Dungeons and Dragons Magic Items III (Potions, Rings, and Rods) 3.5 PBP RPG

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Magic Items III (Potions, Rings, and Rods)

Table of Contents

Potions and Oils
Rings
Rods

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Potions and Oils

A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect -the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory

  • for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion Descriptions

The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).

Table: Potions and Oils

Minor

Medium

Major

Potion or Oil

Market Price

01-10

-

-

Cure light wounds (potion)

50 gp

11-13

-

-

Endure elements (potion)

50 gp

14-15

-

-

Hide from animals (potion)

50 gp

16-17

-

-

Hide from undead (potion)

50 gp

18-19

-

-

Jump (potion)

50 gp

20-22

-

-

Mage armor (potion)

50 gp

23-25

-

-

Magic fang (potion)

50 gp

26

-

-

Magic stone (oil)

50 gp

27-29

-

-

Magic weapon (oil)

50 gp

30

-

-

Pass without trace (potion)

50 gp

31-32

-

-

Protection from (alignment) (potion)

50 gp

33-34

-

-

Remove fear (potion)

50 gp

35

-

-

Sanctuary (potion)

50 gp

36-38

-

-

Shield of faith +2 (potion)

50 gp

39

-

-

Shillelagh (oil)

50 gp

40-41

01-02

-

Bless weapon (oil)

100 gp

42-44

03-04

-

Enlarge person (potion)

250 gp

45

05

-

Reduce person (potion)

250 gp

46-47

06

-

Aid (potion)

300 gp

48-50

07

-

Barkskin +2 (potion)

300 gp

51-53

08-10

-

Bear's endurance (potion)

300 gp

54-56

11-13

01-02

Blur (potion)

300 gp

57-59

14-16

-

Bull's strength (potion)

300 gp

60-62

17-19

-

Cat's grace (potion)

300 gp

63-67

20-27

03-07

Cure moderate wounds (potion)

300 gp

68

28

-

Darkness (oil)

300 gp

69-71

29-30

08-09

Darkvision (potion)

300 gp

72-74

31

-

Delay poison (potion)

300 gp

75-76

32-33

-

Eagle's splendor (potion)

300 gp

77-78

34-35

-

Fox's cunning (potion)

300 gp

79-81

36-37

10-11

Invisibility (potion or oil)

300 gp

82-84

38

12

Lesser restoration (potion)

300 gp

85-86

39

-

Levitate (potion or oil)

300 gp

87

40

-

Misdirection (potion)

300 gp

88-89

41-42

-

Owl's wisdom (potion)

300 gp

90-91

43

-

Protection from arrows 10/magic (potion)

300 gp

92-93

44

13

Remove paralysis (potion)

300 gp

94-96

45-46

-

Resist energy (type) 10 (potion)

300 gp

97

47-48

14

Shield of faith +3 (potion)

300 gp

98-99

49

-

Spider climb (potion)

300 gp

100

50

15

Undetectable alignment (potion)

300 gp

-

51

16

Barkskin +3 (potion)

600 gp

-

52

17-18

Shield of faith +4 (potion)

600 gp

-

53-55

19-20

Resist energy (type) 20 (potion)

700 gp

-

56-60

21-28

Cure serious wounds (potion)

750 gp

-

61

29

Daylight (oil)

750 gp

-

62-64

30-32

Displacement (potion)

750 gp

-

65

33

Flame arrow (oil)

750 gp

-

66-68

34-38

Fly (potion)

750 gp

-

69

39

Gaseous form (potion)

750 gp

-

70-71

-

Greater magic fang +1 (potion)

750 gp

-

72-73

-

Greater magic weapon +1 (oil)

750 gp

-

74-75

40-41

Haste (potion)

750 gp

-

76-78

42-44

Heroism (potion)

750 gp

-

79-80

45-46

Keen edge (oil)

750 gp

-

81

47

Magic circle against (alignment) (potion)

750 gp

-

82-83

-

Magic vestment +1 (oil)

750 gp

-

84-86

48-50

Neutralize poison (potion)

750 gp

-

87-88

51-52

Nondetection (potion)

750 gp

-

89-91

53-54

Protection from energy (type) (potion)

750 gp

-

92-93

55

Rage (potion)

750 gp

-

94

56

Remove blindness/deafness (potion)

750 gp

-

95

57

Remove curse (potion)

750 gp

-

96

58

Remove disease (potion)

750 gp

-

97

59

Tongues (potion)

750 gp

-

98-99

60

Water breathing (potion)

750 gp

-

100

61

Water walk (potion)

750 gp

-

-

62-63

Barkskin +4 (potion)

900 gp

-

-

64

Shield of faith +5 (potion)

900 gp

-

-

65

Good hope (potion)

1,050 gp

-

-

66-68

Resist energy (type) 30 (potion)

1,100 gp

-

-

69

Barkskin +5 (potion)

1,200 gp

-

-

70-73

Greater magic fang +2 (potion)

1,200 gp

-

-

74-77

Greater magic weapon +2 (oil)

1,200 gp

-

-

78-81

Magic vestment +2 (oil)

1,200 gp

-

-

82

Protection from arrows 15/magic (potion)

1,500 gp

-

-

83-85

Greater magic fang +3 (potion)

1,800 gp

-

-

86-88

Greater magic weapon +3 (oil)

1,800 gp

-

-

89-91

Magic vestment +3 (oil)

1,800 gp

-

-

92-93

Greater magic fang +4 (potion)

2,400 gp

-

-

94-95

Greater magic weapon +4 (oil)

2,400 gp

-

-

96-97

Magic vestment +4 (oil)

2,400 gp

-

-

98

Greater magic fang +5 (potion)

3,000 gp

-

-

99

Greater magic weapon +5 (oil)

3,000 gp

-

-

100

Magic vestment +5 (oil)

3,000 gp


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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