Description: Berulavita, also known as the Flower of Life, is a rare plant with pale red petals that contain potent healing powers. These flowers grow primarily in primordial forests, often in areas tended by a Leshen, and only seed once every 10 years. The petals' healing abilities remain effective for 48 hours after being picked, after which their potency is lost.
Identification: Knowledge Herbalism: DC(25); Knowledge Nature: DC(30);
Harvest: The pale red petals of the Berulavita flower are carefully collected, ensuring their remarkable healing properties are preserved for use within the 48-hour window of potency.
Effects: When used within 48 hours of harvesting, Berulavita petals exhibit powerful healing properties, capable of restoring health and vitality to those who consume them or apply them to their wounds.
Healing: Ingested/Contact; No Saving Throw; Targets who consume the petals or have them applied to their wounds regain hit points equal to 2d8+5 and are cured of any ongoing diseases or poisons. The petals' healing properties dissipate after 48 hours from the time of harvesting, rendering them ineffective for further healing purposes.
Description: Betony Grace is an herb with small, clustered purple flowers that grow exclusively on holy ground. The plant is believed to possess the power to ward off evil spirits.
Identification: Knowledge Herbalism: (10); Knowledge Nature (15);
Harvest: The leaves of Betony Grace can be harvested and steeped into a tea to harness its beneficial properties.
Effects: When consumed, the tea made from Betony Grace leaves grants a +1 Deflection bonus against Evil Outsiders for 24 hours, providing added protection from malicious otherworldly beings.
Description: Blottermoss, also known as Wizard's Bane, is a thick green moss that thrives in deep caverns. Notable for its magic-dampening properties, it can negate all temporary magic effects with a caster level less than 10 within a 30-foot radius. However, Blottermoss only dampens magic when it is alive and in large quantities.
Identification: Knowledge Herbalism: DC(20); Knowledge Nature: DC(25);
Harvest: Large quantities of the living Blottermoss are carefully gathered, ensuring that the moss remains alive in order to retain its magic-dampening properties.
Effects: When present in large quantities and still alive, Blottermoss can negate temporary magic effects with a caster level less than 10 within a 30-foot radius, making it a useful tool for countering magic in strategic or defensive situations.
Magic Dampening: No Saving Throw; Magic effects with a caster level less than 10 within a 30-foot radius of the living Blottermoss are negated. The moss must be alive and in large quantities to exhibit this effect.
Description: A perennial herbaceous plant, Corn Lily or False Hellebore thrives in wet areas such as meadows, marshes, and riverbanks. Reaching up to six feet in height, it features a thick, waxy stem, long lance-shaped leaves, and small green flowers in dense clusters. The plant produces a large seed pod, which splits open when ripe to reveal numerous small black seeds.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: The seeds and roots of the Corn Lily are collected, taking care to avoid direct contact with skin or ingestion, as the plant is highly toxic.
Effects: Corn Lily contains a toxin that affects the heart and can be fatal if ingested in large quantities. It is crucial to exercise caution when handling or using this plant for any purpose.
Poison: Ingested; Fort DC 17; Frequency 1/Minute for 6 Minutes; Cure 2 save; Targets who fail to save suffer 1d3 Con damage, and 1d3 Dex damage. The poison can be fatal if ingested in large quantities, and it should not be consumed by humans or animals.
Description: Crying Herb is characterized by its large bell-shaped blue flowers and hairy leaves that resemble nettles. However, these leaves do not sting and have a strong peppermint scent.
Identification: Knowledge Herbalism: (10); Knowledge Nature (15);
Harvest: The leaves of the Crying Herb can be collected and prepared for consumption.
Effects: Upon consuming a single dose of Crying Herb, one of the following negative effects will be removed from the individual. The person's eyes will tear up for 1d4 rounds as the body purges the ailment. If more than one effect is present simultaneously, one is chosen at random and removed: Deceived, Fatigued, Riled, Shaken, Sickened.
