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 Herbalist, Master of Synthesis

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Pretty Princess Shio

Pretty Princess Shio

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PostSubject: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeWed Dec 18, 2013 6:08 pm

The Herbalist is a unique profession utilizing a fifth roll of a die in all wild rolls in order to create a series of potions with a variety of effects. Only herbalists can roll the additional die. They can do individual herb searches as well, equal to the number of wild rolls they have available, but the same post scaling is in effect.

The herbs the herbalist encounters varies drastically by area they encounter. The number in the ones spot determines the number of herbs in the find. A 0 indicates a find of 10 herbs.

Duration effects on any Elixir or Venom cannot stack unless otherwise stated.

Only one venom can be on a weapon at a time until the first is consumed. Only one instance of a venom can be applied to a person unless otherwise stated.

Venoms and Anti-Venoms are the same ingredients, but you may not use them interchangeably. If you make an Anti-Venom you must declare you are making an Anti-Venom, and vice-versa.

Pre-applied Anti-Venoms will last until venom is applied. If used after application of a venom, the venom's effects will just be removed. The user can have up to three Anti-Venoms pre-applied.

*Custom zones will apply the herb rolls closest to their climate.

Forest
- Ember Leaf - 1-20
- Noxshroom - 21-30
- Blue Mist Flower - 31-35
- Sakuran Tea Leaf - 41-60 (only in Sakura zones)
- Toranese Thistle - 41-60 (only in Toran zones)
- Groveweed - 61-80

Cave
- Nox Mushroom - 1-20
- Night's Shade - 21-40
- Wispy Cycad - 41-60
- Gloommallow - 61 - 70

Jungle
- Arandin's Lippia - 1-20
- Panzer's Prowl - 21-40
- Atrewan Sage - 41-60

Desert
- Ilsverian Yarrow - 1-20
- Queen's Cactus Flower - 21-40
- Lucky Sorrels - 41-60

Mountain
- Mistweaver (flower) 1-20
- Lady's Mantle - 21-40
- Wardian Foxglove - 41-60
- Wintergreen - 61-80

Tundra
- Eishund's Howl - 1-20
- Goll's Catch - 21-40
- Glacetta's Foot - 41-60
- Seiryu's Breath - 61-70

Plain
- Commoner's Grass - 1-20
- Omu Berries - 21-40
- Primrose - 61-80
- Sakuran Tea Leaf - 41-60 (only in Sakura zones)
- Toranese Thistle - 41-60 (only in Toran zones)

Rank I - Elixir of Small Fortune - Increases all gold income by the player for 3 days by 20%. Reagents: 5 Ember Leaf, 3 Toranese Thistle

Elixir of Capture - Increases base capture percentage by 10%. Reagents: 1 Ember Leaf, 2 Toranese Thistle

Venom/Anti-Venom of Reduction - Creates an venom that reduces the use of one of the basic moves or spells of the person that drinks or eats it. If used out of combat, it applies to the next combat they are in. Can be tipped on weapons. Can only be applied 5 times on a person. Reagents: 1 Noxshroom, 3 Night's Shade

Rank II - Refinement - Elixir of Capture now grants an additional 10% addition to the BCP per Herbalism Rank, up to a maximum of 50% bonus.

Elixir of Silver Eggs - All eggs produced by breeding Natrelmon are silver and can be sold for 250 N. Eggs do not have a chance to hatch. Lasts for one breeding only. Reagents: Wardian Foxglove, Lady's Mantle

Venom/Anti-Venom of Short Life - Creates a venom that increases the probability of eggs not hatching by 10. One application per person. Can be ingested or applied by weapon cut. If Natrelmon is affected, it will not produce offspring for the next month. Reagents: 3 Noxshroom, 1 Night's Shade

Rank III - Patch - The Herbalist has a 25% chance of finding double the amount of herbs.

Elixir of Draconic Spirit - Natrelmon that are give this elixir are counted as dragon's for the calculation of magic experience. Lasts for 3 days (at rank V, this lasts for 1 week). Reagents: 1 Mistweaver, 1 Blue Mist Flower, 3 Lady's Mantle

Venom/Anti-Venom of the Poisonous Mind - Creates a venom that reduces magic experience for the victim by 10%. Same application as other venoms and can only be applied once. Reagents: 1 Noxshroom, 1 Primrose, 2 Wispy Cycad

Rank IV - Elixir of Experience - All experience gained (Natrelmon and Trainer) is boosted by 5% (at Rank VII this boost becomes 10%). Reagents: Blue Mist Flower

Venom/Anti-Venom of Amnesia - Reduces the enemy Natrelmon's experience by 1%. Can be applied up to 5 times. Reagents:

Rank V - ????? - At cost of normal herb searching, the user may find two instances of a singular herb in a zone.

