Heavily
inspired by the newest Zelda; Breath
of the Wild,
this potion system is meant to simplify some of the thoughts I had on
how I wanted to do alchemy. I can't take all the credit for this, as some of the ideas were brainstormed by anonymous contributors.
In
order to create a potion, it requires an open flame, water, a flask
or vial, and a cauldron. Ingredients must be mixed together. Each
ingredient has an effect; Each type
of ingredient grants a 1d6 roll to determine the potion's strengths
for that effect. Each additional ingredient of the same type grants
just +1 to the roll for that effect.
For example; If you make a potion with 3 healing
shrooms, a healing butterfly wing, and an attack boosting chili
pepper; you would roll 2d6+2 for Healing and 1d6 to calculate your
attack bonus. This effect roll is how powerful the potion is when
drunk or applied to a weapon in the case for poison.
When mixed; the ingredients in the potion disappear into a colorful, often glowing liquid that is clearly supernatural. Potions only have one day of 'shelf-life' before they lose their magic and turn back into a useless ingredient slurry. Potions with ongoing effects grant the drinker their power for one exploration turn, which is not related to their shelf life.
Whenever foraging or shopping for potion ingredients,
roll on each list to see what you find. You don't know what they do
if you find them in the wild unless you're a Sage of appropriate
level or unless you have a book that can tell you- otherwise you'll
have to experiment. Inferior ingredients only grant 1d4 for rolling
their effects, Rare reagents like from high HD monsters can have 1d8
or higher for their potion effects.
Ingredients-
Roll 1d6
[1]
Herb or Fruit
[2]
Animal Flesh or Bone
[3]
Mushroom or Mold
[4]
Insect or Arachnid
[5]
Monster Part or Egg
[6]
Powder or Salt
Effect-
Roll 1d10
[1]
Attack- For every 5
points of X; grants +1 to hit
[2]
Protection- For every
5 points of X; grants +1 AC
[3]
Elemental Resistance-
Absorbs X of an Elemental Damage. The Elemental this ingredient
resists is tied to its location and the creature; ie Fire Drake teeth
grant Fire resistance, Moss from a swamp grants acid resistance, etc.
Or determine randomly- (1d4- Fire, Cold, Lightning, Acid)
[4]
Sensing- You gain the
ability to see in the dark to a number of feet equal to X times 5.
You also gain the ability the 'hear' loud sounds through walls,
floor, or ceiling such as the sound of miners striking at rock or
rushing water. Range of this ability is roughly equal to X feet.
[5]
Mana- You can recover a spent
spell slot in spell level equal to X or less. If you're using another
system, count this as restoring +X mana points or adding +X to the
next spellcrafting check.
[6]
Healing- Restore X
Health. If fed to a dying character with -X or more health, save to
be revived
[7]
Cure- Fights against
the disease as though you had X days of bed rest. Incurable diseases
are instead delayed by X days. Restores X points of attribute damage.
[8]
Antidote- Reduce X
Poison Damage from what you are suffering. Not a resistance; must be drank after you are poisoned. On save vs death poison, add +½ of X to your saving
throw.
[9]
Poison- Adds +X
Poison Damage on first strike if applied to a sharp weapon or arrow.
Target gets a save to resist the poison. Poison damage is rolled
after the hit is confirmed.
[10]
Stability- Adds +X number of
days this potion will keep before spoiling.
Due to how strong some of these effects can be,
especially with multiple potion ingredients of the same type, that is
the reason for the potions short shelf-life. Stability-effect
ingredients can be added to make them better and last longer of
course.
Ingredients of the same effect and type have lesser
effects then adding in multiple ingredients of the same effect but
different type. However it doesn't make much sense for a bear's molar
that can cure disease and camel fat halfway across the world that can
also cure disease to be considered the “same” ingredient. You can
choose to have each biome have its own set of ingredients that are
counted as different ingredients in different biomes.
If you're the type to have weird, mutational, or
potential dangerous potions with side effects then consider having a
random saving throw whenever a tonic is ingested and have the player
roll on the effects table if they fail the save. Whatever effect they
roll is instead reversed for them; so if they roll Attack they fumble
all of their attacks horribly, or they suddenly become very flammable
and they'll take X bonus fire damage if so much as a torch brushes up
against them.
Of course, these rules don't have to ever be the extent
of your potions or tonic making adventures. Let players soak an ent's
bark in a tonic and ingest it to gain barkskin for their protection
tonics, or make it so any potion mixed with a dragon's heart becomes
permanent, or can be poured out into a strange alchemical homunculus.
But you were already thinking of doing that, weren't you?
I'd say instead of reversing the effect on a failed save, I'd give another equal but opposite penalty. Sure, your attacks are more accurate, but your single-minded intensity leaves you vulnerable to attacks from other targets. Fiction is full of examples where fire-resistance or control leaves you vulnerable to water or cold. This seems the perfect time to throw these in!
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