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GURPS Herbalist: Crafting Remedies

1) The document introduces the skill of Herbalist, which allows one to gather, prepare, and use herbal remedies that are less powerful than those from Herb Lore but can achieve several effects over time through repeated dosages. 2) It describes various forms that herbal remedies can take (fresh herbs, dried herbs, powders, tinctures, teas, infusions, decoctions, poultices, compresses, pastes, infused oils, and creams) and the basic processes for preparing each, along with how long each lasts before needing replacement. 3) Rolls on the Herbalist skill are required during preparation and drying of herbs, with possible outcomes ranging from minor

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67% found this document useful (3 votes)
1K views7 pages

GURPS Herbalist: Crafting Remedies

1) The document introduces the skill of Herbalist, which allows one to gather, prepare, and use herbal remedies that are less powerful than those from Herb Lore but can achieve several effects over time through repeated dosages. 2) It describes various forms that herbal remedies can take (fresh herbs, dried herbs, powders, tinctures, teas, infusions, decoctions, poultices, compresses, pastes, infused oils, and creams) and the basic processes for preparing each, along with how long each lasts before needing replacement. 3) Rolls on the Herbalist skill are required during preparation and drying of herbs, with possible outcomes ranging from minor

Uploaded by

Arthur Aef
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

GURPS Herbalist and Herb Lore

I reintroduce an old skill called plants, which enhances their effects will need to start over again with an
Herbalist. This is an water down (GM's discretion). A successful roll new supply.
version of Herb Lore and allows the lets the character prepare a known
character to find, gather and use concoction, or invent a new one. In Dried herbs can be kept from 12 to
herbs. The concoctions created are not the latter situation, a better roll gives 18 month before needing to make an
as powerful or as Magical as the ones a better medicine. new batch.
in Herb Lore. But several affects can
be reached over a longer period of In the event of a critical failure, a Powders
time. Herbs done thought this method harmful herb or medicine will result. Herb type used: Dried
will cover all the non magical healing How harmful depends on the GM's Creation time: until ground into an
and affects. Unlike Herb Lore dosages mercy. powder
are hight and the use is over a period Dosage: varies
of time. The following write up Basic Preparation of Herbs Storage Time: 12- 18 Months
describes the basic process of creating Fresh Herbs
herbal remedies in different forms and Herb type used: ~ After herbs are dried they can be
media. Like Herb Lore some Creation time: ~ made into an powder. Powders are
remedies can be know so well that the Dosage: varies created by grinding the dry herb.
person doesn't need to have an book Storage Time: 2 - 4 days, During the process it's possible that
to make them. This follows the rules Refrigeration 7 - 10 days the herb will lose it's property, or get
described as techniques. weaken or even change the property
Freshly picked to be used right away completely. GM rolls on Herbalist:
Herbalist (IQ/H) Defaults to or with in a couple of days. Remedies
Naturalist-6 using fresh herb need 2 to 3 times the Failed: Part of the batch has changed,
This is actually the low-tech version amount compared to dried herbs. giving an odd side affect or has
of the Physician skill. Herbalism is Exception is an Poultice were the weaken in strength by 50%, in turn
the art of making and administering fresh herb is needed only. The fresh weakening the final remedy if used.
herbal cures and remedies. An herb can be prepared for Poultice, Success: The powder is fine
herbalist has a thorough knowledge of Compresses, Infused Oils (hot and
local plants, their medicinal cold) and Tinctures. Fresh herbs can Critical failure: The batch has
properties, and how they may be last 2 to 4 days before resupplying. completely change and it's affects are
applied. He can also identify and This can be extended using random and can become poison. Or
locate them in the wild. refrigeration, 7 to 10 days be the batch has lost is property
obtained. completely. GM decides.
This skill is used in several ways.
