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Old 02-28-2021, 01:33 PM   #1
prospero
 
Join Date: May 2010
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Default Herb-based magic

I'm GMing an Ars Magica-flavored 250-point campaign set in the year 1200 in a fairly gritty low-magic Europe: magic is known, rare, and cautiously accepted by the various Christian churches, Jewish traditions, and Islamic schools throughout the greater Mediterranean world. One of the PCs wants to use herb-based magic to prepare various magical potions, salves, poultices, unguents, etc. etc. for later use. Two questions:
  1. Does the hive mind have any suggestions about rules, guidelines, or destabilizing assumptions to watch out for as I introduce this herbal magic into the campaign? I'll of course control the flow of the needed herbs and set a time limit on each brew's potency, so the character won't be able to set up a shop to mass-produce and market his herbal concoctions.
  2. Are there any Gurps publications, including old Pyramid issues, that would provide rules for and/or preworked examples of such magical balms, ointments, creams, etc. etc.? I already have the various RPM pdfs and Pyramid 3/43 (potion magic). Alas, due to limitations on my own prep time, I'm looking for something less of a construction system and more of a collection of worked examples.

I suppose I could always re-skin the magical and alchemical potions in DF and DFRPG, but I'm hoping for something with a more hedge-wizard or even druidic feel.

Thanks for any thoughts, suggestions, or pointers to rulebooks you may be able to provide!

Last edited by prospero; 02-28-2021 at 01:38 PM. Reason: minor improvements
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Old 02-28-2021, 02:49 PM   #2
Anders
 
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Default Re: Herb-based magic

GURPS Camelot has a section on Herbary which includes some low-end magical effects. Otherwise, my problem with having detailed lists of ingredients rather than just say "$40 worth of herbs" is that it turns part of the adventure into a shopping exercise. But if you don't think that's a drawback, go wild.

WotC had something called Alchemist's handbook which was systemless (this was before they bought D&D), but it's difficult to find now since their D&D stuff obscures everything else. That had detailed ingredient lists.

Edit: Hah! Found it. https://en.wikipedia.org/wiki/The_Compleat_Alchemist Turns out it had a more complicated history than I knew about.
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Old 02-28-2021, 03:13 PM   #3
Sam Baughn
 
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Default Re: Herb-based magic

GURPS Magic (p. 211) says it can basically replicate Alchemy potions but not charms. I'd suggest possibly tweaking that by having be able to make some potions from the list and a (very) few charms as well, since herbal charms were certainly used in the middle ages. Possibly give herb-based charms a limited life expectancy, but need less time to prepare.
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Old 02-28-2021, 04:07 PM   #4
DangerousThing
 
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Default Re: Herb-based magic

Quote:
Originally Posted by prospero View Post
One of the PCs wants to use herb-based magic to prepare various magical potions, salves, poultices, unguents, etc. etc. for later use.
One technique to handle this is to just make the herbs a minor flavor for the magic (pun truly unintended). The character may believe that he needs the herbs, but they may be relatively unnecessary to the magic.
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Old 02-28-2021, 04:36 PM   #5
Donny Brook
 
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Default Re: Herb-based magic

It could be that herbs are the foundation for Esoteric Medicine or a variant of Yin Yang Healing. Or it could be the basis for Blood Agent and Contact Agent Afflictions of varioys kinds.
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Old 02-28-2021, 05:09 PM   #6
WingedKagouti
 
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Default Re: Herb-based magic

Quote:
Originally Posted by prospero View Post
One of the PCs wants to use herb-based magic to prepare various magical potions, salves, poultices, unguents, etc. etc. for later use. Two questions:
I'll just echo the "This is Herb Lore from Magic" sentiment.
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Old 02-28-2021, 08:24 PM   #7
prospero
 
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Default Re: Herb-based magic

Thanks for the advice and suggestions. I'm chagrined, though: it had been so long since I read Gurps Magic that I forgot about the alchemy section at the end.
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Old 03-01-2021, 12:34 AM   #8
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Default Re: Herb-based magic

Quote:
Originally Posted by Anders View Post
GURPS Camelot has a section on Herbary which includes some low-end magical effects. Otherwise, my problem with having detailed lists of ingredients rather than just say "$40 worth of herbs" is that it turns part of the adventure into a shopping exercise. But if you don't think that's a drawback, go wild.
I'd only do this if the collection of herbs is something you need to go adventuring in order to do, rather than something you can just go to the local market for.
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