Mechanics
Herbs with a rarity of 0 may be found by scavenging for herbs.
Roll a d12 on the Replaced Spells list when foraging for herbs to gain the associated herb. Those with special knowledge may roll a larger die. Rarer herbs must usually be found by questing, but may occasionally be available for purchase.
Cost
Herb Level | Baseline Cost |
---|---|
0 | 100 GP |
1 | 200 GP |
2 | 600 GP |
3 | 800 GP |
4 | 1000 GP |
Replaced Spells
Key
Rarity - Spell Name - Duration - Save - Effect1. 0 - Bless
1 min/lvl - SV no
-+1 hit/+1 save VS fear. Opposite is Bane.
2. 0 - Cure Light Wounds
Perm - SV Wis
½ dmg Heal for 1d8/3 lvls (max 4d8). Hurt undead, get Wis save.
3. 0 - Detect Alignment
10 min/lvl - SV no
Concentrate for 1 round in direction and sense alignment specified in range.
4. 0 - Invisibility to Undead
10 min/lvl - SV Int neg
Invisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. Intelligent undead get save.
5. 0 - Protection from Alignment
3 rnd/lvl - SV no
-+2 AC/Saves against chosen alignment. Protects against possession as well.
6. 0 - Purify Food & Drink
Perm - SV no
Make food eatable.
7. 0 - Remove Fear
Special - SV no
-+4 to save effects. If already Feared get another save at +1.
8. 0 - Sanctuary
1rnd lvl - SV special
Warded character can’t attack or cast offensive spells or ends. Attackers must make Wis save or can’t attack warded char.
9. 0 - Turn Undead - Salt
Perm - SV no
Repel undead of HD equal to the character's level+1. Roll 2d6 to determine the number of undead turned, with a minimum of 1. Turned undead will attempt to leave the area. Undead with the lowest HD are affected first.
10. 0 - Detect Magic
1 min/lvl - SV no
Concentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers.
11. 0 - Detect Poison
10 min/lvl- SV no
Detect whether one target has been poisoned/is poisonous.
12. 0 - Endure Elements
24 hours- SV no
Ignore intense weather conditions.
13. 0 - Command
1 rnd - SV Chr negOne word command, 1 creature/2lvls. Can reverse magical effects like Sleep.
14. 1- Detect Undead
1 min/lvl - SV no
Concentrate for 1 round in direction to sense undead. Passes through thin barriers.
15. 1 - Resist Elements
1 min/lvl - SV no
-+2 save against specified element.
16. 2 - Augery
Instant - SV no
Find out if particular actions have good/bad consequences. 70 + 1%/lvl chance for answer. Events up to 30 min seen.
17. 2 - Consecrate
2 hrs/lvl - SV no
Holy land - +3 Turn undead/+1 VS fear. Undead suffer -1 to all rolls. Opposite is Bane.
18. 2 - Delay Poison
1 hr/lvl - SV Con neg
Cannot be affected by poison during spell duration.
19. 2 - Hold Person
1rnd/lvl - SV Wis neg
Hold person physically in place. Can do mental shit.
20. 2 - Remove Paralysis
Special - SV no
Removes magical or non magical paralysis.
21. 3 - Dispel Magic
1d6 rnd - SV no
Suppresses magic for 1d6 rounds in 60ft radius
22. 3 - Remove Blindness/Deafness/Curse/Disease
Perm - SV no
Specify which one you are removing. One effect per casting.
23. 4 - Neutralize Poison
Perm - SV Con neg
Stops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.
24. 4 - Restoration
Perm - SV no
Restores 1 level lost by level drain (not death). Restores ability scores affected by temporary drain, but not perm.