Alchemy

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Alchemy is a form of "low magic" that combines skill at crafting with an understanding of the innate magical properties of ingredients and objects in the world around us. Unlike Magicians who channel magic from the world and infuse their own essence to bind spells into objects, alchemists use special tools to combine ingredients that already possess magical properties. Alchemists can create many different products, including such things as potions, toxins, and powders to long burning torches, sticky bombs, or even golems!

When a character takes the Alchemy proficiency, it is assumed that they receive some form of training, either from another alchemist or a book with detailed instruction. For each rank in crafting a character learns a number of recipes equal to their Intelligence stat bonus with a minimum of one; this is not retroactive if their Intelligence increases in the future. Alchemy is a difficult and precise vocation, and it takes a great deal of practice to master the creation of alchemical products. It is possible to create an alchemical product from a recipe, but by default the crafting check is at minus one Edge. Learning the Alchemy proficiency negates this penalty, and mastering a recipe grant plus one Edge to future checks to craft that item. Alchemists will record their recipes in journals or acquire copies of books and journals that they can work from. The player and GM should consult with each other to come up with the character's starting recipes. They will need to acquire new recipes in order to learn them - they don't just get to choose from the list of products below and automatically know how to make them.

In addition to the recipe, the character must acquire the necessary ingredients. Some ingredients may be available for purchase, but other ingredients must be sought after or discovered during their adventures. Alchemy also requires special tools. Each recipe below lists the tools and materials needed, along with time and difficulty to create. Prices listed are what characters can commonly expect to pay at a shop.

Potion Crafting Rules

Requirements

  • Skill: Crafting
  • Proficiency: Alchemy grants +1 Edge, base difficulty is -1 Edge, Mastering a recipe is +1 Edge.
  • Alchemy Kit: Required. Each potion consumes 1 use
  • Workspace: Heat source, tools, clean water
  • Ingredients: As per recipe
  • Time: 1 hour per ingredient

Alchemy Kit

  • Holds 10 uses
  • Each potion brewed consumes 1 use

Potion Shelf Life

Potions are volatile mixtures of alchemical reagents and magical essence. Unless specially stabilized, these mixtures gradually lose potency over time.

A potion normally remains viable for 30 days after brewing. After this time, the potion becomes inert and no longer produces its intended effect.

Some potions may remain stable longer if preserved through special techniques or magical means.

Alchemists may extend the shelf life of potions through the use of Formula modifications during brewing.