Elixir of Focused Power - Allows the drinker to use an extra ability at cost of usage of 2 uses of another. Lasts 3 days.

Venom/Anti-Venom of Confusion - Swaps the spell schools of two of the victim's spell schools the next time they are in combat (IE: when they used Rank I Electromancy, they'd use Rank I Hydromancy instead). Can only be applied once. Poisoner chooses.

Rank VI - Elixir of Twisting Fates - When drunk, the imbiber can modify any and all roll values by 1. Lasts 3 days.

Venom/Anti-Venom of Locked Elements - The victim is unable to cast magic or use moves from a declared (by the poisoner) element.

Rank VII - ??? - The user has a 10% chance (roll a dice, 1-10 is successful) to produce a second Elixir or Venom.

Elixir of Second Chances - When drunk, the imbiber can preform one extra roll of any kind.

Elixir of Mimcry - This Elixir allows the imbiber to mimic an ability from another profession. This persists until another elixir is made. When attempting to imitate one time use ability, there is a 50% chance it will fail (success is 51-100). Can only mimic an ability equal or lower than the rank of the highest profession skill the imbiber has available to them. Successfully mimicking the abilities of another professions replaces the corresponding rank in yours. Cannot be used to gain access to the same one time use abilities in other trees more than once.

Venom/Anti-Venom of Silence - Victims of this venom cannot cast spells for 3 exchanges. Can be applied multiple times in individual doses. Makes 10 doses. Doses cannot overlap in combat.

Rank VIII - Seeds - The herbalist has a 10% chance of finding a seed in addition to their herbs. If the Herbalist has a farm, they can grow this seed on their property and yield one of that herb each week.

Elixir of Twins - Creates an Elixir that when used on a breeding pair, an additional Natrelmon is created identical to one of the other offspring.

Venom/Anti-Venom of Tied Fates - Creates a venom that, when applied, will create a link between the victim and one other. The second target is based on the application of a second instance of the Venom. Should one target be killed, the other is also killed. Persists for 3 days.

Rank IX - Elixir of New Talent - Imbiber rerolls a single gift roll in order to acquire a guaranteed new one at random.

Venom/Anti-Venom of Self-Loathing - When applied, the victim is unable to cast spells from a declared spell school (by the poisoner) without wounding themselves. If 10 spells are cast from that school, the victim is rendered unconscious. Persists for next three times they victim is in combat.

Rank X - Envenom - The Herbalist is able to mix the effects of up to three venoms at the same time.

Green Thumb - The Herbalists seeds now produce 3 instances of a Herb each week from their seeds.

Elixir of Switching - Allows the Herbalist to create an elixir that gives the imbiber the ability to switch one spell school or profession to another and transfer the experience as well. Can't be used on hidden schools of magic.

Venom of Conversion - Poisons the victim, switching either a profession or spell school to another. Can be used on hidden schools of magic if the poisoner has that school. Poisoner chooses what is switch to what.

Venom/Anti-Venom of Curses - When poisoned by this venom, all yields from wild rolls or libraries, for the course of a week, are given to the poisoner. Once a roll is stolen, the venom fades. Makes only one dose.
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The 43rd Gecko



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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeFri Jan 18, 2019 8:25 pm

Basic Description of Herbalism Go:

You find ingredients in the wild and make magical shit happen.


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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeFri Jan 18, 2019 8:30 pm

-How you actually get Ingredients-
  Whenever you make a wild roll, or individually as a herbalist roll, to a maximum equivalent of your available wild rolls, roll a d100, and compare it to the zone you are searching. The zones are found below in this post. You then acquire a number of herbs equal to the number in the 1's digit, with a 0 meaning 10, unless you rolled a Bonus or a Natrelmon Ingredient.

-Bonus-
  When you get a "bonus", treat the amount of herbs gathered as double its normal amount, or 5, whichever is higher. While searching for herbs, you may designate one Natrelmon your assistant, and acquire the bonus for any bonuses that it matches types with.

