uses. Believed by some to be useful in
  love potions.
  MALLOW
  Availability: Common
  Environment: Forest
  Form: Buds
  Natural Strength: 0
  Application: Tonic
  Blessing:  Love
  Side Effects: None
  Believed (falsely) to act as an aphrodisiac
  18
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  MARIGOLD
  Availability: Common
  Environment: Grassland
  Form: Flowers
  Natural Strength: 1
  Application: Poultice
  Blessing:  Wounds
  Side Effects: None
  Common meadow plant often utilised by Herbalists.
  MINT
  Availability: Abundant
  Environment: Forest, Hill, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Tonic
  Blessing:  Flavouring, Stomach
  Side Effects: None
  Mint is a popular flavouring for tea or food. Good for stomach upsets .
  MUGWORT
  Availability: Rare
  Environment: Dark
  Form: Leaves
  Natural Strength: 2
  Application: Preparation, Vapour
  Blessing:  Parasites, Women's Diseases
  Side Effects: Hyperactivity
  A strange belief exists that if you place dried leaves of this plant inside
  a book, bookworms will not attack it.
  NETTLE
  Availability: Abundant
  Environment: Any
  Form: Root, Leaves
  Natural Strength: 1
  Application: Preparation, Tonic
  Blessing:  Cure-all
  Side Effects: None
  Stinging plant found everywhere, Nettles are a general curative often
  boiled to make a soup in hard times.
  NUTMEG
  Availability: Rare
  Environment: Desert, Grassland, Moor
  Form: Root
  Natural Strength: 2
  Application: Preparation
  Blessing:  Convulsions, Epilepsy
  Side Effects: Dry Mouth
  Imported from Araby and Cathay, this root calms the muscles in
  sufficient doses, thus easing the pain of convulsions.
  OAK
  Availability: Common
  Environment: Forest
  Form: Bark
  Natural Strength: 1
  Application: Poultice, Tonic
  Blessing:  Infections
  Side Effects: None
  The bark is steeped in boiling water to produce a curative.
  POPPY
  Availability: Average
  Environment: Grassland
  Form: Flower, Seed
  Natural Strength: 3
  Application: Lotion, Tonic
  Blessing:  Pain
  Side Effects: Addictive
  Very effective pain relief, but poppy juice is highly addictive.
  ROCKET
  Availability: Plentiful
  Environment: Bog, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Poultice
  Blessing:  Bones
  Side Effects: None
  Often cultivated, it can also be used in salads.
  ROSEMARY
  Availability: Average
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Poultice, Tonic
  Blessing:  Bones, Dizziness, Sprains
  Side Effects: None
  Nice smelling herb that is said to also protect against the evil eye.
  ROSE
  Availability: Common
  Environment: Forest, Grassland, Moor, Mountain
  Form: Flower
  Natural Strength: 1
  Application: Tonic
  Blessing:  Sleeplessness
  Side Effects: Drowsiness
  Many differing varieties found in many climes. Often used as a scent
  for perfume or water.
  19
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  SAFFRON
  Availability: Very Rare
  Environment: Grassland
  Form: Roots, Stalk
  Natural Strength: 2
  Application: Lotion, Tonic
  Blessing:  Anti-Venom, Depression, Sleeplessness
  Side Effects: Drowsiness
  Imported from Cathay and Araby.
  SAGE
  Availability: Abundant
  Environment: Forest
  Form: Leaves, Root, Stalk
  Natural Strength: 2
  Application: Poultice, Tonic, Vapour
  Blessing:  Diseases
  Side Effects: None
  A well-known plant found in many gardens as well as in the wild.
  SOAPWORT
  Availability: Average
  Environment: Bog
  Form: Roots
  Natural Strength: 0
  Application: Lotion
  Blessing:  Soap
  Side Effects: None
  The root of the plant, scrubbed in water produces a soapy froth ideal
  for cleaning
  SORREL
  Availability: Average
  Environment: Forest
  Form: Leaves
  Natural Strength: 2
  Application: Preparation
  Blessing:  Epidemics, Flu
  Side Effects: Constipation
  A delicate forest plant that likes high nutrition soils
  SOUTHERNWOOD
  Availability: Rare
  Environment: Forest
  Form: Bark
  Natural Strength: 3
  Application: Lotion, Vapour
  Blessing:  Repel Daemons, Repel Moths
  Side Effects: Impotence
  From the forests of the Southern Empire, this Imperial redwood tree
  has paper-like red bark easily peeled from the trunk. The daemon
  repelling has not been verified!
