Potions

Doctor's Ingredients
4-Mar-22

These are ingredients for medical potions which need to be custom-mixed on the spot to treat a particular patient. All uses require a successful use of Herb Lore by the mixer. Herbs for Doctor's Ingredients are 3 times more likely to be found when searching for herbs. These ingredients have several possible uses:

NEEDED: Herb Lore rolled against ???

Boost Healing, Speed Healing, and Treat Wound also prevent infection. [10+, (100)]

Normal Potions
Enhancement potions reach full power after 10 + d4 * 5 minutes, and last 2 + 2d3 hours, after which user must sleep for 3 + 3d3 hours. Don't roll for period length until after period has begun.

Alchemical Potions
Alchemical Potions come with a rating indicating the number of dice in the second roll. The action (pitching) roll determines both whether a hit is scored and, if not, the distance from intended target to point of actual impact (10’ plus 5’/loss on a d12 clock). Then the second roll is added to determine damage and/or area of effect. Affects both allies and foes. Chart below based on 10 die potions.

Initiative is based on only the Action-Roll in the first round. Initiative in subsequent rounds (if any) is based on the remaining dice in the full die pool. Area of effect is based on “Rings”. The central ring is a 15’ diameter circle around point of impact. Each additional ring is a 5’ wide donut. Take away dice as per Red Spells.

move below to magic items

cloak		sold at: 10 armor		sold at: 10 weapon		sold at: 10 darkmist		sold at: 10 torch		sold at: 10, 15,