Offensive Potions are alchemical creations which are meant to cause damage or negative conditions. Offensive Potions are known to cause poisons, damage armor, and cause explosions. All offensive potions are sold individually and must be stored in some sort of carrying device.

Enhancements for Offensive Potions

The following are enhancements that may be made to any offensive potion, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your offensive potion, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your offensive potions when you purchase them.

Item Description of Effects Weight Space Taken Cost
Increase Vitality Reduction

Increases the amount of Vitality damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Vitality reducing potions only.

N/A N/A 0.10
Increase Soul Reduction

Increases the amount of Soul damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Soul reducing potions only.

N/A N/A 0.15
Increase Power Reduction

Increases the amount of Power damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Endurance Reducing potions only.

N/A N/A 0.20
Increase Effect Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for potions that have a duration only.

N/A N/A 0.30
Increase Smoke Radius

Increases the radius of the smoke by 1×1 space. You can only apply this enhancement a total of 3 times. This is for Smoking Vials, Smoking Potions, Smoke Bombs, Stinking Vials, Stinking Potions, and Stink Bombs only.

N/A N/A 0.25
Increase Explosion Radius

Increases the radius of the explosion by 1×1 space. You can only apply this enhancement a total of 3 times. This is for explosives only.

N/A N/A 0.35

Poisons

Potions which cause a gradual decay of Vitality, Soul, or Endurance

Item Description of Effects Weight Space Taken Cost
Spider Venom

Damages 1d4 Vitality per round for 10 rounds

0.03 1 0.40
Snake Venom

Damages 1d6 Vitality per round for 10 rounds

0.03 1 1.20
Liquid Quicksilver

Damages 1d8 Vitality per round for 20 rounds

0.03 1 3.50
Liquid Death

Damages 1d10 Vitality per round until dead or cured

0.03 1 5.50
Manna Leech Tonic

Damages 1d6 Soul per round for 10 rounds

0.03 1 2.00
Manna Poison

Damages 1d10 Soul per round for 10 rounds

0.03 1 4.00
Tonic of Fatigue

Damages 1d6 Power per round for 10 rounds

0.03 1 2.50
Lethargic Potion

Damages 1d10 Power per round for 10 rounds

0.03 1 5.00

Magical Effect Potions

Potions which produce effects similar to offensive magic

Item Description of Effects Weight Space Taken Cost
Liquid Fire

A glowing red liquid that when exposed to air erupts into a ball of flame which does 1d12 damage to any target in its 2×2 space radius.

0.03 1 15.00
Liquid Ice

A shimmering blue liquid that when exposed to air freezes instantly which does 1d12 damage and causes frost bite to the target it hits. This affects only one target.

0.03 1 15.00
Bottled Lightening

A bright yellow liquid that when exposed to air explodes in violent bursts of light, looking similar to lightning. It does 1d12 damage to any target in its 2×2 space radius.

0.03 1 15.00

Combustibles & Explosives

Potions which are either extremely flammable or explosive when introduced to fire

Item Description of Effects Weight Space Taken Cost
Alcohol

Catches fire easily, burning hot and brightly but burns out in only one round. It causes 1d6 damage to the single target and gives the target burns which last for 1d8 rounds dealing 1d6 vitality burn damage per round. Not safe for consumption, causing 1d20 Vitality poison if consumed with a 1d6 roll - 6 = death.

0.04 1 0.80
Kerosene

Catches fire easily but does not burn as hot as alcohol. It burns for 5 rounds per vial used and does 1d8 damage per round to any affected targets as well as giving the targets burns. Burn damage is 1d6 Vitality damage per round for 1d8 rounds. Its area of effects is 1 space per vial used. It can be used in lanterns and takes 12 vials per hour of lantern fuel. Not safe for consumption, causing 1d12 Vitality poison if consumed with a 1d8 roll - 8 = death.

0.02 1 1.00
Oil

This is harder to catch fire but it burns brightly for 10 rounds per vial used. It does 1d10 damage to any effects target as well as giving the targets burns. Burn damage is 1d4 Vitality damage per round for 1d12 rounds. Its area of effect is 1 space per vial used. It can be used on torches, taking 6 vials to provide enough oil for 1 hour of a lit torch. If consumed it causes Nausea until cured. 

0.03 1 1.50
Coal

Hard to catch on fire but burns brightly for 3 hours per coal and remains hot for an additional hour. It does 1d4 damage per round on the singe target as well as causing the target burns - causing 1d4 vitality burn damage per round in combat and 1d10 vitality burn damage per out out of combat for 1d4 hours. and can be used for cooking.

