Antidotes
| Name | Antidotes |
|---|---|
| Cost | 6 points |
| Prerequisites | Apothecary |
| Key Words | Archetype / Creator / Work Units |
| Description | The character specialises in creating antidotes and cures for poisons and venoms.
With access to an apothecary's workshop and a cost in work units and materials, the character can create antidotes — alchemical substances that can cure or counteract poisons, diseases, and other harmful conditions. With access to a phys rep of suitable tools, the character can cure someone of a poison, per the spell Purge Poison, with an improvised antidote. This requires around 2 minutes roleplay, examining the patient and hastily mixing ingredients. If the subject is on their death count, they may require the aid of a surgeon or corporeal spellcaster to keep them alive. Using this skill consumes two alchemy ingredients if the poison afflicting the patient is known to the person attempting the cure, or four if not. Suitable ingredients include:
Note that curing magical poisons will require additional actions. With research, the character can learn to create antidotes for more exotic conditions. Note: This skill grants 5 Work Units per day. The number of work units the character can benefit from each day depends on their cap. See Magic Points, Stamina and Work Units for more. |
| Progression | Concoction |
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