Esoterica From Thedas Volume 3 - Apothecaria
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Fan book for the Pen & Paper Dragon Age rpg...
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Esoterica from Thedas Volume 3: Apothecaria
, h t a e In D . e c i f i Sacr ! r e b m e m e R e -W
E soterica from T hedas V olume 3: A pothecaria By Jenni Creagh
And Doug Newton-Walters
With Special Thanks To Anthony Jurd, Eric Oliver, Kim Reid and Alex Rogers Start where it all began: Dragon Age: Origins and Dragon Age: Awakenings are Copyright Bioware and EA Games http://dragonage.bioware.com/ Play it - it’s great! Continue where the adventure left off: Dragon Age PnP is Copyright © 2000 – 2010 Green Ronin Publishing, LLC. All Rights Reserved http://greenronin.com/dragon_age/
Art Covers designed by Doug Newton-Walters Griffon by Teleprod Blood Dragon logo from Dragon Age: Origins Toolset by Bioware (used without permission, no challenge intended) Other Art: Classical artists sourced from Wikimedia Commons - an excellent resource Photomanipulations by Jenni Creagh.
C ontents
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Apothecaria. New Talent and Focus Talents Poison Maker Herbalist
C o n t e n t s
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Focus
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Ingredients.
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Ingredients
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Botanicals
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Ambrosia Andraste’s Grace Deathroot Deep Mushroom Dragonthorn Elfroot Embrium Felandaris Foxglove Foxite & Heatherum Frostback Felicities Hellebore Lakrima Madcap Bulb Mint Northern Prickleweed Rashvine Nettle Spindleweed Wolfsbane
Creatures Dragon’s Blood Toxin Extracts
Minerals Fire Crystal Frostrock Frozen Lightning Glitterdust Lifestone Lyrium Opal & Other Gems Orichalcum Spirit Shard Tainted Lifestone
Ethereal Ash Residue Corpse Gall Demonic Ichor Skeletal Splinters Tears of the Fade Wisp Essence
Terminology. Methods Oils Cold Oil Infusion: Hot Oil Infusion: Essential Oils in a Base Oil
Ointments Fats Oil & Beeswax
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Tisane Infusions Decoctions Syrups Lohocs & Linctus Tinctures Tonics or Spiced Wines etc
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Vinegars Poultices & Plasters
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Compresses or Fomentations Troches
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Cold poultices Hot poultices
Equipment Cauldron Spoons Storage Tinder Box
Basic Preparations
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30 30 30 31 31
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Simple Formula
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Hydromel Oxymel Oxyalme
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Essential Agents Distillation Agent Corruptor Agent Concentrator Agent
Recipes. Recipes Herbal Preparations Elemental Salves Elixir of Purity Hale’s Mercy Health Poultices Incense of Awareness Injury Kits Mabari Treats Swift Salve
Poisons Adder’s Kiss Arcane Poisons Crow Poisons Deathroot Toxins Demonic Poisons Dwarven Regicide Poison Dwarven Regicide Antidote Fel Poison Fleshrot Hale’s Dust Magebane Marrow Lock Quiet Death Soldier’s Bane The Black Hand Venoms Weapon Coatings
Grenades
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Elemental Grenades Fel Grenade Tar Bomb
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Magical Preparations
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Elemental Crystals Elixir of Heroism Healing Potions Lifeward Potion Lyrium Potions Mighty Offense Potion Mythal’s Favour Restoration Potion Rock Armour Potion
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D r a g o n A ge
Apothecaria
Apothecaria. A guide to C rafting R esources , R ecipes and S kills ...
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N ew T alent
and
F ocus
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Thedas is full of useful crafting ingredients for those with the appropriate skills. This volume contains rules for Herbalism, Recipes for making Thedan preparations and additional background. Apothecaria is a collation of the lore published about the resources of Thedas, original material to fill some of the gaps adding further dimension and rules to expand playing the RPG. Details of the RPG and CRPG can be found on the credits page at the front of this volume. In the Ingredients section, background quotes from the books listed below are from the Dragon Age Computer Game and are the property of Bioware. These can be found on the Dragon Age Wikia http://dragonage.wikia.com/wiki/Dragon_Age_Wiki —Ines Arancia’s Botanical Compendium —Discovering Dragon’s Blood: Potions, Tinctures, and Spicy Sauces, by Ferdinand Pentaghast —The Alchemist’s Encyclopedia, by Lord Cerastes of Marnas Pell —An Alchemical Primer of Metallurgy: Volume One, by Lord Cerastes of Marnas Pell Other sources are original material or are from other Esoterica volumes as listed. The Recipes section lists ingredients based upon those from the CRPG, but the effects listed have been modified and methods included to better suit the RPG and provide greater depth. Where the recipes listed are included in the Green Ronin DARPG Set 2 rules, they refer to those rules for pertinent information. Thus they cannot be used without the DARPG Rules, as is the case for the rest of this book. From reading through this book it will be apparent that there are certain influences that have inspired the work: I highly recommend the works of Ellis Peters, both in there own right, but also as inspiration for adventures in Thedas. Although the novels are set in England during the war between Stephen and Maude, the setting with its religious influence translates reasonably well.
New Talent and Focus In order to supplement the rules in the DARPG Set 2, this volume builds upon the rules for Poison Making and creates new rules for Herbalism. This increases the opportunities for players to develop their characters and make use of (and profit from) their surroundings. Herbalism may be an especially important skill for parties without a Magical Healer.
T alents A Herbalist skilled in converting natural resources into beneficial preparations can utilise many of the plants found across the continent. As well as the beneficial uses, many things from Thedas can be dangerous, and so lend themselves to offensive potions, poisons and grenades. These are the realm of the Poison Maker.
P oison M aker Details of the Poison Making talent and its associated rules can be found in the Green Ronin Dragon Age Roleplaying Game - Set 2: Players Guide.
H erbalist Herbalism Classes: Any Requirement: You must have the Cunning (Herb Lore) focus You have studied the plants, animals and minerals of Thedas and unlocked their secrets. Given the right materials and tools you can make Herbalism preparations. This is a Cunning (Herb Lore) test. Novice: Your research has taught you how to prepare Novice Recipes. Journeyman: Your furthered your research and may now also prepare Journeyman Recipes. Master: Your have mastered the Herbalism Talent and your research will now allow you to prepare Master Recipes.
F ocus Herb Lore (Cunning): Knowing about herbalism, its use, and preparations.
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P art I
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Ingredients
Ingredients. C rafting N ecessities ...
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I ngredients - B otanicals
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I ngredients The components for many remedies seem mundane in their natural state, but may have dangerous effects if prepared incorrectly. This section provides a guide to many of the common ingredients found across Thedas, their uses and preparation. Combining this knowledge with the later section on Herbalism and brief notes on Poison Making, a traveller may make better use of the wilderness he crosses. Ingredients are divided into four basic types: Animal, Botanical, Mineral and Ethereal. Obviously some of these are quite common, while others such as Ambrosia and Dragon’s Blood have near legendary status. Knowledge of these items can stand the traveller in good stead, not only for his own wellbeing, but also as a handy source of revenue if circumstances are favourable. Of course collection of some ingredients is perilous in its own right, but with great danger comes greater reward: only if those rare ingredients are sold to the right recipient. A village healer is unlikely to have the skill to use, nor demand for a potion requiring Dragon’s Blood, whereas the Circles and their city-based Tranquil proprietors are always on the lookout for such things.
B otanicals Much of the herb lore of Thedas has been compiled into comprehensive volumes by the Fereldan Circle Mage Ines Arancia. Her volume on “Restorative Draughts: Creation and Distillation” is the primary source for the Circle Mages and Tranquil who make the magical healing potions of varying strengths. Her most famous book can be found across Thedas, as the lore within can be used by those without magical skill to gain a better understanding of the plants around them and their uses. “Ines Arancia’s Botanical Compendium” is full of beautifully rendered illustrations of the plants (much more useful in identification than mere words) and sage advice. In the preface of the book Ines states that certain rare plants are valuable, and collection of these resources can generate a not insignificant reward if they are carefully preserved and brought to either the Circles of Thedas or other vendors that specialise in herbal preparations. As Ines’ work is so comprehensive, a selections of it has been reproduced here together with copies of the illustrations. This will provides the botanical details to be combined with the animal, mineral and ethereal ingredients later in the section.
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A mbrosia Felicidus Aria—commonly known as the Silent Plains Rose—is, to this day, the only plant found growing on the Silent Plains, which were tainted by the Blight a thousand years ago. As mentioned in the section on rare flowering plants, Felicidus Aria is not technically a rose, though its flowers do exude a sweet, rose-like scent. The flower is rare, and is in danger of becoming extinct because of its value in the creation of ambrosia, which is distilled from the roots of the plant. Dozens of these plants go into the making of just one vial. Some say that the wives of the most powerful Tevinter magisters once used ambrosia to perfume their baths in a vulgar display of wealth. —Ines Arancia’s Botanical Compendium Note: While it is extremely unlikely that travellers will encounter this very rare plant it is vital that, should it be found , the urge to collect the entire plant be resisted! The location should be marked upon an appropriate map and a small amount from each plant harvested so that the remainder may continue to grow. The bounty for a smaller sample and a viable map is thrice that of the plant alone. Use: Any collected plant parts should be dried so that they can later be used in various preparations including the fabled Heroic Elixir. Due to the extreme rarity of this plant and it’s delicate nature, only a Master Herbalist should attempt to use it.
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A ndraste ’ s G race
This small plant with white flowers is found in many places across Thedas, usually near running water as it prefers the moist air. How the plant became named for Andraste is a mystery, and there are as many theories of its origin as there are peoples across this continent. Some say that the plant first grew in the wild places where Andraste first sang to the Maker, but it is most likely that the flowers existed before that time. There is no doubt that this plant is beautiful, and the flowers smell sweet for many months after they are picked. The sweet scent is uplifting, and brightens the mood; more reason for some to claim the plant comes from the Maker’s Chosen. There is more to the properties of this plant than first meets the eye: A Master Herbalist will know the secret to using the plant for the ultimate in healer’s gifts - surcease from pain and ultimate peace. Perhaps this alone is reason for the plant to be named Andraste’s Grace. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Dry the flowers for sweet and uplifting Potpourri. A Warming Tisane made from the flower buds and sweetened with honey is a simple way to lift the spirits of those who are grieving. While the masters of the herbalism talent will be able to turn the stamens of the plant, with other ingredients, into a gentle tonic that eases pain and grants a final release from suffering to the gravely ill or mortally wounded.
D eathroot Deathroot has been used in magic and potion making for centuries. It’s a fragile-looking plant with a thin stalk and purple flowers, which fruits once a year developing bright red fleshy pods that cause disorientation and dizziness if ingested. There are two varieties. The more common Arcanist Deathroot was first found by Archon Hadrianus when he discovered it growing on several dead slaves. The other, Lunatic’s Deathroot, is most closely associated with the story of the courtesan Melusine, who sought revenge on a powerful magister and his family. She harvested the plant, baked it into small pies for the magister’s banquet, and presented them to the magister at a banquet. All the guests were seized by terrifying hallucinations after eating the pies and tore each other to pieces. —Ines Arancia’s Botanical Compendium Use: A harmless enough plant on its own, Deathroot’s thick leaves contain an extract that the Chasind have used to induce hallucinations for centuries. If Sufficiently concentrated, it can be made into a deadly poison. The closer to the roots, the stronger the properties of the Deathroot. The red seed pods can also be boiled to make a dye for fabric. It is important to note that this process requires the liquid containing the pods to be boiled in an open space, as the fumes could cause mild hallucinations.
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D eep M ushroom “Deep mushroom” refers to the entire group of fungi that grows underground in caves and many parts of the Dwarven Deep Roads. Collection can be a dangerous task, as the Deep Roads are often infested with darkspawn. Because of this, Dwarven merchants often recruit “casteless” hirelings for the job, and pay them a meager percentage of what they earn selling the mushrooms to surfacers. The most common varieties used in the herbalist’s trade are the Blightcap, Ghoul’s Mushroom, and Brimstone Mushroom, almost all of which tend to carry the darkspawn’s corruption. While they cannot transmit the disease, this trait often makes them quite poisonous. Deep mushrooms should only be handled by experienced herbalists and should never be consumed without first being adequately cleaned and prepared. Careless consumption has been known to cause insanity, severe abdominal cramping, and even death. —Ines Arancia’s Botanical Compendium Note: Varieties have been discovered in surface localities close to caves or the Deep Roads. Use: After chewing a small piece of properly prepared deep mushroom, a small amount of stamina is regained and fatigue from battle is reduced. Warning: See above comment about improperly prepared fungi. These Mushrooms are much more efficacious when included in complete recipes.
D ragonthorn The legends surrounding Dragonthorn are many and varied. Its rarity ensures that only the most dedicated horticulturists have any inkling into its true nature. Amongst the Avvars it is the spittle of Dragons, dried in the heat of their flames and enthorned with the boneshards of their victims. The Nevarrans claim it to be the bowels of Dragons grown from the corpses of their host. In reality Dragonthorn is far more mundane; its rarity is entirely due to the rarity of Dragons. For Dragonthorn is a woody vine that relies on Dragons for its survival. The thorns that cover a Dragonthorn plant are extremely sharp and strong, capable of piercing steel. The seed capsules of the Dragonthorn use these iron hard spikes to attach themselves to the bodies of animals in order to be dispersed across the land.
Blightcap
Ghoul’s Mushroom
Brimstone Mushroom
Most often the damage caused by the thorns will kill any animal through blood loss, but not those of Dragonkind. Instead Dragons will irritably scratch or use their flame, leaving the seeds in a new location. This is generally why Dragonthorn is found most often around the mountainous lairs of Dragons. However it is not simply enough for the Dragon to transport the seeds, they must aid their germination. Dragonthorn seed capsules will not open except under intense heat. Their shells, as strong as their thorns, are virtually indestructible and cannot be digested. Only the heat of a Dragon’s breath will force the capsules open and so only the presence of Dragons will ensure the continuation of the Dragonthorn. — Esoterica from Thedas Volume 1: Vault
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E mbrium Embriums are flowers from the orchid family. Its therapeutic qualities were actually discovered because of the embrium’s exceptional beauty. The beloved daughter of Lord Ignace Poulenc of Orlais fell victim to a terrible sickness of the lungs, which her healers were unable to cure. Thinking the girl would soon perish, her parents surrounded her bed with brightly coloured flowers, hoping that they would bring some warmth and cheer in her last days. Oddly enough, the girl began to recover from the illness, and grew stronger each day. Her parents were baffled, but overjoyed. The healers eventually learned that the fragrance of one of the flowers eased the child’s breathing. The flower was an embrium, and later became known as the Salubrious Embrium.
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The other variant that has certain magical properties is known as Dark Embrium. —Ines Arancia’s Botanical Compendium
E lfroot Canavaris or Elfroot was first used by the elves of Arlathan, hence the name. The root gave their medicines particular efficacy, so when the Imperium conquered the elves, the magisters adopted its use and its popularity spread to all corners of the empire. Elfroot is a hardy plant with large green leaves that grows wild in many places. It’s so common that it tends to show up in most gardens and fields, almost like a weed. Unlike a weed, however, most people appreciate having access to the wonderful little plant. The roots can be used with very little preparation. Rubbing some of the juice on a wound, for example, will speed up healing and numb pain. And chewing on a slice of root treats minor ailments like indigestion, flatulence, and hoarse throats.
Use: While the Salubrious Embrium is an integral part of the Mighty Offence Potion and the fabled Heroic Elixr, in its natural state it brings cheer and relief to those who are ill. Although this has been observed on numerous occasions, how this comes about is a bit of a mystery; is it the scent clearing the airways or just the cheerful atmosphere it invokes? The uses to which the Dark Embrium are put are far more sinister. These black blooms are part of a number of poisons, and their delivery to Antivan residences is often cause for panic.
There are several varieties, but the most useful for herbalists are the Bitter, Gossamer, and the Royal Elfroots. —Ines Arancia’s Botanical Compendium Use: After chewing a small piece of elfroot people will regain a small amount of health. Open wounds will be cleansed by the juices being squeezed over the area, the flow of blood reduced and pain ebb. Elfroot is most commonly used to make Health Poultices, Salves and magical Healing Potions. These can vary in strength depending upon the preparation used and other ingredients they are combined with. Elfroot is also a major component of the Magical Healing Potions refined by Mages.
