Weaponized Animals
Always a popular category.
1 - Ripper Eggs
Rippers are fierce little things. A bit like gaudy red raptors (the lizard kind, not the feather kind) with a row of black spikes running down their spine. They imprint very quickly when they hatch, and are exceptionally easy to train.
They are popular pets, due to their intense loyalty (starting morale = 20) but they are hyperaggressive. Whenever they see something that is red, loud, or even vaguely threatening, their owner must succeed on a loyalty check to keep them from attacking.
They abhor being left alone. Each time you leave your pet Ripper alone, it loses 4 points of loyalty, in addition to all the things that stress out a pet.
Just stat them up like little raptors/lizards. They eat an incredible amount: about 1 days worth of food per HD.
2 - Throwing Snakes
HD 1. Str 8. Will try to strangle anything you throw them at. A well-trained snake can can tie itself into very strong knots (useful as part of a self-releasing rope mechanism). And the best snakes are capable of the "suicide knot", where the snake knots itself to death and creates an incredibly strong loop.
Popular among the people of the Fog Caverns in Outer Basharna.
3 - Acid Slug
Transported in glass vials. Thrown from glass-bucketed slings. As acid arrow. Will also crawl inside locks and melt them. Single use.
Can also be fed in order to grow them larger. This is a bad idea, but I'm sure adventurers will do it anyway.
4 - Murder Urchins
When taken out of their oil-filled sacks, they die within 24 hours. They grow 1' in diameter for every sentient creature killed within 1 km of them. They eat corpses telekinetically. When they're large enough, they eat people the old-fashioned way.
A scattering of these urchins in a city's streets during a battle will quickly fill the streets with rapidly growing urchins.
5 - Termite Swarm
A 1 oz vial holds 500 lbs of termites. Will devour a cabin's worth of wood in 1 hour, and then disperse outwards to terrorize more distant climes.
6 - Giant Zombie Hand
A proper mount for necromancers. The wrist functions as a back rest. The necromancers of Kel Dravonis also use them as scribes, for all those times you need your message clawed into the side of a castle.
7 - Horse Train
Just take a bunch of horses and sew them together into a caterpillar thing. Zombie horses are notoriously stupid, and this way you only have to keep track of one of them. Popular among vapor-maddened wizards.
8 - Proxy Mouse
If you breathe into this mouse's mouth, you exchange all wounds with it, up to a mouse's capacity to absorb damage, which ends up being about the same as a normal healing potion.
Magic Items
The eternal engine of our hobby.
1. Dawn Tent
Can only be used once. Anything inside this silken tent when it is sealed is sent forward in time until the next dawn. For someone inside the tent, it is as if dawn arrived suddenly. Effect ends immediately if someone destroys the integrity of the tent.
2. Spinal Bow
Made by the bone-and-metal worshippers of the Ashen Archipelago from your own spine (which is then replaced with a piece of metal that was once part of a ship's mast). Your spinal bow is a bow +1. If you sleep with an animal spine beneath you, the spine will turn into an arrow +3 that is functional against the same species. Usable 1/night, but the arrows it creates are permanent.
3. Black Sheep's Wool Cloak
Whenever you sleep in this cloak, you are safely entombed 4' beneath the ground. This is true for both magical and non-magical sleep. As soon as you wake up, you return safely to the surface of the ground.
4. Nostalgia Poison
Causes creatures to reminisce. Once combat has died down, they are compelled to immediately return home and/or seek out a loved one they haven't seen in a while and/or seek out their grave. As suggestion. Intelligent creatures will take time to pack, inform people of their decision, but they will not be halted.
5. Crown of Chaos
All spell's cast within/into 100' of you have their targets randomized. The crown is actually an especially lazy slaad.
6. White Lotus Powder
Kills the drinker, no save. Exactly 13 hours later, they wake up at full health and without diseases (as long as their body hasn't been mangled during that time).
Oddly enough, the powder is black, as are the flowers it is made from. (It's just a play on black lotus powder, of course.)
7. Alternate Self Ring
When this ring is put on the finger, you are replaced with a version of yourself from an alternate dimension. This effect is reversible, and ends as soon as the ring is removed. The effect is consistent with each person--that is, each person who wears the ring will turn into the same alternate universe self each time. If the ring turns you into a corpse (from a timeline where you are dead), you will always turn into that particular corpse when you put on the ring. For someone else, the ring might switch their gender.
Whenever a new character tries on the ring, roll a d6 and a d4 together. (You're probably going to ignore the d4 roll.)
1. Minor difference, such as a facial scar or a goatee.
2. Different gender.
3. Different class. (Roll randomly.)
4. Inverted stats. (18s become 3s.)
5. Corpse.
6. Actually an evil twin that will reveal themselves only at the worst possible time (basically turning into an NPC at that point, but let the player play them as normal until then, and don't even tell them). Roll a d4 to see what alternate version they seem to be.
Alternate selves, although basically the same character under the control of the same player, still notice things that are different from their home timeline. As in: "Whoa, the sky is blue here! Weird!"
8. Demon Blood
You get +1 Attack and deal +1 Damage each turn. This stacks. Make a Con check at the start of each round. After you fail two checks, or after 6 rounds (whichever comes first), you are paralyzed as all of your muscles attempt to clench at the same time.
9. Shacklebolt
Struck targets take nonlethal damage from this arrow and must then make a Str check or be wrapped in a full set of manacles. Only binds 4 limbs.
10. Choodoo Doll
Perfectly imitates the actions of the person whose lock of hair is affixed to it. Mostly used to spy on people, since you can see what actions the person is performing at any given time. If you build a model of their house, you can see what part of the house they are in at any given time. If you give them a miniature pencil, you can see what they are writing as they write it.
11. Mountain Maker
Looks like a propeller attached to a chain. When bolted to the ground, will immediately fly up, pulling the ground with it and creating a hill. The resultant hill is 10' tall for every maker used, and 40' wide for every maker used. Chance of toppling a castle, if used adjacent to a castle = X in 20, where X is the number of makers used.
