Furth Wogan’s Guide to Herbalism The role of the apothecary has long been seen to be a peasant's dabbling into magical arts beyond their understanding, in this tome I aim not only to share knowledge of the arts used in the production of potions, poultices, salves, and poisons, but additionally to challenge the assumptions held in this modern age about the nature, and value, of the apothecarial arts. As you are soon to read, there is more to the apothecary than simple ointments for bruises or rat poison, so I pray you, approach this tome with an open mind and you shall be rewarded ten times over for your efforts. Sincerely, your guide, Furth Wogan Contents of this Tome Introduction On the Gathering of Ingredients Classes of Ingredient -Arcanae -Basics -Caustics -Chelators (Purifiers & Extractors) -Corrosives -Connectives -Fermenters -Sera -Solvents On the Processing of Ingredients -Crucible -Drying Plate -Fermenting Cask -Filter -Grater -Heating Tubes -Knife -Mortar & Pestle -Separating Funnel -Still -Tongs On the Preparation of Substances Producible Substances -Remedies -Toxins -Utilities Closing Remarks Introduction The apothecary can be found in almost every city and town, and the occasional fortunate village, dispensing medicines and remedies to the local population. However common, these arts have long been dismissed by mainstream magical study, this tome aims to catalogue the basics of these arts as both a study of the discipline and a guide for future would-be potion makers. The body of this tome is divided into three general sections: Ingredients, the plants, minerals and viscera used by the apothecary; Tools, the objects used by the apothecary to process the ingredients; and substances, the useful materials produced. In each of these sections there are a number of listed examples that may prove useful to any scholar. It should be noted that even as thorough as this tome may be it is not an exhaustive list, there may be many unknown practices used in the far corners of the world.

On the Gathering of Ingredients First and foremost, it is important to note the variety of the ingredients used by the apothecary, these range from plants and their extracts, to certain minerals, and even the blood and viscera of animals. The rarity and difficulty of harvest also varys greatly, from simply taking plant cuttings to gathering the bile of a basilisk. It should go without saying that the greatest care is advised when attempting to collect some of the more daring ingredients. The apothecary's ingredients go well beyond natural products however, may of them are produced substances themselves, for example spirits required as a solvent need be produced by fermenting and distilling plant material. In general an environment can only provide so much before the removal of ingredients begins to have a detrimental impact, a good rule of thumb is that the removal of more than ten bushels of plant matter a fortnight will begin to deplete the stocks of each acre of land. It may be preferable to cultivate some frequently used ingredients, the difficulty of this will vary depending on the plant in question but generally each plant can provide a bushel each month. Classes of Ingredient Broadly there are nine classes of ingredient, each will be listed here along with their function, procedures for production are under Utilities in Producible Substances. Arcanae Arcanae are magically infused ingredients, most often extracted from plants and creatures that are highly in tune with the weave of mana. The functions of arcanae is highly variable, often providing the core function of many powerful substances. Examples include: Basilisk Bile, Giant’s Nail Basics It could be argued that arcanae are a subtype of the basics. The basics are the ingredients which actually carry the function of the potions, and as such are highly variable. Examples include: Willow Bark, Foundry Slag, Ginger Root Caustics Caustics act opposite corrosives, though both can cause burns when concentrated. Caustics are used in the purification and extraction of some basic extracts, as well as in the production of soaps and some oils. Chelators Chelators are incredibly important for concentration and purification. In short, the function of chelators is to capture certain fractions and remove them from a solution. This can be useful in two ways, removing unwanted fractions, usually referred to as purification; and the collection of only a desired fraction, referred to as extraction. It should be noted that a single chelator may function as both a purifier and an extractor depending on the ingredients used and the substance desired. Examples include: Extract of Royal Moss, Soft Milkweed Corrosives Corrosives act opposite caustics, though both can cause burns when concentrated. Corrosives are sometimes sought as a substance themselves for use in cleaning, though they are also used in the purification of some substances and ingredients. Connectives The connectives are collected from the viscera of animals, including bone, sinew, cartilage, skin and hoofs. The primary use of connectives is to thicken liquids, an ointment does little good if it can not stay at the site of an ailment. Fermenters Fermenters are ingredients that can transform botanical material into a number of useful substances, most notably spirits. The easiest fermenter to obtain is the dregs in a mug of ale, though soil will often work as well but with far less consistent effects. Examples include: Dregs, Soil (not recommended) Sera Sera is the clear fraction of blood, and is used in a number of medicinal salves and antivenoms. Sera is collected by allowing blood to clot, then filtering away the solids. Solvents The solvent is the product that the active components of your substances are dissolved in, different substances require different solvents. Examples include: Pure water, Spirits, Tallow, Oils

