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ALCHEMY TODAY
- Skip To Potion Table One
- Skip To Potion Table Two
- Skip To Potion Table Three
Chemistry is the closest thing to alchemy that we have on Earth, and I'm not talking about that poor excuse for alchemy that was the forerunner of modern chemistry on Earth. Turning lead into gold isn't what AD&D fantasy alchemy is all about. On Orlantia, and in my universe, alchemy is much more advanced than chemistry because it takes into account all the unusual properties of matter on and off the PMP that chemistry doesn't even begin to recognize. An ideal example would be holy water. It is a very real and different kind of thing than regular water. A chemist, of course, couldn't possibly tell you which vial of water was holy water and which one was regular water. As far as they are concerned, they are chemically identical. But everybody knows there must be some difference. And if this difference can't be found while confined to the PMP in the lab, it must have some interplanar properties chemistry can't see or detect.
Interplanar properties are the heart and soul of alchemical work. You may even be quite surprised at the amazing little things that can make a difference. "Unseen" water collected from the "back" of a waterfall during a "full moon" is very different from the stuff you can get from the front of it at any old time. Mistletoe harvested during the full moon using a silver scythe is quite different than any harvested at other times and with other tools. A four-leaf clover actually has properties that could amaze you. Life blood, that is enough blood taken to have killed the individual, or all their blood immediately after the individual is slain, is different than just a lot of blood from said individual. Oh sure, it may still be useful in some ways, but it's not the same at all.
Only your alchemist knows for sure. As far as magic is concerned, the only other more demanding study is the art of being a full-fledged magic user. Even then, if we're talking about alchemical properties, the alchemist far surpasses his field adventuring cousins the magic users. This is why if a lower level magic user wishes to make potions he must employ an alchemist. It's also why the upkeep in cost and equipment for an alchemy lab is so high. They must continually experiment if they are to be useful in their art. A lot of trial and error is involved in the discovery of these hidden differences. (Any DM looking for a great source of story ideas needs to look no further than this. An alchemist will always need difficult to obtain ingredients and a group of adventures to obtain them, perhaps paying them with a few potions rather than gold, naturally keeping the rest of the potions for themselves (and for sale)).
Of course, the magic user eventually learns enough to get by on his own by the time they are of name level, but they'd still be much better off keeping an alchemist in their employ rather than making a go of it alone if they plan to manufacture potions in any great quantity.
The biomagical journals are an on going collection of works that describe, in detail, the effects of known magic on humans and other typical PC races. Typical information such as what components from which creatures may be useful for making particular potions may be found in such journals, and these journals may be found in the alchemy shops in any major city in the Alodarian Empire, as well as the major cities of the Nahechaian Dynasty, The Alderami Isles, The Larns Archipelago, and The Kingdoms of the Mostoli. An adventurer may look through these journals for the pittance 1 gp. That is, for some small amount of money the DM will inform the PC of the specific information, if available, on what they seek, but the DM should never give the PCs entire lists of possible materials. This helps the DM maintain a greater control over the direction each scenario takes and prevents the players from going every which way.
Now, as a general rule of thumb, alchemist will buy materials from adventurers if they were properly preserved and the alchemist is not already over stocked with those kinds of materials (they can only use so many lion's hearts). The alchemist will usually pay 1/10th of what they might be able to sell the manufactured potion for from said materials. For example, an alchemist will buy water naga blood or the proper nixie organs for 100 GP/possible does. They can make water-breathing potions and sell them for 1,000 GP per dose, which is 10 times more.
Now you may be wondering, doesn't this promote the murder of nagas or nixies? The answer is, typically not. It frequently cost more to quest for various materials than one might make by harvesting those materials. For instance, it's a practical certainty it cost at least several water-breathing potions for a group to come across a water naga or a nixie - no profit there. But, you understand, if somebody happened to gather such things while conducting other business, such materials could help off set any cost one might incur along the way. Or the PCs may still do it just for the adventure and experience. Besides, in the fullness of time, all such considerations of good over evil really aren't the business of the alchemist anyway, and most of them, in their quest to make the ultimate discovery, will turn a blind eye to where these materials may be coming from.
