Runarcana

Chapter 4 · Detailing

Apothecary

The Apothecary Craft allows you to know how to plant and collect plants, medicinal and poisonous herbs, you also know how to use animal parts to make potions, ointments, poisons and antidotes. You are able to create these products through vegetable, animal and even mineral principles, knowing how to use them effectively.

Attribute: The attribute for tests related to the Apothecary Craft is Wisdom.

Synergies: In conjunction with your Apothecary Set, you can use this Craft with the following skills, enabling some effects:

  • Arcana. Allows you to magically study those ingredients and helps to identify potions.
  • Investigation. You can collect clues and details about those products and their use, as well as details about their crafting and application.
  • Medicine. Helps when crafting medicine and treating diseases and wounds, as well as crafting antidotes for poison.
  • Nature and Survival. You gain knowledge about which plants and animals are poisonous and the properties of those ingredients.

Apothecary Set

This Set contains a variety of tools like scissors, mortar and pestle, and bags used by apothecaries to create medicine and potions. You can create antitoxins and healing potions, as well as identify plants and poisons.

Content: An Apothecary Set includes small bags for herbs, glass flasks, mortar, pestle, chemical products, plants, roots, products of animal origin, scissors and clippers, as well as leather gloves.

Formulas for the Apothecary Craft

Level 1

Basic Antidote

Ingestion

Craft: Apothecary *

DC: *

Component: Antitoxins and Craft Set

Value: *

Each poison has its base antidote, to create an antidote it is necessary to know the poison in action (as well as its formula) or have access to a sample of it. Once it has been obtained, you can start the creation process of an antidote. The roll to create an antidote is based on the target poison and uses the same DC. It is necessary that the Apothecary producing the antidote has at least one level of Craft less than needed to craft the poison. Once administered a character who drinks the antidote can make a new saving throw with advantage to neutralize the poison. When a poison is neutralized, the target gets 1d8 - Constitution modifier points of Exhaustion. Drinking or administering a potion requires an action.

Natural 20. The exhaustion dice becomes 1d6.

Healing Potion

Ingestion

Craft: Apothecary 1

DC: 15

Component: Herbs and Craft Set

Value: 50 GP

Through an infusion prepared from herbs and roots, this red liquid becomes capable of quickly recovering the damage done to an adventurer’s body. A character who drinks the red magical fluid from this vial regains 2d4 + Twice the Apothecary’s Craft level in hit points. Drinking or administering a potion requires an action.

Natural 20. The flask heals 2d6 + 3 times the Craft level

Refine Poison

Craft: Apothecary 1 to 6

DC: *

Component: Poison base and Craft Set

Value: *

Refining a Poison refers to the act of improving a collected poison, turning it into a poisonous Formula and making it more potent and effective. To refine a poison, half of its value is spent and the creation DC equals the poison’s Collection DC. After refinement, the poison’s level increases by 1, requiring an Apothecary level equal to the Refined Poison’s level. Additionally, if the original effect deals damage to the target, the damage increases by a number of dice equal to the Craft level used in the refinement.

Natural 20. The poison’s DC increases by 1 and, if the poison deals damage, the damage becomes magical.

Poison: Ether Essence

Inhalation

Craft: Apothecary 1

DC: 13

Component: Soporific herbs and Craft Set

Value: 300 GP

This dark powder made from special herbs generates a soporific toxin when inhaled. A creature subjected to this poison is poisoned for 8 hours. The poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to wake it by shaking it. The saving throw can be attempted again at the end of its turns to end the condition.

Natural 20. The creature can’t attempt the saving throw again at the end of its turns.

Poison: Mordancy

Inhalation

Craft: Apothecary 1

DC: 13

Component: Beeswax with turpentine, ashes and Craft Set

Value: 250 GP

By grinding and mixing sealing wax and ashes, a poison in the form of a fine powder is created, used to obstruct its victims’ vision. A creature subjected to this poison is Intoxicated for 1 hour. The Intoxicated creature is Blinded. The saving throw can be attempted again at the end of its turns to end the condition.

Natural 20. The creature can’t attempt the saving throw again at the end of its turns.

Poison: Assassin’s Blood

Ingestion

Craft: Apothecary 1

DC: 13

Component: Ghost flower toxin, blood and Craft Set

Value: 150 GP

A mixture of the toxin found in ghost flower blossoms. A creature subjected to this poison takes 1d12 poison damage and is Intoxicated for 24 hours. On a successful saving throw, the creature takes half the damage and isn’t Intoxicated.

Natural 20. The creature can’t attempt the saving throw again at the end of its turns.

Poison: Bloodpulse

Ingestion, wound

Craft: Apothecary 1

DC: 13

Component: Poison, acid, opium and Craft Set

Value: 6 SP

Time: 1 hour

The use of this poison accelerates part of its target’s metabolism, expanding its physical capabilities while making it vulnerable. For the next 10 minutes, the target deals an additional 1d4 bludgeoning damage on its melee attacks but also takes 1d4 bludgeoning damage whenever attacked.

