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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Magical potions also include all philters, oils, candles, elixirs, dusts, salves, incenses, pastes, powders, ointments, and other alchemical mixtures which can not be recovered once expended. See the section at the end of this page for the effects of mixing potions.
Contents
This evil potion, which at first taste appears to temporarily enhance the
physique of the character, actually turns the victim weak and puny. It will
require many months before the body of the character begins to recover from
this blow.
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Ability: Images, Only to appear as Aid to STR (-1/2).
Ability: 4d6 STR Drain, Recover 5/season (+2), Activation Roll 11-
(-1).
Combined: x2 Difficult to Dispel (+1/4), No Range (-1/2), Single Charge
(-2), Charge does not recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2), Gradual Effect (1 Week) (-1- 3/4), Unexpected
results when mixed with other potions (+0).
Active Cost: 141; Real Cost: 11.
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This rich liquid allows the character to communicate with any beast
possessing a modicum of intelligence. Sometimes, however, the character will
be unable to control the powerful mental effects of this potion, becoming
fixated by his own primordial nature. The potion must be mixed with the juices
of a freshly killed animal.
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Ability: 5d6 Telepathy, Activation Roll 12- (-3/4), Only to
communicate physically (-3/4), Six Continuing Charges (1 Hour) (+1/2), Charges
do not recover (-2), Gestures (Must consume) (-1/4), OAF, Fragile, Mixed with
Animal Juices (-1-1/2), Independent (-2), Side Effects (Beastly fixation - 3d6
INT Drain, Recover 1 per hour) (-1), Unexpected results when mixed with other
potions (+0).
Active Cost: 37; Real Cost: 4.
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This rare cream is highly prized by those desiring greater beauty, or just
to recover their lost looks. The cream is applied to the face, and the
characters appearance changes to match the local concept of beauty.
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Ability: 3d6 Aid to COM, Lose 1 point per hour (+1), 9-12 Charges
(-1/4), Charges do not recover (-2), Gestures (Apply to face) (-1/4), OAF (-
1), Independent (-2), Gradual Effect (1 Turn) (-1/2), Unexpected results when
mixed with other potions (+0).
Active Cost: 30; Real Cost: 4.
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This dark, cool drink gives the character an amazing presence that will
leave his allies in awe and cause much concern among his foes. The potion is
usually found in what appears to be a very old bottle of wine.
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Ability: 4d6 Aid to PRE, Recover 5 per hour (+3/4), Invisible Power
Effects (All) (-1), Four Charges (-1), Charges do not recover (-2), Gestures
(Must drink) (-1/4), OAF (-1-1/4), Independent (-2), Gradual Effect (1 turn)
(-1/4), Unexpected results when mixed with other potions (+0).
Active Cost: 55; Real Cost: 7.
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This hearty broth is a mixture of scarce herbs and regenerative body parts;
mixed with heated water; then served to the patient.
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Ability: 8d6 Healing, Gradual Effect (1 Hour) (-1), 4 Charges (-1),
Charges do not recover (-2), Gestures (Served as a Broth) (-1/4), OAF Paste,
Heated Water (-1-1/2), Independent (-2), Unexpected results when mixed with
other potions (+0).
Active Cost: 40; Real Cost: 5.
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This fruity concoction is perhaps the ultimate pain killer, eliminating all
but the most extreme sensations, yet allowing the character to function almost
normally. However, the character will have extreme difficulty trying to feel
his surroundings. Taking multiple doses of this potion simultaneously will
rarely produce additional benefit.
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Ability: 75% Resistant Damage Reduction, +5 DEF armor, Only versus
STUN damage (-1), Limitation: -10 to tactile PER rolls (-1/4), Limitation:
additional doses have an 8- activation roll (-1/4), 3 Continuing Charges (1
Hour) (+0), Charge does not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Unexpected results when mixed with other
potions (+0).
Active Cost: 75; Real Cost: 9.
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This fine, silvery dust adheres to any solid objects in the hex. The dust
clings to most invisible beings, but passes through visual images, destroying
the magical illusion.
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Ability: 10d6 Dispel, Magical Images and Invisibility to Sight
(+1/2), Area Effect (Hex) (+1/2), No Range (-1/2), 7-8 Charges (-1/2), Charges
do not recover (-2), Gestures (Must toss into hex) (-1/4), OAF (-1),
Independent (-2), Unexpected results when mixed with other potions (+0).
Active Cost: 60; Real Cost: 8.
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When served as a heated broth, this beverage will calm the individual and
make him less susceptible to presence attacks. The coffee appears as a dark
brown crystalline powder that must be mixed with water then heated to near
boiling.
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Ability: 6d6 Aid to EGO, lose 5 per hour (+3/4), Only for resisting
PRE Attacks (-1), 7-8 Charges (-1/2), Charges do not recover (-2), Gestures
(Serve in a heated broth) (-1/4), OAF (-1), Independent (-2), Extra Time -
Five Minutes (-2), Unexpected results when mixed with other potions (+0).
Active Cost: 52; Real Cost: 5.
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This liquid is not intended for consumption. Rather it is poured over the
bare feet, allowing the character to walk across a water surface as
effortlessly as on land. The rinse is stored in a clay jug, sealed with a cork
stopper.
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Ability: 8" Flight, Activation Roll 11- (-1), Only to walk across
water (-1), Limited to running rate (-1/4), Four Continuing Charges (1 Hour)
(+1/4), Charges do not recover (-2), Gestures (Must wash feet) (-1/4), OAF,
Bulky (-1-1/2), Independent (-2), Unexpected results when mixed with other
potions (+0).
Active Cost: 20; Real Cost: 2.
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This sweet, milky beverage has the slight odor of orange. It is stored in a
small, cylindrical bottle with a tight-fitting bronze cap that pivots on a
hinge. When a small sip is taken, the character gains the ability to perform a
powerful mental attack against the target of his choice.
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Ability: 5d6 Ego Attack, 8 Charges (-1/2), Charges do not recover
(-2), Gestures (Must sip) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 50; Real Cost: 7.