12. Blood of Luroc
If poured on the ground of a building, will cause it to grow 1d3-1 hallways and 1d6 new rooms, riddling the structure like a cancer. Will spread outwards from your current location, distorting the position of current rooms) until it reaches an outer area where it can grow rooms there. Each room has a 50% chance of containing a creature (equal chance NPC or monster), 50% chance of containing a treasure, and a 2-in-6 chance of containing a trap. These creatures are drawn from the Halls of Luroc (a living, moving, sentient dungeon that is obsessed with collecting history, as recorded by architecture. Expect mad librarians, living gates, and collections of keystones, keys, and/or bricks that hold thumbprints).
13. Skeevu Stingers
Heal you similar to a healing potion, but your HP total decreases by 2 points each time.
14. Sacred Cake
Heals you like a healing potion, but it makes you fat. Fat takes up inventory slots, the same as items do, and you can't just throw it away. Every 2 weeks of adventuring will remove 1 inventory slot's worth of fat. This can be accelerated if you are starving in a desert, or halted if you are feasting in a city.
15. Stoneweaver's Needles
Basically allows you to cast a version of the stone shape spell, except it's much more dramatic--you're drawing out strings of stone from the earth and weaving them into shapes. It's actually a version of a crochet needle. You can control the hard and soft parts of your stoneweave, so you aren't limited to only shapes that you could knit.
24. Blood Pillow
When this small hand pillow is drenched in a creature's blood and then wrung out, the blood will begin flowing in the direction of that creature's home. If the creature knew the way to get back home, so will the blood.
Showing posts with label potions. Show all posts
Showing posts with label potions. Show all posts
Friday, March 31, 2017
Wednesday, May 18, 2016
The GLOG: Alchemy and Oozes
Here's an 18-page PDF about alchemy and oozes. It's a lot longer than I originally intended, and yet, there are still things that I could add.
I tried to make a super-usable d100 table of potions. They all have details on potion appearance and taste, which I'm not sure I've seen before. I tried to make all the details give strong enough clues that players would have a strong hunch what the potion did (or at least when they should drink it) without giving it away 100%. That's more fun than some fucking identify spell, methinks.
In terms of the d100 potion list, I'm not 100% happy with it, but I think I did a good job of hitting all my goals.
There's also a bunch of lore fluff (alchemical oblates) and random shit that is ripe for importing into your game (alternatives to potions, sludge vampires). Actually, I hope all of this stuff is easily adaptable to your game.
Most of the stuff in here is not new stuff. It's old stuff that has been organized and touched up.
If you've read all of my blog posts ever, here are the things in this document that you haven't seen before:
-Potion Appearances, Scents, and Tastes
-Alternatives to Potions
-Alchemical Oblates
I tried to make a super-usable d100 table of potions. They all have details on potion appearance and taste, which I'm not sure I've seen before. I tried to make all the details give strong enough clues that players would have a strong hunch what the potion did (or at least when they should drink it) without giving it away 100%. That's more fun than some fucking identify spell, methinks.
In terms of the d100 potion list, I'm not 100% happy with it, but I think I did a good job of hitting all my goals.
There's also a bunch of lore fluff (alchemical oblates) and random shit that is ripe for importing into your game (alternatives to potions, sludge vampires). Actually, I hope all of this stuff is easily adaptable to your game.
Most of the stuff in here is not new stuff. It's old stuff that has been organized and touched up.
If you've read all of my blog posts ever, here are the things in this document that you haven't seen before:
-Potion Appearances, Scents, and Tastes
-Alternatives to Potions
-Alchemical Oblates
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by Svetlin Velinov |
Friday, May 13, 2016
Potion Rules + Some Oozes
So I wrote a list of potions, but there's still a lot more that needs to be said.
Alchemical oozes are formed by alchemy, whether intentionally or accidentally. How else could a green slime devour so much, so quickly? It may very well be that all oozes have their ultimate genesis in an alchemist's laboratory or boiling ponds of sulfurous sludge.
Here are the stats for a full-grown alchemical ooze. (Alchemical oozes are just first-generation oozes. They may not all breed true, and most are singular creatures.)
Falling Damage Rule
Whenever you take falling damage, each of your potions has a 50% chance to break open (rolled individually). If any of the potions react with objects, apply it to another random object. For example, sovereign grease could spill on your stowed rope, or a potion of invisibility could spill on your spellbook. Both are hilarious.
If multiple potions in the same pack break open, pair them off and roll on the potion miscibility table (below).
Potions are normally bundled (3 per Inventory Slot) but it is possible to wrap them up carefully so that they are not at risk of breaking. Wrapped potions take up 1 inventory slot each.
There's a complement to this rule involving fire damage and scrolls.
There's a complement to this rule involving fire damage and scrolls.
Potion Miscibility
This is what happens when two potions are mixed, or what happens when you drink one potion while still under the effects of another. Roll a [d6]:
- Deadly poison (2d6). 1-in-6 chance it becomes gaseous, affecting everyone in 20' with inhaled poison (1d6).
- A cursed potion is created. (Contains a random curse.) 1-in-6 chance of becoming gaseous, in which case everyone in 20' must save or contract the curse.
- A random potion is formed. Roll d100 on the Potion Table.
- Potions are blended together. The DM determines the precise effects.
- One potion is subsumed by the other, which is enhanced. Roll on the Spell Mutation Table, and ignore the Random Drawbacks Table. If you get 18-20, ignore the Spell Mutation Table result; the potion effect is now permanent.
- An alchemical ooze is formed. It has the powers of both potions used in its creation (see below). An alchemical ooze in your stomach is fatal unless you quickly vomit it out (Con check or die).
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by Cryptcrawler |
Hashing Potions
Sometimes a player will pick up a potion in a
dungeon and won't identify it until later. At that point, you've
forgotten what potion it was.
The solution to this problem is that there is no
problem. Just roll the potion's identity when it is identified, and
not when it is found. This fits with the philosophy of Just-in-time Resolution.
But sometimes you will give out a known potion and
want to keep track of it. Perhaps because it wouldn't make sense to
find a potion of zombie blood
in a druid's root-grave (or would it make perfect sense?). You don't want to have to keep track of
this potion's secret identify. You're a DM; you're already keeping
track of a million things. So here's my advice, just use a
hash function.