Description: Dirn Root is identifiable by its bright yellow five-petaled flowers and thin grey roots. Commonly found growing at the base of large trees in the forests covering the western slopes of mountains, the plant's juices, when extracted from the roots, can create a modest paralytic agent. Local Hunters often use this to aid in trapping game.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: The thin grey roots of the Dirn Root plant are collected and ground to extract their juices for use as a paralytic agent.
Effects: The juices extracted from grinding the Dirn Root create a modest paralytic agent, which can be applied to weapons or traps to immobilize targets.
Poison: Injury; Fort DC 13; Immediate Onset; Frequency 1/round for 6 rounds; Cure 1 save; Effect: Paralyzed for 1d4 minutes. The paralytic agent is typically used to aid in trapping game by immobilizing targets when applied to weapons or traps.
Description: Enkidu Head is a plant with red-topped blossoms that can be found along paths or in open fields of dense green grass. The plant's leaves possess healing properties when chewed. This makes Enkidu Head a valuable resource for those in need of quick, natural remedies for injuries.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: The leaves of Enkidu Head can be collected for their healing properties. Care should be taken not to damage the blossoms while harvesting the leaves.
Effects: When the leaves are chewed, they heal 1d4 hit points and stop all bleeding effects.
Description: Firebloom is easily spotted by its bright red flowers that flourish in sunny, rocky areas. The plant is heat-resistant and often found in arid, inhospitable regions where few other plants survive.
Identification: Knowledge (Herbalism) DC 13; Knowledge (Nature) DC 18;
Harvest: The petals of the Firebloom hold its healing powers and must be harvested at midday when they are most vibrant and fully open to the sun.
Effects: Consuming Firebloom petals can breifly accelerate healing, granting Fast Healing 1 for 5 rounds. If the petals are dried and ground into a powder and drank as a tea the Fast Healing is increased to 2 for 5 rounds.
Description: Fortis Herb is a plant with narrow leaves and tiny blue flowers that can be found growing among the roots of strong trees. The plant is believed to have fortifying properties when its roots are consumed. This potent effect makes Fortis Herb a valuable resource for those seeking to enhance their mental resilience.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: To benefit from the effects of Fortis Herb, the roots of the plant must be carefully harvested, typically yielding only one dose per plant. Care should be taken not to damage the plant or its surroundings while collecting the roots.
Effects: When the roots of Fortis Herb are consumed, they fortify the mind and grant a +2 bonus to all saving throws for 24 hours.
Description: Har Tahlab is a bioluminescent moss found in desert caves, characterized by its greenish-brown color and thin scales that grow on rock surfaces with small amounts of moisture. The moss features small red bulbs that emit a soft glow, attracting fire beetles who feed on it. As the beetles consume the moss and break open the bulbs, they inadvertently help spread the moss spores to other caves on their bodies. It is believed that the interaction of the chemicals in the moss's bulbs and the beetles' natural secretions enables female beetles to produce sticky fire spray and males to glow.
Identification: Knowledge Herbalism: DC(20); Knowledge Nature: DC(25);
Harvest: Careful collection of the bioluminescent bulbs from Har Tahlab moss is required, as these bulbs are believed to be responsible for the unique properties associated with fire beetles.
Effects: The chemicals in the harvested Har Tahlab bulbs can be used to create fire-resistant coatings, luminescent paints, or enhance the abilities of certain creatures, such as providing bioluminescence or a sticky fire spray, depending on the creature and the specific combination of chemicals.
Fire Resistance/Luminescence: Application of Har Tahlab bulb extract to materials or creatures can result in fire-resistant properties, luminescence, or enhanced abilities depending on the specific usage and combination of chemicals.
Description: Ignis Berry is a bush with brightly colored red berries that thrive even in cold weather. Interestingly, these berries appear untouched by wildlife.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: The winter berries can be easily gathered, yielding 2d4 doses per bush.
Effects: When consumed, the Ignis Berries produce a warming effect in the body, similar to Endure Elements, but without affecting worn equipment. In warmer weather, the berries have the opposite effect. They are also quite spicy, which may explain why many animals avoid them. Ignis Berries are typically found in mountainous regions where fire drakes live, though they have also been discovered in flight paths of these drakes far from the mountains. A Fortitude DC/10 check must be made when consuming the berries; failure results in the consumer becoming nauseated and expelling the berries. Creatures with natural fire resistance do not need to make this check.
