the Jester
Legend
(No, I haven't worked out my "xp value of monsters/challenges" yet. Magic items are coming first.)
POTIONS (Consumable)
Creation: For a creature to create a potion, it must know the Brew Potion ritual. Each potion takes one day to brew. Procedures for potion brewing include distillation, evaporation, sublimation, heating, cooling, etc. The base ingredient is water, so there is no base cost.
Identifying a Potion: When a creature takes a tiny sip of a potion, it gets a hint of the potion's nature. For example, a potion of water breathing might make the taster salivate heavily and have a slight difficulty breathing air. Drinking more than a sip but less than a full dose of a potion usually has no effect; if the character drinks the rest of the potion by the end of the next round, it takes effect; otherwise, there is not enough of it to have an effect. Some larger bottles obviously hold multiple doses of a potion. (A standard “dose” of a potion is about 1 fluid ounce- roughly the equivalent of a shot of liquor. So a single dose of a potion is small.
Use: It takes a minor action to drink a potion or a standard action to feed one to a willing or unconscious ally. Feeding a potion to an ally provokes opportunity attacks. Potions do not take effect until the start of the round after which a creature drinks them.
POTION TYPES
d12 Roll --- Potion Type
1 --- Potion of Climbing
2 --- Potion of Delusion
3 --- Potion of Eloquence
4 --- Potion of Energy Resistance
5-7 --- Potion of Healing
8 --- Potion of Heroism
9 --- Potion of Invisibility
10 --- Potion of Poison
11 --- Potion of Speed
12 --- Potion of Water Breathing
Potion of Climbing
Creation: Processes: 2; Components: 50 gp; Ingredients: The leg of a small or larger creature with a climb speed.
Effect: When this potion takes effect, you gain a climb speed equal to your land speed for 1 minute.
Potion of Delusion
Creation: Accidental.
Effect: This potion appears to be a random type of beneficial potion (roll randomly). When it takes effect, you are deluded into thinking it has the expected effect (save ends on a 16+).
Potion of Eloquence
Creation: Processes: 4; Components: 250 gp; Ingredients: The tongue of a creature that speaks with a Charisma of 16.
Effect: When this potion takes effect, you gain a +3 bonus to skill checks in which eloquence plays a part. This effect lasts for ten minutes.
Potion of Energy Resistance
Creation: Processes: 4; Components: 150 gp; Ingredients: The heart of a creature with resist 5 or better of the type granted by the potion.
Effect: When this potion takes effect, you gain resist 5 against one of the following energy types, determined at random, for one minute:
d12 Roll --- Type of Resistance Granted
1-2 --- Cold
3-4 --- Electricity
5-6 --- Fire
7-8 --- Lightning
9 --- Necrotic
10 --- Psychic
11 --- Radiant
12 --- Thunder
Potion of Healing
Creation: Processes: 2; Components: 50 gp; Ingredients: The tears of a good priest.
Effect: When this potion takes effect, you regain 1d10+2 hit points. If you are suffering from ability damage, you instead regain 1d4 points of the attribute with the most ability damage.
Potion of Heroism
Creation: Processes: 5; Components: 300 gp; Ingredients: The heart of a 6th or higher level creature.
Effect: When this potion takes effect, you gain a +4 bonus on melee attack and damage rolls. This effect lasts until the end of the next round (save continues on a 13+).
Potion of Invisibility
Creation: Processes: 5; Components: 150 gp; Ingredients: Six pixie wings.
Effect: When this potion takes effect, you become invisible until you attack or until the end of the next round (save continues on a 13+ if you have not attacked).
Potion of Poison
Creation: Accidental.
Effect: This potion appears to be a random type of beneficial potion (roll randomly). When it takes effect, you suffer 2d4 plus ongoing 2 points of lethal poison damage to a random ability score (save ends on an 11+).
Potion of Speed
Creation: Processes: 4; Components: 500 gp; Ingredients: The feet of a creature with a speed of 45' or greater.
Effect: When this potion takes effect, you gain a +1 bonus to initiative and a +2 bonus to speed until the end of the next round (save continues on a 6+).
Potion of Water Breathing
Creation: Processes: 2; Components: 100 gp; Ingredients: The gills of a medium or larger creature that can breathe water.
Effect: When this potion takes effect, you gain the ability to breathe water for one hour.
Special: Water breathing potions may be split between as many as six creatures.
