Chapter Five : Weedcraft and Rolling

CHAPTER 5: WEEDCRAFT & ROLLING

“The Plant is not only for puffing—it’s for creating, cultivating, and reshaping reality.”


Weedcraft is one of the foundational systems in The High Fantasy. It’s the skillset that turns puffers into growers, growers into visionaries, and visionaries into legends. Whether you’re harvesting sacred clones, brewing edibles, or crafting infused weapons, your Weedcraft stat is the key to shaping the world through cannabis.


5.1 The Weedcraft Skill

Weedcraft (WDC) is a hybrid stat calculated as:

Weedcraft = (INT + WIS) / 2 (rounded up)

Weedcraft governs:

  • Cultivation (growing, cloning, crossbreeding)
  • Infusion (imbuing items with strain magic)
  • Crafting (rolling joints, building gear, making edibles or concentrates)
  • Ritual use (Circle chants, vision fuel, spiritual terrain interaction)

5.2 Cultivation System

Phases of Growth

  1. Planting
    Requires seeds, soil, and a grow space. Roll a Weedcraft check (DC 10–20 depending on strain rarity).
    A failed roll may result in:
    • Stunted growth
    • Wrong strain expression
    • Pest or corruption risk
  2. Veg Phase (1 downtime period)
    Perform care tasks (trimming, lighting, love) to ensure survival. Weedcraft DC 12.
    Pass = growth continues.
    Fail = lose potential potency or strain type shifts toward Ruderalis.
  3. Bloom Phase (2 downtime periods)
    Roll 1 Weedcraft check per period to determine outcome:
    • Low roll = average quality
    • High roll = high potency (adds +1 SP or grants puff bonus when used)
    • Nat 20 = strain mutation unlocked (see below)
  4. Harvest & Cure
    DC 15.
    Success yields:
    • x2 useable product
    • Rare trait carries forward if hybridizing
    • Opportunity to clone the strain (add to strain logbook)

Mutation Chart (Optional d10 Table)

d10Mutation
1Glows in darkness
2Grants vision clarity (advantage on WIS checks)
3Time slows slightly for 1 round after puff
4Strain speaks in dreams
5Has no smell but hits like a bluntstorm
6Explodes into spores when burned
7Summons a strain wisp
8Changes color with your mood
9Can’t be rolled—it rolls itself
10Divine origin—requires Circle to activate

5.3 Infusion System

You can infuse:

  • Weapons
  • Armor
  • Pipes / blunts
  • Clothing
  • Ritual gear
  • Trinkets

Infusion Process

  1. Select base item (quality determines DC)
  2. Choose strain (must be cultivated or found)
  3. Spend 1 downtime period and pass a Weedcraft check
    • DC 10 (basic)
    • DC 15 (class-tied infusion)
    • DC 18–25 (hybrid or divine effects)

Example Infusion Effects:

ItemStrainEffect
SwordSativaAdds +1 lightning damage, target must make HC or be stunned
ArmorIndicaGrants +2 temp HP at start of combat
StaffRuderalisOn crit, roll Strain Clash Table
CloakHybridDisappear in smoke once per rest (DEX save to detect)

5.4 Crafting Joints, Blunts & Edibles

Rolling (Fast Play)

  • Roll Weedcraft check DC 10
  • Success = smokeable created
  • Great success (15+) = +1 SP or bonus effect
  • Nat 20 = custom strain flavor, adds a unique tag (e.g., “invisible when still,” “terp aura”)

Rolling under pressure (combat, stealth, etc.): disadvantage unless trained.

Edibles

Crafted using a culinary kit or alchemy tools. Takes one downtime period.

TypeBase EffectBonus Trait
BrownieHeal 1d6 HPExtra 1d6 after rest
GummyBoost STR or DEX +1May double jump
Lollipop+1 to CHR savesAdvantage on performance
TaffyGain 1 SPMust roll HC or get “stuck” (skip turn)

Concentrates

Crafted from high-quality bud.
Requires:

  • Solvent
  • Press or extraction kit
  • Time (2 rests)

Effects:

  • Puff instantly for extra damage
  • Ignore strain clash once
  • Used as ritual catalyst for divine strain interaction

5.5 The Hybrid Lab

In advanced campaigns, players may unlock or build a Hybrid Lab, allowing:

  • Cross-strain breeding (Hybrid seeds)
  • Strain mapping (know ancestral lines)
  • Growhouse enhancement (weedproof security, terp filters)
  • Ritual testing (stress-test edibles or strain memory)

Labs may be upgraded with:

  • Automated rolling stations
  • Fungal gardens
  • Memory jars (store spiritual puff history)
  • Puff-powered defense turrets

5.6 Weedcraft Journaling

You are encouraged to keep a Strain Log, noting:

  • Every strain smoked
  • Where it came from
  • Effects on body, spirit, and vibe
  • Vision details, NPC reactions, mutation surprises

Journals may be required to access certain high-level rituals or unlock “legacy blends” from ancestors.

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