  SQUILL
  Availability: Common
  Environment: Mountain
  Form: Leaves
  Natural Strength: 1
  Application: Lotion
  Blessing:  Stomach, Vision
  Side Effects: Rash
  A lotion made from this plant, if dropped into the eye, can remove
  impediments; however, a larger dose can lead to burning. Ouch!
  SWEET MARJORAM
  Availability: Average
  Environment: Forest, Grassland
  Form: Sap
  Natural Strength: 2
  Application: Lotion
  Blessing:  Deafness
  Side Effects: None
  Mixed with honey and poured into ears, it removes wax and improves
  hearing.
  THYME
  Availability: Abundant
  Environment: Forest, Grassland
  Form: Leaves
  Natural Strength: 1
  Application: Preparation, Vapour
  Blessing:  Cough, Stomach, Women's Diseases
  Side Effects: None
  Every garden has some.
  VALERIAN
  Availability: Scarce
  Environment: Moor, Mountain
  Form: Leaves, Root
  Natural Strength: 3
  Application: Lotion, Preparation
  Blessing:  Aphrodisiac, Diseases, Worms
  Side Effects: Hyperactivity
  Friend of beast and man in the wilds, it adds to the gene pool as well.
  WHITE WILLOW
  Availability: Average
  Environment: Forest
  Form: Bark
  Natural Strength: 2
  Application: Poultice
  Blessing:  Painkiller
  Side Effects: None
  The paper-like bark, which can be easily stripped from the trunk, when
  boiled and pulped eases the pain of wounds.
  20
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  YARROW
  Availability: Common
  Environment: Forest, Moor
  Form: Leaves
  Natural Strength: 2
  Application: Lotion
  Blessing:  Infection
  Side Effects: None
  Often carried ‘raw’ by tradesmen as a kind of ‘first aid kit’.
  INFUSED PLANTS
  These plants have all been influenced by the Aethyr in one fashion or
  another, and thus have abnormal, and sometimes very dangerous,
  effects. It is left to the GM to decide additional penalties for tinkering
  with potentially Chaos-infused plants.
  BLACK CACKLER
  Availability: Very Rare
  Environment: Chaos
  Form: Whole Plant
  Natural Strength: 2
  Application: Preparations
  Blessing:  None
  Side Effects: Hallucinations
  This speckled mushroom can be found in any clime that has suffered
  the depredations of Chaos. When imbibed, the victim must make a
  Toughness Test or suffer visions of whirling insanity that leave the
  character filled with a sense of the irony of fighting Chaos and
  opposing change. This ultimate futility causes hysterical laughter that
  confers –10% to all actions.  
  This herb also enforces foolish behaviour upon any consuming
  character. Upon ingesting a dried lump one must make two Toughness
  tests or suffer from this to a light or severe degree for 1d6 + 4 minus
  Toughness hours to come.
  BLACK HOVE
  Availability: Very Rare
  Environment: Chaos
  Form: Flower
  Natural Strength: 1
  Application: Tonic
  Blessing:  None
  Side Effects: Addictive
  This black flower is found in areas where chaos power flows strongly.
  The plant takes some of this power and, if prepared correctly, a Wizard
  who drinks this gains a +5% to Channelling Skill checks and a further
  +1 modification to his casting roll, when casting spells for the duration
  of the concoction. This comes at the cost of two drawbacks, firstly, the
  tonic is addictive and secondly, the imbiber suffers a –10% to W.P
  tests to both resist chaos magic and to resist gaining insanity points for
  the duration of the concoction
  BLOODTHORN CREEPER
  Availability: Very Rare
  Environment: Chaos, Forest
  Form: Thorns
  Natural Strength: 3
  Application: Lotion, Preparation
  Blessing:  Wounds
  Side Effects: None
  The large thorns of this blood-red creeping plant can be made into a
  preparation. If the thorn is used to cause a wound on another, the
  injury will continue to pain the victim. The victim must make a
  Toughness test. If failed, he takes one additional wound in each of the
  next three rounds due to crippling pain.