First, an herbalist can simply roll Dried herbs Powders can be kept from 12 to 18
against his skill level to find an herb Herb type used: Fresh month before needing to make an new
which will be helpful in a given Creation time: 2 weeks batch.
situation. The better the roll, the more Dosage: varies
helpful the herb. This usage is Storage Time: 12 - 18 Months Tinctures
appropriate for crisis situations during Herb type used: Fresh, dry or powder
an adventure, when the herbalist Herbs dry in about 6 days. During this Creation time: 2 weeks
doesn't have all day to look about for
time the herbalist needs to see if part Dosage: about 50 dosages
just the right plant. If the herbalist
of the batch starts to grow mole. Roll Storage Time: 1 - 2 years
does have all day, he may roll once Herbalist for each herb being dried
per hour to find the herb best suited to
per day. There is two ways to extract the
his current needs, subject to its properties of an herb, Alcohol or
availability in the local environment.
Failed: about 1/6 of the batch has Apple Cider Vinager. The second if
The GM may decide that the herb gone moldy and needs to be for children and the elderly. Fresh,
simply doesn't grow in the particular
discarded. Lowing the amount of any dried or powder herbs can be used.
area, but he doesn't have to tell the
remedies end dosage or the strength Tinctures takes about 2 weeks to
player that. per dose by the times failed. complete and only one herb can be
used per tincture. At the end of the 2
The Herbalist skill is also used to Critical Failure: the batch has been weeks the herbalist rolls Herbalist:
prepare a specific medicine from completely spoiled and the herbalist
Failure: The amount of tincture is poison. An critical success makes 60
50% less then started or 50% weaker Advance Preparation of to 70 doses from the batch.
Herbs
Critical Failure: The Tincture is Poultice Compresses
completely useless and the herbalist Herb type used: Fresh or dry Herb type used: Tincture (Alcohol or
needs to start over. Creation time: 2 – 4 Minutes Apple Cider Vintager), Infusions,
Dosage Created: 1 Decoction
Tinctures can keep for about 1 to 2 Usage: 1 time a day Creation time: 10 minutes
years. 20-40 drops are used per dose Storage Time: 1 day Dosage: 3 dosages
depending on the tincture. Apple Usage: 3 times a day
Cider Vintager is about haft as strong Herbs are boiled in hot water for Storage Time: 1 day
as alcohol version. about 2 – 4 Minutes. They are then
applied to the affected area and held The Tincture (Alcohol or Apple Cider
Tea there by an cloth. Replace every 2- 4 Vintager), Infusions, Decoction is
Herb type used: Fresh, dry or powder hours. added to hot water. An cloth is dipped
Creation time: 10 to 15 minutes into the liquid and excess is squeezed
Dosage: 1 Paste out. The cloth is placed on the
Storage Time: 1 day Herb type used: Powder affected area.
Creation time: 2 – 4 Minutes
Teas can be made from fresh, dried or Dosage: 3 Cream
powder herbs. The herb is soaked in Usage: 3 times a day Herb type used: Dried
hot water for 10 to 15 minutes and Storage Time: 1 day Creation time: 3 - 4 hours
then drank. Dosage: 50 dosages
Herbal powder is mixed with water Usage: 3 times a day
Infusions and then applied to the affected area Storage Time:6-7 months, refrigerated
Herb type used: Fresh, dry or powder and held there by an cloth. Replace up to 12 months
Creation time: 10 to 15 minutes every 2 -4 hours.
Dosage: 1 Old way: Fats and Water are melted to
Storage Time: 1 day Infused Oils (Hot) create the base. Modern: Emulsifying
Herb type used: Fresh or dried ointment. The base helps the herb to
Created like an tea but in larger Creation time: 3 hours soak into the skin. Once the base has
amounts. The average is 3 doses to Dosage: 50 dosages melted, the herbs are added to the
be used during the day. Usage: 3 times a day base and gently heated for about 3
Storage Time: 1 day hours. Strain the herb and stir the
Decoction liquid till cool. Put into containers.
