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Potions
Apr 17, 2010 9:01:11 GMT -6
Post by Random on Apr 17, 2010 9:01:11 GMT -6
No matter how seemingly cool it is to have mysterious potions and to require some magic to identify them, I gather from M&T that all it takes is a small sample to know exactly what a potion does (except in the case of poison, delusion, or other harmful potions). This method seems the simplest and the most fun for players.
Post here with related or unrelated thoughts about potions, or with ideas for new potions.
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Conjuration: One (perhaps additional) second level magic-user spell is granted for (one-time) use by the drinker, even if not a magic-user. Dreams: The drinker is granted 1 - 6 wishes, although the effects are merely temporary. Knowledge: The drinker will immediately gain 1 - 2 pieces of "knowledge" (perhaps use a rumor table) about his current environment, or about some object in hand. Leadership: Creatures will obey as if the drinker were a well-respected Lord of the appropriate alignment. Perfection: The drinker performs all tasks flawlessly (maximum die rolls). Zombification: While this potion appears to be one of the beneficial varieties, it actually transforms the drinker into a semi-intelligent zombie of chaotic alignment.
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Potions
Apr 17, 2010 20:27:36 GMT -6
Post by makofan on Apr 17, 2010 20:27:36 GMT -6
Gender: Imbiber changes sex for 7-12 turns
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Potions
Apr 17, 2010 21:34:15 GMT -6
Post by waysoftheearth on Apr 17, 2010 21:34:15 GMT -6
Tomfoolery : The unfortunate imbiber is reduced to 3 dexterity, and must save versus spells whenever he or she attempts to climb stairs or ladders, to pick anything up, or to handle delicate objects. A failed saving throw indicates dropping it, slipping up or otherwise fumbling.
Archiver : The imbiber is immediately fluent in Artrilloquillesse, an ancient and long forgotten tongue devised by a secret society of scribes, and can henceforth read magical scripts as if they were common ledgers. Unfortunately he or she cannot speak other than Artrilloquillesse (which nobody else understands) until the hex is lifted.
Immortality : The imbiber, and all of his/her equipment, is transmuted into a glorious tree which grows at an amazing rate and to an unusually large size (proportional to the PC's level). Under normal conditions the tree will live virtually forever. The character can continue to exist as a Dryad-like spirit, but is forever bound to the tree.
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Potions
Apr 18, 2010 9:18:07 GMT -6
Post by Random on Apr 18, 2010 9:18:07 GMT -6
(I guess "drinker" wasn't flavorful enough.)
Equitation: The imbiber becomes outrageously skillful at riding and managing horses and other mounts. He and his steed may perform nearly any sort of stunt imaginable with total success, so long as the stunt is at all possible.
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Potions
Apr 22, 2010 3:20:55 GMT -6
Post by waysoftheearth on Apr 22, 2010 3:20:55 GMT -6
Feline Grace : Anyone who warms this milky concoction and quaffs it will sense an intense itchiness near the base of his spine as he grows a feline tail. The tail takes a minute to reach its full length (almost equal to the character's height), but thereafter improves his balance remarkably. So long as the character allows his tail complete freedom, he has near infallible balance, can fall 10ft without consequence, and always lands on his/her feet.
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Potions
Apr 22, 2010 5:52:27 GMT -6
Post by Random on Apr 22, 2010 5:52:27 GMT -6
Canine Scent: This watery potion will grant its imbiber the ability to track most any other creature by smell, whether through the wilderness or through a dungeon (although for every turn spent tracking in the dungeon, there is a 20% chance of error, resulting in the wrong path being taken for one turn).
Some similar potions just make the imbiber smell like he's been rolling around in garbage.
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Potions
Apr 22, 2010 8:34:25 GMT -6
Post by kesher on Apr 22, 2010 8:34:25 GMT -6
Potion of the Apes: This murky potion, which appears to be filled with swirling hair, transforms the drinker into an intelligent simian.
Roll a d6:
1-2: Chimpanzee. +1 to Intelligence, -1 to Charisma 3-4: Ourangutan. +1 to Wisdom, -1 to Constitution 5-6: Gorilla. +1 to Strength, -1 to Intelligence
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Potions
Apr 22, 2010 15:04:21 GMT -6
Post by Random on Apr 22, 2010 15:04:21 GMT -6
Potion of Intoxication: This smooth and delicious potion will instantly transform an otherwise sober individual into a roaring rambunctious drunk. Drinking more than one of these potions could be harmful or (more likely) fatal.
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Potions
Apr 22, 2010 21:57:04 GMT -6
Post by Random on Apr 22, 2010 21:57:04 GMT -6
Immortality: This potion transforms the imbiber into a sentient stone statue (which is unfortunately unable to move or communicate, although it receives normal sensory perceptions).
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Potions
Apr 23, 2010 16:35:45 GMT -6
Post by Random on Apr 23, 2010 16:35:45 GMT -6
Delay: This potion acts precisely as some other variety (determined randomly), but takes effect only after 1d6+6 turns.
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eris
Level 4 Theurgist
Posts: 161
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Potions
Apr 24, 2010 13:30:27 GMT -6
Post by eris on Apr 24, 2010 13:30:27 GMT -6
Fiery Word: This thick red, and very hot tasting, potion, builds a magical fire in the imbiber's mouth. When the imbiber takes a sip, waits a count then opens their mouth and says the word "Inferno" (or whatever you desire) a gout of fire shoots out in a direct line to a distance of 20 feet doing 1d6 damage (1/2 damage on save) to any creature in its path. The imbiber takes 1 point of damage for each sip. A potion bottle may contain from 1 to 6 sips of this potion.
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eris
Level 4 Theurgist
Posts: 161
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Potions
Apr 24, 2010 13:36:06 GMT -6
Post by eris on Apr 24, 2010 13:36:06 GMT -6
Salve of Healing: This salve is a cool, white, paste with a slight scent of wintergreen. When applied to a wound and bound with a clean cloth for an hour 1d4 points of damage are healed. The small, usually green glass, pot can hold enough salve for up to 6 applications.
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Potions
Apr 24, 2010 13:39:16 GMT -6
Post by Random on Apr 24, 2010 13:39:16 GMT -6
Potion of Anti-deception: This potion allows the imbiber to know exactly what further potions are when sampled. This allows for the detection of poison, delusion, and other harmful potions.
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eris
Level 4 Theurgist
Posts: 161
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Potions
Apr 24, 2010 13:44:16 GMT -6
Post by eris on Apr 24, 2010 13:44:16 GMT -6
Glue of Mending: This thick milky yellow fluid must be kept in a tightly stoppered bottle and applied only with a brush made from the twigs of a birch tree. Brush lightly over a piece of torn cloth and once dried will bind the cloth together as if it were never torn in the first place. Broken ceramic and metal items can be mended with this glue, but after the application the glue must be allowed to dry and then be annealed over a low fire. A wound in flesh can also be closed with this substance and, more miraculously, a severed limb may be restored and become fully functional again after only 3 days of rest to let the limb set and heal.
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