Potions, Oils, and Grenades
No adventurer should leave home without a few potions of some variety or another. Magical Potions contain spells that can be defensive or offensive. Offensive potions typically need to be thrown as a grenade, but can also be oils that are put on a weapon. Potions, oils, and grenades cannot be created with spells greater than spell level 6, and are always treated as if they were created by a Standard Caster, with a PMA of 20, and the CL listed in the entry.
Potions
A potion is a small vial about the size of a human pinky containing an, often, glowing liquid that must be imbibed. The use of a potion is typically a swift action. Retrieving a potion from a bag is a move action; retrieving one from a potion belt is a free action. Make note of the caster level of the potion, as that will be the caster level for determining a dispel attempt.
Potion | Cost (gp) |
---|---|
Close Wound | 5 |
Haste, Journeyman | 150 |
Haste, Professional | 450 |
Healing, Apprentice | 5 |
Healing, Journeyman | 50 |
Healing, Professional | 225 |
Healing, Elite | 1,312 |
Heal Injury | 250 |
Invisibility, Journeyman | 100 |
Invisibility, Professional | 300 |
Mitigation, Apprentice | 30 |
Mitigation, Journeyman | 280 |
Haste, Journeyman: Gain the effects of Haste for 5 rounds. CL 5
Haste, Professional: Gain the effects of Haste for 10 rounds. CL 10
Healing, Apprentice: This potion heals living targets for 1d8+1 health. CL 1
Healing, Journeyman: This potion heals living targets for 5d8+5 health. CL 5
Healing, Professional: This potion heals living targets for 10d8+20 health. CL 10
Healing, Elite: This potion heals living targets for 15d10+45. CL 15
Heal Injury: Upon drinking this potion, it is as if Heal Injury was cast on the drinker. CL 5
Invisibility, Journeyman: Grants Invisibility for 5 minutes. CL 5
Invisibility, Professional: Grants Invisibility for 10 minutes. CL 10
Mitigation, Apprentice: Gain Damage Reduction 6/- for 3 rounds upon drinking this potion. CL 3
Mitigation, Journeyman: Gain Damage Reduction 15/- for 7 rounds upon drinking this potion. CL 7
Oils
Oils are in a small glass vial with a build in auto-applicator that breaks and coats a weapon or object when it is rubbed on its surface. As with potions, retrieving an oil from a pack is a move action; retrieving one from a potion belt is a free action. An oil must be applied to the surface of an object, weapon, or any kind of implement.
Oil | Cost (gp) |
---|---|
Energy Imbuement, Journeyman | 100 |
Energy Imbuement, Professional | 300 |
Energy Imbuement, Professional: This potion will have a specified energy type at the point of purchase. This is limited to the same energy types as the root spell. When applied this oil will grant 3d8+6 energy damage of the associated energy type for 10 rounds. CL 10
Grenades
Grenades are a small ampule of condensed magic. Only instantaneous effects can be turned into a grenade. The spell will go off whenever the glass vial is broken, intentionally or unintentionally. As with potions, retrieving a grenade from a pack is a move action; retrieving one from a potion belt is a free action. Throwing a grenade is a standard action that requires a ranged touch attack.
Grenade | Cost (gp) |
---|---|
Dispel Magic, Lesser | 350 |
Dispel Magic, Greater | 990 |
Energy Grenade, Journeyman | 150 |
Energy Grenade, Professional | 450 |
Dispel Magic Grenade, Greater: This potion applies Greater Dispel Magic to the square or creature the grenade hits. This will dispel 2d10+4 spell levels. Will save DC: 25 | CL 11
Energy Grenade, Journeyman: This potion is a bottled energy burst spell. This grenade have a specified energy type at the point of purchase. This is limited to the same energy types as the root spell. When thrown, this grenade will deal 5d6+5 energy damage in a 20 ft. radius around its point of impact. CL 5 | Reflex Save DC: 18
Energy Grenade, Professional: This potion is a bottled energy burst spell. This grenade have a specified energy type at the point of purchase. This is limited to the same energy types as the root spell. When thrown, this grenade will deal 10d6+20 energy damage in a 20 ft. radius around its point of impact. CL 10 | Reflex Save DC: 20