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3G: Take One Down and Pass It Around
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<blockquote data-quote="Southern Oracle" data-source="post: 7649835" data-attributes="member: 1249"><p>In my D&D campaigns, characters identify elixirs, oils, and potions by their color, smell, and distinctive taste. I try to remain consistent as much as possible, only throwing a monkey wrench into things when the heroes encounter a liquid from a totally alien culture or one extremely old but well preserved. Presented below are some potions and oils statted out for 3.5E, as well as 4E.</p><p> </p><p><span style="font-size: 12px"><strong>3.5E Versions</strong></span></p><p> <span style="font-size: 12px"></span></p><p><strong>Courageous Draught</strong></p><p>This potion provides the benefits of an <em>aid</em> spell.</p><p><strong>Description:</strong> This pale yellow liquid smells and tastes sweet. It is typically packaged in glass vials marked with the holy symbol of the creator's god.</p><p>A vial has AC 13, hardness 1, 1 hp, and a break DC of 12.</p><p><strong>Activation:</strong> Drinking a <em>courageous draught</em> triggers the potion's effect.</p><p><strong>Effect:</strong> The imbiber gains a +1 morale bonus on attack rolls and saves against fear effects, as well as 1d8+3 temporary hit points. The effects last for 3 minutes.</p><p><strong>Aura/Caster Level:</strong> Faint enchantment (compulsion) [mind-affecting], CL 3[SUP]rd[/SUP]</p><p><strong>Construction:</strong> Brew Potion, <em>aid</em>, holy/unholy symbol (divine focus), 150 gp, 12 XP, 1 day</p><p><strong>Weight:</strong> --</p><p><strong>Price:</strong> 300 gp</p><p> </p><p><strong>Polymorph Potion</strong></p><p>This potion allows the imbiber to gain the benefits of an <em>alter self</em> spell.</p><p><strong>Description:</strong> This liquid constantly cycles through a rainbow of hues. It must be stored in a metal vial in order to retain its efficacy.</p><p>A vial has AC 13, hardness 1, 1 hp, and a break DC of 12.</p><p><strong>Activation:</strong> Drinking a <em>polymorph potion</em> triggers the potion's effect.</p><p><strong>Effect:</strong> The imbiber is able to take the form of another being with the same creature type and a maximum of 3 racial HD, specifying the new form's hair color, eye color, skin color, etc., within the normal limits for that creature. If used to create a disguise, the imbiber gets a +10 bonus on his Disguise check.</p><p>While in the new form, the imbiber retains his Intelligence, Wisdom, and Charisma scores, as well as his class, level, hit points, alignment, base attack bonus, and base saving throws. He also keeps all supernatural and spell-like abilities, except for those that depend on a body part not present on the new form. He keeps any extraordinary special attacks and special qualities derived from class levels, but not those that were inherent to his natural form.</p><p>The imbiber gains the Strength, Dexterity, and Constitution scores for an average member of the new form's species. He also gains the new form's normal size, its movement capabilities, natural armor bonus, natural attacks, racial skill bonuses, racial bonus feats, and any typical physical characteristics (wings, tail, extra limbs, etc.). Extra limbs do not allow any more attacks than the imbiber can make in his normal form.</p><p>The imbiber's clothing and equipment remain if the new form is capable of wearing them; otherwise, they merge into the new form and become inactive. Likewise, any clothing or equipment worn in the new form remains when the imbiber reverts to his true form, unless his true form cannot wear such items, in which case they fall onto the ground at his feet. Any part of the imbiber's body or equipment that is separated from his new form reverts to its true appearance.</p><p>The potion's effects last for 30 minutes.</p><p><strong>Aura/Caster Level:</strong> Faint transmutation, CL 3[SUP]rd[/SUP] (CL 4[SUP]th[/SUP] bard or sorcerer)</p><p><strong>Construction:</strong> Brew Potion, <em>alter self</em>, 150 gp (200 gp bard or sorcerer), 12 XP (16 XP bard or sorcerer), 1 day</p><p><strong>Variants:</strong> <em>Potions of polymorph</em> are slightly more powerful if manufactured by bards or sorcerers. They allow the imbiber to take another form with a maximum of 4 racial HD, and they last 40 minutes.