Potion (EM)

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Potions are typically found in ceramic, crystal, glass, or metal flasks or vials (though you can change this, if you want). Flasks and other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below.
Opening and drinking a potion has an initiative modifier of 1, but the potion doesn’t take effect until an additional initiative modifier delay of 1d4+1 has passed. Only then do the full magical properties of the potion become evident. Magical oils are poured over the body and smeared appropriately; this imposes a speed factor delay of 1d4+1. Potions can be compounded by wizards at relatively low cost. However, they must have a sample of the desired potion to obtain the right formula. Furthermore, ingredients tend to be rare or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the Spell Research rules in the DMG.
Roll 	Potion Type
01-10	Brew
11-20	Concoction
21-30	Cordial
31-40	Elixir
41-50	Extract
51-60	Koumiss
61-70	Mixture
71-80	Philter
81-90	Potion
91-00	Tonic
Identifying Potions: Generally, potion containers should bear no identifying marks, so the PCs must sample each container to find the nature of the liquid inside. However, even a small taste should suffice to identify a potion in some way. Introduce different sorts of potions, both helpful and harmful, to cause difficulties in identification. In addition, the same type of potion, when created in different labs, might smell, taste, and look differently.
Combining Potions: The magical mixtures and compounds that make up potions are not always compatible. The compatibility of potions is tested whenever two potions are actually inter-mingled, or a potion is consumed by a creature while another such liquid, already consumed, is in effect.
Permanent potions have an effective duration of one turn for mixing purposes. If you drink another potion within one turn of drinking one with Permanent duration, check on the Potion Compatibility Table. The exact effects of combining potions can’t be calculated, because of differences in formulae, fabrication methods, and component quality employed by various wizards. Therefore, it is suggested that the following table be used, with the following exceptions:
* Delusion potions mix with anything.
* Treasure finding potions always yield a lethal poison.
Secretly roll 1d100 for potion compatibility giving no clues until necessary. The effects of combining specific potions can be preset as a plot device at your option.
Roll 	Result
01 	Explosion. If two or more potions are swallowed together, internal damage is 6d10 points. Anyone within a 5' radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all within 10' radius suffer 4d6 points of damage, no saving throw.
02-03	Lethal poison results. Imbiber is dead. If externally mixed, a poison gas cloud of 10' diameter results. All within the cloud must roll successful saving throws vs. poison or die. (A treasure finding potion always creates a lethal poison when combined with another potion.)
04-08	Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, no saving throw. One potion is canceled and the other is at half strength and duration. (Randomly decide which is canceled.)
09-15	Potions can't be mixed. Both potions are totally destroyed-one cancels the other.
16-25	Potions can't be mixed. One potion is canceled, but the other remains normal (random selection).
26-35	Potions can't be mixed. Both potions function at half normal efficacy.
36-90	Potions can be mixed and work normally, unless their effects are contradictory (diminution and growth, for example, simply cancel each other). (A Delusion potion can be mixed with all other potions.)
91-99	Compatible result. One potion (randomly selected) has 150% its normal efficacy. The DM can rule that only the duration of the augmented potion is extended.
00 	Discovery. The mixing of the potions creates a special effect-only one of the potions functions, but its effects upon the imbiber are permanent. (Note that some harmful side effects could well result from this, at the DM's discretion.)
Potion Duration: Unless otherwise stated, the effects of a potion last for four complete turns plus 1d4 additional turns (1d4+4).
In Kara-Tur: Potions in the Land of Fate are usually found in small crystal bottles, slightly pyramid-shaped in that the base is wider than the mouth. The mouth is stoppered with crystal, and sealed with wax. The bottles are heavy and quite resilient, and gain a +2 on saving throws against crushing blows. In addition, these bottles are often labeled to indicate their contents. As an option, the DM may on the following able to determine if the bottle is labeled and labeled correctly: 
Roll	Label
1-2 	Bottle is labeled correctly.
3-5 	Bottle is unlabeled.
6 	Bottle is labeled incorrectly
For incorrectly labeled bottles, the DM may roll again on the chart to determine the incorrect label, and note it accordingly in his or her own notes. An Intelligence check may indicate to a player character that a bottle may be mislabeled, but only if the character has encountered that form of potion before (“It looks cloudier than any extra-healing potion you’ve ever seen . . .”). 
In a DARK SUN Campaign: Potions come in the form of magical fruits or berries. The juices of the fruit hold the magical properties of the potion and the fruit must be eaten to release the magical effect. On Athas, potions are never found as fluids in flasks or vials.
Any juicy berry or fruit may be enchanted with a potion. Since the juice itself holds the potion, drier fruits such as dates cannot be so enchanted. The type of fruit chosen to house the potion has no effect; any fruit can contain any potion.
Any potion, elixir, philter, or oil can be enchanted into a fruit. On Athas, these may be referred to as potions or fruits, interchangeably (a potion of giant strength is the same as a fruit of giant strength).
Once the skin of the fruit is broken, it must be eaten within one turn or the potion’s magic is lost. Whereas normal fruits may only remain ripe for a few days or weeks before they begin to rot, potion fruits have their period of ripeness greatly extended. Once enchanted with a potion, a fruit remains ripe for 99 years. After that time, the enchantment fades and the fruit rots normally. The entire fruit must be eaten to gain the effect of the potion. This takes an entire round.
Fruits that are enchanted with oil or salve magic must be crushed and the juice allowed to run over the user, which takes two rounds.
Potion fruits cannot be identified by taste. A detect magic spell can identify a fruit or tree as magical, but only identify or similar magic provides a positive identification.
Potion fruits can be combined. Different potion fruits eaten concurrently all have their effects on the consumer. Potion fruit duration is 4+1d4 turns unless otherwise stated in the description.
==Potion List==
* List to be added
Category:Encyclopedia Magica