-
Find the herbs - make a Naturalist skill roll. The amount you
make the roll by is the strength of the herbs you found. The herb
strength fades at the rate of one pt / 2 hours.
Growing the herb - It is difficult to grow, but many a
hedge mage will have some in his/her garden. To grow the herb,
make an Agronomy-3 skill roll every month. Use this roll for the
herb strength. One patch (Agronomy roll) produces 5 doses.
- Create a tea - make a skill roll against any one of:
- Naturalist - 3
- First Aid - 2
- Alchemy - 2
- IQ + Magery - 2
A critical success means it heals twice (or more) as much damage.
A successful roll mean the tea works well.
A failed roll means it does no healing but still infuses the body.
A criticla failure mean it inflicts damage instead of healing.
- Drink the tea - The tea will heal 1 HT for every 2 pts of tea
herb strength. This healing will take place over a 6 hour period.
Additional doses only extend the healing period (delay the time till
you can administer another dose). The recipient must also eat
regularly for the tea to work. A missed meal will cause the tea to
have no effect.
|
| Foraging
|
|---|
| terrain
| hrs
| mod
|
|---|
| forest | 1 | +2
| | bog/swamp | 2 | -2
| | fields | 1 | +0
| | mountains/hills | 2 | +1
|
|