Herb type used: Fresh, dry or powder The Herb and oil are heated gently for Apply as needed. This makes an
Creation time: 1 hour about 3 hours. The Oil is strained and average of 50 doses. Roll Herbalist:
Dosage: 1 bottled. Roll Herbalist, An fail make
Storage Time: 1 day the amount of oil drop to about 20 – Failure: The amount of cream is
30 Doses The rest was lost in the about 20 – 35 doses. The rest is
Herbs are put into cold water and straining process. useless liquid
brought to an boil. They are boiled for
about 1 hour. This method is used to Infused Oils (Cold) Critical Failure: The cream is
extract the properties of roots, bark, Herb type used: Fresh or dried completely useless and the herbalist
twigs and some berries. This makes 3 Creation time: 4 – 6 Weeks needs to start over.
doses and an fresh batch is needed Dosage: 50 dosages
each day. The doses are drank during Usage: 3 times a day Ointment
the course of the day. Roll Herbalist: Storage Time: 6 - 8 months Herb type used: Dried
Creation time: 2 – 3 Hours
Failure: The amount of Decoction is As per above but instead of heating Dosage: 50 dosages
50% less then started or 50% weaker the oil the Oil is left in an sunny place Usage: 3 times a day
for weeks. The oil is strained and Storage Time:6-7 months, refrigerated
Critical Failure: The Decoction is bottled. An failed roll on Herbalist up to 12 months
completely useless and the herbalist only produces 20 to 30 doses, and
needs to start over. critical fail the mixture is lost or is Dried herbs are added to an soft wax
or petroleum jelly and let cook for This method is used for slow healing rolls).
about 3 hours or until crisp. The of both external and internal wounds.
mixture is then strained and the still Apply a pad soaked in infusion to Affect: +1 to the HT roll to recover
warm liquid is put into jars. This slow-to heal wound. from Illness. Tea made for a a type of
method will not soak into the skin but illness will give an +2
the properties of the herb still have an Affect: +1 to HT rolls for wounds Usage: 3 times a day
effect. As it doesn't “soak in”, it helps Usage: 3-4 times a day Cost per Dose: $0.20
to protect the area that it covers from Cost per Dose: $0.50 Recipe: 15 minutes; defaults to
external elements. Recipe: 10 minutes; defaults to Herbalist-1.
Herbalist-1.
Failure: The amount of ointment is Earache Oil
25 – 30 doses as only part of it was Quick Healing Ointment Applied for earaches and helps to
mixed in with the base. This method is used to quickly heal sooth the pain and heal the infection
external wounds (short time healing) in the ear. Add
Critical Failure: The ointment is and will not aid in internal wounds,
completely useless and the herbalist see Slow Healing Compresses above. Affect: +1 to the HT roll to recover
needs to start over. from Illness
Applied to cleaned wounds, the Usage: 3 times a day
Syrup ointment protects and promotes Cost per Dose: $0.20
Herb type used: Decoction or infusion healing of new skin. This is used for Recipe: Oil (Hot): 3 hours, Oil
Creation time: 2 – 3 Hours short time usage, for long time use (Cold): 4 weeks; defaults to Herbalist-
Dosage: 50 dosages see Slow Healing Compresses above. 2.
Usage: 3 times a day The character gets an +1 HP
Storage Time: 3-4 months automatically at the end of day that Mental Remedies
the full Usage was applied. On an Calming Tea or Sleepy Tea
The decoction or infusion is heated Critical roll on HT will applied an An tea that is sipped on to help
and honey or an form of sugar is extra +1 for an total of +2 HP's promote sleep or to calm nerves. The
added and constantly stirred untiled restored. . character rolls agents HT with an +1
melted. Roll Herbalist: if they are trying to get to sleep, on an
Affect: +1 to HP healed that day. success the character is able to fall
Failure: The amount of syrup is about Critical adds +2 HP. asleep. If the character is trying not to
20 – 35 doses. Usage: 3-4 times a day fall asleep they receive an -1 on the
Cost per Dose: $0.50 HT roll. On an fail they fall asleep.
Critical Failure: The syrup is Recipe: 2 hours; defaults to Herbalist- This will also calm nerves or help to
completely useless and the herbalist 1. release stress.
needs to start over.
