[PnP] Section 1-3 out of 8 Potions Project
Scott Adams
longshotgm at comcast.net
Thu Nov 26 06:32:15 CET 2020
Powers & Perils - Potions, etc.
1. Introduction
This document will detail Potions and all aspects of help for
them. This new homebrew system is a work in progress so it may be
expanded over time. This document assumes the potion is a 8 ounce
container. The base unit of any potion is 2 items. Some ingredient
mixed with a liquid to mix or combine it. The majority of this
information comes from version 2 of the rules - namely book 3 (or the
monster file I have created) and the Book 4 (Natural Magical items
(NMI)) section of the rules. Some minor sources include non-P&P
sources, my ship project and a few other P&P odds and ends. In some
cases it is a pure mix A with B and C straight out of the rules. But
I did create new situations when needed. For example if a NMI was to
be worn I had to fudge it a bit to fit for a "potion." This may have
included buffing or decreasing effects. Finally, there are 3 core
sections I wanted to cover. The Core Healing related potions, energy
potions, poisons and other potions for Disease or other aspects. If
you need to expand the potion from a 8 ounce container use it as a
ratio. I use 1 ounce = 1 dose for simplicity. So if you wanted to
make a 20 ounce potion then use a ratio of 2.5 as multiplier. So
you'd use 2.5 the ingredients (if applicable), x2.5 mixtures and
value. Other factors may be subject to this but will need to be
dealt with on case by case basis for example duration. The base
duration is 24 hours unless potion is magically preserved. In the
end the player/herbalist and referee will have to agree on things and
referee is final judge. In all cases Round up for math situations.
Some potions require a magical spell to boost or enhance the effects
of the potion.
When v1 came out we saw in the treasure section potions! But no
actual rules. After 37 years I hope this supplement will flesh that
out. Who can make or use potions? To craft certain ones that
require spells you will need to be a magic user. But if it is simple
ingredients then a common person can do it. Do they need to be a
herbalist? I certainly believe it helps. But other skill sets can
replace that like hunting, alchemy, biology, botany and other
possible Scholar substitutions. Unless stated otherwise anyone can
drink these potions. For this document Herbalist skill can be
replaced by the skills allowed by Referee.
1.1 Naming Conventions:
Ingredients : Items used to create Potion. Herbalists should
have knowledge on how to collect and where to collect.
Creation : Method to create. Usually mix or stir all items
with ingredients.
Create time : Time for creation seconds or minutes. Herbalist
skill can speed things up.
Time : How long potion lasts once created before expires
and useless.
Effect : The effect that potion has on drinker.
Availability: Chance final potion is found in a Herbalist shop
not ingredient chances.
Doses : Number of doses per potion for a 8 oz potion. For
example 2 (4 oz) can allow 2 to drink for effects.
Value : Number of coins if potion were sold and can be
paid for in a shop with possible ranges.
Notes : Any special notes about the potion for drinker or crafter.
2. Ingredient gathering
The crafted final item can be of Normal (N), Good (G) or
Superior/Fine (F) Quality. This quality will depend on the skill of
the crafter and the work done. This quality may affect final results
of potion outcome.
2.1 Gathering
Herbalist can venture into the wilderness to collect all the
ingredients they need. They should use the Searching Rules set out
in P&P. Some herbalists who are academics or village Shamans may
delegate scouts or others to locate items. But in some cases only a
skilled Herbalist should collect certain ingredients so not to ruin
the specimens.
A searching Herbalist can subtract his skill/10 to search rolls
as long as he also has a survival skill in that terrain he is searching in.
There are 2 types of searches - Dedicated and Travel. Dedicated
you must spend one full hour looking for that one ingredient item.
During this time you can't do any other action or travel far from
that one search area. This method does allow you to attempt many
searches say 4 in a 4 hour period. The Travel method is like
foraging for food that you do over a full days of travel. You spend
that entire day collecting and searching for a single item but your
chances are better. The Referee can automatically give that item or
give a bonus on the search for the effort and time spent.
Stockpiles can't be kept unless the herbalist has sufficient
equipment - preservatives, jars and collecting gear.
