Potions and Scrolls

 

Consumable magical items such as potions and scrolls can mean the difference between life and death in many situations. The extent to which potions or scrolls 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 versinons of these potions. All recovery potions, regardless of potency, have a Bulk of 1.

RECOVERY POTION WEAK STANDARD FORTIFIED SUPERIOR
AMOUNT (2d4) (3d6) (4d8) (5d10)
AVAIL COST AVAIL COST AVAIL COST AVAIL COST
Recover Stamina common $100 uncommon $200 rare $400 very rare $800
Recover Composure common $150 uncommon $300 rare $600 very rare $1200
Recover Concentration common $200 uncommon $400 rare $800 very rare $1600
Recover Health common $250 uncommon $500 rare $1000 very rare $2000

Spell Potions

So-called spell potions are potions that cast a specified spell on the person consuming the potion, exactly as though 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 an 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. Potions with a higher effectiveness than 21 are always one step more rare in terms fo their availability.

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

SPELL POTION DIVINATION COLLEGE /
ILLUSION COLLEGE /
RESTORATION COLLEGE
ALTERATION COLLEGE /
CONJURATION COLLEGE /
DESTRUCTION COLLEGE
EVOCATION COLLEGE /
THAUMATURGY COLLEGE /
TRANSFORMATION COLLEGE
AVAIL COST AVAIL COST AVAIL COST
Power 0 Spell (21) uncommon $25 uncommon $50 rare $100
Power 1 Spell (21) uncommon $100 rare $200 very rare $400
Power 2 Spell (21) rare $200 very rare $400 extremely rare $800
Power 3 Spell (21) very rare $400 extremely rare $800 (commission only) $1600
Power 4 Spell (21) extremely rare $800 (commission only) $1600 (commission only) $3200
Power 5 Spell (21) (commission only) $1600 (commission only) $3200 (commission only) $6400
Power 6 Spell (21) (commission only) $3200 (commission only) $6400 (commission only) $12,800
Power 7 Spell (21) (commission only) $6400 (commission only) $12,800 (commission only) $25,600
Power 8 Spell (21) (commission only) $12,800 (commission only) $25,600 (commission only) $51,200

Miscellaneous Alchemical Agents

In addition to standard recovery potions and spell potions, 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.

ITEM DESCRIPTION AVAILABILITY BULK COST
Ant Acid Ampule glass bulb with Iron Ant Acid can be used as sling bullet or arrowhead uncommon 0.1 $1000
Blessed Waters apply blessing of a specified deity when applied, as per the Bless perk common 1 $100
Concentrating Agent concentrates effects of any other potion, yielding 1d3+1 additional doses n/a 1 n/a
Dust of Passage covers or reveals traces of passage, +1 to +5 to Tracking skill for one use common 0.1 $100/+1
Grub Jerky chewing restores 1 Stamina per turn for 3d4 turns common 0.1 $100
Incense of Restfulness while this incense burns, 1 hour of rest is treated at 4 hours of rest rare 0.1 $100/hour
Mask of Many Faces Make-up and disguise cream, +1 to +5 to Disguise skill for one use rare 1 $100/+1
Oil of Honing provides +1 to +5 to a single weapon property for one day uncommon 1 $250/+1
Salve of Protection provides +1 Protection for 1 day when applied to skin rare 1 $500
Shadowpaint camouflage face paints provide +1 to +5 Sneaking skill for 6 hours uncommon 1 $250/+1
Smelling Salts automatically revive someone who was incapacitated, but whose Derivatives are all > 0 uncommon 0.1 $100
Surgeon's Vapours grants +1 to +5 when performing non-magical medical interventions rare 1 $200/+1
Tablets of Soothing tablets that cast the Soothe spell when ingested common 0.1 $25
Victor's Vials liquid disintegrates a body and all remains and possessions in 5 turns, leaving no trace rare 1 $500
War Paints face paints that provide +1 to +5 to a specific combat skill for 2 hours rare 1 $1000/+1

Spell Scrolls

Spell scrolls are somewhat more useful than potions in the sense that the spells recorded on them are not cast on the user when read, but rather are cast by the user when read. This means that essentially any spell can be cast from a scroll. The trade-off for this utility, however, is that spells cast from scrolls require the reader to pay the Concentration casting cost of the spell in order to cast it. If they do not have enough Concentration to cast the spell, the scroll does not activate and the spell does not cast (but the scroll is not consumed).