-Natrelmon Ingredients-
  When you acquire a Natrelmon ingredient, use your Wild's Gender Roll to determine which Natrelmon's ingredient you acquire (or roll 1d100 if you were not performing a wild roll) on the Natrelmon Table for the zone you were looking for ingredients in . You acquire 3 copies of a C/SU Ingredient, 2 of a U/SR Ingredient, and 1 of a R or higher Ingredient. Legendary Ingredients can only be acquired with the Legendary's blessing (If you roll Suzaku's Feather, but Suzaku doesn't like you, you find nothing).  If you wish to find an Ingredient from an evolved Natrelmon, if you have a natrelmon within 10 levels of the level required to evolve into that Natrelmon, then you may find it's ingredient when you find its non-evolved form.

-Zones-
Toran Forest
- Ember Leaf - 1-5 (Fire Bonus)
- Ember Leaf - 6-15
- Toranese Thistle - 16-20 (Bonus)
- Toranese Thistle - 21-25 (Fire Bonus)
- Toranese Thistle - 26-30
- Groveweed - 31-35 (Grass Bonus)
- Groveweed - 36-45
- Noxshroom - 46-47 (Poison Bonus)
- Noxshroom - 48-50
- Blue Mist Flower - 51 (Water Bonus)
- Blue Mist Flower - 52-55
- C/SU Natrelmon Ingredient 56-67
- U/SR Natrelmon Ingredient 68-75
- R Natrelmon Ingredient 76-80

Toran Shore
- Bubble Kelp - 1-5 (Wind Bonus)
- Bubble Kelp - 6-15
- Seaguard Latifolia - 16-20 (Earth Bonus)
- Seaguard Latifolia - 21-30
- Crimson Algae 31-35 (Water bonus)
- Crimson Algae 36-45
- Siren's Seagrass 46-47 (Water Bonus)
- Siren's Seagrass 48-50
- Moonlit Pearl - 51 (Light Bonus)
- Moonlit Pearl - 52-55
- C/SU Natrelmon Ingredient 56-67
- U/SR Natrelmon Ingredient 68-75
- R Natrelmon Ingredient 76-80

Ward Mountain
- Mistweaver (flower) 1-5 (Water Bonus)
- Mistweaver (flower) 6-15
- Wardian Foxglove 16-20 (Free Bonus)
- Wardian Foxglove 21-25 (Earth Bonus
- Wardian Foxglove 26-30
- Lady's Mantle - 31-35 (Psychic Bonus)
- Lady's Mantle - 36-45
- Wintergreen - 46-47 (Ice Bonus)
- Wintergreen - 48-50
- Peak Root - 51 (Earth Bonus)
- Peak Root - 52-55
- C/SU Natrelmon Ingredient 56-67
- U/SR Natrelmon Ingredient 68-75
- R Natrelmon Ingredient 76-80

Ward Cave
- Nox Mushroom 1-5 (Poison Bonus)
- Nox Mushroom 6-15
- Wardian Foxglove 16-20 (Free Bonus)
- Wardian Foxglove 21-25 (Earth Bonus
- Wardian Foxglove 26-30
- Gloommallow - 31-35 (Dark Bonus)
- Gloommallow - 36-45
- Wispy Cycad - 46-47 (Ghost Bonus)
- Wispy Cycad - 48-50
- Peak Root - 51 (Earth Bonus)
- Peak Root - 52-55
- C/SU Natrelmon Ingredient 56-67
- U/SR Natrelmon Ingredient 68-75
- R Natrelmon Ingredient 76-80

Cave
- Nox Mushroom - 1-20
- Night's Shade - 21-40
- Wispy Cycad - 41-60
- Gloommallow - 61 - 70


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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeFri Jan 18, 2019 8:35 pm

-Profession Abilities-

Rank I: Herbalist, you can do herbalism searches
Rank III: Patchfinder, you may roll an extra die, on a 76+ you double your gathered ingredients.
Rank V: Focused Search, you may sacrifice your normal herb roll to find two instances of a singular herb in a zone. (Not a Natrelmon Ingredient)
Rank VII: Dilution, you may perform a roll when creating a potion, on a 91+ you create two potions.
Rank VIII: Seedfinder, on your Patchfinder roll, a result of 1-10 results in finding a seed in addition to your herb. If the Herbalist has a farm, they can grow this seed on their property and yield one of that herb each week.
Rank IX: Green Thumb, you may produce 3 herbs instead of 1 each week from your seeds.
Rank X: Envenom, you may mix up to three venoms at the same time.