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F oxglove There are various types of Foxglove to be found across Thedas. All varieties have the same basic shape to the plant, but the colour of the flowers vary widely, in almost all shades. As well as adding ornamental colour to gardens, this plant contains some powerful properties that can be used both for good and ill. From the older plants can be extracted a substance which controls the rhythm of the heart. This can be given to those who suffer from uneven pulse and has shown some effectiveness in reducing seizures. This substance can also be provided to those who have suffered long illness resulting in congestion of the chest and constriction of the heart. Small accurate doses, usually delivered in a Troche, can be the difference between life and death for a person with these conditions. However, an error in preparation may cause the heart to race or stop altogether - both of which could be fatal.
F elandaris The name Felandaris is elven, meaning “demon weed”, which is fitting for this rare plant because it grows only in places where the Veil is thin. Felandaris is easily identified. It’s a twisted, wickedlooking shrub with long, thorny shoots, and no leaves: a skeletal hand, reaching out from an unmarked grave. Many swear the plant radiates a palpable aura of malevolence, so it comes as no surprise that it unnerves many a junior herbalist. —Ines Arancia’s Botanical Compendium Note: This plant seems to be becoming more common. The thinning of the veil in more recent times may be a sign of dangers to come, or may simply be part of a greater cycle. That is not to say that the plant is common; thankfully it is rarely found in close proximity to settlements. The curious thing is that no one has been able to discover exactly how the plant gets to the location where is is found. Does it come through from beyond the Veil itself? Is the Beyond full of these demonic plants or is there another explanation? Information that clarifies this matter would of course be valuable to scholars in both the Circles and the Grey Wardens. Use: As might be suspected from both its appearance and its name, this plant is not often used for peaceful purposes. It is an ingredient in a number of poisons, but skillful Herbalist can also turn this plant into a potent weapon against things from beyond the veil.
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Obviously such a powerful ingredient can easily become a potent poison. This has caused the plant to sometimes be referred to as Witches’ Gloves or Death’s Bells. All parts of the plants are toxic, and more potent the higher up the plant. This effect extends to all types of creatures, not just the peoples of Thedas. On occasions the merest nibble of the potent leaves has been known to cause death. Symptoms of poisoning include nausea and vomiting, cramps, hallucinations and delirium. Distorted vision and heart arrhythmia is likely to be followed by convulsions and death. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Leaves should be dried, ground and administered in a tiny dose for serious heart problems.
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F oxite & H eatherum
These two plants, found so often growing together, each have their own properties for the industrious Herbalist. The sharp spines of the Foxite protect it from most herbivorous predators, but they are worth braving to collect various parts of the plant. The buds and flowers can be used for teas and tonic wines; the leaves ground will form a compress that relieves fever, while the thorns can even be used to lance infections. Hiding behind the defence of the Foxite, the small leaved Heatherum has no protection of its own except perhaps the bees that favour its flowers. A Tonic made from the flowers will act as a mild sedative, while a Hot Oil Infusion from the leaves forms a rub that will relieve joint discomfort. The very young shoots have even been used to flavour beer. Their true value is revealed when they are used together as the essential components in the Concentrator Agent so vital in intensifying preparations. Although these two plants are both a little tough and woody, they contain a surprising amount of sap. Best collected while the plants are in bloom, this is the vital part of the Agent recipe. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Almost all parts of these plants can be collected and used in various ways. To collect the sap there are a number of options. If the plants are in a convenient location, cuts can be made in the bark so the sap will drip into attached containers. More usually parts of the plants will need to be collected and later beaten or pressed to extract the sap.
F rostback F elicities These three types of bulbs are found only in the remote Frostback mountains. While it may seem a long way to go for a mere herb, these plants have the remarkable ability to purify and distil herbal preparations. The trinity are the Silver Star - Edelweiss, the brilliant Frostback Flame and the petite Dawn Sassifrage. Each grows at an increasingly high altitude with Sassifrage found upon the windy ridges and peaks. Each bulb on its own will benefit the distillation process, but combining all three is the key to the purest results. Many Master Herbalists will have their own versions of the formula, perhaps even including their own secret ingredients, but a basic rule of thumb is to use 2:1:1 of the ingredients as listed above. If the bulbs are plump then they are the best portion to harvest, but if they are not available then the leaves will suffice, but they must be ground up with sugar. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Each part of this trinity has beneficial parts in its own right for diverse purposes. Dawn Sassifrage can be used to stimulate blood flow and digestion. The Silver Star can restore vitality and increase recovery rates after illness. The buds of the Frostback Flame can be prepared as a Tisane to cure stomach complaints and flatulence. Using the bulb roots of any of the three will aid in the purification of other preparations, but all of them together increase the benefit tenfold. During extreme cold when the bulbs are lean, the alternative preparation will yield only half as much.
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H ellebore Another plant widespread across Thedas, the Hellebore can be found growing in shady, damp places. Although the flowers are considered attractive, it is now not as common in gardens due to its rumoured association with Demonic rites. There is doubt as to the validity of these rumours, but it is certainly far more common in areas under the Black Divine such as Tevinter. This has led to the flower being called the Demon’s Rose. As far as using Hellebore as an ingredient, the important thing is quantity. What can be used in a tiny dose to ease paralysis and other symptoms, can be the cause of the same effects. This precise judgement usually only comes with great experience and as such should be the realm of Master Herbalists only. Most often Hellebore is used as a poison ingredient, and it doesn’t take a lot of skill to use such a toxic plant for nefarious purposes. The skill comes in disguising the plant so that its effects are not noticed in time to take any antidote. The symptoms are vertigo, thirst, swelling of the tongue and throat and suffocation. The heart rate slows and finally the victim collapses. As the toxic effects are accompanied by an acrid taste, a common trick is to disguise it with stronger flavoured items or administer it in when the victim is already under the influence of a recreational drug like alcohol or Deathroot. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Grinding the dried leaves and stems of the Hellebore and mixing them with Madcap Bulb will create a spicy powder that can be cooked into a tasty last meal.
L akrima This bright bloom grows in hidden wild places for the most part, but for some strange reason can be found in great abundance at sites where major battles have been fought in the past. How the seeds get to these sites, and why they grow there so well is a matter of much speculation. It has even been hinted that the seeds are now sown deliberately as a sign of respect and remembrance by those who honour the fallen. Springtime on the plains of Hunter Fell show the fields afire with the blossoms of the Lakrima, as they once were many years ago under the breath of the Arch Demon of Fire, Toth. Thankfully now the lands are no longer ravaged by the Blight, but the crimson blooms remind all of the sacrifices made by those brave few, so that all others of Thedas might live on. Although less in number, Lakrima can be found at the sites of the other 3 great battles against the Darkspawn hordes and their Draconic leaders. In memory of the fallen, and for its useful properties it is cultivated in the gardens of most Grey Warden’s fortresses if the climate is favourable. In Weisshaupt it is grown in planters within the fortress’ Hall of Remembrance. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Lakrima is used in the beneficial relaxant Hale’s Mercy, an aid to Healers whose patients struggle against treatment, or who are wracked by muscular spasms. This preparation has been perverted into the wicked toxin Hale’s Dust, its very name a slander against the compassionate soul who discovered the beneficial medicinal properties of this herb.
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M int The group of plants which have sweet zesty fragrant leaves are known together as Mints. Often used for culinary purposes, Mints have many medicinal uses as well. Lemon Balm, with its citrus aroma, is perfect for use in a Tisane to lift the spirits and clear the head. It opens the airways and makes breathing easier.
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Peppermint is the most powerful of these aromatics. It has a spicy scent which seems to go straight to the brain. Known for its stimulating properties, it can be infused in oil and then made into an Ointment which is perfect for ensuring that the mind remains alert. Peppermint is one of the main ingredients in Swift Salve. Spearmint has longer leaves than the other varieties, a slightly furry texture and is the mildest mint known. This form is used in a Linctus for coughs and colds. It can be chewed raw to cleanse the breath, or a cordial made to ease croup in infants (even adults with similar wind). — Brother Kadfeal, Grey Wardens’ Herbalist
M adcap B ulb The challenge of the Madcap comes not from eating one, as it seems mild enough at first... but few will eat another. The bulb is similar to an onion or radish, but there the similarity ends. The flesh is pale yellow; oddly unappetising. The flavour begins as an acidic tingle, but slowly it builds to a fire that is almost unquenchable. Heat increases for a few minutes after consumption has ended. The body begins to sweat and shiver. Even if one can cope with the heat, the abdominal cramping and after effects are distressing for the individual and those around them.
Use: Mint has many properties that make it useful for medicines. It is antibacterial, antiseptic, antiinflammatory and antispasmodic. In terms of usefulness, perhaps only slightly inferior to Elfroot and Spindleweed. Having the advantage of both the others in its pleasant aromas. Dried mint can be ground and kept for months with out losing its effectiveness. For most preparations fresh mint should always be used if available. Warning: In spite of superficial leaf similarity, do not confuse Mints with Rashvine Nettle.
It would seem strange that such a plant could be useful medicinally, but even the Madcap has a purpose. In small quantities it can be used to sweat out a toxin, added to a compress to revive flagging vital signs and the flowers added to Hydromel in a Decoction Syrup to increase circulation to the extremities. In some cultures, where the firey heat of food is prized, small amounts of the bulbs are used in a Cold Oil Infusion to add an extra dimension to the flavour. Even these peoples will not touch the bulbs in their entire state. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Most commonly the Madcap is dried and used in small quantities in a Tisane to purge the system of toxins by inducing sweating. It may be used in a similar manner to revive a person withdrawn through extreme cold and frostbite. There have also been cases where the increase in circulation has revived some of the tissue in the extremities that might otherwise have been lost.
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R ashvine N ettle How can a plant that bites so severely be of any benefit? There are those who profess deep devotion to the Maker that believe that by inflicting the stings of the Rashvine upon themselves, they may be absolved of any wrongdoing, imagined or otherwise. This is, of course, impossible to document for proof... The use of Rashvine to cure stiff aged rhumey joints is common amongst the poorer folk, while the stings will not end the problem, the overload the senses temporarily granting a brief respite. A more refined and less painful version is to use the plant to make a thick Decoction or Ointment which can be lathered where required. Washes which include Rashvine as a component actually reduce the itching of skin, including that which the plant in its natural state may have caused. Nettle tea, a simple Tisane, may be drunk regularly to increase the circulation to the extremities. This preparation may also help to increase the flow of a mother’s milk if required.
N orthern P rickleweed The Northern Prickleweed is much sought after by healers as it has many uses. However upon finding the plant one soon remembers why it is often best to get another to harvest this for you. The plant is very fond of its integrity, and defends itself to the fullest with razor sharp spines and the prickles for which it is named. The flowers are useful and should be collected with restraint, as the seeds which will set amongst those left on the plant are even more valuable. Surprisingly for a plant so covered in spikes, the seeds are silky smooth. The plant is normally found on north facing slopes, usually in a sheltered position. It has little value as a food to most animals, but Goats and Halla are known to seek it out: perhaps they are aware of the benefits that it can bring to aid digestion and their tough mouths make short work of the prickles. A Decoction of the Flowers sweetened with Honey into a thick Syrup is sure to cure even the most disagreeable stomach complaints. A Hot Oil Infusion made from the young leaves can be rubbed warm into joints to reduce inflammation. The most clandestine preparation is a tisane that will help cure the heat of the most fundamental and private parts when it is used as a wash externally. — Brother Kadfeal, Grey Wardens’ Herbalist Use: The seeds can be ground roughly and used in a Tisane to relieve breathing difficulties. They can also be made into an Ointment which is soothing on even the most sensitive skin, even that of infants.
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As useful as it is to the Herbalist, the Nettle is also a boon to all in a more mundane fashion. It is an easy to find herb which can be cooked quickly to provide a very beneficial, healthy addition to many different types of meals. Although it has little to no taste of its own, and cooking reduces its ability to bite back, it does take upon itself all of the other flavours, and may even be used in wine. — Brother Kadfeal, Grey Wardens’ Herbalist Use: The simple Tisane for Rashvine Nettle Tea is an easy preparation to make, far simpler in fact than gathering the material may be.
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I ngredients - B otanicals
S pindleweed It is an old country saying that spindleweed grows best for the sorrowful. Verdant spindleweed in a household’s garden has often brought neighbours offering consolation, usually without even asking what might be wrong. This originates from the plant’s use as a seasoning for dishes meant to speed the recovery of the infirm. A person who grows much of it is likely caring for the fatally ill. —Ines Arancia’s Botanical Compendium Note: The Dalish refer to this plant as Sorrell. They often use it combined with Elfroot as a Poultice to remove infection from wounds that have turned sour, especially those that result from bites. There are rumours that it has some properties that can reduce the impact of the disease caused by the blight, although it is not a cure. A strong decoction or Syrup made from the leaves and seeds (together with other ingredients) must be consumed every 6 Hours to hold the Taint at bay. Unfortunately unless more drastic measures can be taken, the victim is expected to die (or worse) within a week. Use: Spindleweed grows wild everywhere, but seems to be found most often where sickness is prevalent. This is convenient as it has a few ways to provide benefit to those in need. A Hot or Cold Poultice will soothe many types of infections and skin irritations. A vinegar made with an infusion of Spindleweed adds a gentle warmth and spice as well as a pleasing aroma that sets the mouth watering. The leaves themselves when young can be added to dishes adding acidity to the flavour.
W olfsbane The most dangerous aspects of this plant are best known, but there are beneficial aspects that may be obtained as well. Most often, the beneficial compounds are known by different names to distinguish them from the more sinister derivatives. This also has the benefit of preventing people from attempting to create their own preparations and making a fatal mistake. As its name would suggest, Wolfsbane is powerful enough to kill a full grown wolf. In an area where wolf attacks have occurred, a standard practice is to bait a sheep, goat or deer carcass with wolfsbane (stuffed inside and even anointed with Infused Oil) in the hope that the proffered easy meal will be the wolf’s last. Legend has it that Dane anointed his weapons with Wolfsbane when he fought to eradicate the Werewolves. Today in some areas where rumours of werewolves are still prevalent, wolfsbane is hung from windows and even braided with wool to be worn around the neck. Under the name Akonight, it is used as a rubbing oil to sooth aching joints and relieve pain. However, should any of this oil be ingested it will cause terrible pain and is potentially fatal. After using, great care should be taken to wipe the outside of the bottle and burn the rag afterward. Scrupulously wash hands that have rubbed in the oil, using saponin lather or vinegar. — Brother Kadfeal, Grey Wardens’ Herbalist Use: Akonight is ground Wolfsbane root Infused in Hot Oil. Rubbed into aching joints it relieves pain. Warning: All of this plant is highly toxic if taken internally, yet with great care, it may be prepared by a Master Herbalist as a painkiller and sedative.
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I ngredients - C reatures
D r a g o n A ge
C reatures Lengthy discussion of the creatures of Thedas can be found in Esoterica from Thedas Volume 2: Bestiary. By no means complete, it gives overview to many that may be encountered whilst travelling and the dangers they possess. Within this volume it make sense to revisit some of those briefly, paying strict attention to any ways they may be used to aid in the preparations for the benefit or detriment of others. This may include reference to some new species that would not normally be encountered, but whose potential makes them worthy of being deliberately sought out. There are creatures whose rarity makes them almost legendary; these often will yield many different ingredients. Dragons are a prime example of a beast with countless beneficial components; one of the reasons unfortunately for their decline. Now that these beasts have risen from their extinction, demand is ever present for their organs. Not that obtaining them is an easy process... Unfortunately the resurrection of the Dragon is an isolated event, and the same is not true for the Grey Wardens iconic Gryphons: whose tears were rumoured to cure the taint itself. The vast majority of creatures have only one part that is of benefit as an ingredient, although it may be used in many different recipes. The Toxin Extracts are prime examples of this class. It is possible for these toxins to be collected from some creatures without the necessity to kill them. This is an extremely dangerous task and should only be attempted by those with the appropriate skills and training. The Antivan Crows keep Beast Masters, whose menagerie of poisonous snakes and spiders would make any sane person cringe. Easy access to these ingredients makes up for the effort of keeping them, and the dangerous task of extraction. Of course no one keeps a Dragon or a Giant spider as a pet... or if they do then the pet may be the least of your concerns. There are some unfortunate rumours of properties given to creatures that are completely false, but no amount of truth or evidence can shake some people’s faith. The Dalish Halla is a victim of these rumours every few decades: Most often that the horn has the ability to restore strength to manhood that has lost the virility of youth. This is completely false! One wishes that the Halla had the ability to exact revenge upon the perpetrators. The Wardens urge you to act as their protectors and aid our Dalish Allies in this matter - In the name of the Hero Garahel and his valiant Halla steed. There is also the blood from darkspawn and Arch Demons that is so vital to the Grey Warden order.
