Closed Grammarsalad closed 4 years ago
Frostfell Draught This potion goes down cold, almost unbearably so. The drinker finds, however, that any ability or spell they cast that deals cold damage deals an additional 50% damage for 1 turn.
STATISTICS:
Special: +50% cold damage Duration: 1 turn
Weight: 1
Potion of Animal Control
This potion enables the imbiber to empathize with and control the emotions of animals.
Over the next four hours, the drinker can charm animals up to 4x allowing a save, or they can charm an animal once not allowing a save.
STATISTICS:
Special: Charm Animal Innate ability 4x (with save) or 1x (no save)
Duration: 4 hours
Weight: 1
Animal Control This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect.
If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible.
If the caster harms or attempts to harm the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Animal Control
This spell affects any single animal it is cast upon. The animal is not allowed a Save vs. Spell to negate the effect.
It regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible.
If the caster harms or attempts to harm the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Potion of Farsight This potion functions identically to the farsight spell. When this potion is consumed, the drinker is able to view an area of an unexplored map. They can view this area for a total of 40 seconds.
STATISTICS:
Special: Farsight Duration: 40 seconds
Weight: 1
Potion of Vitality This potion restores the user to full vitality despite exertion, lack of sleep. It completely restores fatigue, and eliminates any poison or disease from the body. In addition, the imbiber is protected from poison or disease for 4 hours.
STATISTICS:
Special: Cures poison, disease and removes fatigue. Protects against poison and disease for 4 hours.
Duration: 4 hours
Weight: 1
Potion of Animal Control
This potion enables the imbiber to empathize with and control the emotions of animals.
Over the next four hours, the drinker can charm animals up to 4x allowing a save, or they can charm an animal once not allowing a save.
STATISTICS:
Special: Charm Animal Innate ability 4x (with save) or 1x (no save)
Duration: 4 hours
Weight: 1
Potion of Teleportation
This potion grants the drinker the ability to teleport up to three times, for one term. Characters can only benefit from this potion a maximum of once per turn.
STATISTICS:
Special: Teleport Innate ability 3x Duration: 1 turn
Weight: 1
Teleport
This ability allows you to teleport up to 400' in any direction.
Pyromancer's Delight This potion infuses the drinker with the power of fire, able to weild it more effectively than before. Any ability or spell they cast that deals fire damage deals an additional 50% fire damage for 1 turn.
STATISTICS:
Special: +50% fire damage Duration: 1 turn
Weight: 1
Storm Brew A small flash of lightning seems to dance in the middle of this potion. Anybody that drinks it finds that any ability or spell they cast that deals electrical damage deals an additional 50% damage for 1 turn.
STATISTICS:
Special: +50% electrical damage Duration: 1 turn
Weight: 1
Vitriolic Ooze This potion smells and tastes awful. Anybody that drinks it finds that any ability or spell they cast that deals acid damage deals an additional 50% damage for 1 turn.
STATISTICS:
Special: +50% acid damage Duration: 1 turn
Weight: 1
Variant Item Creation Component: Item Recipes This component adds the additional requirement for item creation that characters must know the 'recipe' for a given item before they can create it. Upon reaching the relevant level (or upon gaining sufficient proficiency if the proficiencies mod is installed), the character can select a number of tier I items. For each item selected, the character will know the recipe for that particular item and can create it wherever they have the materials available to do so. As they advance in level (or proficiency), they can select additional recipes. Additionally, they can find or purchase recipe notes that can teach them the relevant recipes (much like learning a spell).
...or, just incorporate this into item creation but allow users the option to remove it if they want
New and Revised Potions
Tier:
Potion Names: (N) New Potion. Only installed if New Potions Component is installed (R) Revised Potion. Only installed if Revised Component is installed (E) Exists in at least one EE game.
(U) Only exists in certain games. Added in others with Universal Component
Effect:
Potion Creation
Potion Names: (N) New Potion. Only installed if New Potions Component is installed (R) Revised Potion. Only installed if Revised Component is installed (E) Exists in at least one EE game.
(i) Only if IR is installed
Required Spells: x, y; z = [(x and y) or (z)] (I) Icewind Dale Spell (r) Revised Spell Component (n) New Spell Component (s) Spell Revisions Spell
C: Components. Optional additional components, either experience points, or some special part or item gained through adventuring or purchase.
Cost: Standard Cost of item. Cost to create is 75% of this cost, unless Components are also installed, in which case its either negated (i.e. fully accounted for by the cost of the components) or is equal to 1/2 this cost.
(NC) No change from original
'Extra' potions
Components