As such, the alchemy shops keep pretty busy. If one considered it, alchemy potions would be like batteries of a non-rechargeable variety. Like those batteries, over the long haul potions are quite expensive. Sure, only 1,000 GP for a water-breathing potion, but 20,000 GP for a ring that will do the same and always work, provided it isn't destroyed some day, is a considerably better deal. Unfortunately for lower-level adventurers, they can't afford 20 K GP even if such a ring was available, and so the alchemists continue to sell their goods and services. Anything ranging from simple material components, healing potions (a popular favorite) to philters of love.
You can find some, but not all, of the current working potion tables I use in my campaigns below. A few notes, however, are in order. Use percentile dice to roll on the potion tables. When rolling for potions, go to the next higher number for in between numbers. For example, if you roll 09 - a number that isn't on the table Ð then 10 is the next higher number. If you roll higher than a particular table goes, you then go to the next table and roll again.
The COST given for each potion is the price in gold pieces per dose. One tenth of this is the worth of the material components when selling them to an alchemist (assuming they were properly preserved, he is not overstocked, and he will buy them). 1/10th of the cost is also the awarded experience points if the PCs find and keep the potion for themselves. Finally, if the PC decided to sell the potion, they can expect to get between 50% and 75% of the listed cost, but if they can find, and wish to buy, a particular potion, they must pay full price. The DOSES is both the number of doses the PCs may find when they come across such a potion as well as the number of doses the alchemist may make from the listed ingredients. Any COST is always a cost/dose.
Usually, once per gaming session, if the PCs visit an alchemist shop, the alchemist will have 2D6 randomly determined potions for sale. If the adventures wish to buy some or all of them, fine, and if not, the DM should not roll for more potions beyond the 2D6 potions, nor relent and provide the desired potion if it wasn't rolled (the DM may, however, include a particular potion without randomly rolling it if they feel it might be useful for that session's adventure, but they shouldn't tell the players that. Just their good fortune if they decide to buy it, I guess).
If the PCs wish a specific potion (and will pay the 1 gp price to find out the information from the biomagical journals), the alchemist will tell them what material components they will require to make that potion, perhaps giving the adventures something to do. Depending on the difficulty (and the amount harvested) the alchemist may pay them with a single dose of the potion (after he makes them from what they brought), or he may opt to pay them 1/10 the list price/dose.
Key:
RD = Randomly Determined at the time of purchase or discovery.
Duration: I,Y, M,W,Day,Hr,T,R=Infinite,Year,Month,Week,Day,Hour,Turn,Round.
As always, an infinite duration simply means until something else changes the situation. Like a healing potion would be of infinite duration, but the PC can always be subsequently damaged.
Sometimes, when it's obvious, the duration may be omitted. Also, some potions grant the ability to cast a spell. If the spell is instantaneous, the duration given is the length of time the imbiber has to choose to cast that spell. If not cast before then, the potion fades. If cast, the spell's duration is similar to the standard spell's duration.
Finally, most potions have default duration of 4T +1D4 T. If no duration is listed, and then this is probably that potion's duration (unless you can pretty much tell it should have been infinite, like a healing potion).
(FIRST ROLL)
POTION DETERMINATION TABLE (FIRST ROLL)
%, POTION, Notes, Duration
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Cost and Doses Found
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Material Components
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02 Animal Control (Mammal/RD)
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500gp 1D3d
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Organ or gland of representative type
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04 Animal Control (Avian/RD)
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600gp 1D2d
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Brain tissue and feathers of representative type
|
05 Animal Control (Reptile/Amphibian/RD)
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500gp 1D3d
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Brain tissue and scales of representative type
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06 Animal Control (Fish/RD)
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300gp 1D6d
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Blood and spinal cord of representative type
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08 Clairaudience
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1200gp 1d
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Human thalamus gland/ear of keen hearing animal
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10 Clairvoyance
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1500gp 1d
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Human thalamus gland/eye of keen sighted animal
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11 Climbing
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1600gp 1D3d
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Giant Insect Legs
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12 Detect Lie (1 Hr)
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1800gp 1d
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1 pint of blood of 12+ Lev. Cleric with Detect Lie
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14 Detect Magic (Clerical Kind) 1 T
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500gp 1D3d
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1 pint blood of cleric who currently has the spell
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15 Detect Magic (Magic User Kind) 1 T
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1000gp 1d
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Vellum Scroll with spell written in Mage Blood
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16 Diminution
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1500gp 1D2d
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Kobold Horn or were rat blood
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18 Dragon Control (RD p142 DMG Reroll 17+)
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3000gp + 250X the D20 roll 1d
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Appropriate Dragon's Brain
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20 E.S.P.