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D ragon ’ s B lood
Collecting dragon’s blood is extremely difficult, even for the most accomplished dragon hunter. First, one must locate the increasingly rare creatures. Second, one must bleed it. However, I believe that at the moment of death, the blood loses something special—a certain fiery essence, perhaps. Of course, bleeding a live dragon is quite tricky. Dragon’s blood has wide variety of uses, both magical and culinary. It’s an important component of rune-crafting and those like my great-grandfather enjoy a sprinkling of the powdered stuff to their food at the dinner table. —Discovering Dragon’s Blood: Potions, Tinctures, and Spicy Sauces, by Ferdinand Pentaghast Note: If at all possible, blood from a living dragon should be collected into a bowl or even a leather pouch. Collection into a bottle or other vessel, while seeming logical at first will result in problems later for the following reason: Dragon’s Blood will harden into a resin-like consistency (as can be seen below) as it cools. What is full of firey warmth one minute will be cold and still the next. If you are harvesting from a dragon that is dead then the blood from the major arteries can simply be excised from the corpse (as can many other useful parts). Do make sure that the dragon is indeed dead before you begin this process. Use: The Dragon Sinnabar or dried blood is ground to a fine powder before use. That of a young Dragonling is much less potent than that of a High Dragon. Dragon’s Blood is an essential component of the Etching Agent used in Rune Crafting; similarly that of an Arch Demon is for the Grey Warden Joining.
T oxin E xtracts
S erpents
The venom or poison from various creatures is an ideal ingredient for many of the more sinister recipes to be found in later pages of this volume. For some there is little need to do much for the preparation, while for others there are many convoluted processes.
Snakes or serpents come in two basic types - those that have venom and bite to subdue their prey, and those that capture theirs with muscular coils and squeeze it to death. Obviously the former are the ones from which the toxins are extracted.
The most difficult part for many of these substances is simply to obtain them without becoming a victim of the creature from which they originate. The safest method is to extract the toxin from the corpse of the animal into a bottle which can be tightly sealed. In some cases the whole poison gland can be removed, allowing for the actual extract to be conducted in a safer environment.
It is possible to extract the venom from a living snake by having it bite into a prepared vial through a membrane of fine cloth. Obviously it can be quite difficult and dangerous to persuade the serpent to cooperate, and this limits the reusability of the source.
It should also be noted that while the Poison Maker can wreck havoc with small amounts of one of these toxins, it is also possible for a skilled Herbalist to create an antidote from the very same essence. More information on the following creatures can be found in Esoterica from Thedas Volume 2: Bestiary.
Giant Spider (Poisonous and Corrupted varieties) Deepstalkers There are many more creatures whose bites, stings or bile are useful sources of toxin.
D ragon T ick B loodsucker
or
G iant C ave
This cave dwelling arachnoid feeds mainly upon Deepstalkers (which are toxic and cause paralysis) and Giant Spiders that do the same, for most of its adolescent life. As it matures it can tackle larger prey: if you are going to try and feed off dragons, it pays to be able to convert other toxins into something potent enough to slow down a dragonling or even a drake. It is this ability that makes the Dragon Tick such a potent donor. A toxin of sufficient strength to subdue a dragon for long enough for the Tick to gorge on its blood needs only the slightest drop to do the same on any lesser being. The females are large (growing up to shield size) but the males are tiny by comparison. Each male attaches itself to a female as a parasite shortly after hatching. The success of the male is determined in just a few moments as he selects his partner. He will survive only if she does. The females are ravenous after hatching and a clutch of hundreds may be reduced to the ten strongest in minutes. The toxin glands are found next to the mouthparts and the saw-toothed proboscis. The toxin within may vary greatly between individuals depending upon their diet. This diversity makes it extremely difficult to create an antidote to poisons made from the Dragon Tick, unless exactly the same source is used.
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I ngredients - C reatures
Some notable species are:
Antivan Whip Tail: This cubit long Adder has a fat
body until the final quarter where it becomes thinner than a little finger. This whip tail is used as a lure for prey; enticing them to come close in the hope of gaining a meal, and instead becoming one.
Nevarran Nigher: This snake is black in body and in mood. While most other serpents will flee if given the chance, the Nigher possesses ferocity to attack at every opportunity. One of the most deadly of all serpents, the Nigher has enough venom to kill ten men one after the other. Add to this the fact that the Nigher has the speed to be able catch a running man, and there is little doubt that its reputation is deserved.
Sandwinder: Found in desert locations where the sand burns any skin in touches, the Sandwinder has a curious solution. With flicking motions of its body it slides sideways across the sand keeping only two points of contact with the hot surface. This curious gait does leave it vulnerable to capture as it rarely observes all its surroundings as it hurries from one patch of shade to the next in search of food.
Hunterhorn Hoop Snake: Native to the Hunterhorn
Mountains, this serpent has to be one of the weirdest. It is a soft blue-grey in colour, camouflaged perfectly with the rocks of the slopes. For the majority of its life it slithers as any other serpent in search of food. When attacked, it shows the origin of its name: Grasping the tip of its tail in its mouth, it stiffens its body with a flick, and sends itself rolling down the hillside away from any danger. This behaviour is so startling that the attacker is usually left bewildered and the snake has reached safety before the attacker can react. Unfortunately for the Hoop Snake, this habit makes it easy to catch if you have nets set up before startling the snake towards them. The venom is mild by comparison to other serpents, but has temporary paralysing and pain numbing qualities which have many medical applications.
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I ngredients - M inerals
D r a g o n A ge
M inerals
F ire C rystal
The Herbalist or Poison Maker can make use of the botanical wealth of Thedas as well as the resources provided by her creatures. Although it is perhaps the minerals from the soil and below that are the most spectacular ingredients. These give rise to potent weapons for both attack and defence.
A Lifestone crystal that has formed in close proximity to a strong heat source such as a volcanic vent or lava channel will become a Fire Crystal.
Most of these minerals are found below ground, so it is not surprising that the Dwarves know the most about them. If one wishes to discover all there is to know about the Gifts of the Stone, as they would say, one would need a thousand lifetimes to delve in the Deep Roads. One would then need another thousand to go through the Shaperate records and to recover those from the lost Thaigs. And then one might stumble over something new while attending to necessity during the next visit to the Deep Roads. Of course the Dwarven folk have done these things, and the answers are recorded in the Memories. For a Surfacer to gain access to these is a rare event. Most of the knowledge the Grey Wardens possess has come from those Dwarves who have chosen to join, or been chosen by, the Grey. The most notable of these was a member of the Miner Cast who married a member of the Shaperate for love rather than family advancement. Devastated when his love was lost during childbirth, he vowed to continue in her place and work to record the knowledge of the ancestors into the memories. As a result, much that might have been considered trivial and mundane about the life and skill of the mining caste is recorded in minute detail. This includes the locations of many mineral deposits, and the signs that might indicate hidden treasures within the stone. When rumours began to circulate that this man might be considered for a paragon he fled to the surface, ashamed to think that he may have overshadowed the work of the wife he had intended to honour. Many years later he realised that his contribution was what she would most have wanted, and in truth he had no shame to bear. Yet he had found honour and acceptance within the ranks of the Grey, and once he realised the truth of his life’s work, he shared what knowledge he could recall. Much of the information recorded at the Warden’s Fortress is of little use to those who do not intend to spend long years within the Deeps mining. However the properties of the various crystals and substances found therein is useful for many including Mages, Herbalists and Poison Makers. Many of the most spectacular crystals and gems from the deeps end up as media for Dwarf Craftsmen and Artisans. The Dwarves are beholden to the Stone, and value her treasures highly. Even the lowest cast dwelling will have some small token; revered as a reminder of the blessing the Stone provides.
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The heat energy becomes trapped within the matrix of the crystal and lies stored until the crystal is broken and that energy released. This potential can be tapped or harnessed in various preparations to protect from fire, or to cause fire damage. The Fire crystals themselves are things of beauty. They are used by Dwarf Artisans to make sculptures and some have even managed to set these in such a way that they react with components within their mountings to create a gentle warmth. One of these structures is considered to be amongst the most prized possessions of many Noble Houses. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: Handling Fire Crystal is best done with gloves (non metallic) as the slightest crumble of the crystal structure may release heat enough to singe bare flesh. Use: The carefully prepared firestone can be used to create a balm that will protect the wearer from fire and heat; the most potent balm can deflect even the brunt of Dragon flame. The crystals can also be prepared in a number of ways to inflict their fire damage upon a target. An enemy may be caught by surprise as his opponents’ swords suddenly burst in to flame - this and the additional damage inflicted can turn the tide of a battle.
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I ngredients - M inerals
F rostrock In the cold of some deeps, close to trapped and still waters, the chill of the silent stone can seep into lifestone. This causes the crystal to become dense and deep blue as the chill is infused into the Frostrock. Less common than Fire Crystal, the Frostrock radiates cold. Due to the strange nature of the crystals formation, it does not seem to stop producing cold until the crystal is destroyed. Once this occurs all the freezing energy is released into the air or to be trapped within an alchemical formulation. The Noble Houses of Orzammar try to collect spectacular specimens of Frostrock to use as a feasting centrepiece, which provides a soft blue light, pleasing visual appeal and keeps the food and drinks placed in close proximity pleasantly cool. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: As the Frostrock continually radiates cold, insulated gloves or at least those of sturdy leather are a necessity unless one wishes to risk frostbite. Use: The uses of Frostrock are similar to those of Fire Crystal and other Lifestone varieties. Special attention should be paid to Ointments that have a minute amount of powdered Frostrock added to the final preparation: this adds a small amount of cooling or numbing to the area which is beneficial in certain circumstances. However errors in the proportions can cause the skin to blister, so these are usually only prepared by a Master Herbalist.
F rozen L ightning Here lies one of the mysteries of the Deep Roads: the Song of the Stone captured vibrating with a crystal lattice. Some say that when Lightning hits the ground in the world above, it travels through the stone to be captured within a lifestone. This seems a little far fetched, but there are relatively few sources of this crackling electrical energy generated within the Stone herself. This may be the reason that Frozen Lightning or Stone’s Pulse is one of the rarer forms of Lifestone. Due to its volatile nature, Frozen Lightning cannot be used by Artisans except those of the highest skill. These pieces must be installed within a special cage designed by the Paragon Faredeh. Any stray sparks released from the crystal are captured by the mesh of the cage and returned to the stone. If they were left in an uncontrolled state anyone passing by might be injured by stray shocks. A smaller version of Faredeh’s cage is used by the miners who collect these crystals. As it needs to be portable, it has a trailing tail which grounds the sparks, and is slung between two miners upon a timber pole. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: Only a fool would handle Frozen Lightning without the proper equipment. The least that could be expected is a tingle that makes the hair stand on end, the worst could be fatal. Use: Frozen Lightning may be used in similar fashion to other types of Lifestone crystals. More caution must be taken in preparation, as the use of any type of metallic object during processing could be disastrous.
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I ngredients - M inerals
D r a g o n A ge
G litterdust Glitterdust is the powdered form of a rock found along the Wounded Coast. When explorers brought the sparkling rock to the markets of the Free Marches, it became immediately popular among wealthy ladies who crushed it and applied the powder to their faces. The added brightness and lustre to the skin, however, soon paled in comparison to the developing rash and coughing fits. As it turned out, Glitterdust is dangerous if ingested or inhaled. It’s also extremely flammable, as several ladies discovered after powdering their hair while standing next to a candle. Unfortunately, this resulted in a dozen deaths by conflagration. These days, Glitterdust is used sparingly, and only by experienced alchemists. The most common form of the substance is Volatile Glitterdust. If gathered from caves where darkspawn dwell, the rock produces a powder known as Tainted Glitterdust. —The Alchemist’s Encyclopedia, by Lord Cerastes of Marnas Pell Note: It is wise to wear a scarf over the nose and mouth while preparing Glitterdust. If at all possible make your preparations in natural light as every lamp or candle adds to the risk of the Glitterdust catching fire. Use: Glitterdust is mostly used for detrimental preparations. Since it was discovered to be bad for those who used it to augment their complexions, there have been no other even slightly positive preparations. Instead it puts those side effects in to play and provides a powerful additive to deadly poisons.
L ifestone Within the Stone are many gems and crystals, most striking of which are the Lifestones. These are luminous clear shards in their natural state, pure and clean representing the Living Stone. The crystal structures of the Lifestones vary somewhat, and some varieties become attuned to different forms of natural energy. Close proximity to Lyrium and an energy source can cause the Lifestone to become a reservoir and as it is infused, its state changes to take on the distinctive form and properties of its energy type. In such a way are Fire Crystal, Frostrock, and Stone’s Pulse or Frozen Lightning created. There are two other forms of infused Lifestone, first the antithesis of the Lifestone; one that is perverted by the Blight Taint. The other is more curious, the Spirit Shard which combines the influences of Lyrium with ethereal influences from the beyond. All forms of Lifestone are valued as gifts of the Stone, and due reverence should be sown when extracting them. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: The true Lifestone glows slightly from within due to its growth in proximity to Lyrium. Use: Lifestone in its natural form has absorbed some of the properties of Lyrium. As such it can be used to enhance the properties of other materials in various preparations. Lifestone is often used as an additive in antidotes significantly improving their effectiveness.
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L yrium More valuable than almost any substance in Thedas, Lyrium is perhaps also the most dangerous. In Tevinter it can fetch prices higher than diamond as the mage lords of that land vie for even a small amount. Lyrium is a powerful magic amplifier and when folded into metals produces magical effects of amazing potency. Apart from the Dwarven lands however, it is an extremely controlled and regulated substance. The Chantry maintains complete monopoly of its export from the Dwarves, ensuring they control who can receive it and the price asked. Needless to say the Chantry is quite wealthy because of this. The Chantry maintains a religious defence of its monopoly. They claim Lyrium to be the “Waters of the Fade” described in the Canticles of Threonides, the essence of Creation that the Maker used to form the world. Amongst the Dwarves it has an almost equally revered position. They see it as the “Gift” or “Song” of the Stone, given over specially to the Dwarven people for their joining with the Stone. Over half of all wealth in Orzammar is due to the trade of Lyrium to the surface. But even then the Dwarves are frugal in their sales. Only a tiny fraction of the precious ore is sold to the surface. The greater majority of Lyrium is given over to the most skilled Dwarven Craftsmen in order to fashion powerful magical weapons and armour of unsurpassed quality. In its raw unprocessed form Lyrium is extremely hazardous. Only a few select Mining Caste Families brave its extraction, following the song it resonates through the Stone. The Dwarves have developed a great tolerance of Lyrium but even they can still be physically and psychologically damaged by its unprocessed form. To a non Dwarf Raw Lyrium can sear the flesh and burn the mind, whilst to a mage it is almost immediately fatal.
While it is the most difficult form to handle, it is the best for use as an additive in the forging of enhanced metals for weapons and armour although a Golem is required to carry out the process. Liquid Lyrium mixes with molten metal making the required alloy.
C rystalline L yrium The crystalline form, although less common, is far more easily mined in a traditional manner. This form can sometimes be found in the Deep Roads as the Crystals can grow straight out of the floor or walls. This makes it easier to collect and handle (as long as the crystals are not fractured) but still risky.
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I ngredients - M inerals
L yrium S and In some special circumstances the Lyrium forms small particles like coarse sand. It is most likely that they are the remains of very old crystals that have been pulverised. Lyrium Sand is reasonably stable and needs very little preparation to make it usable.
L yrium D ust Rarely occurring naturally, the dust form of Lyrium is what the various types of processing aim to replicate. Dangerous if inhaled, the dust is usually kept in a saturated solution: 1 Distilled Water to 10 Lyrium which is referred to as Processed Lyrium (one dose is 10% of this amount). Note: Lyrium in any but the dust or processed state cannot be used safely in any recipe; unlike most ingredients it cannot simply be collected and added. Processed Lyrium is the form used in all the recipes listed later in this volume.