-Profession Experience-
Rank - Experience Needed - Experience per Unsuccessful Roll - Experience per Successful Roll

I - N/A - 100 - 200
II - 500 - 150 - 450
III - 1,500 - 200 - 600
IV - 2,500 - 250 - 750
V - 4,500 - 300 - 900
VI - 8,500 - 400 - 1,600
VII - 12,500 - 500 - 2,000
VIII - 20,500 - 600 - 2,400
IX - 30,000 - 700 - 3,500
X - 50,000 - N/A - N/A

-Creation FAQ-
Unless otherwise stated, you may not stack the effects or duration of any herbalist creation with itself.

The effects of a Venom may be countered by its corresponding Anti-Venom. Anti-Venoms are created with the same ingredients as the Venom variant, but they are not interchangeable once created. You must declare which one you are making.

You may treat a weapon with a venom, but only one at a time.

You may apply up to three Anti-Venoms to a person who has not yet been hit with the corresponding Venom, and they will last until venom is applied, and cancel out with the Venom.


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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeFri Jan 18, 2019 11:29 pm

- Rank I -

Elixir of Small Fortune - Increases all gold income by the player for 3 days by 20%. (Ember Leaf x5, Toranese Thistle x3)

Elixir of Capture - Increases base capture percentage by 10% per Herbalist Rank, up to a Maximum of 50%. (Ember Leaf x1, Toranese Thistle x2)

Venom/Anti-Venom of Reduction - Creates an venom that reduces the use of one of the basic moves or spells of the person that drinks or eats it. If used out of combat, it applies to the next combat they are in. Can be tipped on weapons. Can only be applied 5 times on a person. (Noxshroom x1, Night's Shade x3)

Alluring Perfume - When applied on one of your female Natrelmon, enhance the chance of encountered Wild Natrelmon to be male by 25 percentage points for one week's wild rolls. (Blue Mist Flower x1, Sakuran Tea Leaf x3)
Rank III Refinement - Guarantee all non-unique Wild Natrelmon encountered will be Female for one week's wild rolls. (+Sakura Petal x1)

Rugged Cologne - When applied on one of your male Natrelmon, enhance the chance of encountered Wild Natrelmon to be female by 25 percentage points for one week's wild rolls. (Noxshroom x2, Toranese Thisle x3)
Rank III Refinement - Guarantee all non-unique Wild Natrelmon encountered will be male for one week's wild rolls (+Lotulia Bloom x1)

Elixir of Telepoor - Upon drinking this elixir, you may teleport from inside of the building you are currently in, to somewhere else, within line of sight, in the building you are currently in. It takes three seconds of standing still to depart from your current location, and three seconds of standing still to arrive at your destination. (Lucky Sorrels x3, Omu Berries x3)

Elixir of Satiation - When drunk, the drinker feels nicely satisfied with their life, no matter how bad it is, and are not hungry for the next week, though they can eat more without ill effect. This Elixir can be sold for 3,000N. (Omu Berries x3, Swindle Rinds x1)
Rank VI Refinement - as above, but the user feels downright euphoric and it lasts for a month. This Elixir can be sold for 20,000N (+Bork Rinds x1)

- Rank II -
Elixir of Silver Eggs- All eggs produced by breeding Natrelmon are silver and can be sold for 250 N. Eggs do not have a chance to hatch. Lasts for one breeding only. (Wardian Foxglove x3, Lady's Mantle x1)

Venom/Anti-Venom of Short Life - Creates a venom that increases the probability of eggs not hatching by 10. One application per person. Can be ingested or applied by weapon cut. If Natrelmon is affected, it will not produce offspring for the next month. (Noxshroom x3, 1 Night's Shade x1)

Drug of Migration - When applied to a flying Natrelmon it grants it the ability to fly closer to its maximum speed for very long times. Treat the AS of your Natrelmon as 2 higher for the next month, but only for the purposes of long term journeys or marathons, not in regular combat. (Ilsverian Yarrow x3, Goll Feathers x1)
Rank V Refinement -  As above, but treat the AS as 4 higher. Does not stack. The duration becomes a year. (+Kasaiga Powder x1)
Rank IX Refinment - As above, but treat the AS as 6 higher or double it's normal, whichever is higher. Does not stack. The duration becomes unlimited. (+Atrinox Ash x1)

