Showing posts with label Potions. Show all posts
Showing posts with label Potions. Show all posts

9/24/2014

5 Further Potions for 13th Age!


The time has come for me to release to the world several more potions from the secret text given to me by a dying alchemist. His last wish was that I give his closely guarded family secrets to the world. Probably. It was hard to hear, he was mumbling. Still, his loss is your gain! 

Potion of Concealment from Animals
Being able to pass unnoticed beyond a hungry pack of wolves isn't just a neat trick, it can be life-saving. 

You become effectively invisible to any creatures with the 'beast' keyword. As with invisibility spells, any attack or flashy action will dispel this effect. 

TierCostDuration
Adventurer175gp5 minutes
Champion325gp15 minutes
Epic650gp30 minutes

Potion of Concealment from Undead
Best not to think about what's in it; just be thankful the zombies seem to have taken you off the menu. 

You become effectively invisible to any creatures with the 'undead' keyword. As with invisibility spells, any attack or flashy action will dispel this effect. Very intelligent undead, such as liches or vampires, may, at the DM's discretion, make a hard save  (16+) to see through this effect. You should inform your players if this is a possibility. 

TierCostDuration
Adventurer210gp5 minutes
Champion425gp15 minutes
Epic850gp30 minutes

Potion of Jumping
This potion tastes like rubber and bounces inside around its bottle somewhat alarmingly. Once drunk, being able to jump great distances or heights is a doddle! No check is required, and the effects of the potion mean that landing from a height won't hurt unless the distance travelled is greater than potions listed effect doubled (once up, once down!).

TierCostDistanceHeightDuration
Adventurer175gp10m2m1 minute
Champion325gp15m4m5 minutes
Epic650gp25m8m15 minutes

Potion of Undetectable Passage
Once this potion has been drunk, the imbiber leaves no trace of their passing. Snapped sticks underfoot will mend themselves, kicked stones will roll back into place and footprints will fade away. Tracking the imbiber is impossible without magical means.

TierCostDuration
Adventurer210gp15 minutes
Champion425gp1 hour
Epic850gp6 hours

Potion of Distant Vision
This deep black liquid allows the imbiber to see as if he were within a distant area. The area to be looked at must be declared upon drinking the potion. If the area is not known to the imbiber (i.e. he has never been there before), he must pass a normal saving throw, or nothing is seen. These potions are incredibly useful for getting the lay of the land ahead, or keeping watch on a distant area.

TierCostDistanceDuration of Potion Effect
Champion325gp5 metres30 seconds
Epic650gp30 metres5 minutes

9/01/2014

5 More Potions for 13th Age

More potions for your perusal! As ever, let me know if you use them and if there's anything you'd tweak about them!

Potion of Chameleon Skin
This potion changes colour constantly, shifting hue between all the known colours and a few only the elves can see. Once consumed the user can change the colour of their skin and held items to any hue they like, simply by concentrating. Whilst many outlandish adventurers use these potions simply as fashion items - changing their colour at a whim - they're most commonly used to aid in more sneaky pursuits. 

When used to aid in appropriate skill checks to hide or deceive, Potions of Chameleon Skin give a +5 bonus. The duration the effect lasts for depends on tier.

TierCostDuration of Potion Effect
Adventurer100gp1 hour
Champion250gp6 hours
Epic425gp1 day

Potion of Speed
This potion rushes about its bottle, sloshing from top to bottom and side to side, as if unable to stay in one place for too long. Effectively doubling the speed of the imbiber reactions become quicker and distances can be covered in astonishing speed. In a combat situation the imbiber gains a second move action, as well as a bonus to attack rolls and physical defence (dependant on tier). Outside of combat the movement speed of the character is doubled - likely allowing them to outrun most normal foes. The effect lasts for a single battle, or 5 minutes, regardless. 

There is a downside to drinking such a potent mixture, however - each use ages you by a single year. 

TierCostBonus to AttackBonus to Physical Defence
Adventurer350gp+1+1
Champion650gp+3+3
Epic1,300gp+5+5

Potion of Sweet Water
The vapours of this bottle are often enough on their own to clear a room of any foul smelling mustiness, which makes these potions desirable indeed to adventurers delving in long sealed dungeons. The designed use is to transform tainted or contaminated liquid into pure, safe, water. Water created in such way is perfectly pure and the potion can be used on any non-magical liquid.

The volume of water that can be purified in this way depends on tier. 

