What, exactly, would be the consequenses of allowing 4th-9th level potions?

MerakSpielman

First Post
Just out of curiosity. Assume the prices scale upwards appropraitely, and that all other potion making restrictions are in place.

Would it be so horrible?

What about wands?
 

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I have a Brew Elixir feat that allows just that... Brew Potion is a prereq, of course.

Elixir of true resurrection, anyone?

It's like the old days, with the elixir of life, y'know?
 

Both potions and wands allow the players to 'break the rules' in two important ways:
(1) they allow non-spellcasters to cast spells
(2) they allow spellcasters to get around their spells/day limit

So, allowing potions/wands of higher level spells simply lets the players break the rules more effectively.

Also bear in mind that things like staffs and rods will be overshadowed by wands of 5+ level spells. e.g. why get a staff of life when you can just get a wand of heal?
 

MerakSpielman said:
Just out of curiosity. Assume the prices scale upwards appropraitely, and that all other potion making restrictions are in place.

Would it be so horrible?

What about wands?
Have you seen the Master Alchemist PrC from MoF?

By 10th level (17th character level min), you too could be making 9th level potions.


Mike
 

In general, I don't see a balance problem with allowing higher level potions so long as the recommended pricing and scaling is kept. There are many potions that clearly shouldn't be a problem at all, including some useful ones like Cure Critical Wounds (4th level), Stoneskin (4th level) or True Seeing (5th).

On the other hand, some spells probably shouldn't be allowed as potions, especially ones like Miracle, Wish or Time Stop. I think most divination spells would probably be ok no matter the level - "Drinking this mixture will allow you to see all things, past, present and future!"

The idea of having another feat to brew potions for levels 4 thru 9 is workable, but I'm not sure it's really necessary either.

The same argument applies to wands. However, I can see where certain high level spells might get a bit out of control if the user can fire them off round after round from a wand. Some common sense on the party of the DM would be needed before allowing certain wands into his/her campaign.
 

We've have access to 4th-9th level potions through a Master Alchemist for some time and I've seen no outrageous change to the game. An 8th level potion is 6,000 gold, which keeps abuse in line something fierce.
 

Wands, being Spell-Trigger items, are unusable by people without spell casting capability.

I think I read somewhere that you could make a Staff with only one spell in it ... essentially Staves are upgraded Wands with the ability to have multiple spells.

That leaves potions ... isn't there a Master Alchemist PrC in some book (I think either FR or MoF) that allows the brewing of up to 6th level potions? I'll try to go check sometime later.
 

Joshua Randall said:
Both potions and wands allow the players to 'break the rules' in two important ways:
(1) they allow non-spellcasters to cast spells
(2) they allow spellcasters to get around their spells/day limit

So, then scrolls of this level are also 100% TOTALLY AND UTTERLY prohibited for the same reason, right?
 

My thought on the matter--though this is just off the top of my head, and I may well change my mind if/when I have the chance to sit down and actually play with the numbers--is that the costs of higher-level potions and wands are not sufficiently prohibitive. I would allow wands or potions of higher level spells, but I would double the cost of such items after the "traditional" cut-off point. That still makes them feasible, but makes the price (IMO) appropriate.
 

I don't think there is any reason besides flavor.

There are some PrC that break the limit (the aforementioned Master Alchimist is one, Mystic Wanderer another, IIRC).

Bye
Thanee
 

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