Catholicon

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Catholicon

Alchemical Item

Ingested Alchemical

Alchemical Name: Catholicon

Alchemy Level: 5

Type: Ingested Alchemical

Duration: Instant

Flag: None

Herbalism Required: No

Scarce: No

Production Quantity: 1

Harmful: No

Description: Removes all Limb Wound, Torso Wound, Acid Residue, Diseased, Exhausted, and Poisoned conditions, restores 4 power points, heals any body damage.

One of the most popular restorative items.

Description

Once the dust settles, getting your allies back to full strength is top priority. Sometimes a simple Heal Body spell does the trick, but often, you need much more. As long as everyone made it out alive, Catholicon is your go-to solution. It handles all your healing needs in one go, making recovery not just efficient, but convenient – you only need to find one vial.

Effect

The character who ingests this:

Detailed Interactions

None.

References

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Body Points

Characters primarily gain body points from Body Skills. Other ways to get temporary body points include the Toughness spell, the Elixir of Toughness alchemical and the Alchemical Ascension ritual.

Regardless of the source, characters cannot have more than 4 points of body unless one or more of those sources explicitly says that they 'break cap'. Those sources can potentially take a character to 5 body or higher.

Ingested Alchemicals

Ingested alchemicals can be either beneficial or detrimental. To use one, role-play drinking it. The specific effects are detailed on the item itself.

You can also role-play adding alchemicals to food or drink that another character will consume. If you do this, you must place a green sticker on the container (like the bottom of a plate or mug). Characters with the herbalism skill who inspect the item and notice the green dot will know "something is off," though they won't know the exact alchemical.

If a character ingests the altered food or drink, only the player is notified of the exact alchemical used; the character remains unaware. When an alchemical is added to a large container, like a pot of soup, only one person is affected per dose of alchemical used. The first person to consume a portion is affected, then the next, until all doses are expended. You may voluntarily take a harmful effect from ingesting the food after all doses have been applied, provided there is no mechanical advantage to doing so.

Categories: Items | Alchemicals | Level 5 Alchemicals | Ingested Alchemicals | Condition Cures | Power Points | Healing


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