Offensive Potions are alchemical creations which are meant to cause damage or negative conditions. Offensive Potions are known to cause poisons, damage armor, and cause explosions. All offensive potions are sold individually and must be stored in some sort of carrying device.

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1) Enhancements for Offensive Potions

The following are enhancements that may be made to any offensive potion, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your offensive potion, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your offensive potions when you purchase them.

Offensive Potions Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Increase HP Reduction

Increases the amount of SA damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP reducing potions only.

N/A

N/A

0.10

Increase SA Reduction

Increases the amount of EP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA reducing potions only.

N/A

N/A

0.15

Increase EP Reduction

Increases the amount of HP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP Reducing potions only.

N/A

N/A

0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for potions that have a duration only.

N/A

N/A

0.30

Increase Smoke Radius

Increases the radius of the smoke by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for Smoking Vials, Smoking Potions, Smoke Bombs, Stinking Vials, Stinking Potions, and Stink Bombs only.

N/A

N/A

0.25

Increase Explosion Radius

Increases the radius of the explosion by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for explosives only.

N/A

N/A

0.35

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2) Poisons

Potions which cause a gradual decay of HP, SA, or EP

Item

Description of Effects

Weight

Space Taken

Cost

Spider Venom

Damages 1d4 HP per round for 10 rounds

0.03

1

0.40

Snake Venom

Damages 1d6 HP per round for 10 rounds

0.03

1

1.20

Liquid Mercury

Damages 1d8 HP per round for 20 rounds

0.03

1

3.50

Liquid Death

Damages 1d10 HP per round until dead or cured

0.03

1

10.50

Manna Leech Tonic

Damages 1d6 SA per round for 10 rounds

0.03

1

3.00

Manna Poison

Damages 1d10 SA per round for 10 rounds

0.03

1

5.00

Tonic of Fatigue

Damages 1d6 EP per round for 10 rounds

0.03

1

4.00

Lethargic Potion

Damages 1d10 EP per round for 10 rounds

0.03

1

7.00

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3) Acids

Potions which cause the slow decay of DR%, MR%, Durability Uses, and HP

Item

Description of Effects

Weight

Space Taken

Cost

Lye

Damages 5% durability uses or 0.5 DR% per round for 5 rounds or 1d4 HP per round for 5 rounds if applied to flesh

0.04

1

1.00

Corrosive Acid

Damages 10% durability uses or 1 DR% per round for 5 rounds or 1d6 HP per round for 5 rounds if applied to flesh

0.04

1

3.00

Skin Eater

Damages 20% durability uses or 2 DR% per round for 5 rounds or 1d8 HP per round for 5 rounds if applied to flesh

0.04

1

10.00

Metal Eater

Damages 30% durability uses or 4 DR% per round for 5 rounds or 1d10 HP per round for 5 rounds if applied to flesh

0.04

1

20.00

Manna Eater Damages 2 MR% per round for 5 rounds 0.04 1 15.00
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4) Magical Effect Potions

Potions which produce effects similar to offensive magic

Item

Description of Effects

Weight

Space Taken

Cost

Liquid Fire

A glowing red liquid that when exposed to air erupts into a ball of flame which does 1d20 damage to any target in its 2×2 space radius.

0.03

1

50.00

Liquid Ice

A shimmering blue liquid that when exposed to air freezes instantly which does 2d12 damage and causes frost bite to the target it hits. This affects only one target.

0.03

1

50.00

Bottled Lightening

A bright yellow liquid that when exposed to air explodes in violent bursts of light, looking similar to lightning. It does 3d10 damage to any target in its 2×2 space radius.

0.03

1

50.00

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5) Combustibles & Explosives

Potions which are either extremely flammable or explosive when introduced to fire

Item

Description of Effects

Weight

Space Taken

Cost

Alcohol

Catches fire easily, burning hot and brightly but burns out in only one round. It causes 2d8 damage to the single target and gives the target burns.

0.04

1

0.80

Kerosene

Catches fire easily but does not burn as hot as alcohol. It burns for 5 rounds per vial used and does 1d20 damage per round to any affected targets as well as giving the targets burns. Its area of effects is 1 space per vial used. It can be used in lanterns and takes 12 vials per hour of lantern fuel.

