Totally off the top of my head .. here is some theory/ideas for game effects for the DMG herbs.

[color=#008000][size=150]DMG.J: The Simple AD&D Herbal[/size][/color]

[img]http://www.theoi.com/image/img_dionysos.jpg[/img]

Note that the ascribed benefits are *not* realistic.
I'm thinking "game school" here, keeping things simple, and, admittedly, often very over-exaggerated with regards to RW effects.

Following the above, I would rule that herbs function on exactly the same rules as potions.
Again .. that is totally not realistic, but hopefully a little fun.

Last but not least: pls. don't take this one to the gaming table yet.
This is just a note-pad, not a finished / play-tested work !!

WARNING: Please do not take any of these plants internally, as a rule of green thumb.
Either consult with a professional herbalist, or do the years of study, yourself.
Several of the following plants are potentially *lethal*, to say the least.

I've been careful to include warnings in this format.
(*warning*(?), page 169, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

Lore on compounding poisons has been left out, until I see some kind of a game reason for it, wihich I don't.

WARNING: Please do not make the mistake that this AD&D herbal is 'real' herbal info.
This is all game stuff, and about as reliable as the advice of a doctor coming from a 20th century school of medicine.
You're safer sticking with faith healing, and the various body parts of deceased Saints. (Darkness Fell, as prophesized by de Camp)
Both saint parts & faith healing are a LOT safer than herbalism.

:)

'John Lust'
(my pseudonym for this thread only! pls. look me up!)

:)
 
 
Simple Herb Rules Glossary of Effects The Herbal

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PART 1: SIMPLE HERB RULES
 

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PART 2: GLOSSARY OF EFFECTS

* '-1 severity' reduces the severity of a disease/disorder by 1.
This doesn't 'stack', unless it is coming from more than one plant.
Note that -1 severity for a gastro-intestinal plant will reduce penalties from eating tainted or spoiled food by 1.

* AMC = alternate material component (replaces one of material components of a spell. if used in addition to the standard material component, then +2 caster level and -2 saves. for healing spells, add +1 HP to damage cured).
Anything that is an AMC is likely to be relevant in the making of associated magical items (for example, if a plant is listed as an AMC for [i]fly,[/i] then it is more than likely of use in making a [i]potion of flying[/i].)

* anti-oxalic acid = -1 severity (gout)

* anti-thirst = reduce dehydration effects by -1

* anti-venom = poison andidote (2 saving throws, take the best of 2). Note that Dragon 81 lays the groundwork for more realistic rules for anti-venom.

* abcesses = abcesses are caused by eating otyugh and neo-otyugh flesh -- as well, doing this infects the eater with a disease). a character with an abcess, not under the beneficience of alcohol or an anti-septic (see above), suffers a -1 penalty to Health (err, Constitution, whatever). As well, an abcess will kill the character in 30 days + Con score.

* antacid = -1 acid damage (AMC for protection from acid - Red Wizard spell in FR6)

* antiseptic = 50% of curing disease from giant rat bites etc. if applied immed. thereafter (after combat)

* antispasmodic = gives a second save vs. ghoul/ghast paralysis

* anti-hemorrhaging = as herbalism/wounds (blunt weapon and falling damage only)

* anti-inflammation = inhibits healing (1 less HP per day), while taking pain down one notch (see Dragon 118).

* aphrodisiac = halve wisdom with regards to the effects of Comeliness, -2 save penalty with regard to saves from beautiful monsters (dryad, nymph, succubus, etc.)

* aromatic = mild odor (this might affect surprise, if carried : see the DSG)

* arteries = like circulation, but +2 HP/+2 damage from bleeding (trumps, does not stack with circulation), -1 severity (blood/blood forming organs)

* astringent = stops bleeding (from a sword of wounding, et al.),

* brandied = do remember to apply the effects of alcohol && grape juice (DMG.83)

* blood purifier = -1 severity to any blood/blood-forming organ disease or disorder or parasitic infestation. blood hawks will alight in an adjacent square to someone who is carrying a blood purifier, but they will not attack unless attacked. these herbs often grow in the same ecosystems where crimson death is found. last but not least, it is rumoured that greater vampires keep these in their gardens ...

* circulation = +1 HP/+1 HP damage per round from bleeding effects, -1 severity (blood/blood-forming organs)

* coughing/coughs = provides immunity to the [i]cough[/i] cantrip

* digestive = +1 "food point" (must add to an existing "food point")

* disinfectant = as antiseptic

* diuretic = reduces intoxication from alcohol by one step.

* dizziness = extra 'save' vs. falling (if the distance is 30' or more: see WSG)

* emetic = poison andidote (2 saving throws, take the best of 2), poison andidote (2 saving throws, take the best of 2). not strong enough to induce defensive vomiting (a purgative is needed for this).

* emollient = +2 save bonus vs. flesh to stone, +1 Comeliness for women

* eye infections = -1 severity, acts as a cure disease for beholders, eyes of the deep, and floating eyes

* faggot (of sweet herbs) = a fag is English slang for a cigarette, but they are *not* talking about tobacco, here. the closest reference i could find was a song called "Sweet Leaf", off an album (viscum) called Master of Reality. here, a faggot is measured to 1 oz. more research is needed .. (cf. AWRC.115)

* flowers = keep in mind that a lot of these plants, are, for game purposes, considered flowers. if no price is given, and you know that the plant is a flowering plant, consider 1 lb = 1 $p.

* germicide = as antiseptic, as well as acting as a class C insinuative poison vs. ochre jellies

* gum = for AD&D play, it is acceptable to assume that the herb is sometimes found in "chewing gum" form, with exactly the same listed effects.

* herbalism/wounds: means that you need one of these plants on-hand in order heal HP with herbalism
They don't 'stack', unless more than one plant is used. Each plant beyond the first: +1 HP of healing.

* heart: as circulation (though a person infected with rot rubs will die in half the time), double the effects of bleeding. +2 HP.

* hysteria: puts the hysterical symptoms of Mania (DMG.84) 'on hold'. provides immunity to [i]tasha's uncontrollable hideous laughter[/i].

* kidneys: -1 severity (blood/blood-forming organs), +1 on poison saves

* laxative = cancels the constipation effects of poppy.

* liver = you can go an extra day before you suffer the effects of malnutrition/starvation (ie. amino acids), -1 severity (blood/blood-forming organs? urinary?), +1 HP

* lungs = +2 rounds for holding breath, -1 severity (respiratory), +1 HP

* melancholia = +1 HP & immunity to dolor spells

* nausea = provides an extra-saving throw vs. [i]stinking cloud[/i]

* nut = 1% chance of going nuts with each dose, for the duration of the herb (cf. DMG.83)

* narcotic = as sedative + melancholia, with a % chance of OD for each dose past the first (1% for mild alcohol intoxication, 2% for moderate, 4% for great, 8% for passed-out).
1% chance of addiction for each dose (rules for addiction are found in the PF SRD).

* nutrient = provides the equivalent of 1 "vegetable food point" (in the WSG, basically, you need 2 veggie food points per day, or one meat food point per day)

* oil = note that there is a mixed herb oil noted at AWRC.117. 1 gallon = 5 $p.

* pain killer = -1 step to pain (see Dragon 118)

* poison (note) = more detail can be achieved using the rules at Dragon 81. any poison will serve as an AMC for a [i]poison[/i] spell. keep in mind class restrictions regarding poison use.