On the Processing of Ingredients The proper processing of ingredients is both time consuming and difficult. As some ingredients need be produced before use, there are often many steps that must be done before the production of a substance can begin, each of which may be a test of skill in of itself. For this reason it may be preferable to stockpile commonly used purified ingredients, though be wary for many ingredients and substances alike will spoil within a few weeks of production if not used. The Apothecary possesses many unusual and unique tools, many of which are listed here, though it is not uncommon for some standard cooking implements to find their way into the apothecary’s arsenal. Crucible A sturdy vessel of porcelain or steel, used for the heating of ingredients to high temperatures Drying Plate A shallow dish of porcelain or glass to facilitate the drying of concentrated liquids into powders or crystals Fermenting Cask A large vessel of wood or metal, used for the fermentation of plant material. Similar in nature to those used in the production of ale, cider, mead, and wine. Filter A fine cloth mesh stretched taught across a rack or funnel, used to separate solids and liquids Grater A jagged metal instrument, used to break materials down into very small pieces. Heating Tubes Tubes made of glass or metal, used to boil small volumes of liquids Knife A multipurpose tool, used for collecting ingredients from plants and animals, bloodletting, and chopping. Mortar & Pestle A blunt stick and sturdy cup, used for grinding ingredients into a paste Separating Funnel A glass funnel with a small valve to control flow, used to separate layers of liquids Still A collection of sealed metal vessels and pipes, used to distill products, primarily spirits. Similar in nature to those used by brewers Tongs A pair of metal graspers, used to heat or burn ingredients without burning oneself

On the Preparation of Substances The range of producible substances is limited only by the ingredients available and the skill of the apothecary producing them. Before embarking on the journey of substances production it is wise to consider how your masterpiece will be stored, an adequate supply of pots and vials is recommended before even considering ingredient collection. Again remember that produced substances will spoil if not used within a few weeks, some even faster. It is also necessary to to be mindful of what you create, the poisons listed in this tome are present purely for academic study and should not be produced without express permission from your local legal authority. Producible Substances This chapter has been split into three categories: Remedies, those substances used medically; Toxins, poisonous substances; Utilities, substances with other uses including processed ingredients. Remedies: Anti-Emetic A substance that prevents vomiting and nausea, one common recipe involves grinding ginger root in a mortar and pestle, and soaking the resultant paste in hot pure water for at least an hour, the solids should be filtered off, then the remaining liquid extracted with royal moss and a separating funnel. This medicine is taken by mouth. Anti-Venom A relatively complex medicine, made to aid in the treatment of specific poisons. To produce an anti-venom one must insert a small quantity of the toxin under the skin of an animal (rabbits are commonly used) for about a week, blood from the animal must be collected and the sera separated. The sera should then be purified with soft milkweed, which will then be filtered off. In this state the anti-venom can be applied by inserting directly into a wound (regardless of the type of poison) though it is often mixed with a connective to make it easier to apply. Anti-venoms that are taken by mouth can be made by adding ground ogre teeth to a gel. Botano-Humours These are a collection of artificial humours derived from plants, and can be used to assist in the balancing of humours in the treatment of disease. All botano-humours are taken by mouth. Botano-Blood can be produced by purifying bloodwort juice with soft milkweed, and extracting ground liverwort with royal moss, combining the two and adding pure spirits, then allowing the solution to form two layers and collecting the spirit layer with a separating funnel. Yellow Botano-Bile is produced by boiling spleenwort until white, then allowing the liquid to dry in a drying plate, the resulting powder should be mixed with a caustic, then extracted with royal moss. Black Botano-Bile is produced by adding ground gallwort (also called toadflax) to a corrosive and heating gently until it turns black, the black paste should be filtered off and pressed to remove any remaining corrosive. Finally this paste should be dissolved in pure water Botano-Phlegm is produced by seeping lungwort leaves in spirits overnight then drying the spirits away in a drying plate leaving behind a viscous green paste. Cooling Salve Primarily use to treat burns, made by mixing the pulp of succulent plant leaves with milk and connective gel Healing Salve A salve applied to cuts and wound to assist in their healing and discourage them from festering. A variety if this is made by apothecarys the world over each with a different recipe. One simple recipe follows: Mild caustic or corrosive mixed with strong spirits in a thin connective gel, though this mix causes pain when applied. Hydration Salts A powder that can be added to water to augment its ability to hydrate, resulting