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!
On hit: recover 1 HP.
- Dig In.
1d4 (Reach 1). On hit: Dug In.
On hit: recover 1 HP.
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.
Summon 1d4 adjacent (s).
Create Range 4 Difficult Terrain centered on Drinkulus, Disadvantage for attacks made in this area. Doesn't affect Potion Crabs.
Consume up to 6 (s) within Reach 2, recover 5 HP per Minion consumed.
- •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).
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.
Drinkulus is dying! 37 more damage and he dies.
Potionlaid creates 2 (s). Healing in the Blood recovers 2 HP.
Lesser Healing Elixir. 2 Actions: Drink or administer to recover 5+(3xSTR) HP.
Healing Elixir. 2 Actions: Drink or administer to recover 10+(6xSTR) HP.
Greater Healing Elixir. 2 Actions: Drink or administer to recover 15+(9xSTR) HP.
Supreme Healing Elixir. 2 Actions: Drink or administer to recover 20+(12xSTR) 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). Action: Drink or administer to recover 1d6+1 HP.
Healing Infusion (4 Uses). Action: Drink or administer to recover 2d6+2 HP.
Greater Healing Infusion (5 Uses). Action: Drink or administer to recover 3d6+3 HP.
Supreme Healing Infusion (6 Uses). Action: Drink or administer to recover 4d6+4 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. (2 Uses) Administer during a Field Rest to spend 1 additional Hit Dice for free. Doesn't stack.
Healing Lotion. (2 Uses) Administer during a Field Rest to spend 3 additional Hit Dice for free. Doesn't stack.
Greater Healing Lotion. (3 Uses) Administer during a Field Rest to spend 4 additional Hit Dice for free. Doesn't stack.
Supreme Healing Lotion. (3 Uses) Administer during a Field Rest to spend 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: Recover 1d4 HP in Reach 4.
Healing Powder. Action: Recover 2d4 HP in Reach 4.
Greater Healing Powder. Action: Recover 3d6 HP in Reach 4.
Supreme Healing Powder. Action: Recover 4d8 HP in Reach 4.
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.
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 (3 Uses). Action: Drink or administer to recover 3 x STR HP. +1 Disadvantage until combat ends.
Healing Tincture (4 Uses). Action: Drink or administer to recover 6 x STR HP. +1 Disadvantage until combat ends.
Greater Healing Tincture (5 Uses). Action: Drink or administer to recover 8 x STR HP. +1 Disadvantage until combat ends.
Supreme Healing Tincture (6 Uses). Action: Drink or administer to recover 10 x STR HP. +1 Disadvantage until combat ends.
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 12 HP for 3 rounds. Doesn't stack.
Supreme Healing Tonic. Action: Pour or throw (Range 4) to recover 18 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!
Action: Drink or administer to recover 1d4+2 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.
Action: Drink or administer to recover 1d4-1 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.
Lesser Mana Elixir. 2 Actions: Drink or administer to recover 4+KEY mana.
Mana Elixir. 2 Actions: Drink or administer to recover 6+(2xKEY) mana.
Greater Mana Elixir. 2 Actions: Drink or administer to recover 8+(3xKEY) mana.
Supreme Mana Elixir. 2 Actions: Drink or administer to recover 10+(4xKEY) 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). Action: Drink or administer to recover 2 Mana.
Mana Infusion (3 Uses). Action: Drink or administer to recover 1d4+1 Mana.
Greater Mana Infusion (4 Uses). Action: Drink or administer to recover 1d6+2 Mana.
Supreme Mana Infusion (5 Uses). Action: Drink or administer to recover 1d8+3 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. (2 Uses) Administer during a Field Rest to spend 1 of your Hit Dice + KEY recovering HALF Mana instead of HP. Doesn't stack.
Mana Lotion. (2 Uses) Administer during a Field Rest to spend 1 of your Hit Dice + KEY recovering Mana instead of HP. Doesn't stack.
Greater Mana Lotion. (3 Uses) Administer during a Field Rest to spend up to 2 of your Hit Dice + KEY recovering Mana instead of HP. Doesn't stack.
Supreme Mana Lotion. (4 Uses) Administer during a Field Rest to spend up to 3 of your Hit Dice + KEY recovering Mana instead of HP. 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: Recover 2 Mana in Reach 4. Manaless creatures instead lose 2 HP.
Mana Powder. Action: Recover 4 Mana in Reach 4. Manaless creatures instead lose 4 HP.
Greater Mana Powder. Action: Recover 6 Mana in Reach 4. Manaless creatures instead lose 6 HP.
Supreme Mana Powder. Action: Recover 8 Mana in Reach 4. Manaless creatures instead lose 8 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 (2 Uses). Administer during a Field Rest to gain 2 free Mana next combat. Doesn't stack.
Mana Salve (2 Uses). Administer during a Field Rest to use a gain 4 free Mana next combat. Doesn't stack.
Greater Mana Salve (3 Uses). Administer during a Field Rest to gain 6 free Mana next combat. Doesn't stack.
Supreme Mana Salve (3 Uses). Administer during a Field Rest to gain 8 free Mana next combat. 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 (2 Uses). Action: Drink or administer to recover KEY Mana. +1 Disadvantage until combat ends.
Mana Tincture (2 Uses). Action: Drink or administer to recover 2xKEY Mana. +1 Disadvantage until combat ends.
Greater Mana Tincture (3 Uses). Action: Drink or administer to recover 3xKEY Mana. +1 Disadvantage until combat ends.
Supreme Mana Tincture (3 Uses). Action: Drink or administer to recover 4xKEY Mana. +1 Disadvantage until combat ends.
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 2 Mana for 3 rounds. Doesn't stack.
Greater Mana Tonic. Action: Pour or throw (Range 4) to recover 3 Mana for 3 rounds. Doesn't stack.
Supreme Mana Tonic. Action: Pour or throw (Range 4) to recover 4 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.