A hash function, which is some way of secretly
modifying the number so that you can recover the original number, but
your player has no idea what the original number was.
When you put a potion into a player's inventory,
identify it by a number that is the hashed result of whatever number
it was on the d100 potion table. Here are some sample hash
functions:
- Add a nonsense number to the left of the original number. #07 becomes #307 or #707 or whatever.
- Add nonsense numbers on both sides and in the middle. #07 becomes #10171 or #30179 or whatever.
- If the number is odd, double it. If it is even, subtract 1. #07 becomes #14. #08 becomes #07.
- A complicated one: reverse the order. Double odds, reduce evens by 1. Add a nonsense number in the first and last places. #07 becomes #7693 or #9690.
You can make it as simple or as complex as you
want. The point is just to hide a potion's identity in its
description so that you know what it is, but your player doesn't.
And so these potions will sit in your player's inventory, described
as “potion #9690” until they are identified.
Alternatively, you can use this method:
- Give each potion a description. The first few letters of the description also refer to the first few letters of the potion's name.
- “Potion of HEAling” becomes “HEAvier than it should be” or “HEAdy aroma of cinnamon”.
- You can also hide the potion's/scroll's name further on in the description, maybe starting it on the second or third letter. Or reverse it and put it at the end of the description.
- “Potion of SOLipcism” becomes “potion labeled telLOS” or “dusty liquid with internal haLOS”.
Just make sure that they write down the whole description.
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By Der-Reiko |
Alchemical Oozes
Alchemical oozes are formed by alchemy, whether intentionally or accidentally. How else could a green slime devour so much, so quickly? It may very well be that all oozes have their ultimate genesis in an alchemist's laboratory or boiling ponds of sulfurous sludge.
Here are the stats for a full-grown alchemical ooze. (Alchemical oozes are just first-generation oozes. They may not all breed true, and most are singular creatures.)
Level 7
Armor none Psuedopod
1d8 + engulf
Move 6
Int 1 Mor
12
*Split –
When this ooze takes slashing damage, it splits into two smaller oozes, each with half the remaining HP. Left alone, the pieces will rejoin.
*Potion Abilities
– Each alchemical ooze enjoys the effects of the potions that
created it. The ooze permanently enjoys the effects of beneficial
potions, while negative potions are applied to its enemies when hit
by a psuedopod.
Oozes that have a
potion related to language have Int 10. Oozes that have
“transformation” effects have the intelligence of the creature,
and will transform one part of their body at a time unless a full
transformation is really necessary. Elementally aligned oozes will
deal an extra +1d6 damage of that element on a strike.
Some oozes will
be more deadly than others (flight + invulnerability) and this is
okay. You may have to take some liberties in interpreting your results.
Here are some proof-of-concept oozes, freshly rolled:
- The Great Gambler + Transformation: Bees = Swarm of tiny, flying slimes. Attacks against them are either crits or misses.
- Time Hack + Grandeur = Magnificent, kingly slime. If it is at full HP, creatures must succeed on a save to attack it. Once per day, it is able to undo all damage done to it in a single turn and teleport back to where it was last turn. It uses this immediately to return to full health.
- Water Breathing + Transposition = Looks exactly like water. The first person to see it must save or switch places with it (works 1/hour). When it comes after you it makes Darth Vader breathing sounds.
- Acid Resistance + Darkvision = Ooze does an extra +1d6 acid damage. Ooze is cloaked in darkness out to a distance of 20'.
Copper Ooze Attenuator
This is a magic item.
All copper within 20' turns into coppery ooze. This process takes about 8 hours. These oozes rush over to cover the copper ooze attenuator. Once they've done this, the whole mass behaves like a normal ooze. It has 1 HP for every hundred copper coins (or equivalent) that went into it's manufacture.
All copper within 20' turns into coppery ooze. This process takes about 8 hours. These oozes rush over to cover the copper ooze attenuator. Once they've done this, the whole mass behaves like a normal ooze. It has 1 HP for every hundred copper coins (or equivalent) that went into it's manufacture.
Treat it like a normal ooze (see above) except that copper will continue to join up with it, making it larger. When it is below half HP, it begins generating electricity, shocking anyone who hits it when a metal weapon.
When killed, it turns into a crumbling pile of lead and asbestos.
Helmet Ooze
It has a shell, like Arcellinida. Increase its AC by 4 points. Engulfed creatures who fail a Strength check have their spines broken as the helmet ooze pulls them sideways into its shell.
Helmet Ooze
It has a shell, like Arcellinida. Increase its AC by 4 points. Engulfed creatures who fail a Strength check have their spines broken as the helmet ooze pulls them sideways into its shell.
Velvet Ooze
This rare ooze is kept in small boxes in their bedside tables. Like the name implies, it is soft and velvety. It is harmless and is only capable of eating milk and sugar. It's about the size of a fist. It's mostly used for masturbation.
Larger ones are used for orgies, but you have to be careful--it is still instinctively trying to kill you. A bit like a toothless, boneless lion.
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by Fyreant |
Alchemical Resurrection
Reviving the dead is possible. There are many
ways, but they are rare, difficult, and always come at a great cost.
The sacrifice of a hundred to save one. An infernal contract, with
only the abyss yawning before you next and final death. Or perhaps
the thing that returns is not you, but instead some wretched,
half-formed shade of yourself.
Regardless, the success of the process has less to
do with the method of resurrection and more to do with the method of
death.
There are some who die alchemical deaths: devoured
by an acid, digested by an ooze, transformed into stone and then
shattered, or with an alchemical poison that turned your veins into
dust.
Those that die through alchemy are best
resurrected through alchemy.
If you die through alchemical means, you may be
resurrected by an alchemist. This requires the alchemical element
that destroyed you. For example, f you were devoured by an ooze,
then the entire ooze must be brought to the alchemist. Incomplete
remains result in incomplete resurrections.
Then, if the need is great, the alchemist is
puissant, and the pockets are deep, it is possible to develop a
recipe to resurrect your dead friend. A quest may be involved for
some trivial thing, such as the air from a freshly dead dragon's
lungs. And then the alchemist will present to you a case of
resurrection elixir.