Elixir of Waterstriding - When drank, it makes the user very buoyant, without reducing their mass, for a day. The user can walk on water with only their feet sticking below the surface, and it is somewhat easier for Natrelmon to fly with them on their back. (Bubble Kelp x3, Crimson Algae x3)

Incense of Nesting - When burned at one's farm, treat the farm as though it has a Swalest for one month. This does not allow it to exceed it's normal limit on the number of Swallest it may have. (Groveweed x3, Swalest Down x1)
Rank VII Refinement - When burned at one's farm, treat the farm as thought it had it's maximum number of Swalest for one month. If it already has its maximum number of Swalest, treat it as having one more. (Omu Vines x2, Different Grass Type Natrelmon Ingredients x3)

- Rank III -

Elixir of Waterbreathing - When drank, it makes the user able to breath underwater for a week. (Bubble Kelp x3, Siren's Seagrass x1)
Rank VI Refinement - The duration becomes unlimited, and the user becomes immune to pressure-based issues from being underwater. (+Rare Water Something)

Drug of Darting - When applied to a walking Natrelmon, it increases its burst speed, though at the cost of endurance. For the next battle, treat the Natrelmon's LS as one higher and it's Defense as lower. If applied to a Natrelmon that has only 1 defense, it is rendered comatose. Good job. (Panzer's Prowl x3, Ember Leaf x3)
Rank V Refinement - Double the effect. It may now be used as an Venom/Anti-Venom (+Forblaze Leaves x1)

Elixir of Tiddy Enhancement - When drunk, the user acquires impressive tiddies, even if male, for a week. This Elixir can be sold for 4,000N. (Lady's Mantle x3, Bovent Horn x1)
Rank VII Refinement - As above, but the user can lactate if they so choose and it lasts for the elixir creator's choice of a month or permanent. This Elixir can be sold for 25,000 N (+Bosion Horn x1)

Elixir of Draconic Spirit - Natrelmon that are give this elixir are counted as dragons for the calculation of magic experience. Lasts for 3 days (at rank V, this lasts for 1 week). (Mistweaver x1, Blue Mist Flower x1, Lady's Mantle x3)

Venom/Anti-Venom of the Poisonous Mind - Creates a venom that reduces magic experience for the victim by 10%. (Noxshroom x1, Primrose x1, Wispy Cycad x2)

Vial of Instant Tunnel - Throwing this at the ground will create an tunnel of up to 10 feet per Rank in length. It is large enough for a human to crouch down and walk through, and remains stable for a day. (Lapher Claws x1, Groveweed x3)


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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeFri Jan 18, 2019 11:55 pm

- Rank IV -

Salt of Desolation - Upon spreading this Salt around a farm, you may reduce its EP and PT by two, and increase it's number of days for egg production by 2 for a month. Treat this as a Venom for how it can be stacked and countered. (Queen's Cactus Flower x3, Ocalia Embers x1)

Venom Amplifier - When applied to a Venom under rank IV, you increase the effective Rank of that Venom to IV, and make it take two doses of Anti-Venom to remove. (Eishund's Howl x3, Xiao Barbs x1)
Rank VIII Refinement - As above, but able to be applied to Venoms under rank VIII and increasing the rank of the Venom to VIII. (Xiart Horn x1)

Incense of Rising Sparks - When burned around a campfire while hunting for wild Natrelmon, this allows you to upgrade the rarity of all your rolls by one, up to a maximum of Semi-Rare, for this week's wild rolls. However, all Natrelmon that are not Fire type will not appear. (Queen's Cactus Flower x3, Ember Leaf x3, A Fire Type Natrelmon Ingredient)
Rank VIII Refinement - This upgrades the rarity of all your rolls by two, up to a maximum of Rare. All Natrelmon that are not Fire type will still not appear. (A Rare Fire Type Natrelmon Ingredient)

Incense of Overturned Soil -
When burned around a campfire while hunting for wild Natrelmon, this allows you to upgrade the rarity of all your rolls by one, up to a maximum of Semi-Rare, for this week's wild rolls. However, all Natrelmon that are not Earth type will not appear. (Wardian Foxglove x3, Peak Root x1, An Earth Type Natrelmon Ingredient)
Rank VIII Refinement- This upgrades the rarity of all your rolls by two, up to a maximum of Rare. All Natrelmon that are not Earth type will still not appear. (A Rare Earth Type Natrelmon Ingredient)

