Herbalism Profession in Untold Legends | World Anvil
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Herbalism

Herbalism • to •••••   Prerequisite: None
Dice pool: Intelligence + Medicine + Herbalis + Equipment
Resources needed depends on level. At 1 dot onlt a pestle and mortar are needed + herbs. For stronger potions a Herbalist kit is needed to boil and make extracts etc.   Herbalism is the knowledge of plants and herbs, how to use them to your benefit or hinderance of others. This can be everything from healing potions that halves the time you'd naturally heal damage, regenerate mana quicker, increase reflexes and dexterity, make poison, cure poisons or sleeping pouder etc. When creating a potion one roll is considered 1 hour of work.  

You know some herbs and what they do, you're able identify herbs that allieviate fever, reduces stress and lessen wound inflammations etc and how to prepare and use these herbs sufficiently. Examples: Fever reducing and pain releaving tea: (Reduces fever) target dice pool to make: 3.
Soothing tabacco: (Reduces stress) target dice pool to make: 3.
Inflamatory paste: (When applied to wounds it lessens the risk of it turning septic.) target dice pool to make: 3.  

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Your knowledge of herbs is great enough you're abe to identify more herbs and know how to treat herbs, like boiling to make stronger extracts and start mixing different herbs for different ends, including curing lesser poisons. Examples:   Rejuenating Bandage: Bandages with herbs causing any wound to heal twice as fast and stops infections. Target dice pool to make: 3. No rolls nesecary to apply.   Lesser Poison: Target dice pool to make: 3. This pison can either be put in someones drink to induce 1 point of bashing damage pr. Turn for the number of turns equal to successes gained. Or coat a weapon in it for the same effect when attacking.   Lesser Poison Cure: Target dice pool to make: 3. Die pool to roll when drinking: 3. Success indicate the poison has been successfully cured.   Lesser Mana Potion. Target dice pool to make: 3. Die pool to roll when drinking: 3. No successes mean the potion did not take effect. Otherwise successes mean you regain mana twice as fast for 1. hour pr. Success.   Lesser Finesse Potion. Target dice pool to make: 3. Die pool to roll when drinking: 3. No successes mean the potion did not take effect. Otherwise successes mean your wits, dexterity and manipulation attributes increase by 1 pr success, lasting for 1 turn pr. success. Drawback: When the effect ends you suffer penalties equal to half the total successes you gained equal to ammounts of turns the affect lasted.   Lesser Power Potion. Target dice pool to make: 3. Die pool to roll when drinking: 3. No successes mean the potion did not take effect. Otherwise successes mean your Intelligence, Strength and Presence attributes increase by 1 pr success, lasting for 1 turn pr. Success. Drawback: When the effect ends you suffer penalties equal to half the total successes you gained equal to ammounts of turns the affect lasted.   Lesser Resistance potion: Target dice pool to make: 3. Die pool to roll when drinking: 3. No successes mean the potion did not take effect. Otherwise successes mean your Resolve, Stammina and Composure attributes increase by 1 pr success, lasting for 1 turn pr. Success. Drawback: When the effect ends you suffer penalties equal to half the total successes you gained equal to ammounts of turns the affect lasted..  

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Not only knowing how to make herb extracts, blend them, or how they should be ingested, eaten, smeared on, smoked etc, but you also know how much of what herb is needed to cure even the rougher of sicknesses and poisons, to the point you're able to offset some of the side effects of some herbs through the inclusion of other herbs in the potions - and even make potions that have some more immediate healing capabilities. At this level you can cure stronger poisons, cure inflammatory or infected wounds in order for them to heal naturally, or accelerated through other herbal means. Every "lesser" potion or poison above can be made stronger with the target dice to make it increased to 5, and the die pool when ingested alo increased to 5, giving a higher rate of success. Making it a regular poison or potion instead of lesser. With this mastery of herbs you're able to make potions removing fever and cure wounds of any septic or inflamatory ailments completely. Examples:   Rejuvenation potion: heals 1 points of bashing damage every turn equal to the number of successes gained when rolling the potions dice pool of 5 when attempting to drink it. The target number of successes to make this potion is 5, the same level as the potions die pool and ability to heal. Sleeping powder: Can either be put in drinks, food or blowin into someones face. Target number to make: 5. When ingested or inhaled a dice pool of 5 must be rolled. The subject will be asleep for 1 hour pr success. When inhaled the effect is instant. When ingested the effect can be delayed from 5 minutes to 1 minutes depending on how many successes attained. 1 success equals 1 minute subtracted. This powder can also be watered into a paste and coated on arms.  

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Every "regular" potion, poison or powder above can be made stronger with the target dice to make it increased to 10, and the die pool when ingested alo increased to 10, giving a higher rate of success. Making it a greater poison or potion instead of regular. The greater rejuvenation potion heal 1 point of lethal damage every turn equal to the number of successes gained when rolling the potions dice pool.  

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Every "greater" potion, poison or powder above can be made stronger with the target dice to make it increased to 15, and the die pool when ingested alo increased to 15, giving a higher rate of success. Making it a superior poison or potion instead of greater. Superior Rejuvenating potions heal 2 point of lethal damage every turn equal to the number of successes gained when rolling the potions dice pool. This potion is extremely strong, the person taking it must do a resolve+ composure roll to see if they aren't knocked out.   A herbalis working together with an Alchemist are able to make the best potions in the world by adding the wonderous working of nature to the arcane.

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