Herbalism

Acquiring Herbs
Each herb has an Availability Rating, just like all other commodities in WFRP2e. The season when it is most abundant is also given, along with the type of environment where it is most likely to be found. If a character is looking for a herb out of season, the availability becomes two categories worse. The Availability Rating applies a modifier to the Trade (Herbalist), Trade (Apothecary) or Outdoor Survival Test required to find the desired herbs.

The suitability of the locale searched can also apply a modifier. An Ideal environment provides a +10 bonus, a Similar environment gives no modifier, while an Unsuitable environment gives a -10 penalty.

If a PC is not searching for a herb themselves, but instead trying to purchase it from a herbalist, they need only know the cost and Availability of the relevant herb, and buy it like any other item.

Notes on Herb Descriptions
Price: Two costs are given for one dose of each herb (assuming that it is bought from an NPC herbalist). The first is the cost in season, and the second is the cost out of season.

Method of Application: There are four methods of application:
Brew: The herb must be stood in boiling water for a few minutes and then drunk.
Ingest: The herb must be eaten.
Inhale: The herb must be immersed in boiling water and the fumes inhaled.
Smear: The herb is made into an ointment or poultice which is applied to the injured part.

Preparation: This is the time needed to dry and otherwise prepare the herb so it can be used. No specialist equipment other than Trade Tools (Apothecary) or facilities are required. Once prepared, it will remain effective for a period equal to the preparation time. After that there is a 10% cumulative chance per week that the herb loses its efficacy.

Dosage: This is the minimum time which must elapse before a second dose may be administered. Failure to observe this requirement means that a subsequent dose has no effect, and a period of twice this length must elapse before another dose has any effect. This effect is cumulative.

Skill: The Skill Test required to successfully administer the herb.

Herb Descriptions
Agurk
Availability: Rare
Season: Autumn
Locale: Grasslands
Price: 1GC/5GC
Method of Application: Inhale
Preparation: 1 week
Dosage: 1 week
Skill: Heal
Effects: Anyone inhaling the fumes from an infusion of Agurk must make a successful Toughness Test. Failure leads to mild shaking (inflicting a -10 penalty to all relevant Agility Tests) for 1d5 hours.

Alfunas
Availability: Scarce.
Season: Summer and Autumn
Locale: Coniferous forest (Reikwald, Drakwald)
Price: 1GC/10GC
Method of Application: Smear
Preparation: 2 weeks
Dosage: 1 week
Skill: Heal
Effects: Halves healing times for dislocations and broken bones.

Earth Root
Availability: Average
Season: Summer
Locale: Grasslands (Stirland, Mootland, etc)
Price: 1GC/10GC
Method of Application: Ingest
Preparation: 3 weeks
Dosage: 1 day
Skill: Heal
Effects: This herb is an effective treatment for the Green Pox. Each day that the patient receives a dose during the disease’s active period, he/she gains a +10 modifier to their Toughness Test to resist the disease’s effects.

Faxtoryll
Availability: Very Rare
Season: Spring
Locale: Mountains
Price: 5GC/20GC
Method of Application: Smear
Preparation: 4 weeks
Dosage: 3 days
Skill: N/A (Int Test)
Effects: Successful application of this herb will stop all bleeding automatically, and, if the patient requires surgery, it will keep him or her in a stable condition for up to 48 hours.

Gesundheit
Availability: Scarce
Season: Winter to Spring
Locale: Mixed forest (Reikwald, Great Forest, Drakwald)
Price: 15s/3GC
Method of Application: Smear
Preparation: 2 weeks
Dosage: 1 day
Skill: Heal
Effects: When applied to an infected wound this preparation will halt the effects of the infection.

Graveroot
Availability: Very Rare
Season: Autumn to Winter
Locale: Forest clearings and graveyards
Price: 5GC/20GC
Method of Application: Blade venom or poultice
Preparation: 2 weeks
Dosage: N/A against Undead, 1 week when used to treat diseases
Skill: N/A or Heal
Effects: If a preparation of this herb is used to coat a blade, that weapon will do an additional d10 damage to the first Undead creature it strikes. Graveroot can also be used in a poultice to treat infection caused by the Undead. Administering such a poultice to a wound infected by an Undead creature provides a +20 bonus to the patient’s Toughness Test to resist or recover from such infection, and halves the recovery time.

Juck
Availability: Scarce
Season: Spring
Locale: Forest
Price: 1GC/13GC
Method of Application: Smear
Preparation: 2 weeks
Dosage: 1 day
Skills: N/A
Effects: D10 minutes after application, the treated area begins to itch horribly. The effect last for 3D10 minutes, and in that time the afflicted character suffers a -20 penalty to all Tests due to the distraction. A successful Willpower Test reduces the penalty to -10.