</p><p><strong>Weight:</strong> --</p><p><strong>Price:</strong> 300 gp (400 gp bard or sorcerer)</p><p> </p><p><strong>Warding Oil</strong></p><p>This oil imparts the effects of an <em>alarm</em> spell in a chosen area.</p><p><strong>Description: </strong>This oil is a thick, clear liquid. It has no odor or taste. While it can be stored in a normal vial, <em>warding oil</em> is typically kept in a glass vial with a special cap. The cap is fashioned from a tiny bell whose clapper is a silver wire that extends down into the vial.</p><p>A vial has AC 13, hardness 1, 1 hp, and a break DC of 12.</p><p><strong>Activation:</strong> <em>Warding oil</em> must be poured out in order to activate its effect. If the user wishes to set a password for the effect, he must speak it aloud while pouring out the oil. If no password is set, the warding cannot be bypassed without triggering it.</p><p><strong>Effect:</strong> If any creature of Tiny or larger size approaches within 20 feet of where the oil was poured within 2 hours, the <em>alarm</em> triggers. A loud ringing emanates from the warded area for 1 round, clearly audible up to 60 feet away. In quiet conditions, the ringing can be heard up to 180 feet away. Each interposing door between the warded area and the listener reduces the audible range by 10 feet, and each interposing door reduces the audible range by 20 feet.</p><p><strong>Aura/Caster Level:</strong> Faint abjuration, CL 1[SUP]st[/SUP] (sorcerer or wizard), CL 2[SUP]nd[/SUP] (bard or ranger)</p><p><strong>Construction:</strong> Brew Potion, specially crafted bell cap for vial (focus), sprig of holly or mistletoe (divine focus, ranger only), 25 gp (50 gp bard or ranger), 2 XP (4 XP bard or ranger), 1 day</p><p><strong>Variants:</strong> <em>Warding oil</em> is slightly more powerful when manufactured by a bard or ranger. Its activation range extends to 30 feet, and it remains effective for 4 hours. Of course, this version is also more expensive.</p><p><strong>Weight:</strong> --</p><p><strong>Price:</strong> 50 gp (sorcerer or wizard), 100 gp (bard or ranger)</p><p> </p><p><span style="font-size: 12px"><strong>4E Versions</strong></span></p><p> <span style="font-size: 12px"></span></p><p><strong>Courageous Draught Level 10+ Uncommon</strong></p><p><em>This pale yellow potion bolsters you, body and soul.</em></p><p>Lvl 10 200 gp Lvl 20 5,000 gp Lvl 30 125,000 gp</p><p>Lvl 15 1,000 gp Lvl 25 25,000 gp</p><p><strong>Consumable:</strong> Potion</p><p><strong>Minor Action</strong></p><p><strong>Drink * Consumable</strong></p><p><em>Effect:</em> Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, you gain 10 temporary hit points, and a +1 power bonus to attack rolls and fear saving throws until the end of the encounter.</p><p><em>Level 15:</em> +2 power bonus to attack rolls and fear saving throws.</p><p><em>Level 20:</em> 15 temporary hit points.</p><p><em>Level 25:</em> +3 power bonus to attack rolls and fear saving throws.</p><p><em>Level 30:</em> 20 temporary hit points.</p><p> </p><p><strong>Elixir of Polymorphing Level 12+ Rare</strong></p><p>When you drink this rainbow-hued elixir, you can change your appearance.</p><p>Lvl 12 500 gp Lvl 22 13,000 gp</p><p>Lvl 17 2,600 gp Lvl 27 65,000 gp</p><p><strong>Consumable:</strong> Elixir</p><p><strong>Minor Action</strong></p><p><strong>Drink * Consumable</strong></p><p><em>Effect:</em> Drink this potion and spend a healing surge. Until the end of the encounter, you can change your appearance to that of another creature with your same creature type and origin. You retain all your powers and abilities, except any that depend upon a body part no longer possessed by your new form. You can return to your normal form as a free action.</p><p><em>Level 17:</em> Same creature type but different origin.</p><p><em>Level 22:</em> Different creature type and different origin.