Headache Tea Usage: 3-4 times a day
Herbal Concoctions Drink to help fight headaches and Cost per Dose: $0.20
Herbalism can help with the healing migraines. Recipe: 15 minutes; defaults to
of wounds, illness and aiding in Herbalist-1.
helping to get rest. The following list Affect: +2 to the HT roll for
is an general list of herbal headaches or +1 for migraines Antidepressant Tea
concoctions for general usage and Usage: 3-4 times a day An tea that is sipped on to help
game affects. All herbals will supply Cost per Dose: $0.20 for infusion/tea, counteract depression. The character
an +1 to an +2 max if the roll is an $0.30 tincture rolls IQ with an +1 to see if they stay
success. On an critical fail the Recipe: 15 minutes for tea or 2 weeks depress.
Concoction has poisoned the person for an tincture; defaults to Herbalist-
cussing added damage and other 1. Usage: 3-4 times a day
possible side affects. Cost per Dose: $0.60
Cold/Flu Tea Recipe: 15 minutes; defaults to
Drink during the the time someone Herbalist-3.
List of Remedies has an cold or flu. This remedy can be
made for general colds and flus (+1 to
health rolls) or an recipe for the type
Health Remedies of illness the person has (+2 to helth
Slow Healing Compresses
Herb Lore
The Herb Lore skill in the main book (Alcohol or Apple Cider Vintager), Infused Oils (hot and cold),
of GURPS is an version of using Tea, Paste, Infused Oils (hot and Compresses, Cream, Ointment, Syrup
herbs to create magical affects. As per cold), Compresses, Cream, Ointment, Recipe: $50; 2 weeks; defaults to
GURPS Magic 4e on page 221, “The Syrup Herb Lore-2.
preparation cost is 50% less to an Recipe: $200; 6 weeks; defaults to
max discount of $100. Time is still the Herb Lore-1. Hostile Elixirs
same.” The end format is different. Aging
As the herbalist Skill shows that large Fetching and Carrying Herbal: Tincture (Alcohol or Apple
amounts of remedies can be produced Herbal: Dry Herb, Powders, Tincture Cider Vintager), Tea, Infused Oils
at once, the Herb Lore versions will (Alcohol or Apple Cider Vintager), (hot and cold), Cream, Ointment,
only produce 1 dose. Each dose can Tea, Paste, Infused Oils (hot and Syrup
be added to other dosages of the same cold), Compresses, Cream, Ointment, Recipe: $200; 3 weeks; defaults to
type (tinctures with tinctures). Some Syrup Herb Lore-1.
of the format still need to be prepared Recipe: $100; 1 weeks; defaults to
but this is quick and easy. The list in Herb Lore-1. Death
GURPS Magic will be updated with Herbal: Powders, Tincture (Alcohol
the herbal version below. Leadership or Apple Cider Vintager), Tea, Infused
. Herbal: Dry Herb, Powders, Tincture Oils (hot and cold), Cream, Ointment,
Animal Control (Alcohol or Apple Cider Vintager), Syrup
Beast-Speech Tea, Paste, Infused Oils (hot and Recipe: $50; 2 weeks; defaults to
Herbal: Tincture (Alcohol or Apple cold), Compresses, Cream, Ointment, Herb Lore-1.
Cider Vintager), Tea, Infused Oils Syrup
(hot and cold), Syrup Recipe: $300; 7 weeks; defaults to Fear
Recipe: $200; 3 weeks; defaults to Herb Lore-1. Herbal: Tincture (Alcohol or Apple
Herb Lore-1. Cider Vintager), Tea, Poultice, Paste,
Invulnerability Infused Oils (hot and cold),
Bird Control Herbal: Tincture (Alcohol or Apple Compresses, Cream, Ointment, Syrup
Herbal: Tincture (Alcohol or Apple Cider Vintager), Tea, Poultice, Paste, Recipe: $25; 1 weeks; defaults to
Cider Vintager), Tea, Infused Oils Infused Oils (hot and cold), Herb Lore-1.
