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Potions are typically found in ceramic,
crystal, glass, or metal flasks in
enough quantity to provide one person with
one complete dose so as to be
able to achieve the effects which are given
hereafter for each type of
potion. Potion containers can be other
than os described at your option. As
a general rule they should bear no identifying
marks, so that the players
must sample from each container in order
to determine the nature of the
liquid. However, even a small
taste should suffice to identify a potion in
some way--even if just a slight urge. As
DM you should add
a few different sorts of potions, both
helpful and harmful, of such nature as
to cause difficulties in identification.
In addition, the same type of potion,
when derived from different sources, might
smell, taste, and look differently.
Unless otherwise stated, the effects of
a potion will last for 4 complete turns plus 1-4 additional turns (d4).
If half of a potion is quaffed, the effects
will last one-half as long in some cases.
Potions take effect 2-5 segments after
they are imbibed.
While potions can be compounded by M-U/alchemist
teams at a relatively low cost,
they must have an actual potion to obtain
the formula for each type.
Furthermore, the ingredients are always
rare and/or hard to come by.
This aspect of potions, as well as the
formulation of new ones by players,
is detailed in the appropriate subsection
of the MAGICAL RESEARCH rules.
<remember that there is a duplicate page: consolidate>
"Potions cannot be drunk, since the liquid
mixes with water upon opening, unless a special container has been previously
prepared." - water protection,
OA
Quote:
Originally Posted by BOZ
potions and scrolls, my man,
potions and scrolls. and pre-cast spells are nice, too. i'm sure every
DM goes through this experience after a time...
Right, Boz!
The propblem with the potion
is getting it out and quaffing it off takes two rounds at least,
and the same for getting
and reading a scroll.
The good old wand and worn
magic items are much faster to use,
multi-shot/use,
so the temptation is always
there to have them.
Obmi the Dwarf had his boots
of Speed and Dwarven Throwing
Hammer
(plus whatever defensive
items I decided he needed for an encounter, protection and absorption)
and believe me I made sure he had logical means of evading pursuit <stick
out tongue>
Cheers,
Gary