Antidotes: Difference between revisions
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==Antidotes== |
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| Key Words|| Archetype / Twice per day |
| Key Words|| Archetype / Twice per day |
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| Description || Twice per day, 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 |
| Description || Twice per day, 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. |
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If the subject is on their '''death count''', they may require the aid of a surgeon or corporeal spellcaster to keep them alive. |
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:*Agaric, |
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:*Comfrey, |
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:*Fireweed, |
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:*Hawthorn, or |
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:*Sweet Geranium. |
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Note that curing magical poisons will require additional actions. |
Note that curing magical poisons will require additional actions. |
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Revision as of 13:08, 26 June 2024
Antidotes
Name | Antidotes |
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Cost | 8 points |
Prerequisites | Poisoner |
Key Words | Archetype / Twice per day |
Description | Twice per day, 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. |
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