Please note that the following abbreviations have been used in the titles of specific potions to indicate certain types and levels:
C = Common
U = Uncomon
R = Rare
A = Alchemical
H = Herbal
P = Poison
1 = Minor
2 = Moderate
3 = Major
Example:
Purge - U AHP (1)
Uncommon, Alchemical Herbal and Poison, Minor potion
Cure Potion - C H (1/2/3)
Common, Herbal, Minor Moderate or Major
Any character can hold as many raw ingredients as they choose but potions can become toxic near one another over time so may only keep 15 common potions, 10 uncommon potions and 5 rare potions on one character at any time. Characters exceeding these limits must inform a Referee immediately who will inform them of any consequences, which may vary from simply spoiling to more catastrophic effects.
There is no limit to the number of potion kits or raw ingredients a character may carry, however potions not carried on an adventure still count towards their total limit.
Adventurers can only be affected by up to two potions, poisons or alchemical solvents in a simulations action ie. In one drink. (e.g. multiple power restores, two poisons together etc.). Identical potions with non-instant effects do not stack, for example a character may drink two Minor Curing potions at once and gain the benefits of both, but if they drink two Minor Vigour Potions at once they only gain the effect once.
NOTE: Poisons are restricted and the purchase, use or sale of which require Licences, otherwise they may only be purchased through shadowy means. Characters may freely purchase these however if caught possessing or using poisons may encounter roleplay consequences and complications in play.
Making a potion requires sufficient skill and either raw ingredients or an appropriate potion kit, and 30 seconds (per potion) of appropriate roleplay.
Characters may craft as many potions from kits or ingredients as they wish, provided they have sufficient time and resources, although they must be wary of exceeding their potion limit whilst crafting.
Each potion kit can produce up to 3 potions of the appropriate type and level, but any unused uses of a kit expire at the end of the encounter. Alternatively they may craft potions from raw ingredients as per the following table:
A common kit has 3 uses, and may be used to craft any Minor, Moderate or Major Common potions. Once it has been broken to create a potion the remaining uses will spoil after the current encounter.
A common kit is either an Alchemical, Herbal or Poison kit, and can only be used for the appropriate types of potions.
An uncommon kit has 3 uses, and may be used to craft any Minor, Moderate or Major Common or Uncommon potions. Once it has been broken to create a potion the remaining uses will spoil after the current encounter.
An uncommon kit is either an Alchemical, Herbal or Poison kit, and can only be used for the appropriate types of potions.
Common potions are 25 gold per Minor potion, 50 gold per Moderate potion and 75 gold per Major potion, regardless of type.
Note that once crafted (or bought from a store) potions will last one year before spoiling.
Uncommon potions are 100 gold per Minor potion, 150 gold per Moderate potion and 200 gold per Major potion, regardless of type.
Note that once crafted (or bought from a store) potions will last one year before spoiling.
Rare potions cannot be bought from traders or shops and will only be found as treasure or crafted by adventurers with Rare ingredients. Rare potions found may be traded in character or auctioned off in the Adventurers Shop on the Battle Boarding website, where sellers will list their asking price.
Note that once crafted (or bought from a store) potions will last one year before spoiling.
Raw Ingredients are not available at any store but may be found on adventures either growing wild or on certain monsters. Ingredients found may be traded in character or auctioned off in the Adventurers Shop on the Battle Boarding website, where sellers will list their asking price.
Rare Herbs in particular are a sellers market and often reach high prices, as Rare potions cannot be crafted from potion kits.
Raw ingredients are listed on the Raw Ingredients sub page. Note that the individual names are purely for roleplay purposes, and mechanically any Common Herbal ingredient is identical to another within the game.
Potions are classified into different Solvents which define their method of use, each potion will define its solvent type in the description.
Drunk (D): This potion must be drunk by the target and will take immediate effect.
Injury (I): This potion is applied to a corporeal weapon and takes immediate effect on the next successful attack that causes damage within the encounter. A Weapon may only have 1 Weapon Oil or Poison applied at a time, new potions replace previous applications.
Salves (S): This potion must be applied to the skin of the target, requiring 5 seconds of appropriate roleplay. (The player need not actually expose their skin and it is acceptable to act out applying it over their armour or costume. When applying a salve to another player remember to respect their personal space act appropriately).
