Monday, May 25, 2020

House Rules - New Potions

This is a listing of potions found in the Dungeon Master's Guide or Magic Item Compendium that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Potion of Troll Blood: One of the most dangerous potions, this thick, foul=-smelling brew is distilled from troll blood and gives regenerative powers to the drinker, albeit not without risk. When quaffed, the potion grants regenerative power equal to one hit point per round for the next ten minutes. The power works even after death unless the body is burned or soaked in acid; dismemberment does not inhibit regeneration. The potion's side effect causes drinkers to go into a frenzy that makes them a danger to friend and foe. When the potion is imbibed, the drinker must make a DC 15 Fortitude save or immediately enter a blood age similar to that of a barbarian. The unlucky soul gains +4 to their Strength, +4 to their Constitution, and +2 to Will saves, but suffers a -2 penalty to their Armor Class and an inability to tell friend from foe. The frenzied drinker must attack the nearest creature, continuing to do so until it is killed, whereupon the berserk drinker will more to the next nearest target. If multiple targets are within the same range, randomly determine which one the imbiber attacks. Only the drinker's death or the time lapse of ten minutes can stop this frenzy.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Brew Potion, regenerate; Cost: 5,325 shillings.; Cost to Create: 2,663 shillings + 213 experience points; Weight: ½ lb..

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