An Apothecary in our system masters the art of healing potions. They work many times with those who are in the medical professions and can commonly be found in areas that treat the wounded. Potions need to be RED and in addition to the colouring, each potion should be labelled either on the bottle or via a tag that gives the specific potion name, an explanation of its effects, and the crafter's name. Bottles should not be glass if you carry them into combat. There are no size or oz. limits.
Rations - Rations are used in place of potions for those who do not want to use liquid or potion bottles. These items are easier to transport and do not come with the mess or loss of potion bottles. Rations can be things like jerky, cookies, etc. but they must be the right colour and be labelled like a potion must.
Apothecary Tools: Brewing stands, bottles, mixing tools, shop, tent, water. Materials Needed for Crafting: Healing Elements (Elders decide items for this)
Lvl 2: Minor Health Potion,
Herbal Mats needed 2.
What it does: This potion can heal a single wound of an injured character over 2 minutes (must roleplay resting). This potion cannot heal mortal wounds.
Lvl 4: Strong Health Potion,
Herbal Mats needed 4.
What it does: This potion can heal 3 wounds. Healing even mortal wounds of an injured character over 2 minutes (must roleplay resting).
Lvl 6: Potion of Constitution,
Herbal Mats needed 3 + 1 antidote.
What it does: Ignore the 1st poison effect. Potion wares off after 30 mins after imbibed.
Lvl 8: Artisan Health Potion,
Herbal Mats needed 6.
What it does: This potion can heal 4 wounds or mortal wounds of an injured character over 4 minutes (must roleplay resting).
Lvl 10: Cure Infection / Disease Potion,
Herbal Mats needed 6.
What it does: Removes all disease, infection effects from target. Must wait 5 minutes between consuming sessions.
Lvl 12: Potion of Strength,
Herbal Mats needed 6 + Herbal Enhancement. What it does: Once drunk the imbiber will cause knockback (3) on the next melee strike. Cannot take another for 5 minutes.
Lvl 14: Potion of Rage,
Herbal Mats needed 8.
What it does: For 10 seconds imbiber is immune to all melee & ranged damage (not spell) taken, although weapons and armour can still be damaged & broken. When this effect ends, takes 1 damage and dazed for 10 seconds due to exertion.
Lvl 16: Master Apothecary, ½ all material costs
Lvl 18: Aqua de Vita (Water of Life),
Herbal Mats needed 10 minimum
What it does: Combined with a Philosopher's Stone (Alchemy Item) to make Elixir of Life (resurrect from death) useful for rejuvenation and for achieving immortality; Restore spirit to dead player’s body with full hit points. Target Fatigued for 10 minutes (Resurrection sickness). Only one “Elixir of Life” can be consumed per character per event
Rations - Rations are used in place of potions for those who do not want to use liquid or potion bottles. These items are easier to transport and do not come with the mess or loss of potion bottles. Rations can be things like jerky, cookies, etc. but they must be the right colour and be labelled like a potion must.
Apothecary Tools: Brewing stands, bottles, mixing tools, shop, tent, water. Materials Needed for Crafting: Healing Elements (Elders decide items for this)
Lvl 2: Minor Health Potion,
Herbal Mats needed 2.
What it does: This potion can heal a single wound of an injured character over 2 minutes (must roleplay resting). This potion cannot heal mortal wounds.
Lvl 4: Strong Health Potion,
Herbal Mats needed 4.
What it does: This potion can heal 3 wounds. Healing even mortal wounds of an injured character over 2 minutes (must roleplay resting).
Lvl 6: Potion of Constitution,
Herbal Mats needed 3 + 1 antidote.
What it does: Ignore the 1st poison effect. Potion wares off after 30 mins after imbibed.
Lvl 8: Artisan Health Potion,
Herbal Mats needed 6.
What it does: This potion can heal 4 wounds or mortal wounds of an injured character over 4 minutes (must roleplay resting).
Lvl 10: Cure Infection / Disease Potion,
Herbal Mats needed 6.
What it does: Removes all disease, infection effects from target. Must wait 5 minutes between consuming sessions.
Lvl 12: Potion of Strength,
Herbal Mats needed 6 + Herbal Enhancement. What it does: Once drunk the imbiber will cause knockback (3) on the next melee strike. Cannot take another for 5 minutes.
Lvl 14: Potion of Rage,
Herbal Mats needed 8.
What it does: For 10 seconds imbiber is immune to all melee & ranged damage (not spell) taken, although weapons and armour can still be damaged & broken. When this effect ends, takes 1 damage and dazed for 10 seconds due to exertion.
Lvl 16: Master Apothecary, ½ all material costs
Lvl 18: Aqua de Vita (Water of Life),
Herbal Mats needed 10 minimum
What it does: Combined with a Philosopher's Stone (Alchemy Item) to make Elixir of Life (resurrect from death) useful for rejuvenation and for achieving immortality; Restore spirit to dead player’s body with full hit points. Target Fatigued for 10 minutes (Resurrection sickness). Only one “Elixir of Life” can be consumed per character per event