* poultice = herbalism/wounds (excepting blunt & falling damage)

* purgative = incapacitates a character from the duration of a [i]stinking cloud[/i], while they purge themselves (in so doing, allow a re-save for ingested poisons if the character is still alive). for 1 round per point of constitution bonus, there is no actual incapacitation, but the character gains the defensive vomiting ability, which basically functions as double strength camel hork.

* savory = a salty or non-sweet snack, not to be confused with savory, an herb from the Mediterranean.

* sedative = 1/2 the character's HD for [i]sleep[/i] spells, AMC for [i]sleep[/i]

* spice = unless noted, indigenous to a tropical or sub-tropical ecosystem. note that DMG.27 notes 1-4 s.p./scruple: keep this in mind w/ regard to spice prices.

* spleen = -1 severity (blood/blood-forming organs), as well grant a -1 adjustment to occurence and severity die rolls

* stimulant = provides the alertness proficiency, and doubles one's HD with regards to a sleep spell.
2 stimulants used together count as a mild stimulant (DMG.83), 3 stimulants used together counts as a strong stimulant (DMG.83)

* tonic = +50% to Con score (eg. 16/01 Con would become 16/51. Roll d% for Con the first time a tonic is applied)

* toothache = cancels out the penalties for an abcess, but does nothing to reduce it's lethality

* vision: +1 perception score, AMC for[i] clairvoyance, clairaudience, true seeing, infravision, ultravision[/i] and [i]vision[/i]. move on category in your favor on the vision tables in the WSG.

* wounds: as herbalism/wounds, above. in addition, this plant is an AMC for all [i]cure wounds[/i] spells. potentially useful in a [i]potion of healing[/i] and/or [i]extra healing[/i].

* wormer = reduces the severity of some parasitic infestations by 1 step, functions as a insinuative Type A poison vs. purple worms, rot grubs, and tenebrous worms.

___________________________________________________________________

PART 3: THE HERBAL

aaron's rod (great mullein, king's candle, candlestick plant) = BD4.69
A:
L:
U:
G:
P:

abcess root (sweet root): respiratory disorders = -1 severity [faggot of sweet herbs: 1 oz = 1 $p]

acacia (Gum Arabic): tissue repair = herbalism/wounds, aka Gum Calishite, Gum Bakluna. [6 oz = 5 sp]

aconite (monkshood, wolfsbane, friar's cap, mousebane): sedative/drives off werewolves = werewolves don't engage in melee if this is carried openly, poison (insinuative/ingestive, type A?) [6 oz = 3 $p]
(*warning*, page 29, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

acorn: tissue hardening = AMC for a [i]tree[/i] spell.

adder's tongue: emetic, emollient = BD4.69

adrue: anti-vomiting, sedative = +2 save bonus vs. [i]stinking cloud[/i], 1/2 the character's HD for [i]sleep[/i] spells
(*warning*(?), page 169, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

agar-agar (jelly) : anti-inflammation, nutrient. (DMG.219: "jelly" is usu. agar-agar). ritual food of the worshipers of Ghaunadar.

agaric: astringent, purgative = same effect as myconid hallucinatory spores for the herb's duration. used for [i]fly[/i] spells / potions. (commonly used by witches: see Dragon 114). often found in Temples to Zuggtmoy.
(*warning*, page 37, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

agrimony (cocklebur, stickwort): muscle toner/diuretic. +50% to Str score (ie. 18 strength becomes 18/50).

alder: anti-inflammation, tonic
(*warning*, page 162, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

alkanet root: emollient, antiseptic, wormer

all-heal (wound-wort): antiseptic, anti-spasmodic (woundwort (clown's woundwort, downy woudnwort, marsh woundwort) : BD4.71)

almond milk/powder: nutrient/emollient. half-dryads and half-satyrs (cf. D109) are rumoured to be suckled on almond milk.
[nut, almond: 1 lb = 3 gp] (DMG.219)
[oil, almond: 1 gallon = 5 gp]

aloe (bitter aloe): bites, burns, laxative, tonic/insect repellant = herbalism/wounds (for bites & burns only), tonic, insects of all kinds must make a save vs. poison to enter hand-to-hand combat if aloe is carried openly. [aloeswood chips (aromatic/spice): 6 oz = 1 gp]
(*warning* ([i]Aloe ferox[/i], [i]Aloe vera[/i], [i]Aloe barbadensis[/i]), page 36, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

amaranth (red cockscomb, love-lies-bleeding): astringent, anti-hemorrhaging. (note: check if it is Central American amaranth, which is highly illegal, the last time i checked.) rumoured to be an AMC in any spell involving heat of any kind. rumoured to be found near pyrolisks. can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour red.

ammoniacum (Persian Gum): stimulant, respiratory aid = -1 severity, +2 rounds for holding breath

angelica: lungs, liver, spleen, vision, hearing = +1 perception (hearing) [1 oz = 5 cp] [savory, candied herb, angelica: 1 oz = 1 gp]

anise: antacid, digestion, coughing = can also be used to throw dogs off ones trail (see aniseed in PHBR2 Complete Thief's Handbook) (as well, noted as such at AWRC.19: 1 vial = 1 gp. Stops dogs 1d4+1 hours; successful vs. poison lets trained dog pursue after 1d4+1 turns.) for game purposes it is OK to assume that anise and aniseed are one and the same (ie. anise is more than often found in aniseed form. it is rumoured that aniseed is efficacious against all forms of dogs, from all the dogs listed @ D102.30, to death dogs, to doom dogs, to shadow mastiffs, to the Cerebus (if so, think of a tile-laying game, for the battlemat. it takes an action to lay down one vial aniseed in a 5-foot square). [1 oz = 3 cp]
[wine, spiced, anise: hand keg = 5 $p, cask = 25 $p, barrel = 6 gp] (AWRC.131) (DMG.219)
A:
L:
U:
G:
P:

arbutus (mayflower): astringent, bladder infection = -1 severity

areca nut (betel nut): astringent, tape wormer = -1 severity. (note: part of the preparation of a psychoactive 'social drug', seemingly opposed by a very small minority of Christian (missionaries?), AMC for [i]ceremony: marriage[/i]).
(*warning*, page 42, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

arenaria rubra (sandwort): diuretic, urinary diseases = -1 severity

arrach (goosefoot): sedative = hysteria, sedative (as well as putting the NPC Reactions to Long Underground Adventures 'on hold', +2 save vs. [i]spook[/i])

artichoke juice: jaundice curative = -1 severity
[ground artichokes: 1 lb = 200 gp]

asafetida (gum asafetida, devil's dung, food of the gods) = aphrodisiac, brain and nervous stimulant, tonic, many more = +50% Int score, +50% dexterity, AMC protection from evil, -1 severity for all diseases, -1 severity for fevers and colds, AMC purify food & water, AMC exorcism, devils: tainted food (WSG), deities: +1 "Food Point" (WSG) [asafoetida: 3 oz = 5 $p]

asarabacca (hazel wort, wild nard) = emetic, purgative

ash (bark and leaves of) = laxative, anti-inflammation, fever : -1 severity, AMC: [i]barkskin[/i] [25 leaves = 3 cp] [bark, ash: 6 oz = 7 cp]

asparagus juice/root: sedative, heart problems/anti-oxalic acid = -1 severity

avens (colewort, herb bennet) : astringent, anti-hemmorhaging, anti-weakness, tonic, more = provides immunity to [i]ray of enfeeblement[/i], reduces STR penalties from heat or cold by 1 (WSG.23/26), AMC for all protection spells, animals must make a save vs. poison in order to enter hand-to-hand combat if carried openly, AMC for [i]exorcism[/i].

