Site Index > Rules > Character > Skills > Production > Brew Potion |
Brew Potion | |
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Skill Name: | Brew Potion
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Skill Tree: | Production
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Prerequisite(s): | None
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Skill Point Cost: | 2
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Description: | Allows a character to create potions. |
Creating a supply of potions to sell to others or have ready for emergencies can be very helpful to adventurers.
Description
Creating a stock of potions ensures that if you ever need access to magic, and you aren't sure anyone will be around who can read a scroll, you'll have that magic ready to go.
Healing potions are certainly among the most popular varieties, but other schools can be quite useful as well. Potions only require roleplaying that you drink them which is faster (and easier to do in the dark) than using a scroll. This makes them fantastic in the middle of a fight if you have them located where you can find them easily.
Effect
This skill allows characters to create potions for any spell they know that can be made into a potion. Doing this requires using the preproduction system before an event using your available production points.
References
Potion Rules
Potions provide the effects of a spell to anyone who drinks them. They provide their own power and do not require an incantation.
A potion is used by role-playing drinking it, or by concealing it in food like an ingested alchemical. When someone consumes the potion they are affected by the spell as if it had been cast upon them. The user counts as the person casting the spell for the purposes of voluntarily dispelling it.
Oils are like potions, but for spells that are applied to objects or areas instead of characters. To apply an oil, role-play applying it to the affected area.
No skill is needed to identify a potion (or oil). Any character is capable of understanding the effects a potion will have. |
After using a potion or an oil, the character does not have to destroy the consumable slip right away. A player may wait for the next convenient moment to do so, if for example they drink a potion in the middle of a combat. You do not have to actually take the top off of the container the potion is in while you roleplay drinking it. You should still destroy the consumable slip at your earliest convenience.
When administering a potion to a character who has the Helpless condition, you must have the first aid skill.
Potions are created using production points and the brew potion skill.
List of Potions
Name | School | Item Level | Duration | Oil Description | Scarce
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Ghastly Visage |
Necromancy |
1 |
Medium (10 Minutes) |
Mindless undead think you are one of them. Enter unhallowed areas. | No |
Heal Body
|
1 |
Instant |
Heal any body damage a target has. | No
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Magic Armor
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1 |
Long (Game Day) |
Grants the target 2 points of magic armor. | No
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Strength
|
1 |
Medium (10 Minutes) |
The target gains +1 Might. | No
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Toughness
|
1 |
Medium (10 Minutes) |
Give the target 2 extra body points, or protect tougher targets against killing blows. | No
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Anti-Magic Shield
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2 |
Long |
Prevents the next offensive spell call that hits the target. | No
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Dissipate
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2 |
Medium (10 Minutes) |
The target gains the Dissipated condition. | No
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Purify Spirit
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2 |
Instant |
Cures a target of all poisons in their body. | No
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Restore Limb
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2 |
Instant |
Cures all limb wounds on the target. | No
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Spellburst
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2 |
Medium (10 Minutes) |
The target's spells produce handfuls of tag bags. | No
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Spirit Shield
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2 |
Long (Game Day) |
Prevents the next poison, acid, or harmful alchemical effect against the target. | No
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Elemental Weapon
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Nature |
3 |
Medium (10 Minutes) |
Allows all weapons carried by the user to strike for Nature damage. | No
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Heal Mortal Wound
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3 |
Instant |
Heals a target of their torso wound and stops them from bleeding out. | No
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Improved Magic Armor
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3 |
Long (Game Day) |
Grants the target 4 points of magic armor. | No
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Resilience
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3 |
Medium (10 Minutes) |
Makes a target immune to killing blows and turns all damage against them to blunt. | No
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Oil Listing
Oil Name | School | Item Level | Duration | Oil Description | Scarce
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Enhance Armor
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Enchantment |
1 |
Long (Game Day) |
Increase a piece of physical armor's protective value by 1. | No
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Magic Lock
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Enchantment |
1 |
Long (Game Day) |
Hold a door or container magically closed. | No
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Magic Strike
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Battle |
1 |
Medium (10 Minutes) |
Weapon's next hit is deals 4 damage. | No
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Mend Armor
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Nature |
1 |
Instant |
The primary means of repairing armor of all varieties. | No
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Creeping Rot
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Necromancy |
2 |
Medium (10 Minutes) |
Allows a weapon to deal poison damage. | No
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Enchant Shield
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Enchantment |
2 |
Long (Game Day) |
The enchanted shield prevents the next acid or spell call to hit it. | No
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Silvershine
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Enchantment |
2 |
Medium (10 Minutes) |
A weapon can deal silver damage | No