Dead characters can continue playing as long as
the supply of resurrection elixir holds out.
Resurrection Elixir
You turn into the person who was resurrected into
these potions. Lasts until the next day. Efficacy is lost with age,
and loses duration while the resurrection person eventually loses
their memories.
DM's Note:
I normally make resurrection a difficult, shitty process because I don't want players to come back from the dead without having earned it twice over.
But, resurrection elixir is so interesting that I think I would make it a lot easier, just because (a) it's so fucking interesting, and (b) it's not really resurrection anyway.
How would a player handle it, I wonder, playing a dead character who is only alive for one day at a time, and only through a dwindling supply of elixirs.
It's like playing as Mr. Hyde when you know that Dr. Jekyll has run out of reagents to make more potions. Is it death or homeostasis that will greet you?
Thursday, May 12, 2016
The Perfect Potion List
I did something a little different today. I tried to write out the potion tables for my fantasy heartbreaker, the GLOG.
Usually I just try to pump out as much fresh brain juice as possible, which is fun because I just write about whatever is interesting. But today I was trying to answer the question of "what is the best possible potion list to have in a game"? Which is a surprisingly different process.
I wrote a list of potions, nearly 200. A lot of them were crappy and I deleted them, but it was clear that the best potion list is not the longest potion list. You want to distill the good stuff down and discard the chaff.
Sure, a bloated potion list is good for DMs to steal ideas for their own adaptations. But a system's core potion list should be as high quality as possible. It also needs to be large enough to feel like there's a good variety there.
Anyway, most games have potion lists with about 20 entries, which seems thin to me.
Or they'll have potion lists that are just adapted straight from the spell list. Which is fine, but it makes it seem that potions are just liquid spells, and I want them to be more than that. I want potions to have their own feeling and their own lore.
Besides, spells have to be (sort of) balanced. Potions are things that you find randomly or at the DM's discretion--there's no need to make them psuedo-equivalent in power level. You can go pig wild when writing them.
I had a few goals when I wrote up my potion list:
I wrote too many potions. Please comment on which potions you think are crappiest. Either because they're boring, or you've seen them too many times, or because they wouldn't lead to good gameplay.
Too Many Potions
Closing Thoughts
Use more potions.
They're situational tools with lots of different applications. Lots of them encourage lateral thinking. They're (a) usable by anyone, and (b) all single-use.
(These are basically the features that define Monte Cook's cyphers in Numenera, and everyone loves those. With good reason.)
They fact that anyone can use them leads to more tactical thinking. If you find a scroll you give it to the wizard. If you find a potion, you need to think about who gets it.
And because they're single use, you don't need to worry about balancing them so much. A potion is never going to break your game. Who cares if they use a potion to finish your boss battle in a single round? It probably took some clever thinking, and there will be more boss battles when they don't have the perfect potion at the perfect time.
Let me know which potions you think are the weakest links. I appreciate it.
Usually I just try to pump out as much fresh brain juice as possible, which is fun because I just write about whatever is interesting. But today I was trying to answer the question of "what is the best possible potion list to have in a game"? Which is a surprisingly different process.
I wrote a list of potions, nearly 200. A lot of them were crappy and I deleted them, but it was clear that the best potion list is not the longest potion list. You want to distill the good stuff down and discard the chaff.
Sure, a bloated potion list is good for DMs to steal ideas for their own adaptations. But a system's core potion list should be as high quality as possible. It also needs to be large enough to feel like there's a good variety there.
Anyway, most games have potion lists with about 20 entries, which seems thin to me.
Or they'll have potion lists that are just adapted straight from the spell list. Which is fine, but it makes it seem that potions are just liquid spells, and I want them to be more than that. I want potions to have their own feeling and their own lore.
Besides, spells have to be (sort of) balanced. Potions are things that you find randomly or at the DM's discretion--there's no need to make them psuedo-equivalent in power level. You can go pig wild when writing them.
I had a few goals when I wrote up my potion list:
- Make a list of 20 old-school potions for people who want a more retro potion list, and who want to avoid the weird stuff.
- Make more potions that were useful for exploration, not just combat. (Spells are prepared with an expectation in mind. Potions are just found. Therefore potions can afford to be more situational than spells.)
- Make potions that are good for solving (and creating) OSR-style challenges (especially of the dungeoncrawling variety).
- Make potions that had multiple (but intuitive) uses. Unlike spells, potions are a known substance (liquid) with known properties (liquidity). It has a context and a known behavior (we already know what we can do with 1oz of liquid). Potions should have uses other than just drinking. For example, if a potion of invisibility is poured out on the floor, it should make a small section of the floor invisible, creating a window.
- Make a list of 100 potions.
I wrote too many potions. Please comment on which potions you think are crappiest. Either because they're boring, or you've seen them too many times, or because they wouldn't lead to good gameplay.
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by Alexander Fedosov |
Note: Potions descriptions start with a description of what happens when you drink the potion. ("You heal 1d8+1 HP".) Other uses of the potion are detailed later on in the paragraph.
1. Clairvoyance
By designating a location within 100', you can see
that location as if you were there. You can look at a different
location each round. Lasts 1d6 rounds.
2. Deadly Poison
Created by feeding a chain of poisonous animals to
each other. Poison (2d6).
3. Flight
You gain a fly speed of
24. Lasts 1d6 rounds.
4. Fire Resistance
All incoming fire damage is reduced by 6 points.
Lasts 30 minutes.
5. Gaseous Form
As the spell gaseous form. Lasts 30
minutes.
6. Giant Size
You triple in size. Your physical attacks deal
double damage and you take half damage from physical sources. When
making Strength checks, treat your Strength at 24. Lasts 1d6 rounds.
Alternatively, it can be poured on an object or
part of an object to make it triple in size. Lasts 30 minutes.
7. Healing
You recover 1d8+1 hit points.
8. Heroism
You get +4 to all d20 rolls. Lasts 1d6 rounds.
9. Invisibility
You are invisible.