Base Name Type Price Crafting DL Description
Distilled Aetherwater Purified arcane water 5 10 Perfectly clear liquid that accepts magic without resistance, the standard base for most potions
Alchemical Spirit Refined alcohol solvent 10 15 Sharp, volatile spirit that drives magic rapidly into the bloodstream
Vitriol of Salts Mineral acid solution 25 20 Biting mineral solution that forces latent properties to the surface
Oil of Binding Arcane oil / unguent 50 15 Thick, viscous oil that clings to objects.
Royal Aqua Composite alchemical water 100 25 Closely guarded solution capable of dissolving even the most stubborn essences
Potion Crafting Results
Natural 20 and success by 5 or more Critical Success Potion is 20% more effective as determined by the GM.
Roll DL or Greater Success
Fail by 4 or less Near Success Lose 1 Alchemy Kit use and 30 minutes of work: roll again.
Fail by 5 or more Failure Lose 1 Alchemy Kit use and waste the ingredients.
Natural 1 and Fail by 5 or more Critical Failure Lose 1 Alchemy Kit use, waste the ingredients, and roll on the Alchemy Mishaps table.
Potion Crafting Mishaps
1-2 Burn the mixture; choking fumes cause nausea (+5 cloud vs Poison Save in 15' diameter) 
3 Equipment burst - +5 puncture attack, 1-4. Potion bottle wasted.
4 Magic venting - magic properties release in a cloud of steam. +5 magic attack to apply potion effect on crafter.
5 Failure not detected. Potion looks fine, but is inert.
6 Failure not detected. Potion looks fine but is toxic. Ingesting results in +5 poison attack (3 stages, indigestion, vomiting, 1d6 poison damage) over 3 minutes. 
Potion Name & Category Potion Type Price Active Ingredient 2nd Active Ingredient Base Effect Ingredient Cost Ingredient Cost Base Cost Alchemist Cost
Healing & Recovery Healing & Recovery
Blindness cure Blindness cure 145 Bitterneedle Bark Oil of Binding Applied to the eyes, restores sight loss from magic or toxins. Does not 'heal' or replace eyes. 75 0 50 20
Cure disease Cure disease 100 Dawnmire Lotus Distilled Aetherwater Cures Severity 1-5 Diseases. 75 0 5 20
Cure poison Cure poison 50 Milkthistle Resin Distilled Aetherwater 25 0 5 20
Sailor's Draught Cures Nausea 50 Seaflower Distilled Aetherwater Prevents nausea for 8 hours. 25 0 5 20
Flow Stop Potion Stop Bleeding 165 Bloodbind Reed Oil of Binding Reduces bleeding 1 / round for 1 hour. 75 0 50 40
Basic healing Lesser healing 50 Bitterleaf Distilled Aetherwater Heals 2 per/round for 3 rounds 25 0 5 20
Healing Moderate healing 55 Bitterleaf Silverdew Alchemical Spirit Heals 2 per/round for 5 rounds 25 0 10 20
Greater healing Greater healing 215 Heartwood Amber Vitriol of Salts Heals 2 per/round for 10 rounds 150 0 25 40
Paralysis immunity Paralysis immunity 460 Nightroot Venom Royal Aqua Imbiber is immune to chemical or enchanted paralysis for 8 hours. 300 0 100 60
Restore vitality Restore vitality 330 Soulroot Knot Deepcurrent Pearl Royal Aqua Restores 1d6 Spirit 150 0 100 80
Remove curse Remove curse 480 Veil of the Forgotten Royal Aqua 300 0 100 80
Stabilization Stabilization 50 Golden Oatmilk Distilled Aetherwater +1 HP and stabilizes a body in shock. 25 0 5 20
Short Rest Remove Fatigue 50 Clearwater Bloom Distilled Aetherwater -1 fatigue per round for 3 rounds 25 0 5 20
Wake Me Up Restore Consciousness 125 Clearpulse Nectar Alchemical Spirit Heals 1 HP and restores consciousness from non-magic injury or effects. 75 0 10 40
Physical Enhancement Physical Enhancement
Increase strength Increase strength 105 Sunburst Resin Alchemical Spirit +2 Strength for 4 hours 75 0 10 20
Increase dexterity Increase dexterity 105 Windroot Fiber Alchemical Spirit +2 Dexterity for 4 hours 75 0 10 20
Increase endurance Increase endurance 70 Gravelcap Vitriol of Salts +1 Athletics & Conditioning Checks for 4 hours. 25 0 25 20
Increase speed Increase speed 105 Wanderer's Reed Alchemical Spirit +1 Move for 4 hours 75 0 10 20
Crafter's Clarity Hand Eye Skills 100 Sunfire Bloom Distilled Aetherwater +1 Edge to Crafting for 4 hours. 75 0 5 20
Stone skin Stone skin 215 Stoneroot Powder Vitriol of Salts Bludgeoning/Crushing Resistance for 1 hour 150 0 25 40
Bark Skin Potion Bark Skin 70 Ironroot Shavings Vitriol of Salts +1 DR for 1 hour, then +1 Fatigue 25 0 25 20
Giant strength Giant strength 215 Sunburst Resin Lionseed Royal Aqua +4 Strength for 4 hours 75 0 100 40
Great Dexterity Great Dexterity 240 Sunpepper Seed Windroot Fiber Royal Aqua +4 Dexterity for 4 hours 25 75 100 40
Mental & Social Mental & Social
Increase intelligence Increase intelligence 105 Silverstem Alchemical Spirit +2 Intelligence for 4 hours 75 0 10 20
