Segev
2014-02-16, 02:12 PM
As it stands, I've always found potions to be the worst of many worlds when it comes to magic items. They use the priciest structure for one-off spells-in-magic-items, they require their own feat to create, they're limited to level 3 spells or below, and they don't in any way behave differently than a magic pebble somebody uses Craft Wondrous Item to enchant to be a one-off spell of any level up to 3rd. (The CWI stone, however, can have ANY level spell in it, if the crafter chooses.) Heck, such a pebble could be a ruby you throw for a Fireball; a potion cannot cast a Fireball at an arbitrary foe.
There's literally no reason to pick up Brew Potion over Craft Wondrous Item, except to be less capable. (Leaving out PrC entry requirements...and I've yet to see a PrC that focuses on potions that makes them actually good as opposed to merely "less bad.")
However, potions had some interesting (albeit nigh unusable by PCs who aren't cheesing to or beyond the point of cheating) rules in 2e and earlier editions. One in particular involved what happened when you combined them. Now, I'm not about to try to replicate this table (and, if you want to, you can look it up online; I'm sure it's out there somewhere, and the mechanics of it are trivial to translate to 3e). But combining potions might provide an interesting reason to use them despite their built-in limitations.
So, I propose the following additional use of the Alchemy skill, and turn it over to my fellow Playgrounders to dissect for problems with balance (or to critique to make more useful, if it's not good enough):
Potions, unlike most beverages, cannot be divided into smaller parts. The liquid may be separated, but the potion remains a contiguous thing. This can be seen by the speed with which adventurers often quaff them: it is that first mouthful they swallow that confers the effects, and whatever remains in the bottle is nothing more than the non-magical sum of its ingredients.
Mixing Potions
A skilled Alchemist can combine multiple potions into one draught. A successfully-combined potion takes one standard action to drink, and confers the effects of every potion in the mixture to the drinker at once. Alchemists are prized for this ability by adventurers, who often wish to acquire multiple magical effects in a short period of time just before or as battle starts.
To combine potions together, the Alchemist carefully titrates one into another. The one he is titrating is called the "additive," and the one he is adding it to is called the "base potion." This takes 1 minute to do successfully, and requires an Alchemy Skill Check with a DC equal to five times the number of potions being combined. Each individual potion to be added requires a separate roll, but multiple mixed potions may be combined together in one (high DC) roll.
For example, if Morty the Magician wishes to combine a Potion of Haste with a Potion of Bull's Strength for Amandil the elven fighter, he takes one minute to carefully titrated one into the other, and makes a DC 10 Alchemy check. If he succeeds, Amandil can drink this combined potion as a standard action to gain the benefits of both.
If Morty decides he also wants to put a potion of Fly into it so that Amandil can take on a dragon in melee combat, he takes another minute to carefully titrate the potion of Fly into the already-combined potions of Bull's Strength and Haste. This requires a DC 15 Alchemy check, because there are three total potions being combined.
Later, Morty finds two sets of already-combined potions: one of Bull's Strength, Cat's Grace, and Bear's Endurance, and another of Fox's Cunning, Owl's Wisdom, and Eagle's Spleandor. He decides he wants to make one big potion that buffs all six stats at once. This requires, again, one minute to titrate one of the mixed potions into the other, and requires a DC 30 (5 per potion in the total final mix) Alchemy check.
You may only take 10 on this check if you have an Alchemist's Lab. Without one, you can still perform the titrations, but you cannot take 10.
If you fail the Alchemy check, the additive is ruined. For every 5 by which your check is below the DC, one of the potions (chosen randomly) in the base potion is also ruined.
You may also attempt to separate out combined potions, if you wish. Doing so requires ten minutes and the use of an alchemist's lab. Each check removes one potion of your choice from the mix, separating it into an individual potion on its lonesome once more. The DC for this operation is ten for each potion in the mixture with which you start.
