Potions
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Potions is a Intelligence skill.
What it covers
Brew mundane alchemical potions, remedies, tonics, antidotes, and temporary enhancement draughts (agility, vigor, senses) from real ingredients; identify herbs; extract essences.
Progression
| Level | Unlock | Feat | Effect |
|---|---|---|---|
| 2 | Novice feat choice (pick one) | Eating a raw ingredient triggers your strange metabolism: roll on an unpredictable table of outcomes. Most are good, a burst of healing or a fleeting boon, but a few turn sour into a mild ill effect. Separately, this is always in force: any refined potion, tincture, or brewed draught you drink does nothing helpful and instead saddles you with a minor adverse effect. | |
| You throw back a draught in an instant. Drinking a potion costs you no real pause, you can quaff and keep acting in the same breath, and nothing short of a solid physical blow can interrupt you mid-gulp. Years of greedy drinking also mean you wring a little extra out of every dose: each potion you drink restores a small amount of bonus health as Guzzler Vigor. | |||
| Your instincts immediately warn you if the substance contains poison, harmful toxins, or dangerous alchemical properties. This grants automatic success on detecting danger but does not identify specific effects or safe properties. | |||
| 3 | Passive bonus | Poison resistance bonus | |
| 4 | Mastery bonus | +1 to Potions rolls | |
| 6 | Adept feat choice (pick one) | Any potion you carry can serve as a venom: smear it along your edge and the blade itself becomes the delivery. Coating grants Coated Blade: your next 5 landed strikes each leave the target Envenomed, draining health every 6 seconds for 18 seconds, with the damage growing as your proficiency rises. A miss spends nothing. | |
| Your body breaks the toxin down for parts: the poison's grip never takes hold, and you even recover a little, gaining Metabolized (1d6 health). You still feel mild nausea for a few seconds. | |||
| When you rest or drink a potion, your accelerated regeneration restores extra health, granting Rapid Recovery (1d6). | |||
| 7 | Passive bonus | Fire resistance bonus | |
| 8 | Mastery bonus | +1 to Potions rolls | |
| 10 | Expert feat choice (pick one) | All hostiles within 60 feet are Vivisected for 5 minutes: -50 poison resistance. | |
| Gain armor and evasion for 5 minutes, scaled by potion rarity: +10/+10 COMMON, +15/+15 UNCOMMON, +20/+20 RARE, +25/+25 EPIC, +30/+30 LEGENDARY+. Additional +2 armor and +2 evasion per proficiency point. +10 maximum health at RARE and above. | |||
| Consumes 1 random potion. Primary target + up to 3 hostiles within 30 feet take damage split between blunt and fire: 2d6 COMMON, 3d6 UNCOMMON, 4d6 RARE, 6d6 EPIC, 8d6 LEGENDARY, 10d6 MYTHIC, +1d6 per 2 proficiency. Dexterity save (DC 14) halves. | |||
| 11 | Passive bonus | Poison resistance bonus | |
| 12 | Mastery bonus | +1 to Potions rolls | |
| 14 | Master feat choice | Pool not yet released | |
| 15 | Passive bonus | Poison resistance bonus | |
| 16 | Mastery bonus | +1 to Potions rolls | |
| 18 | Legendary feat choice | Pool not yet released | |
| 20 | Mythic feat choice | Pool not yet released | |
This page is generated from game data as of Alpha 0.0.30a. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.