Increase wisdom Increase wisdom 100 Seabright Algae Distilled Aetherwater +2 Wisdom for 4 hours 75 0 5 20
Increase charisma Increase charisma 105 Cloudmoss Alchemical Spirit +2 Charisma for 4 hours 75 0 10 20
Enhance focus Enhance focus 50 Whisperreed Sap Distilled Aetherwater +1 Edge on Discipline checks for 1 hour. 25 0 5 20
Mental clarity Mental clarity 50 Cloudmint Leaf Distilled Aetherwater +1 Edge to stay awake for 8 hours. 25 0 5 20
Fear immunity Fear immunity 330 Ironwill Mycelium Royal Aqua 150 0 100 80
Charm resistance Charm resistance 330 Mindward Crystal Royal Aqua 150 0 100 80
Truth sensing Truth sensing 100 Truthspine Thistle Distilled Aetherwater +1 Edge on Read Emotions for 8 hours. 75 0 5 20
Memory recall Memory recall 120 Sun’s Eye Bulb Vitriol of Salts +1 Edge on Knowledge checks for 1 hour 75 0 25 20
Calm emotions Calm emotions 50 Lavender Mint Distilled Aetherwater 25 0 5 20
Perception & Awareness Perception & Awareness
Night Sight Night Sight 55 Glowcap Spore Alchemical Spirit Grants Night Vision and +2 Perception for 1 hour. 25 0 10 20
Detect magic Detect magic 100 Veilcap Extract Distilled Aetherwater Imbiber can see magic in a spectrum of colors, and gains +1 Edge to Arcane Sight checks for 1 hour. 75 0 5 20
See invisibility See invisibility 175 Mirrorfern Frond Distilled Aetherwater Grants ability to see invisible creatures or objects as ghostly shapes for 1 hour. 150 0 5 20
Heightened hearing Heightened hearing 100 Silverear Fungus Distilled Aetherwater Enhances hearing and grants +1 Edge to Hearing-based Perception checks for 1 hour. 75 0 5 20
Danger sense Danger sense 310 Riftmoss Royal Aqua +1 Edge to Alertness checks to detect ambushes or hidden threats for 4 hours. 150 0 100 60
Movement & Environment Movement & Environment
Water breathing Water breathing 105 Tidecap Fungus Alchemical Spirit Breathe water for 1 hour. 75 0 10 20
Spider climbing Spider climbing 100 Fleetmoss Distilled Aetherwater +1 Edge to Climbing; imbiber can climb any surface with a DL5, but must have bare hands and feet; lasts 1 hour. 75 0 5 20
Fire Proofing Oil Fire resistance 145 Ashveil Powder Oil of Binding Items or skin coated with oil gain DR5 versus fire for 24 hours. 75 0 50 20
Cold resistance Cold resistance 145 Emberpetal Oil of Binding Items or skin coated with oil gain DR5 versus cold for 24 hours. 75 0 50 20
Poison Resistance Poison Resistance 50 Miremoss Distilled Aetherwater +2 vs Poisons for 4 hours 25 0 5 20
Poison Resistance, Greater Poison Resistance 55 Miremoss Foxberry Alchemical Spirit +5 vs Poisons for 8 hours 25 0 10 20
Stealth & Utility Stealth & Utility
Invisibility draft Invisibility draft 310 Ghostcap Mushroom Royal Aqua Imbiber and worn items become invisible for one hour. 150 0 100 60
Shadow blending Shadow blending 145 Veilthorn Resin Oil of Binding 75 0 50 20
Sleeping Potion Sleep Enducement 100 Snowcap Fungus Distilled Aetherwater Induces sleep for 4 hours; +5 Body attack. 75 0 5 20
Walk Softly Potion Walk Softly Potion 165 Whisper Moss Oil of Binding Apply oil to feet or shoes; +1 Edge on Stealth checks for 1 hour. 75 50 40
Arcane & Magical Defense Arcane & Magical Defense
Magic resistance Magic resistance 330 Mindward Crystal Royal Aqua +5 resistance versus indirect magic attacks for 8 hours. 150 0 100 80
Hocus Focus Potion Spell Concentration 120 Mindlace Vine Distilled Aetherwater +1 Edge on Discipline checks to prevent spell casting mishaps for 1 hour. 75 5 40
Equipment & Item Enhancement Equipment & Item Enhancement
Brightblade Oil Weapon enchantment 145 Ironweed Oil of Binding Coated weapon becomes +1 magic for one hour. 75 0 50 20
Cinderglow Paste Item enhancement 95 Cinderbrush Oil of Binding Coated on torches makes them burn twice as long. 25 0 50 20
Armor fortification Armor fortification 145 Pearl Fern Oil of Binding Coated armor gains +1 DR for one hour. 75 0 50 20
Blade sharpening Blade sharpening 145 Dustthorn Oil of Binding Coated weapon inflicts +1 damage for one hour, and first injury is always bleeding.. 75 0 50 20
Gear mending Gear mending 145 Goldenflax Oil of Binding Slow application repairs 3 points of damage to a piece of equipment. Does not replace missing pieces, but will join broken parts. 75 0 50 20
Resource & Ability Interaction Resource & Ability Interaction
Mana restoration Mana restoration 310 Starbloom Royal Aqua Restores 6 points of magic. 150 0 100 60
Power Restoration Power Restoration 55 Grainflower Alchemical Spirit Restores 6 points of power. 25 0 10 20