SCROLLS (Consumable)
Creation: For a creature to create a scroll, it must know the Scribe Scroll ritual. Procedures for scribing scrolls include illumination, varnishing, washing, etc.; such procedures also sometimes include making the ink, parchment or vellum itself.
Identifying a Scroll: Anyone literate who examines a scroll can tell what it contains.
Use: It takes a standard action to use a scroll. To use a spell or prayer scroll safely, you must be able to cast spells or prayers.
SCROLL TYPES
d20 Roll --- Scroll Type
1 --- Cursed Scroll
2 --- Identifying Scroll
3 --- Mapping Scroll
4-8 --- Prayer Scroll (lesser)
9-10 --- Prayer Scroll (moderate)
11 --- Prayer Scroll (greater)
12 --- Protection Scroll
13-17 --- Spell Scroll (lesser)
18-19 --- Spell Scroll (moderate)
20 --- Spell Scroll (greater)
Cursed Scroll
Creation: Accidental.
Effect: When you so much as glance at this scroll, its power activates. A cursed scroll may have any number of effects, determined by rolling on the table below.
01-10: Body Burn (the failed scroll deals 2d6 points each Str, Dex and Con damage to you).
11-30: Failed Prayer (roll a random prayer of valence 1d4+1; it either immediately takes effect against you or takes effect as soon as it can apply against you in a meaningful way).
31-40: Insidious Curse (a long-lasting effect that brings you unhappiness and misery, such as a rain cloud that hovers over you, an odor you cannot be rid of, etc. remains with you until removed by a remove curse ritual)
41-50: Mind Burn (the failed scroll deals 2d6 points each Int, Wis and Cha damage to you).
51-60: Psychic Dissonance (make a spell attack vs. Will with a +3 bonus against each creature within 40' of you; if you hit, it attacks you with intent to kill on its next turn, save ends on a 13+).
61-70: Psychic Feedback (make a spell attack vs. Will with a +3 bonus against yourself and each creature within 40' of you; if you hit, the target suffers 3d10 points of psychic damage).
71-80: Reality Warp (you and each creature within 30' of you are teleported to a random location 1d100 miles away, usually somewhere dangerous).
81-00: Spell Backfire (roll a random spell of valence 1d4+1; it either immediately takes effect against you or takes effect as soon as it can apply against you in a meaningful way).
Identifying Scroll
Creation: Processes: 2; Components: 100 gp; Time: 6 days; Ingredients: The eyes of a wizard of at least 3rd level.
Effect: When you read this scroll and hold it over a magic item, the words writhe and change to reveal a complete description of that item's properties, including the recipe to create it. If the item is cursed, the curse is revealed, although it is impossible to create most cursed items intentionally.
Mapping Scroll
Creation: Processes: 4; Components: 750 gp; Time: 15 days; Ingredients: Dust from every room in a dungeon with at least 20 rooms.
Effect: When you read this scroll, the words vanish and its surface begins to map the area you are in as well as you can see it. It continues mapping as you move for one hour, but will show no more than an area 200' x 200'. The scroll creates icons for doors, pits, sarcophagi and other large features of the area mapped but will not show much detail, small objects or things you haven't noticed yourself. Once the scroll is full or the hour is up, the map remains as it is (although you can add to it with mundane means).
Prayer Scroll
Creation: Processes: 4; Components: 100 gp per valence on the scroll, plus the cost of any components required for the prayers on the scroll; Time: 3 days per valence on the scrolls; Ingredients: Varies; each prayer requires a separate component (and recipe).
Effect: When you read a prayer from a scroll, it takes effect as if you had cast it. If you cannot cast prayers, you must make a Charisma check on 1d10 + 1d6 per valence of the prayer. If you fail, the prayer is expended and, if your check result was an even number, the prayer takes effect against you or is reversed so as to be baneful to you. Determine the contents of the scroll randomly; determine a random domain for each prayer on the scroll (if possible based on the religion of the scribe) and determine its valence as indicated below.
Lesser --- Moderate --- Greater --- Number of Prayers on Scroll
01-65 --- 01-20 --- Nil --- One
66-90 --- 21-60 --- 01-20 --- Two
91-00 --- 61-90 --- 21-60 --- Three
Nil --- 91-00 --- 61-85 --- Four
Nil --- Nil --- 86-00 --- Five
Lesser --- Moderate --- Greater --- Valence of Prayer on Scroll
01-65 --- 01-20 --- Nil --- First
66-90 --- 21-50 --- 01-20 --- Second
91-00 --- 51-80 --- 21-50 --- Third
Nil --- 81-00 --- 51-80 --- Fourth
Nil --- Nil --- 81-00 --- Fifth
Protection Scroll
Creation: Processes: 3; Components: 6,000 gp; Time: 30 days; Ingredients: The liver of a 9th or higher level creature with the keyword that the scroll protects against.
