Potions
Using alchemy kits these potions can be made with the proper ingredients either gathered or purchased.
Milk bud clear oil; (220gp per vial)
made from the milk bud plant this white liquid turns clear in the sun which changes its magical properties. When in darkness the white liquid absorbs potion effects reducing there effective time by 1d4 hours. while in sunlight it does quite the opposite doubling the potions current duration as the thick magical base slows the magics movement through the body. (it also has a use of increasing the time until a poison takes effect but cannot be used as a anti-poison) Brown bear battle potion; (300gp per vial)
Made from brown bear parts and inspired by the Druidic magic of wild shape this potions gives you the strength and brains of a bear. On consumption you gain 4d10 temporary hit points and a +4 to strength modifier (no higher then +8) and a -4 to intelligence (no lower then -4 total) people with-out highly trained minds revert back to animal like creatures with limited thought. Frost plume; (100 per vial)
Made from a mixture of different herbs or elemental parts this liquid it is one of the simplest potions to make. This liquid becomes very cold on exposer to air dealing 1d8 cold damage and reduces speed by there 10 ft when thrown on a creature. it can be thrown at liquids to freeze them or poured on the floor to make a slick surface in which people who travel across have to make a DC 10 dexterity saving throw or fall prone. one vial can coat 200ft squared (20ft by 10ft area) surface and is cold enough to freeze 5ft cube of room temperature water. Invisibility ink; (150 per vial)
made from standard ink and Skulker sweat this can make any object turn invisible depending on the material it takes different amount of time. Paper instant Cloth 6 seconds Leather 10 minutes Wood 1 hour Metal 2 days Light in a bottle. (300gp per vial)
Inspired by lightning in a bottle some one wondered if you could capture light in a bottle. You couldn't but this is the next best thing, made from natural gas and sunflower oil and a distilled holy water, it makes a thick coating that glows with day light up too 15ft bright and 30ft dim for up two 1d4 days. During which time it can be ignited creating a radiant flame that emits 30ft bright day light and 60 ft dim day light this fire deals 1d6 radiant damage but burns up after 12 seconds Quick copper. (200gp per vial)
Liquid copper at room temperature. This metal like substance is magnetic conducts electricity and heat very well along with being a liquid. This can applied as a coating then frozen to make a conductive coating or poured over an object or creature making lightning damage do a bonus 1d8 and fire damage 1d4. Cold damage causes the quick copper to set in place turning hard restraing any creature covered it and giving disadvantage on dexterity saving throws and attacks to any one who is lightly coated. The table below helps determine if something is covered or lightly coated. /covered / L-coated / Tiny/ 1/2 vials / 1/4 vials Small / 1 vial / 1/2 vials Medium/ 2 vials / 1 vial Large/ 4 vials / 2 vials. Dislocation; worth 250 gp at market value
The potion is used by taking a sip of the potion then throwing potion. after sipping the potion you will magically teleport a round later to the location if there is any object or creature in the way you take 1d4 bludgeoning damage and so does the object or creature. Dissonant Wrym; worth 300 gp at market value
This potion can be used in 3 ways, pored the effect happens within 5 ft of the user, opened once the lid is removed the effect happens within the next 6 minuets ,or thrown up to 20 ft in which the effect happens on impact. this potion summons a abjuration with one hit point and is immune to all non magical attacks and can pass through non magical objects and barriers. this abjuration looks similar to a snake or worm and floats with a 20ft hovering speed and on potion effect finds the closest creature and rushes towards it, it then attempts to entire a creatures eyes ears or mouth this creature must make a intelligence saving throw DC 11 on a failed save it takes 1d8 psychic damage and is blinded, deafened or silenced you must repeat this save on subsequent turns. on a successful save you take half damage and are not blinded, deafened or silenced. a sleeping creature automatically fails its first save and will have horrible nightmares waking them up.
made from the milk bud plant this white liquid turns clear in the sun which changes its magical properties. When in darkness the white liquid absorbs potion effects reducing there effective time by 1d4 hours. while in sunlight it does quite the opposite doubling the potions current duration as the thick magical base slows the magics movement through the body. (it also has a use of increasing the time until a poison takes effect but cannot be used as a anti-poison) Brown bear battle potion; (300gp per vial)
Made from brown bear parts and inspired by the Druidic magic of wild shape this potions gives you the strength and brains of a bear. On consumption you gain 4d10 temporary hit points and a +4 to strength modifier (no higher then +8) and a -4 to intelligence (no lower then -4 total) people with-out highly trained minds revert back to animal like creatures with limited thought. Frost plume; (100 per vial)
Made from a mixture of different herbs or elemental parts this liquid it is one of the simplest potions to make. This liquid becomes very cold on exposer to air dealing 1d8 cold damage and reduces speed by there 10 ft when thrown on a creature. it can be thrown at liquids to freeze them or poured on the floor to make a slick surface in which people who travel across have to make a DC 10 dexterity saving throw or fall prone. one vial can coat 200ft squared (20ft by 10ft area) surface and is cold enough to freeze 5ft cube of room temperature water. Invisibility ink; (150 per vial)
made from standard ink and Skulker sweat this can make any object turn invisible depending on the material it takes different amount of time. Paper instant Cloth 6 seconds Leather 10 minutes Wood 1 hour Metal 2 days Light in a bottle. (300gp per vial)
Inspired by lightning in a bottle some one wondered if you could capture light in a bottle. You couldn't but this is the next best thing, made from natural gas and sunflower oil and a distilled holy water, it makes a thick coating that glows with day light up too 15ft bright and 30ft dim for up two 1d4 days. During which time it can be ignited creating a radiant flame that emits 30ft bright day light and 60 ft dim day light this fire deals 1d6 radiant damage but burns up after 12 seconds Quick copper. (200gp per vial)
Liquid copper at room temperature. This metal like substance is magnetic conducts electricity and heat very well along with being a liquid. This can applied as a coating then frozen to make a conductive coating or poured over an object or creature making lightning damage do a bonus 1d8 and fire damage 1d4. Cold damage causes the quick copper to set in place turning hard restraing any creature covered it and giving disadvantage on dexterity saving throws and attacks to any one who is lightly coated. The table below helps determine if something is covered or lightly coated. /covered / L-coated / Tiny/ 1/2 vials / 1/4 vials Small / 1 vial / 1/2 vials Medium/ 2 vials / 1 vial Large/ 4 vials / 2 vials. Dislocation; worth 250 gp at market value
The potion is used by taking a sip of the potion then throwing potion. after sipping the potion you will magically teleport a round later to the location if there is any object or creature in the way you take 1d4 bludgeoning damage and so does the object or creature. Dissonant Wrym; worth 300 gp at market value
This potion can be used in 3 ways, pored the effect happens within 5 ft of the user, opened once the lid is removed the effect happens within the next 6 minuets ,or thrown up to 20 ft in which the effect happens on impact. this potion summons a abjuration with one hit point and is immune to all non magical attacks and can pass through non magical objects and barriers. this abjuration looks similar to a snake or worm and floats with a 20ft hovering speed and on potion effect finds the closest creature and rushes towards it, it then attempts to entire a creatures eyes ears or mouth this creature must make a intelligence saving throw DC 11 on a failed save it takes 1d8 psychic damage and is blinded, deafened or silenced you must repeat this save on subsequent turns. on a successful save you take half damage and are not blinded, deafened or silenced. a sleeping creature automatically fails its first save and will have horrible nightmares waking them up.
Remove these ads. Join the Worldbuilders Guild
Comments