Potions and Remedies
Potion and remedy creation is the area that does not exactly require the magic practitioner to use magic entirely actively. Instead they sense and detect magic in items in the world and are able to mix them for greater effect, only infusing the process to help the magic properties blend. In short, you can make magically induced remedies and poisons, of course. Be warned, ingredients tend to be either rare to find or expensive.
Remedies are mixtures that serve to heal either physical harm or illnesses and of course serve as antidotes. Each such concoction can have one effect; if you need to cure more things at once, you might need more different potions. They take various forms, from powders to ointments and all the way to potions. No remedy takes immediate effect, and they tend to act over a course of 24 hours, though they start influencing the process immediately.
When addressing physical harm, consider that each point of potency (therefore each point of hitpoints restored) takes a day to refine. If you want to bring someone into a state of lesser injury level (from Life threatening to Bad and from Bad to Light and from light to None), you will need to spend 3 points of health per level of injury, therefore to have a potion that brings someone from the doorstep of death to almost full health you need it to cure 9 hitpoints.
When addressing illnesses and poisons, you refine your concoctions potency at a speed of 1 point per one day of work. When you beat the potency of the poison or illness by your given number, the potion will work. The downside is, you usually do not know the potency of the poison you fight against.
Poisons are specific items used to end other living beings, or significantly weaken them. Most often times used against rodents and insects in homes, they of course find also use in making some person’s life difficult. You can make basic poisons which for every day you spend refining them will lose one of the following traits: scent, taste, color. Also, for every additional day you actively work on the poison, you increase its Poison rating by 1, up to a maximum of 8. (starts naturally at 1, the victim rolls against the poison by chance dice + their Endurance and has to score higher than the rating). If you have a Herbalist talent, you can continue in refining up to Poison rating 11.
For both remedies and poisons, if you want to shorten the time you spend on your creation, you of course can. You start at the usual Target number of 14 with one day shortening of preparation. For each other day you want to save up on creation time you add +1 to your Target number. Be aware this may lead to destruction of your prepared potion entirely on a roll of the Critical Failure (rolling a 0).
Remedies are mixtures that serve to heal either physical harm or illnesses and of course serve as antidotes. Each such concoction can have one effect; if you need to cure more things at once, you might need more different potions. They take various forms, from powders to ointments and all the way to potions. No remedy takes immediate effect, and they tend to act over a course of 24 hours, though they start influencing the process immediately.
When addressing physical harm, consider that each point of potency (therefore each point of hitpoints restored) takes a day to refine. If you want to bring someone into a state of lesser injury level (from Life threatening to Bad and from Bad to Light and from light to None), you will need to spend 3 points of health per level of injury, therefore to have a potion that brings someone from the doorstep of death to almost full health you need it to cure 9 hitpoints.
When addressing illnesses and poisons, you refine your concoctions potency at a speed of 1 point per one day of work. When you beat the potency of the poison or illness by your given number, the potion will work. The downside is, you usually do not know the potency of the poison you fight against.
Poisons are specific items used to end other living beings, or significantly weaken them. Most often times used against rodents and insects in homes, they of course find also use in making some person’s life difficult. You can make basic poisons which for every day you spend refining them will lose one of the following traits: scent, taste, color. Also, for every additional day you actively work on the poison, you increase its Poison rating by 1, up to a maximum of 8. (starts naturally at 1, the victim rolls against the poison by chance dice + their Endurance and has to score higher than the rating). If you have a Herbalist talent, you can continue in refining up to Poison rating 11.
For both remedies and poisons, if you want to shorten the time you spend on your creation, you of course can. You start at the usual Target number of 14 with one day shortening of preparation. For each other day you want to save up on creation time you add +1 to your Target number. Be aware this may lead to destruction of your prepared potion entirely on a roll of the Critical Failure (rolling a 0).