Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types.

**Contact**

Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

**Ingested**

A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

**Inhaled**

These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

**Injury**

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

**Ingredients**

Poisons are specific ingredients with specific physical properties that are further concentrated and purified to magnify the poisonous effect. These poisons are presented in doses that are balanced for Small or Medium humanoids and are all purified or handled in some way. Let the GM lessen the effects of the poison if it is fed raw to a Small or Medium humanoid. Double the dosage for each size above Medium. Tiny creatures only need half a dosage to be affected as written below.

**Identifying Poisonous Ingredients**

A poisoner can roll an Academics (applicable) skill check with intelligence to recall poisonous ingredients. The result is limited by what the poisoner could possibly know of. Otherwise, this information can be sought out in books or taught from other people. Casting *Detect Poisons and Disease* will reveal if an ingredient is poisonous, what kind of poison it is, but will not reveal the purifying process of it.

**Store the Creation**

You must also possess an empty poison vial, or vessels for powders, balms and salves, to properly store your finished item. A finished item can linger within the poisoner’s kit or herbalism kit until they can be transferred over to another proper vessel. Until it has been transferred, no other creation can be made with the kits unless you throw away the stored item.

**Upkeep Cost**

Here and there, you must refill your poisoner’s kit/herbalism kit with different reagents that aid you in the crafting, as well as exchange faulty equipment. You can do so in settlements that are able to supply such tools and reagents. After 10 dosages have been attempted to be created with the poisoner’s kit/herbalism kit, the poisoner’s kit requires 2 gp cost for upkeep and the herbalism kit requires a 5 sp for upkeep.

**Concentration Requirements**

You must give your poisoner’s kit or herbalism kit your attention when you are creating a poison. You cannot travel whilst you brew (wagon, walking, horse - but a stable enough boat can do), participate in another activity or sleep. But you can eat and talk. Moving the kit around can run the risk of losing the concoction. If the kit is handled in a rough way, not only the kit itself can take damage, but the poison itself can be lost. This is up to the GM’s discretion.

**Crafting Process and Difficulty**

Each poison is different. Some compounds don't require any kind of roll because of their potent nature, only time to process. Other compounds such as acids and cyanide gas can include difficult crafting checks, not necessarily only to create them, but also not harming yourself in the process. Time also depends upon the circumstances, whilst making an acid can be only hours, drying a powder naturally depends upon the temperature around you and the moisture in the air, unless you have access to an oven. Average times for each step in the purifying process is presented with each poison.

**Cost of Materials and Products**

The cost of poisonous materials and finished products varies greatly from place to place and time to time. If the material or product would be legal it would definitely carry legal fees as a controlled substance, if it would be illegal, the vendor decides what price they are willing to buy or sell a poisonous ingredient or product to make up for the risks. Oftentimes, the ingredient itself is often laughably cheap.

The cost of buying and selling a potion is up to the GM, but here are some guidelines:

**If the person doesn’t know what they are buying or selling**, the cost of poisons and ingredients are going to be very cheap. A flower merchant not knowing some of their stock is poisonous. A produce merchant selling interesting amounts of apples to one person. Selling honey at a marketplace but it is actually “Miss Death Honey”. In this case, follow the prices set in the trade goods or food tables.

**If the substance is legal and controlled**, the cost of poisons is going to be moderate. What you are really buying here is time, the upkeep costs of keeping up storing facilities that are safe from burglary, the packaging of the poison, and taxes for the vendor. Selling poisons to the vendor might require some kind of receipt from another vendor/producer to show that the poison was not illegally procured. In this case, depending upon the complexity of the poison, the cost of a dose will probably cost around 1 gp to 20 gp.

**If poisons are illegal with less risk attached**, the cost of poisons are going to be more expensive. However, being a vendor of poisons out in the middle of nowhere or with a legal system that is either not that advanced or has other priorities, a vendor can afford to sell and buy poisons a bit more cheaply. Still, little attention from a legal system could also mean attention from more unsavory sorts who rather not pay for the goods. In this case, depending upon the complexity of the poison, the cost of a dose will probably cost between 50 and 200 gp.