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2100gp 1D2d
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Mind Flayer or Other creature's brain with E.S.P.
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22 Feather Fall (As ring p130 DMG) 1 Hr
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250gp 1D3d
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10 lbs. of feathers + Life blood of a flying animal
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24 Fire Resistance
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1200gp 1D3d
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Fire Elemental Phlogiston or Fire Salamander Scales
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26 Flying
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800gp 1D3d
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Hippogriff Feathers or Wyvern Blood
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27 Fog (100 ft^3) 1 T
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500gp 1D3d
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Phlogiston of Fog Para-elemental
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28 Gaseous Form
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750gp 1d
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Vampire Dust or Ogre -Magi Teeth
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30 Giant Control (RD p126 DMG Reroll 18+)
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3000gp+250X The D20 1d
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Brain of appropriate giant type
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31 Growth
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900gp 1D3d
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Ogre -Magi Gland
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33 Healing (3D4)
|
1000gp 1D3d
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1 pint of blood from a cleric of 7th + level
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35 Healing (3D4 + 3)
|
1200gp 1D2d
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As Above + Holy Water
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37 Healing (3D6)
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1400gp 1D3d
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1 pint of blood from a cleric of 9th + level
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39 Healing (3D6 + 3)
|
1600gp 1D2d
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As Above + LG Holy Water
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41 Healing (3D8)
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1800gp 1D3d
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1 pint of blood from a cleric of 12th + level
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43 Heroism (Fighters Only)
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1500gp 1d
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The fierce Heart of a Giant Cat (Lion is Best)
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44 Humanoid Control (RD p126 DMG)
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2000gp 1D3d
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Vampire Eye or Nixie Blood
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45 Ice Formation (Freezes 10 ft^3 of liquid)
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500gp 1D3d
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Phlogiston of Ice Para-elemental
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47 Infravision (1 Day)
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1000gp 1d
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Vellum scroll/mixture Mage blood and Infravision creature's blood mixture
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48 Invisibility
|
1500gp 1d
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Invisible Stalker Ichor
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49 Invulnerability (Fighters Only)
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1500gp 1d
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Gargoyle horn or skin of +1 to hit creature
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51 Leathery Skin+2 to AC of armor less) 1 Hr
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500gp 1D3d
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Skin of Tough hide animal
|
53 Levitation
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1200gp 1D3d
|
Beholder Eye Stalk or Will o Wisp Essence
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54 Oil of Etherealness
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1500gp 1D3d
|
Shedu Fat or Demon Brain
|
56 Oil of Slipperiness
|
1000gp 1D3d
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Purple Worm Gland or Liver of Giant Pike
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58 Philter of Love
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2000gp 1d
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Dryad Hair
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60 Philter of Persuasiveness
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1500gp 1D3d
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Tongue of Harpy or Devil
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61 Plant Control
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1000gp 1D3d
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Shrieker Spores and Umber Hulk Eye