Natural 20. The damage dice dealt and received increases to 1d8.

Level 2

Poison: Vision Executioner

Contact

Craft: Apothecary 2

DC: 15

Component: Bat eye, acid and Craft Set

Value: 3 GP

Time: 2 hours

Vision Executioner is a powerful poisonous formula that can cause blindness by simple touch. The target of this poison is Blinded for 1 minute. The saving throw can be taken again at the end of its turns to end the condition.

Natural 20. The creature can’t make the saving throw again at the end of its turns.

Level 3

Poison: Azakana’s Scream

Contact

Craft: Apothecary 3

DC: 18

Component: Blood of an Azakana, sulfur, mercury and Craft Set

Value: 50 GP (10 doses)

This poison causes a very powerful dissonance thanks to an explosion of spiritual energy. A target of the poison takes 2d10 poison damage and 2d10 fire damage. On a successful saving throw, it only takes half damage. The target must make a Wisdom saving throw with a DC equal to the Poison DC or become Frightened by the one who dealt the strike for the next minute. The target can make a new saving throw at the start of each of its turns to end the condition.

Natural 20. The damage dealt increases by 1d10 fire and 1d0 poison.

Poison: Truth Serum

Ingestion

Craft: Apothecary 3

DC: 18

Component: Dried mint, passionflower petals exposed to zone of truth magic, elderberry leaves and Craft Set

Value: 150 GP

Time: 5 days

The mixture of ingredients in this poison varies across different regions, but commonly includes rare ingredients exposed to arcane effects. It’s often used in interrogations. A creature subjected to this poison is Intoxicated for 1 hour. The Intoxicated creature can’t consciously speak a lie, as if under the effect of a zone of truth spell.

Natural 20. The poison’s duration becomes 2 hours.

Level 4

Poison: Mindfreeze

Contact

Craft: Apothecary 4

DC: 19

Component: Resin, a magic wand (or something similar), a piece of animal brain and Craft Set

Value: 50 GP (2 doses)

This poison is an enemy of all spellcasters. For the next minute, each time the target attempts to cast a spell, it must succeed on a DC 15 Concentration roll or the spell fails before being cast, consuming mana points or ability uses. The Constitution saving throw can be repeated at the end of each of its turns to end the effect prematurely.

Natural 20. The Concentration DC becomes 19.

Poison: Midnight Tears

Ingestion

Craft: Apothecary 4

DC: 19

Component: Tar, bee stingers and Craft Set

Value: 1500 GP

Created from a mixture of crushed bee stingers and tar, this special delayed-effect poison comes into being. A creature that ingests this poison suffers no effect until midnight. If the poison hasn’t been neutralized by then, the creature must succeed on the saving throw, taking 27 (9d6) Intoxicating damage on a failure, or half damage on a success.

Natural 20. The saving throw is made with disadvantage.

Level 5

Regeneration Potion

Ingestion

Craft: Apothecary 5

DC: 20

Component: Herbs and Craft Set

Value: 120 GP

Formed from an extremely calculated dosage of several substances that can even be toxic, added to a prepared infusion of herbs and roots, this bright red liquid becomes capable of recovering the damage caused to an adventurer’s body very quickly. A character who drinks the red magical fluid from this flask regains 2d6 + the Apothecary’s Craft level in hit points per turn for a number of turns equal to the drinker’s Constitution modifier. Drinking or administering a potion requires an action.

Natural 20. Health recovery becomes 2d8 + the Craft level per turn.

Poison: Night Petal

Wound

Craft: Apothecary 5

DC: 21

Component: Night Petal powder and Craft Set

Value: 200 GP

A poison developed by the Lunari of Mount Targon, who keep the correct way to collect its ingredients a secret. Widely used to enhance the performance of these warriors, this poison is used to slow down opponents. A creature subjected to this poison is Intoxicated for 1 minute. If the result is 8 or lower, the creature is also Unconscious while Intoxicated this way. The creature wakes up if it takes damage or if another creature takes an action to wake it by shaking it.

Natural 20. The minimum result for the target to become unconscious increases by half the Craft level used to perform the Formula.

Level 6

Solar Fluid

Ingestion, strike

Craft: Apothecary 6

DC: 22

Component: Powdered gold, a drop of blood or a hair from the target and Craft Set

Value: 150 GP

A combination of sensitivity to sunlight and water severely affects the target of this poison. For the next hour, while the target is under sunlight, it takes 20 Solar damage per turn. If the target comes into contact with water, it takes 20 Antimonic damage per turn. The target can repeat the saving throw at the end of each of its turns.

Natural 20. The damage dealt is doubled.