**If poisons are illegal with risk attached**, the cost of poisons are going to skyrocket. A seller is only going to risk selling a poison to you if the cost is worth their while. The cost for doses in this case can vary wildly, but a ballpark is between 100 to 5000 gp.

**Applying Poison to Weapons**

One dose of a poison can be added to one weapon or three pieces of ammunition, if the poison specifies an injury saving throw, as a bonus action. The poison persists on the weapon or ammunition for 10 rounds.

**List of Poisons and ingredients**

The effects and purifying process for the poisons below are written per dose meant for a Small or Medium humanoid creature.

#### **Acids**

A form of poison, right? Acid can only be crafted with a poisoner’s kit or a chemistry kit.

**Hydrochloric Acid** **- Muriatic Acid** (Ka = -5.9)

A clear liquid that creates vapor when in contact with air, which has a pungent smell. The acid itself is odorless, however. Muriatic acid is created through mixing 0.5 kg of salt (sodium chloride) and 1 dose of sulphuric acid, which creates fumes. Through a tube and an enclosed system you can infuse the fumes in water which afterwards can be mostly removed, creating concentrated hydrochloric acid. As a vial it deals 8d6 acid damage on impact.

Process

1. Mixing and infusing in water: 3 hours crafting time and DC 15 Aca(poison) or Aca(chemistry) with Composure or Cunning. A failure means you have failed to capture the fumes and your ingredients are spent. A failure of 10 or more results in a DC 15 Vitality saving throw or taking 4d6 acid damage for all creatures within 2 meters of your poisoner’s kit.
2. Dehydrate: 1 hour of crafting time and a DC 18 Aca(poison) or Aca(chemistry) with Cunning. A failure means you have failed to concentrate the acid, lowering the damage of the final product to 4d6 acid instead of 8d6 acid damage.

**Nitric Acid - Aqua Fortis/Spirit of Niter** (Ka = -1.4)

This acid is slightly yellow with an acrid smell. Aqua Fortis is created through mixing 0.5 kg of saltpeter and 0.5 kg of alum - a special type of rock salt. This creates fumes that can be infused into water through an enclosed system and a tube. Afterwards, the water content can be lowered to create concentrated nitric acid. Vial of nitric acid represents the Acid Flask in the adventure equipment section.

Process

1. Mixing and infusing in water: 3 hours crafting time and DC 10 Aca(poison) or Aca(chemistry) with Composure or Cunning. A failure means you have failed to capture the fumes and your ingredients are spent. A failure of 10 or more results in a DC 10 Vitality saving throw or taking 1d6 acid damage for all creatures within 2 meters of your poisoner’s kit.
2. Dehydrate: 1 hour of crafting time and a DC 12 Aca(poison) or Aca(chemistry) with Cunning. A failure means you have failed to concentrate the acid, lowering the damage of the final product to 1d6 acid instead of 2d6 acid damage.

**Potassium Nitrate - Saltpeter** (ingredient)

Saltpeter is primarily used as a food preserver if you have no access to salt. Saltpeter is created through blending cow manure and/or planting soil with some green plants and ash in a dry area and underneath a roof. Then cow urine is regularly poured over the mound, which creates saltpeter crystals on the top. This whole process takes about 3 to 4 months to complete. It can however be bought for the same cost as salt in the trade goods table.

Process

Requires only time, patience and access to the materials described above.

**Sulphuric Acid - Oil of Vitriol** (Ka = -2.8)

A colorless and odorless acid. Sulphuric acid is created through burning 0.5 kg sulfur with 0.5 kg saltpeter in the presence of steam, which can then be infused into water through an enclosed system and a tube. Afterwards, the water content can be lowered to create concentrated sulphuric acid. As a vial it deals 4d6 acid damage on impact.

Process

1. Mixing and infusing in water: 3 hours crafting time and DC 13 Aca(poison) or Aca(chemistry) with Composure or Cunning. A failure means you have failed to capture the fumes and your ingredients are spent. A failure of 10 or more results in a DC 13 Vitality saving throw or taking 2d6 acid damage for all creatures within 2 meters of your poisoner’s kit.
2. Dehydrate: 1 hour of crafting time and a DC 15 Aca(poison) or Aca(chemistry) with Cunning. A failure means you have failed to concentrate the acid, lowering the damage of the final product to 2d6 acid instead of 4d6 acid damage.