in more rapid refreshment. Start by grating apple and combining it with half it’s weight in sea salt, then soaking the mixture in pure water. Filter away the solids and allow the liquid to dry in a drying plate. When needed, add a spoonful of the resulting powder in a pint of water. Keoghtom's Ointment Start by mixing a healing salve with a cooling salve, then thinning the mixture with sera and gently heating. This liquid should be purified with soft milkweed. Separately a suitable arcanae, such as ground hydra scales (dryad sap is not usually potent enough), must be heated in milk and reduced to paste in a drying plate. Both of these parts should be mixed, dissolved in pure water, and extracted with royal moss. The extract should be concentrated by boiling or with a drying plate, then mixed into a connective gel. Laxative Used to clear a blocked gut. Two recipes follow: Add a large quantity of slaked lime to a barrel of seawater and allow it to dissolve, over the following days a powder will begin to settle on the bottom of the barrel, this powder can be taken by mouth as a laxative and to treat heartburn Purifying apple or pear juice with soft milkweed then extracting with royal moss will produce another laxative to be taken by mouth. Numbing Agent There is but one truly powerful numbing agent, it is extracted from the immature seed pod of the poppy by cutting across the surface and collecting the sap, this sap may then be dried. The resulting powder can be taken by mouth, smoked, or mixed with connective gel to produce a topical salve.

Potions of Healing A product that is as magical in nature as any, and as such it’s production has been studied extensively by magical scholars. All recipes require an arcanae to grant it’s wondrous abilities, the following is a recipe that uses dryad sap: Dry the sap in a drying plate, then heat the powder in a crucible until glowing, quenching the glowing powder in fresh sera will cause it to thicken and turn bright yellow. This paste should be dissolved in spirits and any solids filtered away adding a corrosive will turn the solution purple. This solution should be heated until a blue scum floats to the surface, filtering away this scum should leave a bright red liquid, which should be bottled immediately. Stronger potions are possible but the arcanae required become increasingly uncommon and dangerous to collect. Purgative Emetic Used to cause vomiting, often to try to reverse the effects of ingesting poison. A common example is produced by soaking ground mustard seed in seawater or brine. Willow Tea Commonly used to treat fever, headaches, and hangovers, this is one of the most common substances made by the apothecary. It’s production can be as simple as soaking the bark of a willow tree in boiling water, though this tea can be purified with soft milkweed then reduced to a powder in a drying plate to increase potency. Toxins: Angelic Touch (Corrupted Touch) An ingested substance derived from toadstools, classified by some as a poison, angelic touch causes vivid hallucinations. This is simply produced by soaking the grated mushrooms in cold water. A more sinister poison known as corrupted touch is made by soaking grated mushrooms in sera instead of water then adding troll blood that was purified with royal moss. Troll blood is a potent arcanae that causes fits of rage, and when combined with angelic touch the unfortunate victim loses the ability to direct its anger, often causing it to rampage without regard for itself or others. Additionally Corrupted touch is able to take effect via wounds. Child’s Caress An ingested poison that causes dilation of the pupils, confusion, hallucination, convulsion, and death. It is extracted from the belladonna plant, usually the berries and the root. The plant is ground with a mortar and pestle, steeped in water, then extracted with royal moss. Demon’s Blood A blood red toxin that causes the skin to rot upon contact, made from bloodwort juice, care should always be taken when working with bloodroot for this reason. Though the juice is toxic on it’s own it can be extracted with soft milkweed (the remaining fraction is used to make botano-blood). Once extracted and dissolved in spirits, flesh will rapidly retreat from the solution. Dire Kiss An ingested poison that causes rapid death by suffocation as the lungs cease working. It is made usually as a simple tea from the hemlock plant, it can be purified with soft milkweed and concentrated in a drying plate. Slag Extract An ingested poison derived from foundry slag, it causes the major organs of the victim to cease function. It is extracted by soaking lumps of slag in strong corrosive for extended periods, this is then concentrated by boiling away the liquid and diluting with water until the corrosive is removed and the substance concentrated. Venoms The venoms from various beasts can be collected and used immediately with the same effect as when used by it’s maker; however, most venoms begin to decay rapidly within a few hours to a day when removed. A solution to this is to preserve them in spirits then remove the impurities with royal moss, this will drastically increase the amount of time the venom can be kept at the cost of potency. A rule of thumb is that preserved venoms are half as effective as their wild counterparts. Utility: Caustics The most simple caustic is potash and can be made by soaking wood ash in pure water, though this is often not strong enough for more complex applications. A stronger caustic can be made from potash as follows: Fire seashells, limestone, or chalk in a high temperature kiln or crucible, place the resulting quicklime into water, beware this is a lively