Potion treasure rolls may require an additional roll for its state: solid (S), liquid (L), or gas (G).
Solids, also known as pastes, can be applied to bladed weapons or projectiles. In the case of ammunition, they are one use, for melee weapons, they last for 1d4 hits.
Liquid potions are normally drank, but can be applied to weapons like solids, however they must be used immediately and only last for one use.
Gases must be inhaled or in some cases only come in contact with the body to be effective.
All effects last for 2d4 rounds unless otherwise stated.
Treasure Roll | Item | Effect | Rank I | Rank II | Rank III |
---|---|---|---|---|---|
1 | Amplify Element (S,L,G) | Raise a characters element modifier | +1 | +2 | +3 |
2 | Awake (L, G) | Remove the effects of sleep | Remove Sleep and/or Disorientation I | Remove Sleep and/or Disorientation II | Remove Sleep, Disorientation II, and/or Paralysis |
3 | Bleeding (S) | Afflict victim with Bleeding status effect | Bleeding I | Bleeding II | Bleeding III |
4 | Blindness (S, L, G) | Victim suffers from temporary or permanent Blindness | Blindness I | Blindness II | Blindness III |
5 | Disorientation (S, L, G) | Causes dizziness all the way up to insanity | Disorientation I | Disorientation II | Disorientation III |
6 | Fatigue | Certain agents interfere with the body's natural processes and make everything more difficult until the body can clear the toxin. | Fatigue I | Fatigue II | Fatigue III |
7 | Fear | Some natural compounds can heighten or induce the natural fear response, causing panic in otherwise solid companions. | Fear I | Fear II | Fear III |
8 | Haste | Bodily and mental process are put into overdrive for a short time. The benefits to this are significant, but so are the costs. | Haste I | Haste II | Haste III |
9 | Healing | Healing Potions act in the same way as the Heal Wounds manipulation. | Heal Wounds (2d3) | Heal Wounds (3d3) | Heal Wounds (4d3) |
10 | Hope | Some otherworldly creatures or natural compounds exacerbate the normal fear response. These compounds counteract those. | Hope I | Hope II | Hope III |
11 | Inspire | The character is filled with an overwhelming sense of their own rightness, adding inevitability to every action they take. | Inspire I | Inspire II | Inspire III |
12 | Paralysis | Toxins which cause full paralysis are rare and can be as dangerous to Apothecary as to the intended victim. | Paralysis I | N/A | N/A |
13 | Refresh | Refresh fortifies all the elements in the body, ranging the effects of a cup of coffee to simulating a full nights rest. | Refresh I | Refresh II | Refresh III |
14 | Remedy | Remedies are complex mixtures of ingredients and affect specific conditions. | N/A | N/A | N/A |
15 | Sleep | Some compounds alter brain chemistry and put the victim to sleep until the body can clear the imbalances. | Sleep | N/A | N/A |
16 | Slow | Similar to Fatigue, but affecting only physical processes, these compounds slow down every action the victim tries to take. | Slow I | Slow II | Slow III |
17-20 | Choice | N/A | N/A | N/A | N/A |