Potions Galore!

More options for Healing and Mana Potions, inspired by other games and other types of fantasy brews. Also, new monsters and other potion related items!

The potion types are:

  • Elixirs: Rare, semi-solid brews that require 2 Actions to consume, and scale off a hero's stats!
  • Infusions: A plant-based potion mix that can be used multiple times.
  • Lotions: Soothing lotions, used during Field Rests to augment your Hit Dice.
  • Powders: Instead of being rendered in liquid, these potions are powderized to function as airborne agents.
  • Salves: Medicinal salves used during Field Rests for improved recovery and effects.
  • Tinctures: Alcoholic and potent potions, but beware the effects!
  • Tonics: Solutions made to be poured over a creature that works over multiple rounds. Throwable!
Lvl 1/4 tiny enemy crab minion
6
Potion Crabs: Healing in the Blood.

On hit: recover 1 HP.

  • Dig In.

    1d4 (Reach 1). On hit: Dug In.

Level 3 Solo Huge Enemy Crab
M110STR+, DEX-
Potion Crabs: Healing in the Blood.

On hit: recover 1 HP.

Potion Bottle Shell.

The nullified damage modifers for attacks landed against Drinkulus are added to a pool of points that can be spent at the beginning of the round, 1/Round.

(5) Broodling Leak.

Summon 1d4 adjacent (s).

(10) Effusing Brew.

Create Range 4 Difficult Terrain centered on Drinkulus, Disadvantage for attacks made in this area. Doesn't affect Potion Crabs.

(20) The Boss Heals!?

Consume up to 6 (s) within Reach 2, recover 5 HP per Minion consumed.

After each hero's turn, choose one.
  • Big Meaty Claws.

    Move 1, then 2d4 (Reach 2). Each d4 may attack target a different creature in Reach. Grappled on crit.

  • Pot Shot.

    Range 8, a creature is Potionlaid.

  • (BLOODIED) Whirligig.

    Climb 2, then 1d12 (Reach 4). Small/Tiny creatures are pushed 4 spaces, Medium 2, Large 1.

  • (LAST STAND) Crack Open a Cold One.

    Command all Minions to Climb 6 then explode 1d12 (Range 1).

BLOODIED:

At 55 HP, Drinkulus' shell breaks off. Medium Armor is lost. DEX- Save » DEX++ Save. Any excess Potion Bottle Shell points become HP and no more can be gained.

Big Meaty Claws goes from Move 1 » Climb 8 and 2d4 » 2d6. Pot Shot gains Climb 8 and can target 2 creatures.

LAST STAND:

Drinkulus is dying! 37 more damage and he dies.

Potionlaid creates 2 (s). Healing in the Blood recovers 2 HP.

Lesser Healing Potion. Action: Drink or administer to recover 1d4+2 HP.

Omega Healing Potion. Action: Drink or administer to recover 5d10+10 HP.

A diluted version of a Healing Potion; which is effective for scratches, bruises, and other daily pains. Your typical apothecary can brew these easily, with the right ingredients.

Omega Healing Potions are believed to be--at least in part--the blood of the gods. They are rare and have many buyers, but some of the most common and most generous are always religious in nature.

Lesser Mana Potion. Action: Drink or administer to recover 1d4 mana.

Omega Mana Potion. Action: Drink or administer to recover 5d4+5 mana.

A diluted Mana Potion, which may or may not work... the cheapness, ease of use, and sweet-sour taste make up for it; to the average hedge mage that is.

Omega Mana Potions are made only by the absolute most experienced alchemists and mages working together. They are considered to be just a step below the philosopher's stone in alchemy.

Lesser Healing Elixir. 2 Actions: Drink or administer to recover 10 HP.

Healing Elixir. 2 Actions: Drink or administer to recover 20 HP.

Greater Healing Elixir. 2 Actions: Drink or administer to recover 35 HP.

Supreme Healing Elixir. 2 Actions: Drink or administer to recover 55 HP.

Omega Healing Elixir. 2 Actions: Drink or administer to recover 80 HP.

A highly concentrated version of Healing Potions that only well-practiced alchemists ever successfully brew. Elixirs have a slurry-like composition, and even the hardiest of adventurers have to choke them down.

Lesser Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d4-1 HP.

Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 2d6-2 HP.

Greater Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 3d8-3 HP.

Supreme Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 4d10-4 HP.

Omega Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 5d12-5 HP.

A traditional healing potion recipe was mixed with arboreal extracts to create this infusion. It's healthier for the body long-term than potions, allowing repeating usage.

Lesser Healing Lotion. Administer during a Field Rest to roll 1 additional Hit Die for free. Doesn't stack.

Healing Lotion. Administer during a Field Rest to roll 2 additional Hit Dice for free. Doesn't stack.

Greater Healing Lotion. Administer during a Field Rest to roll 3 additional Hit Dice for free. Doesn't stack.

Supreme Healing Lotion. Administer during a Field Rest to roll 4 additional Hit Dice for free. Doesn't stack.

Omega Healing Lotion. Administer during a Field Rest to roll 5 additional Hit Dice for free. Doesn't stack.

These scented lotions are used to alleviate aches and pains after combat, and are commonly used by Stratocracies and other military-minded nations as cultural rituals. It's not uncommon for the wealthy often use them casually.

Lesser Healing Powder. Action: All creatures in Reach 4 recover 1d4 HP.

Healing Powder. Action: All creatures in Reach 4 recover 2d4+1 HP.

Greater Healing Powder. Action: All creatures in Reach 4 recover 3d4+3 HP.

Supreme Healing Powder. Action: All creatures in Reach 4 recover 4d6+4 HP.

Omega Healing Powder. Action: All creatures in Reach 4 recover 5d8+5 HP.

Instead of being rendered in a liquid, the base for a potion was crushed down into a fine powder to be used as an airborne agent. It's indiscriminate, so be mindful!

Lesser Healing Salve (2 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.

Healing Salve (4 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.

Greater Healing Salve (6 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.

Supreme Healing Salve (8 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.

Omega Healing Salve (10 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.

For those seeking remedy to more deeply-set injuries, curative salves are the answer. While recovery is hastened, increased stiffness for a short time after usage has been noted.

Lesser Healing Tincture. Action: Drink or administer to recover (STR×3)+LVL HP. Your first attack each round is made with Disadvantage this encounter.

Healing Tincture. Action: Drink or administer to recover (STR×6)+LVL HP. Your first attack each round is made with Disadvantage this encounter.

Greater Healing Tincture. Action: Drink or administer to recover (STR×9)+LVL HP. Your first attack each round is made with Disadvantage this encounter.

Supreme Healing Tincture. Action: Drink or administer to recover (STR×12)+LVL HP. Your first attack each round is made with Disadvantage this encounter.

Omega Healing Tincture. Action: Drink or administer to recover (STR×15)+LVL HP. Your first attack each round is made with Disadvantage this encounter.

A fermented drink mixed with healing bases create this strong grog; considering that it is alcoholic in nature, excessive use is unadvised. This drink is popular amongst Dwarves, who refer to it as "Red Rock Blaster."

Lesser Healing Tonic. Action: Pour or throw (Range 4) to recover 3 HP for 3 rounds. Doesn't stack.

Healing Tonic. Action: Pour or throw (Range 4) to recover 6 HP for 3 rounds. Doesn't stack.

Greater Healing Tonic. Action: Pour or throw (Range 4) to recover 9 HP for 3 rounds. Doesn't stack.

Supreme Healing Tonic. Action: Pour or throw (Range 4) to recover 12 HP for 3 rounds. Doesn't stack.

Omega Healing Tonic. Action: Pour or throw (Range 4) to recover 15 HP for 3 rounds. Doesn't stack.

A remedial solution made to be poured on a creature; whether into skin's pores or the cracks between scales, or anything else. This method allows the tonic to have a duration of effects, and they can even be thrown!

Lesser Mana Elixir. 2 Actions: Drink or administer to recover 4 mana.

Mana Elixir. 2 Actions: Drink or administer to recover 8 mana.

Greater Mana Elixir. 2 Actions: Drink or administer to recover 12 mana.

Supreme Mana Elixir. 2 Actions: Drink or administer to recover 16 mana.

Omega Mana Elixir. 2 Actions: Drink or administer to recover 20 mana.