#### **Poisons List**

**Crow’s Tears - Secret Tears Poison (DC 15 injury - incub. 1 min)**

This poison is extracted as a flower oil from the rare Secret Tears plant that grows in the Iskerian woodlands. This plant has clusters of white flower bells with sky blue pistils. The oil’s taste and smell is sweet and floral. Despite it being an Iskerian native plant, it has gained its popular name from how it has become a favorite kind of poison of the Church of Riahn - which is vehemently denied by the organization. You need 0.25 kg of flowers to create one dose of poison.

A creature subjected to this poison must succeed on a DC 15 Vitality saving throw or take 3d4 poison damage, gain the poisoned condition until they finish a long rest, as well as the persisting injury of muscle spasms. On a success, the creature takes half damage and suffers no persisting injuries or conditions.

If the check fails by 10 or more, the creature also gains the nerve damage injury. If it is a critical failure, the poison also causes the blindness persisting injury. Damage is dealt immediately, but conditions and persisting injuries sets in after 1 minute incubation time.

Process

1. Pressing (pressing the plant matter to extract oil): 30 minute crafting time
2. Dehydrate (removing excess water): 30 minute crafting time
3. Purification (distillation and/or synthesis): 1 hour of crafting time and a DC 15 Academics (applicable) check. On a failure, you ruin the poison’s effects.

**Corona - The Devil’s Syrup - Miss Death Honey (DC 18 ingested - incub. 1 min)**

The Corona poison is a type of honey secreted by the Coronias bee species, native to the island of Crowhill. When you let the Coronias only feed on nectar from flowers that produce pyrrolizidine alkaloids (PAs) and the plants are sufficiently stressed to increase their natural production of this compound, the resulting honey is infused with a more potent form of PAs. The Coronias bee is immune to PAs. The corona honey carries a distinct bitter aftertaste and floral overtones, and its color is slightly more orange than normal honey.

A creature subjected to this poison must make a DC 18 Vitality saving throw. On a fail, the creature suffers 4d6 poison damage, is poisoned until they finish a long rest, gain two levels of exhaustion, gain nausea and major liver damage. On a success, the creature only suffers nausea and half poison damage. On a fail of 10 or more, the creature suffers all the effects of a normal fail but also major kidney failure and becomes paralyzed for 1 minute.

Process

This poison requires months of creation and preparation with specific materials and set up. Creating this poison is handled by GM discretion.

**Death Cap Poison (DC 22 ingested - incub. 5d4 hours)**

The Death Cap mushroom looks like other edible mushrooms, but can be discerned through their white stems, white/yellow/brown caps and a “skirt” just underneath the cap. They also give off a smell similar to honey. It has a pleasant, typical mushroom taste, and it grows close to other edible mushrooms in most forests of Frostmark from southern Beornhelm and southwards, though often can be found growing close to oaks. One medium sized mushroom will yield enough powder for one dose. This poison is the most effective as a powder. It is a beige powder with a distinct mushroom flavor, but can also be ingested raw (-2 to the DC in all instances).

After the incubation period is over, the creature must roll a DC 18 Vitality saving throw, or gain the nausea persisting injury, the poisoned condition until the creature finishes a long rest and takes 2d10 poison damage. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

These initial symptoms that last for 1d4 hours are followed by a brief period of apparent improvement for 1d4 hours. Afterwards, without treatment, it may cause liver damage. The creature must roll a DC 22 Vitality save, on a fail they suffer minor kidney failure or minor liver failure at random. If they fail this saving throw by 10 or more, you suffer major kidney failure or major liver failure at random. If they fail the saving throw by a critical fail, they fall unconscious and start making death saving throws on their next turn.

Process

1. Dehydrate: 3 days of drying in a sunny and warm environment, or 30 minute in an oven like apparatus.
2. Grinding: 15 minutes of grinding and sieving.

