Herbalism is the practical study of plants and their properties—whether for healing, harm, or subtle influence. Herbalists know how to forage, identify, prepare, and apply raw or minimally processed plants for medical, alchemical, or survival purposes. This skill covers poultices, salves, antidotes, repellents, and simple herbal compounds crafted without complex processing or magical catalysts.
How Herbalism Differs from Alchemy:
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Herbalism uses raw or simply prepared natural substances in the field or home (e.g., healing poultices, calming teas, antidotes).
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Alchemy requires fire, solvents, or advanced tools to refine ingredients into potent or magical compounds (e.g., potions, elixirs, volatile concoctions).
If you’re treating wounds in the wild, you’re using Herbalism. If you’re brewing glowing elixirs, that’s Alchemy.
When You Use It:
Herbalism applies when:
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Foraging for useful plants in the wilderness
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Identifying plants or natural substances by sight, scent, or preparation
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Preparing simple remedies, antidotes, salves, or repellents
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Enhancing First Aid with natural additives (GM discretion)
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Applying herbal compounds under stress or uncertain conditions
Mechanical Effects:
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Foraging:
A successful Herbalism check gathers enough useful herbs for several applications, generally sufficient to meet the immediate needs of the character or party. Exact yield is determined by the GM, based on environment and result. Harsh regions may produce only a small amount, while lush areas provide more. -
Natural Remedies:
Used with First Aid, a successful Herbalism check may reduce healing penalties (GM discretion) or improve recovery by granting +1 HP/day of natural healing. -
Antidotes and Buffs:
Herbal compounds may provide resistance to poisons or create minor effects (such as calming, stimulating, or sleep-inducing agents) based on availability and GM-defined mechanics.
Situational Modifiers:
Apply the Difficulty Ladder based on terrain, season, weather, and plant rarity:
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+50%: Known region, daylight, perfect seasonal timing
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+40%: Familiar biome, high plant density, ideal weather
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+30%: Basic tools, general knowledge, healthy growth area
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+20%: Moderate clutter, common species, usable light
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+10%: Mild weather issues, simple remedy, minor confusion
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0%: Standard wilderness with average familiarity
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–10%: Poor light, out-of-season plants, cluttered flora
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–20%: Arid or cold biome, contamination, stressed plants
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–30%: Mountain slope, swamp, disguised or dangerous plants
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–40%: Magical interference, cursed land, rare or mythic species
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–50%: Lifeless terrain, no light, hostile magic, legendary herbs
Untrained Use:
Anyone may attempt Herbalism using their full Mind score. However:
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Untrained characters may only identify or use common, non-toxic plants.
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Complex tasks (such as creating antidotes or handling rare herbs) may be impossible without training.
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Untrained attempts suffer a –10% penalty, even under ideal conditions.
Narrative Examples:
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A ranger searches a forest clearing and quickly finds herbs to make a soothing poultice.
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A healer prepares calming tea and sleeping draughts from local wildflowers.
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A scout uses bark and bitter roots to counteract a mild poison before it spreads.
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A druid identifies a rare herb hidden among deadly lookalikes, ensuring no one harvests poison by mistake.
Herbalism is grounded in natural remedies. It should not be used to create magical effects, potions, or supernatural cures unless paired with Alchemy or appropriate magical skills. A skilled herbalist can create antidotes, repellents, and minor restorative aids, but cannot brew glowing elixirs or miraculous concoctions through Herbalism alone. Maintain this boundary to keep skill roles clear and reinforce the difference between mundane and magical problem-solving.
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File Created: 05/01/2025 Last Modified: 05/01/2025