(hot and cold), Cream, Ointment, Compresses, Cream, Ointment, Syrup
Syrup Recipe: $900; 6 weeks; defaults to Foolishness
Recipe: $100; 2 weeks; defaults to Herb Lore-4. Herbal: Tincture (Alcohol or Apple
Herb Lore-1. Cider Vintager), Tea, Infusions,
Speed Decoction, Poultice, Paste, Infused
Horsemanship Herbal: Tincture (Alcohol or Apple Oils (hot and cold), Compresses,
Herbal: Powders, Tincture (Alcohol Cider Vintager), Tea, Paste, Infused Cream, Ointment, Syrup
or Apple Cider Vintager), Tea, Infused Oils (hot and cold), Compresses, Recipe: $75; 2 weeks; defaults to
Oils (hot and cold), Cream, Ointment, Cream, Ointment, Syrup Herb Lore-1.
Syrup Recipe: $100; 3 weeks; defaults to
Recipe: $25; 2 weeks; defaults to Herb Lore-1. Frustration
Herb Lore-1. Herbal: Tincture (Alcohol or Apple
Stealth Cider Vintager), Tea, Infusions,
Combat Abilities Herbal: Powders, Tincture (Alcohol Decoction, Poultice, Paste, Infused
Battle or Apple Cider Vintager), Tea, Oils (hot and cold), Compresses,
Herbal: Tincture (Alcohol or Apple Poultice, Paste, Infused Oils (hot and Cream, Ointment, Syrup
Cider Vintager), Tea, Paste, Infused cold), Compresses, Cream, Ointment, Recipe: $50; 3 weeks; defaults to
Oils (hot and cold), Cream, Ointment, Syrup Herb Lore-1.
Syrup Recipe: $200; 3 weeks; defaults to
Recipe: $75; 2 weeks; defaults to Herb Lore-2. Hatred
Herb Lore-2. Herbal: Dry Herb Powders, Tincture
Strength (Alcohol or Apple Cider Vintager),
Endurance Herbal: Tincture (Alcohol or Apple Tea, Infusions, Decoction, Poultice,
Herbal: Dry Herb, Powders, Tincture Cider Vintager), Tea, Poultice, Paste, Paste, Infused Oils (hot and cold),
Compresses, Cream, Ointment, Syrup Recipe: $300; 6 weeks; defaults to Herb Lore-4.
Recipe: $200; 3 weeks; defaults to Herb Lore-1.
Herb Lore-1. Luck
Weakness Herbal: Powders, Tincture (Alcohol
Jealousy Herbal: Dry Herb Powders, Tincture or Apple Cider Vintager), Tea,
Herbal: Powders, Tincture (Alcohol (Alcohol or Apple Cider Vintager), Infusions, Decoction, Paste, Infused
or Apple Cider Vintager), Tea, Tea, Infusions, Decoction, Poultice, Oils (hot and cold), Cream, Ointment,
Infusions, Decoction, Poultice, Paste, Paste, Infused Oils (hot and cold), Syrup
Infused Oils (hot and cold), Compresses, Cream, Ointment, Syrup Recipe: $100; 6 weeks; defaults to
Compresses, Cream, Ointment, Syrup Recipe: $25; 2 weeks; defaults to Herb Lore-3.
Recipe: $62.5; 1 weeks; defaults to Herb Lore-1.
Herb Lore-1. Magic Resistance
Magical Abilities Herbal: Powders, Tincture (Alcohol
Lecherousness Attractiveness or Apple Cider Vintager), Tea,
Herbal: Powders, Tincture (Alcohol Herbal: Tincture (Alcohol or Apple Infusions, Decoction, Poultice, Paste,
or Apple Cider Vintager), Tea, Cider Vintager), Tea, Infusions, Infused Oils (hot and cold),
Infusions, Decoction, Poultice, Paste, Decoction, Poultice, Paste, Infused Compresses, Cream, Ointment, Syrup
Infused Oils (hot and cold), Oils (hot and cold), Compresses, Recipe: $400; 5 weeks; defaults to
Compresses, Cream, Ointment, Syrup Cream, Ointment, Syrup Herb Lore-3.