  CAPTAIN’S HEART
  Availability: Average
  Environment: Grassland
  Form: Flowers
  Natural Strength: 2
  Application: Preparation
  Blessing:  Wounds
  Side Effects: Drowsiness
  The small, red, heart-shaped flowers, when made into a paste and fed
  to animals, will heal the animal of 2 wounds.
  Has no special effect on humanoids
  CRIMSON PEPPER POT CACTUS 
  Availability: Rare
  Environment: Desert, Moor
  Form: Stalk
  Natural Strength: 0
  Application: Tonic
  Blessing:  None
  Side Effects: None
  This crimson cactus is riddled with small holes at its top that are cooler
  than the rest of the plant. This collects condensed water and in the
  desert can mean the difference between life and death. A grove of these
  plants will provide enough water for four people for one day.
  DEAD MANS FINGERS
  Availability: Very Rare
  Environment: Dark, Skaven Tunnels
  Form: Fruit
  Natural Strength: 3
  Application: Tonic
  Blessing:  None
  Side Effects: Mutation (See below)
  This hideous plant sometimes spontaneously pops up close to a source
  of Warpstone. If has wide, dull green leaves and its fruit, when fully
  grown, appear as long, fleshy, green fingers (thus the name). If
  harvested and brewed into a tonic, the drinker gains the Talents
  Tunnel Rat, Resistance to Disease and Fleet Footed for the duration of
  the tonic. However, if he fails a Toughness Test after the tonic has
  worn off, he begins to grow a set of impressive rat incisors that cannot
  be hidden. Poorly made tonics (or those brewed on purpose!) have this
  effect the moment the tonic is drunk.
  21
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  DRAGON TOOTH LILY
  Availability: Rare
  Environment: Aquatic, Forest
  Form: Flower
  Natural Strength: 3
  Application: Tonic
  Blessing:  Fever
  Side Effects: Blurred Vision
  This lovely lily grows in sheltered forest pools and is often found where
  the Dappled Lily Trotter bird makes its nest. Once drunk, the tonic
  helps to relieve high fevers. It is sometimes claimed that the correct
  preparations will also allow the drinker to speak to the Lily Trotter
  bird!
  ESTALIAN BLOOD OAK
  See the core rulebook (on page 122), under the 'Crimson Shade' entry
  for details.
  HARFY
  Availability: Rare
  Environment: Grassland
  Form: Leaves
  Natural Strength: 3
  Application: Tonic
  Blessing:  Wounds
  Side Effects: None
  A tonic brewed from this bush's leaves aids recovery from injury. The
  patient receives 3 extra wounds per week of rest, even from heavy
  wounds.
  HELLEN-AUGE
  Availability: Rare
  Environment: Chaos, Forest
  Form: Flower
  Natural Strength: 2
  Application: Lotion
  Blessing:  None
  Side Effects: Hallucinations
  The small, blue flowers of this plant, when made into a bright blue
  lotion and applied underneath the eyes, confers +10% to visual
  awareness and Perception Tests and the Night Vision Talent.
  Furthermore, the recipient also receives Witch Sight, but only for the
  purposes of noticing any Darkhounds/Handmaidens or Rot Wyrms.
  Any Chaos manifestations witnessed with this lotion gain the viewer
  +1 Insanity Point.
  GALENAANA
  Availability: Rare
  Environment: Forest
  Form: Flower
  Natural Strength: 4
  Application: Powder
  Blessing:  Poison
  Side Effects: Convulsions
  Highly toxic to Elves, but strangely enough to no other race, once
  ingested this powder immediately causes 4 wounds to Elves if a –10%
  Toughness Test is passed. If the Toughness test is failed, the Elf takes
  the 4 wounds and must continue to make Toughness Tests at –10%
  until he succeeds (taking 4 wounds with each extra failure). The
  preparation of this poison requires the maker to have Trade
  (Pharmacy/Apothecary).
  GELBENWURZEL
  Availability: Rare
  Environment: Forest, Mountain
  Form: Flowers
  Natural Strength: 2
  Application: Tonic
  Blessing:  Special (see below)
  Side Effects: Drowsiness
  Tonics brewed from this yellow flowered plant act as an amphetamine.