2.2 Gardens
A full guide on home gardens is out of scope for this version of
the document. There is a online source that has good info -
http://www.zioth.com/roleplay/equipment/herbs - but with that said
gardens are such diverse and random that no one mechanic is easy to
do here. One must consider location, herbs/plants to grow, climate
and other factors like city life to farm land or personal garden to
commercial gardens.
For simplicity let's call a 10x10 foot garden as a base. One can
safely assume most plants can fight for space in this garden giving a
yield of 50 items. To figure out how many grow we should consider
some factors. If the ingredient would have large root system then
lower the 1 square foot rule to larger like 3-4 square feet for only
20-25 items.
Skill Factor
Herbalist -EL/10 to roll
Farming -EL/10 to roll
Scholar -EL/20 to roll
Terrain Effect
Arid/Bad +15
Normal +10
Good -5
Fertile Land -10
Climate Effect
Rainy -10 (unless its major rains to ruin land)
Dry +10 (drought can do higher like +30)
Temperate -5
Soil/Water Effect
Bad Soil +30
Normal Soil +5
Good Soil -5
Fertile -10
Drought +30
Good water -10
Irrigated -20
Other Effect
Good tools -10
Bad Tools +10
Infestations +10 (bugs to eat items, large animals like crows, etc)
This factor should range from -75 to +105. To determine success
roll the main skill used (highest) like Farmer or Herbalist on a D100
adding the factor to the roll. To determine yield take Skill
EL+2D10%. A base yield of 5% is minimum. If 50 items is the max then
50x this yield % for number of items. Use the 10x10 as baseline. If
your garden is larger proportion it. One can roll for each 10x10 or
as a whole. So if you have 50x50 garden you can do 5 rolls or simply
x5 the final results.
Example 1: City Garden Herbalist EL53 (-5), 10x10 Area, Good
Terrain (-5), Dry Climate up in hills but not so much rain (+10),
Normal soil (+5), Irrigated canals (-20) but has bad tools (+10). A
final factor of -5. He rolls a 37-5=32, which is under his skill so
success! He will yield 32%+2D10% (34-54%) of his garden 32%+8(2d10)
x50=20 items. So he yields say 20 healing herbs or 20 plants.
Example 2: Farm land, Scholar Farmer EL67 has theory on farming
(-3), Rainy area (-10), Normal soil (+5), Stream nearby for good
water (-10), Good tools (-10) but infested by Ants and Crows
(+10). Giving factor of -18. He rolls 88-18=70>67 so garden fails.
If a garden fails you can give the base 5% yield or none
depending on the Referees wishes. Another option is a 2D10%
yield. A partial success can yield 10% of max yield.
2.3 Stores
General Stores, Farm Markets, Animal Markets, Gardens and
Herbalist shops can also have ingredients at hand. At least for
civilized areas. For Barbarian areas they may be cut drastically in
supplies - but they could also have MORE supplies based on what is
around. A shaman may have more items than a herbalist would if it is
rare. For the Availability chances below you should figure these
factors in mind. A good shaman would not tend to have poisons to
kill folks lying around. Capitals or special sites like a Royal
Palace may have even more supplies than a store as well.
2.4 Herbalist Kit
This kit is the key for any success for a Herbalist. This kit
contains a variety of instruments such as clippers, mortar and
pestle, and pouches and vials used by herbalists to create remedies
and potions. The herbalism kit also generally contains a small book
in which the herbalist can take notes and record recipes.
Prices may vary and depend on what the herbalist intends to
do. Could be as cheap as 4 SC to as expensive as 4 GC. A
civilized kit will look different than a barbarian kit as they will
use pouches and less high tech items as vials.