bael: anti-inflammation, ulcers = -1 severity (ulcers). (Note that Bael is the name of a devil...)

balm (sweet balm) leaves: calms nerves, fevers = puts NPC Reactions to Long Underground Adventures 'on hold', +2 save vs. [i]spook[/i], -1 severity (fevers) [faggot of sweet herbs: 1 oz = 1 $p]

balm of gilead: nutrient, organ stimulant (general) = +1 HP

balmony (balmony, snake head): tissue builder and strengthener, liver ailments, wormer = herbalism/wounds, -1 severity. rumour has it that snake (incl. yuan-ti, ophidian) brains have the same medicinal effect as balmony.

barley: nutrient(recuperative) = herbalism/wounds (long-term healing only) [1 lb = 1 gp]. offer 'barley water' to Demeter. (Chauntea).
[flour, barley: 1 lb = 2 gp]
[savory, vinegar, malt: 1 qt = 3 $p] (MC for [i]antipathy[/i]) <place at DMG.119>

basil: nervous disorders = -1 severity. rumoured to be found in basilisk lairs [aromatic/spice: 4 oz = 7 gp] [1 oz = 1 $p]

bay leaf: AMC for all [i]protection[/i] spells, [i]clairvoyance[/i], [i]exorcism[/i], [i]purify food and drink[/i], healing spells, [i]protection vs. lightning[/i], [i]vision[/i], [i]omen[/i], [i]augury[/i], [i]divination[/i] (if Oracle class is used: add +2 levels for the divination method(s) used by the Sibyl of Cumae) [laurel: 1 oz = 4 gp]

beet: organic cleanser = removes 5 HP of poison damage, if it is measured in HP
[savory, beetroot: 1 pt. = 5 $p]
[savory, pickles, beets: 1 qt. = 4 $p] (possible pickle: cf. DMG.219)

belladonna (deadly nightshade, dwale, black cherry root): diuretic, sedative, pain reliever, anti-opiate, circulation stimulant, poison/lycanthropy cure = takes pain down by 1 step (see Dragon 118), cancels the effects of poppy, +1 HP/+1HP damage per round from bleeding effects, class B ingestive and insinuative poison, cures lycanthropy. offer this herb to Hecate. commonly used by witches (see Dragon 114). in the FR, the heart of a nightshade is said to have the same medicinal (et al.) properties as belladonna (nightshades are found in the Dalelands). trivia: belladonna means beautiful lady (hence, the name of a famous porn star) .. it is probably acceptable to grant a +1 Com bonus from belladonna (while the duration is active), as this is a traditional use. (research note: i have a friend who loves 'black cherry' .. confirm that this is or is not the same plant).
used in the making of a [i]wand of negation[/i]. AMC for all darkness spells, used in black magic (cf. DLA), as an AMC for any 1st level spell.
[dried cherries: 1 oz. = 5 $p] <likely, different plants with the same name (cherry.black)>
[savory, brandied cherries: 1 pt = 2 gp] <different plant?>
[savory, candied herb, cherries: 1 oz = 5 $p] <different plant?>
[savory, pickles, cherries: 1 qt. = 1 gp] (possible pickle: cf. DMG.219) <different plant?>
[fruitcake (flavored with rum or brandy), incl. currants, raisins, cherries: 10 gp, incl. tin] (AWRC.119) (DMG.219) <different plant?>
(*warning*, page 50, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

benne (sesam, sesame): respiratory disorders, eye infections, more = -1 severity, AMC for [i]protection[/i] spells and [i]strength[/i] and [i]knock[/i]
~ mix with honey to create halva (+1 Comeliness, ingredient for an [i]elixir of youth[/i]), provides +50% strength, and the endurance proficiency).
~+~ if the halva is mixed with royal jelly (MM2), and, natural alcohol (wine, mead, etc.), then (A) +1 to all ability scores (+2 comeliness), (B) the next 13 years of life, you do not age at all, (C) telepathy and empathy are gained as the psionic abilities, with a bonus pool of psi points to power these abilities. (D) permanent: only applies to women, once only, every 13 years. [sesame seeds: 1 lb = 3 $p] [oil, sesame: 1 gallon = 10 gp]

benzoin (gum benzoin): expectorant, stimulant, anti-septic, wounds and sores = grants the spit attack of a camel, wounds, reduces pain by 1 step (see Dragon 118): but only if the character is at 50%+ of HP [aromatic/spice: 4 oz = 1 gp]

berberis: fevers = -1 severity

beth root (lamb's quarters): astringent, coughs, tonic, anti-hemorrhaging, more = leaves will inflict gout, the flowers if carried, count as mild-odor for the DSG odor detection rules. often found growing near sheep (a sheep is a monster from the MM2).

bilberry (huckleberry, hurtleberry, whortleberry): anti-thirst, dropsy, typhoid, more = -1 severity, -1 severity, -1 severity (gastro-intestinal and eye), may be used as the MC for [i]goodberry[/i]. sometimes found in jam (cf. DMG.219) form.

birch (white birch): intenstines and stomach, venereal diseases, skin conditions = -1 severity. enigmatically rumoured to grow on the Moon. used in white magic (cf. DLA), as an AMC for any 1st level spell

birthwort: circulatory stimulant = +1 HP/+1HP per round from bleeding effects (BD4.69)
(*warning*, page 43, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

bistort (adderwort): astringent

bittersweet (felonwort, scarlet berry, woody nightshade): abcesses, lymph infections, swelling and inflammation = -1 severity (blood-forming organs), herbalism/wounds (blunt or falling damage only), anti-inflammation. see the note for belladonna. it is that the marrow of a nightshade has a bittersweet taste. can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour scarlet.  [faggot of sweet herbs: 1 oz = 1 $p] [5 cp?]
(*warning*(?), page 175, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

blackberry (dewberry): astringent, tonic, dysentary = -1 severity, may be used as the MC for [i]goodberry[/i]. magickally, most potent just before sunrise (+1 goodberry: cf. WSG.117), sometimes found in jam (cf. DMG.219) form. used in the making of a [i]wand of negation[/i]. AMC for all darkness spells. used in black magic (cf. DLA), as an AMC for any 1st level spell. [savory, vinegar, blackberry: 1 qt = 5 $p] (MC for [i]antipathy[/i]) <place at DMG.119>

black currant: diuretic, anti-septic, blood purifier = -1 severity.
used in the making of a [i]wand of negation[/i]. AMC for all darkness spells. used in black magic (cf. DLA), and an AMC for any 1st level spell.
[dried currants: 1 oz. = 1 $p]
[fruitcake (flavored with rum or brandy), incl. currants, raisins, cherries: 10 gp, incl. tin] (AWRC.119) (DMG.219) <different plant?>

black willow (pussy willow) bark: astringent, antiseptic = In AD&D, black willow is from monster in the MM2. used in the making of a [i]wand of negation[/i]. AMC for all [i]darkness[/i] spells. AMC for [i]barkskin[/i], used in black magic (cf. DLA) for any 1st level spell. it is rumoured that there is such thing as a black dryadess, and that her soul is the black willow. [willow bark, 12 oz = 3 cp]

blueberry -- see bilberry, can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour blue. may be used in the making of a [ring of truth]. rumoured to grow wild in the Elemental Plane of Air. AMC (enhancement only) for a [i]spiritual hammer[/i] spell.

