Herbalism tables

Procedure

Once per day the herbalist can make a luck roll (Difficult near cities) to find useful herbs for potions. If successful he can roll on the Herbalism table below. A critical result gets three rolls.

Preparation time

Fresh herbs must be prepared for use in potions. The preparation time is:
1d8-1 x (roll D6: 1 = minutes, 2-3 = days, 4-6 = weeks)

Herbalism table

Roll Effect Doses
1-3 Cure Specific Disease I potion {which disease is determined by plot, or roll randomly} 1D3
4 Cure Specific Disease II potion {which disease is determined by plot, or roll randomly} 1
5-7 Heal Potion {cures Flesh rot and also has the effect of a normal Heal spell} 1D3
8-9 Greater Heal Potion {as above, but has the effect of a Greater Heal spell} 1D3
10 Heal Body Potion {as above, but has the effect of Heal Body and Cure Flesh Rot II combined 1
11-12 Blade venom – +25% to incapacitate, +25% to lethality, if any damage gets through 1D3
13-14 Bitter plant poison, if you can a person to ingest a dose {usually by forcing it down them}, they will die unless a (Difficult Constitution) roll is made, but people usually won’t east this stuff. Characters who survive a dose are seriously wounded 1D3
15 Tasteless plant poison – victim dies if unless a Constitution roll is made – and is seriously wounded otherwise 1
16 Sleeping draught – tasteless – any character who takes this goes into a natural deep sleep, and will awaken at dawn the day after his or her player makes a constitution roll. 1
17-18 Shamanic skill enhancer – if a treated form of this plant is smoked the smoker is +15% on all shamanic skills rolls, and on Power rolls for purposes of spirit combat 1
19 Berserker plant – the character who eats this plant is affected by an effect which is treated for rules purposes as if it were the Battle Frenzy divine spell 1
20 Roll on Rare Herbalism Table NA

Rare Herbalism table

Roll Effect Doses
1 Revivify Potion – burn seven doses around a body and it comes back to life 1D3
2-3 Beeswax from rare species of bees, each dose creates 1 candle which can be burnt a rate which releases 5 sorcery magic points per hour, for four hours. 1D3
4-5 Awareness potion – a character that drinks this becomes hyper alert for 12 hours. Character cannot sleep 1D3
6-7 Potion of Dispossession – any character who drinks this will have attacking spirits Banished as if a Banish III spell were cast at them 1
8 Panacea potion {treat as Panacea spell} 1
9-11 Trickster shape shifting potion – roll 1D6 to determine form; 1 is cat, 2 is raven, 3 is turtle, 4 is rabbit, 5 is sheep, 6 is worm. Shape shift lasts for one day. 1
12 Trickster sex change potion – a male character who consumes this becomes female, and vice versa 1
13-14 Shamanic skill enhancer – if a treated form of this plant is smoked the smoker is +25% on all shamanic skills rolls, and on Power rolls for purposes of spirit combat. Discorporation automatically succeeds 1
15-16 Any character who smokes this receives a blessing from his or her deity – all divine spells are regained and a divination {treat as the Divination I spell} is cast on his behalf 1
17 Potion of Magic Resistance – drinker is immune to hostile spells unless the caster rolls a critical 1
18-19 Luck charm – when a character is asked for a luck roll and has time to consume the potion, consuming the potion replaces the luck roll 1
20 Universal antidote. Character who consumes this will find all effects of poisons negated. If drunk, character becomes sober. 1D3

The herbalism tables are from Ray Turney’s Fire and Sword

Herbalism tables

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