From the velvet-lined pouches of Noblemen to the cracked countertops of peasants, from the hoof-trodden battlefield to the gilded halls of the palace—potions can be found everywhere. A potion is small, easy to carry, can be administered to and by anyone, and has a myriad of effects that rival even the most talented spellcaster.
Players with the Potion skill can create potion once per event with the help of a Potion Lab. The amount of potion that can be created is based upon the level of the player's Potion Skill, level, the type of lab that is being used, and any other components that are being converted to Potion Production Points.
Any coin cost, tags, or other items used for creation must be turned in to Logistics at Check-In, at which point the player will receive all tags for the event.
The number of points available will be calculated based on the tables below multiplied by the number of days the player will be at the event. For example, if a level 8 player will be attending Friday, Saturday, and Sunday of an event (Friday and Sunday only count as half days and Saturday is 1 full day) and has Rank 5 Potion and is using a Level 2 Lab, the breakdown would be as follows.
2 Days x (((Rank 5 x 2) + Level 8) x Apprentice Lab) = 72 Potion Production Points for the Event
Potions have a "Shelf Life" of 1 year and may be used up to the event marking 1 year from the date of creation. Potion Production Points not used may not be "banked" for later use. Potion production may only be done at Check-In and cannot be done after In-Play has been called.
| Base = (Rank x 2) + Level | Lab 1 “Novice Lab”: Base x 1.5 Lab 2 “Apprentice Lab”: Base x 2 Lab 3 “Adept Lab”: Base x 2.5 Lab 4 “Master Lab”: Base x 3 |
|---|
| Name | Minimum Lab Requirement | Potion Production Point Cost | Cost in Silver | Notes |
|---|---|---|---|---|
| Cure Light Wounds | Novice | 2 | 4 | Heal the living target for 8 points of Health, regardless of attunement, taint, or desecration. |
| Toughness 1 | Novice | 2 | 4 | Grants the target a toughness of 1, meaning the target will reduce any damage taken by 1. |
| Strength 1 | Novice | 2 | 4 | Upon activation, grants +1 strength, allowing the target to call one additional point of damage for 1 swing, or to run while encumbered (as with carrying a body) for 10 seconds. |
| Armor 1 | Novice | 2 | 4 | Grants 5 temporary Armor Points to the target. These are the first points to be expended in battle. |
| Threshold 1 | Novice | 2 | 4 | Grants the target a threshold of 2, meaning the target will ignore any damage s/he would take that is less than 2. If the threshold is met, then the target will take all applicable damage. |
| Toxin Shield | Novice | 4 | 8 | Prevents the next poison effect that the target would otherwise take. Upon activation, you must say "Flash, Toxin Shield" to denote that the shield has nullified the poison. |
| Iron Will | Novice | 4 | 8 | Prevents the next mental effect that the target would otherwise take. Upon activation, you must say "Flash, Iron Will" to denote that the shield has nullified the effect. |
| Mage Armor | Novice | 4 | 8 | Prevents the next terminal strike, death spell, or waylay. Upon activation, target is dropped to 1 Health Point. |
| Cure Wounds | Apprentice | 4 | 8 | Heal the living target for 16 points of Health, regardless of attunement, taint, or desecration. |
| Toughness 2 | Apprentice | 4 | 8 | Grants the target a toughness of 3, meaning the target will reduce any damage taken by 3. |
| Steadfast | Apprentice | 4 | 8 | Prevents the next knockback effect that the target would otherwise take. Upon activation, you must say "Flash, Steadfast" to denote that the shield has nullified the effect. |
| Strength 2 | Apprentice | 4 | 8 | Upon activation, grants +2 strength, allowing the target to call two additional points of damage for 1 swing, to run while encumbered (as with carrying a body) for 10 seconds, or to break natural confining on a 10-count. |
| Armor 2 | Apprentice | 4 | 8 | Grants 10 temporary Armor Points to the target. These are the first points to be expended in battle. |
| Threshold 2 | Apprentice | 4 | 8 | Grants the target a threshold of 4, meaning the target will ignore any damage s/he would take that is less than 4. If the threshold is met, then the target will take all applicable damage. |
| Stone to Flesh | Apprentice | 6 | 12 | "Cures" the target of any Petrify effect |
| Cure Serious Wounds | Adept | 6 | 12 | Heal the living target for 32 points of Health, regardless of attunement, taint, or desecration. |
| Toughness 3 | Adept | 6 | 12 | Grants the target a toughness of 5, meaning the target will reduce any damage taken by 5. |
| Strength 3 | Adept | 6 | 12 | Upon activation, grants +4 strength, allowing the target to call four additional points of damage for 1 swing, to run while encumbered (as with carrying a body) for 10 seconds, to snap natural confining, or to break magical confining level 8 or lower on a 10-count. |
| Armor 3 | Adept | 6 | 12 | Grants 20 temporary Armor Points to the target. These are the first points to be expended in battle. |
| Threshold 3 | Adept | 6 | 12 | Grants the target a threshold of 6, meaning the target will ignore any damage s/he would take that is less than 6. If the threshold is met, then the target will take all applicable damage. |
| Mental Remedy | Adept | 6 | 12 | "Cures" the target of any mental effect with a duration |
| Metabolic Remedy | Adept | 6 | 12 | "Cures" the target of any metabolic effect with a duration |
| Discorporeal | Adept | 8 | 16 | Renders the target discorporeal. The target is immune to all physical and magical non-area attacks. The target cannot interact with the physical world while discorporeal. The target cannot attack nor cast spells while discorporeal. This effect cannot be released. It may be dispelled only by a Disjunction Spell. |
| Revive | Adept | 10 | 20 | Restore a single target in Dead Status to life with 1 Health Point. |
| Truth | Adept | 10 | 20 | The target must answer the next 3 Yes or No questions with the truth as s/he understands it. The target is compelled to answer and may not remain silent if questioned directly. While active, any "Lie" effect is nullified. |