User:Average/Herbal medicine

From HackerspaceWiki
Jump to: navigation, search

Herbal medicine is the province of herbalists and witches (evil aligned mistresses).

Herbs are used for re-balancing ills, perfuming your accoutrements (elevating CHR), and for offerings to the gods or the dead. They are typically bundled together and then seeped in a tea. They borrow power from the earth to have effect, so the user or the healer must provide something in return for the herbs to stay potent. Evil aligned witches can do the opposite, make people ill, fancy effects, ensnaring others. These primarily won't use herbs, but parts of monsters.

Such things may be carried by clerics to heal the sick, for example, or by warriors who are journeying by themselves. Adventures may want to carry a few when they go out and far away.

A herbalist can offer these things at the apothecary and even make a little gold, as regular townspeople often fall ill to the various demons and problems of the realms. Note that without the special touch of the herbalist, some of these herbs can be toxic.

There are herbal bundles for every condition known:

Curing:

  • Dispel Charm: lavender, held under nose
  • Cure blindness: mud applied to eyes, 1-3 days, depending on severity, rest and fasting.
  • Remove curse: sage, burning to release smoke, works on people not objects, except if a space has been poisoned by bad vibes
  • Cure Paralysis: nightshade?, placed on tongue, initiate swallow response.
  • Cure Hallucinations: rub on skin
  • Depetrify: oil, poured over
  • Neutralize poison: milk of beast, owlbear?, drink
  • Cure Madness: kava root, seeped in warm tea, drink
  • Rejuvenate: mint? useful when a cleric's not available and dying -- gives no HP, but will restore consciousness, so that other healing can be performed.
  • Strong Healing: datura (Jimson Weed), must prepare with precision over several days from plant you've grown -- complete HP restoration in 1 hour if aligned with the elements. Very expensive as to give full recovery requires much from the elements.
  • Stunned creatures need only touch and voice to be cured (from an herbalist).

Other Comforts (can be sold):

  • soaps, various floral scents
  • candles, with various oils for possible effects