  The user gains +10% to both Strength and Agility. Once the duration
  ends, the user suffers the effects of drowsiness for an hour irrespective
  of an earlier successful roll.
  GESUNDHEIT
  Availability: Scarce
  Environment: Forest
  Form: Flowers
  Natural Strength: 2
  Application: Poultice, Vapour
  Blessing:  Flu, Infection
  Side Effects: None
  The dark blue flowers help stop infections and ease sneezing.
  GRAVEROOT
  Availability: Very Rare
  Environment: Forest, Graveyard
  Form: Root
  Natural Strength: 4
  Application: Lotion, Poultice, Tonic
  Blessing:  Infection
  Side Effects: Depression
  The root of this plant provides +20% to Toughness Tests against
  infected wounds and if applied to a weapon gives 4 wounds of extra
  damage to struck Undead who fail a Toughness Test
  22
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  GYLVIR
  Availability: Very Rare
  Environment: Aquatic, Chaos
  Form: Leaves
  Natural Strength: 5
  Application: Tonic
  Blessing:  None
  Side Effects: Mutation (see below)
  This plant only grows beside pools and rivers polluted by chaos’
  influence. The oval leaves, if they are prepared properly into a tonic,
  give the imbiber the ability to breathe under-water. Distressingly for
  the drinker, it is gills growing on his neck that achieve this. The
  drinker also grows small webs between the fingers and toes, which
  provide a +25% to Agility for manoeuvring underwater for the
  duration of the tonic. Once the tonic has worn off, the drinker must
  pass a WP Test or gain 1 IP and a Toughness Test or permanently keep
  the mutations and a further 1 IP.
  HALLORN’S REST
  Availability: Scarce
  Environment: Mountain
  Form: Root
  Natural Strength: 4
  Application: Preparation
  Blessing:  None
  Side Effects: Drowsiness
  When this dirty, white mushroom is prepared and ingested, the victim
  must make a Toughness Test or fall into a very deep sleep for four
  hours. During this sleep, the victim suffers bad dreams and upon
  awakening must make a WP Test or gain 1 IP
  HELTHA
  Availability: Scarce
  Environment: Bog, Moor
  Form: Flower, Leaves
  Natural Strength: 3
  Application: Tonic
  Blessing:  None
  Side Effects: Hyperactivity
  Tonics brewed from this plant lower the drinker’s natural inhibitions.
  This gives a –15% to all WP tests. Cultists of Slaanesh often use this
  drug.
  HOG WORTS
  Availability: Very Rare
  Environment: Parallel Reality
  Form: Whole Thing
  Natural Strength: 10
  Application: Tonic
  Blessing:  Young Wizards
  Side Effects: British Character Actors, Freckles, National Health
  Glasses
  Said to exist at the end of a steam tank route.
  JUCK
  Availability: Scarce
  Environment: Forest
  Form: Leaves, Stalk
  Natural Strength: 4
  Application: Lotion
  Blessing:  None
  Side Effects: Scarring
  Once prepared, the application of this plant gives great irritation to the
  unlucky party, who suffers –20% to all actions due to the crippling
  itchiness. The lotion can result in horrible scarring if not prepared
  properly, or if the Herbalist wishes to prepare this as a poison
  JUTH
  Availability: Scarce
  Environment: Bog
  Form: Leaves
  Natural Strength: 3
  Application: Lotion
  Blessing:  None
  Side Effects: Special (see below)
  A paste made from this plant, if applied to a wound (and the lotion
  may be applied to a weapon) results in fever and hallucinations 1 hour
  later. The episode lasts for half an hour and, unless the victim makes a
  WP test, results in a gain of 3 IP.
  KULPERAD
  Availability: Common
  Environment: Grassland
  Form: Leaves
  Natural Strength: None
  Application: Preparation
  Blessing:  None
  Side Effects: Contraceptive
  If taken daily by women, Kulperad can substantially reduce the chance
  of conception. This preparation is only generally affordable in a daily
  dose by the rich.