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63 Polymorphself
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750gp 1D3d
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Mimic Skin or Succubus Hair
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65 Protection from Evil (Personal) 1 Day
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1000gp 1D4d
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1 pint of LG 9th + Level Cleric Blood
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66 Remove Fear (As Clerical Spell)
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500gp 1D3d
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1 pint of 7th + Level Non-Evil Cleric
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68 Speed
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1500gp 1d
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Pegasus Heart and Giant Weasel Blood
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69 Super-Heroism(Fighters Only)
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2500gp 1d
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Giant Wolverine Blood and Minotaur Heart
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71 Sweet Water
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300gp 1D6d
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Water Elemental Eye or Triton Blood
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72 Treasure Finding
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3000gp 2d
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Gold Dragon Scale + 6 different powdered gems(600gp)
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73 Undead Control (RD p127 DMG)
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1500gp + 100 X The D10 roll 1d
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Recently unanimated undead parts
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74 water-breathing
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1000gp 2D6d
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Water Naga Blood or Nixie Organs
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75 Water Walking
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600gp 1D3d
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As Above + Blood from a Cleric able to cast the spell
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76+ Roll on table Two
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N/A
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N/A
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(SECOND ROLL)
POTION DETERMINATION TABLE (SECOND ROLL)
%, POTION, Notes, Duration
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Cost and Doses Found
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Material Components
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01 Alter Plane (Once Removed)
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3000gp 2D3d
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Mundane objects from 5 different planes
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02 Animal Control (Insects Generalized)
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800gp 1D2d
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50 different kinds of insects
|
03 Animal Control (Mammal Generalized)
|
1200gp 1D2d
|
Drops of fresh vampire and Harpy blood
|
04 Animal Control (Avian Generalized)
|
1500gp 1D3d
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Feathers and brain tissue of 20 avian species
|
05 Animal Control (Above 2 Generalized)
|
1600gp 1D4d
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Nervous system tissue of 10 species
|
06 Animal Control (INT< 3 Generalized)
|
2500gp 1D3d
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Vampire Brains and Eyes (makes 2D3d)
|
07 Anti-Aging (Proof vs. undead aging) 1 W
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3000gp 1d
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Entire remains of an undead with aging effect
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09 Bless (As Clerical spell)
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1200gp 1d
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G Holy Water + Mundane item touched by a G god
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11 Clair Potion (Audience+Voyance)
|
1500gp 1D2d
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Human Thalamus Gland + Eye+ear of Keen etc.
|
13 Detect Enemy 1 T
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750gp 1D3d
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A dagger taken from the back of its victim
|
14 Detect Luck or Magical Aid 1T
|
1500gp 1D2d
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Eyes of a creature that sees invisible things
|
16 Dimension Door (As MU spell p155 PHB)
|
2500gp 1D3d
|
1R Blood of an astral creature
|
18 Find Trap (As spell p204 PHB 1 Hr)
|
750gp 1D3d
|
1 pint of blood from a 7th + level cleric
|
20 Gaze Reflection (As convenient mirror) 1 Hr
|
750gp 1D3d
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Mirror and rubber tree sap
|
21 Ghast Control (1D4, 12 Hr)
|
2500gp 1d
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The remains of 4 ghasts
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22 Ghost Control (1D2, 2Hr)
|
3000gp 1d