Effect: When you read this scroll its characters begin to glow, and the scroll creates a 20' radius emanation that protects against certain types of supernatural creatures. Such creatures suffer a -4 penalty to attacks and damage against creatures or objects inside the emanation and cannot voluntarily enter the emanation. (However, if the creature ends up inside the emanation against its will, it can move around inside it normally.) The emanation lasts until the end of the next round, but you can sustain it by spending a standard action to continue to read the words on the scroll.
D6 --- Protection Against...
1 --- Constructs
2 --- Demons
3 --- Devils
4 --- Elementals
5 --- Shapechangers
6 --- Undead
Spell Scroll
Creation: Processes: 4; Components: 100 gp per valence on the scroll, plus the cost of any components required for the spells on the scroll; Time: 3 days per valence on the scrolls; Ingredients: Varies; each spell requires a separate component (and recipe).
Effect: When you read a spell from a scroll, it takes effect as if you had cast it. If you cannot cast spells, you must make a Charisma check on 1d10 + 1d6 per valence of the spell. If you fail, the spell is expended and, if your check result was an even number, the spell takes effect against you or is reversed so as to be baneful to you. Determine the contents of the scroll randomly; determine a random school for each spell on the scroll (if possible based on the schools available to the scribe) and determine its valence as indicated below.
Lesser --- Moderate --- Greater --- Number of Spells on Scroll
01-65 --- 01-20 --- Nil --- One
66-90 --- 21-60 --- 01-20 --- Two
91-00 --- 61-90 --- 21-60 --- Three
Nil --- 91-00 --- 61-85 --- Four
Nil --- Nil --- 86-00 --- Five
Lesser --- Moderate --- Greater --- Valence of Spell on Scroll
01-65 --- 01-20 --- Nil --- First
66-90 --- 21-50 --- 01-20 --- Second
91-00 --- 51-80 --- 21-50 --- Third
Nil --- 81-00 --- 51-80 --- Fourth
Nil --- Nil --- 81-00 --- Fifth
POTIONS (Consumable)
Creation: For a creature to create a potion, it must know the Brew Potion ritual. Each potion takes one day to brew. Procedures for potion brewing include distillation, evaporation, sublimation, heating, cooling, etc. The base ingredient is water, so there is no base cost.
Identifying a Potion: When a creature takes a tiny sip of a potion, it gets a hint of the potion's nature. For example, a potion of water breathing might make the taster salivate heavily and have a slight difficulty breathing air. Drinking more than a sip but less than a full dose of a potion usually has no effect; if the character drinks the rest of the potion by the end of the next round, it takes effect; otherwise, there is not enough of it to have an effect. Some larger bottles obviously hold multiple doses of a potion. (A standard “dose” of a potion is about 1 fluid ounce- roughly the equivalent of a shot of liquor. So a single dose of a potion is small.
Use: It takes a minor action to drink a potion or a standard action to feed one to a willing or unconscious ally. Feeding a potion to an ally provokes opportunity attacks. Potions do not take effect until the start of the round after which a creature drinks them.
POTION TYPES
d12 Roll --- Potion Type
1 --- Potion of Climbing
2 --- Potion of Delusion
3 --- Potion of Eloquence
4 --- Potion of Energy Resistance
5-7 --- Potion of Healing
8 --- Potion of Heroism
9 --- Potion of Invisibility
10 --- Potion of Poison
11 --- Potion of Speed
12 --- Potion of Water Breathing
Potion of Climbing
Creation: Processes: 2; Components: 50 gp; Ingredients: The leg of a small or larger creature with a climb speed.
Effect: When this potion takes effect, you gain a climb speed equal to your land speed for 1 minute.
Potion of Delusion
Creation: Accidental.
Effect: This potion appears to be a random type of beneficial potion (roll randomly). When it takes effect, you are deluded into thinking it has the expected effect (save ends on a 16+).
Potion of Eloquence
Creation: Processes: 4; Components: 250 gp; Ingredients: The tongue of a creature that speaks with a Charisma of 16.
Effect: When this potion takes effect, you gain a +3 bonus to skill checks in which eloquence plays a part. This effect lasts for ten minutes.
