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 (made against threshold of 3 dice + 3 dice per full 10 feet of range) 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.

Expanding area effects lose potency as they grow in area. Take Away area effects are at full power in the center circle, and lose 1 die per circle outward. Static area effects affect 1 area (center or ring) for each die > 8 in the initial roll, but all areas are affected at full strength in the 1st round and lose 1 die in each subsequent round.

Other
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,