As with spell potions, the default casting effectiveness of a standard scroll is 21, and the user of the scroll does not have to roll to cast the spell. This 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 scrolls with an 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 Zap (21) scroll (Power 3 Destruction) would cost $600, while a Zap (26) scroll would cost 80% more ($1080), but would be harder to Resist. Scrolls with a higher effectiveness than 21 are always one step more rare in terms fo their availability.

Because spell scrolls require the reader to pay the Concentration casting cost, and because scrolls are more often used for spells that effect a target, and can therefore be Resisted, scrolls tend to be less expensive than potions overall.

All scrolls have a Bulk of 1, and while scroll tubes do not reduce their bulk, they do offer the benefit of keeping fragile scrolls protected and handy so they can be accessed quickly when needed.

SPELL SCROLL DIVINATION COLLEGE /
ILLUSION COLLEGE /
RESTORATION COLLEGE
ALTERATION COLLEGE /
CONJURATION COLLEGE /
DESTRUCTION COLLEGE
EVOCATION COLLEGE /
THAUMATURGY COLLEGE /
TRANSFORMATION COLLEGE
AVAIL COST AVAIL COST AVAIL COST
Power 0 Spell (21) uncommon $25 uncommon $50 rare $100
Power 1 Spell (21) uncommon $75 rare $150 very rare $300
Power 2 Spell (21) rare $150 very rare $300 extremely rare $600
Power 3 Spell (21) very rare $300 extremely rare $600 (commission only) $1200
Power 4 Spell (21) extremely rare $600 (commission only) $1200 (commission only) $2400
Power 5 Spell (21) (commission only) $1200 (commission only) $2400 (commission only) $4800
Power 6 Spell (21) (commission only) $2400 (commission only) $4800 (commission only) $9600
Power 7 Spell (21) (commission only) $4800 (commission only) $9600 (commission only) $19,200
Power 8 Spell (21) (commission only) $9600 (commission only) $19,200 (commission only) $38,400

Miscellaneous Texts

In addition to standard spell scrolls, there are a wide range of miscellaneous magical books, tomes and texts that can provide useful magical benefit. Such texts do not require the reader to expend Concentration the way spell scrolls do. These texts usually provide bonuses to specific skills when kept handy as reference materials, though some proovide permanent benefit and are consumed when used.

ITEM DESCRIPTION AVAILABILITY BULK COST
Anatomical Tome (Species) grants +1 to +5 to all rolls made using skills in the Medical Skill Field on the relevent species when on hand rare 2 $1000/+1
Arcane Tome grants +1 to +5 to the Arcana skill when on hand n/a 2 n/a
Bestiary of (Creature) permanent +1 to all Challenges (including combat rolls) made against a specific creature once studied extremely rare 2 $15,000
Grand Almanac grants +1 to +5 to all rolls made using skills in the Farming Skill Field when on hand rare 2 $1000/+1
Prayer Book grants +1 to +5 to Meditation and Ritual skills while being read common 2 $100/+1
Skill Training Tome grants the reader a free skill roll in a given Skill Field when read very rare 2 $15,000
Spell Tome grants the reader a free skill roll in a given Spell Field when read n/a 2 n/a
Survival Guide grants +1 to +5 to all rolls made using skills in the Outdoors Skill Field when on hand rare 2 $1000/+1

Books of Wisdom

The Books of Wisdom are a series of unrelated texts generally recognized by scholars to provide profound insight into entire fields of knowledge. These are recognized as being essential reading for individuals in a given profession. Reading a Book of Wisdom takes 20 hours of effort, at the end of which, the reader rolls a 21C using the specified Attribute. If successful, and provided the reader has the pre-requisites, the reader gains a free skill roll in the Skill Field associated with the Book of Wisdom (award the character 5xp which must be spent on a skill roll in the associated Skill Field).