2.5 Other Materials
While the kit should suffice a herbalist workshop may need much
more variety of equipment. This is beyond the scope of this document
but some stores may sell examples of:
Item Cost Weight Notes
Bowl 1 BB 0.5 Wooden
Cauldron 6 CC 6 Metal - holds 1 liter = 34 ounces
Cup 2 BB 0.25 8 Ounce wooden cup to pour potions
Goblet, Wooden 3 BB 0.10 For various potion types
Goblet, Metal 6 BB 0.875 For various potion types
Goblet, Brass 8 BB 0.5 For various potion types
Goblet, Glass 12 BB 0.25 For various potion types
Goblet, Pewter 8 GG 0.10 For various potion types
Goblet, Crystal 15 BB 0.75 For various potion types
Goblet, Silver 1 SC 1 For various potion types
Goblet, Gold 1 GC 1.5 For various potion types
Plate 2 BB 0.25 For ingredient
cutting, sorting
Spoon 4 BB - Basic mixing
Skillet 2 CC 0.5 Mild cooking of ingredients
Clippers 3 CC 2 To clip ingredients
Scissors 8 CC 1 To cut ingredients
Pruners 1 SC 2 Larger clipping tool
Burner, Oil 1 SC 2 Oil burner to heat
up materials
Burner, Candle 6 CC 2 Single, double or
triple flame burner
Pinchers 8 BB 1 Tool to hold items
Tongs 4 CC 2 Smaller tool
Tweezers 1 SC 0.5 Finger sized
delicate tool to handle ingredients
Preservatives Varies 0.5 Jar to preserve
certain items (16 oz)
Vial I 3 BB - One ounce pottery
container with cork
Vial II 6 BB 0.25 Four ounce pottery container
with cork.
Vial, Glass *10 - Translucent, fragile
Vial, Porcelain *3 - Fine
porcelain. More durable and attractive
urnsoothe Ointment 2-4 SC 0.5 24 hrs to expire, burns
are given relief *
Venomcleanse Tea 2-4 SC - 24 hrs to expire *
Woundbind Poultice 2-5 SC 0.5 24 hrs to expire *
Burnsoothe Ointment: This paste, composed primarily of roots and
plant oils, reduces pain and speeds the recovery of burns. If applied
to a creature's wounds within 10 minutes of their taking fire damage
from any source or if applied within 10 minutes of the end of an
encounter during which they took fire damage from any source, the
creature heals 1d6+2 hit points.
Venomcleanse Tea: This herbal tea composed helps cleanse the body of
normal toxins. It is normally imbibed but can also be used to clean a
poisoned wound. When a creature suffering from the poisoned condition
is treated with this remedy. Drinker can make TWO poison resistance rolls.
Woundbind Poultice: This is a spongy mass of absorbent moss treated
with a number of herbs designed to staunch bleeding, cleanse wounds,
and dull pain. If bound over a wound, it promotes quick healing. When
applied to a wound, the recipient heals 1d4+2 hit points.
* - Items adapted from D&D.
2.6 Crafting Steps
The steps in creating potions as follows:
1) Ingredient collection
2) Magical application if it applies.
3) Mixture of item
4) Application to any to drink it.
A good rule of thumb is Enhancement and/or Enchantment spells
should be equal or higher than crafter's main skill divided by 8
(RU). For a wizard is Enchantment 4, Enhancement 1 and Herbalist
20. So 20/8=2.5 (3). So not skilled enough to help make potions
that needed enchanted items. But can use the enhancement spells fine.
If a spell is required to be cast it is cast during mixing onto
the container (must hold). If the spell fails ingredients are
damaged and must be recreated entirely with new ingredients.
A cooking cauldron should be purified and/or used on purified
ground to make large amount of potions if using magic to bind them.
2.7 Ingredient Rarity
Richard made a article on searching for the various items. The
below is his info on percentage chance to find the item.
Item Ava% Item Ava%
Adingantida 60% Beithir Hide 5%
Betony 75% Chimedon 30%
Darbha Grass 10% Fern Seed 35%
Hellebore 15% Hemlock 5%
Lunas 10% Mevais 5%
Mistletoe 20% Poppy, Black 5%
Rue 95$ Wolfbane 40%
Healing Herbs: The healing herbs in a healing kit are usually cinquefoil. The
commonly available healing plants are listed below.