**Filthy Wound (DC 10 injury - incub. 1d6+1 hours)**

Wounding a creature with a weapon covered in filth has a chance to infect them. If an open wound has not been cleaned properly before the incubation period ends, the creature must roll a DC 10 Vitality saving throw or have the wound become inflamed. This means that the creature suffers the inflammation persisting injury, takes 1d10 poison damage and becomes poisoned until they finish a long rest. On a success, the creature suffers no persisting injuries, suffers no conditions, and takes half damage.

Process

This poison requires no creation time, only access to a source of filth.

**Foxglove (DC 14 ingestion - incub. 4d10 min)**

This poison comes from the flowering Foxglove plant. It has a long stalk with several trumpet-like white, yellow, pink or purple flowers. All parts of the Foxglove plant are toxic, but the leaves contain the highest concentration of the poison, digitoxin. The leaves or other plant matter can be dried and then turned into a light brown powder that has an unpleasant odor and tastes incredibly bitter. 0.25 kg of leaves or 0.5 kg of other plant matter is required to create one dosage. Grows in, and south of, the Green Elder Valley in Greenfield.

When a creature ingests powdered Foxglove, after the incubation period has passed, they must roll a Vitality saving throw with a DC 15. On a failure, the creature gains the nausea persisting injury, the poisoned condition until they finish a long rest, and takes 3d10 poison damage. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If the creature fails the saving throw by a critical fail, 1d4+4 hours after ingestion, the creature suffers the Cardiac Injury persisting injury, 2d6 poison damage per hour until they fall unconscious, and at the creature's next turn they start rolling death saving throws.

Process

1. Dehydrate: 3 days of drying in a sunny and warm environment, or 30 minute in an oven like apparatus.
2. Grinding: 30 minutes of grinding and sieving.

**Hemlock (DC 18 ingestion - incub. 1d40 min ) (DC 14 injury - incub. 1d4 turns)**

Hemlock is a plant that belongs to the carrot family with clusters of small white flowers, purple markings, and leaves that look similar to ferns. It can grow quite tall, normally between 2 and 3.5 meters. You can tell wild carrot plant and hemlock apart from the fact that carrot plants have hairy stems, without purple markings and don't grow as tall. It has a distinctive and unpleasant odor. All parts of the plant are toxic, alkaloids, but especially so are the roots and seeds. 0.1 kg of the roots and/or seeds - or 0.2 kg of other plant matter is required to create one dosage. Its concentrated form is most effectful as an oil, which has the same unpleasant odor but tastes faintly of parsnips. This poison is also potent in its raw form, but then requires ingestion. About 8 leaves or a few grams of roots/seeds is enough to suffer for a creature to roll against the effects below but the DC is 12. Grows in all Frostmark but for middle Beornhelm and northward.

After the incubation period, at the start of their turn, the creature rolls a DC 14/18 Vitality. On a failure, the creature gains the nausea persisting injury, the minor nerve damage injury, the poisoned condition until they finish a long rest, and takes 3d10 poison damage. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If the creature failed the saving throw by 10 or more, they gain the major nerve damage injury instead of the minor nerve damage. If they fail the saving throw by a critical failure, in addition to everything above, after 1d8+4 hours of incubation, the creature suffers 2d6 poison damage per hour until they fall unconscious, and at the creature's next turn they start rolling death saving throws.

Process

1. Pressing (pressing the plant matter to extract oil): 30 minute crafting time
2. Dehydrate (removing excess water): 30 minute crafting time
3. Purification (distillation and/or synthesis): 1 hour of crafting time and a DC 14 Academics (applicable) check. On a failure, you ruin the poison’s effects.

**Monkshood/Wolfsbane (DC 16 ingestion/injury - incub. 1 min)**

Monkshood is a flowering plant with a hood-like flower that has a range of different colors. Most common are white, yellow, purple and blue. All parts of the plant are toxic, but the roots contain the highest concentration of aconitine, which can be purified to a brown powder. You need 0.25 kg of roots or 0.5 kg of other plant matter to create a dosage. The powder has no strong smell to it, but the taste is very bitter followed by a burning sensation in the mouth. It grows in mountain meadows around the middle to southern parts of the Orean’s Point, around Zerra Peak, in the Moqard Sierra, Gallean Rise, Qebaran Range, Menas Ridge and the Tosian Bluffs.

