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Anwyn

Novus 2nd Edition

Novus 1st Edition

Herbal Remedies are fluid mixtures or salves that have magical healing properties. They are generally made with very little magic, using only what is required to enhance the natural properties of the ingredients. Herbal Remedies can usually be purchased for 10 gp per dose. If a given Herbal Remedy costs more, it will be listed in the item’s description.

To create an Herbal Remedy, a character must have a mortar and pestle and a small bowl or pot for boiling and/or mixing the ingredients. The character starts off using 1 fluid ounce of clear water and the choicest parts of the appropriate plants (requires a Craft: Herbcraft skill roll, TN 20, to know what plants are required for each remedy). It takes 40 + 2d10 minutes to create an Herbal Remedy and at the end of the time, the character adds 1 dram of Essential Salts and makes a Magecraft: Alchemy skill roll (TN 20) in order to activate the magical properties of the remedy. Once prepared, the remedy must be used or stored in an appropriate air-tight container within 10 minutes or it will lose its potency. So long as it is in an air-tight container, it will remain potent.

Aphrodisiac Antidote: Cures the drinker of love sickness.

Anti-parasitic: Rids the body of all parasites in about 5 minutes.

Cure Apathy: Relieves the drinker of any apathy that he is inflicted with.

Cure Blindness: Restores vision to normal. This will even heal eyes that have been damaged.

Cure Disease: Rids the body of any one disease. It does not heal any damage done by the disease, but it does prevent any further damage.

Cure Paralysis: Antidote for any sort of paralysis.

Heal Burns: This salve heals 2d10 points of burn/fire damage when applied. Healing takes place over the course of 10 minutes.

Healing: Immediately heals 1d10 hits of damage, of any type, when drank.

Insect Venom Antidote: Immediately heals all damage from insect or spider venom, including the venom from giant insects and spiders. It also stops the venom from inflicting any further damage. This does not prevent another dose of venom from affecting the target.

Poison Antidote: Acts as Insect Venom Antidote, but works against any poison or venom. Cost: 50 gp

Remove Curse: Negates any curse or malediction that had a TN of 20 or less.

Remove Fear: Removes any magically or non-magically caused fear. This lasts for 1 hour. If the cause of the fear is still present, the fear will return.

Restore Speech: Restores the drinker’s normal vocal abilities.

Sedative: Induces a restful sleep within 1-4 minutes of being drunk. If taken along with any healing remedy or potion, it doubles the effectiveness of the healing properties of the remedy or potion. If the drinker is awoken before the sedative wears off in 8 hours, he will be groggy and unsteady (1/2 normal bonus, round down, on all skills, including combat and spells).