Sploggle1
2014-02-06, 02:34 AM
I was trying to figure a way for non magic users to be able to make potions in 3.5. I took the whole list of herbs from 1e and categorized them by effects.
Currently I am wanting to get potions out of the way and I was wondering what the current DC's are for creating them normally so I can convert it to my new chart.
Currently without the DC chart this is what I have:
Brewing potions as a non caster
You can learn to mix together herbs, spices, and vegetables to create many types of potions with the feat Brew Herbs. You can also learn from other characters, or NPC's how to brew them without the feat but with a downside. The brewer will automatically suffer a -4 penalty to all rolls. These potions are also weaker than their magically infused counterparts.
The upside: Herbs are found everywhere. After a great battle if someone gets wounded someone with the knowledge (nature) skill can go search for these necessary herbs. It is also cheaper for the characters who have this skill to find a fix for their current problem like wounds, or sicknesses.
The downside: Now having a quick and cheap brew of potion can be good but it could also be bad. If the roll doesn't reach the required DC then one of three things can happen. 1. Your character will take damage equal to half the potion. 2. If the brew you are creating has herbs that can be turned into poisons you may have created a poison. And finally 3. Nothing happens.
Usage: As said before these potions are weaker which means they are not as potent and take slightly longer to work. The user of the potion will have to wait 10 minutes for it to take effect.
For ones that cure disease it may take days or weeks of usage.
Non magical potions can only be used for the ailments that are listed for that herb. For example if the herb heals cuts, you cannot use it for burns.
*Ten minutes before effect
+Days or more
None Magic Wound healing: *
Cure light wounds: 1d4 +1
Cure minor wounds: 1d6 +1
Cure major wounds: 1d8 +1
None Magic Burn healing: *
Cure burn wounds: 1d4 +1
None Magic Sickness healing: *
Time may vary depending on the sickness.
None magic disease healing: +
Time may vary depending on the sickness.
Currently I am wanting to get potions out of the way and I was wondering what the current DC's are for creating them normally so I can convert it to my new chart.
Currently without the DC chart this is what I have:
Brewing potions as a non caster
You can learn to mix together herbs, spices, and vegetables to create many types of potions with the feat Brew Herbs. You can also learn from other characters, or NPC's how to brew them without the feat but with a downside. The brewer will automatically suffer a -4 penalty to all rolls. These potions are also weaker than their magically infused counterparts.
The upside: Herbs are found everywhere. After a great battle if someone gets wounded someone with the knowledge (nature) skill can go search for these necessary herbs. It is also cheaper for the characters who have this skill to find a fix for their current problem like wounds, or sicknesses.
The downside: Now having a quick and cheap brew of potion can be good but it could also be bad. If the roll doesn't reach the required DC then one of three things can happen. 1. Your character will take damage equal to half the potion. 2. If the brew you are creating has herbs that can be turned into poisons you may have created a poison. And finally 3. Nothing happens.
Usage: As said before these potions are weaker which means they are not as potent and take slightly longer to work. The user of the potion will have to wait 10 minutes for it to take effect.
For ones that cure disease it may take days or weeks of usage.
Non magical potions can only be used for the ailments that are listed for that herb. For example if the herb heals cuts, you cannot use it for burns.
*Ten minutes before effect
+Days or more
None Magic Wound healing: *
Cure light wounds: 1d4 +1
Cure minor wounds: 1d6 +1
Cure major wounds: 1d8 +1
None Magic Burn healing: *
Cure burn wounds: 1d4 +1
None Magic Sickness healing: *
Time may vary depending on the sickness.
None magic disease healing: +
Time may vary depending on the sickness.