Better Medicine

  • A Nature or Survival check (situation dependant) is required to find medicinal herbs & animal parts and is subject to player race, class and background


  • A herbalism kit is required to find these ingredients as well as craft medicines (such as poultices, creams and salves) and amount of healing is dependant on the skill (herbalism kit check). The maximum amount of healing these remedies provide is 1d4+medicine and can be done once a day. In addition to healing these remedies may also reduce likelihood of infection or other negative effects from serious injuries. This is in addition to Player's Handbook (p.154)


  • A Healer's Kit allows one to disinfect, clean and stitch up any wound and is essentially a basic first aid kit that can aid in controlling and stopping bleeding, lower the likelihood of infection (with a bit more success than a herbalism kit) and generally patch up those who may be injured. It can be used 5 times before needing to be restocked. It's maximum healing is 1d4+medicine. It is more efficient at controlling serious or life threatening injuries than the herbalism kit and is generally better at preventing infection. Healer's Kit is required if amputation of a severely injured or destroyed limb is required. This is in addition to Player's Handbook (p.151)


  • In Bas-Lag, Magic users are rare and surgery and conventional medicine (both natural/holistic as well as biomedical) along with mending, tinkering and fixing are the most cost effective and most readily available methods of healing and mending. Any magic user who can heal does not usually do so for free and will generally be extremely expensive, similarly, potions and the like may be quite costly or hard to come by and magic is not capable of fixing all injuries automatically (same with rests both long and short) especially if it is particularly serious.