Item Ava% Item Ava%
Agrimony 50% Amaranth Seeds 30%
Angelica 10% Basil 60%
Bindweed 80% Bush Resin -
Chervil 30% Cinquefoil 100%
Clove Pink 70% Fire Snake Liver -
Garlic 100% Mephis 40%
Mugwort 25% Peska -
Poppy, White 10% Te'sla Blood -
2.8 Learning new recipes
A starting herbalist can learn EL/10 (RU) recipes at character
generation start. If he needs to learn new ones he needs a scroll
or book. It will take D3 days to learn and memorize it. But can
copy and use it right away. But a GM can decide on the rules. He
could assign D6 points as a skill cost to learn if he wishes.
3. Healing Potions
These potions are designed to physically heal or aid in the
healing process.
3.1 Healing Herbs
Healing herbs are the most generic forms of healing out there
found in nature. These herbs cover many categories that a herbalist
will know and how to use. To make a basic healing potion that is not
a balm for external use to drink, herbalist can make a simple potion.
Ingredients : 2 oz Healing Herbs [Powder form]
Creation : Mix with 8 oz water. Garlic to bring effects out.
Create time : 10 - Herbalist EL/10 minutes to ground
Time : Lasts 24 hours
Effect : +10% Internal HC rolls, if blessed water +15% (+0
Normal, +10 Good, +15 Fine)
Availability: 80% City, 60% Other, 2% Desert/Arid
Doses : 4 (2 oz)
Value : 10BB or 15BB if Blessed water
3.2 Shark
SHark parts specifically cartiilage from bone or fins are
considered natural sources of healing. While most Healers claim
there is no solid evidence they believe it is a random chance of
actual benefit.
Ingredients : 4 oz Shark bone [Powder], 2 oz of Shark fin [Powder]
Creation : Mix with 8 oz water and 0.5 oz Salt
Create time : 20 - Herbalist EL/10 minutes to ground
Time : Lasts 30 hours
Effect : +D10% Internal HC rolls, (+0 Normal, +10 Good, +15 Fine)
Availability: 80% Coastal City, 40% Other, 2% Desert/Arid, 10%
If ocean over 100+ miles away
Doses : 2 (4 oz)
Value : D10+(Herbalist EL/10) SC (1-18)
3.3 Regeneration
Potion form of spell when spell is not available for drinkers.
Ingredients : 4 oz of Healing Herbs, Purified area for crafting
Creation : Mix with 8 oz Goideli Wine
Create time : 30 Seconds after creating purified area
Time : Lasts 24 hours
Effect : Regeneration spell effects, (+5% if Good, +10%
Fine Quality effects)
Availability: 70% City, 60% Other
Doses : 2 (4 oz)
Value : 10+(Herbalist EL/10) SC (11-18)
3.4 Abnari Elixir
Ingredients : 4 oz of Abnari blood contained in metal flask
Creation : Mix with 4 oz Goideli Wine, Salt or Garlic can be
used to soften taste (0.5 oz)
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24 hours
Effect : Heals 1d10+6
Availability: 50% City, 25% Other, 2% Desert/Arid, 10% If ocean
over 100+ miles away
Doses : 2 (4 oz)
Value : (14+1D6)x2 SC (30-40)
Notes : 1) Blood taken no less than 4 phases from Abnari death
3.5 Bush Resin
Bush Warrior Resin Elixir to help heal.
Ingredients : 2 oz/dose of Bush Warrior Resin, 2 oz Healing
herbs -both grinded
Creation : Mix with 7 oz Wine, 0.5 oz of Garlic
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24 hours
Effect : +20% HC, 1D6+8+Stb Healing
Availability: 60% City, 40% Other
Doses : 1 (8 oz)
Value : 8+Herbalist EL/10 SC (9-16)
Notes : 1) Only 1 dose per potion else turns to poison
3.6 Fire Juice
Fire Snakes are loyal pets so a liver is only harvested upon
death in most cultures.