Alchemy Ingredient Gathering Rules

1. Finding Ingredients (Discovery)

Characters can Forage for magical ingredients.

  • Survival (Foraging) Check:
  • Modifiers:
    • +2 if referencing a field guide, +4 if the specific herb is documented in their own guide. 
    • -1 Edge during rain, inclement weather
    • -1 Edge after dark
    • -1 Edge if close proximity to a settlement (within 1 mile) or traveling on a road (unless either is considered abandoned.)
    • -1 Edge if actively traveling; reduce overland speed to slow. 
  • Time Required:
    • Minimum 4 hours for a foraging attempt.
    • Can extend to 8 hours for a second check.
Alchemical Foraging Chart
Rarity DL Found per 4 hours
Common 10 4 +1 per 5 over
Uncommon 15 3 +1 per 5 over
Rare 20 2 +1 per 5 over
Very Rare 25 1 +1 per 5 over
Legendary 30 1 +1 per 10 over
Non-Selective 20 3 +1 per 5 over

2. Harvesting the Ingredient

Once located:

  • Harvesting Check: Roll Survival (Foraging) or Crafting (Horticulture) at DL listed for each herb discovered.
    • +4 if they have an Herbalism Kit.
  • Failure mean ruining the ingredient.
  • Success acquires ingredient and allows for adding the item to personal field guide. 
Rarity Foraging DL
Common 10
Uncommon 15
Rare 20
Very Rare 25
Legendary 30

Selective Searching

Jaelin, a ranger with Foraging proficiency, seeks Ghost Cap Mushrooms in a deep forest.

  • Ghost cap mushrooms are rare, so the DL is 20. 
  • She is searching for a single ingredient, so the DL is based on the specific ingredient; she has a field guide +2, her Survival skill is +8, and she has the Foraging proficiency, so she rolls with +1 Edge.
  • She makes a Survival check after searching 4 hours and rolls a 6 and a 12. Keeping the 12, she adds +2 and +8 for a total of 22. She finds 2 mushrooms, just missing finding a 3rd by 3 points.
  • She must make two harvesting checks; Ghost Cap Mushrooms required Skilled checks at DL15. She has an Herbalist Kit which provides +4. Again, rolling with +1 Edge, she gets a 2 and a 9. 9+8+4=21, a success. She rolls even higher the second time around, so she has successfully found and harvested two mushrooms. 

Non-Selective Searching*

Having found what she wanted, Jaelin decides to check the area for other ingredients, doing a non-selective search. She searches another 4 hours. She rolls a 12 and an 18. 18+2 for her field guilde+8=28. This results in finding 4 ingredients. Referencing the Search column on the chart, she sees that Forests (Temperate / Mixed) have many possible results. She rolls a D20 4 times, getting 1, 4, 16, and 17. From the chart she finds one does of Ashveil Powder, Bitterleaf, Veilcap Extract and Veilthorn Resin. She then must make a harvest check for each of these separately.

*If a region only has one possible ingredient, or all the regional ingredients are Rare or higher, then a non-selective search is not an option. 