blue flag (flag lily, poison flag, water flag, water lily): diuretic, cathartic, blood purifier (vs. poison), wound healing, venereal disease, much more = cathartic is one step up from a purgative (see purgative, and double effects), grants an extra save vs. poison (take the best roll of two), wounds, -1 severity, the roots (only) are a type A ingestive poison. rumoured to be an AMC for water spells. definite AMC for a [i]poison[/i] spell. can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour blue. may be used in the making of a [ring of truth]. rumoured to grow wild in the Elemental Plane of Air. AMC (enhancement only) for a [i]spiritual hammer[/i] spell.
(*warning*, page 122, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

blue mallow (common mallow): coughs, colds = -1 severity. can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour blue. may be used in the making of a [ring of truth]. rumoured to grow wild in the Elemental Plane of Air. AMC (enhancement only) for a [i]spiritual hammer[/i] spell.

boneset (thoughtwort): fevers, tonic, skin diseases = -1 severity, -1 severity. rumoured to give a +50% to Intelligence. +1 HP on healing on damage from a bonesnapper.
(*warning*, page 105, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)
(listed as "thoroughwort", [u]not[/u] thoughtwort)

borage: coughs, lung infections = -1 severity [1 oz = cp]

box leaves: tonic, blood purifier = -1 severity

bryony: paralysis, bruises = cures paralysis, AMC for [i]remove paralysis[/i], herbalism/wounds (blunt & falling damage only)
(*warning*, page 56, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

bugle: gastrointestinal disorders, hemorrhaging = -1 severity, as anti-hemorrhaging

burdock: laxative, tuberculosis, more = -1 severity, AMC for purify food and water, all protection spells, protection from magic (Red Wizard spell, cf. FR6)

butterbur: fevers, urinary complaints = -1 severity, -1 severity

cabbage juice: ulcer and stomach treatment = -1 severity, -1 severity
[savory, sauerkraut: 1 lb = 5 $p] <fermented: unknown proof>
I hate to chew my cabbage twice  - Gary

caloptis (mudar bark): skin leprosy, elephantiasis, more = -1 severity, -1 severity, type A insinuative and ingestive poison. AMC for [i]barkskin[/i].

camphor (gum camphor): bruises, sprains, chills, fevers, cardiac stimulant = herbalism/wounds (blunt or falling damage only), reduces cold effects by 1 point, -1 severity, +1 HP.
(note: check if this one is a poison) [camphor resin, 6 oz = 1 $p] [aromatic/spice: 4 oz = 8 $p]
(*warning*, page 73, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

caraway: antacid, aids digestion = as digestive [1 oz = 2 cp]

cardamom = -1 severity (gastro-intestinal), -1 severity (gout), -1 severity (nose/throat), -1 severity (tuberculosis) antidote for snake and scorpion venom (extra save) [1 oz = 1 gp] [spice, cardamon: 1 oz = 1 gp]

carrot juice and seeds: tonic for improved health (as tonic) [carrot, dried: 1 gp = 2 gp]. +2 on Talk rolls if offered as a gift to Bugs Bunny (a 15th level Illusionist, detailed @ cf. D48.5.18.5), MC for infravision (MU3). [carrot (dried): 1 lg = 2 cp] [dried carrot: 1 oz = 1 gp] [savory, candied herb, carrot: 1 oz = 5 $p]

castor oil bush: purgative, cathartic = triple strength purgative, type A ingestive poison, castor beans are part of the MC for [i]run[/i] spell. rumour has it that some castor beans may be found within a [i]bag of beans[/i] [castor beans: 8 oz, 8 cp]
(*warning*, page 166, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

catnip: colds, fevers, anti-spasmodic, hysteria = -1 severity (colds), -1 severity (fevers). rumored to act as an anti-melancholic sedative for bugbears (a sedative that gives +1 HP and immunity to [i]dolor[/i] spells). rumoured to act as a stimulant for cats and cat-like creatures (sentient cat-like creatures consider this a gift, which gives a bonus if PCs choose the Talk option during an encounter)

cayenne: stimulant (also, a nasty irritant, as well, capable of causing permanent eye damage .. see Dragon 97)
[chilis: 100 gp / lb (whole), 20 gp / oz (ground)] (AWRC.132)
(*warning*, page 60, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

celery: liver functions, tonic, stimulant = as liver

chamomile: nervous conditions, ear and tooth aches = -1 severity (nervous system), puts NPC Reactions to Long Underground Adventures on hold, lethal poison to ear seekers
A:
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chaulmoogra oil: fevers, sedative, skin eruptions = -1 severity, -1 severity

cherry gum: respiratory infections/food substitute = -1 severity, nutrient
[dried cherries: 1 oz. = 5 $p] <different plant?>
[savory, brandied cherries: 1 pt = 2 gp] <different plant?>
[savory, candied herb, cherries: 1 oz = 5 $p] <different plant?>
[savory, pickles, cherries: 1 qt. = 1 gp] (possible pickle: cf. DMG.219) <different plant?>
[fruitcake (flavored with rum or brandy), incl. currants, raisins, cherries: 10 gp, incl. tin] (AWRC.119) (DMG.219) <different plant?>
(*warning*, page 155, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

chervil:? = blood purifier (-1 severity), digestive [1 oz = 5 cp]

chives: colds, general diseases/evil eye = -1 severity, -1 severity (add a bonus to the cure disease roll if you are using the article give disease a fighting chance from Dragon), +2 saves vs. [i]eyebite[/i], and the eye powers of beholders, eyes of the deep, floating eyes, and eyes of fear and flame. [1 oz = 2 cp]

cinnamon: disinfectant, nausea, preservative = AMC for [i]preservation[/i] spell  [bath oil (cinnamon scent): 1 pint = 1 gp]
A:
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cleavers (goosegrass): fevers, circulation, blood purifier, wounds, liver disease = -1 severity, wounds, -1 severity. rumoured to be found in Temple gardens of Geb.

clover: tonic
(*warning* (?), page 133, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

cloves: anaesthetic, circulation, germicide, disinfectant = reduces pain by 1 step (see Dragon 118), double strength anti-septic (2 rolls, take the best/lowest)
[aromatic/spice: 4 oz = 1 $p]
[spice, cloves: 1 oz = 35 gp]
[wine, spiced, clove: hand keg = 6 $p, cask = 3 gp, barrel = 7 gp] (AWRC.131) (DMG.219)

comfrey root (healing herb): colds, respiratory conditions, wounds, bone fractures, gangrene, much, much more = -1 severity (colds), -1 severity, wounds, +1 HP on healing on damage from a bonesnapper, -1 severity, AMC for all [i]protection[/i] spells, AMC for all healing spells. +1 on all Healing checks. acts as a repellant to both wandering monsters and pickpockets (the first wandering monster for a session does not happen, the first pickpocket attempt for a session is a fail). (*note: check if this plant is a poison) (BD4.69)
[marshmallow-comfrey oil (for bruises), 12 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
(*warning*(?), page 183, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

coriander: tonic

couchgrass: bladder and urinary infections = -1 severity

cucumber: inflammation (as anti-inflammation)
[savory, pickles, gherkins: 1 qt. = 1 gp] (possible pickle: cf. DMG.219)

cumin seed: stimulant = 2 $p

dandelion: diuretic, purgative, tonic
[dandelion juice (for warts & corns), 6 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