If Morty found that mixed potion of all six stat-boosting spells, and wanted to separate it into the physical potion and the mental potion, he would have to succeed on a DC 60, 50, then 40 Alchemy check to separate each of the mental potions individually, taking 30 total minutes (10 each), and THEN he would have to combine them together in a DC 10 and DC 15 check, taking one minute each.
There's literally no reason to pick up Brew Potion over Craft Wondrous Item, except to be less capable. (Leaving out PrC entry requirements...and I've yet to see a PrC that focuses on potions that makes them actually good as opposed to merely "less bad.")
However, potions had some interesting (albeit nigh unusable by PCs who aren't cheesing to or beyond the point of cheating) rules in 2e and earlier editions. One in particular involved what happened when you combined them. Now, I'm not about to try to replicate this table (and, if you want to, you can look it up online; I'm sure it's out there somewhere, and the mechanics of it are trivial to translate to 3e). But combining potions might provide an interesting reason to use them despite their built-in limitations.
So, I propose the following additional use of the Alchemy skill, and turn it over to my fellow Playgrounders to dissect for problems with balance (or to critique to make more useful, if it's not good enough):
Potions, unlike most beverages, cannot be divided into smaller parts. The liquid may be separated, but the potion remains a contiguous thing. This can be seen by the speed with which adventurers often quaff them: it is that first mouthful they swallow that confers the effects, and whatever remains in the bottle is nothing more than the non-magical sum of its ingredients.
Mixing Potions
A skilled Alchemist can combine multiple potions into one draught. A successfully-combined potion takes one standard action to drink, and confers the effects of every potion in the mixture to the drinker at once. Alchemists are prized for this ability by adventurers, who often wish to acquire multiple magical effects in a short period of time just before or as battle starts.
To combine potions together, the Alchemist carefully titrates one into another. The one he is titrating is called the "additive," and the one he is adding it to is called the "base potion." This takes 1 minute to do successfully, and requires an Alchemy Skill Check with a DC equal to five times the number of potions being combined. Each individual potion to be added requires a separate roll, but multiple mixed potions may be combined together in one (high DC) roll.
For example, if Morty the Magician wishes to combine a Potion of Haste with a Potion of Bull's Strength for Amandil the elven fighter, he takes one minute to carefully titrated one into the other, and makes a DC 10 Alchemy check. If he succeeds, Amandil can drink this combined potion as a standard action to gain the benefits of both.
If Morty decides he also wants to put a potion of Fly into it so that Amandil can take on a dragon in melee combat, he takes another minute to carefully titrate the potion of Fly into the already-combined potions of Bull's Strength and Haste. This requires a DC 15 Alchemy check, because there are three total potions being combined.
Later, Morty finds two sets of already-combined potions: one of Bull's Strength, Cat's Grace, and Bear's Endurance, and another of Fox's Cunning, Owl's Wisdom, and Eagle's Spleandor. He decides he wants to make one big potion that buffs all six stats at once. This requires, again, one minute to titrate one of the mixed potions into the other, and requires a DC 30 (5 per potion in the total final mix) Alchemy check.
You may only take 10 on this check if you have an Alchemist's Lab. Without one, you can still perform the titrations, but you cannot take 10.
If you fail the Alchemy check, the additive is ruined. For every 5 by which your check is below the DC, one of the potions (chosen randomly) in the base potion is also ruined.
You may also attempt to separate out combined potions, if you wish. Doing so requires ten minutes and the use of an alchemist's lab. Each check removes one potion of your choice from the mix, separating it into an individual potion on its lonesome once more. The DC for this operation is ten for each potion in the mixture with which you start.
If Morty found that mixed potion of all six stat-boosting spells, and wanted to separate it into the physical potion and the mental potion, he would have to succeed on a DC 60, 50, then 40 Alchemy check to separate each of the mental potions individually, taking 30 total minutes (10 each), and THEN he would have to combine them together in a DC 10 and DC 15 check, taking one minute each.