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Post by smay63 on Sept 12, 2011 10:32:40 GMT
HEALING POTIONS (OPTIONAL): Perhaps found as treasure, or given as a reward: Heals 1D3+3 HP. ENC 0 (5 per 1 ENC). BV: 200. Also repairs the effects of a single major wound, poison or disease. The BV is optional/rough estimate for such an item.
A smaller potion: 1D2+1 HP. ENC: 0 (10 per 1 ENC). BV: 100 Cures any single poison or disease.
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Post by CSP Kris on Sept 12, 2011 18:32:37 GMT
Just in case you missed it ...healing potions can be made by combining the Create Potion Spell (p39) with the heal spell (the characters don't have to actually make the potions themselves ...but that is the mechanics behind potion creation) For example: A potion of Heal I* heals 1hp, stabilises a character, and/or revives an unconscious character A potion of Heal III* does the same, except it heals 3hp and also cures a single disease/poison A potion of Heal V* does the same as III except that it heals 5hp and also repairs a major wound In addition, the Create Potion Spell could also be used with the (sorcery) Treat Wounds spell - healing 2HP per magnitude. So the first potion you described is pretty much a potion of Heal V (*I, III, V, etc. = magnitude of the spell)
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Post by smay63 on Sept 13, 2011 16:34:13 GMT
I've done the potions as a sort of treasure, in case the mage is not there amongst the group or is busy. The potion just gives the non-magic users an item to heal themselves or nearby friends, if the mage isn't available.
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Post by CSP Kris on Sept 13, 2011 18:18:32 GMT
Sorry ...when I said 'made' I didn't really mean something that has to be specifically created by/for the PCs in your game ...but rather this is how the treasure item was originally crafted (in game terms) by someone in the campaign world (which could have been centuries ago). ...i.e. the existing magic rules allow for the creation of a wide variety of magic items (including potions, scrolls, charms, magic weapons, etc.) that the GM can take full advantage of when creating his/her own treasure items. For example, healing potions found as 'treasure' could come in any magnitude of the Heal spell (depending on how 'strong' you want to make them), as could potions of Co-ordination, potions of Strength, etc. Hopefully that makes some kind of sense (and apologies for any confusion ...especially if the confusion is my own and I've just repeated a whole bunch of stuff you are fully aware of ). (note that this is just how the 'rules as written' work ...just for clarification, but obviously folks should feel free mix things up a little to better suit their own tastes and preferences)
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Post by smay63 on Sept 14, 2011 8:43:43 GMT
No apologies necessary, just a slight misunderstanding. But thanks for the tip on 'other potions' (what to create for the victims, sorry, players ;-) ). I agree that the system is flexible when creating charms, potions, etc. One of the players (an elf mage), can't wait to create charms, but is eager to obtain more IP (Improvement Points) to make the charms reusable. Thinking of making a list of one-shot or reusable charms for them. Maybe some dud ones as well (dull, slow, etc).
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Post by smay63 on Sept 14, 2011 15:07:41 GMT
I think the BV of the above potions maybe or should be higher, considering the text on p39 (Create Potion): There is an associated cost of 50 BV (ingredients, etc). So the 1D3+3 potion should be 300 BV, and the 1D2+1 potion should be 150 BV? Seems about right?
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Post by CSP Kris on Sept 15, 2011 10:28:31 GMT
Sounds about right
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Post by smay63 on Sept 15, 2011 18:40:49 GMT
Yipee! Got it right! ;D
I was wondering, if a Befuddle or Slow potion was thrown like a grenade at a target (e.g. Beastling), would the potion 'effect' the target? The potion should shatter and evaporate (into a cloud?). Possible?
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Post by CSP Kris on Sept 15, 2011 23:01:10 GMT
Not really. Potions aren't meant to be grenade/splash weapons
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Post by smay63 on Sept 16, 2011 20:13:24 GMT
Thought it might not be. Got the idea playing Diablo 2, when you use fulminating and poison potions to throw at monsters.
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