If poured on a wall or floor, creates a psuedo-window that you can
see through. Lasts 1d6 rounds.
10. Invincibility
You are immune to
damage. Lasts 1 round.
11. Nondetection
All magical attempts to
learn about you fail. People forget you exist as soon as they stop
looking at you. Lasts 30 minutes.
12. Petrification
Turns you into stone.
If poured on stone, turns it into flesh.
13. Polymorph
A piece of a creature
must be added to this potion before it can be used. You transform
into an exact copy of that creature. Multiple donors creates
chimeras. Lasts 30 minutes if same species or 1d6 rounds if
different species.
14. Purge
Any poisons in your body are vomited out intact.
You can vomit the poison into the (now empty) potion bottle if you
wish.
15. Shrink
You shrink to a twelfth of your normal size.
(Feet becomes inches.) Your Strength is 1, all of your attacks deal
a single point of damage, and you take double damage from physical
sources. Lasts 30 minutes.
Alternatively, it can be poured on an object or
part of an object to make it shrink down. Anything smaller than a
couch can fit in your pocket. Lasts 30 minutes.
16. Sovereign Glue
Elemental stickiness. Glues anything to anything,
forever. Very difficult to see if spread on a surface.
17. Spider Climb
As the spell spider climb. Lasts 30
minutes.
18. Universal Solvent
Dissolves any adhesive. Neutralizes sovereign
glue and sovereign grease. Causes hard materials to become softer.
(Stone becomes like clay, adamantine becomes as soft as normal
steel.) Don't get it on your hands.
19. Water Breathing
You can breath underwater. Lasts 30 minutes.
20. Zombie Blood
You appear to be a cold, rotting corpse but can
still act normally. Unintelligent undead will ignore you as long as
you ignore them. You count as undead. Lasts 30 minutes.
Acid Resistance
All incoming acid damage is reduced by 6 points.
Lasts 30 minutes.
Adulthood
Plants and animals instantly grow to their adult
size and form.
Alternate Self
You die and a version of yourself from an
alternate reality is permanently summoned to your location to be your
new replacement PC. This character is exactly like your previous
character except they [d4]: 1 = are a different gender, 2 = are a
different class, 3 = have opposite values and Convictions, 4 = are a
different age.
Anchoring
You cannot be moved from your location. If poured
on an object, it cannot be moved from its location. If poured on a
creature, it cannot move from its location if it fails a save. Lasts
30 minutes.
Animate Object
You turn into an inanimate piece of furniture
appropriate to the environment; this lasts until the following
morning. If poured on an inanimate object, that object permanently
wakes up as the spell animate object.
Banishment
You return to the location of your birth. No
save. If poured on a creature (instead of consumed) a save is
allowed.
Beauty
When making Charisma checks to impress people or
get them to like you, treat your Charisma as if it were 18.
Creatures that might be sexually attracted to you must make a Save or
be fascinated by you, unable to look away, as long as no one takes
any overtly hostile actions.
Bottle Imp: Black
Answers one question truthfully. Knows everything
that Hell knows (which is damn near everything). If you eat it, or
if it crawls down the throat of an intact corpse, it can possess that
body for 30 minutes. Dies quickly upon contact with air. Can only
answer questions that start with “what”.
Bottle Imp: Blue
Answers one question truthfully. Knows everything
that Hell knows (which is damn near everything). If you eat it, or
if it crawls down the throat of an intact corpse, it can possess that
body for 30 minutes. Dies quickly upon contact with air. Can only
answer questions that start with “why” or “how”.
Bottle Imp: Green
Answers one question truthfully. Knows everything
that Hell knows (which is damn near everything). If you eat it, or
if it crawls down the throat of an intact corpse, it can possess that
body for 30 minutes. Dies quickly upon contact with air. Can only
answer questions that start with “when” or “where”.
Bottle Imp: Red
Answers one question truthfully. Knows everything
that Hell knows (which is damn near everything). If you eat it, or
if it crawls down the throat of an intact corpse, it can possess that
body for 30 minutes. Dies quickly upon contact with air. Can only
answer questions that start with “who”.
Bottomless Puddle
Nothing you swallow will affect you in any way.
If poured on a ground, creates a bottomless hole about 5' in
diameter. Lasts 30 minutes.
Bounty
You gain 50 pounds. If poured on food, it erupts
into 3d6 more servings of that food. Copies are delicious, fancy,
and have none of the magical properties of the original food (if
any). “Food” is limited to human food.
Breathlessness
You no longer need to breathe. You cannot speak
or cast spells. Lasts 30 minutes.
Breathstealer
If you are caught in a breath attack, you can
choose to inhale the breath attack, thereby negating it. You can
hold it in you for as long as you can hold your breath, then breath
out the breath attack normally. Also works on strong wings and
gases. You are immune to any negative effects of inhaled things. If
you can kiss someone, you can suck out their breath, and they take
3d6 non-lethal damage. Lasts 30 minutes, or until used.
Bubble Breath
You breath out a 20' cone of sticky pink bubbles.
Creatures caught in this area are covered with bubbles, and get -2
Attack, +2 Defense, and move at half speed. No save. These effects
last until successfully scrape off the bubbles, which takes a
standard action and a successful Dex check. The bubbles remain on
the ground for 30 minutes, and behave like a big, sticky pile of
mattresses.
Burrow
You gain a Burrow speed of 6 in dirt (not stone).
Lasts 30 minutes. Alternatively, if this potion is poured on the
ground, will excavate a burrow large enough for 6 people to sit
inside comfortably. Only works on dirt, not stone.
Cloudkill
If you drink this, you die (no save). If this
potion is broken or poured out, it creates a noxious yellow cloud 20'
in diameter. Creatures inside this cloud take 1d6 Con and HP damage
each round (Save for half). Creatures with 1 HD or less must also
Save or die. Vermin die automatically.
Cold Resistance
All incoming cold damage is reduced by 6 points.
Lasts 30 minutes.
Comprehension
You comprehend all written languages. You are
mute. Lasts 30 minutes.
