Maximized cure potions?

IcyCool said:
So what about Elixirs? Aren't they wonderous items? ;)

Well, as near as I can tell, none of them directly replicate spells:

SRD said:
Elixir of Fire Breath: This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.
Moderate evocation; CL 11th; Craft Wondrous Item, scorching ray; Price 1,100 gp.

Elixir of Hiding: A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).
Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price 250 gp.

Elixir of Love: This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effects wear off in 1d3 hours.
Faint transmutation; CL 4th; Craft Wondrous Item, charm person; Price 150 gp.

Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.

Elixir of Swimming: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).
Faint illusion; CL 2nd; Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Price 250 gp.

Elixir of Truth: This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question. No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.
Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth; Price 500 gp.

Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price 250 gp.

The nearest thing I can find is this:

SRD said:
Restorative Ointment: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
Faint conjuration; CL 5th;Craft Wondrous Item, cure light wounds, neutralize poison, remove disease; Price 4,000 gp;Weight 1/2 lb

This would suggest prices of:

CLW: 1 * 5 * 50 = 250
NP: 4 * 7 * 50 = 1,400
RD: 3 * 5 * 50 = 750

* Note that Neutralize Poison is priced at CL 7, the minimum to actually cast the spell, even though the item itself is CL 5.

Oddly enough, the average price of each ability - 800gp - times 5 charges equals the 4,000gp asking price of the ointment (Keoghtom's Ointment, AKAIAC!). :D
 

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IcyCool said:
The Elixir of Fire Breath sounds a bit like a Scorching Ray.

It's close - the range is a much shorter, you can spread out the rays over a 1 hour period (rather than all used at once), and some other differences exist, but:

"Potion" of Scorching Ray: 2 * 11 * 50 = 1,100gp

Elixir of Fire Breath: 1,100 gp
 

I wouldn't recommend Vigor as a "patron" spell for measuring power, since it is mildly broken.
A potion that cures 50 hp over the course of 5 minutes?

Let's see...

That would be about as good as 10 potions of CLW (500 gp), that take 10 standard actions to heal you, but you are healed after 1 minute only.

So, you get to use only one standard action to drink this potion, and it cures 1 hp per round over the course of 5 minutes.
If you price it 500 gp, you can't go wrong.

IMHO
 

What about potions created by someone who can apply the Maximize Feat to their spells without increasing the spell level, like the Radiant Servant of Pelor.
Technically he could only make such Maximized potions with his domain spells, but they would cost him the same as a standard potion to make, no?
So you just have to know a Radiant Servant and convince him to make you some domain potions and not charge you extra.
 

ken-ichi said:
What about potions created by someone who can apply the Maximize Feat to their spells without increasing the spell level, like the Radiant Servant of Pelor.
Technically he could only make such Maximized potions with his domain spells, but they would cost him the same as a standard potion to make, no?
So you just have to know a Radiant Servant and convince him to make you some domain potions and not charge you extra.

While it may be technically possible to do this, I would probably not allow it as a DM. If a PC wanted to make maximized potions (scrolls, wands) via a class ability that did not increase the spell level . . . maybe, but there is no way I would allow the PCs to pay 50 gp for a maximized (8 hp) potion of cure light wounds from the local Radiant Servant.

On that note, I guess that a Cleric ?/Wizard ?/Incantatrix 10 could create maximized cure light wounds potions since the level increase for maximize spell usage would only be 2 for the Incantatrix. Hmm . . . now we've got potions of maximized cure light wounds for (3 * 5 * 50) 750 gp that cure 13 hp exactly. I still don't know if it's worth it, but there you go.
 

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