Salves

Healing salves are much like potion, but rather than store divine magic, they are made with rare and magical herbs. While a potion can be used by any, a healing salve can only be used by thoes with the skill to use them and the better the skill, the more effective they are.

Minor healing Salve: Use DC: Heal dc 5. Effects: Heals 1d4 + 1 per point the use beats the dc by up to +5.
Cost 50gp Craft DC: Profession (herbalist) DC 15 Active Ingrediant: Healing Herb

Meduium healing Salve: Use DC: Heal dc 10. Effects: Heals 1d6 + 1 per point the use beats the dc by up to +10.
Cost 100gp Craft DC: Profession (herbalist) DC 20 Active Ingrediant: Healing Herb

Major healing Salve: Use DC: Heal dc 10. Effects: Heals 1d8 + 1 per point the use beats the dc by up to +15.
Cost 250gp Craft DC: Profession (herbalist) DC 25 Active Ingrediant: Healing Herb

Superior Healing Salve: Use DC: Heal dc 10. Effects: Heals 1d8 + 1 per point the use beats the dc by up to +20.
Cost 500gp Craft DC: Profession (herbalist) DC 30 Active Ingrediant: Healing Herb

Maiden's Joy Use DC Heal DC - none Effects: Makes any one infertile for 1 month, as an additional side effect in males causes enlarged erections for 1d6 hours. Using this remedy more then once a day can lead to blindness. Fort Save DC 10 +5 for number of doses over one taken. Blindness persits for 24/hrs + 12/hrs for each additional dose. This drug can be addicting depending on the personality of the person taking it…
Cost 75gp Craft DC: Profession (Herbalist) DC 15 Active Ingrediant: The Maiden's Joy

Minor Restoritive Draught: Use DC: Heal dc 15. Effects: Heals 1pt of ability damage + 1 per 3 points the use beats the dc by up to +5.
Cost 150gp Craft DC: Profession (herbalist) DC 20 Active Ingrediant: Restoration Herb

Restoritive Draught: Use DC: Heal dc 25. Effects: Heals all ability damage
Cost 500gp Craft DC: Profession (herbalist) DC 30 Active Ingrediant: Restoration Herb

Minor Curing Balm: Use DC: Heal dc 20. Effects: Heals 1pt of ability damage + 1 per 2 point the use beats the dc by up to +5. Will provide an additional bonus on the next fortitude save vs disease of the same amount restored. (This bonus only applies to normal diseases)
Cost 250gp Craft DC: Profession (herbalist) DC 25 Active Ingrediant: Curing Herb

Curing Balm: Use DC: Heal dc 25. Effects: Heals all ability damage. Will provide an additional bonus on the next fortitude save vs disease +1 per 2 point the heal check beats the DC. (This bonus only applies to normal diseases)
Cost 750gp Craft DC: Profession (herbalist) DC 35 Active Ingrediant: Curing Herb

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