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Enchant Weapon
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Enchantment |
3 |
Medium (10 Minutes) |
A weapon can deal Elven Steel damage. | No
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Sanctuary
|
3 |
Medium (10 Minutes) |
Creates a Sanctuary Field around the caster. | No
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Spellstore
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Enchantment |
3 |
Longest (Event) or until expended |
Store the magic of another spell in your weapon to draw upon it later. | No |
Scarce Potions Listing
Name
| School | Item Level | Duration | Oil Description | Scarce
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Abomination
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Necromancy |
3 |
Medium (10 Minutes) |
The target grows into a huge monster and gains monstrous characteristics. | Yes
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Anti-Magic Aura
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2 |
Short (1 Minute) |
Prevents all spells from effecting the target. | Yes
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Aura of Reflection
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3 |
Long (Game Day) |
Prevents offensive spells from affecting the target and lets them be cast back. | Yes
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Battle Mastery
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3 |
Long |
The target is immune to Magic damage. | Yes
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Combat Prowess
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2 |
Medium (10 Minutes) |
Immediately give a target mastery of all combat skills. | Yes
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Dreadlord
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Necromancy |
3 |
Medium (10 Minutes) |
Take on characteristics of the undead and gain the ability to control them. | Yes
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Grim Sight
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Necromancy |
2 |
Medium (10 Minutes) |
Finds the presence of living or undead around the target. | Yes
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Heroism
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2 |
Medium (10 Minutes) |
Temporarily set a target's Body to 10, with some bonus consequences. | Yes
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Mind Blank
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3 |
Long (Game Day) |
Makes a target immune to compulsion effects. | Yes
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Panacea
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2 |
Instant |
Heal a target of all wounds and restore their body points. | Yes
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Primal Form
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Nature |
3 |
Medium (10 Minutes) |
A character takes on characteristics of an elemental and can order natural creatures around. | Yes
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Revive
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3 |
Instant |
Heals a dead target, bringing them back to life. | Yes
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Poison Immunity
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3 |
Long (Game Day) |
Protects the target against all poison, acid, and harmful alchemical effect calls. | Yes
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Synchronize
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2 |
Special |
Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | Yes
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Scarce Oil Listing
Oil Name
| School | Item Level | Duration | Oil Description | Scarce
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Ablative Armor
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Enchantment |
2 |
Long |
Enchance armor to prevent the next two hits without 'Pierce!' that hit it | Yes
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Ruin
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Nature |
2 |
Short (1 Minute) |
The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. | Yes
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Shadowskin
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Enchantment |
3 |
Medium (10 Minutes) |
Make a target temporarily immune to all regular damage. | Yes
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Wraithbane
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Enchantment |
3 |
Long (Game Day) |
A weapon can deal Elven Steel damage and it does increased damage. | Yes |
Preproduction
Are you lost and looking for the page with information relevant to your preproduction form? Click here for production, and here for crafting. |
Every month dozens of players attend events, and sometimes as many as half of them will want to create new magic items, produce potions, and make other in-game items. It can take logistics staff sometimes hours a month putting all of these orders together, so we use the pre-production system to help make that job a lot easier on them.
Each month logistics staff members will post reminders to turn in preproduction. You don't need to wait for those reminders, simply send the form in at any time:
- Use this form to submit preproduction; this includes crafting new items, altering props with tinkering, producing new consumables, creating valuable items, turning in runes, exchanging items with merchant, or to let us know that you'll need items for being a high-ranking druid or merchant.
- To submit requests to update obsolete consumables and printed items (such as rituals or very old scrolls) use this form.
By doing this logistics staff has everything they need to make and gather in one single place, making the job much easier.
Production Points
Production points represent a character's access to materials or ability to refine a usable material from their environment.
Consumables are cheap, easy to make and good to have on hand for when you need that extra push. As a result, production points are very popular for a wide variety of characters. Merchants use production points to make their most popular inventory, but other adventurers will frequently pick up this skill as well because why not cut out the middleman?
Savant Title
A character earns the Savant title after obtaining all 20 production points and learning the following skills:
- Alchemy Mastery
- Brew Potion
- Scribe Scroll
- Estimate Value
- First Aid
- Herbalism
- Read Magic
- At least one language that was not inherited at the character's creation.
- Note that every character gains the Common language at creation, even if you choose to roleplay that you don't know it, so does not count towards this title.
Savants gain 5 production points that break cap. When producing potions or scrolls Savants, instead of being limited to only spells they know, may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.
Only Savants can use an Alchemist's Laboratory.
Categories: Skills | Production Skills | Production Points
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