[red clover (for trench foot), 3 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[conserve of cowslips (for madness), 10 oz: part of a 10 gp herbal medications kit] (AWRC.143) (effect lies entirely with the DM)

digitalis (dead men's bells, fairy bells, fairy cap, fairy fingers, foxglove, Grecian foxglove, purple foxglove, witch's gloves, fairy's glove, fairy thimples): heart stimulant, tonic, kidney treatment (poison) = as circulation (though a person infected with rot rubs will die in half the time), poison antidote for all ingestive poisons (2 saves, take the best of 2). In AD&D, Foxglove is quite a different plant than it is in the real-world. See Dragon 87. another plant that witches (cf. D114) are reputed to use. increase all benefits of this herb by 1 step for gray elves. it is rumoured that digitalis grows from the corpses of humans killed by faeries (gray elves)
(*warning*, page 94, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

dill: nausea [dillweed: 1 oz = 3 cp]

ergot (rye smut): hemorrhaging, venereal diseases = as anti-hemorrhaging, -1 severity. same effects as myconid hallucinator spores for the duration of the herb. rumoured to be used in certain 'pornographic rites' outlawed by one of Divis Imperators (demi-gods, cf. Roman pantheon in D133). often found in temples to Zuggtmoy. [rye: 1 lb = 7 $p] [flour, rye: 1 lb = 15 $p]
(*warning*, page 29, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

eyebright: astringent, eye infections. eyebright is rumoured to also grow from the corpse of a blindheim.

fennel: digestion, weight control, muscle tone, reflexes, vision, much, much more = if the character is overweight, then -1 pound each time a fennel is eaten, +50% strength, +50% dexterity, -1 severity (gastro-intestinal), -1 severity (blood), -1 severity (urinary). fennel is an estrogenic herb: each time it is eaten, there is a 1% cumulative chance of a male turning into a female.  rumoured to be used in the crafting of wands (Greek mythos). rumoured ingredient for a potion of [i]absinthe[/i]. [fennel seed: 1 oz = 1 $p]
[wine, spiced, fennel: hand keg = 4 $p, cask = 2 gp, barrel = 5 gp] (AWRC.131) (DMG.219)

fenugreek: stimulant [1 oz = 3 $p]

fig: demulcent = reduce the effects of constipation (see poppy) by 50%
[dried figs, Black Thayvian: 1 oz. = 25 gp] <compare [i]species[/i] to Chinese figs, if such exists>
AMC for all darkness spells, used in the making of a [i]wand of negation[/i], used in black magic (cf. DLA), as an AMC for any 1st level spell.
[dried figs, Chessentan: 1 oz. = 7 gp] <compare [i]species[/i] to Greek figs>

figwort (scrofula plant, throatwort): abcesses, wounds, pain killer. rumour has it that figwort is effective as a -1 severity for nose/throat disorders.

fireweed: astringent, anti-spasmodic

fluellin: astringent, tissue strengthener (as herbalism/wounds, but only for long-term healing)

garden burnet:? = astringent, -1 severity (dysentary) +1 HP healing for burns, +1 HP healing for insect bites

garlic: coughs, colds, blood purifier, detoxifier, kills parasites/wards off vampires = -1 severity (colds), -1 severity, reduces alcohol intoxication by 1 step, kills rot grubs & ear seekers, wards off vampires. See REF5 for the specifics with regards to vampires. Also, check the odor rules in DSG. This will up your SR (smell rating) by 1 step. As well, while under the influence of garlic, this will give you a penalty on Talk rolls (see Dragon 107). On the bright side, garlic gives a bonus to % rolls made by Zee Chef class (P23.26). +05%. (BD4.70)
[1 lg = 5 cp] [garlic clove: 1 lg = 5 cp] [1 oz = 1 cp]
[savory, pickles, garlic: 1 qt. = 4 $p] (possible pickle: cf. DMG.219)
[crackers, garlic (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[garlic powder snuff (for nasal ailments), 2 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

The very few times I have sampled Korean food I found it much too garlic-ridden for my palet. Much to my wife's annoyance, I am not very fond of garlic in my cooking as it overpowers almost all other flavors. so many people spoil lamb by smothering it in garlic <frown> Halved onions are much milder and enhance the meat's flavor IMO, and that applies to mutton as well as the more delicate lamb.

gelsemium (wild woodbine): sedative, nerve tonic, fevers, more = as tonic: but +25% only, -1 severity (nervous disorders), -1 severity (fevers), type A ingestive and insinuative poison
(*warning*, page 108, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

gentian (bitter root, felwort): tonic, fevers, anti-venom = -1 severity
(*warning*, page 109, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

geranium (sweet geranium): alkalizer = -1 acid damage  [faggot of sweet herbs: 1 oz = 1 $p]
[scented geranium: 1 oz = 50 gp] (DSG: odor)
(*warning* (?), page 68, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

ginger: stimulant, colds, cramps = -1 severity (colds), reduce the effects (not duration) of certain gastro-intestinal disorders by 50%. +5% on rolls made by Zee Chef. note that this herb will only positively affect anthropomorphic beings. inverse the effects for non-anthropomorphs. [4 oz = 1 sp] [savory, candied herb, honeyed ginger: 1 oz = 50 gp]
[spice, ginger, colombine: 1 oz = 10 gp]
[spice, ginger, string: 1 oz = 6 gp]
[gingerbread: 1 gp, incl. tin] (AWRC.120) (DMG.219)
A:
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ginseng: glandular stimulant, vision, dizziness, headaches, weakness = +1 HP, -1 HP damage when you get hit in the head, provides immunity to [i]ray of enfeeblement[/i], reduces STR penalties from heat or cold by 1 (WSG.23/26). Rumour has it that ginseng is one of the most expensive of herbs, worth more than it's weight in gold. note that this herb will only positively affect anthropomorphic beings. inverse the effects for non-anthropomorphs. [4 oz = 3 sp]

goat's rue: diuretic, wormer (*deadly poison to goats && giant goats. partially effective (1/2) effect vs. satyrs)
(*warning*(?), page 169, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

