Mugwort
Grade: High · Capacity: 1,000 MP · Gathering: Nature DC 20 · Min. work: 3 minutes Classification: Medicinal, Stimulant, Unique Where: Found in patches (arid climate).
Parts and processing
| Part | Used as |
|---|---|
| Root | Medicinal |
| Leaves, Powdered | Stimulant, Unique |
Seasons
| Spring | Summer | Autumn | Winter |
|---|---|---|---|
| 🔵 some | 🔵 some | 🟢 plentiful | 🟡 scarce |
Estimated – Nord gives no seasons. Edit seasons in the frontmatter if you disagree. Abundance sets the quantity die; in tropical climates nothing is fully absent (see Seasons).
Where it is found
| Environment | Search | d100 | Where |
|---|---|---|---|
| Urban | Herbs & plants | 91-92 | Found in patches (arid climate). |
Property
A medicinal plant also called lambsquarters, with a pungent smell and a lesser-known kick: ground into a paste, it is a strong ‘wake-up’ medicine. The powdered leaves are used.
Use: throw the powder in the face of a paralysed or incapacitated creature within 5 feet (action): it can repeat its save against the condition at once, ending it on a success; if the condition has no save, it simply ends.
Good for: restorative items.
Affinity: healing, mind
In this system
A portion of Mugwort is an empty vessel that can hold 1,000 MP (MP). It only becomes magical when a character charges it. Unique parts are what a special slot is for.
Based on Nord Games – Foraging, Urban (p. 79) – text rewritten in our own words.