Potion of Energy Resistance
Creation: Processes: 4; Components: 150 gp; Ingredients: The heart of a creature with resist 5 or better of the type granted by the potion.
Effect: When this potion takes effect, you gain resist 5 against one of the following energy types, determined at random, for one minute:
d12 Roll --- Type of Resistance Granted
1-2 --- Cold
3-4 --- Electricity
5-6 --- Fire
7-8 --- Lightning
9 --- Necrotic
10 --- Psychic
11 --- Radiant
12 --- Thunder
Potion of Healing
Creation: Processes: 2; Components: 50 gp; Ingredients: The tears of a good priest.
Effect: When this potion takes effect, you regain 1d10+2 hit points. If you are suffering from ability damage, you instead regain 1d4 points of the attribute with the most ability damage.
Potion of Heroism
Creation: Processes: 5; Components: 300 gp; Ingredients: The heart of a 6th or higher level creature.
Effect: When this potion takes effect, you gain a +4 bonus on melee attack and damage rolls. This effect lasts until the end of the next round (save continues on a 13+).
Potion of Invisibility
Creation: Processes: 5; Components: 150 gp; Ingredients: Six pixie wings.
Effect: When this potion takes effect, you become invisible until you attack or until the end of the next round (save continues on a 13+ if you have not attacked).
Potion of Poison
Creation: Accidental.
Effect: This potion appears to be a random type of beneficial potion (roll randomly). When it takes effect, you suffer 2d4 plus ongoing 2 points of lethal poison damage to a random ability score (save ends on an 11+).
Potion of Speed
Creation: Processes: 4; Components: 500 gp; Ingredients: The feet of a creature with a speed of 45' or greater.
Effect: When this potion takes effect, you gain a +1 bonus to initiative and a +2 bonus to speed until the end of the next round (save continues on a 6+).
Potion of Water Breathing
Creation: Processes: 2; Components: 100 gp; Ingredients: The gills of a medium or larger creature that can breathe water.
Effect: When this potion takes effect, you gain the ability to breathe water for one hour.
Special: Water breathing potions may be split between as many as six creatures.
SCROLLS (Consumable)
Creation: For a creature to create a scroll, it must know the Scribe Scroll ritual. Procedures for scribing scrolls include illumination, varnishing, washing, etc.; such procedures also sometimes include making the ink, parchment or vellum itself.
Identifying a Scroll: Anyone literate who examines a scroll can tell what it contains.
Use: It takes a standard action to use a scroll. To use a spell or prayer scroll safely, you must be able to cast spells or prayers.
SCROLL TYPES
d20 Roll --- Scroll Type
1 --- Cursed Scroll
2 --- Identifying Scroll
3 --- Mapping Scroll
4-8 --- Prayer Scroll (lesser)
9-10 --- Prayer Scroll (moderate)
11 --- Prayer Scroll (greater)
12 --- Protection Scroll
13-17 --- Spell Scroll (lesser)
18-19 --- Spell Scroll (moderate)
20 --- Spell Scroll (greater)
Cursed Scroll
Creation: Accidental.
Effect: When you so much as glance at this scroll, its power activates. A cursed scroll may have any number of effects, determined by rolling on the table below.
01-10: Body Burn (the failed scroll deals 2d6 points each Str, Dex and Con damage to you).
11-30: Failed Prayer (roll a random prayer of valence 1d4+1; it either immediately takes effect against you or takes effect as soon as it can apply against you in a meaningful way).
31-40: Insidious Curse (a long-lasting effect that brings you unhappiness and misery, such as a rain cloud that hovers over you, an odor you cannot be rid of, etc. remains with you until removed by a remove curse ritual)
41-50: Mind Burn (the failed scroll deals 2d6 points each Int, Wis and Cha damage to you).
51-60: Psychic Dissonance (make a spell attack vs. Will with a +3 bonus against each creature within 40' of you; if you hit, it attacks you with intent to kill on its next turn, save ends on a 13+).
61-70: Psychic Feedback (make a spell attack vs. Will with a +3 bonus against yourself and each creature within 40' of you; if you hit, the target suffers 3d10 points of psychic damage).
71-80: Reality Warp (you and each creature within 30' of you are teleported to a random location 1d100 miles away, usually somewhere dangerous).
81-00: Spell Backfire (roll a random spell of valence 1d4+1; it either immediately takes effect against you or takes effect as soon as it can apply against you in a meaningful way).