grape juice: blood fortifier = -1 severity (blood/blood forming organs), +1 HP. Includes wine.
[raisins, Black Selgauntan: 1 lb = 5 $p]
AMC for all darkness spells, used in the making of a [i]wand of negation[/i], used in black magic (cf. DLA), as an AMC for any 1st level spell.
[raisins, Saerloonas: 1 lb = 1 gp]
[raisins, Berdusk golden: 1 lb = 5 gp]
[fruitcake (flavored with rum or brandy), incl. currants, raisins, cherries: 10 gp, incl. tin] (AWRC.119) (DMG.219) <different plant?>
it is rumoured that raisins are an AMC for the [i]raise dead[/i] spell (they are placed in the mouth of the deceased). there is a base 13% chance that 'something goes wrong'.
roll on the druidic [i]reincarnate[/i] table. new life rips itself from the womb of the corpse. if the corpse is a man, there is no new life. nothing happens.
[savory, brandied cherries: 1 pt = 2 gp]
[savory, brandied Imnescar grapes: 1 pt. = 5 gp]
[savory, brandied mixed fruits: 1 pt. = 1 gp]
[savory, brandied raspberries: 1 pt. = 3 gp]
[savory, brandied spiced pears: 1 pt. = 4 gp] <note that the spices are unknown>
[savory, brandied spiced plums: 1 pt. = 3 gp] <note that the spices are unknown>
[savory, brandied strawberries: 1 pt. = 2 gp]
[savory, crystallized, Marsember rose petals: 1 oz = 10 gp]
[savory, vinegar, wine: 1 qt = 5 gp] (MC for [i]antipathy[/i]) <place at DMG.119>
[wine, Arabellan dry: cask = 25 $p, barrel = 6 gp, butt = 20 gp, tun = 48 gp] (AWRC.129) (DMG.219)
[wine, Berduskan dark: hand keg = 14 gp, cask = 24 $p<?>, barrel = 60 gp, bottle (when available) = 12 gp] (AWRC.129) (DMG.219)
[wine, Blood wine: hand keg = 15 $p, cask = 4 gp, barrel = 10 gp, butt = 30 gp, tun = 70 gp] (AWRC.129) (DMG.219)
[wine, Clarry: hand keg = 4 sp, cask = 2 gp, barrel = 5 gp, butt = 14 gp, tun = 70 gp] (AWRC.130) (DMG.219) <made with 'spices'>
[wine, Evermead: hand keg = 50 gp, bottle = 30 gp] (AWRC.130) (DMG.219)
[wine, Fire wine: hand keg = 38 cp, cask = 18 sp, barrel = 46 sp, butt = 15 gp, tun = 38 gp] (AWRC.130) (DMG.219)
[wine, Saerloonian special vat: hand keg = 6 $p, cask = 28 $p, barrel = 8$p, butt = 23 gp, tun = 56 gp] (AWRC.130) (DMG.219)
[wine, Saerloonian glowfire: hand keg = 5 $p, cask = 26 $p, barrel = 7 gp, butt = 22 gp, tun = 54 gp] (AWRC.130) (DMG.219)
[wine, Saerloonian topaz: hand keg = 48 cp, cask = 2 gp, barrel = 5 gp, butt = 17 gp, tun = 42 gp] (AWRC.130) (DMG.219)
[wine, Undermountain alurlyath: ceramic bottle (1 qt) = 5 $p, hand keg = 30 $p, cask = 8 gp] (AWRC.131) (DMG.219)
[wine, Westage ruby: hand keg = 3 $p, cask = 13 $p, barrel = 3 gp, butt = 10 gp, tun = 25 gp] (AWRC.130) (DMG.219)
[wine, spiced, raisin: hand keg = 4 $p, cask = 2 gp, barrel = 5 gp] (AWRC.131) (DMG.219)
[wine, spiced, fennel: hand keg = 4 $p, cask = 2 gp, barrel = 5 gp] (AWRC.131) (DMG.219)
[wine, spiced, anise: hand keg = 5 $p, cask = 25 $p, barrel = 6 gp] (AWRC.131) (DMG.219)
[wine, spiced, nutmeg: hand keg = 5 $p, cask = 25 $p, barrel = 6 gp] (AWRC.131) (DMG.219)
[wine, spiced, clove: hand keg = 6 $p, cask = 3 gp, barrel = 7 gp] (AWRC.131) (DMG.219)
[wine, table: hand keg = 3 $p, cask = 12 $p, barrel = 25 $p, butt = 8 gp, tun = 20 gp] (AWRC.131) (DMG.219)
[wine, winter wine: hand keg = 7$, cask = 35$, barrel = 8 gp, butt = 26 gp, tun = 65 gp] (AWRC.131) (DMG.219)
hand keg
cask
barrel
butt
tun

I do enjoy a Gordon's and orange juice, an orange blossom if you will.

hartstongue: cough, liver, spleen, bladder = -1 severity (urinary)

hawthorn: heart, arteries = -1 severity (blood), -1 severity (nose/throat)

hedge mustard: throat, lungs = -1 severity (nose/throat)
[mustard seed: 1 oz = 5 cp] <might not be the same as mustard>
[savory, mustard: 1 oz = 5 $p] <might not be the same as mustard>
(*warning* (?), page 55, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

henbane = BD4.70
(*warning*, page 118, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

hellebore: heart tonic (rootlets are poison) = hear heart. as well, as as +25% tonic.
rootlets: type A ingestive/insinuative poison (note1: [i]if[/i] hellebore is a natural neuroleptic/anti-psychotic, then: -2 intelligence, -2 HP (symbolic of endocrine suppression: compare to energy at DMG.238), +1 weight. all psy(psi) at 50%.) (note2: research this neurotoxin further, distinguish between the black and the white and the green, research if there is any relation to modern anti-psychotics, and compare the phytochemical composition of hellebore to the 'white dust', that is said to be used in the creation of zombis in real-life (Haiti).) (note3: maybe not this one, it seems to affect the autonomonic nervous system, so far). Rumoured to grow wild in Hell (Avernus).
(*warning*, page 114, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)
(*warning*(?), page 195, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

herb true-love (herb Paris, one-berry) (BD4.70)

honeysuckle: liver, spleen, respiratory disorders = -1 severity (respiratory). Rumoured to grow in the Queen's Court.

horehound, white: coughs, pulmonary diseases, anti-venom = -1 severity (respiratory),
said to grow on the Moon. used in white magic (cf. DLA), as an AMC for any 1st level spell. [horehound: 1 oz = 4 cp]
[horehound tea (for the croup), 4 oz of leaves: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

horehound, black: stimulant, wormer, hemorrhaging (as anti-hemorrhaging) = AMC for [i]darkness[/i] spells.
[horehound: 1 oz = 4 cp]
used in the making of a [i]wand of negation[/i]. used in black magic (cf. DLA), as an AMC for any 1st level spell. [horehound: 1 oz = 4 cp]
[horehound tea (for the croup), 4 oz of leaves: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

horseradish: tonic, antiseptic, wormer. feed this to your horse, to give her +2 HP.

hyssop: respiratory ailments, jaundice, blood purifier, tonic, cuts and wounds, more = +1 severity (respiratory), -1 severity (jaundice), -1 severity (blood/blood-forming organs), as wounds (but +1 HP healing for damage done by slashing weapons), AMC: [i]purify food & water[/i], all [i]protection[/i] spells. [1 oz = 5 cp]

ipecac: dysentary, mouth infections, more = -1 severity (dysentary), as abcesses, emetic, can be mixed with poppy to take the effects of colds & fevers down 1 step (without any curative benefit. Note that *ipecac* is not a completely natural substance. It is a syrup that looks like a potion until it is probably appraised for what it is.
(*warning*, page 29, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

irish moss: coughs, scalds, burns = herbalism/wounds (steam damage (eg. steam mephit) or fire damage only).
irish moss either refers to the seaweed, or a sweet jelly-like drink, said to taste like flumph in a blender, that looks like just another potion, until appraised for what it is. for game purposes, both have the same effect. the seaweed is rumoured to be of extra-terrestrial origin.  [seaweed (dry): 8 ox = 2 $p] [faggot of sweet herbs: 1 oz = 1 $p]

jambul seed: blood purifier, diabetes = -1 severity (blood/blood-forming organs).
note that diabetes is an endocrine disorder, and that endocrine disorders are not referred to in the DMG. since diabetes affects blood-sugar, it's grouped under blood/forming-forming for game convenience. diabetes is, perhaps, extremely rare in pre-modern settings.

jewel weed (balsam weed, pale touch-me-not): diuretic, kidneys, skin growths, fungus, infections, liver = lethally toxic to yellow musk seed (prevents one from becoming a floral zombie), type B insinuative/ingestive poison to all fungus-based life forms, as antiseptic. rumour has it that jewels are found in the center of the roots of the wild jewel weed. there is also a lesser well-known rumour that jewel weed is a type C contact poison.

juniper berry: aphrodisiac, stimulant, disinfectant, venereal disease, more = as antiseptic, -1 severity, AMC for all [i]protection[/i] spells, +2 comeliness if worn as a necklace. a person wearing a necklace of juniper berries gains some protection abilities vs. thieves (1/2 chance of pickpocketing, 1/2 the bonuses of backstabbing). might be usable as the MC for a [i]goodberry[/i] spell. (BD4.70) [1 oz = 3 $p]
(*warning*, page 124, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

jurubera: anemia = -1 severity (anemia)

kelp (seawrack): thyroid, heart, arteries, much more = +1 or -2 weight (towards average weight), nutrient, natural source of alcohol (naturally ferments, quickly), AMC for plant growth. kelpies have the medicinal and culinary benefits as ordinary kelp. [seaweed (dry): 8 ox = 2 $p] [soda ash: 1 lb = 3 $p] Yes. Tie-dyes need to be added to the PH equipment list.

