Potions

Potion making requires an investment of time, energy, and magical or alchemical power.

It’s effectively limited by level, skills, and available ingredients.

Following the Crafting rules, Player Characters can choose to adopt Potionmaking as a way to spend their downtime (when not drilling, studying, et’c).

While I’m still hammering out the details it goes something like this:

Pick an effect or effects you want to achieve:

A basic healing potion.
A potion of resistance to fire.
A potion that increases speed for a round.

Gather or buy ingredients that would have that effect:

Head to the market and gather some blessed incense, angel dust, and fae apples.
Hunt down creatures with resistance to fire, and gather their blood and glands.
Get a special bottle, catch a little lightning in it, and mix with the blood of a quickling.

Make a check to blend them together:

Make a Potions check with +2 if you’re trained in Heal. DC10
Make a Potions check with +2 if you’re trained in Nature. DC10 +2 for every point of resistance.
Make a Potions check with +2 if you’re trained in Arcana. DC10 +2 for every point of bonus.

Potions checks add half your level plus Wisdom or Intelligence. In addition, add +1 to the roll for every ingredient with a trait related to the desired effect.

The limitations of potions:
They have to be drunk to be effective.
They can’t mimic the effect of powers without rare or very expensive ingredients.
They may spoil or be broken.
Potions may be impure, because of spoilage, environmental issues, or lack of a good laboratory.
Impure potions can have unexpected effects, not necessarily beneficial effects.
Mixing potions is guaranteed to have unpredictable effects.

Potions

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