When ingesting Monkshood, after the incubation period, the creature rolls a DC 16 Vitality saving throw. On a failure, the creature gains the nausea persisting injury, disadvantage on all perception checks, the poisoned condition until they finish a long rest, and takes 3d8 poison damage. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If the creature fails the saving throw with a critical fail, after 1d4+4 hours after ingestion, the creature suffers 2d6 poison damage per hour until they fall unconscious, and at the creature's next turn they start rolling death saving throws.

Process

1. Dehydrate: 3 days of drying in a sunny and warm environment, or 30 minute in an oven like apparatus.
2. Grinding: 30 minutes of grinding and sieving.

**Myristicin Poison (DC 20 ingestion - incub. 1 min) (DC 18 injury)**

This poison is extracted from nutmeg, but can also be found in trace amounts in black pepper or vegetables in the umbelliferae family (carrots, parsnips, dill, parsley, etc.). Only the nutmeg has high enough concentration of myristicin to be worthwhile. 100 grams of nutmeg is enough to create one dose of poisonous oil. This oil has a light brown color to it and a distinctive bitter taste.

If this oil is delivered through injury, the creature rolls the saving throw at the start of their next turn, but ingested it has a minute incubation time. To save against this poison, the creature must make a DC 20 or DC 18 saving throw. On a fail, the character suffers severe hallucinations for 1d4+1 hours, 2d10 poison damage and the poisoned condition until they finish a long rest. After the hallucinations, the creature also suffers 1d4 hours of the persisting injury of nausea.

If the saving throw fails by 15 or more, the creature falls unconscious (after the incubation period for ingestion), takes the poison damage and gains the poisoned condition. If the saving throw was a critical fail, the creature falls unconscious, suffers the major organ necrosis injury, takes the poison damage, and gains the poisoned condition until they finish a long rest.

Process

1. Shredding (pressing the plant matter to extract oil): 30 minute crafting time
2. Dehydrate (removing excess water): 30 minute crafting time
3. Purification (distillation and/or synthesis): 1 hour of crafting time and a DC 18 Academics (applicable) check. On a failure, you ruin the poison’s effects.

**Pyrrolizidine Alkaloids (ingestion DC 16) (incubation 1d4 hours)**

Pyrrolizidine alkaloids (PAs) is a sugar structure produced in plants that can flower as a natural defense against herbivores. It can be found in many flowers, orchids, daisies, sunflowers, etc. Purified PAs is a slightly brown sugar powder that can be dissolved into water. The taste and smell of PAs are foul, but in dried form the taste and smell lessens a bit in potency. Plants that can produce PAs grow all over Frostmark, it is just a matter of knowing which plant in which habitat can produce the compound.

To poison a humanoid through ingestion of raw or dried plant matter requires large intake and lowers the DC to 10, where the creature suffers nausea, 1d6 poison damage and gains the poisoned condition until they finish a long rest. The purified PAs have a DC of 16, where a failure leads to the above mentioned effects as well as minor liver damage, takes 1d12 poison damage and gains the poisoned condition until they finish a long rest. On a success, the creature suffers no persisting injuries or conditions and takes half damage. A failure of 10 or more, leads to the above mentioned effects for the DC 16 version, but major liver damage and minor kidney failure instead.

**Rhubarb (DC 14 ingestion - incub. 1d4 hours)**

The stalk of the rhubarb can be used as a food source, but the leaves contain trace amounts of oxalic acid. An adult medium creature must eat about 8 kg of rhubarb leaves to receive a potential lethal dose. Therefore, the oxalic acid must be extracted from the leaves to be an effective poison. The leaves taste as sour as the rhubarb stalk. The acid extracted is further sour and has a very faint floral scent to it. Grows naturally from northern Karthmere and middle Malgrave to the Green Elder Valley in the north.