TierCostCubic Feet of Liquid Affected
Adventurer100gp1,000 (10' cube)
Champion250gp15,625 (25' cube)
Epic425gp125,000 (50' cube)

Potion of Distant Voice
The bottle this amber liquid is contained within always sounds like it's clinking and sloshing around in someone else's backpack. 

Imbibing this potion allows the user to 'throw' their voice, causing the sound to seem like it is coming from someone, something, or somewhere, else. The distance and length of this effect depends on tier. If appropriate, the DM may require that a charisma based skill check is needed to for the effect to successfully trick a foe.

TierCostRangePotion Duration
Adventurer125gp5 metres30 seconds
Champion250gp25 metres5 minutes
Epic500gp100 metres30 minutes

Potion of Water Breathing
Blue and fizzy, this potion is a favourite of coastal adventurers. It allows the imbiber to breath normally when submerged in oxygenated liquids. The length of time this effect lasts for is dependant on tier and the user is aware roughly of how long they have left before the effect wears off. 

TierCostPotion Duration
Adventurer350gp15 minutes
Champion650gp1 hour
Epic1,300gp6 hours

7/05/2014

Five More Potions/Oils for 13th Age

I've once more delved into my old source books to come up with some new potions (and this time, oils!) for 13th Age! For even more potions check out the Vault of the 13th Age, which is a great resource for all things 13th Age, not just potions!

Potion of Heroic Action
This milky liquid makes the imbiber feel like they can take on anything - and often, they can. Peculiarly, the potion only seems to have any effect while the imbibers life is threatened. 

The Potion of Heroic Action allows the imbiber to roll two dice and pick the result they want during a battle (either the highest or lowest). This may be used on attacks, initiative and skill checks, but not damage dice. The number of times this effect may be used in battle depends on tier. Usually this potion is drunk just before or at the beginning of the battle, but it may be drunk part way through. Either way, its effect ends once the battle has finished, even if the potion's effects were not used.

TierCostNumber of Times per Battle
Adventurer100gp1
Champion250gp2
Epic500gp3

Potion of Levitation
(for an alternate take on this potion, see this version at 13thAge.org made by Kenderama)

This liquid defies the laws of gravity, floating to the top of any container it is within. It is important that the cork or stopper is very secure or else you may find your potion floats away into the sky.

Upon imbibing, adventurers find they are able to move freely vertically at about half walking speed. There is no height limit, but the imbiber must be very careful they do not manoeuvre themselves higher than they will be able to return to a safe position from before the effect wears off! The potion does not grant horizontal movement but this may be achieved through other means. (grabbing onto a rope, pushing off a wall etc).

The imbiber may carry objects or other adventurers beyond his own weight; the extra weight allowance, again, varies by tier.

Fighting whilst under the effects of this potion can be difficult, and any melee attacks suffer a -2 penalty. Additionally, due to the restricted movement of someone under the levitation effect, all attacks against them gain a +2 bonus. 


TierCostDuration of EffectExtra Weight Allowance
Adventurer210gp5 minutes50lbs
Champion425gp15 minutes200lbs
Epic850gp30 minutes400lbs

Oil of Fiery Burning
Every now and then an alchemist forgets the warning label for these volatile oils; with explosive results.

When this oil is exposed to air it instantly combusts, inflicting damage to d3 nearby creatures. The usual use of the oil is as a thrown weapon, like a grenade or Molotov cocktail. If used in this way, the attack is a basic ranged attack. The damage itself differs by tier. If the stopper is removed, a DC: 20 dexterity check must made to stop the flask exploding in your hands! 

TierCostDamage
Adventurer125gp2d6
Champion325gp4d8
Epic650gp8d10

Oil of Slipperiness
This oil is applied to any surface to make it very slippery indeed! If applied to an object it makes it impossible to keep hold of and if applied externally to the skin/armour/clothing it makes the bearer immune to grapples or hugs. 

Further, any attempts to bind an individual coated in oil of slipperiness are futile, as he'll simply slide out! This applies equally to ropes, chains, handcuffs, webs and any other bonds, magical or otherwise. 

Each bottle lasts until a full heal-up, or removed with a solvent (such as strong alcohol). The possible volume covered per bottle depends on tier.