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This potent mixture allows the character to see clearly through even the
cleverest illusions. The crystals, usually stored in a sealed bone tube, must
be mixed and boiled in salt water, and the vapors inhaled by the character for
a full turn. If the potion is improperly administered, the senses of the
character can be dulled for an entire day.
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Ability: +10 PER, All Senses, Activation Roll 14- (-1/2), Only to
"see through" images (-1), Three Continuing Charges (1 Day) (+1/2), Charges do
not recover (-2), Limitation: must be boiled in salty water (-1/4), Gestures
(Must inhale vapors) (-1/4), OAF (-1), Independent (-2), Side Effects (-10
PER, All Senses, Single Continuing Charge lasting 1 day) (-1/2), Extra Time (1
Turn) (-1), Unexpected results when mixed with other potions (+0).
Active Cost: 45; Real Cost: 5.
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When this rusty powder is added to a flame, a specific opponent must be
named in order to activate the magical ability. For an hour thereafter while
the flame burns, all attacks made against the named opponent receive a combat
bonus when inside the effective radius.
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Ability: +3 Combat Skill Levels (All Combat), Area Effect (8"
Radius) (+1+1/2), Single Continuing Charge (1 Hour) (-1/2), Charge does not
recover (-2), Gestures (Must burn in flame) (-1/4), Incantations (Name
specific opponent) (-1/4), OAF (-1), Independent (-2), Limitation: Only when
fighting the named opponent (-1), Limitation: extinguishing flame cancels the
power (-1/2), Unexpected results when mixed with other potions (+0).
Active Cost: 60; Real Cost: 7.
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When a character swallows a dose of this potion, he becomes magically
protected from most ranged attacks, including hurled objects, arrows,
projectiles, gunpowder weapons and many offensive spells. The few missile
attacks that do get through the character's defense, however, are especially
well placed shots and they cause higher than normal damage.
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Ability: +5 PER, 360 Degree Sensing, Only to sense incoming missiles
(-2).
Ability: +5 Missile Deflection, All Ranged Attacks, Limitation: x2
damage from missile attacks (-1/2), Linked to 360 Sensing (-1/2).
Combined: Three Continuing Charges (5 Minutes) (-1/4), Charges do not
recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent
(-2), Unexpected results when mixed with other potions (+0).
Active Cost: 70; Real Cost: 8.
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When this powder is mixed into a body of water, the liquid dries up and
clumps together, forming a small, glassy rock. Smashing the stone releases the
water once more. This powder can be quite effective against water-based
powers, including Water Elementals.
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Ability: 2d6 Major Transformation (water into a small rock),
Cumulative (+1/2), Smashing rock releases the water (+0), 7-8 Charges (-1/2),
Charges do not recover (-2), Gestures (Mix with water) (-1/4), OAF (-1),
Independent (-2), Fails in freezing temperatures (-1/4), Unexpected results
when mixed with other potions (+0).
Active Cost: 45; Real Cost: 6.
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This concoction protects the character from the effects of a single type of
Elemental Magic. There are four versions of this potion, each protecting from
a different element. Fire Elemental Swill is chill to the touch, with a faint
mint flavor; Earth Elemental Swill is a frothy mixture which bubbles slightly
whenever disturbed; Air Elemental Swill is a thick, gritty mixture with a
bland taste; and Water Elemental Swill is an orange, spicy drink that often
causes heartburn.
When doses of these potions are incorrectly prepared, they will have an
effect contradictory to their intended use. Rather than protecting the
character from a type of Elemental magic, the potion increases the
vulnerability of the character to the opposite type of element. Thus, a bad
batch of Fire Elemental Swill will make the character vulnerable to Water
Elemental magic, and so on.
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Ability: 10d6 Dispel, Elemental Magic (+2), Activation Roll 12-
(-3/4), Two Continuing Charges (1 Hour each) (-1/4), Charges do not recover
(-2), Only versus single element (-1/2), No Range (-1/2), Always On (-1/2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side
Effects (Vulnerable to opposite element: x2 BODY and x2 STUN for the duration
of potion) (-1/2), Unexpected results when mixed with other potions (+0).
Active Cost: 90; Real Cost: 9.
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At first impression, this dark fizzy liquid appears to be a potion of
alertness. After quaffing the beverage, however, the character finds himself
struck with vertigo that makes it difficult to move and almost impossible to
function. Fortunately after an hour the dizziness fades.
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Ability: 1d6 Suppress Running, 4d6 Suppress DEX, No Range (-1/2),
Single Continuing Charge (1 Hour) (-1/2), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF (-1), Independent (-2).
Active Cost: 25; Real Cost: 3.
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This potion allows the character to hear sounds and voices in distant and
inaccessible locations.
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Ability: Clairsentience (Sound Group), x4 Range, Activation Roll 12-
(-1), 3 Continuing Charges (5 Minutes each) (-1/4), Charges do not recover (-
2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 40; Real Cost: 5.
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This magical solvent, which must be stored in an organic
container such as wood or leather, will dissolve almost any
inorganic substance within a matter of minutes. This is
especially useful for removing locks, chains, and other
barriers. It is also effective, albeit slowly, when the entire
potion is hurled against Golems or Earth Elementals.
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Ability: 2d6 RKA (Dissolve), NND (Non-solid or Organic Materials)
(+1), No Range (-1/2), 4 Charges (-1), Charge does not recover (-2), Gestures
(Must apply) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect
(5 Minutes) (-3/4), Removed by water rinse (-1/2), Unexpected results when
mixed with other potions (+0).
Active Cost: 60; Real Cost: 6.
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This potent elixir is a black, opaque liquid stored in a
small, pear-shaped, stoppered bottle. Ecstasy has but one
purpose: to place the subject in a state of utter, mindless
bliss. The drinker will become completely incapable of reason
or motivation and will collapse with pleasure. Needless to
say this potion can be deadly when employed at an inappropriate
moment. Many cultures frown upon the manufacture or use of
this potion, but some narcissistic gods will foster and
encourage its use.
