Potions

Potions are magical draughts that confer an immediate supernatural effect when consumed. Elixirs last until the drinker next sleeps or completes a full rest. It is not possible to have more than one active elixir at a time. If a second elixir is consumed while another is active, roll on the miscibility table. 

Tier 1

  1. *Healing. Restores 1d12 plus the characters LVL in health. 

  2. Antitoxin (Elixir). Immunity to poison. 

  3. Beauty (Elixir). Gain the attractive perk. 

  4. Bloodscent (Elixir). Gain the scent abilities of a wolf, with particular sensitivity to blood.  

  5. Buoyancy (Elixir). Float in liquid of all sorts, up to 5x bodyweight.   

  6. Cooling (Elixir). Cool to the touch and unaffected by environmental heat less than actual fire.  

  7. Feather (Elixir). You enjoy the benefits of a continuous feather spell for the duration. 

  8. Fogbank. A small vial that shatters on impact and releases a 20’ radius fog cloud for 1 minute. 

  9. Mana. Restores 6 points of mana. 

  10. Mimicry (Elixir). You can mimic any creature's voice and alter your facial features. 

  11. Nightvision (Elixir). You can see in darkness as well as in daylight up to a range of 120 feet.  

  12. Nourishment. You count as fully nourished and hydrated. Cures starvation and dehydration. 

  13. Rainbows (Elixir). Alter the color of your body and all of your carried gear at will.

  14. Slumber. Causes the drinker to fall asleep and take a full rest. Rousable by rough handling. 

  15. Warmth (Elixir). Radiate heat and unaffected by environmental cold less than direct damage. 

  16. Waterbreathing (Elixir). Survive underwater for the duration. 

Tier 2

  1. Agility (Elixir). Gain +2 to initiative, defense, and reflex saves due to supernatural swiftness.   

  2. Breath (Elixir). Exhale breathable air for the duration, at normal rate of breath. 

  3. Courage (Elixir). Immunity to supernatural emotion effects and insanity checks. 

  4. Diminution (Elixir). Shrink down to size tiny, losing speed and reach. Statistics remain the same.  

  5. Growth (Elixir). Grow to size large, (+10 speed/reach, +1 damage dice)   

  6. Love (Elixir). The drinker is smitten with the first compatible creature they see. 

  7. Might (Elixir). Gain advantage on athletics checks and +2 to weapon damage rolls. 

  8. Panacea (Potion). The drinker is cured of any diseases, poisoning, parasites, or radiation.  

  9. Rage (Elixir). Once per combat when taking the attack action you can make an additional attack. 

  10. Tongues (Elixir). Gain the ability to speak the native language of any creature you address. 

Tier 3

  1. Acuity (Elixir). Advantage on perception checks and +5 to alertness and initiative.  

  2. Celerity (Elixir). Gain an extra bonus action each round. This cannot be used to cast spells.   

  3. Disguise (Elixir). Assume a humanoid form within 50% of your original height and weight.  

  4. Exorcism (Potion). Drive possessing entities out of a drinker. It sustains 8d10 psychic damage.  

  5. Hardiness (Elixir). Gain +2 soak for the duration.  

  6. Invisibility (Potion). Gain invisibility for 1 hour, or until you attack or cast a spell.  

  7. Memorization (Potion). Gain a perfect memory of the next 10 minutes. 

  8. Resistance (Elixir). Gain resistance to whatever damage type the potion protects against.  

  9. Speed (Potion). Gain the effects of a haste spell for 10 minutes. 

  10. Venomblood (Elixir). When bitten or a creature drinks your blood it takes 1d12 psychic damage.  

Tier 4

  1. Etherealness (Elixir). Translate into the border ethereal plane for the duration.  

  2. Fortune (Elixir). Gain a +1d4 bonus to all attacks, saves, and skill checks.  

  3. Health (Elixir). Immunity to disease, poison, and fatigue for the duration. 

  4. Levitation (Elixir). Gain a flight speed of 40 for the duration.  

  5. Mindbar (Elixir). Psychic resistance and immunity to charm and mind reading effects.  

  6. Preservation (Elixir). The drinker stops physically aging for the next 1d12 years.  

  7. Prowess (Elixir). Gain an extra attack when taking the attack action.  

  8. Rejuvenation (Elixir). Recover 1 health per minute for the duration.  

  9. Resurrection (Potion). Inject into a corpse to resurrect it after 1d6 hours.

  10. Sanctification (Elixir). Immune to energy drain. Undead striking you take 1d10 radiant damage. 

Tier 5

