I've decided, for whatever reason, that I don't really like simply going with the rule of "expend X amount of time and Y worth of materials to make Z"

 

So I've been looking at how to flush out alchemy and herbalism in D&D... and I came across this really awesome way of handling it... only it's not complete.

 

So I'm building out a list of made up magical herbs, with associated elements (fire/earth/air/water/spirit, with both negative and positive versions of "spirit"), and different levels of rarity (common, uncommon, rare).

 

I'm generally fielding ideas, as well as cribbing from here and there (thank you Wikipedia and World of Warcraft...)