Processed Lyrium is much safer, although prolonged exposure can still be detrimental and lead to addiction. —Esoterica from Thedas Volume 1: Vault (more information, including the dangers of exposure and addiction can be found in the same volume). Lyrium can be found in several forms, each with its own hazards and found is different localities.
L iquid L yrium Most often Lyrium is found in liquid form. This is the most dangerous and most difficult to extract; miners must dig down past the deposit and set up a Lyrium Well to draw the Lyrium from within the Stone. This form of Lyrium is not possible to mine without special equipment and training. Contact with the liquid metallic form can be instantly fatal as the liquid is absorbed straight through the skin into the bloodstream; stopping the heart within seconds.
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I ngredients - M inerals
D r a g o n A ge
O richalcum Like lyrium, orichalcum is a metal most commonly encountered in liquid form. Unlike lyrium, however, Orichalcum forms pools and must be drawn like water rather than mined. Deep Orichalcum is the most common type of the metal, and is often found in places where opals are mined. The rarer Crystalline Orichalcum is found in small pools in the mountains. Folk wisdom says that a drop of Orichalcum mixed with wine is a potent aphrodisiac, though it has a pungent smell similar to lye, so I could not bring myself to put this legend to the test. —An Alchemical Primer of Metallurgy: Volume One, by Lord Cerastes of Marnas Pell
O pal & O ther G ems
The Stone contains many treasures besides the metals most commonly mined. These Gems are most often used to decorate items as they once adorned the Stone herself. There are tales that certain gems add properties to various potions and remedies, or that they can purify or identify the presence of poison. Most of this is false, but there are numerous records of gifts of gems that have harboured a more sinister purpose. Many of the harder gems are used for grinding and polishing metals if they are not of the highest quality. This way all of the Stone’s gifts are put to use. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: Gems can be categorised depending on their rarity, usability and value as follows:
High-Range Gems Diamond, Ruby, Emerald
Mid-Range Gems Sapphire, Topaz, Amethyst, Malachite, Opal, Jet
Low-Range Gems Fluorspar, Garnet, Quartz, Greenstone Use: For grinding tough ingredients it may be necessary to use a hard grinding gemstone such as Garnet or Quartz. Although other gems are harder, they are more valuable than is justified for this purpose. However for delivery of contact poisons, a beautiful gem is a worthwhile investment, especially if you are able to recover it later.
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Note: Like all metals, Orichalcum will expand and contract according to the temperature around it. The Paragon Chalvin devised a way of containing this liquid metal in a marked tube that was delineated in standard increments. Since that time it has been used by Dwarf Smiths and Artisans to accurately judge the temperature of metals they are smelting. This is one of the reasons for the extremely high quality of Dwarf metalwork. An Herbalist or Poison Maker that can obtain one of these devices and learn the use of it, will find the preparation of recipes requiring heating to be easier after their first successful result. Use: In recipes, Orichalcum is used mainly for detrimental purposes. Folk wisdom that runs contra to this is likely to be false. It would be wise not to test such things on anyone or anything you hold dear.
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S pirit S hard When the Heart of the Stone is opened to the Beyond, a Lifestone may change and become a vessel of spiritual energy or a Spirit Shard. The Spirit Shard swirls with pulsing clouds of many hues from pink through purple to blue. While an Opal may also contain many colours, they are fixed in place, whereas a Spirit Shard appears to change constantly. The Spirit Shards occur in places where the beyond has touched the real world, where there has been great death or some other event that disturbs the natural peace of the Stone. Spirit Shards are most commonly found in rediscovered Thaigs, where many Dwarves were lost to the Darkspawn or other darkness. As a result reverence and sorrow should be displayed and offerings made to the stone before a Spirit Shard is removed. These are the rarest variety of Lifestone to be found naturally, but like all but the pure form, they may be artificially constructed by a mage with the appropriate skill. Using an artificial Spirit Shard is considered to be far less of an insult to the stone than using the natural variety. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: Spirit Shards are known to react to certain individuals. These people are usually those who have had close contact with death or ethereal experience. For those seeking to become Spirit Healers, a small piece of Spirit Shard is used during the ritual to bond with a beneficent entity. Use: Spirit Shards are used in recipes that have effect upon the mind and things from beyond the veil.
T ainted L ifestone While Lifestone is the bright glowing heart of the Stone, it can become dark and corrupted if in contact with the Blight Taint for long periods. The crystal still seems to have a slight luminous quality, but it is now dark and sinister in colour. It is within the deepest parts of the Deep Roads that the Darkspawn dwell, and there can be found the Tainted Lifestone. Obviously one doesn’t casually stroll down into this territory, and so few samples will be collected from these deeps. During a blight the Darkspawn encroach into higher tunnels, and so the Tainted Lifestones may be found closer to habitable areas. Within recent times, some areas long abandoned to the Darkspawn are being reclaimed. As the creatures of the taint are driven out, the lifestones they have corrupted with their presence are available to harvest. —Songs of the Stone, Treasures of the Deeps by Aerthmyre Geochryst Note: It is surprising that something so corrupted can have a purpose, but perhaps it is the Lifestone itself and its formation close to Lyrium, that mitigate the effect of the Blight Taint. Tainted Lifestone is the main ingredient of the Corruptor Agent used by Poison Makers and Herbalists as a component of many recipes. Use: Tainted Lifestone is used in equal quantities with its pure counterpart as part of the formula for the Grey Warden’s Joining Chalice. Blood from an Arch Demon and fresh blood from Darkspawn are the only other ingredients known to any but the higher members of the Order.
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I ngredients - E thereal
D r a g o n A ge
E thereal
S keletal S plinters
Some crafting ingredients come from sources that are far from mundane. These ethereal ingredients are the remains of creatures from beyond the veil, or of things of this world that have succumbed to their influence. Some of these items are useful to incorporate into potions and poisons; even for weapons against those same ethereal forces.
The undead who rise as skeletons when mobilised by demonic forces have little substance but their bones and any armour they may have possessed. Once they are destroyed, any armour usually rusts and the bones quickly crumble.
A sh R esidue The almost intangible remains of some spirits are mere dust once the demonic forces return to the veil. This residue has a slight sheen after the demonic contact, but can be ash, sand or even dust. —Of things from beyond the Veil by Sharn Kalell Use: Ash Residue retains a link to the fade and its diffuse nature makes it easy to use. If one wishes to weaken the barrier between the real world and the beyond, drinking a tisane of the residue (with hydromel) will enhance natural ability especially if a small amount of lyrium potion is added. Those who wish to do Dream Sending may also find it easier if they partake of a similar drink with warm milk before sleep.
C orpse G all Insidious forces can cause the dead to rise again. These animated corpses retain some of the demonic essence withing their disintegrating bodies once they are again put to rest. As it has a connection to the fade, this residue can be utilised to target those same forces. —Of things from beyond the Veil by Sharn Kalell Use: Corpse gall is the remainder of the internal organs and bowels of a reanimated or possessed corpse. Although it is difficult to obtain, not to mention unpleasant, this sticky dark red slime can be used by Poison Makers. Although it is best when collected “fresh”, older samples can still be utilised but most of the bodies with disintegrate within days.
D emonic I chor Where a corpse has been possessed by a powerful demon, it will in turn retain a stronger demonic essence once the demon is banished. This manifests within the heart and can be recovered once the demon has been banished again. —Of things from beyond the Veil by Sharn Kalell Use: A Revenant, Arcane Horror or Abomination can yield Demonic Ichor. Although it is difficult to find, this thick, black residue can be turned into very potent poisons.
24
—Of things from beyond the Veil by Sharn Kalell Use: If bone is collected quickly and preserved, it is possible to carve points for arrows or bolts from the material. As it is light and porus, it holds poison or flaming concoctions well. Its ethereal nature also means that it will do additional spirit damage.
T ears
of the
F ade
If one were to physically enter the fade, one would see a confused world where all natural laws are rent asunder. Strange twisted growth arise on the ethereal plain. Upon their branches can sometimes be found small crystals. —Of things from beyond the Veil by Sharn Kalell Use: The tears contain positive ethereal energy, much less common that the negative produced by demons. Almost as hard as a Diamond, but pale lavender in colour, the Tears are prized by Spirit Healers. They enable their Spirit companions to temporarily flow into the Tear and be placed upon a patient in order to more directly apply their healing forces. Once used in this manner the tear will crumble as the spirit returns to its host.
W isp E ssence It is often forgotten that Demons vary greatly in power, and that some encroach lightly upon our world, still maintaining a strong link to the fade, while others possess a host as we have previously seen. Yet we occasionally see remnants, Wisps of what they once were - the faded remains of Demons who have lost their power, been unable to find a proper host or been vanquished, perhaps even by another demon. The Wisp is all that remains of the spirit’s mind, still linked to the Fade, but capable only of one all-pervading thought - a hatred of all living things, of everything it can never be. —Esoterica from Thedas Volume 2: Bestiary Use: Although difficult, it is possible to capture a Wisp: Using a spell such as Winter’s Grasp to immobilise it and then placing it within a container marked with a glyph of preservation. A Watcher’s Stone is one of the products of this process - a clear gemstone within which the Wisp is housed. The creation process is difficult, but in the end the Wisp will choose to survive within the gem rather than be destroyed. It then feeds on energy from any host holding the gem, and gives off light in exchange.
P art II
D r a g o n A ge
Terminology
Terminology. M ethods
and
P reparations ...
25
M ethods
D r a g o n A ge
M ethods There are many ways of preparing ingredients for use. Some preserve the ingredient, others make it easier to use while in other cases the treatment may activate the required properties (or remove undesirable ones). The following processes may be required as part of the Recipes that follow, so a basic outline is included. Should further information be required, consultation with a Master Herbalist may be enlightening. It is also worth noting that many of these processes are similar to those used in the culinary arts, and so advice on methodology may be sought therefrom.
O ils Often the most useful vector for herbal properties is the Essential Oil which may be extracted by grinding, pressing or squeezing the appropriate part. Salt is sometimes added as an aid to grinding (as occasionally is sugar). An extracted Essential Oil is highly concentrated and may be far stronger than required and is hard to produce in great quantities. In these cases an extracted Essential Oil can be added to a carrier oil to disperse or dilute its concentration: An example would be in the preparation of the leaves from Frostback Felicities which must be ground with sugar (if bulbs are not being used). These are then added to a cold infusion before they are transformed into the Distillation Agent (see Recipes). Instead of the sometimes difficult extraction process the oil may be infused into a carrier oil such as Olive Oil (from the warmer Antivan and Rivaini climates) or Almond Oil (from the more temperate climates). Infused Oils can be either hot-infused or cold-infused. Cold-Infused oils take much longer to produce than Hot-Infused oils, but retain better quality. Note: All oils should be stored in tightly sealed vessels in a cool, dry place.
C old O il I nfusion : 1. Fill a jar with the ingredients you want to use. Bruise, or chop roughly if required. Place into a container, but allow space for oil to enfold the components. 2. Cover the ingredients with oil and then tightly seal the container, then place it in a warm position to steep. 3. Let the oil infuse for 2 to 3 weeks, while the oil takes on the traits of the ingredients. Strain the oil through fine cloth over a bowl to collect the oil. Squeeze, preserving as much oil as possible. Discard the used ingredients. 4. Add fresh ingredients to the jar and add the oil back in, and steep again. At the end of a moon cycle, strain again.
26
5. Repeat the infusion for as many time as required to get the correct strength of oil.
H ot O il I nfusion : 1. Combine the ingredients together with a Carrier Oil in a heatable container. This can then either be heated directly over a fire or over a heated bowl of water is more subtle heat is required (for delicate ingredients). The ingredients should be between half the quantity of the oil and equal amounts. 2. Heat until the ingredients appear to have been consumed by the oil and take on a shrivelled appearance. 3. Allow the oil to cool before straining as per Step 3 of the Cold Infusion. Repeat if required. Note: The Dwarves of Orzammar have developed a method for Hot Oil Infusion directly over their molten lava rivers in specially constructed vessels. This is a difficult and risky process, but virtually the only way to extract the essence of something like Dragonthorn.
E ssential O ils
in a
B ase O il
1. Fill a clean vessel with the Carrier Oil you are using. 2. Add the selected Essential Oils drop by drop. (This is the best method for combining different types of oils together.) 3. Seal the vessel tightly and shake to blend the oils 4. Leave the vessel to sit for a day before using, but shake the preparation each time before use.
O intments When a more solid form is required, most often for external use, an ointment is usually the solution. This preparation is achieved by combining the Essential Oil of the ingredient (or sometimes the raw ingredient itself) with a rendered fat or wax. While an Ointment made using fat or shortening is usually soft and works into the skin easily. When a more solid form is required, the combination of oil and beeswax is the solution.
F ats Lard, grease and vegetable shortening can be used as bases for ointments. The easiest to make and use is lard; rendered animal fat. As many animals produce different amounts and even scents of fat, selecting the appropriate source can have a bearing on the finished product. Vegetable shortening is harder to produce, but works equally well. 1. Set the fat up as you would the oil for a Hot Oil Infusion, in a heatable container. Heat slowly (not too hot) until the fat becomes a liquid. 2. Add the component ingredients, 1 measure for 3-4 measures of fat. Note: You will require less of fresh ingredients as opposed to dried ones for the same result (usually half). It is also possible to use a few drops of an Essential Oil in place of raw ingredients. 3. Leave on a gentle heat until the ingredients are incorporated, strain and place into a container to cool.
wax do not combine easily, return to the heat and stir briskly until all is combined. 4. Finally add to final containers and leave to cool and set. If it is not the right consistency when cooled, simply return to the heat, and add either wax or oil to remedy. Note: The Antivan Crows use a hard wax laden with toxic substances to poison their daggers. The toxin of choice is impregnated in the wax and then slivers of the hard substance are sewn into specially designed scabbards. Each time a blade is re-sheathed it is coated in toxin ready for the next deadly use.
D r a g o n A ge
M ethods
T isane I nfusions A Tisane Infusion is a similar process to making some spiced or warming beverages like Qunari chai or Rivaini tea. The ingredients are added to water that has already been boiled and is still hot. 1. Place the ingredients in an earthenware bowl or pot and cover with boiled water. The quantity of ingredients and water used will depend on their strength and the desired result. 2. Leave to steep for a short time for a tisane or tea to be drunk hot. Remove the solid ingredients from the tisane before drinking by straining it into a cup. 3. For a cool drink allow it to steep for a short while before straining and setting aside to cool. 4. If the tisane is to be used as a wash it will be further diluted with the washing water, so leave the ingredients to steep for much longer before straining. The resulting tisane will then be much stronger, but when the washing water is mixed in the result will be as desired.
O il & B eeswax
To make a hard wax ointment or balm, such that you might use on sun-weary lips or blistered feet, a combination of 1 part wax to between 4 and 5 parts oil is ideal. To soften the mix and make a salve just use more oil, to harden, use less. In fact it is possible to use only a few drops of Essential Oil combined with wax to make candles that give off soothing or healing aromas as they are burned. 1. Choose a heatable container that will be sacrificed hereafter to be used only for wax. Only by sandscouring the cooled residue can the container be cleaned afterwards. It is best to only use it for similar preparations. Never use a container for a dangerous potion and expect to brew a healing balm in it later. 2. Melt the wax in your pot over a hot water bath or gentle fire. Stir continuously to aid heat distribution. 3. Once the wax has completely melted, remove it from the heat and add in the oil (either Essential or Infused); stir with a disposable lathe or metal knife. If the oil and
D ecoctions The process for making a decoction is similar to the Tisane, except that the ingredients are added to water, which is then boiled with them in it. This is primarily used for tougher substances: Dragonthorn buds would be prepared in this fashion.