Rare to come by, Mana Elixirs are known to work more effectively the greater one's skill with the arcane. Elixirs have a slurry-like composition, and even the hardiest of adventurers have to choke them down.

Lesser Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d4d Mana.

Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d6d Mana.

Greater Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d8d Mana.

Supreme Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d10d Mana.

Omega Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d12d Mana.

One of the few risk-free ways to recover one's mana, the plant-based mana infusions are heavily favored by Stormshifters.

Lesser Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die with Disadvantage, recover that much mana. Doesn't stack.

Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die, recover that much mana. Doesn't stack.

Greater Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die; recover that much +KEY mana. Doesn't stack.

Supreme Mana Lotion. Administer during a Field Rest to expend and roll up to two Hit Dice; recover that much +KEY mana. Doesn't stack.

Supreme Mana Lotion. Administer during a Field Rest to expend and roll up to two Hit Dice; recover that much +(KEY×2) mana. Doesn't stack.

Made by some variety of highly-lax mage whose name is lost to history, these lotions sooth the mind as opposed to the body. They see occasional use as a sleeping or anxiety aid.

Lesser Mana Powder. Action: All creatures in Reach 4 recover 1 mana, creatures without mana instead lose 1 HP.

Mana Powder. Action: All creatures in Reach 4 recover 3 mana, creatures without mana instead lose 3 HP.

Greater Mana Powder. Action: All creatures in Reach 4 recover 5 mana, creatures without mana instead lose 5 HP.

Supreme Mana Powder. Action: All creatures in Reach 4 recover 7 mana, creatures without mana instead lose 7 HP.

Omega Mana Powder. Action: All creatures in Reach 4 recover 9 mana, creatures without mana instead lose 9 HP.

No one's sure where Mana Powder came from, exactly. It can be addictive to those who wield magic; for those who don't, the adverse side-effects are more... immediate.

Lesser Mana Salve. Administer during a Field Rest to gain 1 mana the next time you roll Initiative (this expires if unused). Doesn't stack.

Mana Salve. Administer during a Field Rest to gain 3 mana the next time you roll Initiative (this expires if unused). Doesn't stack.

Greater Mana Salve. Administer during a Field Rest to gain 5 mana the next time you roll Initiative (this expires if unused). Doesn't stack.

Supreme Mana Salve. Administer during a Field Rest to gain 7 mana the next time you roll Initiative (this expires if unused). Doesn't stack.

Omega Mana Salve. Administer during a Field Rest to gain 9 mana the next time you roll Initiative (this expires if unused). Doesn't stack.

These ointments are used around the eyes and temples to prevent headaches. It's not uncommon for them to be drawn in ritualistic manners by small, magic-wielding communities.

Lesser Mana Tincture. Action: Drink or administer to recover KEY+2 mana. Spells are rolled with Disadvantage this encounter.

Mana Tincture. Action: Drink or administer to recover KEY×2 Mana. Spells are rolled with Disadvantage this encounter.

Greater Mana Tincture. Action: Drink or administer to recover KEY×3 Mana. Spells are rolled with Disadvantage this encounter.

Supreme Mana Tincture. Action: Drink or administer to recover KEY×4 Mana. Spells are rolled with Disadvantage this encounter.

Omega Mana Tincture. Action: Drink or administer to recover KEY×5 Mana. Spells are rolled with Disadvantage this encounter.

For particularly groovy mages, this beverage was created; it doesn't have a particularly strong taste, but the after effects are still potent. Amongst Dwarves, these drinks are referred to as "Smart Stout."

Lesser Mana Tonic. Action: Pour or throw (Range 4) to recover 1 Mana for 3 rounds. Doesn't stack.

Mana Tonic. Action: Pour or throw (Range 4) to recover 3 Mana for 3 rounds. Doesn't stack.

Greater Mana Tonic. Action: Pour or throw (Range 4) to recover 4 Mana for 3 rounds. Doesn't stack.

Supreme Mana Tonic. Action: Pour or throw (Range 4) to recover 5 Mana for 3 rounds. Doesn't stack.

Omega Mana Tonic. Action: Pour or throw (Range 4) to recover 6 Mana for 3 rounds. Doesn't stack.

These tonics were originally invented to allow novice spellcasters to practice continual use of magic, until it was discovered how useful they were outside of teaching as well.