D&D General Which herbs must be in your fantasy game?

I like herbs.
They add a lot to the world to know which herbs have unique properties.

Whether medicinal or magical, which herbs would you consider the ones you would want to refer to in your game.

It can be reskinning (all potions of warding include garlic), or a completely new system.

Bonus question
combine 11 herbs and species to make a special formula and tell me what it does. :p
 

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of course, this set off a brainstorm; here's a quickie that only somewhat reinvents the wheel. :D

Here are 11 herbs with unique properties for a setting, with some real-world inspiration:
  1. Garlic – Wards off spirits, undead, and vampiric creatures. It is essential in many protective potions and infusions.
  2. Fennel – Enhances perception and wards against illusions; useful in scrying spells.
  3. Mandrake – Boosts vitality and acts as a powerful sleep aid; also used in necromantic rituals.
  4. Wolfsbane – Poisons werewolves but also helps control lycanthropy when adequately prepared.
  5. Mugwort – Helps with prophetic dreams and astral projection.
  6. Yarrow – Enhances courage and fortitude in battle, often used in warrior’s poultices.
  7. Belladonna – Deadly poison in high doses but used in small amounts for shadow magic and invisibility potions.
  8. Bloodroot – (a tweaked Real tree, Prunus spinosa) Staunches bleeding and aids in rituals related to ancestry and divination.
  9. Dragon’s Nettle – Causes slight fire resistance when chewed but burns the mouth raw if overused.
  10. Starflower – Glows faintly in the dark and aids with fae magic and teleportation.
  11. Blackthorn – A Variant of Basil. Starflower has deep purple leaves that shimmer under the moonlight and delicate white flowers that faintly glow in the darkness. The plant’s glow intensifies near ley lines or strong magical fields. Used for cursing magic, hex-breaking, and strengthening the willpower of spellcasters.

Guidelines for Herbal Material Components in Spellcasting

Each spell requires one or more herbs, depending on the effect. You can use these guidelines to replace or supplement standard material components:

1. Protective & Warding Spells

  • Garlic (repels spirits and undead)
  • Yarrow (enhances courage and fortitude)
  • Blackthorn (hex-breaking, protective wards)

2. Divination & Scrying Spells

  • Fennel (enhances perception)
  • Mugwort (astral projection, prophetic dreams)
  • Starflower (reveals hidden truths, enhances intuition)

3. Healing & Restoration Spells

  • Yarrow (wound healing)
  • Bloodroot (stops bleeding, connection to ancestors for revivify-type effects)
  • Basil (Starflower variant) (enhances vitality and purifies magical corruption)

4. Offensive & Damage-Dealing Spells

  • Dragon’s Nettle (fire resistance, combustion catalyst)
  • Belladonna (deathly poison, used in necrotic magic)
  • Blackthorn (curse-weaving, amplifies force and shadow magic)

5. Enchantment & Illusion Spells

  • Mandrake (mind-affecting properties, dream-walking)
  • Belladonna (trickery, shadows, seduction magic)
  • Mugwort (induces hallucinations, astral magic)

6. Transmutation & Shapechanging Spells

  • Wolfsbane (transformation properties, particularly with lycanthropy)
  • Bloodroot (ancestral ties, shaping and molding)
  • Blackthorn (shape magic, resilience)

7. Summoning & Conjuration Spells

  • Mandrake (channeling spirits, animating life)
  • Starflower (connecting to the fae and other planes)
  • Yarrow (binding energy to physical forms)


How It Works in Practice

  1. Casters must gather or purchase these herbs (similar to how some spells already require components with a gold cost).
  2. If a caster lacks the required herb, they must find a suitable substitute—possibly at a higher cost or with reduced effectiveness (e.g., using Mugwort instead of Fennel might result in distorted visions).
  3. Rare spells require more exotic versions of common herbs (e.g., a rare albino Mandrake for summoning powerful spirits).


This system makes spell components feel more organic and flavorful while still keeping spellcasting functional without a complete rewrite.

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Bonus: A Special 11-Herb Formula

"The Crown of the Old Ways" – A tea brewed from these 11 herbs.
Effect:
When drunk under the light of a full moon, it grants the drinker enhanced foresight and attunement to the old magics. For 24 hours, they gain an advantage on Insight, Perception, and Arcana checks related to supernatural or divine matters. However, if misused (e.g., in a place of high corruption or while under the influence of certain dark magics), it instead inflicts a hallucinatory curse where the drinker sees the spirits of the dead.
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Does this work, and which plants should be substituted?

I may have been playing Ultima recently. :D
 

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I can't run my game without my "sacred herb" and you better believe it grows abundantly in my magical realm
 


I have to have a fully-stocked kitchen's worth of herbs and spices in my games, since my players love to describe the meals they eat and really enjoy when eateries reflect the culture of the place they are. I dig your subsystem, OP!
 

Unfortunately, I'm not very familiar with even real-world herbs, so Wolvesbane & Garlic is really the only one I tend to think of.

There's a 3E era book by Bastion Press called Alchemy & Herbalists that had a great treatise about herbs and such, but it never quite caught on with me. It has a section (with pictures) of herbs from Acacia to Yucca, though I don't think it has any purely fantastical entries.
 


None. I've tried a few times but herbs have never resonated with me as more than a McGuffin. I don't like tracking specific spell components or the level of detail to make herbs useful.

But, if you enjoy them and your players do too, then your list seems pretty thorough.
 

I actually own a book about this called the Herbalist’s Primer. I got it from kickstarter a year or two ago. It covers tons of plants, giving them descriptions, medicinal properties, magical properties, how to get them, and more.

For example, raspberries can be used to strengthen romantic love, and the bramble can help calm bewitched animals. Tying the bramble to a saddle keeps your mount protected from enchantment magics.
 


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