Apothecarist Recipes
Listed here will be the many Apothecarist Recipes that have been discovered or developed by Hysteria, the Team's Apothecarist.
Assassin’s Blood (Ingested) - A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. As part of a long rest you can create one vial of Assassin’s Blood through nearby, recognizable plants, fungi, or animals. If you would like to look for a particular ingredient to use in this basic poison you can roll a survival check. Depending on the degree of success you could end up with a slightly more potent Assassin’s Blood.
Vine-Beast Poison (Injury) - Made from the seeds and vines of the Vine Beast which was first discovered on Nurend 05, 308. An antidote was first derived for the seeds per Quince's request, and then a poison was made from the vines. This poison is capable of causing paralysis in addition to any poisoning effect or damage. It was made by processing the corrupted blood, spines and vines of a vine-beast into a mushy, awful state while applying a small amount of heat over the course of several hours. The mush was then pressed through a fine mesh strainer into the unfortunate capsule it resides in today. It has the appearance of a slimy forest green liquid with small chunks of muddled vines. An antidote was also developed for this poison.
Paincap Poison - Made from the Paincap mushroom originally found by DAN on Nurend 05, 308. After discovering that the pain associated with this mushroom is caused by the horrendous, gelatinous, goopy red liquid that drips from its innumerous spikes a poison was able to be crafted. Intense study and processing led to a method of preservation utilizing the caps, spores, and liquid along with various alchemical stuffs. The poison has the appearance of viscous dark red liquid which is constantly, though slowly, bubbling. Each large bubble allows a small amount of light to pass through revealing smaller clouds of some mysterious concoction flowing within. The effects of the poison are mostly just immense pain which makes concentration along with any attempts at attacking, moving or even the utilization of certain skills an incredible challenge.
Death Blossom Poison - After defeating the Death Blossoms, Hysteria decided to create a poison from the flower. They grinded up the petals, boiled and reboiled the stems, and combined it all with the acidic juices that flowed from the plant each time it was hit. The resulting poison has a fraction of the flowers power and can inflict a random status effect.
Orchit Poultice - Thoughts of making something to heal the horrible gash in Namina's hand with the Orchit flowers were considered, but no time was available. Namina witnessed a Mothling woman make this poultice on Nurend 13, 308 as a favor to her for helping bring such joy to the children of the village. It takes several days to fully work, but the skin-tightening and healing effects feel almost immediate. The goop involved is made from Orchit Flowers, some mud, any herbs that help with skin health and pain relief, and, if you have it, an Ulunor's Bloom can help accelerate the process.
Death Blossom Curative - After defeating the Death Blossoms, their friends needed some help with curing the illnesses and general status conditions affecting them. Hysteria created a potion to help treat this blight while looking for a way to replicate the plant's own poison. The resulting potion was successful, and their friends are mostly healed.
Blindness Cure - Through a roundabout method of reverse engineering a beneficial plant, Tall Eye Grass, which was made into a poison to make an antidote for the poison to cure blindness. This brilliant approach has led to a cure for blindness which was utilized on Tympi, however, the blindness afflicting her seems to be too powerful for such a thing. This potion was administered by piercing the skin much like an injury-based poison.
Poisons
Poisons are one of the many things that an Apothecarist can craft.Forms
They come in a variety of forms incuding ingested, contact, injury and inhaled. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.Recipes:
This section of the article will be filled over time as more poisons are discovered! Basic Poison - You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. As part of a long rest you can create one vial of Basic Poison through nearby, recognizable plants, fungi, or animals. When crafting the poison you can determine if it will be for an injury, ingested, inhaled, or contact. If you would like to look for a particular ingredient to use in this basic poison you can roll a survival check. Depending on the degree of success you could end up with a slightly more potent Basic Poison.Assassin’s Blood (Ingested) - A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. As part of a long rest you can create one vial of Assassin’s Blood through nearby, recognizable plants, fungi, or animals. If you would like to look for a particular ingredient to use in this basic poison you can roll a survival check. Depending on the degree of success you could end up with a slightly more potent Assassin’s Blood.
Vine-Beast Poison (Injury) - Made from the seeds and vines of the Vine Beast which was first discovered on Nurend 05, 308. An antidote was first derived for the seeds per Quince's request, and then a poison was made from the vines. This poison is capable of causing paralysis in addition to any poisoning effect or damage. It was made by processing the corrupted blood, spines and vines of a vine-beast into a mushy, awful state while applying a small amount of heat over the course of several hours. The mush was then pressed through a fine mesh strainer into the unfortunate capsule it resides in today. It has the appearance of a slimy forest green liquid with small chunks of muddled vines. An antidote was also developed for this poison.