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Ability: 8d6 EGO Drain
Ability: 4d6 INT Drain, Linked (-1/2)
Combined: Trigger (Drink Elixir) (+1/4), No Range
(-1/2), Single Charge (-2), Charge does not recover (-2),
OAF Potion, Fragile (-1-1/4), Independent (-2), Gradual
Effect (1 Turn) (-1/4), Unexpected results when mixed
with other potions (+0).
Active Cost: 120; Real Cost: 17
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Eagerly sought by aging wizards and members of the nobility, this potion
takes years off the age of the imbiber. Usually a single draught of this
magical elixir is sufficient to remove a 5 point age disadvantage. However,
these potions can sometimes become contaminated, having the opposite of the
intended effect.
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Ability: 6d6 Minor Transform to reduce age, Cumulative (+1/2),
Activation Roll 14- (-1/2), 3 Charges (-1-1/4), Charges do not recover (-2),
Side Effect (Same power, but imbiber ages instead) (-1), OAF, Fragile (-1-
1/4), Independent (-2), Unexpected results when mixed with other potions
(+0).
Active Cost: 90; Real Cost: 10.
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After this oily cream is applied to a characters exposed skin, clothing,
and other possessions, he enters an ethereal state that allows him to pass
through solid objects. He can drift along at a lazy 5" movement rate (10"
non-combat) merely by thinking about a direction.
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Ability: Desolidification (Affected by Magic), 5" Flight, Life
Support (Breathing Self-contained), Linked, Single Continuing Charges (1 Hour)
(-1), Charge does not recover (-2), Gestures (Must cover exposed surfaces)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect (5 Minutes)
(-2), Neutralized by Acid bath (-1/4), Unexpected results when mixed with
other potions (+0).
Active Cost: 60; Real Cost: 7.
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After quaffing this clear liquid, the character exhales a sparkling cone
which induce a heavy drowziness on all caught within. Only beings with an
especially tough constitution will be able to withstand the powerful narcotic
effects of this magic.
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Ability: 10d6 Mind Control, Doesn't require verbal communication
(+1/4), Area Effect (16" Cone) (+1), Personal Immunity (+1/4), No Range
(-1/2), Reduced by Range (-1/4), Only to induce sleep (-1/2), Mental Powers
based on CON (-1/2), 3 Charges (-1-1/4), Charges do not recover (-2), Gestures
(Must drink, then exhale) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 125; Real Cost: 13.
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These two powders, normally inert, become explosive when mixed together in
roughly equal portions. A single portion of the mixture is equivalent to a
large firecracker. Larger quantities will create greater explosions, and the
full mixture will form a 12d6 EB explosion.
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Ability: 1d6 PD, Explosion, 12 Charges (-1/4), Charges do not
recover (-2), Gestures (Mix powders then ignite) (-1/4), OAF, Two Powders
(-1), Independent (-2), Not when wet (-1/4), Unexpected results when mixed
with other potions (+0).
Active Cost: 10; Real Cost: 2.
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When this clear liquid is dropped into the eyes of the character,it allows
him to see as if he were standing some distance from his current location. The
liquid is usually stored in a flask with a glass tube in the stopper that can
be used to drop the potion into the eyes.
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Ability: Clairsentience (Primary Vision Sense), x8 Range, 4
Continuing Charges (5 Minutes each) (+0), Charges do not recover (-2),
Gestures (Must pour over eyes) (-1/4), OAF, Fragile (-1-1/4), Independent
(-2), Unexpected results when mixed with other potions (+0).
Active Cost: 35; Real Cost: 5.
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This red, spicy juice is much more than it first appears, as it allows the
character to spew forth a cone of flames. The fire can be held inside for up
to an hour, being released when the character expels his breath in a short
burst. However, holding in the flames for too long can prove fatal, as the
fire can explode inside the character after an hour.
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Ability: 4d6 EB (Fire), Area Effect (6" Cone) (+1), Trigger (Spew
Flame) (+1/4), No Range (-1/2), Four Charges (-1), Charges do not recover
(-2), Only lasts one hour (-1/4), Side Effects (Flames explode inside caster
if mixed with water or not released within 1 hour: 9d6 EB (fire), NND
(internal fire protection) +1, 8- Activation roll -2) (-1/2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results
when mixed with other potions (+0).
Active Cost: 45; Real Cost: 5.
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This oily substance is usually stored in a delicate flask, carefully sealed
in heavy wax, and marked with a warning symbol. Upon opening or breaking the
container, the contents burst into an unusually intense flame, causing heat
damage to anybody nearby.
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Ability: 9d6 EB (Fire), Explosion (-2d6/1") (+1/2), No Range (-1/2),
Single Charge (-2), Charge does not recover (-2), Gestures (Open bottle)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results when mixed
with other potions (+0).
Active Cost: 67; Real Cost: 7.
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This potion allows the character to skillfully project his voice to a
nearby location. See the Ventriloquism skill for details.
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Ability: Ventriloquism 20-, Four Continuing Charges (1 Hour) (+1/4),
Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2), Unexpected results when mixed with other potions
(+0).
Active Cost: 26; Real Cost: 4.
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Shortly after consuming this slightly oily beverage, the character will
begin to foam at the mouth and begin coughing bubbles uncontrollably. His
lungs and belly will become uncomfortably distended, and he will float
weightlessly in midair. Even the slightest winds will push him in the
direction of the air current at a maximum rate of 5".
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Ability: 5" Flight, 4 Continuing Charges (1 Hour) (+1/4), No control
over flight (-1/2), Propelled by winds (-1/2), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 15; Real Cost: 2.
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This opaque green beverage has a peculiar, unidentifyable flavor. When
consumed, the thighs of the character feel unusually strong, and he is able to
leap much further than normal. However, it can become very tiring if the
character repeatedly leaps while the potion is in effect.
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Ability: 10" Superleap, 3 Continuing Charges (5 Minutes) (-1/4),
Charges do not recover (-2), Gesture (Must drink) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2), Unexpected results when mixed with other potions
(+0).
Active Cost: 10; Real Cost: 1.