After the initial incubation period, the creature must roll a DC 14 Vitality saving throw or gain the nausea persisting injury, 1d12 poison damage and the poisoned condition until they finish a long rest. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

This effect passes after 1d4+4 hours, then the creature rolls a DC 8 Vitality saving throw. If the creature succeeds they gain the nausea effect again for 1d4 hours. If the creature fails, they gain the poisoned condition until they finish a long rest, they take 2d6 poison damage per hour until they fall unconscious and the creature starts rolling death saves at the start of their next turn. If the creature successfully saves on the first check, they gain advantage on the second check.

Process

1. Shredding (pressing the plant matter to extract acid): 30 minute crafting time

2. Dehydrate (removing excess water): 30 minute crafting time

3. Purification (distillation and/or synthesis): 1 hour of crafting time and a DC 14 Academics (applicable) check. On a failure, you ruin the poison’s effects.

**Seed of Death (DC 12 ingestion - incub. 1d2 hours)**

The seeds of apples, pears, peaches, apricots and plums contain trace amounts of cyanide. When consuming an excess of crushed seeds (about 50 of them), the creature must roll a DC 12 Vitality saving throw or gain the persisting injuries of nausea, minor headaches, 1d10 poison damage and the poisoned condition until the creature finishes a long rest. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If you fail the check by 10 or more, you also gain the cardiac injury persisting effect.

Process

This poison requires no time consuming or difficult process. Only deseed your fruit of choice and make your target consume them.

**Solanine (18 ingestion - incub. 1d4 hours) (DC 14 injury from berries)**

Solanine poisoning can be obtained from the nightshade plant - or Belladonna.  You can either create a brown powdered sugar that can be dissolved in water from plant matter that has a bitter taste and aroma, or a thick brown liquid from the berries which taste sweet. Both the plant matter and the berries burn slightly in the back of the tongue and mouth. You only need about 0.1 kg of plant matter for a dose. Nightshade grows from southern Sirendale/Greenfield/Oldwood to middle Karthmere, southern Malgrave, northern Stormholme and to middle Eastcreek.

When ingesting purified Solanine, after the incubation period, the creature rolls a Vitality saving throw with a DC 14/18. On a failure, the creature gains the nausea persisting injury, the poisoned condition until they finish a long rest, and takes 2d10 (DC 14) or 3d10 (DC 18) poison damage. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If the creature failed the saving throw by a critical fail, after 1d4+4 hours after ingestion/injury, the creature suffers 2d6 poison damage per hour until they fall unconscious, and at the creature's next turn they start rolling death saving throws.

Process - ingestion

1. Dehydrate: 3 days of drying in a sunny and warm environment, or 30 minute in an oven like apparatus.
2. Grinding: 30 minutes of grinding and sieving.

Process

1. Pressing (pressing the plant matter to extract oil): 30 minute crafting time
2. Dehydrate (removing excess water): 30 minute crafting time
3. Purification (distillation and/or synthesis): 1 hour of crafting time and a DC 14 Academics (applicable) check. On a failure, you ruin the poison’s effects.

**Wild Cherries (DC 12 ingestion - incub. 1d2 hours)**

Wild cherry grows south of southern Beornhelm and has several different species, like black cherry and bitter cherry. The cherry itself is safe to consume, but the leaves, bark, twigs and the pits of the cherries all contain a cyanide producing compound. A few cherry pits will give you a stomach ache.

If a creature would eat an excess of it or consume a bitter powder created from 0.5 kg of plant matter from the wild cherry, the creature must roll a DC 12 Vitality saving throw. If it is a failure, after the incubation period, the creature gains the persisting injuries of nausea and minor headaches, as well as 1d10 poison damage and the poisoned condition until they finish a long rest. On a success, the creature suffers no persisting injuries or conditions and takes half damage.

If you fail the check by 10 or more, you also gain the cardiac injury persisting injury.

Process

1. Dehydrate: 3 days of drying in a sunny and warm environment, or 30 minute in an oven like apparatus.
2. Grinding: 30 minutes of grinding and sieving.