</p><p><em>Level 27:</em> Until the end of the encounter, you can take the form of an inanimate object. You gain resist 25 all damage but cannot move, speak, or use any powers, but you are aware of your surroundings based on your original senses.</p><p> </p><p><strong>Warding Oil Level 12 Rare</strong></p><p><em>This clear oil is stored in a glass vial with a tiny bell for a cap.</em></p><p><strong>Consumable</strong> 500 gp</p><p><strong>Standard Action</strong></p><p><strong>Ward Area * Consumable</strong></p><p><em>Effect:</em> Pouring out this oil duplicates the effects of an Alarm ritual. Any Stealth check made against the ward has a DC of 22.</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7649835, member: 1249"] In my D&D campaigns, characters identify elixirs, oils, and potions by their color, smell, and distinctive taste. I try to remain consistent as much as possible, only throwing a monkey wrench into things when the heroes encounter a liquid from a totally alien culture or one extremely old but well preserved. Presented below are some potions and oils statted out for 3.5E, as well as 4E. [SIZE=3][B]3.5E Versions[/B] [/SIZE] [B]Courageous Draught[/B] This potion provides the benefits of an [I]aid[/I] spell. [B]Description:[/B] This pale yellow liquid smells and tastes sweet. It is typically packaged in glass vials marked with the holy symbol of the creator's god. A vial has AC 13, hardness 1, 1 hp, and a break DC of 12. [B]Activation:[/B] Drinking a [I]courageous draught[/I] triggers the potion's effect. [B]Effect:[/B] The imbiber gains a +1 morale bonus on attack rolls and saves against fear effects, as well as 1d8+3 temporary hit points. The effects last for 3 minutes. [B]Aura/Caster Level:[/B] Faint enchantment (compulsion) [mind-affecting], CL 3[SUP]rd[/SUP] [B]Construction:[/B] Brew Potion, [I]aid[/I], holy/unholy symbol (divine focus), 150 gp, 12 XP, 1 day [B]Weight:[/B] -- [B]Price:[/B] 300 gp [B]Polymorph Potion[/B] This potion allows the imbiber to gain the benefits of an [I]alter self[/I] spell. [B]Description:[/B] This liquid constantly cycles through a rainbow of hues. It must be stored in a metal vial in order to retain its efficacy. A vial has AC 13, hardness 1, 1 hp, and a break DC of 12. [B]Activation:[/B] Drinking a [I]polymorph potion[/I] triggers the potion's effect. [B]Effect:[/B] The imbiber is able to take the form of another being with the same creature type and a maximum of 3 racial HD, specifying the new form's hair color, eye color, skin color, etc., within the normal limits for that creature. If used to create a disguise, the imbiber gets a +10 bonus on his Disguise check. While in the new form, the imbiber retains his Intelligence, Wisdom, and Charisma scores, as well as his class, level, hit points, alignment, base attack bonus, and base saving throws. He also keeps all supernatural and spell-like abilities, except for those that depend on a body part not present on the new form. He keeps any extraordinary special attacks and special qualities derived from class levels, but not those that were inherent to his natural form. The imbiber gains the Strength, Dexterity, and Constitution scores for an average member of the new form's species. He also gains the new form's normal size, its movement capabilities, natural armor bonus, natural attacks, racial skill bonuses, racial bonus feats, and any typical physical characteristics (wings, tail, extra limbs, etc.). Extra limbs do not allow any more attacks than the imbiber can make in his normal form. The imbiber's clothing and equipment remain if the new form is capable of wearing them; otherwise, they merge into the new form and become inactive. Likewise, any clothing or equipment worn in the new form remains when the imbiber reverts to his true form, unless his true form cannot wear such items, in which case they fall onto the ground at his feet. Any part of the imbiber's body or equipment that is separated from his new form reverts to its true appearance. The potion's effects last for 30 minutes. [B]Aura/Caster Level:[/B] Faint transmutation, CL 3[SUP]rd[/SUP] (CL 4[SUP]th[/SUP] bard or sorcerer) [B]Construction:[/B] Brew Potion, [I]alter self[/I], 150 gp (200 gp bard or sorcerer), 12 XP (16 XP bard or sorcerer), 