0.02

1

1.00

Oil

This is harder to catch fire but it burns brightly for 10 rounds per vial used. It does 2d12 damage to any effects target as well as giving the targets burns. Its area of effect is 1 space per vial used. It can be used on torches, taking 6 vials to provide enough oil for 1 hour of a lit torch.

0.03

1

1.50

Coal

Hard to catch on fire but burns brightly for 3 hours per coal and remains hot for an additional hour. It does 3d10 damage per round on the singe target as well as causing the target burns and can be used for cooking.

0.04

1

0.85

1 Vial of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A vial of black powder causes 3d10 damage in a 1 space area or contains enough powder.

0.04

1

1.00

1 Bottle of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A bottle of black powder causes 4d10 damage in a 2×2 space area.

0.08

1

3.00

1 Flask of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A flask of black powder causes 5d10 damage in a 3×3 space area or contains enough powder for 8 uses with a gun.

0.1

1

5.00

1 Jug of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A jug of black powder causes 8d10 damage in a 5×5 space area.

1

3

10.00

1 Keg of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A keg of black powder causes 12d10 damage in a 8×8 space area.

5

10

30.00

1 Barrel of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. A barrel of black powder causes 14d10 damage in a 12×12 space area.

10

20

60.00

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6) Negative Effect Potions

Potions other than poisons which cause negative status effects

Item

Description of Effects

Weight

Space Taken

Cost

Mild Hallucinogen

Causes the target to have to make a resistance check. If the target fails the target will hallucinate needing to make perception checks to determine real targets from imaginary targets for 3 rounds.

0.04

1

1.00

Strong Hallucinogen

Causes the target to have to make a resistance check with a 10 point penalty. If the target fails the target will have strong hallucinations and be unable to distinguish from reality and imaginary. This causes the target to be unable to act for 3 rounds.

0.04

1

10.00

Tainted Water

Causes sickness which decreases the target's movement rates by half and damage by 25% for 3 rounds.

0.04

1

5.00

Tranquilizer

Causes the target to fall asleep and stay asleep for 3 rounds or until awakened.

0.04

1

5.00

Sand

Thrown at the target's face, this causes Visual Instability for 2 rounds.

0.01

1

0.05

Metal Shavings

Thrown at the target's face, this causes Visual Instability for 4 rounds. There is a 20% chance it will instead cause Blind for 4 rounds. The target will also suffer 3d4 plus throw power damage.

0.01

1

0.10

Blank Bomb

This causes an explosion of sound which does not do any physical damage. It does however cause Deafness for all of those affected and breaking their concentration and thus any spells they may be casting. The area of effect is 3×3 space around where the bomb is thrown.

0.03

1

0.50

Liquid Sulfur

This causes a putrid odor to cover the 3×3 space area around where the vial is thrown. Those within the area will experience nausea, decreasing their movement rates by half while in the area of effect for 3 rounds plus the duration of the odor. The odor lingers for 3 rounds.

0.02

1

1.00

Poison of Weakness

Decreases the strength of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

10.00

Potion of Burden

Increases the weight carried by the target by x 2 for 5 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

10.00

Slow Potion

Decreases the speed of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

10.00

Poison of Intoxication

Causes the target to become instantly intoxicated. This decreases the target's speed and mental by 20, makes concentration impossible, decreases movement rates by half, and causes the target to need to make perception checks to hit a target. The effects last for 5 rounds.

0.04

1

10.00

Tainted Blood

Causes the target to be infected with a nasty disease which until cured decreases all of the target's main stats by 2 per round and the target's HP, SA, and EP by 4 per round.

0.04

1

40.00

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7) Miscellaneous Potions

Offensive potions which do not fit in the other categories

Item Description of Effects Weight Space Taken Cost
Smoking Vial A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.03 1 0.80
Smoking Potion A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. 0.04 1 1.60
Smoking Bomb A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.05 1 2.40
Stinking Vial A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.03 1 1.00
Stinking Potion A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.04 1 2.00
Stinking Bomb A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.05 1 4.00
Slippery Oil Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil instantly slips and is knocked down for 1 round. One bottle contains enough oil to cover 2 hexes, and the oil will lasts on the ground for 4 rounds. 0.08 1 0.50
Fool's Potion This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a will check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 30 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done. 0.03 1 0.20
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Submitted by mythus on Sat, 02/19/2022 - 09:32