Recipe: $100; 10 days; defaults to Recipe: $50; 3 weeks; defaults to
Herb Lore-1. Herb Lore-1. Pain Resistance
Herbal: Tincture (Alcohol or Apple
Madness Fire Resistance Cider Vintager), Tea, Infusions,
Herbal: Powders, Tincture (Alcohol Herbal: Tincture (Alcohol or Apple Decoction, Poultice, Paste, Infused
or Apple Cider Vintager), Tea, Cider Vintager), Tea, Infusions, Oils (hot and cold), Compresses,
Infusions, Decoction, Poultice, Paste, Decoction, Poultice, Paste, Infused Cream, Ointment, Syrup
Infused Oils (hot and cold), Oils (hot and cold), Compresses, Recipe: $100; 2 weeks; defaults to
Compresses, Cream, Ointment, Syrup Cream, Ointment, Syrup Herb Lore-1.
Recipe: $50; 1 weeks; defaults to Recipe: $200; 1 weeks; defaults to
Herb Lore-1. Herb Lore-1. Transformation (Type)
Herbal: Tincture (Alcohol or Apple
Odium Flight Cider Vintager), Tea, Infusions,
Herbal: Powders, Tincture (Alcohol Herbal: Tincture (Alcohol or Apple Decoction, Poultice, Paste, Infused
or Apple Cider Vintager), Tea, Cider Vintager), Tea, Infusions, Oils (hot and cold), Compresses,
Infusions, Decoction, Poultice, Paste, Decoction, Poultice, Paste, Infused Cream, Ointment, Syrup
Infused Oils (hot and cold), Oils (hot and cold), Compresses, Recipe: $700; 12 weeks; defaults to
Compresses, Cream, Ointment, Syrup Cream, Ointment, Syrup Herb Lore-1.
Recipe: $200; 4 weeks; defaults to Recipe: $400; 10 weeks; defaults to
Herb Lore-1. Herb Lore-3. True Sight
Herbal: Tincture (Alcohol or Apple
Self-Love Gambling Cider Vintager), Tea, Infusions,
Herbal: Powders, Tincture (Alcohol Herbal: Dry Herb Powders, Tincture Decoction, Poultice, Paste, Infused
or Apple Cider Vintager), Tea, (Alcohol or Apple Cider Vintager), Oils (hot and cold), Compresses,
Infusions, Decoction, Poultice, Paste, Tea, Infusions, Decoction, Poultice, Cream, Ointment, Syrup
Infused Oils (hot and cold), Paste, Infused Oils (hot and cold), Recipe: $100; 4 weeks; defaults to
Compresses, Cream, Ointment, Syrup Compresses, Cream, Ointment, Syrup Herb Lore-2.
Recipe: $10; 4 weeks; defaults to Recipe: $100; 4 weeks; defaults to
Herb Lore-1. Herb Lore-2. Water Breathing
Herbal: Tincture (Alcohol or Apple
Unluckiness Invisibility Cider Vintager), Tea, Infusions,
Herbal: Dry Herb Powders, Tincture Herbal: Tincture (Alcohol or Apple Infused Oils (hot and cold), Syrup
(Alcohol or Apple Cider Vintager), Cider Vintager), Tea, Infusions, Recipe: $25; 5 weeks; defaults to
Tea, Infusions, Decoction, Poultice, Decoction, Paste, Infused Oils (hot Herb Lore-2.
Paste, Infused Oils (hot and cold), and cold), Cream, Ointment, Syrup
Compresses, Cream, Ointment, Syrup Recipe: $900; 16 weeks; defaults to Water-Walking
Herbal: Tincture (Alcohol or Apple Cider Vintager), Tea, Infused Oils Herb Lore-1.