Contagious Laughter
Whenever you spend a standard action laughing, all
creatures that can hear you must save or spend their next standard
action laughing as well. Once a creature saves against this ability,
they are immune to it. Lasts 30 minutes.
Courage
You are immune to fear. If you would normally
roll a save vs fear, you instead gain +2 Attack vs the source of that
fear (non-stacking).
Darkvision
You can see in the dark. Range 30'. You cannot
see colors, just shapes. Lasts 30 minutes.
Deep Sleep
You sleep for 30 minutes and cannot be awoken by
any means. This refreshes you as if it were a full night's sleep.
Doom Treading
You receive 1d6 visions of death. Your DM
describes different ways that you might die in the near future,
beginning with more likely deaths. If you are in a dungeon, this can
be as simple as describing the monsters (briefly but accurately) and
how they kill you, as well as some traps.
Drunkenness
You immediately gain 5 points of drunkenness. You
must make a Con check every 10 minutes or fall asleep. Lasts 30
minutes.
Duo-Dimensionality
You become flat and two-dimensional. You can walk
through cracks, behind bookshelves, and most closed doors. If you
turn your body so that you are facing someone edge-on, they cannot
see you. You weigh one pound. You take double damage from piercing
and slashing. Lasts 30 minutes.
Echolocation
You gain echolocation 50'. You are blind. Lasts
30 minutes.
Ethereality
You become ethereal (basically an invisible
ghost). Roll a random encounter check for ethero-pelagic fauna and
demons. Lasts 1d6 rounds.
Exit
You teleport out of the building or dungeon,
arriving near the main entrance. If poured on an object, teleports
it out of the building or dungeon. Teleported objects have a 50%
chance to end up somewhere awkward, such as in a tree of beside a
band of bandits. No effect outdoors.
Extra Arm
You grow an extra arm. It is awkwardly placed.
If you use it to attack, it gets -4 to hit and deal half damage.
Otherwise, it can do anything an extra arm could do.
False Life
You gain 2d8+2 HP, exceeding your maximum HP, if
applicable. Your HP cannot be restored by any means for the rest of
the day. Multiple uses of this potion stack (both HP increases and
duration of no healing).
Fleeting Journey
You teleport to a point within sight. At the end
of your next turn, you teleport back.
Fire Breath
You can breath out a 30' cone of fire that deals
3d6 points of damage (save for half). If the potion is not drank but
instead contacts air, it explodes, dealing 2d6 points of damage in a
20' diameter (save for half).--
Fusion
You fuse with the next creature you touch.
Ghost Form
You appear to be a ghost. Additionally, you may
be incorporeal for 1 round at any point during this duration. Lasts
30 minutes.
Glibness
The next thing you say will be believed by the
creature you are talking to. No save. This effect ends as soon as
the creature sees or learns something which contradicts your
statement. (So “I am a pterodactyl” wouldn't be believed,
because you don't have huge leathery wings. But “Your house is on
fire” would be believed, unless your target was currently looking
at their house and could see that it was not on fire.)
Golden Dreams
You have a brief vision of all of the treasure
hoards in the dungeon, with all of the major items described briefly
but accurately. If poured out on the floor, it creates an illusion
of a small pile of treasure, which lasts for 30 minutes.
Green Slime
Don't fucking drink it.
Grandeur
Your clothing, armor, and weapons are instantly
repaired and polished. You are instantly cleaned and styled. You
get +2 when attempting to impress people. If you are at full HP and
not doing anything undignified, creatures with fewer HD than you must
succeed on a save whenever they wish to harm you.
![]() |
by Alexander Fedosov |
Haste
You take an extra round at the end of every round
(after everyone else's initiative count). Lasts 1d6 rounds. You age
1 year for every round that Haste lasts.
Hate
You hate the first person you see after drinking
this potion. You must succeed on a Cha check to avoid attacking them
whenever you see them. When you attack them, you fly into a Rage (as
barbarian). Permanent.
Hide From Animals
Animals cannot see you, hear you, or notice you by
any means. Lasts 30 minutes or until you do something (except
movement).
Hide From Dragons
Dragons cannot see you, hear you, or notice you by
any means. Lasts 30 minutes or until you do something (except
movement).
Hide From Undead
Undead cannot see you, hear you, or notice you by
any means. Lasts 30 minutes or until you do something (except
movement).
Hope
Dispels any negative emotions. You automatically
succeed on your next save.
Ice Seed
As a poison (2d6) except the damage is cold. If
poured out into a body of water, it will freeze the surface of the
water a foot thick, 50' in diameter. If poured out on a creature,
treat is as a poison (1d6) except the damage is cold.
Iron Seed
Your skin becomes metal. Reduce all incoming
physical damage by 3 points. If poured on an object, turns it to
metal. Lasts 30 minutes.
Jaunt
Teleports you to a random room (if in a
dungeon/building), a random building (if in a city), or a random
location (if on the overworld). If poured on an object, does the
same thing.
Lantern Eyes
Your eyes emit light as if they were a bullseye
lantern (narrow cone 60'). At one point during this potion's
duration, you can choose to have X-ray vision for 1 round. Lasts 30
minutes.
Levitation
You can a Fly speed of 1, but only when you
concentrate, and only vertically (up and down). Flying horizontally
requires a flat surface to push off from. If poured on an object,
the object becomes weightless. Lasts 30 minutes.
Lightning Resistance
All incoming cold damage is reduced by 6 points.
Lasts 30 minutes.
Liquid Boat
You turn into a boat. The type of boat is
relative to your size and cultural maritime history. You are
sentient, but have no way of communicating or doing anything. No
save, permanent. If this potion touches water, it immediately
expands into a full-size sailboat. If rationed out in dribbles, can
also be used to create 4 small rowboats.
Love
You fall in love with the first person you see
after drinking this potion. As charm,
except romantic. No save.
Lycanthropy
You contract
lycanthropy.
Magic Weapon
Your punches and kicks
count as magic weapons +1. If applied to a weapon, it becomes a
magic weapon +1. Lasts 30 minutes.
Magpie Charm
All silver objects
within eyesight are teleported into your backpack. All local birds
are enraged and will convene at your location to attack you (4-in-6
chance of a hostile swarm of birds arriving in 10 minutes, 100%
chance of aggressive poop-bombing campaign for the week to come).
