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Skill | Herbalism (Mind)

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

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:

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:

Mechanical Effects:

Situational Modifiers:
Apply the Difficulty Ladder based on terrain, season, weather, and plant rarity:

Untrained Use:
Anyone may attempt Herbalism using their full Mind score. However:

Narrative Examples:

GM Note:

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