Description: Ironroot is a tough, resilient herb that grows in soil rich with iron deposits. It is characterized by its thick, fibrous roots and small, hardy leaves that have a metallic sheen.
Identification: Knowledge (Herbalism) DC 12; Knowledge (Nature) DC 17;
Harvest: The roots of the Ironroot are where its medicinal properties are concentrated. These roots must be dug up and dried before use to activate their minor restorative properties.
Effects: When chewed raw it can fortify the body’s natural defenses, granting a +1 bonus on Fortitude saves for 24 hours. When prepared as a decoction the bonus increases to +2.
Description: Laal is a deep desert grass-like plant characterized by its crimson-colored, wide blades that emit a strong coppery scent. Known for its ability to accelerate the natural healing process when chewed, it triples the hit points recovered from resting. The locations where Laal grows are closely guarded secrets among the Desert Nomads of Kredes.
Identification: Knowledge Herbalism: DC(25); Knowledge Nature: DC(30);
Harvest: The wide, crimson-colored blades of Laal are carefully collected, ensuring the plant's remarkable healing properties are preserved for use.
Effects: When chewed, Laal accelerates the natural healing process of the imbiber, tripling the hit points recovered during resting periods.
Healing Acceleration: Ingested; No Saving Throw; Targets who chew Laal triple the hit points they recover during resting periods.
Description: Lumen Boletus is a bioluminescent mushroom that grows in nitrogen-rich soil deposits, primarily found in underground caverns. The mushroom's head is actually a gaseous sack filled with spores. The interaction between the spores and the gases within the sack produces a faint green glow. These mushrooms are harmless until their gaseous sack is ruptured, at which point they deflate and release thousands of spores into the air (10 ft. Radius).
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: Careful collection of Lumen Boletus mushrooms is necessary to avoid rupturing the gaseous sack and releasing the poisonous spores.
Effects: The spores released when a Lumen Boletus mushroom's gaseous sack is ruptured can cause significant dexterity damage if inhaled.
Boletus Poison: (Spores) Inhaled; Save DC Fortitude 18; Onset: Immediate; Frequency: 1/minute for 6 minutes; Effect: 1d6 DEX damage; Cure 2 consecutive saves.
Description: The Moonlace Spore is a bioluminescent fungus with a delicate lace-like appearance that emits a soft, ethereal glow in the darkest depths of caves. The spores are sought after for their curative properties and ability to counter dark enchantments.
Identification: Knowledge (Herbalism): DC(22); Knowledge (Nature): DC(27);
Harvest: The spores must be gently harvested to ensure their potency. A careful hand can gather them without disturbing their fragile structures, typically using a glass or crystal container to avoid contamination.
Effects: When refined and used by a skilled healer, the Moonlace Spore can be woven into a ritual to remove curses or as an ingredient in potions designed to fortify against necrotic energies.
Curse Cleansing Draft: Ingested; Spellcraft DC 25 to create; When consumed, grants a +2 alchemical bonus on saving throws against curse effects for 24 hours. If used as part of a ritual by a caster, increases the caster level for the purpose of removing curses by +5.
Description: Moonshade is a rare herb found clinging to the shaded sides of cliffs, recognized by its silvery leaves and luminescent white blossoms that seem to glow faintly in moonlight. It thrives in cool, shadowed environments often remote and difficult to access.
Identification: Knowledge (Herbalism) DC 15; Knowledge (Nature) DC 20;
Harvest: Moonshade’s leaves contain its healing essence, which must be carefully harvested during the night to preserve their luminescence and potency.
Effects: When consumed directly, Moonshade leaves provide a mild soothing effect that grants the consumer a +1 bonus on saving throws against stress and fear effects for 24 hour. When brewed into a tea the bonus is increased to +2.
Description: This rare and beautiful flower, found deep within the forest, has dark purple petals that shimmer enchantingly in the moonlight.