Cider Vintager), Tea, Infusions, (hot and cold), Syrup
Decoction, Poultice, Paste, Infused Recipe: $100; 4 weeks; defaults to Tranquility
Oils (hot and cold), Compresses, Herb Lore-2. Herbal: Powders, Tincture (Alcohol
Cream, Ointment, Syrup or Apple Cider Vintager), Tea,
Recipe: $75; 3 weeks; defaults to Hybridization Decoction, Poultice, Paste, Infused
Herb Lore-1. Herbal: Dry Herb Powders, Tincture Oils (hot and cold), Cream, Ointment,
(Alcohol or Apple Cider Vintager), Syrup
Medical Elixirs Tea, Infusions, Decoction, Poultice, Recipe: $50; 2 weeks; defaults to
Herbal Antidote (Herbal version of Paste, Infused Oils (hot and cold), Herb Lore-1.
Alchemical Antidote) Compresses, Cream, Ointment, Syrup
Herbal: Tincture (Alcohol or Apple Recipe: $400; 10 weeks; defaults to Universal Antidote
Cider Vintager), Tea, Decoction, Herb Lore-4. Herbal: Powders, Tincture (Alcohol
Poultice, Paste, Infused Oils (hot and or Apple Cider Vintager), Tea, Infused
cold), Compresses, Cream, Ointment, Long Slumber Oils (hot and cold), Syrup
Syrup Herbal: Powders, Tincture (Alcohol Recipe: $250; 2 weeks; defaults to
Recipe: $125; 2 weeks; defaults to or Apple Cider Vintager), Tea, Herb Lore-2.
Herb Lore-3. Infusions, Decoction, Poultice, Paste,
Infused Oils (hot and cold), Youth
Awakening Compresses, Cream, Ointment, Syrup Herbal: Tincture (Alcohol or Apple
Herbal: Tincture (Alcohol or Apple Recipe: $4,400; 25 weeks; defaults to Cider Vintager), Tea, Infused Oils
Cider Vintager), Infusions, Decoction, Herb Lore-1. (hot and cold), Syrup
Poultice, Paste, Infused Oils (hot and Recipe: $5,900; 50 weeks; defaults to
cold), Compresses, Cream, Ointment Reanimation Herb Lore-9.
Recipe: $200; 3 weeks; defaults to Herbal: Dry Herb Powders, Tincture
Herb Lore-1. (Alcohol or Apple Cider Vintager), Mental Abilities
Tea, Infusions, Decoction, Poultice, Charisma
Eternal Rest Paste, Infused Oils (hot and cold), Herbal: Tincture (Alcohol or Apple
Herbal: Tincture (Alcohol or Apple Compresses, Cream, Ointment, Syrup Cider Vintager), Tea, Poultice, Paste,
Cider Vintager), Tea, Infusions, Recipe: $4,00; 12 weeks; defaults to Infused Oils (hot and cold), Cream,
Decoction, Infused Oils (hot and Herb Lore-3. Ointment, Syrup
cold), Cream, Ointment Recipe: $50; 3 weeks; defaults to
Recipe: $1,900; 4 weeks; defaults to Regeneration Herb Lore-2.
Herb Lore-2. Herbal: Decoction, Poultice, Paste,
Infused Oils (hot and cold), Foresight
Fertility Compresses, Cream, Ointment, Herbal: Dry Herb Powders, Tincture
Herbal: Tincture (Alcohol or Apple Recipe: $200; 20 weeks; defaults to (Alcohol or Apple Cider Vintager),
Cider Vintager), Tea, Infusions, Herb Lore-4. Tea, Poultice, Paste, Infused Oils (hot
Decoction, Poultice, Paste, Infused and cold), Compresses, Cream,
Oils (hot and cold), Compresses, Resurrection Ointment, Syrup
Cream, Ointment, Syrup Herbal: Tincture (Alcohol or Apple Recipe: $100; 10 weeks; defaults to
Recipe: $1,400; 20 weeks; defaults to Cider Vintager), Tea, Infusions, Herb Lore-1.