1 day [B]Variants:[/B] [I]Potions of polymorph[/I] are slightly more powerful if manufactured by bards or sorcerers. They allow the imbiber to take another form with a maximum of 4 racial HD, and they last 40 minutes. [B]Weight:[/B] -- [B]Price:[/B] 300 gp (400 gp bard or sorcerer) [B]Warding Oil[/B] This oil imparts the effects of an [I]alarm[/I] spell in a chosen area. [B]Description: [/B]This oil is a thick, clear liquid. It has no odor or taste. While it can be stored in a normal vial, [I]warding oil[/I] is typically kept in a glass vial with a special cap. The cap is fashioned from a tiny bell whose clapper is a silver wire that extends down into the vial. A vial has AC 13, hardness 1, 1 hp, and a break DC of 12. [B]Activation:[/B] [I]Warding oil[/I] must be poured out in order to activate its effect. If the user wishes to set a password for the effect, he must speak it aloud while pouring out the oil. If no password is set, the warding cannot be bypassed without triggering it. [B]Effect:[/B] If any creature of Tiny or larger size approaches within 20 feet of where the oil was poured within 2 hours, the [I]alarm[/I] triggers. A loud ringing emanates from the warded area for 1 round, clearly audible up to 60 feet away. In quiet conditions, the ringing can be heard up to 180 feet away. Each interposing door between the warded area and the listener reduces the audible range by 10 feet, and each interposing door reduces the audible range by 20 feet. [B]Aura/Caster Level:[/B] Faint abjuration, CL 1[SUP]st[/SUP] (sorcerer or wizard), CL 2[SUP]nd[/SUP] (bard or ranger) [B]Construction:[/B] Brew Potion, specially crafted bell cap for vial (focus), sprig of holly or mistletoe (divine focus, ranger only), 25 gp (50 gp bard or ranger), 2 XP (4 XP bard or ranger), 1 day [B]Variants:[/B] [I]Warding oil[/I] is slightly more powerful when manufactured by a bard or ranger. Its activation range extends to 30 feet, and it remains effective for 4 hours. Of course, this version is also more expensive. [B]Weight:[/B] -- [B]Price:[/B] 50 gp (sorcerer or wizard), 100 gp (bard or ranger) [SIZE=3][B]4E Versions[/B] [/SIZE] [B]Courageous Draught Level 10+ Uncommon[/B] [I]This pale yellow potion bolsters you, body and soul.[/I] Lvl 10 200 gp Lvl 20 5,000 gp Lvl 30 125,000 gp Lvl 15 1,000 gp Lvl 25 25,000 gp [B]Consumable:[/B] Potion [B]Minor Action[/B] [B]Drink * Consumable[/B] [I]Effect:[/I] Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, you gain 10 temporary hit points, and a +1 power bonus to attack rolls and fear saving throws until the end of the encounter. [I]Level 15:[/I] +2 power bonus to attack rolls and fear saving throws. [I]Level 20:[/I] 15 temporary hit points. [I]Level 25:[/I] +3 power bonus to attack rolls and fear saving throws. [I]Level 30:[/I] 20 temporary hit points. [B]Elixir of Polymorphing Level 12+ Rare[/B] When you drink this rainbow-hued elixir, you can change your appearance. Lvl 12 500 gp Lvl 22 13,000 gp Lvl 17 2,600 gp Lvl 27 65,000 gp [B]Consumable:[/B] Elixir [B]Minor Action[/B] [B]Drink * Consumable[/B] [I]Effect:[/I] Drink this potion and spend a healing surge. Until the end of the encounter, you can change your appearance to that of another creature with your same creature type and origin. You retain all your powers and abilities, except any that depend upon a body part no longer possessed by your new form. You can return to your normal form as a free action. [I]Level 17:[/I] Same creature type but different origin. [I]Level 22:[/I] Different creature type and different origin. [I]Level 27:[/I] Until the end of the encounter, you can take the form of an inanimate object. You gain resist 25 all damage but cannot move, speak, or use any powers, but you are aware of your surroundings based on your original senses. [B]Warding Oil Level 12 Rare[/B] [I]This clear oil is stored in a glass vial with a tiny bell for a cap.[/I] [B]Consumable[/B] 500 gp [B]Standard Action[/B] [B]Ward Area * Consumable[/B] [I]Effect:[/I] Pouring out this oil duplicates the effects of an Alarm ritual. Any Stealth check made against the ward has a DC of 22. [/QUOTE]
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