Elixir of Experience - All experience gained (Natrelmon and Trainer) is boosted by 5% (at Rank VII this boost becomes 10%). (Blue Mist Flower x2, Eletta Shard x1)

Venom/Anti-Venom of Amnesia - Reduces the enemy Natrelmon's experience by 1%. Can be applied up to 5 times. (Siren's Seagrass x1, Mistweaver x2)

- Rank V -

Elixir of Focused Power - Allows the drinker to use an extra ability at cost of usage of 2 uses of another. Lasts 3 days. (Crimson Algae x2, Sakuran Tea Leaf x2)

Venom/Anti-Venom of Confusion - Swaps the spell schools of two of the victim's spell schools the next time they are in combat (IE: when they used Rank I Electromancy, they'd use Rank I Hydromancy instead). Can only be applied once. Poisoner chooses. (Arandin's Lippia x2, Goll's Catch x1)

Incense of the End - When burned around a campfire while hunting for wild Natrelmon, this allows you to upgrade the rarity of all your rolls by one, up to a maximum of Semi-Rare, for this week's wild rolls. However, all Natrelmon that are not Ghost type will not appear. (Wispy Cycad x3, Gloommallow x3, A Ghost Type Natrelmon Ingredient)
Rank IX Refinement- This upgrades the rarity of all your rolls by two, up to a maximum of Rare. All Natrelmon that are not Ghost type will still not appear. (A Rare Ghost Type Natrelmon Ingredient)

- Rank VI -

Elixir of Twisting Fates - When drunk, the imbiber can modify any and all roll values by 1. Lasts 3 days. (Lucky Sorrels x3, Shariha Plumage

Venom/Anti-Venom of Locked Elements - The victim is unable to cast magic or use moves from a declared (by the poisoner) element. (Commoner's Grass x10, A Natrelmon Ingredient that shares a type with the Element you wish to block/clear)

Unsorted-Unformatted:

Earthquake Vial - Rank VIII
When thrown at a building, the Earthquake Vial will shake and shatter its foundations, like if a mighty Wone was tunnelling through its foundations and trying to topple it. (Ilsverian Yarrow x5, Peak Root x2, Wone Jaw x1)

- Rank IX -

Elixir of New Talent - Imbiber rerolls a single gift roll in order to acquire a guaranteed new one at random.

Venom/Anti-Venom of Self-Loathing - When applied, the victim is unable to cast spells from a declared spell school (by the poisoner) without wounding themselves. If 10 spells are cast from that school, the victim is rendered unconscious. Persists for next three times they victim is in combat.

- Rank X -

Elixir of Switching - Allows the Herbalist to create an elixir that gives the imbiber the ability to switch one spell school or profession to another and transfer the experience as well. Can't be used on hidden schools of magic.

Venom of Conversion - Poisons the victim, switching either a profession or spell school to another. Can be used on hidden schools of magic if the poisoner has that school. Poisoner chooses what is switch to what.

Venom/Anti-Venom of Curses - When poisoned by this venom, all yields from wild rolls or libraries, for the course of a week, are given to the poisoner. Once a roll is stolen, the venom fades. Makes only one dose.


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PostSubject: Re: Herbalist, Master of Synthesis   Herbalist, Master of Synthesis I_icon_minitimeMon Jan 21, 2019 3:41 pm

For Fun Stuff:

Toran Shore Descriptions
Bubble Kelp, a buoyant seaweed that frequently rises to the top of the waves, filled with bubbles, it is useful for weak elixirs of flight and water breathing. Very strangely for seaweed, it does not taste salty at all when dried.
Seaguard Latifolia, a tough little plant that digs deep deep into the soil, past the sandy dunes, to grip and hold the beach in place against the tide. Even with it's tough and sturdy roots, it blooms delicate and beautiful flowers.
Crimson Algae, a vibrant and warm to the touch plant, crimson algae contains fiery energy, but is nonetheless easiest to handle by water type natrelmon.
Siren's Seagrass, this rainbow colored grass tends to grow in shallow waters. There are nasty rumors of its vibrant coloring luring land Natrelmon into the water to drown and feed the Siren's Seagrass.
The Moonlit Pearl, despite being underwater, is most easily found with the assistance of a Light Natrelmon, for the well disguised mollusks that hold them only open in particularly magical lights. The Pearl itself is dim, not sparkling and shining, but never dark, always a balance between the two.
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