Weapon Oil (W): This potion is applied to a corporeal weapon and last for one encounter. A Weapon may only have 1 Weapon Oil or Poison applied at a time, new potions replace previous applications
Vapour (V): This potion is released into the air and effects all targets within a 10' area. It is typically sold or crafted in a fragile container that can be thrown like a grenade.
Solvent (SV): This covers other types of potions that may have different applications from those listed above.
Samples are small parts taken from corporeal creatures, for example blood or hair, which may be used to craft certain potions. Samples can be harvested from a target by any character with at least 4 ranks of a HAP skill with appropriate roleplay and in-game actions, witnessed by a referee at the time. Samples are distinctly different from both Potions and Ingredients, lasting 1 year from when they are harvested before they spoil.
Careful study of a sample with 30s of appropriate roleplay can distinguish a Creature Sample from a mundane trophy. If the examiner has 4+ ranks of any HAP skill they can recognise it as a creature sample and identify its remaining duration. If the examiner has the appropriate Recognition skills they can identify the Type & Subtypes of the source creature.
Vigour Potions grants +1 AC per level to both Physical Armour Class (PAC) and Through Armour Class (THAC). These effects last for 1 encounter once drunk.
This causes a splash damage effect within 10' and is typically thrown. It causes physical damage of 4 TBP per level with a call of "MASS SINGLE THRU" (DOUBLE for Moderate, TRIPLE for Major) and the target may apply their THAC to the damage. A Missile Shield spell does not protect from this damage.
A single dose of Alchemical Glue can repair a broken item as per the spell Mend 1, provided that the broken item is held securely for a full minute while the glue sets. A single dose of Alchemical Solvent can neutralise a Glue spell or similar effect, such as the sticky hide of an Adherer (enough to free a single weapon or object from its hide). A single dose is either a Glue or a Solvent potion, decided when made.
Galvanise potions remove Paralysis or Rigor from a patient. The effects are instantaneous, and do not protect from further paralysis. Only 1 dose is required to completely remove the Paralysis, regardless of source.
This potion allows you to raise your weapon’s damage to next highest category at the lowest bracket for the encounter. It does not stack with any other temporary effects which also raise damage, such as the Dragon Strength spells.
This potion restores 5 PP per level of potion, regardless of level it puts the drinker into a coma like state for 30 seconds. If a purge is administered during the time the potion takes no effect.
When drunk, this potion will neutralise all alchemical, herbal and poison effects from potions within the target.
Allows a weapon to be infused with either focused or inherent magic for one encounter. It changes the weapon type to magical (MAGIC) or spiritual (SPIRIT) but does not change the damage category. The type must be specified when made and cannot be changed. This does not take up a magical or spiritual item slot and the weapon is still non-magical for spells such as Break or Brittle, etc. This cannot be applied to an already magical or spiritual weapon.
This allows the drinker to become invisible, this effect last for an encounter but will get dropped early if the drinker choses to take an offensive action or physical interaction with a person or cast a spell of any kind. The drinker can still be found via senses but not recognition skills. A blue head-band or sash must be worn to show invisibility during the duration.
This potion causes the drinker to forget all the events of 1 most recent adventure, ie their current one, the tavern the night before etc. It won’t work on the last adventure is it was 6 months ago for example. Multiple doses will cause longer gaps, but the effects on the mind remain unknown at current. Whilst the drinker cannot remember anything they will realise they have a gap in their memory.
When the Servant drinks the potion, they become completely loyal to the Master of this potion. The target will obey the Master as long as they aren’t ordered to harm themselves directly and will do so as though the Master was their closest friend for their benefit. This effect lasts an adventure.
This potion cannot be bought from a generic store and must be made to order or made by the user. Crafting this potion requires a sample from both the intended ‘Master’ and the ‘Servant’. If drunk by anyone other than the 'Servant' the potion has no effect.
This causes the drinker to have their magic suppressed for 1 minute:
May not use or activate Inherent, Focused or Blood magic
May not use or activate Spell like abilities
May not use or activate IIA or FIA items, scrolls, runes or glyphs
This nullifies all other existing magical effects on the drinker
The subject may not be targeted or affected Spells for the duration
A cure salve minor can cure 6 TBP and 6 LBP, a cure salve moderate can cure 12 TBP, and 12 LBP ad a cure salve major can cure 18 TBP and 18 LBP.
