Those with herbalism knowledge are trained in the lore of natural folk medicine and have the ability to identify wild plants and create botanical mixtures. The scope of herbal medicine is sometimes extended to include fungal and bee products, as well as minerals, shells and certain animal parts.
Common plants and any plants the herbalist has experience with are readily recognized. Generally the skilled character can create sleeping concoctions, mild poisons, or healing salves with readily available plants. More deadly potions require exotic ingredients.
Required: Herbalism, 3 Focus
Heals 2d4 Vigor after tending wounds for an hour. Can only be applied once per day (per person).
Required: Literacy, Herbalism, 4 Focus
Can make acids, incendiaries, smoke bombs and other alchemical brews.
Character Creation|Master Skill List