  LEMSANG
  Availability: Scarce
  Environment: Dark, Skaven Tunnels
  Form: Furry Cap
  Natural Strength: 7
  Application: Preparation
  Blessing:  None
  Side Effects: Poison
  The furry cap of this subterranean mushroom can be prepared into a
  very nutritional foodstuff. One pound of this material (roughly ten
  plants) counts as seven days trail rations. This preparation is normally
  only found with Dwarven herbalists, as many of these plants are only
  found in tunnels frequented by the Skaven
  23
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  NURGLE’S CROWN
  Availability: Very Rare
  Environment: Chaos, Moor
  Form: Leaves
  Natural Strength: 4
  Application: Lotion
  Blessing:  None
  Side Effects: Special (see below)
  This diseased looking plant, when made into a lotion and applied to a
  wound, causes the target to make a Toughness Test or contract
  Neiglish Rot (see page 136 of the rulebook). When preparing the
  plant, the Herbalist must make a Trade (Herbalist) Test with no
  modification or face having to make a Toughness Test himself to avoid
  contracting the disease. Herbalists found with this plant in their
  gardens will be burned!
  PANGWOOD
  Availability: Rare
  Environment: Skaven Tunnels
  Form: Bark
  Natural Strength: 1
  Application: Preparation
  Blessing:  Stomach
  Side Effects: None
  This sickly, green bush grows only near to warpstone. When a
  preparation is made from the bark of this plant, the imbiber is filled
  with a horrible hunger. The character will not be able to stop eating for
  the duration of the concoction and cannot perform any other actions.
  Once the duration is over, the victim must make a WP Test or suffer
  from the insanity Terrible Hungers (as Terrible Thirstings on page 207
  of the rulebook, but for food), even if the imbiber has not got the
  requisite 6 Insanity Points
  PECULIAR BREW
  Availability: Very Rare
  Environment: Chaos, Skaven Tunnels
  Form: Unknown
  Natural Strength: 2
  Application: Tonic
  Blessing:  None
  Side Effects: Mutation (see below)
  This thick black liquid is sometimes found in the hands of cultists.
  How it is made, and from which plants, is unknown. But any drinker
  must make a Toughness Test or roll on the random mutations chart
  (page 229 of the rulebook) twice! These mutations are permanent
  PURPLE BUTTERHAT
  Availability: Average
  Environment: Dark, Forest
  Form: Whole Plant
  Natural Strength: 2
  Application: Preparation
  Blessing:  Depression
  Side Effects: Hyperactivity
  This purple mushroom, when fed to animals, suppresses natural
  activity, leading to –10 Initiative and erratic behaviour, often followed
  by increased activity. Riders beware.
  REIKSTARG
  Availability: Rare
  Environment: Bog, Forest
  Form: Flower
  Natural Strength: 2
  Application: Tonic
  Blessing:  WP
  Side Effects: Hyperactivity
  This plant's flowers only bloom at night, which is when the Herbalist
  must harvest them. A tonic made from these flowers gives the drinker
  +10 to all WP Tests against the Dark Lore. The drinker tends to be
  very active at night when he has drunk this tonic
  SALWORT
  Availability: Scarce
  Environment: Forest
  Form: Leaves
  Natural Strength: 3
  Application: Vapour
  Blessing:  None
  Side Effects: None
  Leaves crushed under the nose of a stunned or unconscious individual
  gives the patient a Toughness test at +15% to regain his senses.
  SPIDERLEAF
  Availability: Common
  Environment: Forest
  Form: Leaves, Stalks
  Natural Strength: 2
  Application: Poultice, Tonic
  Blessing:  Wounds
  Side Effects: None
  A quickly applied treatment with Spiderleaf reduces the chance of
  dying from bleeding criticals by 10% and reduces 2 from sudden death
  rolls for the duration of the concoction. It also gives +10% to
  subsequent Heal attempts on the wounded party.
  SPRITZEL
  Availability: Scarce
  Environment: Forest
  Form: Flowers
  Natural Strength: 3
  Application: Tonic
  Blessing:  None
  Side Effects: Hyperactivity
  A drink made from this plant can keep the drinker awake and alert
  when he is flagging. Modifiers from fatigue are at –15%.