Alchemical Flora

Name Rarity Harvest DL Price Category Primary Effect Compatible Base Search Biome/Source Description
Bloodbind Reed Uncommon Average 75 Healing Stop Bleeding Oil of Binding 1-2 Coastal / Wetlands Dark red reeds that stain fingers when cut
Clearwater Bloom Common Average 25 Restoration Remove Fatigue Distilled Aetherwater 3-6 Coastal / Wetlands A pale blue-white flower that opens only at dawn, its petals always cool and damp.
Pearl Fern Uncommon Easy 75 Equipment Armor fortification Oil of Binding 7-8 Coastal / Wetlands White pearl-shaped bulbs
Seabright Algae Uncommon Average 75 Enhancement Increase wisdom Distilled Aetherwater 9-10 Coastal / Wetlands Increases Wisdom and Mental focus
Seaflower Common Easy 25 Healing Lesser healing Distilled Aetherwater 11-14 Coastal / Wetlands Small blue flowers that grow on banks; sweet smelling nectar.
Tidecap Fungus Uncommon Skilled 75 Enhancement Water breathing Alchemical Spirit 15-16 Coastal / Wetlands Key to underwater potions.
Whisperreed Sap Common Skilled 25 Clarity Enhance focus Distilled Aetherwater 17-20 Coastal / Wetlands Clear, viscous sap that hums softly when exposed to air.
Glowcap Spore Common Skilled 25 Perception Low-light vision Alchemical Spirit 1-6 Deep Caverns Fine, faintly luminescent powder harvested from pale blue mushrooms.
Ironwill Mycelium Rare Skilled 150 Clarity Fear immunity Royal Aqua 7-9 Deep Caverns Thick white fungal threads knotted like rope
Mindward Crystal Rare Professional 150 Clarity Charm resistance Royal Aqua 10-12 Deep Caverns Faceted clear crystal with cloudy core
Mirrorfern Frond Rare Skilled 150 Perception See invisibility Distilled Aetherwater 13-15 Deep Caverns Silver-green fronds that reflect light unnaturally
Nightroot Venom Very Rare Professional 300 Poison Paralysis immunity Royal Aqua 16 Deep Caverns Dark purple sap that stains black
Silverear Fungus Uncommon Skilled 75 Perception Heightened hearing Distilled Aetherwater 17-20 Deep Caverns Thin, ear-shaped silver-gray caps
Sun’s Eye Bulb Uncommon Average 75 Enhancement Memory recall Vitriol of Salts x Deserts (Hot / Cold) Sharpen memory to recall information.
Lavender Mint Common Easy 25 Healing Calm & Sleep Aid Distilled Aetherwater x Farmlands / Managed Gardens Common sleep remedy.
Ashveil Powder Uncommon Skilled 75 Resistance Fire resistance Oil of Binding 1-2 Forests (Temperate / Mixed) Fine gray powder that dulls flame briefly; from Ashbark trees.
Bitterleaf Common Easy 25 Healing Lesser healing Distilled Aetherwater 3-6 Forests (Temperate / Mixed) A dark green, jagged-edged leaf with a sharp, medicinal scent and an intensely bitter taste
Ghostcap Mushroom Rare Skilled 150 Enhancement Invisibility draft Royal Aqua 7 Forests (Temperate / Mixed) Only found under ancient trees.
Heartwood Amber Rare Skilled 150 Healing Greater healing Vitriol of Salts 8 Forests (Temperate / Mixed) Deep amber resin with veins resembling muscle fibers
Ironroot Shavings Common Easy 25 Protection Iron body Vitriol of Salts 9-12 Forests (Temperate / Mixed) Dense, fibrous root fragments with a reddish-brown hue and metallic taste.
Sunburst Resin Uncommon Professional 75 Enhancement Increase strength Vitriol of Salts 13-14 Forests (Temperate / Mixed) Golden resin that hardens in sunlight extracted from the sunburst bush, recognizable by its orangle leaves.
Veilcap Extract Uncommon Skilled 75 Perception Detect magic Distilled Aetherwater 15-16 Forests (Temperate / Mixed) Milky liquid distilled from translucent mushrooms
Veilthorn Resin Uncommon Skilled 75 Stealth Shadow blending Oil of Binding 17-18 Forests (Temperate / Mixed) Black resin that smears like ink, extracted from a thorny vine.
Whisper Moss Uncommon Average 75 Enhancement Walk Softly Potion Oil of Binding 19-20 Forests (Temperate / Mixed) Deep purple vine that wraps around deeply shaded trees.
Mindlace Vine Uncommon Professional 75 Clarity Enhances concentration and spell focus Distilled Aetherwater x Jungles, dense forests Thin violet vine with faintly glowing veins
Riftmoss Rare Skilled 150 Enhancement Danger sense Royal Aqua 1 Magical Zones Dark green moss that twitches when disturbed