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Favored by warriors as a battle aid, this potent mixture endows the
character with the strength of a giant. The only drawback is that a sizeable
amount of the beverage must be consumed before the full effects are felt.
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Ability: Increased STR, 4 Continuing Charges (1 Hour) (+1/4),
Charges do not recover (-2), Gesture (Must drink) (-1/4), OAF, Bulky (-1-1/2),
Independent (-2), Extra Time (Full Phase) (-1/2), Unexpected results when
mixed with other potions (+0).
Hill Giant: +20 STR; Active Cost: 25; Real Cost: 3.
Mountain Giant: +30 STR; Active Cost: 37; Real Cost:
5.
Fire Giant: +40 STR; Active Cost: 50; Real Cost: 7.
Storm Giant: +50 STR; Active Cost: 62; Real Cost: 9.
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This potent draught empowers the character with the skills of a heroic
warrior. The liquid must be stored in a bronze bottle, or the potion will soon
lose it's potency.
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Ability: Familiarity w/ Common Melee and Missile Weapons, KS:
Fighting Styles 11-, +8 Combat Skill Levels (All Combat), Activation Roll 14-
(-1/2), 4 Continuing Charges (5 Minutes each) (+0), Charges do not recover
(-2), Gestures (Must drink) (-1/4), OAF (-1), Independent (-2), Must be stored
in bronze or lose 1 charge per day (-1/4), Unexpected results when mixed with
other potions (+0).
Active Cost: 70; Real Cost: 10.
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This common-looking oil has the unusual property that it gives the
character a permanent bioluminescent glow. Unfortunately, this property is not
readily apparent until some time after the petroleum has been applied to the
flesh. This can be a serious disadvantage when the character is trying not to
be noticed.
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Ability: 2" Radius Change Environment (bioluminescent glow),
Invisible Power Effects (All) (+1), Difficult to Dispel (x8) (+3/4), No Range
(-1/2), Always On (-1/2), Single Charge (-1), Charge does not recover (-2),
Gestures (Must apply) (-1/4), OAF (-1), Independent (-2), Gradual Effect (1
Hour) (-1), Unexpected results when mixed with other potions (+0).
Active Cost: 27; Real Cost: 3.
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This delicious potion, made from the honey of the rare Golden Bee, allow
the character to detect any precious metals or gems nearby, even through solid
walls or most other obstructions. Usually only large deposits will be noticed
by the character, unless they are fairly close.
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Ability: Sense Precious Metal and Gems, N-Ray Vision, Blocked by
Lead and Magical Wards, 360 Degrees, Activation Roll 12- (-3/4), 6 Charges
(-3/4), Charge does not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Unexpected results when mixed with other
potions (+0).
Active Cost: 35; Real Cost: 4.
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This rich magical beverage provides the full equivalent of a weeks food and
water, allowing the character to go without eating or drinking for that
period. In fact, he will have extreme difficulty attempting to consume
anything during that period, including beneficial potions.
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Ability: Life Support (No need to eat or drink), Difficult to Dispel
(+1/4), Four Continuing Charges (1 Week) (+1), Charges do not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Limitation: consumption of food or drink while active requires an EGO roll to
prevent forceful expulsion (-1/2), Unexpected results when mixed with other
potions (+0).
Active Cost: 11; Real Cost: 2.
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This acrid-smelling liquid is much sought by swamp-dwelling humanoids as a
means of driving off the cloud of insects that swarm about any moving form.
Bugs that attempt to approach the character receive a stiff electric shock
that is usually sufficient to slay the critter. This potion can also be useful
as a ward against the larger insect forms.
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Ability: 2d6 EB (Electric), Damage Shield (+1/2), Penetrating
(+1/2), Activation Roll 14- (-1/2), Only versus Insects (-1), 6 Continuing
Charges (1 Day) (+1), Charges do not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Delayed Effect (5 Minutes)
(-3/4), Unexpected results when mixed with other potions (+0).
Active Cost: 30; Real Cost: 3.
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This pale grey liquid has a faint metallic tang that remains on the tongue
long after the potion is consumed. The flesh of the character takes on the
same metallic hue, becoming more resistant to physical damage. However, he is
also susceptible to electric-based attacks. Some characters will have a
negative reaction to the potion, suffering from severe nausea.
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Ability: 50% Resistant PD Reduction, Activation Roll 15- (-1/4),
Three Continuing Charges (1 Minute) (-1/2), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), 2x
Damage from electrical attacks (-1/4), Side Effects (Nausea: 2d6 STR Drain,
return 1 point per minute) (-1/2), Unexpected results when mixed with other
potions (+0).
Active Cost: 30; Real Cost: 4.
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Consisting of rare herbal stimulants mixed with the tears of the unsleeping
guardian of Mahkul, this bitter concoction renders the imbiber nearly immune
to the effects of surprise.
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Ability: +5 DCV, Only to offset penalties from Surprise Attack (-1),
3 Continuing Charges (1 Hour each) (+0), Charges do not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected
results when mixed with other potions (+0).
Active Cost: 45; Real Cost: 6.
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This unpleasant looking paste allows the character to stretch and distort
his body to a maximum of ten meters in any direction. The mixture does not
always agree with the digestive system, resulting in a lengthy period of
nausea.
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Ability: 5" Stretching, Activation Roll 12- (-3/4), Four Continuing
Charges (1 Minute) (-1/4), Charges do not recover (-2), Gestures (Must ingest)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side Effects (Nausea - 2d6
STUN Drain, recover 5 per hour) (-1/2), Gradual Effect (1 Turn) (-1/4),
Unexpected results when mixed with other potions (+0).
Active Cost: 25; Real Cost: 3.
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This curiously bland beverage helps to protect the character from the
effects of intense heat and flame. However, the same potion makes the
character more vulnerable to cold-based attacks. There is rumored to be a like
potion that provides protection against cold.
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Ability: 75% Resistant Damage Reduction, Only versus heat & fire
(-1), Six Continuing Charges (5 Minutes) (-1), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Delayed
Effect (-1/2), 2x Damage from Cold (-1/2), Unexpected results when mixed with
other potions (+0).