  24
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  STIRLAND BINDWEED
  Availability: Average
  Environment: Forest
  Form: Tendrils
  Natural Strength: 3
  Application: None
  Blessing:  None
  Side Effects: None
  The sticky tendrils of this plant, when made into a rope, bind easily to
  whatever it comes into contact with. If used to bind prisoners, they
  suffer –15% to escape attempts. If used to throw at combatants, the
  victims suffer –15% to all Agility based skills. When making rope from
  this plant, the Herbalist must make two Trade (Herbalist) Tests or
  become stuck himself and ruin the plant.
  TOEDERLICH ARKA
  Availability: Rare
  Environment: Dark, Forest
  Form: Whole Plant
  Natural Strength: 4
  Application: Powder
  Blessing:  Poison
  Side Effects: Convulsions
  This mushroom is highly toxic to Humans, but curiously no other race.
  Once ingested, the powder immediately causes 4 wounds to Humans if
  a –10% Toughness Test is passed. If the Toughness test is failed, the
  Human takes the 4 wounds and must continue to make Toughness
  Tests at –10% until he succeeds (taking 4 wounds with each extra
  failure). The preparation of this poison requires the maker to have
  Trade (Pharmacy/Apothecary).
  TRINKWORT
  Availability: Very Rare
  Environment: Forest
  Form: Stalk
  Natural Strength: 4
  Application: Tonic
  Blessing:  None
  Side Effects: Rash
  If drunk before going on a drinking spree, this plant allows the imbiber
  to ignore the first –20% of any actions carried out whilst drunk as the
  plant sharpens his faculties. Rules for the effects of alcohol can be
  found on page 115 of the rulebook.
  TELL TALE HEART
  Availability: Rare
  Environment: Chaos, Forest
  Form: Fruit
  Natural Strength: 3
  Application: Preparation
  Blessing:  None
  Side Effects: Guilt
  When a preparation made from this plant is eaten, the imbiber, unless
  he succeeds at a WP Test, is wracked by feelings of guilt over his past
  actions. He suffers –15% to all combat rolls, as he does not wish to kill
  and cause himself even more guilt. Sometimes this is used on straying
  lesser cultists whom perhaps have a chance at redemption, the
  preparation may tip them over the edge to righteousness again.
  THE WALKER PLANT
  Availability: Very Rare
  Environment: Chaos
  Form: Leaves, Stalk
  Natural Strength: 1
  Application: Lotion
  Blessing:  None
  Side Effects: Special (see below)
  One of the wonders of the plant world, this is a plant that walks! The
  very stuff of chaos has infused the plant with limited locomotion
  (Movement 1). It has no intelligence, but can uproot itself to find more
  nutritious soil. No statistics are given, but GMs are urged to come up
  with a stat line for it if required. The plant itself has a very thick bark-
  like skin and is dun brown in colour. When a lotion is applied from a
  concoction of this plant, the user's skin hardens and takes on the
  brown colour of the plants, he receives 1 AP on all locations the lotion
  is applied to (one dose is enough to cover one person). Once the
  duration has run out, the user must make a Toughness Test at –5% or
  suffer from this mutation permanently. Witch hunters, here we come
  25
  Plants & Their Blessings
  Herbalism & Pharmacy
  
  CHAPTER 6: DISEASES, DISORDERS & DEMENTIAS
  This section presents some diseases that a herbalist’s skills can cure.
  Use the cures section to determine which plants can be used to do this.
  THE BED BUG
  Description: People suffering from this disease are so fatigued that
  they often can’t get out of bed, thus the name. Its cause is not
  known, but many sufferers are from the burgher class and those
  in high-powered jobs, so something that circulates in the
  corridors of power can be reasonably suspected. Lethargy floods
  the victim’s body and in severe cases the body gives up
  breathing entirely. Called ‘Lord Finchley's Downfall’, due to the
  first known case, this disease gets little sympathy from the great
  unwashed. A Toughness and a Willpower Test can be made
  each week to recover from the condition, but both must be
  made in the same week to make a speedy recovery.
