^
Rising Legends: Herbalist Abilities
Herbalist Abilities
Herbalists attune themselves to the growing world around them and the effects those plants have on the body. With initial study they learn to locate, identify, and harvest precious components others would miss. They can also nurture crops to yield greater reward utilize the plant growth to their advantage. After greater training, Herbalists can utilize poisons to their advantage and resist poisons that threaten them. Should it grow from the earth Herbalists are a reliable source should they be kept in good grace.
Body Chaos Naturalist
Talent
Consume a Gripped Poison. Gain Immunity to the poison and any Ailments the poison could cause.
Duration 3 + TT minutes
Boost: When using Impede, you can instead cause an Ailment this grants you Immunity to.
Earth Scout Senses Potion
Spell - Illusion
Know if there is a living plant in an Aura 6 + TT x 2.
Duration 1 hour
Boost: 2 Energy: See a dim green glow in spaces of plants.
Scout Senses Water Potion
Spell - Illusion
Know if there is poison in an Aura 6 + TT x 2.
Duration 1 hour
Boost: 2 Energy: See a dim purple glow in spaces that contain poison.
Body Construction Naturalist
Aspect
Gain +1 + TT on rolls to identify components of plants and animals.
Boost: You can harvest components for crafting from plants, animals, and minerals. This is a Nature roll that takes 1 hour to obtain N1 Bulk of components x your roll. Gain + TT/2 on this roll.
Naturalist Earth Time
Spell - Infusion
Increase the yield of crops in a Burst 1 by 10 + TT x 10%.
Boost: Soulshards 25: The remaining time needed for crops to grow to maturity is halved.
Body Decay Naturalist Potion
Spell - Mutation
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Duration 1 + TT hours   Defense Nature
Boost: They have a 1 + TT/3 d12 penalty on defense against diseases and poisons.
Advanced Abilities
Those that practice and excel in the Herbalist style gain access to these more unique abilities.
Decay Naturalist Time
Trick - Mutation
Requirements: 9 Combined Tiers of Nature and Observe
As target creature in 3 + TT range is attacked by a poison on onset, grant the poison +1 + TT/3 on its attack roll.
Duration 1 minute
Boost: For each 3 the attack exceeds the creature's defense, it increases its duration by 1.
Naturalist Earth Environmental
Trick - Elemental
Requirements: 11 Combined Tiers of Nature and Observe
Treat target plant up to size 0 + TT in 3 + TT range as if it is your tentacle.
Duration 3 + TT rounds
Boost: You can use it to Aid any action you use with another affected plant as a Minor Action.
Body Curative Naturalist
Spell - Mutation
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.
Defense Nature
Boost: 4 Energy: Remove 1 Tier of Wounded from each of 1 + TT/2 different target parts on them.
Curative Naturalist Radiant Potion
Spell - Suppression
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.
Defense Attack roll of the poison
Boost: 4 Energy: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.
Duration 12 + TT x 3 hours   Defense Nature
Boost: 2 Energy: The disease attacks now in addition to its normal effect.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.
Duration 6 + TT x 2 hours
Boost: 1 Energy: After a poison fails an attack against them, reduce the remaining attacks by 1.



© 2025 - Grinning Demon Games. All rights reserved.