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The remains of 2 ghosts
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24 Healing (3D8 + 3)
|
2000gp 1D3d
|
1 pint of blood from a cleric of 13th + level
|
26 Healing (3D10)
|
2200gp 1D2d
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As Above + LG Holy Water
|
28 Healing (3D10 + 3 )
|
2400gp 1D3d
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1 pint of blood from a cleric of 14th + level
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30 Healing (3D12)
|
2600gp 1D2d
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As Above + LG Holy Water
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32 Healing (3D12 + 3)
|
2800gp 1D3d
|
1 pint of blood from a cleric of 15th + level
|
33 Longevity (1D12 standard p126 DMG)
|
5000gp 1d
|
Lifeblood of Elf or Treant or 1 gal. of dragon blood
|
34 Longevity(1D20 standard)
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7500gp 1d
|
As above + Life blood of a deep ocean creature
|
38 Magic Ink (10 spell levels/d)
|
350gp 5D10d
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Squid or Octopus ink,10gp gem dust,your blood
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40 Magic Missile (As per Wand p136 DMG) !Round/dose
|
1500gp 1D3d
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Powdered Meteorite
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44 Neutralize Poison (Within 1 T)
|
3000gp 1D3d
|
1 Pint of blood of G 12th+ level cleric + suspend poison
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46 Plus 1 Blade (1 Day, Maximum of +1)
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500gp 1D4d
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1 Sword,axe/d - 3 darts,arrows/d) Phase spider blood
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48 Plus 2 Blade (1 Day,Maximum of +2)
|
750gp 1D3d
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As above, Phase spider Blood + Ghost Ectoplasm
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50 Plus 1 Bludgeon (As +1 Blade)
|
500gp 1D4d
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1 Mace or 3 stones/dose, As +1 Blade
|
52 Plus 2 Bludgeon (As +2 Blade)
|
750gp 1D3d
|
As Above, As +2 Blade
|
56 Portent of Dreams
|
750gp 1D6d
|
The brain of an astral creature
|
57 Protection from Magic Missiles 1 Day
|
2500gp 1d
|
Mirror,an image of a man,a gold ring,a full pipe(tobacco)
|
58 Protection from Undead 6 Hr
|
40000gp 1d
|
The complete remains of 8 different types of undead
|
61 Sanctuary (As clerical spell p202 PHB) 1 Day
|
1000gp 1D6d
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Small silver mirror,blood of retired cleric
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62 Shadow Control (1D5, 1 Day)
|
2000gp 1d
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The remains of 5 shadows
|
63 Skeleton Control (1D20, I duration)
|
7500gp 1d
|
Dust of 20 skeletons(Never Animated)
|
64 Sleep (Ingest. 12 Hr, save vs. poison)
|
1000gp 1D3d
|
1000gp 1D3d
|
65 Specter Control (1 Specter, 1Hr)
|
3500gp 1D3d
|
The remains of 2 specters
|
71 Suspend Poison (1 Day)
|
1000gp 1D4d
|
3 different poisons(plant,animal,mineral)
|
74 Stone to Flesh I duration
|
2500gp 1D3d
|
The life blood of 2 different F to S creatures
|
75 Undetectable Lie (As spell p217 PHB) 1Day
|
1500gp 1D3d
|
A brass mirror and some varnish
|
76+ Roll on Table Three
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N/A
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N/A
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(THIRD AND LAST ROLL)
POTION DETERMINATION TABLE (THIRD AND LAST ROLL)
%, POTION, Notes, Duration
|
Cost and Doses Found
|
Material Components
|
01 Acid (1D3 Dice RD Which Dice, X=4,6,8,10, or 12)(Save
for half damage)
|
Ngp N =250X (1D3 roll X)
|
Various Minerals, or Organic Acids
|
02 Alter Reality Now (Oops. Within 1 T)
|
30000gp 1d
|
Unknown (Relic Status)
|
03 Broadcast Thought (100 Mile Radius)
|
1000gp 1D2d
|
Brain of dead psionic creature
|
05 Displacer 1Day/d Like cloak p140 DMG
|
4000gp 1D3d
|
Brains,eyes, and blood of displacer beast
|
06 Find Friendly Familiar(similar to spell)
|
20000gp 1d
|
(Minor Relic Status) DM grants familiar to any class
|
08 Fire Ball (5D6 Save for Half) 1R
|
2000gp 1D3d
|
Sulfur and Phlogiston of Fire elemental
|
09 Fire Ball (10D6 Save for half) 1T
|
5000gp 1D2d
|
As above but 3 elementals
|
11 Fortitude (Over Max HP by next 3 cures) 1W
|
5000gp 1d
|
Blood of 3 clerics LG,NG,CG 1 pint each
|
12 Genii (Fight 12HD,Favor,minor wish) Relic Status
|
50000gp 1d
|
UNKNOWN
|
13 Golem Control (D4 flesh,clay,stone,iron) 1Day No Save
|
Ngp N= 3000+1000(D4)
|
Dead Golem
|
16 Heal (As Clerical Spell 100K PHB)
|
6000gp 1d
|
Life blood of G cleric or blood from a Greater God
|
19 Healing (3D20)
|
3000gp 1D3d
|
5 pints of blood from a cleric of 13th + level
|
22 Healing (3D20 + 10)
|
4000gp 1D2d
|
As Above + LG Holy Water
|
25 Healing (5D10 + 10 )
|
4500gp 1D2d
|
5 pints of blood from a cleric of 14th + level
|
28 Healing (6D12)
|
4000gp 1D2d
|
As Above + LG Holy Water
|
31 Healing (4D20 + 20)
|
5000gp 1D2d
|
5 pints blood from cleric 15th+level+LG Holy Water
|
36 Improve Secondary Ability I
|
Ngp dependent on the ability
|
(Minor Relic Status) UNKNOWN
|
37 Increase Charisma I
|
10000gp
|
1d for each potion. These potion have the same effect
|
38 Increase Constitution I
|
50000gp
|
a full powered wish would on the respective statistic.
