Feature Specification: Healing (Herbs, Medicines, Potions)

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Feature Specification: Healing (Herbs, Medicines, Potions)

Post by ç i p h é r »

Healing (Herbs, Medicines, Potions)
The healing requirements are detailed below (added from 3.5e) and includes the descriptions from the APM. I'd like to see details missing filled in by our resident ACR experts. For organizational convenience, I've grouped currently disparate healing features under one healing specification.

For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229

Functional Requirements
Herbs and Drugs: Herbal remedies and drugs with a myriad of effects may be found for sale in some shops or even growing wild.

What about including herbs with harmful properties, like Poison Berries?

Type......................Properties.................Game Effect......................Cost/dose
Abaas....................Healing......................1-2 hp.....................................1 gp
Adder's tongue......Healing......................1-4 hp...................................10 gp
Agath.....................Breath low oxygen....Breath at 25%........................2 gp
Agrimony...............Cures blood diseases...............................................3 sp
Akbutege...............Heals flu.....................90% chance...........................7 sp
Alambas.................Relieves burns.........................................................5 sp
Alanthia.................Cures disease/heals..1-3 hp, reroll save...............15 gp
Alkanet..................Poison antidote...........+1 save, w/in 1 round..........5 sp
All-Heal..................Increases healing.......+25% effectiveness...........10 gp
Aloe.......................Temporary skin cover..used when severly burned...2 sp
Amaranth..............Stops hemorrhaging.....clots bleeding.....................5 sp
Anemone..............Cures eye disorder.......20% cure clouded eyes.......3 sp
Angelica................Cures lung disorders.............................................3 sp
Ankii......................1 nights rest...............res. sur. 1 night/dead..........7 gp
Ansereke...............Coagulator..................stops dmg up to 3hp/rnd.....3 gp
Arfandas................Mends broken bones....triples heal rate..................2 gp
Argsbargies............Antidote muscle poison..reroll save.......................2 gp
Arkasu...................Heals in hand of royals..3d10+5............................1 gp
Arlan......................Cures seasickness.........reroll save at +5...............6 sp
Asafoetida..............Purify food and water...........................................7 sp
Asarabaca..............Cures violent tendencies..mild opiate.....................5 sp
Asparagus..............Cures paralysis............+1 save w/in 1 round.........1 sp
Atheland.................Nutrition for one day.....2d4 berries/bush...............7 sp
Athelas...................Heals starvation dmg...........................................2 sp
Atighast..................Expands pupil...............doubles sight in dark.........7 sp
Awn........................Anti-inflamitory............reduces aches in joints......3 cp
Baalak....................Mends sprains..............heals sprains in 1 day........6 sp
Balm.......................Antidote for depression.......................................1 sp
Balm of Gilead.........Prot. intell. manifest.....by DM's choice................15 gp
Baranie...................Reduces Nausea...........May prevent seasickness...1 sp
Barberry.................Cures BURNS...............heal double rate...............2 sp
Basil........................Draws poison..............-25% dmg from poison......2 sp
Belladonna..............Cure Lycanthropy.........20% cure, 1% death/dose..5 gp
Bindwood................Eases pain..........................................................1 sp
Bishop's weed.........Cures apathy.................20% +5%/day................5 sp
Bitter sweet.............Removes minor curses...15%..............................5 gp
Blue eyes................Sight range increase.......3 * vision range.............7 gp
Borate.....................Removes fear................20% w/in 1 round...........5 gp
Breldiar...................Dexterity, one round.......18 dex........................12 gp
Burstheals...............Mends crushed bones......quadruple heal rate........2 gp
Bryony....................Healing..........................1-2 hp...........................5 sp
Calamint..................Cures mental disorders...10% cure insanity........10 gp
Carcatur..................Stops spirit from leaving..24h if given 1h prior.....12 sp
Caranan..................Healing/pain reliever........1-4 hp.........................3 gp
Carefree Mustard.....Heals Concussions............-25% daze/deaf/stun..10 gp
Carneyar.................Coagulator......................Stops bleeding asap....15 gp
Celandine................Alertness to sound............+10% listen.................5 gp
Cinquefoil................Love, seduce enhancer......+3 char, one subject....3 gp
Clowe......................Increase memory.............reroll or +3 check........3 gp
