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Send out your potions!


Mr. R

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As part of my continuing mental exercise to develop my campaign setting I am coming up with the magic systems.  (Note this is using Hero)

I will have a caster system and a system for artificing and ALCHEMY!

 

So I am looking to make a list is potions, oils and salves.  Ideally I'd like about 50-60.  I'll start:

 

1- Healing (a classic for a reason)

2- [insert] vision ( where it is IR UV Xray etc)

3- Strength

4- Agility/Dexterity

5- Running Speed

6- Fire/Ice/Poison breath

7- Darkness (more like a darkness grenade)

8- Water Breathing

9- 

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Potions:

Diminution

Giant Growth

Fire Resistance

Leaping

Beauty

Vitality (increases END/REC and grants LS: does not sleep for duration)

Invisibility

Iron Will (Mental Defense + DMCV)

Sustenance (LS:Eats once per week)

Longevity (LS: Does not age)

 

Salves:

True Sight (Full replacement for sight, built outside of sight group. Should see through 99% of Illusions/Invis)

Iron Skin (rPD/rED)

 

 

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Don't forget he classic Love Potion! 2 versions: The specially brewed, "Fall in love with [designated person]" version, and the general "Fall in love with the next person you see" version. Both have endless comical possibilities when the wrong people drink them, or see the wrong person after they do so...

 

(Mind Control has too brief an effect. Go for Transform! Then give the potion Unluck to represent that,as GM, you *will* try to manipulate events to make it go astray. Or possibly this is a weird form of Hunted: Sadistic GM, 14-)

 

Dean Shomshak

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Don't forget other Transforms!

 

Potion of the Amphibian: Transform into a frog, salamander, or newt

Potion of the Porcine: Transform into pig

Potion of (insert animal here): let your imagination run wild

Potion of Petrification: Transform into a statue

Potion of Disguise: Transform into one other human shape (requires a personal item from target)

Potion of the Spider (Instant Spiderweb): Entangle, Sticky, AoE 1 Hex

 

Oil of Slipperiness: Change Environment -4 DEX rolls when on a floor, but +20 STR only for Escapes when used on yourself

Oil of Glibness: +5 Levels with PRE-based skills

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Here is a set I am building for my current campaign. There may be some duplication with above potions, I did not curate the list.

 

Potion of Fire Resistance This clear liquid with a orange tinge gives the imbiber protection from heat and flames for an hour. 50% Resistant ED Damage Reduction [30 CP]
AND
6 ED Armor [9 CP]
Only versus Heat and Fire (-.5), OAF Fragile (-1.25), 1 Charge lasting 1 hour (-.25), Nonrecoverable (-2), Costs End to Create (-.5), Restrainable (-.25)
Potion of Fire Breath Foul tasting oily liquid which gives the imbiber the power to breath fire.  
Minor Healing Potion Irridescent white liquid that swirls constantly and restores some health to the imbiber.  
Antitoxin A thick, slightly green liquid with black chunks that when swallowed removes any remaining symptoms of poisoning.  
Potion of Lightsleep A small dropper vial of viscous milky white fluid. When drops are put in each ear with your head turned sideways for a few seconds it provides extra alertness to sounds while sleeping. +6 Enhanced Perception for Normal Hearing (6 CP); OAF: Dropper Vial (-1), Restrainable: Must be Applied (-.25), Extra Time: 1 Turn (-1.25), 7 Charges lasting 8 hours that never recovers (-2), Costs END to create (-.25), Only to wake up (-1)
Incendiary Oil When the flask impacts a target and breaks, the oil creates a tremendous fireball-like explosion in an 8m radius. Those within 2 meters of the impact take full damage. Subtract 2 body for each 2 meters after that. 1d6+1 Ranged Killing Attack [20 CP]; Area of Effect Radius: 8m Explosion (+1/4); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25)
Dust of Sneezing This vial is filled with what looks like fine white sand. When thrown it bursts into a 5m radius cloud, affecting all creatures that need to breath in the area. Change Environment: Long Lasting (1 Turn), -2m Running, -2m Leaping, -4 Smell PER, -1 to all DEX based rolls, -1 OCV and DCV until next phase if you fail [18]; AoER: 5m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25)
Blinding Dust    
Mara's Door Goop The alchemist Mara sometimes found herself in need of a moment to escape a tight situation and designed this goop with that in mind. Smashing it against a door will make the door resistant to being bashed down for up to 5 minutes. It takes a second or so to fill the doorway with a green glowing goop. 2m x 2m x 1/2m Barrier, 5 PD, 5 ED, 10 Body [27]; OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25), Only usable on existing door (-1), Range By Strength (-.25), Time Limit: 5 minutes (-1.5), Delayed Phase (-.25).
Climbers Friend This tube of grey tendril like liquid is used by a wide variety of professions, from scouts to adventurers to troops assaulting castel walls. When opened at the base of a wall it shoots a spray of grey liquid onto the surface which assists anyone attempting to climb the surface. +5 to Climbing Skill [10]; Persistent (+.25), AoEL: 30m (+.5); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25), Time Limit: 5 minutes (-1.5), Delayed Phase (-.25), Must have a surface to attach to (-.5).
Wasp Repellent This glass flask contains a mostly clear aerosol that when broken discourages wasps from coming close. It is popular both among the outdoor crowd as well as adventurers who meet the giant variety of these insects. It is less effective against summoned insects if the controller makes his EGO roll to control. Change Environment: -2m Flight, -1 to EGO and EGO Based rolls, failure means moving outside radius of cloud [6 CP]; AoER: 8m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25), Only versus wasps / vespids (-1)
Bear Repellent This glass flask contains a mostly clear aerosol that when broken discourages wasps from coming close. It is popular both among the outdoor crowd as well as adventurers who meet the summoned of these animals. It is less effective against summoned animals if the controller makes his EGO roll to control. Change Environment: -2m Running, -1 to EGO and EGO Based rolls, failure means moving outside radius of cloud [6 CP]; AoER: 8m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25), Only versus bears / ursids (-1)
Scents End This slightly irridescent liquid has an overpowering smell mixing musk, jasmine and hint of decay. Often used to throw off the scent of pursuers who track by smell. Change Environment: -6 Smell PER [18 CP]; AoER: 16m (+3/4); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25)
Vitality Restoration Dust A small vial containing a slightly shimmering white powder. The common name for it is "Sigil Dust" by those who use it. The effect of inhaling the dust is both euphoric and potentially addictive as well as painful. After taking it the user will be incapacitated for about 5 minutes and somewhat euphoric for an hour or two, less if they are a frequent user. 3d6 LTE Healing [30 AP]; Achieves maximum effect in 5 minutes (6 LTE gain) (-0), OAF Expendable, Fragile (-1.5), 1  Nonrecoverable Charge (-4), Restrainable (-.25), Concentration 0 DCV throughout, unaware of surroundings (-1.5), Extra Time: 5 minutes (-2), Side Effect: 1d6 Blast, Add Complication: Craves Sigil Dust [Com, Str] for 1 day, 3d6 Major Mental Transform: Dependence on Sigil Dust (-2)
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Elixir of Hearth - drink this and your next attempt to start a campfire or hearth works regardless of conditions.