|
39 Increase Dexterity I
|
45000gp
|
That is straight to 16,16 to 17, 17 to 18,+10% until
|
40 Increase Intelligence I
|
40000gp
|
20 max. Each dose can be split for to lesser potions
|
41 Increase Strength I
|
30000gp
|
with the effect of a limited wish. That is straight to
|
42 Increase Wisdom I
|
40000gp
|
14,14 to 15,15 to 16,+10% after 16 until 18,+1% after 18
until 20. Max of 20. Relic Status
|
44 Lightningbolt (5D6 Save for Half) 1R
|
2000gp 1D3d
|
Amber and Copper rod hit by lightning
|
46 Lightningbolt (10D6 Save for Half) 1T
|
5000gp 1D2d
|
As above except gold rod
|
47 Longevity (Special:1D20+5 no roll)
|
20000gp 1D2d
|
Life Blood of ancient dragon + some blood of any Deity
|
48 Luck (30% or +3 on D20) 1H
|
7500gp 1d
|
A gem held by Tyche (The Goddess)
|
50 Mirror Image (As spell p144 PHB) 1H
|
2000gp 1d
|
Blood Scroll,mirror, 5 prisms
|
52 Mist of Confusion (+5 to AC 1 Day)
|
5000gp 1d
|
Water Elemental Phlogiston, mirror, prism
|
53 Omni Vision 1R
|
50 - 100Kgp 1d
|
Ask any question.Get the Whole answer (Relic Status)
UNKNOWN
|
55 Plus 4 Blade (1Day,Maximum of +4)
|
2000gp 1D2d
|
1 major or 3 minor weapons/d
|
57 Plus 4 Bludgeon(1Day,Max of +4)
|
2000gp 1D2d
|
may hit +N needed to hit creatures: Blood and skin of
such a creature
|
59 Plus 3 Blade (1Day,Max of +3)
|
1500gp 1D3d
|
As Above
|
61 Plus 3 Bludgeon (1Day,Max of +3)
|
1500gp 1D3d
|
As Above
|
62 Poison (RD D4,D6,D8,or D10:1D3 D's,-1D3-1 Modifier)
(Save for Half)
|
N =600 X (D4 XD3XD3) 1D2d
|
All poisons 1d
|
63 Poison (Death or Neg if save) (-1D4-1 to save)
|
N =5000X( D4)
|
Poisons may come from nearly anywhere
|
65 Potion of Excellent Health
|
5000gp 1d
|
Cure blindness,disease,insanity,etc.(Minor Relic)
|
67 Project Image (As spell p180 PHB) 1H
|
15000gp 1d
|
Blood scroll, Crystal Ball, mirror, image of a man
|
69 Spell Turning (Reflects next spell)1Day or until
used(One spell)
|
2500gp 1d
|
Mirror,Vellum parchment
|
75 Sunburst (10"Radius,6D6 to undead)
|
3000gp 1D6d
|
Eyes,eye sockets of 3 types of undead+magnesium
|
76 Sustain without Air 1Day
|
2500gp 1D2d
|
The gills of a 5HD+ sea creature kept in a vacuum 1Y
|
78 Sustain without Food 6M
|
3000gp 1D2d
|
A layer of fat from a 5HD+ subterranean creature
|
80 Sustain without Water 1M
|
4000gp 1D2d
|
The stomach of a camel immersed in water for 1M
|
84 Telekinesis 10XD20 lbs.
|
Ngp N = 300 X(D20) 1D3d
|
Magnet+Brain of levitating creature
|
88 Teleport (As spell p172 PHB) 1R
|
2000gp 1D2d
|
Eyes+blood of a creature and can Teleport or dimdoor
|
92 Tongues (As spell p153 PHB) 1 Day
|
1000gp 1D6d
|
Brain of a creature with e.s.p. as a natural power
|
94 Unseen Servant (As spell p138 PHB)1D7 Days or until dismissed
|
1500gp 1D4d
|
String,wood,MU blood
|
96 Weapon Improvement Oil
|
50K to 150Kgp 1D2d
|
1D10 1:destroyed,2:nothing,3-10: IMPROVED!! (Relic
Status)
|
00 Z Potion (Create one on the spot)
|
?GP ?d
|
UNKNOWN
|
Potion Write Ups
For the most part, almost all of these potions are either self explanatory or they should already be familiar with someone who owns a Dungeon Master's Guide. Thus, I will now only write below about the most unusual potions that may require further explanation. If you still don't understand, I'm sorry. You can either make something up or you may actually write me, asking for an explanation or suggesting a better write up. Thank you.
