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TallishDwarf (talk | contribs) (Created page with "== Mundane Potions == Mundane potions are defined as potions that do not require the input of either a mage or priest (either in person or through a scroll/wand). == Arcane Potions == Arcane potions are those that will require some form of magical input, this will most often require a mage or priest to cast a spell but a scroll or wand could suffice. == Oils == Oils are potions that are applied to weapons, armour or items in order to activate their effects. == Poisons...") |
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== Mundane Potions == | == Mundane Potions == | ||
Mundane potions are defined as potions that do not require the input of either a mage or priest (either in person or through a scroll/wand). | Mundane potions are defined as potions that do not require the input of either a mage or priest (either in person or through a scroll/wand). | ||
{| class="wikitable" | |||
|+ | |||
!Name | |||
!Effect | |||
!Description | |||
!Ingredients | |||
|- | |||
|Potion of Alertness | |||
|Cannot be surprised for 1 hour. Gets half benefit from next Long Rest | |||
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|Potion of Cooling | |||
|Immune to cold weather for 8 hours. Will prevent frost bite and delay other extreme weather illnesses | |||
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|Potion of Eloquence | |||
|Lets you speak with a bit more confidence for 10 minutes but this confidence makes it hard to bluff. +1 to Persuasion and Intimidation checks, -1 to Performance and Deception checks | |||
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|Potion of Healing | |||
|Heals you for 2d4+2 | |||
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|Potion of Healing (Minor) | |||
|Heals you for 1d4+2 | |||
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|Potion of Heightened Action | |||
|For the first 2 rounds of combat (within 1 hour of consuming this potion) you gain +1 initiative. | |||
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|Potion of Hubris | |||
|Gives you a heightened sense of self worth, giving you +1 to Persuasion and Performance checks but makes you less intimidating and prone to overly ambitious actions (-1 to Intimidation and Acrobatics) | |||
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|Potion of Sealegs | |||
|For those who suffer with sea sickness, this potion will make them feel like a long time sailor when on the open ocean. Lasts until next Long Rest | |||
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|Potion of Shining | |||
|Drinking this will cause you to emit a 5' light radius for 1 hour. | |||
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|Potion of Silent Movement | |||
|Adds +1 to Stealth checks when making movement. Lasts for 2 hours | |||
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|Potion of Stillness | |||
|Adds +1 to Sleight of Hand and Stealth checks. Slows your heart rate to make it harder for life detecting magic to find you. Lasts 1 hour | |||
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|Potion of Waking | |||
|Allows you to gain the benefit of a Long Rest without actually sleeping, allowing you to do more during that time. Taking more than 2 in a row will result in you falling into a deep sleep for 2d12 hours | |||
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|- | |||
|Potion of Warming | |||
|Immune to high temperature weather conditions for 8 hours. Will prevent sun/heat stroke and delay other extreme weather illnesses | |||
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|} | |||
== Arcane Potions == | == Arcane Potions == |
Revision as of 20:19, 30 May 2024
Mundane Potions
Mundane potions are defined as potions that do not require the input of either a mage or priest (either in person or through a scroll/wand).
Name | Effect | Description | Ingredients |
---|---|---|---|
Potion of Alertness | Cannot be surprised for 1 hour. Gets half benefit from next Long Rest | ||
Potion of Cooling | Immune to cold weather for 8 hours. Will prevent frost bite and delay other extreme weather illnesses | ||
Potion of Eloquence | Lets you speak with a bit more confidence for 10 minutes but this confidence makes it hard to bluff. +1 to Persuasion and Intimidation checks, -1 to Performance and Deception checks | ||
Potion of Healing | Heals you for 2d4+2 | ||
Potion of Healing (Minor) | Heals you for 1d4+2 | ||
Potion of Heightened Action | For the first 2 rounds of combat (within 1 hour of consuming this potion) you gain +1 initiative. | ||
Potion of Hubris | Gives you a heightened sense of self worth, giving you +1 to Persuasion and Performance checks but makes you less intimidating and prone to overly ambitious actions (-1 to Intimidation and Acrobatics) | ||
Potion of Sealegs | For those who suffer with sea sickness, this potion will make them feel like a long time sailor when on the open ocean. Lasts until next Long Rest | ||
Potion of Shining | Drinking this will cause you to emit a 5' light radius for 1 hour. | ||
Potion of Silent Movement | Adds +1 to Stealth checks when making movement. Lasts for 2 hours | ||
Potion of Stillness | Adds +1 to Sleight of Hand and Stealth checks. Slows your heart rate to make it harder for life detecting magic to find you. Lasts 1 hour | ||
Potion of Waking | Allows you to gain the benefit of a Long Rest without actually sleeping, allowing you to do more during that time. Taking more than 2 in a row will result in you falling into a deep sleep for 2d12 hours | ||
Potion of Warming | Immune to high temperature weather conditions for 8 hours. Will prevent sun/heat stroke and delay other extreme weather illnesses |
Arcane Potions
Arcane potions are those that will require some form of magical input, this will most often require a mage or priest to cast a spell but a scroll or wand could suffice.
Oils
Oils are potions that are applied to weapons, armour or items in order to activate their effects.
Poisons
Poisons are potions that have explicit negative effects, these effects can vary and are often the domain of rogues and assassins