There are certainly a goodly number of interesting ideas in this book, as the publisher suggests. However, DMs wanting to make best use of many will find they'll need to do extra work, as in places you feel you're only getting half the story. For example, plants like the Calim Cactus and Creeping Mangrove are capable of movement from place to place, but aren't provided with stats to say how fast (or not) they can do so, nor is there any guidance regarding the Calim Cactus' possible special or magical movement, or whether their apparent motion overnight is really caused by some quite different effect. Others are attributed harmful or curative properties, but without any guidance on what those effects may be. Darmanzar Stalk, for instance, has small thorns that cause swollen, irritated cuts to skin that last for several hours after the plant has been touched, but there's nothing to suggest what problems that may cause in game terms. On the beneficial side, Umozokai Flower petals can be used make tea that's mentioned as having a wide variety of medical uses, though what these are again isn't stated. This contrasts with a few more active plant entries, such as Ghost Tendrils and Hangman Tree, that are provided with text descriptions AND full stat blocks.
The English could use a little work in places, and there are occasional typos (I especially liked the "violent" flowers of Fairy Bells, page 8; really meant to be a shade of purple, I'd guess), plus a few missing page numbers - like that also on page 8 - though nothing too major. Maybe it would have helped to mention that "Darkwood" in the Introduction is actually listed under Zalantar, given it might have been a typo for Duskwood, while the treated wood of Blueleaf has apparently similar properties to Darkwood as well. Indeed, the work could use some closing tables overall, with cross-referencing for the different names some plants may go by, and with a gazeteer for both specific Forgotten Realms locations, and general environments the various plants and fungi may be found, since I suspect those would be things a lot of DMs would find helpful when setting up adventures.
Plus of course, more plants and fungi could be added almost indefinitely. Seven curative plants I've been using in my own Northern Faerun setting, taken from the old 1e "Savage Frontier" sourcebook, aren't included here, as one quick example, and I'm aware of others from similar earlier sourcebooks that also aren't featured. Despite that, what is provided should help get the creative energies flowing for most DMs, I'd think, and overall, this is a nicely-presented work on its chosen theme.
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