TierCostCoverage
Adventurer175gp1 person, or similar volume of smaller objects (DM decides exactly how many)
Champion250gp3 people, or similar volume of smaller objects (DM decides exactly how many)
Epic425gp6 people, or similar volume of smaller objects (DM decides exactly how many)

Potion of Floral Harmony
Drinking this strong scented potion allows the imbiber to empathise with, befriend and speak to plants, intelligent or otherwise (creatures with the plant keyword) for a time. Like a Charm Person spell, this potion will not work if imbibed during combat or against plants that have rolled for initiative. If the plant is intelligent, the effects of this potion will function identically to that of a Charm Person spell. If it is not, it simply means the plant will not take aggressive action against you. 

The GM may also determine that several plants are affected at once - particularly if they are in a mob - if their total combined hit-points does not exceed the maximum.

The effect is dispelled immediately if the imbiber or his allies attack the plant.

TierCostMaximum Hit-Points of PlantDuration of Potion Effect
Adventurer350gp401 hour
Champion650gp961 day
Epic1,300gp1601 week

As always, let me know how you get on with these! Let me know if you use these or any of my other potions in your games! I'd love to know how you get on! For my last batch of potions, see here!

6/26/2014

Five Potions for 13th Age!


Taking inspiration from some of the various old RPG sourcebooks I have lying around, I've concocted some extra potions for 13th Age


Potion of Animal Empathy
Drinking this potion allows the imbiber to empathise with and befriend animals (creatures with the beast keyword) for a time. Like a Charm Person spell, this potion will not work if imbibed during combat or against animals that have rolled for initiative. They may, however, come to the defence of the imbiber and his allies if the GM deems it appropriate. It is unlikely that animals will attack their original master (if they have one), but they may defend the imbiber against creatures or humanoids strange to them. The GM may also determine that several animals are affected at once - particularly if they are in a mob - if their total combined hit-points does not exceed the maximum.

The effect is dispelled immediately if the imbiber or his allies attack the animals.

Tier Cost Maximum Hit-Points of Animal Duration of Potion Effect
Adventurer 420gp 54 5 minutes
Champion 850gp 144 1 hour
Epic 1,700gp 288 1 day

Potion of Distant Audience
This ghostly white liquid allows the imbiber to hear as if he were within a distant area. The area to be listened to must be declared upon drinking the potion. If the area is not known to the imbiber (i.e. he has never been there before), he must pass a normal saving throw, or nothing is heard. Adventurers particularly like these potions to listen behind doors for monsters awaiting them, or to eavesdrop on the plans of villains. 

Tier Cost Distance Duration of Potion Effect
Adventurer 125gp 5 metres 30 Seconds
Champion 250gp 30 metres 5 minutes
Epic 500gp 100 metres 30 minutes

Potion of Spider Climbing
This potion, almost always made from the blood of giant spiders, allows the imbiber to climb walls and ceilings as if he were on the ground, with little risk (short of the potion's effect running out at an unfortunate moment!)

Tier Cost Duration of Potion Effect
Adventurer 100gp 5 minutes
Champion 250gp 30 minutes
Epic 425gp 2 hours

Potion of Dragon's Breath
Many alchemists lost their lives perfecting these volatile mixtures, which allow the imbiber to breath fire, freezing cold, acid, lightning or poisonous gas over their enemies. Each is a specific type of potion, declared when acquired, with a different damage keyword, although the damage done is the same regardless. Drinking the potion is a quick action and releasing the breath is a standard action which must be done on the same or next player turn.

Attack: level + dex/con/cha mod (pick highest) vs PD against 1d3 nearby enemies in a group.
Damage: See table. Additionally the following effects apply:
Fire Type - Miss deals half damage
Cold Type - On a hit of 16+ the target is stuck, save ends.
Acid Type - On a hit of 16+, the target suffers ongoing damage equal to 5/10/15 depending on tier, save ends.
Lightning Type - On a natural even hit the target is also dazed.
Poison Type - This gas does half damage but the target is also hampered, save ends.

Tier Cost Damage
Adventurer 210gp 4d6
Champion 425gp 5d8
Epic 650gp 6d10

Potion of Awesome Strength
Popular amongst feeble nobles desiring to impress at short notice, these potions provide a quick burst of strength for those who need it. 

In combat, they allow the bearer to do extra damage in melee, depending on tier. Outside combat they give the bearer a bonus to strength based skill checks. Either way, no matter what tier the potion is from, it lasts either 5 minutes or one combat. 

Tier Cost Bonus Damage Bonus to Skill Checks
Adventurer 350gp 1d6 +5
Champion 650gp 2d6 +7
Epic 1,300gp 2d12 +9


Let me know how you get on with these. Could they be tweaked at all? And if you have any interesting adventures with them let me know!