Nightshade
Availability: Rare
Season: Autumn
Locale: Coniferous forest (Reikwald, Drakwald)
Price: 2GC/8GC
Method of Application: Ingested
Preparation: 4 weeks
Dosage: 1 week
Skill: N/A
Effects: 1d5 hours after consuming a dose of this herb, a character must make a successful Toughness Test or fall into a deep sleep for d5+6 hours.

Salwort
Availability: Plentiful
Season: Autumn and Winter
Locale: Mixed forest (Reikwald, Great Forest, Drakwald)
Price: 5s/1GC
Method of Application: Inhale
Preparation: 2 weeks
Dosage: 2 hours
Skill: N/A
Effects: Holding a dried sprig of this herb beneath the nostrils of a stunned/unconscious character will bring him/her round in 1 Round, provided that he or she makes a successful Toughness Test.

Schlafenkraut
Availability: Rare
Season: Spring
Locale: Grasslands
Price: 10s/10GC
Method of Application: Brew
Preparation: 2 days
Dosage: 3 days
Skill: N/A
Effects: The infusion takes effect 2D10+10 minutes after drinking, bringing on a normal sleep; for the first four hours of this sleep, the patient’s chances of being woken by noise are halved. If the patient wakes within this time he will be drowsy (-10 to all Tests) for 3d10 turns unless he makes a successful Toughness Test. After four hours, the herb’s effect wears off and the patient is now sleeping normally. A character who wishes to resist the effects of Schlafenkraut must make a successful Willpower Test followed by a Toughness Test to avoid drowsiness. These tests are repeated every 30 minutes for the four hours of the herb’s effect.

Sigmafoil
Availability: Common
Season: Summer
Locale: Marsh, bog or swamp
Price: 5s/1GC
Method of Application: Inhale
Preparation: 2 weeks
Dosage: 1 day
Skill: N/A
Effects: Using this preparation provides a +10 bonus to Heal Tests to restore Wounds to Lightly Wounded characters.

Slowmind
Availability: Rare
Season: Autumn
Locale: Swamp
Price: 10GC/15GC
Method of Application: Brew
Preparation: 4 weeks
Dosage: 2 weeks
Skill: N/A
Effects: Any character who drinks an infusion of Slowmind must make a successful Toughness Test or suffer a -10 penalty to Intelligence and Willpower Tests for 2d10+4 hours.

Spiderleaf
Availability: Common
Season: Autumn
Locale: Coniferous forest (Reikwald, Drakwald)
Price: 15s/5GC
Method of Application: Smear (external)/Brew (internal)
Preparation: 3 weeks
Dosage: 1 week
Skill: Heal
Effects: If the character administering the herb makes a successful Heal Test, all bleeding stops immediately, or after d10 Rounds if the Heal Test is failed.

Tarrabeth
Availability: Average
Season: Summer
Locale: Mixed forest (Reikwald, Great Forest, Drakwald)
Price: 10s/3GC
Method of Application: Smear
Preparation: 3 weeks
Dosage: 1 week
Skill: Heal
Effects: Heavily Wounded characters will fall asleep for 24 hours recovering 1d5 Wounds on awakening. Thereafter they are treated as Lightly Wounded.

Trinkwort
Availability: Very Rare
Season: Autumn
Locale: Forest
Price: 1GC/3GC
Method of Application: Ingested
Preparation: 1 week
Dosage: 3 days
Skill: N/A
Effects: A character who eats a bulb of Trinkwort will gain a +10 bonus to Consume Alcohol Tests for the next hour.

Valerian
Availability: Common
Season: Spring
Locale: Mixed forest (Reikwald, Great Forest, Drakwald)
Price: 5s/1GC
Method of Application: Brew
Preparation: 1 week
Dosage: 1 day
Skill: N/A
Effects: Restores 1 Wound to Lightly Wounded characters.

Vanera
Availability: Scarce
Season: Spring
Locale: Hills
Price: 2GC/4GC
Method of Application: Ingested
Preparation: 2 weeks
Dosage: 3 weeks
Skill: Heal
Effects: For D10 hours after the dose is taken, the patient is treated as if they are resting, but may undertake any kind of activity. If the character rests, the benefits of rest are doubled. When the dose wears off, the user suffers a splitting headache for D5 hours, with a -10 to both Int and Fel.

Herbalism

The Enemy Within student484