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Herbalism

A subsystem to have an extended herbalism skill, its essence has been in use for ~1 year although always fragmented on several pieces of paper with a few inconsistencies so here is a more formalized version for use in my campaign and for anyone interested to use it.

I am not using real plants but attempt to create new herbal plants to be discovered by my players.
For this purpose all plants are assigned the following Attributes.

Potency:
Determines the effect in combination with the Type
I am using the effects from the plants in the Herbal Primer for my campaign but you are obviously free to choose any source as an inspiration.

d20+Herbalism Potency example
1-6 Nothing found
7-11 0 Culinary, helps with illness, stimulant
12-16 1 enhances healing, antidotes, magical components
17-19+ 2 anti-magic, protective, heals
Nat 20 3 go crazy

Humor
Besides determening the possible effects this will also determine against which poisonous effects(from opposite humor) the plant works if it has antipoisonous effects

d4 Humor
1 Blood/Air
2 Yellow Bile/Fire
3 Black Bile/Earth
4 Phlegm/Water/Sap

Toxcicity/Sideeffects:
I do not create certain poisonous plants, instead every plant has the potential for sideeffects.

d6+Potency Toxcicity
1-3 No Side Effects
4-5 Degenarativ Effect
6 Toxic
7+ Deadly

Effect Duration
For the Poisonous effects this is instead the onset time.

d6-Potency Duration
>=2 Minutes
3-4 Hours
5-6 Days

Storage Life
These times assume the players take care of propper storage.

d6-Potency Duration
1-2 Days
3-4 Weeks
5-6 Months

Plant Part

d6 Part
1 Blossom
2 Flower
3 Fruit
4 Leaf/Sap
5 Bark/Whole
6 Root

Application Vector
Evry plant is requires a minimum Vector to have any effect. Only plants processed beyond their required Vector have the additional Effects applied

d6 Requireed Vector Additional Effects
1-3 Raw -
3 Infusion +1 Toxcicity, +1 Potency
4 Salve +1 Toxcicity, +1 Potency, +1 Storage
5 Inhalant +1 Toxcicity, +1 Potency, +1 Duration
6 Injection +2 Toxcicity, +2 Potency