Identification: Knowledge Herbalism: DC(20); Knowledge Nature: DC(25);
Harvest: The entire flower, including its petals and stem, is carefully collected to preserve its potent alchemical properties.
Effects: When properly prepared, the Midnight Star can be used as a powerful truth serum, compelling those who ingest it to speak honestly.
Truth Serum: Ingested; WIL Save DC 18; Targets who fail to save are compelled to speak truthfully for 1d4+1 Rnds. Affected creatures are unable to speak any deliberate and intentional lies, though they are not necessarily compelled to divulge every truth or volunteer information. The target may still be evasive, but cannot utter any falsehoods.
Description: Nightshade is a family of plants that includes several species, such as the deadly nightshade and the black nightshade. Typically found in disturbed areas like fields, gardens, and roadsides, these plants are often regarded as weeds. The leaves are oval-shaped with pointed tips and smooth surfaces, while the flowers are small, bell-shaped, and either white or purple. The fruit is a small, round berry that varies in color depending on the species, ranging from green to yellow, red, or black.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: The leaves, flowers, and berries of the Nightshade plant are collected, but caution is required, as some species are toxic and can cause serious harm if ingested.
Effects: While some Nightshade species are edible and possess medicinal properties, others can be harmful or even fatal if consumed. It is crucial to exercise caution when handling Nightshade and avoid ingesting any part of the plant without proper identification and preparation.
Poison: Ingested (for toxic species); Fort DC 16; Frequency 1/Minute for 4 Minutes; Cure 2 save; Targets who fail to save suffer 1d2 Con damage, and 1d2 Wis damage. Symptoms may include hallucinations, difficulty breathing, and paralysis. Always ensure proper identification and preparation of Nightshade species to avoid accidental poisoning.
Nightshade Healing Elixir: When consumed, Nightshade Healing Elixir heals the imbiber for 3d8+5 hit points and grants temporary resistance to poison for 1 hour. During this hour, the imbiber gains a +5 alchemical bonus to Fortitude saving throws against poison effects. This elixir must be created and used with caution, as improper handling of Nightshade can result in severe poisoning.
Description: Royal Agrimonia is a unique plant featuring large golden-yellow flowers, one of which possesses remarkable healing properties. The other flowers, however, are poisonous and must be carefully distinguished from the healing one.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15); *DC 20 Identify Healing Flower Without Bowing.
Harvest: To safely harvest the healing flower of Royal Agrimonia, one must first bow and show the plant proper respect. Upon doing so, the poisonous flowers will close, leaving only the healing flower open. Exercise caution during the harvesting process to avoid contact with the poisonous flowers.
Effects:
Poison Flowers: Ingested; Fortitude Save DC 12; Frequency 2/rounds for 6 rounds; Cure 1 save; Damage 4d4.
Royal Flower: Ingested; Heals 4d4; Frequency once per round for 6 rounds; Upon consuming the healing flower, the individual will experience its restorative properties over the course of several rounds.
Description: Sapphire Ivy is an extremely rare plant that grows exclusively on sheer cliff faces in Azopeth. The ivy can be used to create Sapphire Extract, which increases the potency of most poisons by adding 1d6 to their Save DC and doubling their effect durations.
Identification: Knowledge Herbalism: DC(30); Knowledge Nature: DC(35);
Harvest: Careful harvesting of Sapphire Ivy is required, given its precarious growth location.
Effects: When used to create Sapphire Extract, the plant can enhance the potency of most poisons by increasing their Save DC and doubling their effect durations.
Poison Enhancement: Sapphire Extract; Adds 1d6 to the Save DC of poisons (rolled when poison is inflicted); Doubles poison effect times.
Description: Scabious Tears is a plant known for its distinctive violet-blue flowers that resemble a pincushion and are abundant with nectar. The plant thrives in areas with damp, rich soil.
Identification: Knowledge Herbalism: 10; Knowledge Nature 15;
Harvest: The healing properties of Scabious Tears lie in its nectar, which can be collected in a glass vial. Using any other material for collection causes the nectar to break down rapidly, diminishing its potency.