This also works on very large silver objects, with potentially
disastrous results.
Mapping
You learn the number of
floors in the dungeon, the number of secret doors, and how many
rooms/hallways are connected to your current room. If poured out,
the potion will turn into ink and attempt to make an accurate map of
the surrounding countryside. The map uses pictograms, not words.
Mirror Image
1d4+1 mirror images of
yourself appear beside you. They mirror your movements perfectly.
When an enemy makes an attack against you, they strike a random
target (possibly you, but probably one of your images). Images
vanish after being targetted.
Mutate Spell
One of your memorized
spells mutates.
Mutation
You gain a random
mutation. Alternatively, can be poured on a mutation to cure it.
Pause
You pause time for 3
rounds. During this time, you cannot move from your location or
interact with anything except yourself. After these three rounds,
you must return your limbs to their exact position, or you will die.
Postpone
While this potion is
active, HP damage that you take is postponed until after the potion
elapses. Lasts 1d6 rounds.
Rage
As the barbarian
ability.
Raise Dead
You die. You will
return to life unharmed after 30 minutes. If poured in the mouth of
a corpse, it permanently returns an a zombie. It is not under
anyone's control.
Recapture Spell
You remember one of the
spells that you have cast earlier today.
Repulsion
Nothing, not even
inanimate objects, want to be near you. Creatures must succeed on a
morale (or Cha) check in order to approach you. If they fail this
check, they will not approach you for the rest of the potion's
duration. You get +2 Defense against small ranged attacks (such as
arrows). If poured on an object, it has the same effect. Lasts 30
minutes.
Reverse Gravity
Gravity is reversed for
you and all of your inventory. If poured on an object, it has the
same effect. Lasts 30 minutes.
Seal Soul
You lock away your soul
in the prisons of your limbic system. You are effectively soulless.
You are immune to emotions, level drain, and necromantic death
effects. You feel no kindness nor compassion, but you know what your
soul wants you to do, so you generally act the same as you would when
you had a soul. You will have no memory of this afterwards. Lasts
30 minutes.
Silver Dust
Cannot be drank; it is
literal silver dust. Contains enough silver dust to spread across a
doorway. (Demons cannot cross lines of silver.)
Simulcrum
You vomit out a tiny
fetus, which quickly grows into a clone of yourself. Your clone has
a 50% chance to have a random mutation. Your clone will live for 1d6
minutes, but if you roll a 6 on this your clone is instead permanent.
Your clone knows that it is a clone and that it will probably die
soon (chest pains). Your clone has a morale score of 1d20. Unlike
normal hirelings, you clone can sometimes be persuaded to do suicidal
tasks. It has no clothing, gear, or memorized spells.
Smoke
You can see through smoke and fog perfectly.
If broken or poured out, creates a prodigious amount of fog—a 100'
sphere, or enough to fill approximately 5 dungeon rooms.
Snake Arm
Your arm turns into a python.
If you attack with it, it has Attack 14, Strength 14, and deals
1d8+1 damage + grab. Lasts 1d6 rounds.
Snake Conjuring
You can shoot vipers
out of your fingertips. You can shoot one per round. Treat this as
attacking with a bow, except the arrows are poisoned (1d6) and leave
angry vipers where they land. The snakes and the shooting ability
last 1d6 rounds.
Solipcism
If you believe
something is true, it is true for you. This allows you to walk
across a chasm by imagining a bridge, or open a locked door by
imagining that it is unlocked. This only works if you fail an Int
check, and only works on environments and local objects. Lasts 30
minutes, or until you use it once.
Sound Bubble
Creates an invisible,
intangible bubble around you with a 10' diameter. Sound cannot pass
through this bubble..
Sovereign Acid
Elemental acid. Will
melt through anything except glass and adamantine, and will
eventually melt a hole all the way down to Hell. If poured on a
stone floor, hole is 1' wide and narrows as it goes down. Lethal
(and messily so) if drank.
Sovereign Grease
Elemental Slipperiness.
Surfaces coated with this become perfectly frictionless. Coats an
area about 5' in diameter. Nearly invisible when spread thin. If
drank, negates the effects of anything you ingest for the rest of the
day; food, edible poisons, and potions will have no effect—they
just pass right through you.
Spell Ward
The next spell
that targets you fails. Lasts until you go to sleep.
Speak With Beasts
You can speak
with all non-swimming, non-flying, non-crawling, animals for 3
minutes (use a timer). Smaller animals tend to be smarter.
Carnivores tend to be demanding.
Speak With Birds
You can speak
with all flying animals for 3 minutes (use a timer). Birds are
usually very smart, very stupid, or very smart and pretending to be
stupid. Migrating birds are the primary source of gossip in the
world, especially modern gossip.
Speak With Crawling Things
You can speak
with all crawling things (such as lizards and slugs) for 3 minutes
(use a timer). Reptiles tend to be careful, pragmatic, and stubborn.
They usually know the deep history of a place. Insects know many
useful things, but they struggle with human concepts of time and
identity.
Speak With Dead
You can speak
with a corpse as long as it has an intact mouth (or if you reattach
the jawbone) for 3 minutes (use a timer). They tend to be
incoherent, obtuse, and prone to reminiscing.
Speak With Fish
You can speak
with swimming things for 3 minutes (use a timer). Cetaceans want to
know all about you so they can fit you into their theories and
stories. Fish tend to be amazed by everything, forgetful, and a
little awkward. Sharks talk of nothing else except eating things,
often times you.
Speak With God
You can speak
with a god of your choice, who will answer one question, and
optionally a follow-up question. But gods also ask questions of the
querent (mostly pertaining to morality or their domains) and will not
help you if they don't like your answer. Greater gods tend to be
more accurate, but are also more likely to convert you to their
religion.
If a god converts
you to its religion, you must change one of your Convictions to
reflect this. If you would be converted but already worship that
god, you are instead compelled to donate to their cult or perform a
small quest at that god's behalf at the earliest opportunity. Gods
don't speak with words, just crystal-clear impressions, like ideas
that someone else plants in your mind.
