So in a magic rare environment non magical means of healing or midy boosting characters becomes more important. To this end these are some basic “Herbalism” rules effects available to anyone that can justify having some knowledge on the subject. IE most Elves some Halflings Foresters, Herders etc as well as those that actually rolled the Herbalist Background (but NOT the Alchemist background – that has its own rules).
To attempt Herbalism you need obviously Herbs, These come in four main varieties. Seasonings (Next to no effect basically used for Foods) Common Herbs (The standard item) Rare Herbs (Gives +2 on dice to make stuff) and Magical Herbs +4 if used as an ingredient below but usually they have a stand alone effect of their own as per Judges Notes. An attempt to find them takes a Luck DC and 1 hour searching in an appropriate area DC is 5 for Seasoning 10 for Common 15 for Rare and a DC 20 for a Magical Herb if even possible.
To make something you specify what Stat it should have an effect upon, then roll a check below. Luck applies. Add your level as a + bonus. If you have an appropriate background add +1 to +4 (general knowledge to specific skill) and add INT bonus if any.
|5S or 3C
| 4C or 1C & 1 R
| 2C + 2R
|1||As 20-23 but causes -1 Physical stat for 1 hour||Restores 1d3 of the specified stat. But causes 1d10 hp damage.||oops…. Big explosion, 3d6 damage in 15’radius. DC 10 Agil save for no damage|
|2-11||Inert paste, loose materials, try again||Inert liquid, loose materials, try again.||Minor explosion (1d6: 5′ radius acid damage Agil DC 5 save for 0 damage), loose materials, try again.|
|12-13||1Hp Recovered||Restores 1 point of a Specific depleted stat for 1 hour only||Boosts Specified Stat by +1 for 10 Minutes. Then stat drops -1 for 1 hour|
|14-17||1d3||Restores 2 points of a Specific depleted stat for 1 hour only||Boosts Specified Stat by +1d3 for 10 Minutes. Then stat drops -1d4 for 1 hour|
|18-19||1d4||Restores 1 point of a specific depleted stat.||Boosts Specified Stat by +1d5 for 10 Minutes. Then stat drops -1d6 for 1 hour|
|20-23||2d3||Restores 1d3 points of a specific depleted stat.||Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d8 for 1 hour|
|24-27||2d3+Extra save vs Disease||Restores 1pt of all depleted Physical stats||Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d6 for 1 hour|
|28-29||2d3+ Extra Save vs Poison||As above plus restores 1 pt of Int or Pre if depleted.||Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d4 for 1 hour|
|30-31||2d3+ Extra Save vs Both||As above but restores Int & Pre||Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d3 for 1 hour|
|32+||As 30-31 above but includes Magical versions|| Restores Any and all Depleted Stats back to full value. Dangerously potent, one dose per week maximum or poisonous.
|Make a DC 15 Luck roll. Fail = result as above. Success Stat increases by 1 Permanently! Can only get this result once ever per stat.|
Food as a restorative.
A well prepared meal can help a little to a character’s recovery. This isn’t “the Gauntlet” however ! A meal made with 3+ seasoning quality herbs will add one hp back and restore one Physical stat thats been lost due to any effect EXCEPT spellburn. DC to get effect is 15 (Add INT, & Luck Bonus & Level)