larkspur: external parasites. = -1 severity (exoparasites)
(*warning*, page 92, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

leek: same as chives = 1 leek is 1 Food Point, rumoured to be found sprouting from the open burials in the Temple gardens of Hel [leek, crushed: 4  oz =  7 cp] [leeks, ground: 6 oz = 2 $p]

lily-of-the-valley: see heart, see tonic
(*warning*, page 83, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

lotus:? = the AD&D lotus should be "The Black Lotus" from Conan the Barbarian, as well as any other lotus varieties mentioned in the Appendix N stories.
[1 lg = 4$ sp]
[lotus, flower: 1 md = 4 cp]
[lotus, root: 1 lg = 1 $p]
[satchet (Chessentan lotus): 3 gp]
[lotus fruit, dried: 1 lb = 70 gp]
[balm, lotus-blossom nectar, 8 oz: part of a 10 gp balm kit] (no effect) (AWRC.142)
[note that the prices probably do not reflect the price of The Black Lotus. it is more than likely that "lotus" covers several species.]

lucerne (alfalfa): strength = +1 strength. rumoured to be used in the making of magical lucerne hammers.

lycopodium: wounds, lungs, kidneys, more = AMC for fireball. +1 damage per die.

mace: stimulant (note: comes from the same plant as nutmeg). rumoured to be used in the making of magical foot and horseman's maces.
[spice, mace: 1 oz = 25 gp] (possible *poison*: see nutmeg)
[sugar, mace: 1 lb = 35 gp]

marigold: fevers, varicosities, eyes, heart = -1 severity, -1 severity (varicosities), -1 severity, AMC for [i]wizard eye[/i], +1 step on the WSG vision table,
[marigold flowers, dry crushed: 2 oz, 7 cp] [1 oz = 5 cp]

marjoram: melancholia, dizziness, brain disorders = puts insanity 'on hold' for the duration of the herb, -1 severity (brain) [1 oz = 5 cp]

marsh-mallow (mortification root, sweet weed) = (BD4.71) [faggot of sweet herbs: 1 oz = 1 $p]
[marshmallow-comfrey oil (for bruises), 12 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[marshmallow roots (for abcessed teeth), 10 dried: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

masterwort: stimulates organs, anti-spasmodic, more = +1 HP, tonic, antiseptic, diuretic, anti-oxalic acid (?), anti-thirst (?)

mistletoe: convulsions, hysteria, narcotic, tonic, typhoid fever, heart = as anti-spasmodic, -1 severity (typhus). essential for druidic spells. (possible ingestive poison: check)
(*warning*(?), page 199, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

muira-puama: aphrodisiac

mustard: emetic, counter-irritant, colds, fevers = provides immunity to the irritation spell, -1 severity (fevers)
[mustard seed: 1 oz = 5 cp]
[savory, mustard: 1 oz = 5 $p] <might not be the same as mustard>
(*warning*, page 55, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

nutmeg: nausea, vomiting, diarrhea = as nausea (with double effect), -1 severity (dysentary, etc.). note: inverse the effects if more than one dose is taken. comes from the same plant as mace. [4 oz = 3 $p] [spice, nutmeg: 1 oz = 30 gp] (type A ingestive && type B insinuative poison, perhaps) (DMG.219: nut)
[wine, spiced, nutmeg: hand keg = 5 $p, cask = 25 $p, barrel = 6 gp] (AWRC.131) (DMG.219)
(*warning*, page 134, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)
A:
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nux vomica (poison nut): stimulant, debility tonic = 1/2 the effects (but not the severity) of any disease. class A ingestive poison.
(*warning*(?), page 181, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

onion: poultice, colds (as chives) = -1 severity, see chives. will induce mild odor during the duration of the herb. [onion rings: 1 oz. = 5 $p]
[savory, pickles, sweet onion: 1 qt. = 1 gp] (possible pickle: cf. DMG.219)
[crackers, onion (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[balm, onion juice, 3 oz: part of a 10 gp balm kit] (-1 HP) (AWRC.142)

The very few times I have sampled Korean food I found it much too garlic-ridden for my palet. Much to my wife's annoyance, I am not very fond of garlic in my cooking as it overpowers almost all other flavors. so many people spoil lamb by smothering it in garlic <frown> Halved onions are much milder and enhance the meat's flavor IMO, and that applies to mutton as well as the more delicate lamb.

oregano: germicide, pain killer. offer this herb to Aphrodite. [1 oz = 2 $p]

paprika: stimulant, poultice
[paprika: 1 oz = 30 gp]

parsley: blood purifier = -1 severity [1 oz = 4 cp]

parsnip: fevers = -1 severity

peach seed: fevers, blood tonic = -1 severity (fevers), -1 severity (blood/blood-forming organs), +25% Con. (note: might contain natural cyanide) [peach pits: 3 lg = 3 cp] [dried peaches: 1 lb = 15 gp]
(*warning*, page 154, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

pepper, black: sprains, neuritis = herbalism/wounds (blunt & falling damage only), -1 step of pain (see Dragon 118)? (neuritis: neural inflammation) [4 oz = 2 sp]
AMC for [i]darkness[/i] spells. used in the making of a [i]wand of negation[/i]. used in black magic (cf. DLA), as an AMC for any 1st level spell.
[spice, pepper, Durparian black: 1 oz = 30 gp]
[crackers, pepper (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)

peppermint: ? = AMC for [i]sleep[/i], all healing spells, [i]purify food & water[/i] [mint: 1 oz = 3 cp] [savory, candied herb, mint: 1 oz = 7 $p]

pitcher plant: small pox preventative and cure, stomach, liver, kidneys = immunity to smallpox, cures smallpox, -1 severity (ulcers, etc.)

plantain (ripple grass, waybread): minor wounds, stings, rashes = wounds (nothing over 4 hp), -1 HP from stings, -1 severity (mild skin disorders?). not to be confused with tropical plantain (which looks like a small banana). not to be confused with [i]lembas[/i], the elven waybread.

pomegranate: nerve sedative, wormer = as sedative (with -1 severity for nervous diseases)
(*warning*, page 158, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

poppy: pain killer (reduces pain by 1 step : see Dragon 118), sedative, melancholia. more than 1 dose causes constipation (1 level of pain: see Dragon 118).
offer this herb to Apollo and Isis. [1 oz = 8 gp]
(*warning*, page 140, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

pumpkin seed: virility, organ tonic = +1 HP, +1 HP. pumpkin seeds can be gathered from the corpses of scarecrows.
[pumpkin seeds: 1 oz = 20 gp]

quince: eye disease, dysentary, skin disorders = -1 severity, -1 severity, -1 severity. sometimes found in jam (cf. DMG.219) form.

radish: blood purifier, liver = -1 severity

raspberry: fevers, tonic = -1 severity. MC for [i]goodberry[/i]. [25 leaves = 7 cp]
[savory, brandied raspberries: 1 pt. = 3 gp]

Bah!
Zagyg's Raspberries are awarded to all concerned with such flummery.
If PCs have the location to house laboratory, forges, equipment, library and the great amount of time needed for creating magical items then they must be elderly and retired,
not spry and adventuring.