Active Cost: 60; Real Cost: 6.
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The person who drinks this potion will immediately become enamored with the
first being he sees thereafter. Understandably, this potion is much sought
after in all segments of society.
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Ability: 9d6 Mind Control, Only to cause drinker to become charmed
with first creature viewed (-1/2), Activation Roll 14- (-1/2), No Range
(-1/2), Single Charge (-2), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results
when mixed with other potions (+0).
Active Cost: 45; Real Cost: 4.
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This excellent liquor is stored in a dark, small, wax-sealed bottle shaped
like a bulb. The beverage has an exquisite flavor and will warm the gullet of
the coldest adventurer. Unfortunately, the intoxicating effects of the drink
do not wear off in a few hours. Instead, the besotted adventurer must remain
in his addled state for many weeks.
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Ability: 2d6 Drain DEX, 2d6 Drain INT, Return 5 per Month (+1+3/4),
Gradual Effect - 1 Hour (-1), No Range (-1/2), Four Charges (-1), Charge does
not recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4),
Independent (-2), Unexpected results when mixed with other potions (+0).
Active Cost: 110; Real Cost: 12.
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When this sparkling powder is sprinkled over a small area, any magical
items therein will glow faintly. The magical dust is not always reliable,
however, and will give false readings for some objects. The dust must be
stored inside a silver container or it will gradually become inert.
|
Ability: +5 PER Detect Magic, Area Effect (Hex) (+1/2), Activation
Roll 12- (-3/4), 4d6+8 Charges (+1/4), Charges do not recover (-2), Gestures
(Must drink) (-1/4), OAF (-1), Independent (-2), Side Effect (+5 PER Images,
Random Objects Glow) (-1/2), Limitation: Must be stored inside silver
container or lose 1 charge per hour (-1/4), Unexpected results when mixed with
other potions (+0).
Active Cost: 31; Real Cost: 4.
|
These marvelous paints allow the character to create any ordinary object
simply he can imagine by portraying it on a flat surface. A brush is used to
apply the paint to the surface, and some artistic ability is required. The
maximum BODY of the object being painted is limited to half the 3d6
Transformation roll.
|
Ability: 4d6 Minor Transformation, Create mundane object on surface
(+1/4), 4 Charges (-1), Charges do not recover (-2), Gestures (Paint object)
(-1/4), Requires skill roll -5 PS: Painting (-1/2), OAF, Brush (-1),
Independent (-2), Extra Time (1 Minute) (-1-1/2), Unexpected results when
mixed with other potions (+0).
Active Cost: 50; Real Cost: 5.
|
This sour tasting beverage will sharpen the characters mental acuity,
allowing him to memorize every detail of a situation for later recall. The
yellowish liquid is stored in a spherical bottle, wrapped in a copper mesh.
The cap is sealed with wax and a coil of fine thread.
|
Ability: Eidetic Memory, 3 Continuing Charges (1 day) (+1/2),
Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2), Unexpected results when mixed with other potions
(+0).
Active Cost: 15; Real Cost: 2.
|
This frothy concoction greatly increases the speed of the character,
allowing him to perform actions at up to twice his normal rate. Use of this
potion is exhausting, however, costing 4 points of END per phase.
|
Ability: +4 SPD; No more than double normal SPD (-1/4), 5 Continuing
Charges (5 Minutes) (+1/4), Charges do not recover (-2), Gestures (Must drink)
(-1/4), Costs END to use (-1/2), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 50; Real Cost: 7.
|
After drinking this bubbling liquid, the character is able to read the
thoughts of any target within sight. A separate Telepathic ego roll is
required for each target the character attempts to scan.
|
Ability: 6d6 Telepathy, Activation Roll 14- (-1/2), 3 Continuing
Charges (5 Minutes each) (-1/4), Charges do not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results
when mixed with other potions (+0).
Active Cost: 30; Real Cost: 4.
|
This potent liquor induces a state of intense drowzyness in all who drink
of it. This state will last for several hours, and it is all but impossible to
rouse a victim before the potion wears off. The character will be temporarily
roused whenever he suffers actual damage, but the potion will rapidly take
effect once more. Because the potion requires several minutes to take effect,
the liquid will appear to be merely a very fine Brandy at first taste. A
sensation of sleepiness will follow shortly thereafter, however.
|
Ability: 6d6 STUN Drain, Recover 5 per hour (+3/4), No Range (-1/2),
6 Charges (-3/4), Charges do not recover (-2), Gestures (Must ingest) (-1/4),
OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect (5 Minutes) (-3/4),
Limitation: 1d6 Drain of STUN Drain per point of subsequent STUN or BODY
(Recover 5 points per turn) (-1/2), Must serve warmed (-1/4), Unexpected
results when mixed with other potions (+0).
Active Cost: 105; Real Cost: 11.
|
When coated on a weapon, this oil blasts a target for additional damage,
usually knocking him flat on his back in the process. The oil is stored in a
copper vial stuffed with cotton. The oil-soaked cotton prevents accidental
discharge, and is handy when coating the weapon.
|
Ability: 4d6 EB (Blast), Trigger (impact causes 1 STUN) (+1/2),
Double Knockback (+3/4), Four Charges (-1), Charges do not recover (-2),
Gestures (Coat weapon) (-1/4), OAF (-1), Independent (-2), Unexpected results
when mixed with other potions (+0).
Active Cost: 60; Real Cost: 6.
|
This heavy oil protects that character, or any object to which it is
applied, from magical enchantments. If the character is already affected, the
oil will dampen and likely negate the enchantment. Unfortunately, the oil is
unpleasant in appearance, and requires lengthy bathing to remove.
|
Ability: 10d6 Suppress Mind Control Magic, Three Continuing Charges
(1 Hour) (+0), Charges do not recover (-2), Gestures (Must apply to object)
(-1/4), OAF (-1), Independent (-2), Limitation: -10 Comeliness while wearing
oil (-1/4), Limitation: difficult to remove (-1/4), Unexpected results when
mixed with other potions (+0).