Herb Lore-5. Decoction, Poultice, Paste, Infused
Oils (hot and cold), Compresses, Hardheartedness
Healing Cream, Ointment, Syrup Herbal: Tincture (Alcohol or Apple
Herbal: Dry Herb, Powders, Tincture Recipe: $11,000; 50 weeks; defaults Cider Vintager), Tea, Syrup
(Alcohol or Apple Cider Vintager), to Herb Lore-6. Recipe: $50; 3 weeks; defaults to
Tea, Infusions, Decoction, Poultice, Herb Lore-1.
Paste, Infused Oils (hot and cold), Sleep
Compresses, Cream, Ointment, Syrup Herbal: Dry Herb Powders, Tincture Memory
Recipe: $25; 1 weeks; defaults to (Alcohol or Apple Cider Vintager), Herbal: Dry Herb Powders, Tincture
Herb Lore-1. Tea, Infusions, Decoction, Poultice, (Alcohol or Apple Cider Vintager),
Paste, Infused Oils (hot and cold), Tea, Infusions, Decoction, Poultice,
Health Compresses, Cream, Ointment, Syrup Paste, Infused Oils (hot and cold),
Herbal: Tincture (Alcohol or Apple Recipe: $25; 1 weeks; defaults to Compresses, Cream, Ointment, Syrup
Recipe: $300; 6 weeks; defaults to Herb Lore-4. Craftsmanship
Herb Lore-1. Herbal: Dry Herb, Powders, Tincture
Gullibility (Alcohol or Apple Cider Vintager),
Wisdom Herbal: Tincture (Alcohol or Apple Tea, Poultice, Paste, Infused Oils (hot
Herbal: Dry Herb Powders, Tincture Cider Vintager), Tea, Infusions, and cold), Compresses, Cream,
(Alcohol or Apple Cider Vintager), Decoction, Poultice, Paste, Infused Ointment, Syrup
Tea, Paste, Infused Oils (hot and Oils (hot and cold), Compresses, Recipe: $300; 4 weeks; defaults to
cold), Syrup Cream, Ointment, Syrup Herb Lore-2.
Recipe: $500; 5 weeks; defaults to Recipe: $75; 2 weeks; defaults to
Herb Lore-2. Herb Lore-1. Hearing
Herbal: Paste, Infused Oils (hot and
Mental Control Love cold), Cream, Ointment
Drunkenness Herbal: Dry Herb, Powders, Tincture Recipe: $62.50; 1 weeks; defaults to
Herbal: Dry Herb, Powders (Alcohol or Apple Cider Vintager), Herb Lore-1.
Recipe: $50; 3 weeks; defaults to Tea, Paste, Infused Oils (hot and
Herb Lore-1. cold), Compresses, Cream, Ointment, Keen Sight
Syrup Herbal: Paste, Infused Oils (hot and
Friendship Recipe: $500; 3 weeks; defaults to cold), Cream, Ointment
Herbal: Dry Herb, Tincture (Alcohol Herb Lore-1. Recipe: $150; 10 days; defaults to
or Apple Cider Vintager), Tea, Infused Herb Lore-1.
Oils (hot and cold), Compresses, Truth
Cream, Ointment, Syrup Herbal: Dry Herb, Powders, Tincture Music
Recipe: $200; 2 weeks; defaults to (Alcohol or Apple Cider Vintager), Herbal: Dry Herb, Powders, Tincture
Herb Lore-1. Tea, Poultice, Paste, Infused Oils (hot (Alcohol or Apple Cider Vintager),
and cold), Compresses, Cream, Tea, Infusions, Decoction, Poultice,
Forgetfulness Ointment, Syrup Paste, Infused Oils (hot and cold),
Herbal: Tincture (Alcohol or Apple Recipe: $100; 4 weeks; defaults to Compresses, Cream, Ointment, Syrup
Cider Vintager), Tea, Infused Oils Herb Lore-1. Recipe: $75; 4 Days; defaults to Herb
(hot and cold), Syrup Lore-1.
Recipe: $50; 3 weeks; defaults to Skills and Physical Abilities

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