A salve takes 5 seconds to apply and take effect. The locational healing cannot be spread across multiple locations and any excess is lost, though the full TBP healing still takes effect. Please note this does not fix a broken location.
A cure potion minor can cure 6 TBP. A cure potion moderate can cure 12 TBP. A cure potion major can cure 18 TBP.
A potion take effect instantly when drunk. Please note this does not fix a broken location.
A cure disease cures one disease of the equivalent level or lower.
This gel allows a crippled or broken limb to be used for an encounter, it works instantly when applied and the limb becomes unusable again afterwards. This gel can be applied multiple times to the limb and does not cure any locational or total body points.
When drunk, this potion will neutralise all alchemical, herbal and poison effects from potions within the target.
When applied it can instantly wakes the creature from a magical or non-magical induced sleep effect.
Will immediately end the effects of an ongoing Poison.
This paste causes a limb to receive double herbal curing but also numb and unusable for an encounter. This paste works instantly when applied.
Bone Meld potions fix the broken bones of a single location and takes 1 minute to apply. It has no effect on TBP or Locational damage but does stabilise the limb.
When drunk it instantly allows the target to become an ally to all Creatures under the type (Creature) even if in a frenzy state, they may not harm or attack the drinker. This lasts for an encounter and will be broken should the drinker cause damage to any creatures in the area.
This causes the target to lose consciousness for 1 minute, during which they cannot be woken through any means apart from a Purge potion.
This potion takes effect instantly and cure the targets +90 TBP & +90/45 LBP to each limb or location.
A torment minor causes 6 TBP and 6 LBP damage (2 HITS), a torment moderate causes 12 TBP and 12 LBP damage (4 HITS), a torment major causes 18 TBP and 18 LBP damage (6 HITS).
The poison takes effect instantly. The locational damage cannot be spread across multiple locations and any excess is lost but the full damage is done to TBP.
A Vapor minor causes 3 TBP of damage (1 HIT), a Vapor moderate causes 9 TBP of damage (3 HITS), a Vapor major causes 15 TBP of damage (5 HITS).
The Vapor take effect instantly, holding your breath does not stop the poison from entering one’s system. This is commonly a thrown poison and has an area of effect of 10' for all creatures within that area from the centre point of where the potion has been thrown.
Inflicts a disease of the same level or lower onto the target.
This lowers the target’s weapon damage category to the highest bracket of the next category down; this would also neutralise the potion Dragon’s Strength. This lasts for an encounter.
When drunk, this potion will neutralise all alchemical, herbal and poison effects from potions within the target.
For one minute the target cannot distinguish friend from foe and acts on the defensive, any sudden movement may trigger an aggressive action from the target.
This causes the target to fall into a non-magical sleep for 1 minute and cannot be awoken unless neutralised (for example Smelling Salts or Purge potions) until the time expires.
When applied to a weapon it becomes deadly to a specific creature subtype. This poison does 18 TBP and 18 LBP (6 Hits), and bypasses any resistance the target subtype may have to poisons, but has no effect on creatures of any other subtype.
Crafting this poison require a sample from the target Creature Subtype (ie. Uruk), this potion cannot be bought from a generic store and must be made to order or made by the user.
This causes the target to be frozen in a non-magical paralysis for 1 minute, this can be neutralised by a galvanise, anti-toxin or purge.
Venom causes 10 TBP damage (3 HITS) each 30 Seconds for 5 minutes to the victim.
Delusion causes the victim to lose consciousness for an encounter, during which they can only be woken through Anti-Toxin or Purge potions.
Each Target Bane potion is crafted for a specific individual and has no effect on the wrong target. When used on the correct target, they suffer the following effects which bypass any resistance they may have against Poisons:
They suffer 18 TBP of damage (6 HITS).
They suffer 10 TBP of damage (3 HITS) every 30 Seconds for 5 minutes.
They lose consciousness for an encounter, during which they can only be woken through Anti-Toxin or Purge potions.
Crafting this poison requires a sample from the specific target creature (ie. the King himself), this potion cannot be bought from a generic store and must be made to order or made by the user.