 

Oil of Sharpness - apply this and your clothing looks at its best (treat as one level of Striking Appearance).

 

Oil of Slipperiness - applied to your bare feet, they are protected as if you were wearing slippers. Applied to your hands, they are protected as if wearing light cotton gloves.

 

Filter of Love - when used on someone who is in love, it drains that love out into a potion bottle. The contents of that bottle can then be used as a love potion.

 

Potion of Animal Crackers - drink this and the next animal you touch becomes infected with madness. This is typically used for assassination attempts where you touch someone else's riding animal or farm animal.

 

Potion of Clear Voyages - Clouds clear and your vessel becomes becalmed. Usually used to sabotage someone else's voyage. Most captains will execute anyone found sneaking this potion aboard his ship.

 

Potion of Limbing - drink this and you can chop wood with your bare hands.

 

Potion of Cloud Giant Strength - drink this and you become immensely strong. Has the side effect of making you Desolid.

 

Potion of Diminutrition - drink this and you stop getting nourishment from eating food or drinking beverages. Usually used against enemies but sometimes used as a weight loss supplement.

 

Potion of Fir Breath - drink this and your breath smells fresh like a northern forest.

 

Potion of Flying - drink this and your accuracy and damage increase dramatically. But only against flies.

 

Potion of More Gaseous Form - drink this and you fart uncontrollably. (Treat as negative Striking Appearance).

 

Potion of Greater Heeling - drink this and Mind Control animals. The only command usable is to "Heel".

 

Potion of Invisibility - when put into a bottle, this potion makes both itself and the bottle invisible. (No other effects.)

 

Potion of Mine Reading - drink this and touch the walls of a mine in order to get an idea of its general layout. This will reveal secret rooms but not where the doors to them are.

 

Potion of Resistance - drink this and become stubborn and resistant to accept any idea which you didn't come up with yourself.

 

Potion of Speed - drink this to elevate your mood, increase alertness, increase concentration and energy if your are fatigued, and reduce your appetite. Repeated use of this potion can become habit forming.

 

 

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5 hours ago, Ninja-Bear said:

Oil of Sharpness was a name I was going to use for a Oil that grants +1 DC to a treated weapon. It would be used for mainly arrows and bolts since the charge would be used up on the first hit. So you could use it on a dagger but after the first successful hit then the bonus goes away.

 

You could also have this potion add Piercing Points if you use them in your campaign

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22 hours ago, archer said:

 

Oil of Slipperiness - applied to your bare feet, they are protected as if you were wearing slippers. Applied to your hands, they are protected as if wearing light cotton gloves.

 

 

15 hours ago, assault said:

 

Applied to somebody else's feet, they fall over a lot.

 

Personally, I wear slippers because they keep me from falling over.

 

What the hell kind of slippers do you wear?

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  • 5 weeks later...

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