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 |