Active Cost: 50; Real Cost: 7.
|
In additional to the natural slipperiness of oil, this substance provides
magical protection to the character from most minor types of entanglement,
such as webs or ropes. The oil must be applied to all exposed surfaces to be
effective. It requires a full turn to apply.
|
Ability: 4d6 Suppress Entangle, +5 DCV (Only versus Grab, Linked),
No Range (-1/2), Four Continuing Charges (5 Minutes) (-1), Charges do not
recover (-2), Gestures (Spread on all Exposed Surfaces) (-1/4), OAF (-1),
Independent (-2), Extra Time (1 Turn) (-1), Oil is Flammable for 6d6 EB to
wearer (-1/2), Unexpected results when mixed with other potions (+0).
Active Cost: 26; Real Cost: 3.
|
This life-saving serum will cure virtually any toxin which affects the
character, save for ingested substances. The ointment must be rubbed on the
flesh where the character was struck. It requires a few minutes for the
substance to work its way into the body and neutralize the poison.
|
Ability: 15d6 Dispel Drain, No Range (-1/2), Three Charges (-1-1/4),
Charges do not recover (-2), Gestures (Apply to wound) (-1/4), OAF (-1),
Independent (-2), Gradual Effect (5 Minutes) (-3/4), Limitation: Not versus
Drain with ingested focus (-1/2), Extra Time: Phase (-1/4), Unexpected results
when mixed with other potions (+0).
Active Cost: 45; Real Cost: 5.
|
This clay pot of magical paint allows the character to
create the outline of a portal on a flat barrier and then
slowly step through to the other side. The pot contains only
enough paint to allow a half dozen such doors to be created.
|
Ability:
- 1" Tunneling through 10 DEF, Closes Behind, 6 Continuing
Charges lasting 1 Turn (-1/4), Only closes behind when
charge expires (-1/4), Gestures (Paint Outline of Door)
(-1/4), Extra Time: 2 Phases (-1/2), OAF Paint, Brush (-1),
Independent (-2), Charges do not recover (-2).
Active Cost = 42; Real Cost = 6
|
This enchanting perfume is a mixture of herbs and secretions of some very
rare plants. When applied to exposed flesh, the scented emissions allow the
character to readily manipulate the emotions of those nearby, merely by making
a suitably evocative statement. After five minutes, the perfume becomes merely
a pleasant scent.
|
Ability: 5d6 Mind Control, NND (Airtight or no need to breath) (+1),
Explosion (+1/2), Invisible Power Effects (All Senses) (+1), Only to create
emotional state (-1), Personal Immunity (+1/4), Mental Powers Based on CON
(-1/2), No Range (-1/2), 3 Continuing Charges (5 Minutes) (-1/4), Charges do
not recover (-2), Gestures (Apply to exposed skin) (-1/4), OAF, Rare plants
(-1-1/4), Independent (-2), Limitation: +4 to Olfactory PER rolls (-1/4),
Unexpected results when mixed with other potions (+0).
Active Cost: 94; Real Cost: 10.
|
This airy potion allows the character to transition between the normal and
ethereal states at will. While in the ethereal state, the character becomes
disembodied and can pass through solid objects. However, he is also unable to
affect the physical world and must return to his normal form to perform any
actions beyond simple movement.
|
Ability: Desolidification (Affected by Magical Powers), Can
transition between normal and desolidification states as 1/2 phase action
(+1/4), Limitation: 14- Activation Roll to change state (-1/4), 4 Continuing
Charges (5 Minutes) (+0), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Loses one charge per minute
of exposure due to dissolved gas escaping (-1/2), Unexpected results when
mixed with other potions (+0).
Active Cost: 50; Real Cost: 7.
|
About a minute after drinking this potion, the character finds he can speak
smoothly and loquaciously on just about any topic, greatly increasing his
credibility and persuasiveness with an audience.
|
Ability: Persuasion 17-, 7-8 Continuing Charges (5 Minutes) (+1/2),
Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2), Gradual Effect (1 Minute) (-1/2), Unexpected
results when mixed with other potions (+0).
Active Cost: 37; Real Cost: 5.
|
Initially, this magical elixir appears to allow the character to shapeshift
into a new form. However, the potion is unstable and can alter the characters
form in unpredictable ways within a few hours.
|
Ability: Shapeshift, Any Form, Activation roll 11- (-1), Make
activation roll every 1d6 hours to retain current form (-1/2), Single
Continuing Charges (1 Day) (-1), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF (-1), Independent (-2), Side Effects (Change to an
unpredictable form) (-1/2), Unexpected results when mixed with other potions
(+0).
Active Cost: 30; Real Cost: 6.
|
This oily liquid will initially appear to be a beneficial potion, perhaps
enhancing the characters loquaciousness or credibility. Once the fluid is
consumed, however, the character will readily believe almost any sort of
statement, from a simple lie to a blatant scam. A suitably modified EGO roll
must be made to disbelieve any message.
|
Ability: 10d6 Minor Transform (Psych Lim: Gullible, Common, Strong),
Activation Roll 11- (-1), Only while potion is active (-1/2), Single
Continuing Charge (5 Hours) (-1/4), Charge does not recover (-2), Gestures
(Must drink) (-1/4), OAF (-1), Independent (-2), Gradual Effect (1 Minute)
(-1/2), Unexpected results when mixed with other potions (+0).
Active Cost: 100; Real Cost: 12.
|
A dry, crystalline powder that is normally found in an ochre cloth pouch
with a draw string about the mouth. To activate the magic in this powder, a
handful of dirt must be mixed into the pouch, then the combination poured in a
closed circle and ignited. Upon activating the powder, a teleportation gate is
opened to the original location of the dirt. Each pouch holds enough powder to
perform this feat one time, with a range of 10 kilometers from the origin of
the dirt.
|
Ability: Teleportation, 1 Floating Location, 10km distance, 400kg
mass, Useable by Others (+1/4), Area Effect (Hex) (+1/2), Only to teleport to
location of mixed dirt (-1/2), Single Continuing Charge (5 Minutes) (-3/4),
Charges do not recover (-2), Gestures (Pour and Ignite Powder) (-1/4), OAF
(-1), Independent (-2), Extra Time - Full Turn (-1), Unexpected results when
mixed with other potions (+0).
