Brewing Potions

  • Thread starter Thread starter Guest 6801328
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How married are you to the idea that you can craft/stockpile unlimited potions given enough time and resources? You could have a "potions mainable" number and have level equivalencies as Cap'n K suggested checking the Artificer for. That would give you a controlable mechanic to base power on. You could then have special recipies that require component X to create (or multiple components if it's really powerful).

The components can either create adventure opportunities (finding a basilisk eye), or be a resource drain if you decide it's for sale somewhere.

He already has a limit to the number/power of potions the character can maintain at any one time: - based on the character's level.

Turning this into a class working on more standard assumptions, I'd probably make the potion cauldron something the character can do during a long rest, with potions lasting the day, then going back into the cauldron to be rebrewed. (So its almost like normal vancian spellcasting again but with potions.)
Use of "power components" such as those scavenged from monsters might let you make potions that last longer and don't count against your limit. Or they could boost the effect such as duration, more HP healed etc.
 

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I thought about writing up a whole recipe book with specific components, but in general I prefer more abstract rules (e.g. my Scavenging system) and then let the players narrate what it is they find and how its used. "Sweet! A Basilisk spleen! I've been needing one of these for my Philter of Love."
 

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