reaction, once this reaction has stopped add resultant slaked lime to a solution of potash The resulting solution is caustic enough for almost all applications. Connectives Connective gel can be extracted as follows: place viscera in a large pot and cover with water. Gently heat the pot for half a day, as this is done impurities will escape and for a scum on the surface of the water which need be removed, filter the liquid into another pot discarding any solids, reduce the resulting liquid in half by boiling four times, place the remainder in a clean sealed container in a cool place overnight, the resulting gel can be melted to add it to other substances. Another connective can be extracted from milk (usually cattle milk) by adding a corrosive and collecting the clumps, this is most often used as adhesive, though can be sculpted if desired. Corrosives Easily obtained weak corrosives come from the sour fruits and spoiled wine (which can be intentionally brewed), the latter of which is relatively easily concentrated by distillation. The most potent known corrosive, recorded in a small number of ancient texts, is produced by burning brimstone then placing the remains in a platinum chamber and forcing airflow through using bellows, after sufficient aeration (the texts give no exact value) a small amount pure water is streamed through the chamber, emerging highly corrosive.

Dreamwalk Dreamwalk is a drink favoured by shamans seeking to commune with spirits and philosophers seeking to remain conscious while sleeping, it has the effect of releasing the soul of a sleeping person into the ethereal plane, from which a skilled dreamer can wander to whatever location they please. Dreamwalk is produced from the dreamroot plant, which grows deep in ancient forests. It is made as follows: Grind the root in a mortar and pestle and soak it in pure water, pour away the water and submerge the remaining paste in liquid tallow or oil for at least an hour. Thoroughly mix the oil or tallow with milk. Dreamwalk is often sweetened with honey. Extract of Royal Moss One of the most important ingredients, produced from the purple moss found in most forests and along most streams. Extraction is as easy as boiling the moss in pure water then filtering away the solids at the end. Halfling’s Leaf Halfling’s Leaf is a small plant that can be dried and smoked for a calming effect. Potion of Climbing A magical potion that grants incredible climbing abilities. It is made for a few possible arcanae, one of the most commonly used is mummified monkey paw in the following recipe: Grind the paw into dust, and divide the dust into three portions, mix one with water, one with spirits, and one with oil. Mix the three together and gently heat until bubbling then cool the mixture with mountain winds before bottling. Potion of Giant Strength Though always granting incredible strength, the potency of the potion depends on the arcanae used, though it is always made with a giant’s fingernail. Most recipes begin by grinding green leaf vegetables and purifying them with royal moss Once purified they are dried on a drying plate then redissolved in spirits, the giant’s fingernail is then placed in and it is aged for at least a fortnight. Potion of Resistance A useful potion, the function of which changes based on the aracnae used, all possible arcanae are linked to a form of energy. The production of a potion of resistance begins similarly to the production of anti-venom, with the arcanae being inserted below the skin on an animal for at least a week (often a goat as rabbits tend not to survive long enough) . The blood must then be collected and the sera separated. Like anti-venom the sera must then be purified with soft milkweed. Once purified however, a caustic must be added to the sera which must be stirred until it becomes clear. The liquid must then be dried on a drying plate, and the resulting powder dissolved in milk, which will take on a vibrant colour depending on the arcanae used Pure Water When using water as a solvent it is important for it to be uncontaminated, simply distilling water from a stream or well is usually sufficient. Soap Soap is usually only produced in cities for it is usually only desired by nobility, and often by dedicated soapmakers rather than the apothecary; however the requirement for caustics links soap to the apothecarys trade. To make soap, heat a caustic along with tallow or oil in a pot just below boiling until it begins to harden (at this point you can no longer taste the caustic in the mixture). The molten soap should then be poured into molds and allowed to cool. Soft Milkweed Milkweed is a common sight along roadsides the world over, and it is one of the most important ingredients for the apothecary. Soft Milkweed is produced from the white sap of the milkweed plant, the sap is heated until boiling and the poured out onto a drying plate where it will solidify. The solid sheet can then be crumbled between the fingers to produce a fluffy powder. Spirits For some spirits are their own reward, but for the apothecary spirits are an important solvent. Apothecarial spirits are made in much the same manner as drinking spirits. First a plant, usually fruit or grain, are mashed and fermented in a fermentation cask using ale dregs. This is allowed to ferment for at least two weeks. Once fermented it is distilled multiple times to produce pure spirits. Tallow Tallow is the fat of animals that has been removed from the rest of the viscera and is often used for candles, cooking, and by apothecaries as a solvent. Producing tallow is as simple as heating the fatty meats of animals in a pot and pouring off the grease to cool and solidify.