Active Cost: 149; Real Cost: 18.
|
This very fine, dark powder is blown outward in a 5" long cone, causing
temporary blindness to most caught within the cloud.
|
Ability: 2d6 Flash (Sight Group), Area Effect (5" Cone,
Nonselective) (+3/4), No Range (-1/2), Three Charges (-1-1/4), Charges do not
recover (-2), Gestures (Blown) (-1/4), OAF (-1), Independent (-2), Unexpected
results when mixed with other potions (+0).
Active Cost: 35; Real Cost: 4.
|
This alcoholic drink, made from a formula known by the Leprechaun, grants
the character an unusual measure of luck for a period of one week. For reasons
unknown, this potion will sometimes function improperly, and the character
suffers an unusual streak of bad luck. The swizzle is usually found in a heavy
green bottle which is corked and wax-sealed.
|
Ability: 5d6 Luck, Activation Roll 14- (-1/2), Three Continuing
Charges (1 week each) (+3/4), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side Effects (5d6
Unluck, 1 week) (-1/2), Unexpected results when mixed with other potions
(+0).
Active Cost: 44; Real Cost: 6.
|
This dark green liquid has the strong taste and aroma of nutmeg. When
consumed, the character will become intensely aware of the minds at work
around him, and will be able to sense the use of any mental powers in the
vicinity.
|
Ability: Mental Awareness, Discriminatory, 360 Degree Sensing, Four
Continuing Charges (1 Hour) (+1/4), Charge does not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected
results when mixed with other potions (+0).
Active Cost: 22; Real Cost: 3.
|
This special glue is usually stored in a tightly-stoppered jug, and must be
applied to an exposed surface within a short time or it will lose
effectiveness. Whenever an object touches the tacky surface, it magically
adheres and is quite difficult to remove.
|
Ability: 3d6 Entangle, Area Effect (Hex) (+1/2), Sticky (+1/2), No
damage from attack (+1/2), Reflect internal attacks (+1/2), Entangle with no
defense (-1-1/2), No Range (-1/2), Three Charges (-1-1/4), Charges do not
recover (-2), Gestures (Apply to surface) (-1/4), OAF, Bulky (-1-1/2),
Independent (-2), Glue loses one charge per 5 minutes exposed to air (-1/4),
Extra Time (1 Turn) (-1), Unexpected results when mixed with other potions
(+0).
Active Cost: 90; Real Cost: 8.
|
This sharp drink give the character the eerie ability to approach, mount
and ride an untamed animal. Given sufficient time and care, the mount may
eventually be tamed and become a voluntary companion.
|
Ability: 10d6 Mind Control, Telepathic Contact (+1/4), Only to tame
a mount (-1/2), Target believes actions natural (-1/2), Three Charges
(-1-1/4), Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Unexpected results when mixed with other
potions (+0).
Active Cost: 62; Real Cost: 7.
|
This potent purifier can be mixed with any liquid to transform it into
drinkable water. Large quantities of fluid can be cleared by this means.
|
Ability: 6d6 Minor Transform Any Liquids to Water, Explosion (+1/2),
Only via fluid (-1/2), No Range (-1/2), Single Charge (-2), Charge does not
recover (-2), Gestures (Mix in Liquid) (-1/4), Gradual Effect (1 Minute)
(-1/2), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results when mixed
with other potions (+0).
Active Cost: 90; Real Cost: 9.
|
This potion consists of a opaque green, syrupy liquid that is usually
stored in a dark, stoppered bottle, sealed with iron wire, and covered in wax.
For the turn that the syrup retains its effect, the liquid limits any magical
powers used against the character. The syrup bottle must remain sealed, or it
gradually loses its effectiveness.
|
Ability: 2d6 Suppress, All Magical Powers (+2), 6 Continuing Charges
(1 turn each) (-1/4), Gestures (Must Ingest) (-1/4), OAF Syrup (-1),
Independent (-2), Charges do not recover (-2), Loses 1 charge per turn of
exposure to air (-1/4), Unexpected results when mixed with other potions
(+0).
Active Cost: 30; Real Cost: 4.
|
This dark solution was a long-held secret of the Shadow Brotherhood, until
the secret of its magical source was stolen by an outsider. The potion
enhances physical skills by improving the characters nimbleness and
coordination. When exposed to direct sunlight, the liquid rapidly loses its
potency. Hence the syrup is usually stored in a clay jug or other opaque
container.
|
Ability: +15 DEX, Only when applied to selected thief skills
(Climbing, Concealment, Lockpicking, Sleight of Hand, Stealth) (-1-1/2), Three
Continuing Charges (5 Minutes) (-1/4), Lose one charge per turn of exposure to
direct sunlight (-1/4), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results when mixed
with other potions (+0).
Active Cost: 45; Real Cost: 5.
|
At first taste seemingly a Philter of Persuasion, this sour beverage ties
the character's tongue in knots, making him stutter and stammer whenever he
attempts to speak. Most listeners will be less than impressed with the
character, making it difficult to influence anybody.
(One story holds that a Jester had this potion developed in order to play a
prank on a court member. Unfortunately this backfired when the King drank the
liquid by mistake. The Jester, now a mute, has since entered another line of
work.)
|
Ability: 2d6 Suppress Persuasion, 4d6 Suppress PRE, Single
Continuing Charge (1 Week) (+1/4), Charge does not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect
(1 Minute) (-1/2), Unexpected results when mixed with other potions (+0).
Active Cost: 37; Real Cost: 5.
|
This coarse, dusty mixture can be sprinkled behind the character to hide
tracks left on the ground. Within a minute, foot prints will smooth out,
broken cobwebs return, plant leaves mend, dust settle, and other signs of
passage will fade away.
|
Ability: 4d6 Cosmetic Transformation (Hide Trail), Cumulative
(+1/2), Area Effect (Any 6") (+1+1/4), 3d6 Charges (-1/4), Charges do not
recover (-2), Gestures (Sprinkle over hexes)(-1/4), OAF (-1), Independent
(-2), Gradual Effect (1 Minute) (-1/2), Unexpected results when mixed with
other potions (+0).