Ingredients : 1 Fire Snake liver ground up to powder form
Creation : Mix with 8 oz Wine, 0.5 oz of Garlic
Create time : 30-Herbalist EL/10 minutes (ritual emotionally
affects owner of snake)
Time : Lasts 24+Herbalist EL/10 hours
Effect : HCx4 until healed
Availability: 60% City, 80% Other
Doses : 2 (4 oz)
Value : 18+Herbalist EL/10 SC (19-26)
Notes : 1) Once drink enter coma to heal till fully healed
for natural healing
2) Can cast Negate Curse into potion to remain awake (no coma)
but can do little or no actions.
3.7 Te'sla Elixir
Ingredients : 4 oz of Te'sla blood Enhanced
Creation : Mix with 4 oz Wine, 0.5 oz of Garlic
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24+Herbalist EL/10 hours
Effect : Regenerates D6+StB hit points per phase up to D10+4 phases
Availability: 70% City, 60% Other
Doses : 2 (4 oz)
Value : 27+Herbalist EL/10 SC (28-35), Enhanced blood x2
Notes : 1) Blood stored in Metal Flask & Harvested within
4 minutes, if enhanced blood person healed till fully healed
2) So unenhanced blood does have some effect
3.8 Horn Juice
A Unicorn horn, alicorn by name, has massive healing
properties. But killing a rare unicorn is considered a serious
offense in many cultures especially the Sidh.
Ingredients : 1 Alicorn ground up potion needs 5 oz (5 doses)
Creation : Mix with 4 oz Goideli Wine
Create time : 30-Herbalist EL/10 minutes (Difficult task level
to grind without ruin)
Time : Lasts 12 hours
Effect : BL8 Healing
Availability: 5% City, 8% Other
Doses : 1 (8 oz)
Value : 72+Herbalist EL/10 SC (73-80) due to rarity
Notes : 1) Most cultures will not have item unless Chaos
or Kotothi then x3 Availability
2) Powder once exposed to water will dry out in 20 turns if not
used in 1 hour its useless unless magically preserved
3) Each horn yields 2d10+20 Doses of powder
3.9 Panther Elixir
Water Panthers found only in water - lake, rivers or cave
water. Must harvest the brain while in water.
Ingredients : 1 Water Panther brain ground up powder (4-6 oz)
Creation : Mix with 5 oz Milk not water
Create time : 30-Herbalist EL/10 minutes (Difficult task level
to grind without ruin)
Time : Lasts 12 hours
Effect : Healing spell at MEL12/EL10, 1D3 Points of
Knowledge on any subject
Availability: 80% Coastal City, 40% City, 20% Other
Doses : 1 (8 oz)
Value : 75+Herbalist EL/10 SC (78-83)
3.10 Amaranth
Seeds best swallowed. But if used in powder form it has a less
effective result but longer duration.
Ingredients : 4 oz of Amaranth seeds (4 oz) grinded unenhanced/enhanced
Creation : Mix with 8 oz Wine
Time : Lasts 48 hours
Effect : Unenhanced- St+15, HC+5 in healing; Enhanced-x2 of
unenhanced effect for 2 days both forms
Availability: 80% Coastal City, 60% City, 20% Other
Doses : 2 (4 oz)
Value : 15+Herbalist EL/10 SC (16-23), Enhanced-30 (31-38) SC
Notes : 1) Must use FP of drinker in dose/oz to be effective.
