Potions General

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials (though you can change this, if you want). Flasks and other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below.

Opening and drinking a potion has an initiative modifier of 1, but the potion doesn't take effect until an additional initiative modifier delay of d4+1 has passed. Only then do the full magical properties of the potion become evident. Magical oils are poured over the body and smeared appropriately; this imposes a speed factor delay of d4+1. Potions can be compounded by wizards at relatively low cost, however, they must have a sample of the desired potion to obtain the right formula. Furthermore, ingredients tend to be rare or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the Spell Research rules in the DMG.

Identifying Potions

Generally, potion containers should bear no identifying marks, so the PCs must sample each container to find the nature of the liquid inside. However, even a small taste should suffice to identify a potion in some way. Introduce different sorts of potions, both helpful and harmful, to cause difficulties in identification. In addition, the same type of potion, when created in different labs, might smell, taste, and look differently.

Combining Potions
The magical mixtures and compounds that make up potions are not always compatible. The compatibility of potions is tested whenever two potions are actually intermingled, or a potion is consumed by a creature while another such liquid, already consumed, is in effect.

Permanent potions have an effective duration of one turn for mixing purposes. If you drink another potion within one turn of drinking one with Permanent duration, check on the Potion Compatibility Table. The exact effects of combining potions can't be calculated, because of differences in formulae, fabrication methods, and component quality employed by various wizards. Therefore, it is suggested that the following table be used, with the following exceptions:

  • Delusion potions mix with anything.
  • Treasure finding potions always yield a lethal poison.

Secretly roll d100 for potion compatibility giving no clues until necessary. The effects of combining specific potions can be preset as a plot device at your option.

Potion Duration

Unless otherwise stated, the effects of a potion last for four complete turns plus d4 additional turns (d4+4).

Potions brewed in Appollonia are usually found in small crystal bottles, slightly pyramid-shaped in that the base is wider than the mouth. The mouth is stoppered with crystal, and sealed with wax. The bottles are heavy and quite resilient, and gain a +2 on saving throws against crushing blows. In addition, these bottles are often labeled to indicate their contents. As an option, the DM may on the following table to determine if the bottle is labeled and labeled correctly:

For incorrectly-labeled bottles, the DM may roll again on the chart to determine the incorrect label, and note it accordingly in his or her own notes. An Intelligence check may indicate to a player character that a bottle may be mislabeled, but only if the character has encountered that form of potion before ("It looks cloudier than any extra-healing potion you've ever seen . . .").

Potions from the Sebaste Forest are often in the form of magical fruits or berries. The juices of the fruit hold the magical properties of the potion and the fruit must be eaten to release the magical effect. Potions created in the Sebaste are never found as fluids in flasks or vials.

Any juicy berry or fruit may be enchanted with a potion. Since the juice itself holds the potion, drier fruits such as dates cannot be so enchanted. The type of fruit chosen to house the potion has no effect; any fruit can contain any potion.

Any potion, elixir, philter, or oil can be enchanted into a fruit. In the Sebaste these may be referred to as potions or fruits, interchangeably (a potion of giant strength is the same as a fruit of giant strength).

Once the skin of the fruit is broken, it must be eaten within one turn or the potion's magic is lost. Whereas normal fruits may only remain ripe for a few days or weeks before they begin to rot, potion fruits have their period of ripeness greatly extended. Once enchanted with a potion, a fruit remains ripe for 150 years. After that time, the enchantment fades and the fruit rots normally. The entire fruit must be eaten to gain the effect of the potion. This takes an entire round.

Fruits that are enchanted with oil or salve magic must be crushed and the juice allowed to run over the user, which takes two rounds.

Potion fruits cannot be identified by taste. A Detect Magic spell can identify a fruit or tree as magical, but only identify or similar magic provides a positive identification.

Potion fruits can be combined. Different potion fruits eaten concurrently all have their effects on the consumer. Potion fruit duration is 4+d4 turns unless otherwise stated in the description.


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