Active Cost: 55; Real Cost: 8.
|
Derived from the loathsome blood of a common troll, this potion regenerates
damage to the character at the rate of 4 BODY per turn. Sometimes a bad batch
will turn up, temporarily blinding the character.
|
Ability: Regenerate 4 BODY/turn, Activation Roll 12- (-3/4), Three
Continuing Charges (5 Hours) (+1/4), Charges do not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile, Troll Blood (-1-1/2), Independent (-2),
Side Effect (4d6 Flash Sight, Only while in direct Sunlight) (-1/2),
Unexpected results when mixed with other potions (+0).
Active Cost: 50; Real Cost: 6.
|
A favorite of law enforcers, this potion causes the imbiber to speak
nothing but the truth, regardless of the consequences.
|
Ability: 8d6 Cosmetic Transform (Drinker unable to Lie), Returns to
normal when charge expires (-3/4), No Range (-1/2), Three Continuing Charges
(1 Hour) (+0), Charge does not recover (-2), Gestures (Must drink) (-1/4),
OAF, Fragile (-1-1/4), Independent (-2), Unexpected results when mixed with
other potions (+0).
Active Cost: 40; Real Cost: 5.
|
This effluvial beverage allows the character to float up into the air and
gently return to the ground at will. The drink will vaporize easily, however,
losing a single charge per minute of exposure to the open air.
|
Ability: 5" Flight, Only for moving up or down (-3/4), 6 Continuing
Charges (1 Hour) (+1/2), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Evaporates one charge per
turn (-1/4), Unexpected results when mixed with other potions (+0).
Active Cost: 15; Real Cost: 2.
|
Upon quaffing this magical wine, the character is endowed with enhanced
combat skills that allow him to fight as a mighty warrior for a short period
of time.
|
Ability: +4 Combat Skill Levels (All Combat), 3 Continuing Charges
(5 Minutes each) (-1/4), Charges do not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected results when mixed
with other potions (+0).
Active Cost: 32; Real Cost: 5.
|
With this tasteless potion, the character can attempt to gain mental
control of a member of a particular species. The species is determined at the
time the potion is created. (The GM is encouraged to select an appropriate
species, but the general category can be randomly selected by rolling on the
following table.)
3d6 General Category
2-3 Special*
4-5 Dragon
6-7 Giant
8-9 Animal
10-11 Humanoid
12-13 Undead
14-15 Plant
16-17 Elemental
18 Choose One
* Automatons, Gaseous Beings, Magical Items, etc.
|
Ability: 12d6 Mind Control, Doesn't require verbal contact (+1/4),
Only one species (-1), Activation Roll 14- (-1/2), Five Charges (-1/4),
Charges do not recover (-2), OAF, Fragile (-1-1/4), Independent (-2),
Unexpected results when mixed with other potions (+0).
Active Cost: 75; Real Cost: 9.
|
This folklore remedy has been known to successfully cure lycanthropy, on
the rare occasions that it can be safely administered. However, since the
deadly poison Belladonna is a primary ingredient of this potion, an improper
mixture will slay the recipient.
|
Ability: 20d6 Dispel Lycanthropy, Activation Roll 14- (-1/2), Single
Charge (-2), Charge does not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Side Effects (Poison: 3d6 BODY Drain,
Recover 1 per hour, Continuous Uncontrolled, Gradual Effect - every 5 minutes,
4 Charges) (-1), Unexpected results when mixed with other potions (+0).
Active Cost: 60; Real Cost: 6.
|
This dangerous mixture allows the character to project mental images into
the mind of a target. More often than not, however, the imbiber is deluded
into believing he has swallowed an entirely different potion. The type of
delusion is determined during the mixing process.
|
Ability: 12d6 Mental Images, Activation Roll 8- (-2), Side Effects
(12d6 Mental Images, Believes a different potion is at work) (-1), Single
Continuing Charges (1 Minute) (-1), Charge does not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Unexpected
results when mixed with other potions (+0).
Active Cost: 60; Real Cost: 6.
|
These sticks of holy incense enhance the spiritual nature, making a
character especially proficient at casting religious magic. To reach this
state, the character must meditate for an hour while inhaling the perfume of a
burning incense stick.
|
Ability: 3d6 Aid to END, REC, and Religious Magic Skill, Recover 1
per hour (+1), 1/2 DCV Concentrate (-1/4), Six Charges (-3/4), Charges do not
recover (-2), Gestures (Must inhale burning incense) (-1/4), OAF (-1),
Independent (-2), Extra Time: 1 hour (-2-1/2), Limitation: Only use for
religious magic (-3/4), Unexpected results when mixed with other potions
(+0).
Active Cost: 90; Real Cost: 9.
|
When a second potion is consumed at the same time that a first potion is
active, unexpected results may occur. To determine the effect, roll three
six-sided dice and consult the table below.
| 3d6 |
Unexpected result when potions are combined |
|
| 18 |
The potions combine to form a lethal toxin, causing 4d6 Drain to a
randomly selected Primary Characteristic. Any other beneficial or
harmful effects of the potions are cancelled. |
| 17 |
Both potions completely fail to function. |
| 16 |
The power of one of the potions is halved. |
| 15 |
The duration of effect for one of the potions is halved. |
| 14 |
One of the potions is cancelled, but the other is doubled
in effective power. |
| 8-13 |
Both potions function normally. |
| 7 |
One of the potions is halved in duration of effect, while the
other is increased by 50%. |
| 6 |
The duration of effect for one of the potions is halved. |
| 5 |
The power of one of the potions is doubled. |
| 4 |
Both potions are doubled in effective power. |
| 3 |
The potions combine to form a beneficial beverage, causing 4d6 Aid
to a randomly selected Primary Characteristic. Any other beneficial
or harmful effects of the potions are cancelled. |
|