27
M ethods
D r a g o n A ge
1. Using an earthenware bowl or pot, combine the water and ingredients. It is best not to use metal pots as these sometimes react with the component ingredients. 2. Slowly bring the mixture up to the boil and then leave for a quarter hour if you are using fresh ingredients, or twice as long if the components are dried. 3. Strain the liquid into another container. If this decoction is being taken internally, a sweetener such as honey may be added to make it more palatable (unless the recipe precludes this).
essential components of the ingredients are absorbed into the liquid. An alcoholic Tincture is the first part of the process for making a cordial or liqueur; which is done by adding sugar Syrup, honey or liquid sweetener to taste. 1. Take a jar or container with a tight fitting lid and add the base ingredients. Cover with the alcohol (sometimes diluted with water). Close the lid tightly. 2. For the best results then place the container in a cool dark place. Ensure that it is not damp, as that might encourage bad bacteria and mould. 3. Leave the Tincture to set for 1 to 2 weeks, depending upon the ingredients. Fresh and or soft ingredients will take less time than hard, dry ones. Note: If you are making a Tincture with many different ingredients, each might be added at a different stage, with the strongest added last as they take the least time to set their mark upon the liquid. Also it is important to note that if alcohol is left in contact with some stoppering materials it may dissolve them. 4. Once the liquid has reached the correct strength (or concentration) it should be strained and placed into tightly stoppered containers and then stored in a cool dry place.
T onics S yrups A Syrup is simply one of the above preparations, usually a decoction or infusion, made with a sweetener added during the heating phase. These are most commonly used just to make the resultant medication more palatable, but in some cases such as throat irritation from coughing the honey itself is part of the balm.
L ohocs & L inctus
Like a Syrup, the Linctus or Lohoc is a sweetened preparation designed to be licked up or sucked. The process is similar to making the Syrup except the additional boiling is required to reduce the water content down and leave a much thicker stickier result. Some of these are even set like toffee sweets to be sucked upon and are especially efficacious when administering to children.
T inctures The process of making a Tincture is similar to a normal infusion, except that the ingredients are soaked in a cold liquid; generally alcohol. Again, the
28
or
S piced W ines
etc
A spiced wine or tonic wine is made by steeping other ingredients directly in the wine. Steeping may take 2 weeks to reach correct strength.
This can also be done with mulled ciders, ales and heated mulled wine. This is done by heating the beverage with the ingredients and is usually served warm. It is important that heating is only done gently so as to not completely remove all the alcohol.
H ot
V inegars
The method is virtually the same as that for a Cold Poultice, except that the ingredients are heated with a small quantity of water (or hot water is added to the prepared ingredients) before being applied to the required location.
Flavoured or medicinal vinegars can sometimes be used for such mundane things as cooking, but there are times that a vinegar can be the correct base for medicine (the acidic taste can also hide things that are more sinister). Preparation can be done in the same manner as an Oil Infusion; either hot or cold.
P oultices & P lasters
One of the easiest preparations to make is a plaster or a poultice. Mashed botanicals and/or other ingredients are applied to the skin as a dressing. A plaster usually has a layer of cloth between the skin and ingredients, while the poultice is applied directly to the skin. A plaster can contain harsher ingredients as the fabric diffuses the intensity, where a poultice will be faster to act as there is no barrier.
C old
poultices
It seems fairly intuitive; a Cold Poultice is intended to cool the area, reduce inflammation or irritation and will contain soothing ingredients. 1. Assemble the selected ingredients 2. Combine them together and ensure they are well incorporated. Any dry ingredients should be rehydrated before using in a poultice. Powders should be combined with water to form a paste. 3. Spread the poultice across the area to be treated and, if the area cannot be immobilised, cover with a bandage of clean cloth.
poultices
Where heat is required to draw out infection, to ease discomfort or to reduce congestion, a Hot Poultice is the solution. The poultice is also moist and will soften the tissue as well.
D r a g o n A ge
E quipment
Grain is often added to the mix as it will begin to ferment and maintain the heat within the poultice. Anything with very strong ingredients should only be left in contact with skin for a short time, while milder ingredients can be left for longer.
C ompresses
or
F omentations
For very delicate areas it may not be advisable to place ingredients directly on them. A compress is essentially a Plaster without the poultice part. Simply soak clean cloths in a strained infusion or decoction. These can then be placed directly upon delicate areas including eyes. The compress can be used hot or cold., the simplest cold compress being water with a few traces of lavender to sooth headache and fever.
T roches Powdered ingredients can be hard to transport and administer. Sometimes adding them into a small cake or troche is the solution, especially if they are to be taken internally. A simple paste made of flour or sugar and water can be combined with a powder, shaped and allowed to dry.
29
E quipment
D r a g o n A ge
E quipment Although the tools required for making Remedies or Poisons are similar, it is important not to get the two mixed up if you intend to prepare both; this may require you to obtain 2 sets of apparatus, or to have disposable objects for brewing toxins. Although the Master level preparator may have fancy items and be working from a proper shop, there are some basic things that are needed before you can begin even as a Novice.
S poons Most preparations will require stirring from time to time. Most of the time using ordinary spoons will suffice. Although it is not usually a good idea to use a metal spoon unless you have tested the effect of the ingredients upon a non-essential piece of the same material: Some preparations will dissolve metals.
C auldron This heatable vessel can come in many shapes and sizes, the important features are that it either hangs over a fire on a tripod or hook, or that it supports itself on its own legs as in the example shown.
A simple wooden stick washed and peeled of bark will usually do just as well if there isn’t a spoon to hand - especially if it is to be discarded afterwards.
30
D r a g o n A ge
B asic P reparations
S torage For both the finished preparations and the raw ingredients you will need plenty of storage. Leather pouches will suffice for most things, especially if you are travelling, but some items benefit from proper storage jars. Many items also need time to dry. With the finished items some of them can go into waxed cloth, some go into bottles and of course grenades are very specialised containers indeed.
T inder B ox Even in the wilds it is possible to find materials to burn for a fire, but unless you wish to spend considerable time at the process, a quick method for ignition is essential. The basic components are a piece of flint and a steel upon which to strike sparks. It is also useful to have some tinder like straw, dried mushroom or cloth to ensure the sparks have something upon which to catch. Keep these all as dry as possible in a box. Flint
Tinder
Steel
There are of course other ways of making fire...
B asic P reparations As well as the methods for combining and administering herbal preparations, there are a few agents and compounds that make simplify recipes. For some recipes the level of their effectiveness is determined by the addition of advanced agents.
S imple F ormula Basic combinations that simplify terms in the recipes that follow. Simple Formula can be prepared without any great skill by any herbalist from Novice level up. These preparations do not keep well, and must be prepared at the time of use. They are listed here simply to shorten descriptions for later recipes.
H ydromel Is a mix of Honey and Water, often used for soothing fever, coughs and stomach ailments. As an emergency it can be combined with milk to make a quick antidote to swallowed caustic poisons, administered after a purgative.
O xymel A combination of equal parts honey, old vinegar, sea salt and boiled water. This is most often used to loosen phlegm as an expectorant, but can be combined with other ingredients for other purposes. In some cases an Oxymel can be used effectively to treat snakebites but only when combined with a tourniquet to stop the toxin’s spread.
O xyalme Similar to Oxymel but without the honey.
31
B asic P reparations
D r a g o n A ge
E ssential A gents
C orruptor A gent
These three compounds are essential for many of the recipes in this section. These are more complicated formulations that are recipes in their own rights. They are integral to many other recipes, but are stable preparations that can be made in bulk and in advance. Some skill is required to successfully prepare a batch of these agents - which is enough to make 10 uses.
The Corruptor Agent is used to break down ingredients as part of a recipe. The major component of the Corruptor agent is Lifestone that has been in proximity to the Blight Taint or Darkspawn for a prolonged period.
D istillation A gent The three bulbs that make up the Frostback Felicities are chopped roughly and added to a small quantity of oil to make a Hot Oil Infusion. If the bulbs themselves are not available then the leaves must be used, but ground with sugar rather than being chopped before adding to the oil. Then add fresh quantities of botanicals twice after straining the oil. Allow the oil to cool after the third straining. The final part of the preparation is to get a small quantity of finely ground clay. This is added in sufficient quantity to absorb the oil until it is almost dry. Spread out the clay and allow it to take up the rest of the oil. Over a few days this will dry and become a soft powder imbued with the characteristics of the Frostback Felicities. When this powder is added to a preparation it has the remarkable ability to remove any impurities and dramatically increase the quality of the result. A solution with Distillation Agent added is left to settle overnight. Then the purified liquid is poured off the top while all the impurities are left trapped in the sediment at the bottom.
D istillation A gent Skill
TN / TH
Novice
12 / -
This Lifestone must of course be collected (in itself a difficult task to find such a thing), then it must be prepared by breaking into pieces, before adding to a Hot Oil Infusion. After straining, in this instance it is the material from the sieve that you keep and then combine with an equal quantity of lime before grinding together. The resultant powder is reasonably stable but extremely toxic and is used in the preparation of many poisons and traps. Note: This preparation is quite dangerous and must be carried out in a well ventilated area, preferably in an isolated environment. Leather gloves are a necessity and a mask across the face is also advisable.
C orruptor A gent Skill
TN / TH
Novice
14 / -
C oncentrator A gent Heatherum and Foxite are combined together to create a sticky paste that collects and concentrates the essential parts of other preparations. These two common herbs are both extremely heavy in sap. The fresh plants should be pressed to extract the sap and then the sticky gum should be used to make a Tincture with any type of clear alcohol. The next stage of the process is to add a measure of Distillation Agent before leaving it to settle as usual. The final stage of the process is to heat the mixture slowly so that it reduces the water content leaving a sticky concentrated Syrup.
C oncentrator A gent
32
Skill
TN / TH
Novice
16 / -
P art III
D r a g o n A ge
Recipes
Recipes. Preparations for Good or Ill...
33
Recipes - Herbal Preparations
D r a g o n A ge
R ecipes Sometimes there is very little difference between a recipe that is beneficial and one that is deadly. Thus we list here herbal preparations followed by poisons and finally magical preparations. Each lists the effects, difficulty level of manufacture, what ingredients and methods are required and finally how they are administered.
appropriate elemental spell: However this process is not easy and is subsequently an expensive option for the non-mage Herbalist. (See Magical Preparations)
L esser E lemental S alve Skill
TN / TH
Journeyman
12 / 20
Ingredients
Novice level preparations will yield three doses or uses, Journeyman level two and Master only one.
2 x Elemental Crystal 2 x Concentrator Agent
Those with the Herbalism talent can make Herbal Preparations, while those with the Poison Making Talent can make Poisons and Poisonous Grenades.
Container
Method
As skill in the talent increases, more potent preparations can be made. Unlike the simplest recipes, they cannot be made on the spot as they require more lengthy and complex processes.
Grind Crystal in Water-filled Mortar (wear Mask)
The more difficult the preparation, the longer it takes, which is reflected by a threshold value. Each test required represents an hour’s work.
Carefully pour water off leaving paste
Transfer to Jar and add Concentrator Agent Allow to settle Combine with Oil and Beeswax to make Salve
Effect Only one type of salve may be worn at a time.
H erbal P reparations Anyone with the Herbalism talent can make Herbal Preparations appropriate to their level in the talent. For more details on Herbalism, see the introduction section of this volume on page 2. They may collect or purchase the ingredients and any required equipment. Unless otherwise specified ,equipment can be used for multiple preparations.
E lemental S alves Various forms of Lifestone imbued with Elemental properties can be transformed into an Ointment, Balm or Salve that protects the wearer temporarily from certain effects as follows:
Grounding - Frozen Lightning - Electricity Damage Ice - Frostrock - Cold Damage Spirit - Spirit Shard - Spirit Damage Warmth - Fire Crystal - Fire Damage These Salves are usually named for their effect or after their Elemental purpose such as Lesser Balm of Grounding or Greater Ice Salve. Natural occurrences of these crystals are rare as they only form in close proximity to lyrium and magical influences. As they can be quite valuable, the Dwarves of Orzammar record locations and harvest them when possible. It is possible to magically create versions of these stones given sufficient lyrium and a Mage with the
34
The wearer receives the Resistant* special rule against the specified Elemental Damage for 3 hours, however this resistance does not apply to damage inflicted by opponents of elite rank or higher.
G reater E lemental S alve Skill
TN / TH
Master
12 / 16
Ingredients 2 x Elemental Crystal 2 x Concentrator Agent 1 x Distillation Agent Container
Method Purify water with Distillation Agent Grind Crystal in Water-filled Mortar (wear Mask) Transfer to Jar and add Concentrator Agent Allow to settle Carefully pour water off leaving paste Combine with Oil and Beeswax to make Salve
Effect Only one type of salve may be worn at a time. The wearer receives the Immune* special rule against the specified Elemental Damage for 3 hours, however this reduces to Resistant for damage inflicted by opponents of elite rank or higher.
* Resistant/Immune: See Volume 2: Bestiary
E lixir
of
P urity
By combining pure ingredients it is possible to enhance the amazing property of the Blight’s Bane nectar to create a potent weapon against tainted and demonic enemies.
H ale ’ s M ercy
Skill
TN / TH
Journeyman
12 / 12
Ingredients 2 x Elfroot 4 x Lakrima (seedheads)
E lixir
of
P urity
Hydromel
Skill
TN / TH
Container
Master
12 / 18
Method
Ingredients 2 x Elfroot 2 x Blight’s Bane Nectar 1 x Hydromel 1 x Distillation Agent Container
Method Purify water with Distillation Agent Chop Elfroot and Blight’s Bane Add chopped plants and Purified water to heatable container Prepare as a Decoction Add Hydromel Pour in to Container and seal
Effect When this elixir is poured over weapons they will burn the tainted forms of Darkspawn and Demons If these weapons damage Darkspawn or Demons, they suffer an additional +2 Damage. One dose will anoint 6 hand weapons (lasts 8 rounds) or 12 bolts/arrows (lasts 1 penetration)
H ale ’ s M ercy
This wondrous preparation is a boon to all healers. It is sad that Hale is now better known for the perversion of this formula into a poison, but the original preparation is a must for relieving strong pain. Note: It is possible for the Master Herbalist to augment Hale’s Mercy with the addition of the stamens from Andraste’s Grace. Great care should be taken when making this variant; for should the recipient have tenuous hold on life, the preparation may grant the ultimate mercy. In cases where there is too much damage from battle or other injury, or there is too much pain in the aged and infirm, this may grant the final peace and open the door to the Maker’s side. Perhaps this adds further dimension to the naming of Andraste’s Grace.
D r a g o n A ge
Recipes - Herbal Preparations
Cut the seeds from ripe Lakrima heads, or press the juice from unripe buds Chop Elfroot finely Add plant ingredients to Hydromel and heat Reduce from Decoction to Syrup Straining is not required Pour into container and seal
Effect Pain is reduced and the patient may reduce the effects of injuries. Peaceful sleep may be achieved. After taking Hale’s Mercy, you ignore the negative effects of any Injuries you are currently suffering for a number of hours equal to your Constitution. However, each time you perform strenuous activity (like combat) during this time, you must take a Constitution (Stamina) test vs TN 10+number of Injuries for each Injury you currently have. Each failure incurs immediate loss of 1D6 Health and gain of 1D6 Fatigue.
H ealth P oultices The best form of mundane healing is the Health Poultice. Easy to administer, this blend of herbal ingredients is kept in a stoppered vessel or oiled wrapping and placed upon a wound to aid in the healing process.
L esser H ealth P oultice Skill
TN / TH
Novice
10 / -
Ingredients 3 x Elfroot Oiled Linen or similar
Method Hot or Cold Poultice
Effect Poultices help speed healing. Only one may be used at a time and they only last for one hour. After this you regain 1D6+Con Health.
35
Recipes - Herbal Preparations
D r a g o n A ge
H ealth P oultice Skill
TN / TH
Journeyman
10 / 10
a thing can be dangerous and habit-forming, even leading to severe paranoia in extreme circumstances. It is best that this is kept and used only in extreme conditions. The Antivan Crows disdain its use for these reasons, instead priding themselves upon honing their senses through practice and competition.
Ingredients 6 x Elfroot 2 x Distillation Agent Oiled Linen or similar
Method Heat Elfroot with water Distil twice adding Agent each time Then prepare as either Hot or Cold Poultice
Effect
I ncense
of
A wareness
Skill
TN / TH
Journeyman
12 / 22
Ingredients 2 x Lyrium Dust
Poultices help speed healing.
2 x Deep Mushroom
Only one may be used at a time and they only last for one hour. After this you regain 2D6+Con Health.
2 x Distillation Agent Container and small scraps of parchment
Method
G reater H ealth P oultice Skill
TN / TH
Master
10 / 12
Carefully trim out the gills only - the rest may be used in other preparations.
Ingredients
Place the mushroom gills upon a skillet and lay over gentle heat until they begin to crisp.