Coriander.................Cures disease..................+5%/day of use..........4 sp
Culkas......................Heals burns.....................2d4 burns/1d3 norm....4 gp
Cusamar...................Heals seasickness............+4 to save.................1 gp
Daffodil.....................Healing............................1 hp.........................3 sp
Darsurio....................Heals impotency...............duration 2d4 days......5 gp
Degiik.......................Lifegiving.........................raises infants 50%......12 gp
Deleran.....................Repell insects...................2d4 hrs, awful aroma...7 sp
Doilan buds...............Nurishment.......................5 buds=1 meal...........6 gp
Draaf........................Cures migrene and magic...45% chance/magical...3 gp
Dragoneye................Long healing sleep.............3d12+10 hrs sleep, gain 1hp/5hrs...7 gp
Dugumunthure...........Heals wounds....................2d4 Hp......................9 gp
Edram.......................Heals broken bones...........Restores normal use...3 gp
Elbens Basket............Heart stimulant..................................................8 sp
Eldana......................Antidote. all poisons............New save at +5........35 gp
Elder........................Protection, lightning............+4 save..................1 gp
Elendil's Basket.........Purify water, slow poison.....Purify 1pt, +6 hrs survive poison...8 gp
Elfleave Prot from undeads ignored by 1 HD undeads 7 sp
Eyebright Cures blindness 10% cure blindness 2 sp
Fek Coagulator stops normal bleeding 2 sp
Felmather Cures plaughe 55% chance 9 sp
Fiis flower Healing 1-6 hp 13 gp
Flax-Weed Cures skin irritations prevents itching 1 sp
Floiscent Cinsecration 5 sp
Fumitory Cures melancholia focus mind 5 sp
Garig Heals stings and burns 3 sp
Garlic Antiseptic, insect repelment 6 cp
Gefnu Speeds hair growth in 1h = growth for 5d6 days 1 sp
Germander Relieves pain - 5 sp
Gladwyn Cures paralysis gives extra save 4 gp
Goldenstar Prot norm snakes used to keep out snakes 2 gp
Grapeleaf Sweat dreams 2 sp
Grarig Potent Healing Herb 2-20 hp 60 gp
Groundselm Relieves pain - 1 gp
Gursaml Mends bones healing at *4 2 gp
Gylvir One breath under water 9 sp
Harfy Coagulator desinfection makes 3 hits, prot infection 7 sp
Harlindar Assures safe childbirth - 5 sp
Hazel Cure elemental dam cures elemental dam 2d4 hp 8 gp
Hellebore Cures love sickness gives new save vs charm 2 sp
Henbane Poison 2 gp
Himrose Relieves inflammation - 6 sp
Hyssop Anti-parasitic Drive parasites away 5 gp
Joeff Telepaty one word range 10+10/level yards 6 gp
John the Conquer Prosperity 2 gp
Kathuska Adrenalin boost +/- 1d3 dex str con dur check in each stat 1d6 +1 turns then sleep 13 gp
Kelventari Heals burns 1d3 + film as skin 3 gp
Klandum Removes Paralysis Get extra save 20 gp
Klynyk Depillitory Removes hair 1-6 days 5 sp
Lavender Restores speech sooths ragged voices 1 gp
Laurelil Stops mummy-rot 45% chance 2 gp
Maiana Decongestant - 2 cp
Maragath Anaesthetic (local) Numb 1 area for 1-4 hrs 3 sp
Master of the woods Luck one use +\- 5% 1 gp
Mastic Prot life energy +1 to save when worn 1 15 gp 40%+15%/use to expire one amulet pr.3 trees
Mendelar Antidote poisons new save at -2 8 sp
Mirenna Enhance femininety +4 to chr/com 5 gp
Mook Cure respiratory probl 75 % chance 3 gp
Moonwort Heals bruises,broken bones doubles healing rate (1d6 days) 1 gp
Mulkin Neg plan prot, speed recovery grants bonus of 1d4+1 days 10 gp
Nelthadon Emetic (induces Vomiting) new save vs indgesteds 1 sp
Nur-oilosse as pr. death door Sys. shock deathdoor/dead 2 gp
Oak Expands life span secretly chosen by DM 25 gp
Oilosse as pr. death doo Res. sur. deathdoor/dead 7 gp
Peony Cures insanity 15% cure(5%/day addict) 12 gp
Periwinkle Promotes happiness - 3 sp
Plantain Relieves skin irritations eases itching 1 sp
Rampion Relieves fever - 2 sp
Quilmufur Induces wommetting 3 sp
Red Willow Breaks Fever Break Fever w/in 1 day 5 sp
Reglen Enhance masculinity +4 to chr/com 5 gp
Rewk Heals cuts 1d6 +2 Hp 5 gp
Rose Cures eye disorders 10% cure Blindess 1 sp
Rosemary Promotes healing 1-3 hp 3 sp
Rowan Heals insanity new save 2 gp
Rumareth Coagulant/sedative stp bleeding (sleep 8hr) 7 sp
Sage Restores memory +2 int check (memory) 2 sp
Self-Heal Promotes healing 1-6 hp 15 gp
Sendoluin Anti-coagulant Bleed +1hp/minute 10 gp
Shen
Shepherd's Purse Heals burns heal 1-4 hp (burns) 3 sp
St. John's Moss Heals burns heal 1-3 hp (1-4 days) 12 sp
Tamarisk Poison antidote extra sv (w/in 5 rnds) 10 gp
Tannaleaves Cures sideffe spellcasting grants new save 7 gp
Tharm Protection vs Sun Tan, prevent sun-blister 2 sp
Thistle Poison antidote +2 save (w/in 2 rnds) 4 gp
Thurl Heals baldheads 35% chance 3 gp
Thyme Anti-parasitic +1 save vs infestation 3 sp
Trefoil Antidote for insect bites reduce swelling/itching 6 sp
Ukur Nutrition 1 fruit for 4 persons 8 sp
Valerein Harmony
Velduras Heals burns 1d3 8 sp
Vulcurax Speak with dead dur 1d5 min 13 sp
Whortle Relieves fever - 3 sp
Willow Luck one save at +2 2 gp
Winterseed Nurishment one seed 1/2 days ration 3 gp
Woodbine Heals and exting. fire heals 1d6+1 hp (1/2 norm) 2 gp
Wormwood Anti-parasitic gives 2 saves vs parast 7 sp
Woundwort Perfume 5 sp
Yarrow Mild sedative sv poison +3 or sleep 2 gp