Closing Remarks It is my hope that by reading this tome you have come to appreciate the apothecary, and that you plainly see the importance of documenting and recording their methods. Though this tome aims to be the most complete record of the apothecarial arts to date, it is doubtless that there is an incomprehensible amount of information yet unfound and unrecorded, so I urge you, if your interest has been piqued by what you have read here you must begin to experiment yourself, for the use of these arts are not only the surest way to ensure their memory but also their development. ~Furth Wogan

The Intent of this Guide I wrote this guide because one of my players wanted to make potions is the game I am DMing. I wanted a system that was practical, useful, involved, flavourful, creative, and controllable. I will detail what I mean by these in turn. Practicality I saw a practical system as being one that can be used without too much constant work for the DM, I tried to put this framework together in such a way that once it is in use the DM can handle it mostly on the fly. When I DM, I want to minimise the amount of work I have to do in preparation for each session, I hope this system will achieve that goal for you should you choose to use it. Usefulness I wanted a player that is using this system to feel like they were contributing to the party, without them dominating it. I tried to do this by adding a few easy to make medicines that provide minor benefits to most situations, namely healing salve, but also a variety of others that may be useful in specific situations. On top of these is the ability to make potions like the ones in the Dungeon Master’s Guide, which if controlled can be an extra way of providing players with rewards, but I will return to this point later. Involvement I felt that is was important for the player using this system to feel like they were always working on it in the background, particularly if it is a core part of their character, this is what I mean by involved. By having the player manage stocks of various ingredients, they will hopefully feel like their work is ongoing, rather than just rolling dice once every other session and getting stuff for it. On top of this if product spoilage is enforced it will encourage the player to maintain stocks of ingredients which will only be mixed immediately before use, which I feel adds to the drama. Flavour I think that flavour is what stops potion making from feeling like the player rolls dice and gets things based on the result. By describing what each ingredient is used for I hope that players will feel more immersed in what they are doing, and get to feel like an expert. Creativity Creativity is the thing that I feel this system can do well. I didn’t want this to be an ironclad set of rules, I wanted a player to be able to fight a monster and think “I wonder what I can make out of this”. My favorite moments using this system involve the realisation a player has when they realise that it a heartstone from a night hag could totally be used to make a health potion. This is also a danger area however, beware players collecting everything in sight then trying to force something that they have into a product that they want, kobold teeth don’t really scream potion of fire resistance. I would recommend discussing this with your players. Controllability Last, and perhaps most important is controllability. With this system the DM can limit access to powerful potions by limiting the ingredients that are available to the players. With this system there is very little chance of you accidentally flooding the party with healing potions because each potion requires a single rare arcanae. This allows you to give ingredients as rewards, at a rate that you are comfortable with.