  Duration: Until recovery (see above)
  Effect: -20 to all characteristics
  Cures: Fatigue
  DIRTY WOUNDS
  Description: If someone is wounded by a rusty saw, is bitten by a wild
  animal or cuts them-selves while mucking out the stables, he
  may gain an infected wound. The common symptoms include
  puffiness around the injury, pain, and in severe cases, locking of
  the joints. This is of particular danger to adventuring types who
  often gain injuries where they are unable to dress them in
  sanitary conditions. If there is a risk of infected wounds, the
  victim must make a Toughness test to resist it.
  Duration: 3 days
  Effect: -5 to all statistics
  Cures: Antiseptic, Infection
  THE DRUMMERS MEASLES
  Description: This is a ‘social’ disease, often spread by unsanitary Camp
  Followers. It results in a high fever, a great desire not to relieve
  oneself, and feverish itching south of the border. Also known to
  soldiers of the empire as ‘cat scratch fever’ a visit from the
  drummers measles is dreaded in armies the Old World wide.
  Wily soldiers often ask if the camp follower in question has a
  ‘dose’. This doesn’t refer to the disease, but an Herbalists
  concoction to help stop him getting the disease.
  Duration: 7 days
  Effect: -2 Move, -10Ag/WP
  Cures: Inflammation, Skin, Women’s Diseases
  DRUNKARD'S DANCE
  Description: A nasty condition brought about by the bite of a marsh
  fly, this disease affects the victim’s balance. So much so, that if
  he tries to walk, he ends up staggering about like a drunken
  man. The world spins and tumbles around making the victim
  dizzy and sick. The sufferer develops a high fever, and mild
  hallucinations can also result. Words are slurred and the
  afflicted cannot focus their eyes properly. It is truly a
  debilitating disease.
  Duration: 20 days then 20 days each year following
  Effect: -20 to all actions and Statistics
  Cures: Dizziness, parasite
  ELVISH EARS 
  Description: This curious disease is caused by a parasite that burrows
  into the ear to reach the goodies within. People afflicted suffer
  from chronic earache as the ear passage swells up, sometimes
  closing entirely. Lumpy growths then grow on the ear itself,
  causing unsightly blemishes and sometimes cries of ‘mutant!’
  The growths themselves cause the ear to resemble an elf's:
  pointy and funny. This is what gives the disease its name. The
  disease is highly virulent, however, and if a household has a
  member suffering from it, you can bet a few Karls that the rest
  of the family will develop it shortly. Because of this, houses
  affected from this disease are often boarded up to stop its
  spread, and once clean, the physician announces: “Elvish has
  left the building!”.  
  Duration: 10 days
  Effect: -10 Fel, -20 Perception (hearing based)
  Cures: Ears, Parasite
  THE ENEMY WITHIN
  Description: People who never get fat, no matter how much they eat;
  people who are always feeling tired; people whose visits to the
  privy can be gut churning, handle chewing nightmares; these
  people are probably suffering from the Enemy Within. Small
  parasitic worms that live in the gut and suck the nutrients right
  out of the body. Normally caught due to drinking unclean
  water or eating something that was suffering from the disease
  without preparing it properly, this disease is not normally
  noticed until the little beasties are well and truly established.
  Flushing them out again is as much fun as chewing razor blades.
  Duration: Until cured
  Effect: -5 to all characteristics
  Cures: Worms, parasites
  KNIGHTS ELBOW
  Description: A painful affliction of the joints and bones, this
  condition strikes down those who carry out repetitive tasks over
  long periods of time. So named for a Knights Panther who cut
  down so many Orcs during a battle that his arm locked and he
  had to sit out the rest of the war. Slyly known as ‘Slaanesh’s
  cramp’ to some more unsavoury sorts, this is best treated by rest
  or application of a poultice.
  Duration: 7 days
  Effect: -5 to physical stats
  Cures: Bone, Gout
  THE LEAPING SICKNESS
  Description: The Leaping Sickness is a strange hallucinatory disease
  often gained from eating bread. The danger lies in the fact that
  no one knows exactly which types of bread cause it. This disease
  affects the victims mind, giving him vivid hallucinations. These
  often involve them misbelieving that they can fly. Victims often
  climb high places and jump off, flapping their arms wildly.
  Guards have to clean up the mess.