4 x Elfroot
Remove from Heat and set aside to cool.
Heatable Container
Place Lyrium Dust into water and add Distillation agent
2 x Distillation Agent
Allow to settle
1 x Concentration Agent
Pour off Lyrium solution into clean container
Oiled Linen or similar
Add cooled Deep Mushroom gills and allow to steep as a tisane for 24 hours. The Mushroom will absorb the essence of Lyrium.
Method Heat Elfroot with water Distil twice adding Agent each time
Drain the liquid and mushroom through a cloth and leave the infused mushroom to dry as incense flakes.
Add Concentration agent
Effect
then prepare as either Hot or Cold Poultice
A small amount of the dried incense should be placed upon a scrap of parchment which is then twisted about it.
Effect Poultices help speed healing. Only one may be used at a time and they only last for one hour. After this you regain 3D6+Con Health.
I ncense
of
A wareness
There are times when hyper-awareness of ones surroundings is essential. When undertaking a critical manoeuvre, preparing a difficult poison or participating in a deadly combat against superior forces. The Incense of Awareness can provide a significant edge or advantage in these situations provided of course you have time to prepare; to focus and burn the incense inhaling its vapours. Warning: A note of caution however, over-use of such
36
Select Deep Mushrooms (Brimstone are best)
As a Major Action this is then lit and the smoke inhaled carefully through the nose while breathing deeply. The effects of the Incense last for 10 minutes after inhalation, providing an increased defence of +4, but a -4 to and willpower tests. In a non-combat situation it would provide heightened awareness and a chance to re-roll failed perception tests.
Note: Also if the preparation is faulty and any part of the mushroom cap is included in the preparation, the results could be far from beneficial. It might be worth considering the poison making rules (found in the Dragon Age RPG Set 2 Players Guide) for playing hints for use with this recipe. Results from a contaminated batch could result from frenzy to hallucinations and even poisoning.
An alternative preparation can be made using the resinous sap of the Rivanii Spiral Pine instead of the Deep Mushrooms. As this ingredient is quite difficult to obtain, the more dangerous fungi formula is used more often.
Note: While it takes a Herbalist to create an Injury Kit this is primarily because there are Herbalism ingredients involved. The mundane items such as bandages, splints, needles and thread can be obtained or replenished in many places. Use: An Injury Kit contains first aid and extended care equipment as well as Health Poultices of the equivalent level and ingredients for other preparations. These can be used by anyone with the Chirurgery Talent of equivalent level or above. If using a Kit above your talent level it requires a Cunning (Healing) test with TN 13 (for one level difference) + 2 for every level higher. Therefore a Novice Level Chirurgeon using a Master level Injury Kit will need to pass a TN 15 test.
I njury K its Injuries of all types can occur, sometime during the most mundane of activities. Time is usually a sure cure for many of these, but occasionally the process needs to be assisted or sped up. Each type of Injury needs different treatment, but successful use of an Injury Kit will reduce the difficulty of the Recovery Test. This of course will reduce some of the Kit’s ingredients, but these can be replenished from a Herbalist of the appropriate level.
I njury T reatment G uide Type
Components Required
Concussion Cold Compress of Spindleweed and Elfroot Bandage
D r a g o n A ge
Recipes - Herbal Preparations
It is possible that in extreme circumstance ,when there are no alternatives, someone without the Chirurgery talent may attempt to use the kit, but this requires a Cunning (Healing) Test at a TN 13 for a Novice Kit, +2 for each rank higher. You may only use a single Injury Kit for each Injury and each Injury may only receive the benefits once. For complete Injury rules, see Esoterica from Thedas Volume 1: Vault, page 28.
B asic I njury K it Skill
TN / TH
Novice
10 / -
Herbal Ingredients 2 x Lesser Health Poultice 2 x Elfroot
Head Trauma
Poultice of Elfroot Bandage
Deep Wound
Wash with Elfroot juice or Tisane Stitch with thread and needle
Broken Bone
Heatherum Ointment Splint and Bandage
Gaping Wound
Tisane of Elfroot, Spindleweed and Foxite Stitch? Bandage
Other Equiptment
Deafened
1 Drop Elfroot oil Aurally Light bandage for protection
Needles
Coughing Blood
Tisane of Northern Prickleweed Seeds To be Drunk with Oxymel
Cracked Skull
Treat as for Head Trauma and Concussion
Crushed Limb
Pressure bandage watch for toxic shock Drink Tisane of Elfroot and Spindleweed
Damaged Eye
Wash with Tisane of Spindleweed Bandage over Compress of Elfroot
Mauled Throat
Hot Compress of Elfroot and Spindleweed Stitch? Bandage
Wrenched Limb
Rub with Heatherum Hot Oil Infusion Bandage with splint if possible
2 x Spindleweed 1 x Foxite and Heatherum Containers of “Basic Preparations” Spare containers Waxed Thread Bandages Clean Cloths Smoothed Wood (Splints / Stirrers) Tinderbox Pouch to contain Kit (Makes one Kit)
Effect The use of an Injury will speed recovery from injury. The Injury’s Success Threshold is reduced by 1.
37
Recipes - Herbal Preparations
D r a g o n A ge
J ourneyman I njury K it
M abari T reats
Skill
TN / TH
Journeyman
10 / 10
These crisp treats can revive a Mabari in the same way as a restorative draught can for Human, Elf or Dwarf. It is difficult to get Mabari to drink a potion, or acquiesce to wearing a poultice, but the tasty crunchy treats are an easy alternative.
Herbal Ingredients Basic Injury Kit Ingredients + 2 x Health Poultice 1 x Embrium 2 x Northern Prickleweed 1 x Lakrima Juice
Other Equiptment Basic Injury Kit Contents +
It is unusual in fact to find the owner of Mabari without any Crunch, and suspicious to find anyone other than a Herbalist or Merchant with them. Mabari are renown for their intelligence, but occasionally they have been fooled into dereliction of their duty by an offered treat which may have additional ingredients.
Tweezers Plaster Pouch to contain Kit (Makes one Kit)
Effect The use of an Injury will speed recovery from injury. The Injury’s Success Threshold is reduced by 2.
M abari C runch Skill
TN / TH
Novice
10 / -
Ingredients 3 x Elfroot 3 x Deep Mushroom
M aster I njury K it Skill
TN / TH
Master
10 / 12
Herbal Ingredients Journeyman Injury Kit Ingredients + 2 x Greater Health Poultice 2 x Andraste’s Grace 2 x Deep Mushroom 2 x Deathroot 1 x Frostback Felicities (all 3 plants)
Other Equiptment Journeyman Injury Kit Contents + Fine Metal Probe Stemmed Mirror Steel Scissors Pouch to contain Kit (Makes one Kit)
Effect The use of an Injury will speed recovery from injury. The Injury’s Success Threshold is reduced by 3.
38
Lard Oiled Linen or similar
Method Finely chop both Elfroot and Mushroom Mix in a little lard until the ingredients come together Shape into small biscuits or cakes Bake until brown
Effect Each Crunch will restore a small amount of heath and stamina to a Mabari Hound. Using a Minor Action to eat the Crunch, a Mabari regains 1D6 Health and removes 1D3 Fatigue.
D ouble -B aked M abari C runch
S wift S alve
Skill
TN / TH
Skill
TN / TH
Journeyman
12 / -
Journeyman
13 / 8
Ingredients
Ingredients
4 x Elfroot
2 x Embrium
4 x Deep Mushroom
2 x Deep Mushroom
Lard
2 x Peppermint
1 x Egg
1 x Concentrator Agent
Oiled Cloth or Waxed Paper for storage
Oil and Beeswax
Method
2 small containers
Finely chop both Elfroot and Mushroom
Method
Mix in a little lard until the ingredients come together
Finely chop Plant ingredients
Shape into small biscuits or cakes
Prepare as a Hot Oil Infusion using as little oil as possible
Bake until beginning to brown Baste with Lard and beaten Egg Bake again until Dark Golden Brown
Effect Each Crunch will restore a small amount of heath and stamina to a Mabari Hound. Using a Minor Action to eat the Crunch, a Mabari regains 2D6 Health and removes 1D6 Fatigue.
S wift S alve
D r a g o n A ge
Recipes - Herbal Preparations
Add Concentrator Agent Pour off a little oil above concentrate Add Beeswax over gentle heat Combine to make Ointment Divide into 2 Containers and Seal
Effect .Each application of the Swift Salve provides additional muscle response for up to 2 hours. Provides +2 to Dexterity (which effects all pertinent effects including Initiative and Speed). After Effect: 2D6 Fatigue.
This invigorating blend of ingredients will increase muscle response and set the skin tingling. As a result the user will have faster reflexes, increased dexterity and coordination for a period of time. This means that they will be able to move a little faster and thus gain an advantage in either a combat or Fight or Flight situation. Use: The salve must be rubbed over the skin upon all the limbs. If only part of the body is covered, the response will be incomplete and unpredictable. Each dose of the salve will provide 2 uses for a moderate sized Human and possibly 3 for an Elf or Dwarf. The effects of the Salve will last for two hours. The drawback is that you need time to apply it (10 Minutes) to the skin, and therefore must have advance warning of a situation that requires its use. Warning: There is a downside to the use of this salve: the extra strain on the muscles will cause fatigue once the Salve has lost effect. This will manifest as a build up within the muscles like that after the harshest exercise; causing cramping and in extremes the inability to move. Walking or other gentle exercise may reduce these effects.
39
R ecipes - P oisons
D r a g o n A ge
P oisons (& K nown C ures )
There is a fine line between Herbalism and Poison Making. In fact it is really one of intent, as the Herbalist will be aware of the dangers ingredients represent in order to avoid them, and chooses not to use them. The Poison Maker on the other hand actively seeks the dangerous, and may overlook the beneficial as it is of no use to them (except perhaps to create an antidote if one is required). Details on Poison Making can be found in Set 2 of the Dragon Age RPG Rules - Player’s Guide p. 49.
A rcane P oisons Originating from the City State of Kirkwall, this poison uses Glitterdust which is rarely found outside the wilds of the Wounded Coast. When it is combined with Deathroot it saps the recipient of the ability to resist the effects of all forms of magic.
A rcane P oison Skill
TN / TH
Journeyman
15 / 10
Ingredients 2 x Glitterdust
Poison Making is not without risk, and every practitioner should be well aware of the consequences before embarking upon any endeavour.
2 x Deathroot 1 x Distillation Agent Tightly sealed container
A dder ’ s K iss
Method
Adder’s Kiss is named in part for an Antivan serpent, although it is not necessary the toxin be from that reptile. The rest of the name comes from its involvement in the great Antivan Tragedy Rosetta and Javier. Their last fatal kiss took both their lives after a series of misunderstandings. It is far more common for a toxin to be delivered by steel, but a lover wielding the blade in not uncommon, especially in Antiva.
Skill
TN / TH 15 / 10
Carefully pour off the infused oil into a suitable container
Effect A target that ingests this or suffers damage from an envenomed weapon becomes more vulnerable to magic. They suffer -2 to tests to resist magic for 1 hour. This is not cumulative.
Skill
TN / TH
Master
17 / 10
Ingredients
Ingredients
2 x Glitterdust
3 x Toxin Extract
2 x Deathroot
2 x Distillation Agent
1 x Distillation Agent
1 x Concentrator Agent
1 x Concentrator Agent
Tightly sealed container
Tightly sealed container
Method
Method
Distil the Toxin twice adding Agent each time
Prepare Glitterdust and Deathroot as a Hot Oil Infusion
Add Concentrator to the distilled toxin
Add Distillation agent and allow to settle
Allow to settle
Carefully pour off the purified toxin and add in Concentrator before allowing to settle again.
Pour off liquid leaving toxic residue. Either thin with oil or prepare as a ointment to use
Effect Ingestion or an envenomed weapon deals additional damage with each successful hit. 2D6 + 4 Penetrating Damage.
40
Add Distillation agent and allow to settle
C oncentrated A rcane P oison
A dder ’ s K iss
Journeyman
Prepare Glitterdust and Deathroot as a Hot Oil Infusion
Pour off residue leaving concentrated poison.
Effect A target that ingests this or suffers damage from an envenomed weapon becomes more vulnerable to magic. They suffer -2 to tests to resist magic for 1 hour. This is not cumulative.
C row P oisons
D eathroot T oxins
Snake venom is the primary ingredient in this poison favoured by the Antivan Crows. Crow Poison kills swiftly and is part of the reason the Antivan Crows are so feared.
Deathroot is an abundant and relatively innocuous plant that the Chasind Wilders have used in their ceremonies for centuries. A preparation made from the roots of the plant, where its toxins are strongest, is a potent poison.
C row P oison Skill
TN / TH
Novice
13 / 10
Ingredients
D eathroot E xtract Skill
TN / TH
Novice
13 / 10
6 x Toxin Extract
Ingredients
6 x Deathroot
3 x Deathroot
3 x Distillation Agent
Tightly sealed container
Tightly sealed container
Method
Method
Prepare as a Decoction.
Prepare Toxin and Deathroot as a Hot Oil Infusion Add Distillation agent and allow to settle
This can then be completed in a number of ways depending on the intent.
Carefully pour off the purified toxin into a suitable container
Adding to food or drink for an interesting effect Combining with oil to coat a weapon
Effect
Effect
Ingestion or an envenomed weapon deals additional damage with each successful hit.
Ingestion of the toxin or the strike from an envenomed weapon causes the victim to suffer hallucinations.
1D6 Penetrating Damage.
See Table DARPG Set 2 p 54.
C oncentrated C row P oison
C oncentrated D eathroot E xtract
Skill
TN / TH
Journeyman
15 / 10
Ingredients
D r a g o n A ge
R ecipes - P oisons
Skill
TN / TH
Journeyman
15 / 10
6 x Toxin Extract
Ingredients
6 x Deathroot
4 x Deathroot
2 x Distillation Agent
2 x Distillation Agent
2 x Concentrator Agent
Tightly sealed container
Tightly sealed container
Method
Method
Prepare as a Decoction
Prepare Toxin and Deathroot as a Hot Oil Infusion
Add Distillation Agent to strained liquid
Add Distillation agent and allow to settle
Allow impurities to settle before pouring off distilled toxin.
Carefully pour off the purified toxin and add in Concentrator before allowing to settle again.
This can then be completed in a number of ways depending on the intent.
Pour off residue leaving concentrated toxin.
Adding to food or drink for an interesting effect
Effect
Combining with oil to coat a weapon
Ingestion or an envenomed weapon deals additional damage with each successful hit.
Effect
2D6 Penetrating Damage.
Ingestion of the toxin or the strike from an envenomed weapon causes the victim to suffer hallucinations.
Drops Initiative and restricts Stunts. (see DARPG Set 2)
See Table DARPG Set 2 p 54.
41
R ecipes - P oisons
D r a g o n A ge
D emonic P oisons
D warven R egicide P oison
This preparation is difficult to make as the main ingredient suggests; however the results are well worth the effort. It is only used as a weapon coating as it must enter the bloodstream quickly to be effective.
The competition amongst the Dwarven houses is sometimes open and obvious, while at others clandestine and devious. Being rid of an opponent can sometimes be as easy as offering a toast to the ancestors - with a suitably doctored drink.
D emonic P oison Skill
TN / TH
Journeyman
15 / 14
Ingredients 2 x Demonic Ichor 2 x Concentrator Agent Clear Alcohol and Beeswax Tightly sealed container
Method Prepare as a Tincture (this will take time). After straining add Concentrator Allow to settle then pour off alcohol (do not imbibe) Add Demonic Residue to wax as a weapon coating
Effect An envenomed weapon causes spirit damage. 1D6 Spirit Damage (Penetrating). 1D6 Spirit Damage in subsequent rounds until a TN 15 Constitution Stamina Test is passed, a Breather or Magical Healing received. There is no antidote.
As trust is not an easy thing to engender amongst rivals it may be required to drink from the same chalice. The following poison may be added to wine, while its antidote may be ingested by the poisoner shortly afterwards to stave off any ill effects. This insidious blend of ingredients has been devised to work particularly well against the stout Dwarven constitution. The tougher and healthier the victim is initially, the quicker and more dramatic the decline. The whole body is turned inward as the toxin uses the body’s resources to destroy itself.
