Heartroot (HART-root)
Heartroot is a vine native to the Dawnmoor area of the Moorlands, long used as a salad leaf but more recently prized as an arcane component despite (or perhaps because of) its power and unpredictability.
Heartroot has been studied over the past century, especially by the Neldorin College of Evocation, as a fascinating example of a magical plant. It has been observed to absorb the arcane energy of magic cast around it, not affecting the original spell cast but holding onto the energy for itself and regurgitating it in as-yet largely unpredictable ways.
Most heartroot is harmless, even having absorbed high levels of arcane energy, though exceptions have been found. Residents of Dawnmoor have even been observed eating the leaves just to see what will happen, largely to entertaining effect.
However, through experimentation it has been found that heartroot can produce more powerful effects under certain circumstances. Extended exposure to one spell, or casting the spell on the heartroot itself seems to allow it to produce more potent effects. Though, it should be noted, any spells cast on the vine have little to no effect, so if a specimen must be disposed of then fire is one's best bet.
Types of spells and their effects on heartroot, as observed by Leonar Eridis. For most of these, crushing or eating the leaf produces the result. Notes are made if otherwise.
[If magic is dispelled on the page, it reads in hastily scrawled letters below: IT SEEKS BLOOD. THIS MAY BE EXACTLY WHAT WE WERE LOOKING FOR.]
Types of spells and their effects on heartroot, as observed by Leonar Eridis. For most of these, crushing or eating the leaf produces the result. Notes are made if otherwise.
- Low-level healing spells, such as Cure Wounds or Healing Word, have about a 1-in-6 chance of healing 1d4 HP. In all other cases, the heartroot acts as a low-grade painkiller, alleviating some but not all pain.
- Toll the Dead produces tinnitus that lasts about ten minutes, unless the affected subject is injured or sick, in which case it plays beautiful, far-off carillon music for the same duration.
- It has been my limited experience, as it is not my area of expertise, that spells from a druid's repertoire filtered through heartroot have one of the following effects: plants bend towards you, animals stop to stare at you, or you feel like you can fly. All effects last until nightfall, and you cannot fly.
- Spells that produce fire damage may produce one of the following effects: a warming sensation that lasts a day or more, painful surface burns that look like sunburns (only if crushed), the inability to speak for around one minute as one's vocal cords create only the sound of a crackling flame (only if eaten), eyes that glow like coals until the next morning.
- Spells that produce cold damage may produce one of the following effects: the freezing of the hands or tongue that melts with body heat, the coughing up of snow, the fervent desire to swim.
- Spells that teleport tend to move either the affected person or something they are wearing or carrying, though I have not observed their moving more than around 5 feet.
- Spells that charm may cause the affected to walk around as if in a daze, endlessly compliment those around them, have a sudden need to make up with someone they fought with, or the result may be physical as in heart-shapes in the eyes, a constant blush, or feeling overheated at all times. Results last a few hours, at most.
- Directly casting a reincarnation or resurrection spell on heartroot does nothing but kill the plant and grow a new one.
- Directly casting healing spells on heartroot create a larger plant that shimmers slightly, but eaten or crushed leaves seem to have the same effects as the plants that only absorb healing magic.
- Directly casting teleportation spells on heartroot move the plant, but have unpredictable results when leaves are crushed or eaten. Some result in a full teleport, some only small distances.
- Directly casting vampiric touch on heartroot produces a plant that immediately shrivels. More experimentation needed.
[If magic is dispelled on the page, it reads in hastily scrawled letters below: IT SEEKS BLOOD. THIS MAY BE EXACTLY WHAT WE WERE LOOKING FOR.]
Basic Information
Anatomy
Thin, barky vines. Large, heart-shaped leaves. Thin, white roots that cling and climb.
Genetics and Reproduction
Most reproduction is done by root expansion, as new plants grow from roots about every 10-14 inches.
When the plant does drop seeds it is not in a particular season, but when a plant has absorbed a high level of arcane energy and has not released it in some time. The seeds sit on the underside of the plant's leaves until picked up by wind and deposited elsewhere. New plants grown from those seeds do not seem to have any quantifiable affinity towards the type of magic that created it, but do let off a magical effect when the first leaves unfurl.
Heartroot seeds are large but flat and light, filled with a sticky liquid whose color may indicate its magical properties. If broken in the hand or eaten, they produce longer-term magical effects than the leaves. They are useful as low-level spell components.
Growth Rate & Stages
Heartroot generally requires warmer climates and sandy soil (though exceptions do exist for plants affected by certain types of magic), and goes from seed to sprout in ~3 days. After sprouting, they go through a period of rapid growth, with vines growing about 1-2 inches per day, while roots grow about 2-3 inches per day. Though they do grow horizontally, they take well to frames that train them upwards, and these may make vines, leaves and seeds easier to access.
Once reaching an average length of around 36", both vines and roots stall growing and growth focuses on the heart-shaped leaves growing larger.
Ecology and Habitats
Heartroot grows in warm coastal regions with hot summers and mild winters.
Biological Cycle
In an average plant, leaves change color, pattern and texture with the seasons. In spring, leaves are tender and pale green, with veins of white and cream. Their flavor tends to be slightly sweet and grassy. In summer, leaves take on a darker green tone and much of the veining disappears. They are also tougher and much harder to eat, tasting akin to a late spinach or violet leaf. In autumn, they turn jewel toned - red, orange, blue, green, purple - and have a more shiny surface. Their texture is more juicy and salty-sweet. In winter, they turn blue, silver and white and begin falling from the vine. They are easily crushed and have a taste like a mild maple sugar.
Unless the vines and roots are damaged, they remain throughout the seasons and only grow new leaves in the spring.
Additional Information
Uses, Products & Exploitation
Food, arcane components.
Perception and Sensory Capabilities
Basic blindsight; it can sense what is around it in a 15-foot radius to all sides.
Lifespan
Unknown, may live until damaged.
Conservation Status
Least Concern, grows rampant in its native regions
Average Height
1-2"
Average Length
36"
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I bet the players who find this will have fun with it! Sounds useful indeed!
They definitely have! Everything from freezing their tongues to having it grapple them :P