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[ The Stuff ]
DATE: May 11, 2001

...THE STUFF

Potions, Potions, Potions!

Feel like brewing up some new optional rules? Below are some ideas for modified potion rules, a new chart for potion-able spells not on the standard DMG list, and some new potion-related magic items.

Variant Potion Rules

Off-Beat Potions

The rule in the Brew Potion feat description goes like this: “The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a creature or creatures. The unwritten rule (violated a few times in the DMG potion list) is that only spells with ranges of Personal or Touch can become potions. The truth of the matter is, there’s no real game-balance reason why potions can only be made from a subset of spells. That rule is just there for flavor: While it makes sense that you can have a potion of cure light wounds, having a potion of identify doesn’t seem to work as well. Because what’s really going on there? A potion is supposed to affect only the imbiber -- you can’t cast cure light wounds on someone else after drinking a potion of cure light wounds.

But, if breaking this rule appeals to you, try making potions of the following spells: shocking grasp, grease, obscuring mist, charm person, cause fear, magic weapon, ray of enfeeblement, and even magic missile (to name a few).

These potions belong in a group one could call the “drink this and get the ability to do something to someone else” subset. Firebreath would be a potion like that too.

Oils

Some spells work better if they’re made into oils rather than potions. You can price them the same, but the following spells make more sense if you apply them, rather than drink them: grease, obscuring mist (perhaps when poured into at least one pint of water), spider climb, ghoul touch (both already potions in the DMG), glitterdust, mirror image, dispel magic, and others. You could even think of the summon monster spells as “monsters in a bottle,” and treat them as oils.

Flavorful Potions

A potion of cure light wounds and a potion of fly are fairly flavorless -- that is, their names are bland. On the other hand, a minor curative elixir and a draught of lofty reach sound much more interesting.

The point here is that spell names don’t necessarily lend themselves to good magic item names. Consider changing what you call your potions in-game, to give your setting a more fantastic feel.

Identifying Potions

Potions and scrolls, due to their temporary nature, are much more useful if the characters can identify them immediately. For identifying potions on the run, allow a character to take a tiny sip or a whiff of the aroma; a successful Knowledge (arcane) check with a DC of 15 plus the spell level lets the PC identify it. This generous variant makes obsolete the PH’s suggeston of identifying potions with an Alchemy check, but it allows characters to use the potions they find immediately. If nothing else, when you’re playing a one-shot adventure, this rule makes things run much more smoothly.

 

More Potions

If you follow the logic of potions as presented in the DMG (ignoring the variants above), you can find a number of other Player’s Handbook spells to make into potions. Presented below, in the format of a DMG magic item table, is a single table showing how these spells might be made into potions or oils.

When a potion is randomly determined, simply roll d% (results of 01-50 use Table 8-18 in the DMG; for 51-00 use the table below). Or, if you consider the potions below to be more rare, limit the chance to apply this table to only 25% or 30%.

d%
Minor Medium Major Potion Market Price
01-08  --  -- Oil of Purify Food and Drink 25 gp
09-15  --  -- Resistance 25 gp
16-20  --  -- Comprehend Languages 50 gp
21-25 01  -- Endure Elements (cold) 50 gp
26-30 02  -- Endure Elements (electricity) 50 gp
31-35 03  -- Endure Elements (fire) 50 gp
36-40 04  -- Endure Elements (acid) 50 gp
41-45 05  -- Endure Elements (sonic) 50 gp
45-50 06  -- Ventriliquism 50 gp
51-55 07  -- Expeditious Retreat 50 gp
56-60 08  -- Remove Fear 50 gp
61-65 09  -- Oil of Magic Stone 50 gp
66-70 10  -- Divine Favor 50 gp
71-75 11  -- Shillelagh Oil 50 gp
76-80 12-13  -- Shield of Faith 50 gp
81-83 14-15  -- Oil of Protection from Good 50 gp
84-86 16-17  -- Oil of Protection from Evil 50 gp
87-89 18-19  -- Oil of Protection from Law 50 gp
90-92 20-21  -- Oil of Protection from Chaos 50 gp
93-95 22-25  -- Oil of Magic Weapon 50 gp
96-97 26-30  -- Sanctuary 50 gp
98 31-35  -- True Strike 50 gp
99 36-40  -- Mage Armor 50 gp
00 41-45  -- Shield 50 gp
 -- 45-50 01 Resist Elements (cold) 300 gp
 -- 51-55 02 Resist Elements (electricity) 300 gp
 -- 56-60 03 Resist Elements (fire) 300 gp
 -- 61-65 04 Resist Elements (acid) 300 gp
 -- 66-70 05 Resist Elements (sonic) 300 gp
 -- 71-75 06 Oil of Gentle Repose 300 gp
 -- 76-80 07 Barkskin 300 gp
 -- 81-83 08 Tree Shape 300 gp
 -- 84-86 09 Oil of Warp Wood 300 gp
 -- 87-89 10 Oil of Wood Shape 300 gp
 -- 90-92 11-12 Oil of Consecrate 300 gp
 -- 93-95 13-14 Oil of Desecrate 300 gp
 -- 96-97 15-16 Whispering Wind 300 gp
 -- 98 17-22 See Invisibility 300 gp
 -- 99 23-25 Protection from Arrows 300 gp
 -- 00 26-30 Oil of Knock 300 gp
 -- 31-35 Speak with Plants 750 gp
 -- 35-40 Oil of Plant Growth 750 gp
 -- 41-45 Meld with Stone 750 gp
 -- 46-50 Oil of Shrink Item 750 gp
 -- 51-55 Oil of Magic Circle Against Good 750 gp
 -- 56-60 Oil of Magic Circle Against Evil 750 gp
 -- 61-65 Oil of Magic Circle Against Law 750 gp
 -- 66-70 Oil of Magic Circle Against Chaos 750 gp
 -- 71-75 Oil of Stone Shape 750 gp
 -- 76-80 Water Walk 750 gp
 -- 81-85 Blink 750 gp
 -- 86-90 Oil of Magic Vestment 750 gp
 -- 91-93 Displacement 750 gp
 -- 94-95 Oil of Poison 750 gp
 -- 96-97 Oil of Greater Magic Weapon 750 gp
 -- 98 Oil of Keen Edge 750 gp
 -- 99 Oil of Animate Dead 750 gp
 -- 00 Vampiric Touch 750 gp

New Magic Items

Potion of Evasion: The imbiber of this potion has the Evasion ability (as a monk) for an hour.
Caster Level: 5th; Prerequisites: Brew Potion, expeditious retreat, displacement; Market Price: 800 gp.

Potion of Spell Power: The imbiber of this potion makes spell resistance checks with a +2 bonus for an hour.
Caster Level: 3rd; Prerequisites: Brew Potion, Spell Penetration; Market Price: 600 gp.

Ring of Potion Storage: This plain bronze ring has a tiny concealed compartment, which a character can find with a Search check (DC 30). Despite the ring’s small size, an entire magic potion (and only a magic potion) can be poured into the ring and stored there indefinitely.
Caster Level: 7th; Prerequisites: Forge Ring, Leomund’s secret chest; Market Price: 1,000 gp.

Rod of Potion Touch: This long wooden rod looks like a short staff. However, when a potion is poured over it, the rod can convey the potion’s effects to a single target touched within the next 10 minutes. The wielder selects the target; the effect need not discharge upon the next creature or object the rod touches.
Caster Level: 5th; Prerequisites: Craft Rod, Brew Potion, spectral hand; Market Price: 5,000 gp.

 

 
Unless stated otherwise, all content © 2001 Monte Cook. All rights reserved.
 
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