Healing Draughts

By DrWorm73, in Warhammer Fantasy Roleplay

Are there any rules for, or has anyone made rules for, the brewing of Healing Draughts? I have looked through LI and the DMG and there only seems to be the small section on pretty meager herbal treatments.

Also, I made up a powder that can be administered to a player that has passed out due to fatigue/stress that allows them to act as if they were at their threshold for passing out for one encounter or until they suffer another fatigue (or stress if that is what dropped them). Anyone have any thoughts on old world herbs I can use as an ingredient? How tough should this be to brew/make?

I agree that this is a problem with the rules, sadly there are very few rules regarding medicines, remedies, drugs and poisons.

The only rules I know of in the official rules are in Liber Infectus (p 20). It suggests that the normal checks to create a remedy should be:

2D Nature Lore to identify the correct ingredients.

3D Medicine to prepare.

And that cost for the stuff needed to prepare a healing draught should be about half the cost of a ready made healing draught.

As the apothecary career does not have the Medicine skill you could ask your GM if you could use Nature Lore instead to brew healing draughts. Maybe with a few extra black dice in the dice pool.

The effect of the roll to create the healing draughts could be something like:

Success = Create a normal healing draught (i.e. 4 white dice)

2 boons = +1 white die.

Sigmars comet = +2 white dice.

2 Banes = -1 white die.
Chaos star = -2 white dice.

Nature lore does sound the method to see which plants etc would be good for healing etc. To create a potion.

Medicine check could more be for using specialised products, or a resilence for failures.

I agree that a Healing Draught creation process should look to the "find/create usable herb" process for herbal remedies from GM Book/Liber Infectus and perhaps the Rune process from Black Fire Pass Dwarf supplement in terms of the overall process.

Do not have books handy but if there is a rare herbal remedy costing 20 shillings you pretty much have a template there.

The ingredients should be of a rarity to find that aligns with the rarity of the draught itself. Since draughts are pretty good for a non-magical item I suggest the ingredients themselves should be something quasi-magical to explain their effectiveness (rare plants growing in leylines, around hengestones etc. etc. - also makes gathering ingredients "more fun").

Ke7's suggestions pretty good though I would review the dice modifiers vs the listed "superior/inferior" versions of draught.

2nd edition listed its healing draughts (similar concept) as one of the things made by Apothecary skill (Old World Armoury). I would make creating these an "unlisted" career ability of the Apothecary career, still requiring the checks.

I like the thought quasi-magical plants for ingredients. Make Magical Sight a useful skill for anyone wanting to gather plants for potions (witches, mystics etc.)

Tradecraft (Int) could probably be used for making healing draughts. FFG deliberatly made Tradecraft into a catch-all skill. It's rather strange that so few careers have Tradecraft listed as a career skill, as the skill includes things like smithing and carpentry, but also performance.

As a GM I would probably allow players to treat Tradecraft as a career skill if they were in a fitting career and had a good reason.

Yea, I've seen that before, but unless I am mistaken it does not actually have rules for the brewing of a Healing Draught (like the ones listed as purchasable in the PG). My character completed the Apothecary career and about there is very little useful that he can brew.

Well, actually, if you read my document really carefully, it gives rules (that WFRP3 is missing) for brewing basicly anything. I just didn't have time to create larger collection of herbs & concoctions.

For example - There is Sylra's Touch or Spiderleaf . You can find the cards from my site (the herb and the concoction). They are just examples to build more. Below are some very general ideas how you could handle the Healing Draughts:

Average Healing Draughts (Healing)

Basic healing herbs turned to draughts.

Ingredient(s) : Healing herbs (minor/average/major). Cost if bought: 2s/5s/8s. Market availability: Plentiful/Common/Rare. Availability if you try to find them: Common/Rare/Exotic.

Application Form : Probably draughts will be Lotions or Poultice or Tonics

Application : dont go details in here. my document has some ideas.

Creation Difficulty :

  • Easy (1d) First Aid/Medical Check (specialisation: Manufacture Drugs) for minor herbs (2 fortune die draught)
  • Average (2d) First Aid/Medical Check (specialisation: Manufacture Drugs) for average herbs (4 fortune die draught)
  • Hard (3d) First Aid/Medical Check (specialisation: Manufacture Drugs) for major herbs (6 fortune die draught)

Creation Time : 12 hours

Edited by jackdays