D warven R egicide P oison Skill
TN / TH
Master
17 / 16
Ingredients 2 x Deepstalker Venom 2 x Corrupted Spider Venom 1 x Deep Mushroom (Blightcap) 1 x Distillation Agent Alcohol (in which it will be served) Tightly sealed container
C oncentrated D emonic P oison Skill
TN / TH
Master
17 / 16
Ensure Antidote is available as this can be deadly. Prepare as a Tincture, stirring well and crushing mushroom
Ingredients
Add Distillation Agent
2 x Demonic Ichor
Allow to settle then pour off liquid into clean container
2 x Concentrator Agent
Add to Alcohol to deliver poison.
Clear Alcohol and Beeswax
Effect
Tightly sealed container
Anyone who imbibes this poison will slowly and painfully wither away as their body attacks itself internally. The tougher they are, the quicker they fall.
Method Prepare as a Tincture (this will take time). After straining add Concentrator Allow to settle then pour off alcohol (do not imbibe) Add Demonic Residue to wax as a weapon coating
Effect An envenomed weapon causes spirit damage. 2D6 Spirit Damage (Penetrating) 1D6 Spirit Damage in subsequent rounds until a TN 17 Constitution Stamina Test is passed, a Breather or Magical Healing received. There is no antidote.
42
Method
Only the administration of the Antidote will stop the process. 2D6 + Constitution Penetrating Damage per Hour . Strenuous activity accelerates Damage, Sleep reduces it to 1D6 + Con per Hour.
D warven R egicide A ntidote F el P oison This must be prepared by a herbalist of Master level or above. As difficult as the poison itself is to make, the antidote for the counter is even more so. The required ingredients can not all be found below ground, and this means that trade with the Surfacers is required. However as the Elfroot and Oxymel are healing ingredients in their own rights, it may be possible to obtain them without suspicion.
As if something reaches from beyond the veil, health is drawn away from the victim until their system manages to rally. This is of course in addition to any other wounds they may suffer during the same interval. A mighty warrior will struggle against the additional drain from this insidious poison, while those less robust may find themselves in dire peril. The only redeeming feature of this poison, from a certain point of view, is that the main ingredient is not very common.
D r a g o n A ge
R ecipes - P oisons
D warven R egicide A ntidote Skill
TN / TH
Master
17 / 16
Ingredients
F el P oison Skill
TN / TH
Master
17 / 18
4 x Elfroot
Ingredients
2 x Lifestone
1 x Felandaris
1 x Distillation Agent
3 x Deep Mushroom (Ghoul’s)
1 x Concentrator Agent
1 x Distillation Agent
Oxymel
1 x Corruptor Agent
Tightly sealed container
Oil
Method
Tightly sealed container
Place Lifestone in a Mortar and half cover with Oxymel
Method
Crush well to make a paste
Dice plant ingredients
Add Elfroot and combine
Prepare as a Cold Oil Infusion, stirring well and crushing mushroom
In a separate container, purify a small amount of water with the Distillation agent
Add Distillation Agent
Combine all ingredients together and prepare a Decoction
Allow to settle then pour off liquid into clean container
Remove from the heat and allow to cool before adding the Concentrator Agent
Effect
Allow to settle then pour off liquid and discard Form the solids into small Troches
Effect
Finally add Corruptor Agent The strike from an envenomed weapon causes the victim to lose health gradually. The victim loses D6 health each round until passing a TN 13 Constitution (Stamina) test with TH 13.
Taking 2 of these Troches per hour for 3 hours will halt the progress of the poison allowing sleep to restore lost health over time. Health regeneration begins after the first dose as testing and further damage are halted. Sleep after the third dose will restore health as normal.
43
R ecipes - P oisons
D r a g o n A ge
F leshrot As its name suggests this wicked poison causes the body to decompose at a frantic pace. Flesh peels away and the victim can do little but writhe in pain. The effects are not permanent, but it takes days for the body to restore its normal appearance.
Skill
H ale ’ s D ust
TN / TH
Novice
13 / 10
Ingredients 3 x Ripe Lakrima Seedheads 3 x Concentrator Agent Tightly sealed container
F leshrot
Method
Skill
TN / TH
Cut open the Seedhead and carefully collect the seeds
Journeyman
15 / 10
Crush them slightly in a mortar
Ingredients
Prepare them as a Tisane
6 x Deathroot
{The strainings can be used again for a half-strength version or for beneficial purposes)
4 x Distillation Agent 1 x Concentrator Agent Thick Hide Gloves Tightly sealed container
Method Prepare Deathroot as a Hot Oil Infusion Add Distillation agent and allow to settle Carefully pour off the purified toxin and add concentrator A layer of clear liquid will appear after the solution has settled, the remainder will be a dark green liquid as thick as honey
Allow to cool Add all concentrator and allow to settle completely Pour off liquid The concentrate can be dried slowly into the dust form Dip an oiled blade in the dust to use
Effect The strike from an envenomed weapon causes the victims strength to wane. See DARPG Set 2 p 54.
Put on gloves Pour the clear off and discard into a hot fire (it will poison any earth or stream it touches) The Green Fleshrot will damage any skin it encounters
Effect An envenomed weapon deals additional damage with each successful hit and causes loss of actions. See DARPG Set 2 p 54-55.
H ale ’ s D ust
This preparation was originally intended to benefit its recipients and those who were trying to heal them. There is a fine line between aid and anathema, and it has since been perverted into a poison that saps the strength of those wounded by an envenomed blade. The original preparation, known as Hale’s Mercy can be found in the previous section. Unfortunately the eponymous healer is far better know for the damaging bastard poison than its beneficial progenitor.
44
M agebane An anathema to mages of all kinds, this corrupted form of Lyrium binds up their magical energies diminishing their potential effictiveness. It is primarily used by the Templars to subdue Mages, preventing them from launching magical attacks. If the ingredients can be obtained by other forces, Magebane can be a boon for any force that must face hostile magic. Many Grey Wardens have been thankful for the timely strike of Magebane poisoned weapon against an Emissary whilst countering the encroaching Darkspawn Hordes.
M arrow L ock
M agebane Skill
TN / TH
Journeyman
15 / 10
Ingredients 6 x Lyrium Dust
A poison that turns the very body of the victim into a prison. Only the smallest actions can be undertaken without painful consequence. Should willpower sufficiently overcome the Marrow Lock, it won’t be without cost.
4 x Corruptor Agent 2 x Concentrator Agent
M arrow L ock
Oil Tightly sealed container
Method Mix the Lyrium with the Corruptor Agent Add Concentrator Agent Then add to a Hot Oil Infusion Most of the ingredients will dissolve in to the oil After cooling, strain any remaining residue from the oil
Effect Taking damage from an envenomed weapon causes Mana loss. However skin contact with or ingestion of Magebane will cause a Mage to suffer 50% of the same effect. See DARPG Set 2 p 53-55.
Skill
TN / TH
Master
17 / 10
D r a g o n A ge
R ecipes - P oisons
Ingredients 2 x Toxin Extract (Dragon Tick) 1 x Corruptor Agent Oil Tightly sealed container
Method Mix the Toxin Extract with the Concentrator Agent Then add to a Hot Oil Infusion Most of the ingredients will dissolve in to the oil After cooling, strain any remaining residue from the oil
Effect An envenomed weapon causes partial paralysis.
C oncentrated M agebane Skill
TN / TH
Master
17 / 10
See DARPG Set 2 p 53-55.
Ingredients 4 x Lyrium Dust 2 x Corruptor Agent 2 x Concentrator Agent Oil Tightly sealed container
Method Mix the Lyrium with the Concentrator Agent Add Concentrator Agent Then add to a Hot Oil Infusion Most of the ingredients will dissolve in to the oil After cooling, strain any remaining residue from the oil
Effect Taking damage from an envenomed weapon causes Mana loss. However skin contact with or ingestion of Magebane will cause a Mage to suffer 50% of the same effect. See DARPG Set 2 p 53-55.
45
R ecipes - P oisons
D r a g o n A ge
Q uiet D eath This poison is usually swift and deadly, but legend states that the hand of fate is sometimes involved in its effectiveness. Should the victim have destiny on his side, the poison appears not to work at all.
S oldier ’ s B ane
As Magebane is formulated specifically at users of Magic, Soldier’s Bane is aimed to reduce the effectiveness of Warriors and Rogues.
S oldier ’ s B ane
Q uiet D eath Skill
TN / TH
Master
17 / 10
Ingredients 4 x Toxin Extract (various types)
Skill
TN / TH
Journeyman
15 / 10
Ingredients 6 x Deep Mushroom (Ghoul’s are best) 4 x Corruptor Agent
4 x Deathroot
1 x Concentrator Agent
2 x Concentrator Agent Oil Tightly sealed container
Method Chop the Deathroot and add to heatproof vessel Add in the different types of Toxin Extract Adds a small amount of oil to almost cover ingredients Prepare as a Hot Oil Infusion After cooling, strain any remaining residue from the oil Finally add the Concentrator Agent which will cause the poison to thicken to a gel.
Effect Damage from an envenomed weapon removes the victim’s health, or it doesn’t. See DARPG Set 2 p 55.
Oil Tightly sealed container
Method Dice the Deep Mushrooms Mix with the Corruptor Agent Add Concentrator Agent Then add to a Hot Oil Infusion Most of the ingredients will dissolve in to the oil After cooling, strain any remaining residue from the oil
Effect Damage from an envenomed weapon causes Fatigue. 1D3 Fatigue per per damaging hit.
C oncentrated S oldier ’ s B ane Skill
TN / TH
Master
17 / 10
Ingredients 4 x Deep Mushroom (Ghoul’s are best) 2 x Corruptor Agent 2 x Concentrator Agent Oil Tightly sealed container
Method Dice the Deep Mushrooms Mix with the Corruptor Agent Add Concentrator Agent Then add to a Hot Oil Infusion Most of the ingredients will dissolve in to the oil After cooling, strain any remaining residue from the oil
Effect Damage from an envenomed weapon causes Fatigue. 1D6 Fatigue per damaging hit.
46
T he B lack H and This legendary poison has an extremely complex recipe containing at least 27 toxic plant extracts and Cobra Venom. It is suspected that the ingredients include Dragonthorn, Felandaris, Deathroot, Foxglove, Hellebore and at least 4 varieties of Deep Mushroom along with lesser known plant varieties. The Black Hand is reputed to kill in two heartbeats, and its recipe is know to only a few Master Poison Makers. Note: Experimenting to discover the other ingredients is likely to be a fool’s task, and quite possibly fatal.
C oncentrated V enom (V arious ) Skill
TN / TH
Journeyman
15 / 10
Ingredients 2 x Toxin Extract (select type) 2 x Concentrator Agent Small amount of Oil
D r a g o n A ge
R ecipes - P oisons
Tightly sealed container
Method Add venom to a small amount of carrier oil Heat gently as you would a Decoction Add Concentrator Agent to intensify poison
V enoms
Adding to food or drink for an interesting effect
Many of the creatures of Thedas use venom to protect themselves or subdue their prey. Using these natural toxins as the basis for poisons is only logical. The fist step is to select the origin for your selected preparation. Spider Venom is the most common as these giant arachnids can be found in most of the dark places across Thedas, especially in the Dwarven Deep Roads.
Combining with wax to coat a weapon
Effect Ingestion of the toxin or damage from an envenomed weapon causes the victim to become uncoordinated and lose initiative. See Table DARPG Set 2 p 53.
Once that is settled, only the extraction of the poison remains; usually safest after the creature is dead.
V enom (V arious )
Skill
TN / TH
Novice
13 / 10
Ingredients 3 x Toxin Extract (select type) Small amount of Oil Tightly sealed container
Method Add venom to a small amount of carrier oil Heat gently as you would a Decoction Adding to food or drink for an interesting effect Combining with wax to coat a weapon
Effect Ingestion of the toxin or damage from an envenomed weapon causes the victim to become uncoordinated. See Table DARPG Set 2 p 53.
47
R ecipes - G renades
D r a g o n A ge
W eapon C oatings Various forms of lifestone imbued with Elemental properties can be corrupted into an oil which adds Elemental damage to weapons:
Shock - Frozen Lightning - Electricity Damage Freezing - Frostrock - Cold Damage Soulrot - Spirit Shard - Spirit Damage Flaming - Fire Crystal - Fire Damage Acidic - Lifestone - Penetrating Damage These coatings are usually named for their effect such as Flaming Coating or Soulrot Coating
Skill
TN / TH
Journeyman
15 / 12
Ingredients 4 x Elemental Crystal 2 x Concentrator Agent 4 x Corruptor Agent Container (Not Metal)
Method Grind Crystal in Mortar (wear Mask) Transfer to non-metallic Container Add Concentrator Agent
Natural occurrences of these crystals are rare as they only form in close proximity to lyrium and magical influences. As they can be quite valuable, the Dwarves of Orzammar record locations and harvest them when possible.
Using a wooden spatula, stir gently until combined
It is possible to magically create versions of these stones given sufficient lyrium and a Mage with the appropriate elemental skill: However this process is not easy and is subsequently an expensive option for the non-mage Herbalist. (See Magical Preparations)
Using an activate action you start the coating reaction (this could be striking flint or sprinkling with water). Blows with and active coated weapon inflict additional Elemental Damage. Lasts for 10 rounds.
These Weapon Coatings are mundane imitations of magical effects such as Flaming Weapons. Their duration may be more, but the damage inflicted is less and cannot be renewed during combat without taking time to re-coat the weapon using two Ready Actions and re-activating.
48
W eapon C oating
Mix well then add Corruptor Agent Keep away from sparks and moisture
Effect
+1 point of additional Damage of the specified type if the attack causes damage.
G renades
E lemental G renades
The use of grenades can be a two-edged weapon as they make the wielder vulnerable to attack by perceptive opponents. Any carried grenades may be set off by an attacker before they can be thrown.
Like their use in Elemental Balms and Weapon Coatings, various forms of lifestone have been corrupted and added to liquids creating grenades or bombs. These inflict elemental damage as follows:
Drawbacks aside, Grenades are area of effect weapons and can turn the tide of battle if used strategically. Part of the art of making a Grenade is concocting an appropriate formula and mixing the ingredients.
Shock - Frozen Lightning - Electricity Damage
Almost as important is in preparing a container that will hold the liquid safely until needed, but after throwing, will disintegrate upon impact deploying its contents. As grenades may contain ingredients which must be kept apart until the time of deployment the Grenade casing may be as important as the contents. The most common casing is a pair of thin wooden jars that nest one inside the other. For the more elite grenadier, specially made ceramic or glass vessels are a more elegant, but fragile solution: the fragility makes them more reliable, but also more vulnerable.
Flame - Fire Crystal - Fire Damage
For full details on the use and effects of Grenades, see the Dragon Age RPG Set 2 Players Guide, p 53.
4 x Corruptor Agent
Freeze - Frostrock - Cold Damage
D r a g o n A ge
R ecipes - G renades
Soulrot - Spirit Shard - Spirit Damage Acid - Tainted Lifestone - Armour Damage
E lemental G renades Skill
TN / TH
Journeyman
15 / 10
Ingredients 4 x Elemental Crystal Vinegar 2 Containers - Grenade casings
Method Grind Crystal in Mortar (wear Mask) Transfer to non-metallic Container Add Corruptor Agent Using a wooden spatula, stir gently until combined Half fill outer Container with Vinegar Place the crystal compound into the smaller container and place it inside the other, ensuring the contents cannot encounter each other Seal the containers and store upright as much as possible Keep away from sparks and moisture
Effect Grenades are area effect weapons that will inflict varying damage types upon explosion. See DARPG Set 2 p 54.
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R ecipes - G renades
D r a g o n A ge
F el G renade
T ar B omb
The Fel Grenade combines the choking effects of Glitterdust with the disorienting effect of Felandaris. The result is a choking cloud that incapacitates the victims until they can clear the dust from their lungs.
This bomb covers the target and the 1 yard radius around him with a sticky, slippery and toxic tar. The victim has reduced mobility and a chance that they will be knocked prone. Their attacks and defence become less effective and they become flammable.
Note: Glitterdust is Flammable and if there is fire of any type present in the area of effect, it will cause an explosion adding the Fire Bomb result to the round of impact. This will only work if the fire is there before the grenade impacts, as it is the cloud of powder that ignites: The powder cannot be ignited after dispersal as a Tar Bomb may be.