  1. Ambrosia (Potion). Reduce the biological age of the drinker by 1d12 years. 

  2. Gigantism (Elixir). Grow 2 categories, gain +20 speed, 20’ reach, and two weapon damage dice. 

  3. Glibness (Elixir). Advantage on charisma based skill checks. 

  4. Immunity (Elixir). Gain immunity to a specific type of damage the elixir wards against.  

  5. Ironskin (Elixir). Resistance to slashing, piercing, and crushing damage.  

  6. Lycanthropy (Potion). Transform the drinker into a true lycanthrope after 1d6 days. 

  7. Respite (Potion). Fall asleep for 1 hour to gain the effects of a full rest. 

  8. Spellwarding (Elixir). Gain magic resistance.   

  9. Trollblood (Elixir). Recover 1 health every 10 minutes and regrow lost limbs, like a troll. 

  10. Vitality (Elixir). The drinker does not need to eat, drink, sleep, or rest for 7 days.  

Tier 6

  1. Adamant (Permanent). Dilute and immerse to transmute 100 lbs of metal to adamantine. 

  2. Apotheosis (Permanent). Gain 1 experience level. 

  3. Argentum (Permanent). Dilute and immerse to transmute 1 ton of base metal to silver.

  4. Aurum (Permanent). Dilute and immerse to transmute 1 ton of base metal to gold. 

  5. Fortune (Elixir). Gain advantage on all attacks, saves, skill checks, and arete rolls. 

  6. Immortality (Permanent). Stop physically aging. The drinker can still die by illness or violence. 

  7. Liberation (Potion). Break the effects of supernatural control, bindings, curses, and geases. 

  8. Metamorphosis (Permanent). As the elixir of disguise, but permanent. 

  9. Sovereignty (Permanent). Gain 1 point to a statistic of choice. 

  10. Salvation (Potion). Removes all curses, magical bonds, supernatural contracts, and similar.

Managrams

Managrams are spells written on a portable ritually prepared surface, usually a paper or slate of metal or clay. After it is used the writing vanishes and the surface becomes blank. There are four types.

A scroll is the most common type of managram. It is simply a spell, imprinted on a page in usable form. Any mystic capable of casting spells of that type (arcane, divine, or primal) can read the scroll and cast the spell, even if the level of the spell would normally be beyond their ability. Mystics often pen scrolls with useful spells and hide them away as an emergency resource. 

A glyph is a spell rune any creature can activate through physical touch and speaking a command word. Usually the trigger word is written on the item bearing the glyph, though not always. Most glyphs confer some beneficial effect, like healing or personal enhancement. Alternatively, they can be trap items that release an effect when damaged or broken. 

A grammarie is a complicated ritual laid out across a broad surface. Most look like impressive masses of writing, hieroglyphs, diagrams, and astrological markings. Like magical ‘software’ coded and run by a computer, grammaries enable feats of magic no individual mystic could perform using their mind alone. All grammaries have class and level requirements, and may only be used in conjunction with the right materials, sacrifices, or phenomena. 

A malevograph is a written curse that targets anyone reading it. Such a trap may be situational or designed to target certain types of creatures. Powerful mystics usually craft them to protect their secrets, ward their spellbooks, or punish their enemies. 

Tier 1

  1. Spells of levels 1-2

  2. Irritation (malevograph). The reader becomes prone to cough, hiccup, sneeze, flatulate, or belch. 

Tier 2

  1. Spells of level 3-4

  2. Biomalison (malevograph). The reader suffers bad sight, hearing, smell, or develops a stutter.  

  3. Corruption (malevograph). The reader is proud, jealous, lazy, lusty, hungry, angry, or greedy.

Tier 3

  1. Spells of level 5-6

  2. Plague (malevograph). The reader contracts a magical disease. 

  3. Petrification (malevograph). The reader is turned to stone. 

  4. Succor (glyph). The user is teleported back to a predesignated safe location. 

Tier 4

  1. Spells of level 7

  2. Misfortune (malevograph). The reader suffers disadvantage on pretty much everything. 

  3. Nemesis (malevograph). A planar monster is summoned to kill the reader. 

Tier 5

  1. Spells of level 8

  2. Verdance (grammarie). Raises a forest from the ground in a 5 mile radius over a span of 1 year.

Tier 6

  1. Spells of level 9

  2. Reanimation (grammarie). Corpses in a 1 mile radius may spontaneously become undead.