Identifying Scroll
Creation: Processes: 2; Components: 100 gp; Time: 6 days; Ingredients: The eyes of a wizard of at least 3rd level.
Effect: When you read this scroll and hold it over a magic item, the words writhe and change to reveal a complete description of that item's properties, including the recipe to create it. If the item is cursed, the curse is revealed, although it is impossible to create most cursed items intentionally.
Mapping Scroll
Creation: Processes: 4; Components: 750 gp; Time: 15 days; Ingredients: Dust from every room in a dungeon with at least 20 rooms.
Effect: When you read this scroll, the words vanish and its surface begins to map the area you are in as well as you can see it. It continues mapping as you move for one hour, but will show no more than an area 200' x 200'. The scroll creates icons for doors, pits, sarcophagi and other large features of the area mapped but will not show much detail, small objects or things you haven't noticed yourself. Once the scroll is full or the hour is up, the map remains as it is (although you can add to it with mundane means).
Prayer Scroll
Creation: Processes: 4; Components: 100 gp per valence on the scroll, plus the cost of any components required for the prayers on the scroll; Time: 3 days per valence on the scrolls; Ingredients: Varies; each prayer requires a separate component (and recipe).
Effect: When you read a prayer from a scroll, it takes effect as if you had cast it. If you cannot cast prayers, you must make a Charisma check on 1d10 + 1d6 per valence of the prayer. If you fail, the prayer is expended and, if your check result was an even number, the prayer takes effect against you or is reversed so as to be baneful to you. Determine the contents of the scroll randomly; determine a random domain for each prayer on the scroll (if possible based on the religion of the scribe) and determine its valence as indicated below.
Lesser --- Moderate --- Greater --- Number of Prayers on Scroll
01-65 --- 01-20 --- Nil --- One
66-90 --- 21-60 --- 01-20 --- Two
91-00 --- 61-90 --- 21-60 --- Three
Nil --- 91-00 --- 61-85 --- Four
Nil --- Nil --- 86-00 --- Five
Lesser --- Moderate --- Greater --- Valence of Prayer on Scroll
01-65 --- 01-20 --- Nil --- First
66-90 --- 21-50 --- 01-20 --- Second
91-00 --- 51-80 --- 21-50 --- Third
Nil --- 81-00 --- 51-80 --- Fourth
Nil --- Nil --- 81-00 --- Fifth
Protection Scroll
Creation: Processes: 3; Components: 6,000 gp; Time: 30 days; Ingredients: The liver of a 9th or higher level creature with the keyword that the scroll protects against.
Effect: When you read this scroll its characters begin to glow, and the scroll creates a 20' radius emanation that protects against certain types of supernatural creatures. Such creatures suffer a -4 penalty to attacks and damage against creatures or objects inside the emanation and cannot voluntarily enter the emanation. (However, if the creature ends up inside the emanation against its will, it can move around inside it normally.) The emanation lasts until the end of the next round, but you can sustain it by spending a standard action to continue to read the words on the scroll.
D6 --- Protection Against...
1 --- Constructs
2 --- Demons
3 --- Devils
4 --- Elementals
5 --- Shapechangers
6 --- Undead
Spell Scroll
Creation: Processes: 4; Components: 100 gp per valence on the scroll, plus the cost of any components required for the spells on the scroll; Time: 3 days per valence on the scrolls; Ingredients: Varies; each spell requires a separate component (and recipe).
Effect: When you read a spell from a scroll, it takes effect as if you had cast it. If you cannot cast spells, you must make a Charisma check on 1d10 + 1d6 per valence of the spell. If you fail, the spell is expended and, if your check result was an even number, the spell takes effect against you or is reversed so as to be baneful to you. Determine the contents of the scroll randomly; determine a random school for each spell on the scroll (if possible based on the schools available to the scribe) and determine its valence as indicated below.
Lesser --- Moderate --- Greater --- Number of Spells on Scroll
01-65 --- 01-20 --- Nil --- One
66-90 --- 21-60 --- 01-20 --- Two
91-00 --- 61-90 --- 21-60 --- Three
Nil --- 91-00 --- 61-85 --- Four
Nil --- Nil --- 86-00 --- Five
Lesser --- Moderate --- Greater --- Valence of Spell on Scroll
01-65 --- 01-20 --- Nil --- First
66-90 --- 21-50 --- 01-20 --- Second
91-00 --- 51-80 --- 21-50 --- Third
Nil --- 81-00 --- 51-80 --- Fourth
Nil --- Nil --- 81-00 --- Fifth