rhubarb: fevers, tonic = -1 severity (fevers). (note: some parts of plant may be a mild ingestive poison). may be found in pie (cf. DMG.219) form. [leaf, rhubarb: 1 medium = 3 cp] [rhubarb, leaf: 1 lg = 2 cp] [rhubarb, root: 1 lg = 8 cp]
(*warning*, page 165, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

rose: colds, fevers = -1 severity, -1 severity. always found growing near secret cells of the Knights Solamnia. MC for [sleep]
[leaves, 12 = 3 cp]
[petals, 24 = 1 $p]
[rosewater (aromatic/spice): 6 oz = 1 gp]
[attar of roses: 2 oz = 200 gp]
[leaves, rose: 15 medium = 4 cp]
[rose petals: 20 = 5 cp]
[bath oil (rose scent): 1 pint = 1 gp]
[perfume (Red Rose): 5 gp] [rose hips: 1 oz = 5 gp]
[savory, crystallized, Marsember rose petals: 1 oz = 10 gp]
[savory, scented water, rose: 1 oz = 15 $p] (DSG: odor rules)
[savory, vinegar, rose petal: 1 qt = 3 gp] (MC for [i]antipathy[/i]) <place at DMG.119>
[honey, rose petal: 1 pt = 5 $p]
[sugar, rose: 1 pt = 7 gp]
[rose hip marmalade (for sore throats), 12 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)

rosemary: germicide, muscle tonic/drives off evil spirits = +25% Str, +25% Con, affects any non-corporeal evil monster as a cross affects vampires. [1 oz = 5 $p] [savory, candied herb, sugar-frosted rosemary: 1 oz = 10 gp]

saffron: scarlet fever, measles, respiratory infections = -1 severity for all. type A ingestive and insinuative poison. [saffron, ground: 4 oz = 4 gp] [spice, saffron: 1 oz = 45 gp]
(*warning*, page 85, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

sage: tonic, wounds. often found growing in the gardens of sages. [1 oz = 1 $p]

St. John's wort (all Saints wort) = BD4.71

sarsaparilla (china root, spikenard): system balance, blood purifier, venereal disease, many more = +1 CON, -1 severity, -1 severity, -1 severity (leprosy). popular in the Wild West.
rumoured component for a [i]potion of root beer[/i]. rumoured to be a very common plant in Chinese cuisine.
[sasparilla: 1 oz = 10 gp]

scopolis: nerve and muscle sedative, pain killer, coughs = will provide 2 saving throws vs. ghoul paralysis (take the best of 2), -1 Str, -1 Dex. does not act as a sedative, as defined in the glossary of effects.

scullcap (madweed): nervous disorders, rabies = -1 severity, -1 severity. known to grow near Skullcap (cf. DL3). rumoured to be able to cure insanity (it is more likely that insanity is put on 'hold' for the duration of the effect of the scullcap).

senna: purgative
(*warning*, page 61, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

spearmint: ? = AMC for [i]cure[/i] spells, AMC for [i]love[/i]  spells (cf. The Witch, D114), -1 severity (respiratory). [mint: 1 oz = 3 cp] [candied herb, mint: 1 oz = 7 $p]

sphagnum moss (bog moss, peat moss) = BD4.71

strawberry: swelling and inflammation = herbalism/wounds (blunt & falling damage only), as anti-inflammatory, sometimes found in jam (cf. DMG.219) form, may be used as the MC for [i]goodberry[/i].
[savory, brandied strawberries: 1 pt. = 2 gp]

summer savory: blood purifier, palsy = -1 severity, -1 severity (palsy) [1 oz = 4 cp]
[crackers, savory (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)

tamarind: infection, gangrene = as antiseptic, -1 severity. looks like a 1 pound block of hashish (very high C content, almost like a drug).
[tamarind pulp: 1 oz = 100 gp]

tansy: tonic, narcotic, wormer
(*warning*(?), page 184, The Toxicology of Botanical Medicines, Third Edition, Francis Brinker, N.D.)

tarragon: ? = +10% to d% rolls for Zee Chef class, but only if it is French tarragon. aka dragon-herb. [1 oz = 1 gp]

tea: poison antidote = this refers to both black tea && green tea.
[tea, Pale Jade, 20 gp / lb] (AWRC.134) (Shou tea)
[tea, Dragon's Eye, 50 gp / lb] (AWRC.134) (Shou tea)
[balm, tea leaves, 4 oz: part of a 10 gp balm kit] (no effect) (AWRC.142)

thyme: antiseptic, blood purifier [1 oz = 1 $p]

turmeric: ? = +1 on SR (smell rating), if mixed with either onions or garlic. anti-septic, anti-inflammatory, liver. AMC for [i]ceremony: marriage[/i]. serves as a [i]repel insects[/i] spell, but only vs. giant ants. can be used to extend the duration of a [i]colour[/i] spell to permanent, but only for the colour yellow. [tumeric: 1 oz = 1 $p] [spice, turmeric: 1 oz = 25 gp]

turnip: mouth disease, throat = see abcesses, -1 severity (nose/throat)

watercress: blood tonic (anemia) = -1 severity (anemia)

white bryony (mandragora): cathartic, respiratory diseases, heart, kidneys = -1 severity. In AD&D, mandragora is a monster from the MM2.

[img]http://www.redicecreations.com/ul_img/15549osirisgreen.jpg[/img]
 
 


[Chessantan lotus cheese: 1 lb torus-shaped wheel = 6 $p, whey = 55 gp] (AWRC.120) (DMG.219)

[crackers, onion (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[crackers, garlic (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[crackers, pepper (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[crackers, savory (3 dozen per package): 5 $p / package, AWRC.119] (DMG.219)
[crackers, gourmet pack (contains all 4 flavors) (3 dozen per package, total): 5 $p / package, AWRC.119] (DMG.219)

[fruitcake (flavored with rum or brandy), incl. currants, raisins, cherries: 10 gp, incl. tin] (DMG.219)
[gingerbread: 1 gp, incl. tin] (AWRC.120) (DMG.219)

[marshmallow-comfrey oil (for bruises), 12 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[dandelion juice (for warts & corns), 6 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[horehound tea (for the croup), 4 oz of leaves: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[garlic powder snuff (for nasal ailments), 2 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[rose hip marmalade (for sore throats), 12 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[marshmallow roots (for abcessed teeth), 10 dried: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[red clover (for trench foot), 3 oz: part of a 10 gp herbal medications kit] (AWRC.143) (20% chance of working in one application)
[conserve of cowslips (for madness), 10 oz: part of a 10 gp herbal medications kit] (AWRC.143) (effect lies entirely with the DM)


LIST OF AD&D DISEASES

Feel free to classify these according to:
a) body system
b) severity (mild, severe, terminal)
c) occurence (acute, chronic)

I'll keep adding to and compiling the list as the days go on.

abcesses
jaundice
fever (a symptom)
dysentary
tuberculosis
elephantiasis
cold
gangrene
cough (a symptom)
diabetes
anemia
hysteria
melancholia
dropsy
typhoid
typhoid fever
vomiting (a symptom)
diarrhea (a symptom)
small pox
neuritis
scarlet fever
measles
rabies
palsy
 

There was a list of named diseases in the BLACKMOOR supplement, as well.
If anyone has that handy, could you quickly type those out ?

Generally, I'm thinking that the more well known and/or scary the better, though anything from either fantasy literature, myth, or other RPGs would probably do as well.
 


Look on the bright side, at least they're not boots.