Effects: When the nectar is consumed, it grants +5 Fast Healing for 1d4+1 rounds, providing a significant boost to the recipient's natural healing abilities for a short duration.
Description: Scioboletus, also known as Wanderer's Luck, is a bright purple mushroom whose spores only take root in the presence of magic. In addition to its magical affinity, it also acts as a natural diuretic.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: The bright purple mushrooms can be harvested without any special precautions, as they are not inherently dangerous or toxic.
Effects: Scioboletus has two primary effects: it serves as an indicator of magical presence due to its growth in magic-rich areas and acts as a natural diuretic when consumed.
Magical Indicator: The growth of Scioboletus mushrooms can signal the presence of magic in the area.
Natural Diuretic: Ingested; No Saving Throw; Targets who consume Scioboletus experience increased diuresis, promoting the production of urine and potentially aiding in the removal of excess water and electrolytes from the body.
Description: Sleeping Choker is a rare flowering vine that grows only in the most enchanted forests. It has a life-sense of 30 ft. and releases pollen from its small pink flowers when detecting nearby creatures. The pollen acts as a potent non-magical sleeping agent that can incapacitate most creatures. The plant's thicker base vines entangle and drag its prey, crushing it to decompose at the plant's base and provide fertilization.
Identification: Knowledge Herbalism: DC(25); Knowledge Nature: DC(30);
Harvest: Extreme caution is required when harvesting Sleeping Choker due to its life-sense and entangling capabilities. Protective gear and an approach that avoids detection by the plant are necessary.
Effects: Sleeping Choker pollen can cause unconsciousness in creatures that inhale it or have sufficiently exposed skin. The plant's base vines can entangle and crush victims.
Pollen Cloud: Creatures within a Sleeping Choker's Pollen Cloud must make a Fortitude DC 15 save every time they take a breath and every round they have sufficiently exposed skin; Creatures that fail the save fall unconscious and remain unconscious for 2d6 minutes after leaving the pollen cloud; The Pollen Cloud has a 30 ft. radius from the base of the plant; Duration 1 minute.
Entangle: A conscious creature can escape the Sleeping Choker's entangle with a 20 Strength or Escape Artist check.
Description: Snake Weed is a gnarled tall grass characterized by its tiny white flowers and strong ammonia scent. This hardy plant can be found growing in clumps throughout untended fields all year round.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: The entire Snake Weed plant is typically gathered in bundles for use.
Effects: When a bundle of Snake Weed is set on fire, it produces a thick white smoke that, if inhaled, causes confusion for one round (Fortitude Save DC 15 to negate). The dense smoke also grants a 20% miss chance to those obscured by it, making it a useful tool for creating confusion and cover in various situations.
Description: Speargrass is a perennial grass commonly found in dry, arid regions such as deserts and sunny grasslands. It features a long, narrow stem with pointed leaves that are sharp to the touch. The small green flowers are arranged in dense clusters at the top of the stem, while the seed heads are long, narrow, and tipped with a sharp point.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: The seed heads and sharp leaves of the Speargrass plant are collected for various uses, with care taken to avoid injury from the pointed tips.
Effects: Although not inherently toxic or medicinal, Speargrass can be utilized for various alchemical purposes most notable Wizards Glue.
Alchemical Use: When processed by a skilled alchemist, Speargrass can be ground into a fine powder and combined with other reagents to create a potent adhesive, known as Wizard's Glue.
Description: Stitchwort is a small white flower that commonly grows in the shade of hedgerows and along rock walls. It is easily identified by its delicate appearance and preferred growing environment.
Identification: Knowledge Herbalism: (10); Knowledge Nature (15);
Harvest: The bulbous root of the Stitchwort flower is found just beneath the surface of the soil and can be carefully collected for its unique properties.
Effects: When the root is applied along a slashing or piercing weapon (up to 10 projectiles), the sticky sap from the root imparts a numbing effect to the weapon.
