RolePlay onLine RPoL Logo

, welcome to [4th ed DnD] The Light and the Dark

10:49, 1st May 2024 (GMT+0)

Potions, elixers, and other drafts.

Posted by The DogFor group archive 0
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:13
  • msg #1

Potions, elixers, and other drafts

Below are a summary of a) the common potions that can be brewed using the 'Brew Potion' ritual, b) the uncommon potions encountered (and a note if they can be brewed) and c) more exotic potions and drafts.
This message was last edited by the player at 08:30, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:13
  • msg #2

Common Potions

Potion of Eladrin Shape (level 2, 25gp)
Power, consumable (minor action)
You alter yout appearance through illusion appearing as an Eladrin of your gender. It is not of a particular Eladrin, and shares some of your general features (especially distinctive features/scars). You retain your attire, mannerisms, voice and speech patterns. Last for 1 hour or until dismissed as a free action. Gain a +5 bonus to Bluff checks (not when speaking)

-----------------------------------------------------------------------------------

Potion of Feyspeak (level 3, 30gp)
Utility power, consumable (minor action)
Effect: You can speak with and be understood by any fey beast for 5 minutes.

-----------------------------------------------------------------------------------

Potion of <type> resistance (heroic tier, level 4, 40gp)
Power, consumable (minor action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 <typed> damage until the end of the encounter. Only one potion of resistance can be in effect on you at once. The damage type is determined upon creation

Potion of Water Walking (level 4, 40gp)
Consumable (minor action)
Effect: You do not sink in to the surface of any liquid (unless you choose to do so).
Last for 5 minutes or until the end of the encounter.
Calm liquid counts as solid ground, rough/stormy liquid counts as difficult terrain.

-----------------------------------------------------------------------------------

Potion of Healing (level 5, 50gp)
Power (Healing), consumable (Minor action)
Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Elixir of Amplitude (level 5, 50gp)
Utility power, consumable (minor action)
Effect: You drink the elixir and gain a +1 power bonus to checks using one skill of your choice. This bonus lasts 1 hour.

Potion of Spirit (level 5, 50gp)
Power, consumable (minor action)
Drink this and spend a healing surge. You do not regain hit points, instead gain a +1 power bonus to death saving throws until the end of this encounter.

Potion of Elven Fleetness (level 5, 50gp)
Power, consumable (minor action)
For 5 minutes, or until the end of the encounter, you ignore difficult terrain when you shift.

Potion of Friendship (level 5, 50gp)
Consumable (minor action)
Effect: Automatically friendly attitude to the first person seen after consuming. Suffer a -5 penalty to Insight checks. Lasts for 1 hour or until the person does something that would make the consumer unfriendly.

-----------------------------------------------------------------------------------

Elixir of Climbing (level 6, 75gp)
Utility power, consumable (minor action)
Effect: Until the end of the encounter, you gain a +4 power bonus to Athletics checks to climb.

Lesser Elixir of Dragon Fire Breath (heroic tier, level 6, 75gp)
Attack power (fire), consumable (minor action)
effect: You drink the elixir. Once before the end of the encounter, you can use a minor action to make the following attack:
 Attack: Close blast 3 (creatures in the blast); +11 vs Reflexes
 Hit: 2d6 + 3 fire damage
This message was last edited by the player at 08:39, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:13
  • msg #3

Uncommon Potions

Potion of cure light wounds (level 1, 20gp) - craftable
Utility power (Healing), consumeable (minor action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8+1 hit points. If you are bloodied and don't have any healing surges, you still regain hit points. If neither of these things is true, there is no effect.

--------------------------------------------------------------------------------------

Gravespawn/cryptspawn potion  (heroic tier, level 5, 50gp) - craftable
Power, consumable (minor action)
Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 of lower.

Potion of Delusion (level 5, 50gp) - craftable
Utility power, consumeable (minor action)
Effect: You drink the potion and lose a healing surge. You gain 10 temporary hit points, and you shift 1 square towards the nearest enemy.
This message was last edited by the player at 08:40, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:12
  • msg #4

Rare Consumables

Id Moss Power (level 1), 0gp x 1
Power (impliment, poison, psychic), consumeable (standard action)
Effect: You make the following attack
Range 5
 Target: One creature
 Attack: dexterity vs Reflex
 Hit: 2d10 + dex mod poison damage, and ongoing 5 psychic damage (save ends).
 Failed save: Each failed saving throw, the target makes a basic melee attack as a free action against its nearest ally
 Miss: Half damage, and ongoing 5 psychic damage (save ends)
 Special: A creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane (DM choice)

or
Power, Comsumeable (standard action)
You place the dust in a closed container. Make the above attack against the first creature to open the container within the next hour.

---------------------------------------------------------------------------------

Ungol Dust (level 1), 0gp x 1
Power (acid, impliment, poison), consumeable (standard action)
Effect: You make the following attack
Range 5
 Target: One creature
 Attack: dexterity vs Reflex
 Hit: 3d8 + dex mod poison damage, and ongoing 5 acid damage (save ends).
 Miss: Half damage, and ongoing 5 acid damage (save ends)
 Special: A creature reduced to 0 hit points by this poison is not killed, but is instead knocked unconscious until the end of the encounter, and is permenantly and visibly scarred (DM choice)

or
Power, Comsumeable (standard action)
You place the dust in a closed container. Make the above attack against the first creature to open the container within the next hour.
This message was last edited by the player at 08:41, Mon 27 Feb 2017.
Theodore
ex-Familiar, 11 posts
Dragonheart
*roar*
Sun 28 May 2017
at 16:17
  • msg #5

Consumables in Blackwood village


Coming soon...

[Private to GM: raven's feather 10 25 0.1 blood to know when dead
sweetheart's conf 50 10 0 link know peril
ghoul candle 20 10 0.1 no illumination undead

nightspider silk 100 50 1 seen by light of moon


star indigo seeds 25 5 0.1 luminous as gets darker (to candlelight)
spiderweb dream net 100 30 0 catch dream, boil to see dream, portion direct
snake oil 200 500 0.1 remove a year of wear
owlbear musk 100 500 1 break daze / dominate (3 doses)
blessed soil 5 10 1

rain stick 150 150 1 break, instant rain 1 hour
scream scarecrow 100 50 15 set condition
]
Sign In