TITLE SKILL FIELD 21C AVAIL BULK COST TITLE SKILL FIELD 21C AVAIL BULK COST
TheTitleGoesHereAndCanBeLong Adventuring Adpt very rare 2 $5000 TheTitleGoesHereAndCanBeLong Mysticism - Divine Ment very rare 2 $5000
TheTitleGoesHereAndCanBeLong Artisan Soci very rare 2 $5000 TheTitleGoesHereAndCanBeLong Mysticism - Natural Ment very rare 2 $5000
TheTitleGoesHereAndCanBeLong Arts Ment very rare 2 $5000 TheTitleGoesHereAndCanBeLong Outdoors Stab very rare 2 $5000
TheTitleGoesHereAndCanBeLong Athleticism Phys very rare 2 $5000 TheTitleGoesHereAndCanBeLong Political Intn very rare 2 $5000
TheTitleGoesHereAndCanBeLong Basic Soci very rare 2 $5000 TheTitleGoesHereAndCanBeLong Protosciences Ment very rare 2 $5000
TheTitleGoesHereAndCanBeLong Business Soci very rare 2 $5000 TheTitleGoesHereAndCanBeLong Street Soci very rare 2 $5000
TheTitleGoesHereAndCanBeLong Combat - Ambush Adpt very rare 2 $5000 TheTitleGoesHereAndCanBeLong Trades Phys very rare 2 $5000
TheTitleGoesHereAndCanBeLong Combat - Defensive Stab very rare 2 $5000 TheTitleGoesHereAndCanBeLong Transport - Land Phys very rare 2 $5000
TheTitleGoesHereAndCanBeLong Combat - Offensive Intn very rare 2 $5000 TheTitleGoesHereAndCanBeLong Transport - Sea Phys very rare 2 $5000
TheTitleGoesHereAndCanBeLong Combat - Ranged Adpt very rare 2 $5000 TheTitleGoesHereAndCanBeLong Alteration Stab very rare 2 $5000
TheTitleGoesHereAndCanBeLong Combat - Unarmed Phys very rare 2 $5000 TheTitleGoesHereAndCanBeLong Conjuration Adpt very rare 2 $5000
TheTitleGoesHereAndCanBeLong Construction Phys very rare 2 $5000 TheTitleGoesHereAndCanBeLong Destruction Intn very rare 2 $5000
TheTitleGoesHereAndCanBeLong Entertainment Soci very rare 2 $5000 TheTitleGoesHereAndCanBeLong Divination Adpt very rare 2 $5000
TheTitleGoesHereAndCanBeLong Farming Stab very rare 2 $5000 TheTitleGoesHereAndCanBeLong Evocation Stab very rare 2 $5000
TheTitleGoesHereAndCanBeLong Hospitality Soci very rare 2 $5000 TheTitleGoesHereAndCanBeLong Illusion Intn very rare 2 $5000
TheTitleGoesHereAndCanBeLong Industry Ment very rare 2 $5000 TheTitleGoesHereAndCanBeLong Restoration Stab very rare 2 $5000
TheTitleGoesHereAndCanBeLong Investigation Intn very rare 2 $5000 TheTitleGoesHereAndCanBeLong Thaumaturgy Intn very rare 2 $5000
TheTitleGoesHereAndCanBeLong Medical Ment very rare 2 $5000 TheTitleGoesHereAndCanBeLong Transformation Adpt very rare 2 $5000
TheTitleGoesHereAndCanBeLong Meta-Mysticism Ment very rare 2 $5000