A character with this skill is able
to
more easily locate && positively
identify plant life that is useful
for some purpose other than its food value,
such as plants that
have medicinal use.
If some medicinal plant is found and a
Proficiency
Check succeeds,
then the plant will certainly be the correct
sort (no chance of misidentification).
<Identifying Plants, Simple Version: Dragon 82>
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<LOCATING PLANTS (Availability of Medicinal Plants)>
<Locating Plants, Simple Version: Dragon 82>
In most areas of the
wilderness, nature has provided the means
for characters to help themselves if they
become injured or ill -
but in order to take advantage of these
benefits, characters must
know what they are searching for and be
able to correctly identify
it when they find it.
Wherever vegetation is found, characters
may be able to locate
plants that have medicinal purposes. Appendix
J in the
DMG
(pages 220-221) gives a long list of such
plants and the beneficial powers that
they are known or reputed
to have. It is beyond the scope of these
rules to specify which
plants are found in which areas, or exactly
what effects the plants
have when they are used; such decisions
must be left in the domain
of the DM. What these rules do provide
is the
following table, which gives guidelines
for the chance that medicinal
plants exist in a particular terrain &&
climate combination.
Each entry on the table consists of two numbers.
* Roll 1 (Left Column):
The # to the left of the slash is the % chance that the AREA in question
contains vegetation,
which might include
plants that have a medicinal purpose.
** Roll 2: (Right Column):
The # to the right of the slash is the % chance that a character,
in one
turn of gathering,
will locate a patch
of one particular medicinal plant.
*** Roll 3: <Characters
without plant lore have a 50% chance of misidentification.>
<Characters with
plant lore have a 100% chance of identification.>
Table 40: Availability of Medicinal
Plants
<Vegetation/Herb>
- | - | Winter | Spring | Summer | Autumn |
Arctic | D | 0/0 | 5/10 | 10/10 | 0/0 |
- | H | 5/10 | 10/10 | 10/10 | 5/10 |
- | M | 0/0 | 0/0 | 5/20 | 0/0 |
- | P | 5/20 | 5/20 | 10/20 | 5/20 |
- | Se | 10/10 | 10/20 | 15/20 | 10/10 |
- | - | Winter | Spring | Summer | Autumn |
Subarctic | D | 0/0 | 5/10 | 15/10 | 5/10 |
- | F | 70/30 | 85/30 | 100/20 | 75/30 |
- | H | 20/20 | 30/20 | 40/30 | 25/30 |
- | M | 10/20 | 15/20 | 20/30 | 15/20 |
- | P | 20/20 | 30/30 | 50/30 | 30/20 |
- | Se | 25/10 | 35/20 | 50/30 | 35/20 |
- | Sw | 15/10 | 20/10 | 30/10 | 20/20 |
- | - | Winter | Spring | Summer | Autumn |
Temperate | D | 10/10 | 5/10 | 5/10 | 5/20 |
- | F | 80/30 | 90/30 | 100/30 | 90/30 |
- | H | 65/20 | 75/30 | 90/40 | 80/20 |
- | M | 20/20 | 30/30 | 40/30 | 30/20 |
- | P | 50/20 | 60/30 | 75/40 | 60/20 |
- | Se | 50/20 | 65/30 | 80/30 | 65/20 |
- | Sw | 30/10 | 35/20 | 40/20 | 35/10 |
- | - | Winter | Spring | Summer | Autumn |
Subtropical | D | 5/10 | 5/10 | 0/0 | 5/10 |
- | F | 90/40 | 100/40 | 100/40 | 100/40 |
- | H | 80/40 | 90/40 | 100/50 | 95/50 |
- | M | 40/30 | 55/40 | 75/40 | 60/30 |
- | P | 80/40 | 90/40 | 100/40 | 100/40 |
- | Se | 80/30 | 90/30 | 100/30 | 95/30 |
- | Sw | 40/10 | 50/20 | 50/20 | 50/10 |
- | - | Winter | Spring | Summer | Autumn |
Tropical | D | 5/10 | 5/10 | 0/0 | 5/10 |
- | F | 100/40 | 100/40 | 100/30 | 100/40 |
- | H | 90/30 | 100/30 | 100/30 | 95/30 |
- | M | 85/40 | 90/40 | 90/30 | 90/40 |
- | P | 100/40 | 100/40 | 100/40 | 100/30 |
- | Se | 90/30 | 95/40 | 100/40 | 95/30 |
- | Sw | 50/10 | 60/10 | 70/20 | 60/10 |
When SEARCHING for a medicinal plant, a
character need not
(and should not) restrict his search to
one specific kind of vegetation.
Instead, he searches for any plant that
performs a certain
function -- a plant that helps stop bleeding;
a plant that cures a
stomach ailment; a plant that helps counteract
poisoning; and so
forth.
Example: A party is moving
through a region of tropical hills in
the winter, and one of its
members is in dire need of medicine to
bring down his fever. Another
member decides to SEARCH for a
plant that will help his
stricken comrade. The chance of finding
vegetation in the immediate
AREA is 90%, and one roll of percentile
dice by the DM indicates
that vegetation does
exist, so the search can
proceed. After the character spends one
turn SEARCHING, the DM makes
a second roll. This
result is 15, indicating
that not only was the searcher able to find a
beneficial plant, but it
is of the type he wanted (and the character
will know this). If the
result of the second roll is 16-30, the
searcher was able to find
a medicinal plant, and he believes it to
be of the desired type,
but actually it has some other function. If
the plant is ingested by
the feverish character, it will have no effect
on his ailment and might
even make his condition worse in
some respect. If the result
of the second roll is greater than 30, no
plants of medicinal nature
were found on the search.
A character can SEARCH for medicinal plants
continually (one
search per turn) as long as he keeps moving
and thus does not
search the same AREA more than once. (Repeated
searches of
the same AREA by the same character will
automatically fail.) As
with all other types of searching activities,
the character must
concentrate on what he is doing and his
movement rate is slowed
accordingly. The DM may attach other penalties
or
provisions to a searching character, such
as a greater chance of
being surprised
and a slower reaction time (save penalty)
in a situation requiring dodging or quick
movement.
Despite what is said in the first sentence
of the preceding paragraph,
the DM should not permit players (and
their
characters) to take unfair advantage of
the opportunity to discover
medicinal plants. If a character insists
on SEARCHING for
beneficial plants constantly in an obvious
attempt to TURN himself
into a walking storehouse of medicine,
the DM is
free to disregard any dice rolls indicating
success and simply rule
that no medicinal plants are found during
a long period of searching.
On the other hand, if the need for medicine
is genuine but the
odds of finding the right plant are small,
a character who persists
in his search should not be penalized.
Skill
in Plant Lore
If characters are venturing into the wilderness
without ready
access to healing && curing magic,
or want to safeguard themselves
against the possibility of losing that
aid along the way,
their chances of survival will be increased
if the party contains
someone with proficiency in plant lore.
Such a character cannot
locate vegetation where it does not exist,
but if there is greenery
to search through, then a proficient character
has a greater
chance of finding the type of plant desired.
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