  Duration: 5 days
  Effect: WP Test per day or attempt to fly
  Cures: Insanity
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  Herbalism & Pharmacy
  
  LUNG FEVER
  Description: A savage disease of the lungs, this is most often caught as
  a result of being exposed to adverse weather conditions, damp
  environments or long periods of not being dry. The victim gets
  a very productive cough and raging fever. A carrier of the
  disease is very contagious and epidemics can quickly spread
  unless contained. If not kept warm and dry, the victim can
  deteriorate quickly and even death can follow. Lung Fever is
  treated very seriously in the Old World. When there is an
  outbreak, efforts are always made to contain it, even to the
  degree of quarantining the victims.
  Duration: 20 days
  Effect: -20 to all Statistics
  Cures: Cough, Lung
  THE MILKY RHEUM
  Description: This unpleasant condition is normally gained through
  poor hygiene in rural areas, especially where handling of
  animals is concerned. If you do not clean your hands properly
  after mucking out the pigs, or even rubbing down your horse,
  and you happen to rub your eyes, then this can be your reward.
  The disease is characterised by red puffy eyes that stream
  constantly and itch horribly. If not treated, it can lead to white
  growths covering the eyes and rendering the victim blind. Each
  day, a Toughness Test can be made. If three are failed in a row,
  then blindness can result.
  Duration: 5 days
  Effect: -20 to sight related activities
  Cures: Eyes
  THE NEEDLES
  Description: A waterborne disease, the Needles causes the victim's skin
  to become hyper-sensitised. Any contact with the victim's skin
  causes a burning pain that can reduce those afflicted to tears.
  Even wearing clothes becomes torture, and in really severe cases
  a strong breeze can torture the victim. The skin soon becomes
  red and puffy, leading to commoners sometimes referring to
  sufferers as ‘crabs’. The feeling is not unlike really bad sunburn,
  except multiplied several times.
  Duration: 5 days
  Effect: -10 to all characteristics
  Cures: Painkiller, Skin
  POND POUT
  Description: Named for the swelling of the lips and cheeks, this
  disease is caught from drinking unclean water, normally from
  stagnant pools and ponds. The victim finds it hard to speak and
  eat, and the pain can be maddening. Luckily the affliction
  doesn’t last long. Fishermen often get this disease, and some
  believe that fish spread it and that rubbing a fish on the lips can
  remove the affliction. People suffering from this disease are
  sometimes called ‘salmon’ or ‘dead in the water’ by the less
  kind. 
  Duration: 3 days
  Effect: -20 Fel; cannot eat or speak much
  Cures: Throat
  TOUCHED BY THE GODS
  Description: People who suffer seizures or rant and rave like a lunatic
  are lumped together in this condition and are often shunned by
  the populace. Believed to be a curse or insanity by the masses,
  physicians have recently started thinking that it is caused by
  blows to the head or extreme stress, and often administer
  calming drugs. 
  Duration: Until cured
  Effect: Seizures (actions impossible) brought on by certain stimuli
  Cures: Drowsiness concoctions, Epilepsy
  THE TREMBLES
  Description: It is unknown where this disorder comes from, but it is
  likely caused by unsanitary conditions as the poor suffer from it
  more readily than the rich. It is characterised by shaking in the
  limbs, making holding things tricky. Sufferer’s voices often
  waver and they also appear to be easily shocked by loud noises
  or surprise occurrences. Old, infirm people are often thought to
  have this disorder, but are often just old. Because of this, this
  disease is also known as ‘Old Man’s Disease’. A Toughness Test
  can be rolled each week to shake off the disease. If six are failed,
  then the disease is permanent.
  Duration: Until cured
  Effect: -10 to all physical stats.
  Cures: Heart
  THE WHISTLING  
  Description: So named because the victims of this lung disease make a
  whistling sound when they breathe. This disease is often
  associated with places like graveyards and sewers, where the air
  can be particularly bad. The sufferer has trouble gaining breath,
  especially when engaged in physical activity, and can be heard
  coming from ten yards away. Treatments often require the
  victim to inhale foul-smelling fumes and drink sweet-tasting
  tonics.
  Duration: 20 days
  Effect: -10 to all physical Statistics, raising to –20 when engaged in
  rigourous activity
  Cures: Respiratory
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SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Herbalism and Pharmacy in the Old World.pdf