Removing the residue requires that it be washed, frozen, burnt or scrubbed off (using dirt or sand will suffice). If it contacts skin, mild blistering will occur for an hour or so but with no enduring effects.
Warning: As the components of this Grenade are so volatile, anyone carrying one who is set on fire may suffer the Kaboom! stunt for one less point cost.
F el G renade
T ar B omb Skill
TN / TH
Journeyman
15 / 10
Ingredients 4 x Deep Mushroom (Blightcap is best) 4 x Deathroot
Skill
TN / TH
1 x Corruptor Agent
Master
17 / 10
2 x Concentrator Agent
Ingredients 1 x Felandaris (Dried) 2 x Glitterdust
Oil 2 Containers - Grenade casings*
Method
1 x Corruptor Agent
Wear Gloves
Vinegar
Chop Deep Mushroom and Deathroot
1 Container - Grenade casing
Sprinkle with Corruptor Agent
Method Wear a mask - inhaling these ingredients is unwise Crush Felandaris to fine powder Mix Glitterdust and Felandaris and place into inner container with Corruptor Agent Half fill outer Container with Vinegar Place smaller container inside the outer, ensuring the contents cannot encounter each other Seal the containers and store upright as much as possible Keep away from sparks and moisture
Effect Those within the area of effect of a Fel Grenade are wracked with coughing and unable to take major actions. The victims lose 1D6 health and may not take any major actions until passing a TN 13 Constitution (Stamina) test with TH 10.
Mash together adding enough Oil to make a slimy paste Add Concentrator Agent The mixture should become thick like honey Spoon the mix into the prepared casings Add 1 spoon more oil to each, then Seal
Effect Those within the area of effect (1 yard radius) of a Tar Bomb are less effective in attack and defence, and may be knocked prone if they make any move actions whilst within that area. The victims suffer -2 to attack and defence while coated. Upon impact, and for any moves within the target area, they must pass a TN 11 Dexterity (Acrobatics) test. If they leave the area of effect, but are still coated, they no longer need to test for falling, but are still impeded until the Tar is removed.
* For a Tar Bomb, the grenade casing can be replaced by a simple bladder. This could be a piece of membrane such as the internals from a pig or goat. The most important thing being that it is tied tight around the contents, so they do not leak, but should be thin and full enough that it will burst open upon impact.
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The downside is that it becomes more dangerous to carry.
M agical P reparations
E lemental C rystals
It is possible for an appropriately skilled Mage to take some creations made by Herbalists (or Poison Makers - noted in recipes) and imbue them with magical properties. This requires the appropriate spell be cast with the fully mixed ingredients as the focus. A single drop of Lyrium potion is to be added just before casting the spell to help hold the magical effects within the preparation (except for elemental crystals).
Varieties of Lifestone are key ingredients for some recipes, however these are not common and their collection poses many hazards. When the Dwarves trade with the surface, one of the ingredients sent regularly is raw Lifestone. These crystals have not been imbued with any other properties, except those from its grown in the presence of Lyrium.
If the Mage has prepared the ingredients, the Casting Target Number (TN) for the spell remains as it would for any normal cast (as does the mana required). If the formula has been prepared by another person (Mage or otherwise) the Casting TN is +2, whilst the mana required is increased by 1. This reflects the difficulty of not being fully aware of the processes involved in the recipe creation. Some more powerful recipes require the spell be infused more than once, these will list a Threshold (TH) as well. As not every Mage has the same spells or schools of training, only certain preparations will be within their ability to produce. If the spell is unknown, the Recipe cannot be completed. Warning: It is not possible to prepare the basics for these spells in the hope of meeting a Mage of the right skill, nor to appear upon the door of a Circle Tower and expect to have your goods enhanced. Each of these preparations must be ensorcelled within 1 day of the basic recipe completion or the ingredients will not bond with the magic.
D r a g o n A ge
Recipes - Magical Preparations
Centuries ago when Thedas struggled against the Third Blight, it was discovered that the other varieties of Lifestone could be created by a Mage if they directed the effects of an appropriate spell into a prepared shard. Method: To begin the Mage washes the selected shard with distilled water and then with a Lyrium Potion. It is then held in the hands, and the casting of the appropriate spell begins. Each lists the Casting target number (TN) required, and Threshold (TH). The mana cost is the usual for each casting of the spell + 2 points extra for any failed casts. More than 2 failed casts and the crystal is ruined. Note: It may also be possible for a non-mage Herbalist or Poison-Maker of Journeyman rank or higher to accomplish the same process without the use of magic. This would require similar preparation, but then the Lifestone would have to subjected to strong natural forces of the required element. An example might be placing the prepared crystals upon a tall tower in a metal cauldron during a thunder storm in the hope they might be struck by lightning.
E lemental C rystal Type
Spell (TN)
Mana
TH
Frozen Lightning
Shock (13)
4 MP
15
Frostrock Fire Crystal Spirit Shard Tainted Lifestone*
Lightning (16)
6 MP
11
Winter’s Grasp (12)
3 MP
15
Frost Weapons (15)
6 MP
11
Fame Blast (12)
3 MP
15
Flaming Weapons (15)
6 MP
11
Arcane Shield (14)
4 MP
17
Fade Shield (15)
6 MP
13
Various
17
*
* It is possible for a Grey Warden Mage to create a spell combination that will take some of their taint and infuse it into a Lifestone. Spells from the Blood Magic School could also transfer the taint from Darkspawn Blood. It would certainly be a difficult practice, but given the utility of the Tainted Lifestone it is a worthwhile object for research. Obviously the properties of any recipe using such a stone would have to be studied before use.
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Recipes - Magical Preparations
D r a g o n A ge
E lixir
of
H eroism
H ealing P otions
Sometimes there is the need for a little extra when faced with a powerful foe. Using the most powerful ingredients available, this elixir gives one person skills beyond their normal abilities for up to 1 hour. This may not seem like a very long time, however the right few minutes might make the difference. This potion should be kept until it is really necessary, and can be drunk swiftly, even during combat, as the concentrated dose is only a few mouthfuls.
Taking the basic preparation for Health Poultices (before the poultice step is taken), additional benefit is added by the infusing Healing Magic. The result is a drinkable Potion with rapid healing benefits.
L esser H ealing P otion Skill
TN / TH
Novice
10 / -
Ingredients
E lixir O f H eroism
3 x Elfroot
Skill
TN / TH
1 drop of Lyrium Potion
Master
17 / 15
3 Containers - Small Flasks
Ingredients
Method
1 x Elfroot
Chop Elfroot and Prepare as a Decoction
1 x Spindleweed
Add 1 drop of Lyrium Potion
1 x Embrium
Cast spell on Potion
1 x Ambrosia
Divide into 3 small flasks and seal
1 x Distillation Agent
Spell
1 x Concentrator
Heal (1 MP)
TN / TH 10 / -
Honey
Effect
1 drop of Lyrium Potion
Upon drinking, lost health is regained.
1 Container - Small Metal Flask
2D6 + Con Health after consuming potion.
Method Chop Plant ingredients finely Prepare as a Tisane and Strain Add Distillation Agent and allow to settle Pour off into a clean container
H ealing P otion Skill
TN / TH
Journeyman
10 / 10
Ingredients
Add Concentrator Agent and 1 spoon of Honey
6 x Elfroot
Mix well, heating slightly Pour Elixir into a small metal flask Add 1 drop of Lyrium Potion Seal Flask
1 drop of Lyrium Potion 2 Containers - Small Flasks
Method
Cast spells on Potion
SPell
TN / TH
Heroic Aura (6 MP)
15 / 12
Heroic Offense (3 MP)
11 / 10
Effect
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2 x Distillation Agent
Chop Elfroot and Prepare as a Decoction Distil twice adding Agent each time Add 1 drop of Lyrium Potion Cast spell on Potion Divide into 2 small flasks and seal
Those who drink the Elixir of Heroism have abilities beyond their normal level for a short period.
Spell
TN / TH
The following effects apply:
Heal (2MP)
10 / 10
+2 Defence, +1 Strength.
Effect
Heals 1D6 per round for Caster’s Magic Rounds.
Upon drinking, lost health is regained.
Gain 2 Attribute Points of choice temporarily.
4D6 + Con Health after consuming potion.
G reater H ealing P otion Skill
TN / TH
Master
10 / 12
Ingredients 4 x Elfroot 2 x Distillation Agent 1 x Concentration Agent 1 drop of Lyrium Potion
L ifeward P otion Sometimes the fates turn against you, and you are left in a life threatening situation. Perhaps there is no Spirit Healer within reach, but you must still face dire peril. The Lifeward Potion carries similar effects to the spell of the same name as well as other healing and invigorating ingredients. It may be all that stands between you and your doom, providing respite at a critical instant and allowing you to survive the encounter.
D r a g o n A ge
Recipes - Magical Preparations
Container - Small Flask
Method Chop Elfroot and Prepare as a Decoction Distil twice adding Agent each time Add Concentration agent
L ifeward P otion Skill
TN / TH
Master
15 / 12
Ingredients
Pour into small flask
2 x Elfroot
Add 1 drop of Lyrium Potion
2 x Spindleweed
Seal Flask
2 x Distillation Agent
Cast spell on Potion
Spell
TN / TH
Heal (3MP)
10 / 12
Effect Upon drinking, lost health is regained. 6D6 + Con Health after consuming potion.
1 x Concentration Agent Hydromel 1 drop of Lyrium Potion Container - Small Flask
Method Chop Elfroot and Spindleweed Prepare as a Tisane Distil twice adding Agent each time Add Concentration agent Add Hydromel Pour into small flask Add 1 drop of Lyrium Potion Seal Flask Cast spell on Potion
Spell
TN / TH
Lifeward (5MP)
16 / 12
Effect After Drinking, the potion will provide healing if health drops below 10. Spell Effects: Regain 2 D6 Health at once when Health drops to 10. Regain D6 health next round.
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Recipes - Magical Preparations
D r a g o n A ge
L yrium P otions
G reater L yrium P otion
This potion contains a small amount of refined lyrium. A mage that consumes a lesser lyrium potion (an activate action) regains 1d6 + Magic mana points. This doesn’t provide extra mana points; it only allows the mage to regain points already spent.
TN / TH
Master
10 / 12
Ingredients 3 x Processed Lyrium Dust 2 x Distillation Agent 1 x Concentrator Agent
L esser L yrium P otion Skill
TN / TH
Novice
10 / -
Ingredients 3 x Processed Lyrium Dust 3 Containers - Small Flasks
Method Place Lyrium Dust into Container Add water to dilute to 20% solution Divide into 3 small flasks and seal
Effect Upon drinking, lost mana is regenerated. 1D6 + Magic Mana regained after consuming potion.
L yrium P otion Skill
TN / TH
Journeyman
10 / 10
Ingredients 4 x Processed Lyrium Dust 1 x Distillation Agent 2 Containers - Small Flasks
Method Place Lyrium Dust into Container Add water to dilute to 20% solution Add Distillation Agent and allow to settle Pour Distilled Potion into clean container Divide into 2 small flasks and seal
Effect Upon drinking, lost mana is regenerated. 2D6 + Magic Mana regained after consuming potion.
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Skill
Container - Small Flask
Method Place Lyrium Dust into Container Add water to dilute to 20% solution Add Distillation Agent and allow to settle Pour Distilled Potion into clean container Repeat last 2 steps Add Concentrator Agent and allow to settle Pour off 1/2 water above concentrate Pour last into small flask and seal
Effect Upon drinking, lost mana is regenerated. 3D6 + Magic Mana regained after consuming potion.
M ighty O ffense P otion The best from of defence is attack and with the Mighty Offense Potion, this can be more easily achieved. Taking ingredients that increase health and vitality and adding the magical heroic effect creates a potion that will give a would be hero that extra edge.
M ighty O ffense P otion Skill
TN / TH
Journeyman
15 / 15
Ingredients
M ythal ’ s F avour
The Dalish revere the Goddess Mythal, and invoke her blessing when embarking upon any venture. She is said to spare those deserving, and grant them strength when their own has diminished. Mythal’s Favour is essentially a Grenade imbued with magical abilities from beneficial spirits. Due to its complicated nature it requires the skills of both a Master Herbalist and a Journeyman Poison Maker, (ideally the same person).
D r a g o n A ge
Recipes - Magical Preparations
M ythal ’ s F avour
2 x Elfroot 2 x Embrium 1 x Distillation Agent
Skill
TN / TH
Master Herbalism &
15 / 11
Journeyman Poison Making
1 x Concentrator
Ingredients
Honey
1 x Deep Mushroom (Brimstone)
1 drop of Lyrium Potion
1 x Deathroot
1 Container - Small Metal Flask
1 x Glitterdust
Method
2 x Andraste’s Grace
Chop Plant ingredients finely
1 x Embrium
Prepare as a Tisane
1 x Distillation Agent
Strain Add Distillation Agent and allow to settle Pour off into a clean container Add Concentrator Agent and 1 spoon of Honey
1 x Concentrator 1 drop of Lyrium Potion 1 Container - Grenade Casing
Method
Mix well, heating slightly
Chop Deep Mushroom and Deathroot finely
Pour Elixir into a small metal flask
Prepare as a Decoction and Strain
Add 1 drop of Lyrium Potion
Add Distillation Agent and allow to settle
Seal Flask
Pour off into a clean container
Cast spell on Potion
Spell
TN / TH
Heroic Offense
11 / 12
Effect
Add Concentrator Agent and Glitterdust Pour off excess liquid and add Embrium and Grace Mix well, heating slightly Pour into a Grenade Casing
Those who drink the Mighty Offense Potion have abilities beyond their normal level for a short period.
Add 1 drop of Lyrium Potion and Seal
The following effects apply:
Cast spell on Potion
+1 Strength. Heals 1D6 per round for Caster’s Magic Rounds.
Spell
TN / TH
Revival (4MP)
12 / 12
Effect Mythal’s Favour spreads through the air, lifting those who are wounded near death or unconscious to restor vigour and health. The following effects apply: Targets regain 10 + Con + Caster’s Magic Health. Then Heals 1D6 per round for Caster’s Magic Rounds.
55
Recipes - Magical Preparations
D r a g o n A ge
R estoration P otion
R ock A rmour P otion
The herbal and magical components within the Restoration Potion combine to reduce the fatigue and renew the health of anyone who consumes it.
Capturing the strength of the Earth and wrapping it around one’s self, the Rock Armour spell has been protecting Mages for centuries. This potion contains the essence of that spell with herbal ingredients.
R estoration P otion Skill
TN / TH
Journeyman
12 / 10
Ingredients 6 x Elfroot 2 x Spindleweed
Rock Armour Potion adds a bonus to the Armour of anyone who drinks it, Mage or otherwise. Note: It is rumoured that Dwarf Rogues use a similar but non-magical salve upon their skin to toughen it and add to its resilience. Primary ingredients are thought to be ground lifestone and granite within a lard base. Use: This potion follows the Spell effects listed in Esoterica from Thedas Volume 1: Vault. This allows for the potion effects to be stacked with armour.
2 x Distillation Agent Hydromel 1 drop of Lyrium Potion 2 Containers - Small Flasks
Method Chop Elfroot and Spindleweed Prepare as a Decoction Distil twice adding Agent each time Add Hydromel Add 1 drop of Lyrium Potion
Warning: This Rock Armour Potion cannot be combined with any casting of the Rock Armour Spell. The effects will not stack and it would simply be a waste of the Potion.
R ock A rmour P otion Skill
TN / TH
Master
14 / 12
Ingredients
Cast spell on Potion
1 x Elfroot
Divide into 2 small flasks and seal
Spell
TN / TH
Regeneration (5 MP)
13 / -
Rejuvenation (5 MP)
13 / -
Effect Upon drinking, lost health is regained and fatigue removed.
1 x Spindleweed 1 x Embrium 1 x Distillation Agent 1 drop of Lyrium Potion 1 Container - Small Flask
Method
Heals 1D6 Health and removes 1D6 Fatigue.
Chop Plant ingredients and
Then Heals 1D6 per round for Caster’s Magic Rounds.
Prepare as a Decoction Distil twice adding Agent each time Add 1 drop of Lyrium Potion Cast spell on Potion Divide into 2 small flasks and seal
Spell
TN / TH
Rock Armour (6 MP)
10 / 10
Effect Upon drinking, a stoney resilience is added to the skin. Armour Rating increases by 1 after consuming potion. This effect lasts for 6 Hours.
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