- Dead gods that dwell in the ashes of the earth are accurate 50% of the time. They are beyond caring about your moralities. You must be underground to speak with them.
- Lesser Slave-gods (such as Briga, the goddess of shoes) and great souls (popular heroes from folklore) are accurate 70% of the time, and have a 10% chance of converting you.
- Greater Slave-gods (such as Brigadoon, the most powerful of the many competing harvest gods), saints, and dead popes are accurate 85% of the time, and have a 30% chance of converting you.
- Zulin, Prince of the Upper Air, is accurate 100% of the time and has a 50% chance of converting you. However, he only speaks to royalty, since he is royalty himself (king of the gods).
Speak With Metal
You can speak
with metal for 3 minutes (use a timer). Metal tends to have a pretty
good knowledge of everything that has directly happened to it since
it was forged, but not things that happened to it. Weapons speak of
their kills; locks speak of what they guard. Cursed and trapped
metal objects tend to be liars.
Speak With Plants
You can speak
with plants for 3 minutes (use a timer). Plants often have either a
deep-seated hatred towards things that eat them and cut them down, or
resignation. Trees tend towards the hateful side of things, and sigh
a lot. Flowers tend to be optimistic idiots and/or sexually graphic.
Grasses are nearly impossible to talk to because they all shout at
once.
Suggestion
The next thing
you say is a suggestion,
as the spell of the same name.
The Hero
You are possessed
by the spirit of Braddon the Breaker, a legendary hero who was
eventually devoured by an alchemical ooze. He is honorable,
cheerful, and boastful. Your Attack becomes 14 and you replace all
of your class abilities with those of a level 6 Fighter. This lasts
30 minutes of until you fail to roleplay Braddon.
The Great Gambler
You are possessed
by the spirit of Amashak the Evergreen, the greatest gambler who ever
lived, and who was eventually devoured by an alchemical ooze. She is
pragmatic, calculating, and flirtatious. Your d20 rolls are instead
handled by coin flips. On a heads, treat it like a natural 1. On a
tails, treat it like a natural 20. Lasts 30 minutes or until you
fail to roleplay Amashak.
The Poltergeist
You are
paralyzed. During that time you can use telekinesis
once every 1d4 rounds. You cannot use telekinesis to
move your body. Lasts 30 minutes or until something ends your
paralysis.
The Scoundrel
You are possessed
by the spirit of Mingola the Thrice-Vanished, a legendary villain who
was eventually devoured by an alchemical ooze. She is sarcastic,
quippy, and despises heroics. Your Attack becomes 14 and you replace
all of your class abilities with those of a level 6 Thief. Lasts 30
minutes or until you fail to roleplay Mingola.
The Spook
Your eyes glow
blue. Glass objects vibrate near you. Your voice becomes a hollow
reverb. Dogs flee from you. Cats are attracted to you. You can
convince domesticated animals to kill themselves by succeeding on a
Charisma check (once per target). Lasts 30 minutes.
Transformation: Bees
You turn into a
swarm of bees. You can speak with insects and flowers (who adore
you). Your gear transforms with you. Lasts 30 minutes.
Transformation: Cat
You turn into a
cat. You can speak with felines. Your gear transforms with you.
Lasts 30 minutes.
Transformation: Dolphin
You turn into a
dolphin. You can speak with air-breathing, swimming animals. Your
gear transforms with you. Lasts 30 minutes.
Transformation: Gecko
You turn into a
tiny gecko, 2” long. You can climb on walls and speak with
reptiles. Your gear transforms with you. Lasts 30 minutes.
Transformation: Seagull
You turn into a
seagull. You can speak with flying animals. Your gear transforms
with you. Lasts 30 minutes.
Transformation: Troll
You turn into a
troll (including all its special powers: regeneration, darkvision,
multiple attacks). You can shout any language you know, poorly.
Your gear transforms with you. Regenerated HP remains after you
transform back. Lasts 1d6 rounds.
Transposition
You switch places
with the object that you are staring at. Creatures get a save to
resist.
Telepathy
You have two-way telepathy, 200'. Lasts 30 minutes.
Time Hack
You jump 6
seconds backwards in time. If used in combat, this potion can only
be used to redo your turn (but remember that drinking a potion counts
as your action for the turn); you cannot use this potion to redo
other people's turns. Outside of combat, you can use this to undo
everything that happened in the last 6 seconds.
Time Skip
You leap exactly
24 hours forward in time, reappearing in the exact same place.
Tongues
You can speak all
languages spoken by people (but not read them). This potion also
makes you voluble, and when you speak to someone, you have a 1-in-6
chance of saying something you'll regret. If there is something you
don't want the other party to know, you'll say that. Otherwise,
you'll merely insult them.
True Seeing
You can see
through all illusions and disguises. You can see the true form of
transformed objects and creatures. Lasts 1d6 rounds.
Void Metal
Metal becomes
intangible to you. If poured on an object, it becomes intangible to
metal. This potion passes right through metal objects. Lasts 30
minutes.
Void Wood
Wood becomes
intangible to you. If poured on an object, it becomes intangible to
wood. This potion passes right through wood objects. Lasts 30
minutes.
Water Walk
You treat water
as if it were solid ground. Lasts 30 minutes.
Ventriloquism
You can make your
voice emerge from any point within 50'. You must still move your
lips. Lasts 30 minutes.
![]() |
by Alexander Fedosov |
Use more potions.
They're situational tools with lots of different applications. Lots of them encourage lateral thinking. They're (a) usable by anyone, and (b) all single-use.
(These are basically the features that define Monte Cook's cyphers in Numenera, and everyone loves those. With good reason.)
They fact that anyone can use them leads to more tactical thinking. If you find a scroll you give it to the wizard. If you find a potion, you need to think about who gets it.
And because they're single use, you don't need to worry about balancing them so much. A potion is never going to break your game. Who cares if they use a potion to finish your boss battle in a single round? It probably took some clever thinking, and there will be more boss battles when they don't have the perfect potion at the perfect time.
Let me know which potions you think are the weakest links. I appreciate it.
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