Poison: Injury; Fort DC 12; Frequency 1 Minute; Cure 2 saves; Targets that fail their save are Slowed for 1d4+1 rounds. Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may they take full-round actions). Additionally, they suffer a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Description: Undermoss is a fast-growing moss that can exhibit various colors ranging from deep purples, blues, bright reds, and yellows. It grows on almost any surface with no apparent nutrients and is believed to exist partially on the material plane with roots drawing from another plane where time passes more swiftly. Undermoss withers to ash when exposed to light brighter than a torch, and its growth is kept in check by other fungi that grow on it. In the right conditions, the fungi that grows on the Undermoss can grow as large as trees, creating extensive subterranean forests of mushrooms completely alien to the world above.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: Undermoss can be harvested in the absence of bright light, ensuring that it doesn't wither to ash. Care should be taken not to disturb the balance of the subterranean ecosystem.
Effects: Undermoss is generally harmless, but its unique properties and connections to another plane can be used to cultivate other fungi or to study planar interactions. The presence of Undermoss indicates the potential for unique subterranean ecosystems and organisms.
Description: The Velvet Cap is a common edible mushroom indigenous to the Veilcrest mountains in southern Azopeth. It sports a deep indigo, velvety cap that can span 2 to 5 inches in diameter upon maturity, typically showcasing a darker 'eye' in the center. The gills beneath the cap and the stem are a contrasting white. This mushroom thrives in the cool, damp conditions of the Veilcrest mountains, favoring moss-covered trees or mulchy forest floor for its growth. It is most commonly found during late summer to early fall.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: Harvesting the Veilcrest Velvet Cap requires careful extraction from its base to ensure no damage to the stem or cap. The mushroom should be cooked thoroughly before consumption.
Effects: Known for its rich, earthy flavor and slightly firm texture, the Veilcrest Velvet Cap is a popular culinary ingredient. It offers nutritional benefits, including protein and vitamins. However, consuming it raw might cause slight indigestion in some individuals. Its presence often indicates a healthy, thriving mountain ecosystem.
Description: Wildrye is a tall, upright grass found in wetter regions such as meadows and riverbanks. It has a thick stem and broad, flat leaves that can grow up to a foot long. The small and inconspicuous flowers are arranged in dense clusters at the top of the stem, while the seed heads are large and feathery, resembling a plume of feathers.
Identification: Knowledge Herbalism: DC(10); Knowledge Nature: DC(15);
Harvest: The large, feathery seed heads and the leaves of the Wildrye plant are collected for various uses.
Effects: While not inherently medicinal or toxic, Wildrye can be used for a variety of practical purposes, such as providing feed for livestock, creating thatch for roofs, or crafting other utilitarian items like bedding and insulation due to its abundance and fibrous nature.
Feed/Thatch Material: Wildrye can serve as a nutritious feed for livestock or be fashioned into thatch for roofing, bedding, or insulation. Its abundant growth and fibrous qualities make it a versatile and practical resource in many rural settings.
Description: Wolfsbane, also known as Aconite, is a toxic perennial plant found in mountainous regions, recognized by its distinctive blue-purple flowers. The plant grows to be around 3-4 feet tall and features dark green, glossy leaves that are deeply divided into five lobes. Its bell-shaped flowers can be blue, purple, or white depending on the species and grow in dense clusters at the top of the stem, blooming from late spring to early summer.
Identification: Knowledge Herbalism: DC(15); Knowledge Nature: DC(20);
Harvest: All parts of the Wolfsbane plant are collected, but caution is required when handling, as the plant is highly toxic. Gloves should be worn to prevent skin irritation.
Effects: Wolfsbane is known for its powerful toxin that affects the heart and nervous system. All parts of the plant are toxic, and even handling it can cause skin irritation. Ingestion can be fatal, so it is crucial to exercise caution when handling or using Wolfsbane.
Poison: Contact/Ingested; Fort DC 18; Frequency 1/Minute for 6 Minutes; Cure 2 save; Targets who fail to save suffer 1d4 Con damage and 1d4 Dex damage. Symptoms may include dizziness, vomiting, heart palpitations, and difficulty breathing. Always wear gloves when handling Wolfsbane and avoid ingestion to prevent accidental poisoning.