Mechanics Gathering Ingredients Collecting An acre of land can provide 5 units of ingredients per week, taking more will begin to deplete the area. To harvest ingredients from the environment, make an Intelligence (Nature) check. The DC depends on the difficulty of finding that ingredient in that environment. (Taken directly from the book with examples added) Difficulty DC Example Very Easy 5 Finding apples in an orchard Easy 10 Finding a willow in woods Moderate 15 Finding a death cap in woods Hard 20 Finding truffles in woods Very Hard 25 Harvesting wild saffron Growing Making a garden to grow certain ingredients requires a DC 15 Intelligence (Nature) check to set up properly, and requires constant tending. Most plants require 5 ft × 5 ft to grow and produce 1 unit of ingredient per month. DMs may wish to adjust this for rare, slow growing, or large plants. Butchering Ingredients may also be obtained from dead monsters which requires a Intelligence (Nature) check with a DC relating to difficulty. Acquiring Many ingredients can also be purchased or extorted. Processing Ingredients Rolls In general each step of a recipe required a roll, though most recipes will have only one or two steps with a DC higher than 5-10, steps such as grinding a plant in a mortar and pestle should be automatic however. These roll will be generally be Intelligence (Tool Proficiency) Checks, though DMs may wish to require different proficiencies depending on the task, such as brewer’s supplies to make spirits, herbalism kit to make a tea, alchemist's kit to dry something into a powder, cook’s utensils to render tallow, etc. It may also be preferable to group all tasks under a single proficiency. Generally, it is the intention that a single production run will produce multiple units of the product substance. This is particularly important for ingredients that must be produced, such a spirits. DMs may wish to have a single production produce 10 units of the substance. I would lean towards 10 units for produced ingredients, 1-3 units for useful substances. Example, making healing salve A weak corrosive can be brewed from wine (DC 10), Spirits must be brewed (DC 5) and distilled (DC 10), connective gel must be extracted from viscera (DC 5), the three are then mixed (DC 5). Some ingredients (such as spirits) may be made in bulk and stored. Failing checks This may seem like having this many checks makes failure far too likely; however, taking the above example each check is independant, failing one does not cause the entire reaction to fail. Additionally DMs may wish to have failure cause a reduced yield, rather than having the entire production fail. Substance Mechanics Not everything is listed here, things that already have mechanics are excluded, as are things that I don’t feel need concrete rules. Remedies: Anti-Venom Can be applied before contact for the same effects as Antitoxin in the player’s handbook, though you need to put it into a wound and it only works for the toxin for which it was made. It can also be applied after receiving the poison to give an opportunity to resist again (with advantage) to halve the duration of the toxin’s effects. Botano-Humours When used with a Wisdom (Medicine) check, the duration of a disease can be halved. DC depends on the disease, as does the Botano-Humour(s) required. Cooling Salve When used during a short rest Cooling Salve grants 2 additional hit dice that can only heal fire damage. It cannot be used again until after a long rest. Healing Salve When used during a short rest Healing Salve grants 1 additional hit die. It cannot be used again until after a long rest. Hydration Salts A long rest with access to hydration salts and water restores 2 levels of exhaustion due to dehydration. (just water would restore only 1). Purgative Emetic Grants advantage on saving throws against ingested poison if used immediately.

Toxins: Angelic Touch (Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a successful save nothing happens. On a failed save it is poisoned for 3 hours. Corrupted Touch (Ingested/Injury) A creature subjected to this poison must make a DC 15 Constitution saving throw. On a successful save it is poisoned for 2 rounds. On a failed save the creature goes berserk for 1 minute, attacking the nearest target to it on it’s turn, if there are multiple equally distant targets, it it decided at random by the DM. Child’s Caress (Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a successful save, nothing happens. On a failed save it takes 3 (1d6) poison damage and is poisoned for 12 hours. Additionally each hour for the next 6 hours they must repeat the saving throw, failing these saving throws inflicts an additional 3 (1d6) poison damage each, but has no effect on the poisoned condition. A subjected creature must make a DC 10 Constitution saving throw. On a successful save, it takes 3 (1d6) necrotic damage. On a failed save it takes 3 (1d6) necrotic damage each round for 3 rounds. Dire Kiss (Ingested) A subjected creature must make a DC 13 Constitution saving throw. On a successful save, nothing happens. On a failed save it is subjected to suffocation for 1 hour, repeating the saving throw every 10 minutes. A creature can be manually ventilated by breathing into their nose/mouth, or using bellows Slag Extract (Ingested) A subjected creature must make a DC 10 Constitution saving throw. On a successful save, nothing happens. On a failed save it takes 2 (1d4) poison damage, this must be repeated every 24 hours taking 3 (1d6) poison damage on each failed save, this damage can not be healed while the effects are still active. If the creature fails 3 saves in a row the an extra 2 (1d4) is added to the damage. After 6 successful saving throws the effect ends and the creature can heal normally. Venoms (Variable) Extracted venoms function exactly as they do when used by the creature that it came from, however it will lose potency after 24 hours of being extracted. They can be preserved but this halves the effects of the venom (damage reduced by half, duration of effects reduced by half)