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- Alter Plane - Imbiber + one other may move to an adjacent plane (as plane shift)
- Anti Aging - Imbiber is immune to the aging effect of undead for one entire week.
- Plus N Blade and/or Bludgeon - This will make a weapon up to +N (even a magical one). However, no more than +N can be achieved. The weapon reverts to its normal properties, magical or otherwise, after the duration expires.
- Protection From Undead - This makes the imbiber immune to all harmful effects from any undead (except direct melee attacks) for the duration.
- Suspend Poison - This puts the poison on hold, arresting the effects, until a better cure may be administrated or until its duration runs out.
- Alter Reality Now (Oops) - If imbibed within 1 turn of an event, time reverts to just prior to that event, with everything back as it was except a) the potion is gone and b) the imbiber knows what did happen.
- Broadcast Thought - The imbiber may transmit a single 25 word sentence or thought to every intelligent (8 or higher) creature within 100 miles of them. That is all.
- Displacer - The imbiber is treated as if they were wearing a displacer cloak for the next day.
- Find Friendly Familiar - The imbiber gets a familiar, but does not gain or lose hit points due to its proximity or death. It is standard, otherwise, except all classes may benefit.
- Fortitude- The next three Cure Light Wound spells may exceed normal maximum. Then, treat their maximum as that number for the next week. After that, revert to their normal maximum hit points.
- Genii -the imbiber must fight a 12 HD genie. If they win, the genie will grant a limited wish or favor.
- Improve Secondary Ability- the imbiber's % score of a secondary ability is permanently increased by an amount determined by the DM. Not to exceed 95%.
- Longevity (Special No Roll) The normal roll to see if all longevity potions revert is not made with this potion.
- Omni Vision-The PC may ask one specific question about the game and the DM must truthfully answer to the best of their ability (even the most cherished secrets).
- Weapon Improvement Oil -Rub this on a non-magic or magic weapon. Roll 1D10. 1 indicates the weapon is utterly destroyed. 2 has no effect. 3-10 indicates the weapon is permanently improved is some way decided by the DM. This will even effect artifacts, but to a much lesser degree.
- Z Potion- No attempt to identify this potion will work. Once imbibed, the DM will then decide a random effect.
FINAL NOTES ON POTIONS
The term "Blood Scroll" refers to a vellum scroll written by a magic user in all normal ways except two. His/her blood is used instead of the expensive ink and no special feather is required.
The term "Retired" refers to anyone who has not engaged in combat or cast an offensive spell in over a year, thus purifying himself or herself.
Other undead control potions are possible. If the DM wishes, he should substitute an unlisted one for a rolled one.
The term "Life Blood" refers to nearly all the blood of a recently slain individual who must remain dead at least until the potion is completed.
All materials gathered from the field must be kept sealed in airtight glass containers and used within 1 year unless "Fresh" is specified. Then it must be used within one week of harvest. If the proper container is unavailable, the materials will last only a week at best. Certain magic spells may help preserve some components.
GROSS POTION CHARACTERISTICS
1D10 1-7 liquid, 8 jelly, 9-0 powder form. Potions are usually not labeled. They are frequently contained in glass or crystal vials, but sometimes in metal containers or simply folded up in paper, the powder to me mixed with water before drinking it.
As these tables contain notes and reminders to me, they may not always be as clear as I would like. Try to remember when using these tables, potions are usually relatively weak, temporary things. Unless the duration says I or infinite, it probably isn't unless the spell it duplicates would be permanent. Also, as a general rule, potions tend to give the imbiber the ability to discharge the power as a spell like function. Unlike casting a spell, this is difficult to prevent. Once discharged, the residue within the body is virtually harmless and useless. It is typically no longer the source of magic. The only thing you must be concerned with is the fact that mixing potions may produce toxic or other unusual side effects. Sometimes, though rarely, even magical side effects may result from mixing apparently non-magical residues within the body.
In addition to all the above services, the alchemist can also typically be relied upon to sell one almost any material components the magic user doesn't have the time or inclination to round up for themselves. Of course, there is a price, but what do rose petals cost anyway?
© May of 1999
by
James L.R. Beach
Waterville, MN 56096
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