Paincap Poison - Made from the Paincap mushroom originally found by DAN on Nurend 05, 308. After discovering that the pain associated with this mushroom is caused by the horrendous, gelatinous, goopy red liquid that drips from its innumerous spikes a poison was able to be crafted. Intense study and processing led to a method of preservation utilizing the caps, spores, and liquid along with various alchemical stuffs. The poison has the appearance of viscous dark red liquid which is constantly, though slowly, bubbling. Each large bubble allows a small amount of light to pass through revealing smaller clouds of some mysterious concoction flowing within. The effects of the poison are mostly just immense pain which makes concentration along with any attempts at attacking, moving or even the utilization of certain skills an incredible challenge.
Death Blossom Poison - After defeating the Death Blossoms, Hysteria decided to create a poison from the flower. They grinded up the petals, boiled and reboiled the stems, and combined it all with the acidic juices that flowed from the plant each time it was hit. The resulting poison has a fraction of the flowers power and can inflict a random status effect.
Poultices
Poultices are usually made from natural ingredients like plant matter which has been grinded to some degree and combined with amounts of liquid, mud, and other usually gross things. They can either be applied to the skin to relieve burning, wounds or other concerns, or they could be wrapped in leaves and tied around the neck to be inhaled over time.Recipes:
Ulunor's Bloom Poultice - Provided on Nurend 04, 308 by Croak. Made from the Ulunor's Bloom flower, this poultice is designed to help with disease, poisons, wounds, possession, and can even help regrow limbs if utilized over a great length of time. It contains the aforementioned Ulunor's Bloom, some Spirit Grass and mud from the surrounding area where the flower was found.Orchit Poultice - Thoughts of making something to heal the horrible gash in Namina's hand with the Orchit flowers were considered, but no time was available. Namina witnessed a Mothling woman make this poultice on Nurend 13, 308 as a favor to her for helping bring such joy to the children of the village. It takes several days to fully work, but the skin-tightening and healing effects feel almost immediate. The goop involved is made from Orchit Flowers, some mud, any herbs that help with skin health and pain relief, and, if you have it, an Ulunor's Bloom can help accelerate the process.
Potions
Potions are liquid healing concoctions designed to be ingested. They usually involve more water than a poultice, less mud, and take more time as it involves infusing the ingredients, steeping, and other waiting protocols. 90% of potion making is waiting for it to be done. Potions could be from all natural sources like plants, animal matter and minerals, or they could also involve more arcane or artificial ingredients like chemical powders found in an alchemy kit, channeling magical energy, or going into a trance.Recipes
Growth Accelerant - Taking into account the ingredients present on the work table in Tympi's House on Nurend 13, 308, along with some notes found in the nearby Journal, the potion that was current in progress was some sort of Growth Accelerant. It seems that by combining the "Fleeting Seeds", "Dried Silken Mushroom Scrapings", and "Powdered Glass Snail Shells" the resulting powder can be mixed with other fertilizers and soil to have plants grow much faster. Additionally, there are further notes suggesting that this mixture could be combined with boiling water by adding more and more of the mixture until it stops dissolving and a noticeable sediment begins to form. Keep the water hot, stir constantly, and begin adding any desirable herbs, spices, and sweeteners along with some shaved Ginseng root of your choosing. It'll need to steep, covered and with minimal heat just to keep it warm, for several hours while being stirred every 15-20 minutes just to reincorporate the ingredients as they are gradually infused. After this it will need to rest until cool before being transferred from the cauldron into an oak barrel to age for at least two days. The resulting potion can be transferred from the barrel. There may be a shockingly small amount of potion left over, just enough for a few uses depending on the amount of Growth Accelerant originally available and the amount of water used. This potion, according to Tympi's notes, imbues whoever drinks it with alacrity and improved reach as the drinker's arms also lengthen slightly. (Haste and an additional 5 foot reach)Death Blossom Curative - After defeating the Death Blossoms, their friends needed some help with curing the illnesses and general status conditions affecting them. Hysteria created a potion to help treat this blight while looking for a way to replicate the plant's own poison. The resulting potion was successful, and their friends are mostly healed.
Blindness Cure - Through a roundabout method of reverse engineering a beneficial plant, Tall Eye Grass, which was made into a poison to make an antidote for the poison to cure blindness. This brilliant approach has led to a cure for blindness which was utilized on Tympi, however, the blindness afflicting her seems to be too powerful for such a thing. This potion was administered by piercing the skin much like an injury-based poison.
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