Starbloom Rare Skilled 150 Restoration Mana Restoration Royal Aqua 2 Magical Zones Large, star-shaped flower that glows in the dark.
Cloudmint Leaf Common Average 25 Clarity Mental clarity Distilled Aetherwater 1-6 Mountains Pale green leaves with silvery veins and a crisp, cooling aroma.
Cloudmoss Uncommon Professional 75 Enhancement Increase charisma Alchemical Spirit 7-9 Mountains Wispy plant, needs careful brewing.
Emberpetal Uncommon Average 75 Resistance Cold resistance Oil of Binding 10-12 Mountains Deep red petals warm to the touch, faintly glowing at the edges.
Fleetmoss Uncommon Skilled 75 Enhancement Spider climbing Distilled Aetherwater 13-15 Mountains Dense green moss with fibrous tendrils
Stoneroot Powder Rare Professional 150 Protection Reduces damage from crushing or falling impacts Vitriol of Salts 16 Mountains Fine gray powder heavy for its volume, derived from grinding up stoneroot bark.
Windroot Fiber Uncommon Professional 75 Enhancement Increase dexterity Alchemical Spirit 17-20 Mountains Pale, threadlike roots that sway even in still air.
Bitterneedle Bark Uncommon Average 75 Healing Blindness cure Oil of Binding 1 Pine Forests (Northern / Boreal) Harsh-tasting of the Bitterneedle tree.
Snowcap Fungus Uncommon Professional 75 Healing Sleep Enducement Distilled Aetherwater 2 Pine Forests (Northern / Boreal) Sleep-inducing spores; delicate harvesting.
Cinderbrush Common Average 25 Crafting Item enhancement Oil of Binding 1-2 Plains & Grasslands A prickly shrub with dull red stem and roots.
Clearpulse Nectar Uncommon Average 75 Recovery Restore Consciousness Alchemical Spirit 3 Plains & Grasslands Bright yellow nectar that pulses faintly
Dustthorn Uncommon Skilled 75 Enhancement Weapon enchantment Oil of Binding 4 Plains & Grasslands Dark brown prickles that are difficult to harvest.
Golden Oatmilk Common Average 25 Recovery Lesser healing Distilled Aetherwater 5-6 Plains & Grasslands Thick, creamy liquid with a warm golden hue and mild sweetness.
Goldenflax Uncommon Average 75 Equipment Gear mending Oil of Binding 7 Plains & Grasslands Large plant with oily golden leaves.
Grainflower Common Easy 25 Restoration Power Restoration Alchemical Spirit 8-9 Plains & Grasslands Common among grain fields.
Ironweed Uncommon Average 75 Enhancement Weapon enchantment Oil of Binding 10 Plains & Grasslands Stiff, metallic stems.
Milkthistle Resin Common Average 25 Recovery Cure poison Distilled Aetherwater 11-12 Plains & Grasslands Sticky white resin with a faintly sweet, herbal aroma.
Silverstem Uncommon Average 75 Enhancement Increase intelligence Alchemical Spirit 13 Plains & Grasslands Thin silvery vines, extremely potent.
Soulroot Knot Rare Skilled 150 Restoration Repairs damage to vitality caused by curses or drain Royal Aqua 14 Plains & Grasslands Twisted white root knotted like bone
Sunfire Bloom Uncommon Average 75 Enhancement Hand Eye Skills Distilled Aetherwater 15 Plains & Grasslands A bright orange flower with a yellow pistil.
Sunpepper Seed Common Easy 25 Enhancement Increase dexterity Alchemical Spirit 16-18 Plains & Grasslands Small golden seeds that radiate faint warmth when crushed.
Truthspine Thistle Uncommon Average 75 Clarity Truth sensing Distilled Aetherwater 19 Plains & Grasslands Pale thistle with rigid, needle-straight spines
Wanderer's Reed Uncommon Average 75 Enhancement Increases movement speed and agility Alchemical Spirit 20 Plains & Grasslands Tall thin reeds that rattle in the breeze.
Gravelcap Common Skilled 25 Protection Increase endurance Vitriol of Salts x Rocky areas / quarries Short, squat mushroom with a stone-gray cap and brittle flesh.
Veil of the Forgotten Very Rare Skilled 300 Restoration Removes deep curses, geasa, and lingering magical bindings Royal Aqua x Ruins Wispy vine with pustule-like grey bulbs that contain a matching ichor.
Dawnmire Lotus Uncommon Professional 75 Recovery Cure disease Distilled Aetherwater 1 Swamps / Wetlands White-pink lotus that closes after sunrise
Miremoss Common Easy 25 Resistance Poison resistance Distilled Aetherwater 2 Swamps / Wetlands Thick, spongy green moss with dark veins and an earthy odor.