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)] Idea: At some result healing works but costs an extra dose.

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.

Why is Wound Balm not in Doctor's Ingredients?

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.

Revive
Roll must beat Threshold of 3 times target's (LTD + Wounds).

Suppress Wounds
Temporally heals up to SL wounds with no increase to fatigue. A character can only receive this once per day. Effect ends after 3d6 hours. use Slow Roll. Cannot be combined with Treat Wounds potion.

Ideas: Section for Magical potions with shatter spell;

Better healing potions using magic (eg. recover a wound overnight without a day of resting); Minor Heal scroll: 1 unit/Vic; Major heal scroll: same +10 dice. Each unit = heal 1 wound or count as 1 downtime day for Long Term Wounds

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,