0.04 1 0.85
Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited. The damage power of the explosion is 1 per 5 uses of black power contained in the container. The radius is 1 space area per 10 uses of black powder contained in the container. Uses of black powder per container are the same as water or liquid use. For example a small canteen can store up to 60 uses of black powder, so a full small canteen of black powder would have the maximum possible explosive power of 30 damage covering a space area of 6x6 spaces. A space area is a 5 square foot area. All damage values must be in dice format if greater than 3, therefore a 30 damage explosive is 3d10. For smaller explosions you can use Bottle or Vial. A Vial will be 1 use dealing 1 damage for 1 space area while a bottle will be 10 uses dealing 2 damage for a 2 space area. For damage values, always round up to the nearest whole number if less than 3, or nearest whole dice expression if 3 or greater. 

0.1 per use N/A - put into container, container provides space taken 0.30 per use

Negative Effect Potions

Potions other than poisons which cause negative status effects

Item Description of Effects Weight Space Taken Cost
Mild Hallucinogen

Causes the target to have to make a normal insight check. If the target fails the target will hallucinate needing to make perception checks to determine real targets from imaginary targets for 3 rounds. Can combine with other status effects for more severe effects. For example, combining with a target that already suffers anxiety would mimic the Paranormal Fever status effect. 

0.04 1 1.00
Strong Hallucinogen

Causes the target to have to make a hard insight. If the target fails the target will have strong hallucinations and be unable to distinguish from reality and imaginary. This causes the target to be unable to act for 3 rounds. Can combine with other status effects for more severe effects. For example, combining with a target that already suffers anxiety would mimic the Paranormal Fever status effect. 

0.04 1 5.00
Tainted Water

Causes sickness which decreases the target's movement rates by half and damage by 1d6 for 3 rounds

0.04 1 3.00
Tranquilizer

Causes the target to fall asleep and stay asleep for 1d8 rounds or until awakened.

0.04 1 4.00
Sand

Thrown at the target's face, this causes Visual Instability for 2 rounds.

0.01 1 0.10
Metal Shavings

Thrown at the target's face, this causes Visual Instability for 1d6 rounds. Target also must make a Hard Endure Check against Blind for 1d6 rounds. The target will also suffer 2d4 damage.

0.01 1 0.50
Blank Bomb

This causes an explosion of sound which does not do any physical damage. It does however cause Deafness for all of those affected and breaking their concentration and thus any spells they may be casting. The area of effect is 3×3 space around where the bomb is thrown.

0.1 1 1.50
Liquid Sulfur

This causes a putrid odor to cover the 3×3 space area around where the vial is thrown. Those within the area will experience nausea, decreasing their movement rates by half while in the area of effect for 3 rounds plus the duration of the odor. The odor lingers for 1d4+1 rounds.

0.02 1 1.80
Poison of Weakness

Decreases the strength traits of a target by 1 point for 3 rounds. Its effects do not stack with multiple uses of this potion during its duration.

0.04 1 4.80
Potion of Burden

Increases the weight carried by the target by x 2 for 1d8 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04 1 6.50
Slow Potion

Decreases the speed traits of a target by 1 point for 3 rounds. Its effects do not stack with multiple uses of this potion during its duration.

0.04 1 4.80
Poison of Intoxication

Causes the target to become instantly intoxicated. This decreases the target's Speed, Intellect, and Wisdom traits by half, round down. Concentration (Focus Checks) become much harder, requiring Impossible checks. Movement Rates cut in half with Normal -2 Brace Checks every movement action against falling. Target also must make Hard Perceive checks to hit a target. The effect lasts 1d6 rounds.

0.04 1 10.00

Miscellaneous Potions

Offensive potions which do not fit in the other categories

Item Description of Effects Weight Space Taken Cost
Smoking Vial

A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets

0.03 1 0.80
Smoking Potion

A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets.

0.04 1 1.60
Smoking Bomb

A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 1d6 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets

0.05 1 2.80
Stinking Vial

A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 1 additional round. This decreases their movement rates by half.

0.03 1 1.10
Stinking Potion

A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 1 additional round. This decreases their movement rates by half.

0.04 1 2.30
Stinking Bomb

A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 1d6 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 2 additional rounds. This decreases their movement rates by half.

0.05 1 4.30
Slippery Oil

Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil must make a Hard -2 Brace check. If they fail, they instantly slip and is knocked down for 1 round. One bottle contains enough oil to cover 2 spaces, and the oil will lasts on the ground for 4 rounds.

0.08 1 0.80
Fool's Potion

This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a Normal Mental Balance -2 check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 10 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done.

0.03 1 0.30