3.11 Chervil
Ingredients : 4 oz of Chervil powder (4 doses) Unenhanced
Creation : Mix with 8 oz Water
Time : Lasts 48 hours
Effect : HC+15 vs wounds and infection, if already infected
cures infection
Availability: 80% City, 60% Other
Doses : 2 (4 oz)
Value : 30+Herbalist EL/10 SC (31-38)
3.12 Cinequofoil
Ingredients : 4 oz of Cinequofoil powder (4 doses) Unenhanced form only
Creation : Mix with 6 oz Water
Time : Lasts 48 hours
Effect : HC+10
Availability: 80% City, 60% Other
Doses : 2 (4 oz)
Value : 30+Herbalist EL/10 SC (31-38)
3.13 Cinequofoil
Ingredients : 4 oz of Cinequofoil powder (4 doses) Unenhanced
Creation : Mix with 8 oz Water
Time : Lasts 48 hours
Effect : HC+10 for 24 hours
Availability: 80% City, 60% Other
Doses : 4 (2 oz)
Value : 30+Herbalist EL/10 SC (31-38)
3.13 Clove Pink
Ingredients : 2 oz of Clove Pink grinded powder (2 doses) Unenhanced
Creation : Mix with 8 oz Water
Time : Lasts 48 hours
Effect : HC+15 against Disease/Infection for 24 hours
Availability: 80% City, 60% Other
Doses : 2 (4 oz)
Value : 45+Herbalist EL/10 SC (46-53)
3.14 Heliotrophius Health
Ingredients : 1 Heliotrophius stone
Creation : Mix with 8 oz of Water
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24 Hours
Effect : Wounds automatically stop bleeding and swelling,
-2 Damage per wound inflicted
Availability: 60% City, 40% Other
Doses : 2 (4 oz)
Value : 30+Herbalist EL/10 SC (31-38)
3.15 Hydra Head
Ingredients : 1 Immortal Hydra head (4 doses), (Large, Flawless)
Jasper Gem Enhanced
Creation : Mix with 8 oz of Water
Create time : 20-Herbalist EL/10 minutes
Time : Lasts 24 Hours
Effect : EL2 Regeneration, Total immunity to death poison
and natural death for 10 days
Availability: 60% City, 40% Other
Doses : 1 (8 oz)
Value : 54+Herbalist EL/10 SC (55-62)
Notes : 1) Only trained Magic user can collect per
3 days collecting blood 1 dose obtained
2) Drinker rolls Willx2, if higher driven insane forever unless
EL8 Negate Curse
3) Per drink -5 to roll to build resistance each drink
4) If insane person drinks again insane automatically
and no cure can be done
3.16 Jasper
Ingredients : 1 Large, Flawless Jasper gem Enhanced
Creation : Mix with 8 oz of Water in silver flask
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24 Hours
Effect : 1) HC+10 2) EL5 vs Dream/Illusion powers. 1+2 -
24 hours duration
Availability: 80% City, 60% Other
Doses : 2 (4 oz)
Value : 45+Herbalist EL/10 SC (46-53)
3.17 Mugwort Juice
Ingredients : 4 oz (4 doses) of Mugwort grinded unenhanced/enhanced
Creation : Mix with 8 oz of Wine
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 24 Hours
Effect : Unenhanced-BL6 Cure for death poison Enhanced-BL18
Cure for Death poison, HC+30 vs disease
Availability: 50% City, 20% Other
Doses : 1 (8 oz)
Value : 30+Herbalist EL/10 SC (31-38), Enhanced-76+Herbalist
EL/10 (77-84)
Notes : 1) Enhanced-Drinker doesn't suffer from physical
fatigue for 24 hours
2) Enhanced-EL10 Clairvoyance for 10 turns
3) Must pick mugwort at night
3.18 White Poppy
Ingredients : 2 oz (2 doses) of White Poppy, 2 oz/Doses of Peska
Creation : Mix with 6 oz of Wine
Create time : 10-Herbalist EL/10 minutes
Time : Lasts 48 Hours
Effect : HC+40, St+40 on healing roll if roll HC%. if heals
treat as EL2 Healing
Availability: 70% City, 40% Other
Doses : 1 (8 oz)
Value : 75+Herbalist EL/10 SC (76-83)
Notes : 1) Stamen grinded into powder for effect
2) If take more than 1 potion per 48 hours - 40%-(StBx4) chance
becomes addicted
3.19 Ancient Mix
This is the oldest form of potion made by primitive people. It
took thousands of trial and error to get to this point.
Ingredients : 2 oz (2 doses) each of Anemone, Chervil,
Cinquefoil, Clove Pink and Snake Grape juice. 10 oz total powdered
Creation : Mix with 8 oz of Water
Create time : 30-Herbalist EL/10 minutes
Time : Lasts 24 Hours
Effect : +90% HC (a 10% bonus by combing all 5 items) [90% total]
Availability: 80% City, 60% Other
Doses : 1 (8 oz)
Value : 81+Herbalist EL/10 SC (82-89)
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