Potions and Alchemical Mixtures

 

Consumable potions and other magical elixers, balms or oils can mean the difference between life and death in many situations. The extent to which potions or other alchemical mixtures are available for purchase is entirely determined by the Director and the universe they have created for their adventures, and in any case, the prices listed here are only guidelines based on the availability listed. In a setting where even the most basic (common) potions are actually extremely rare, the prices listed here might be 20x higher (or more realistically, not available for sale at all).

Recovery Potions

Potions for the quick recovery of damaged derivatives are by far the most common type of potions available. The weaker versions of these potions can be purchased in most apothecaries, and are considered must-have tools for any serious adventurer. The most potent versions of these potions will be exceedingly rare and only in small quantities if they can be found at all. All recovery potions, regardless of potency, have a Bulk of 1.

Splash Potions

So-called splash potions are not really potions at all. Rather, they are glass flasks containing volatile liquids that are intended to be thrown as weapons. They are all thrown using the Flask (Th) specialization of the Thrown Weapon skill. Because splash potions are necessary stored in fragile glass flasks, there is a risk of them breaking. If someone carrying a splash potion suffers a critical hit from a slam attack there is a 50% chance that each of their splash potion flasks will break, applying their damage and effects to the carrier. If any of these contains Aqua Fulmia, all of them automaically break and do their damage.

Spell Potions

Spell potions are potions that cast a specified spell on the person consuming the potion, exactly as though the spell 'contained' in the potion were being cast by a spell caster. This is not the same as if the person drinking the potion were effectively casting the spell - which is what scrolls do. This 'personal effect' limits the set of spells that can be cast - for example, the Conjure spell cannot be cast on a person at all, so a Conjure potion is a nonsensical item.

The default casting effectiveness of a standard potion is as though the caster rolled 21 when casting the spell. Thus, a value of 21 should be used for determining the variable effects of the spell, or for Resisting the spell if its effects are negative.

Spell potions with a casting effectiveness of higher than 21 have an increased cost of (+10%x 1, 2, 3, 5, 8, 13... etc) per point of effectiveness over 21. Therefore a Water Walk (21) potion (Power 1 Alteration) would cost $200 and last for 30 minutes, while a Water Walk (26) potion would cost 80% more ($360), and would last for 55 minutes. For each 2 point increase in effectiveness (at 23, 25, 27, etc) a spell potion becomes one step more rare in terms of its availability.

As with recovery potions, all spell potions, regardless of potency, have a Bulk of 1.

Aromatics

Aromatics are a range of different salts, resins, oils, gums or other potent smelling compounds that are meant to be placed in a pomander.

Pomander

Pomanders are small hollow balls with many tiny holes in them. They can be opened and aromatics placed inside. Pomanders are usually made from metal, ceramic or amber, and range from quite utilitarian and functional to highly ornate and decorative. Pomanders have a small chain which would be wrapped around the wrist, or attached by a clip to a pocket for ease of access. The user holds the pomander to their nose and inhales the vapours to gain the benefit provided by the aromatic.

Inhaling vapours from a pomander requires a Basic Action, and the benefits of inhaling vapours can only be gained once per turn. A pomander can only hold one type of aromatic (and must be thoroughly cleaned by boiling in vinegar or oil before one type of aromatic can be changed for another).

The aroma coming from a pomander is very intense. Carrying multiple pomanders with different aromatics causes the vapours to interfere with each other and makes them useless. When carrying a pomander with an aromatic in it rolls to detect you by your scent are made at +3 (and this stacks if you are carrying more than one).

The maximum number of doses that can be held in a pomander is defined by the aromatic itself.

Miscellaneous Alchemical Mixtures

In addition to standard recovery potions, spell potions and aromatics there are a wide range of miscellaneous alchemical mixtures, elixirs, salts, powders, balms, oils, salves, pastes, paints, tablets, waters and even naturally occuring reagents that can provide useful magical benefit. Many of these are common, and are sold in ordinary apothecaries.