Use over a long period of time may have side effects (specifics?).

Herbs are traded more than brought.

Healing Potions: Healing potions work as normal but can also be spent on other players. Healing a dead body will do nothing.

Long Term Care (DC 15): If a medicine bag is used on a player shortly before they rest, a successful Heal will double their resting hp recovery and double the recovery rate of lost ability score points (2/lvl). A player cannot provide long term care to themselves. A medicine bag will be consumed per attempt to provide long term care regardless of success.

* Assuming a fixed base cost of 1gp per item, we will need to either accommodate multiple uses per medical supply, provide an alternative means to purchase more than one per gold piece, or remove the consumable requirement. This would apply universally to all low cost (< 1gp) consumable supplies.

Players can attempt disease and poison cure attempts at the affliction DC using the medicinal items listed below. Damage taken as a result of any sickness cannot be cured in this manner.

Treat Disease (Disease’s save DC): To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.

Treat Poison (Poison’s save DC): To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.

Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease takes 10 minutes of work.

Try Again: Varies. Generally speaking, you can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.

A healer’s kit gives you a +2 circumstance bonus on Heal checks.

Healing Services by NPC Priests:
NPC priests that provide cures for diseases, energy drains, and poisons will only offer them to afflicted PCs that worship the same or allied patron diety, that share the same purpose (as defined by dogma), or that have sufficiently high reputations with the Priest's Church (faction) earned through questing. PCs that worship neutral patron deities will have a 20% chance of being offered healing services by an NPC priest that worships a good patron deity and a 5% chance of being offered healing services by an NPC priest that worships an evil patron deity.

NPC priests will consume their allotted spells for a given day and increase their charge for healing services proportionally. NPC priests must pray for a period of 1 hour each day to restore their spells, during which time they are unavailable for healing services.

NWN Object Dependencies
Herbs, Medicine Bags, Healing Potions & Kits

Local Variables and External Configs
sHealRate (herb)

Logging and Debugging (global LOG & DEBUG (on/off) constants)
None

Persistence Requirements
Character Hit Points and Ability Scores, Heal Rate

Event Dependencies
OnActivateItem
Last edited by ç i p h é r on Mon Jun 25, 2007 2:29 am, edited 23 times in total.
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Post by Fionn »

I would recommend we have a *non-consumable* medicine bag that allows use of the Heal skill for stabalizing, long term care, and disease re-roll. Obviously there will be some minor cost for the herbs, but as it's being bought in GP, that is pretty well covered. There should also be a MW kit with a nominal +2 Heal check.
PC: Bot (WD)

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Post by ç i p h é r »

Good point Fionn.

I wonder if the new toolset will allow us to set our own prices on items. If we could do that, then we could support psuedo denominations by giving greater quantities of items per gp. Not perfect, but better than nothing.

We could alternatively track number of uses on the item itself and I believe it would persist across sessions, or create a conversation merchant template for builders to use that facilitates the sale of larger quantities of supplies per gold piece.

I think we can note this as a caveat for now and determine how best to handle it once we evaluate the new toolset.
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Post by Fionn »

While I'd love to have price corrections to match Canon, I'd oppose new coinage (cp, sp, ep) as burdensome.
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Post by ç i p h é r »

Moved healing information from sickness thread to here.
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Post by ç i p h é r »

Anyone have information on herbs? I'll settle for a simple list for starters.
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Post by Fionn »

PC: Bot (WD)

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Post by ç i p h é r »

Thanks Fionn. I also managed to find an "Herb Pamphlet" online (http://www.adnddownloads.com/poisons.php) which had this information already summarized (easy copy/paste job :D).

I've added them above.

BTW, the list is enormous. I don't think we need a great many of those. Should we limit them to simply healing herbs with varying heal rates?

EDIT: Removing herbs that simply have no practical application.
EDIT: On second thought, we can leave them in for RP purposes.
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Post by Fionn »

RP, crafting, obfuscation.... bring 'em all on
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