Potions

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the potions below. I picked numbers which I think are good, but most of them have not been tested.

Doctor's Ingredients
These are ingredients for medical potions which need to be custom-mixed on the spot to treat a particular patient. These ingredients have several possible uses, all of which require a successful use of Herb Lore by the mixer. This roll can be boosted (once only) by using 1 additional dose of ingredients.

Boost Healing, First Aid, Speed Healing, and Treat Wound also prevent infection.

Normal Potions
Enhancement potions reach full power after d4 * 5 minutes, and last 3 + 2d3 hours, after which user must sleep for 3 + 3d3 hours (all are Slow Rolls).

Alchemical Potions
Alchemical Potions come with a rating indicating the number of dice in the second roll. The action (Throwing) 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.

After the first round, potion effects always take place at the start of the Action Phase. 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.