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Anwyn

Novus 2nd Edition

Novus 1st Edition

These are fluid mixtures that grant the drinker magical or spell-like abilities. Potions last for 40 + 2d10 minutes unless the description says otherwise. The exception to this are Healing potions, their effects are permanent since they are only restoring the body to its normal, healthy state. Potions normally cost 200 gp per dose, unless the description says otherwise.

For some potions, the drinker is able to use the effect of the potion against others. When drinking this type of potion, the drinker first makes a Save vs. Will. For every 5 points above the base Save of 15 that his roll is, the people targeted by the effects of the potion have the TN of their Save increased by 2 points.

Aquatic Potion: Drinker is able to breathe underwater and is able swim at double his normal movement rate. Cost: 250 gp

Charisma: Drinker’s Charisma stat is raised 10 points for the duration. This may allow him to exceed his normal racial maximums.

Cure Insanity: Drinker is immediately cured of one form of insanity.

Cursed (Reversed) Potions: These potions detect and are identified as if they were a beneficial potion of some type. When drank, the potion has the opposite effect as what it seemed to be. For example, a Cursed Potion of Longevity would age the drinker 10 years. If the Potion is actually cursed, as opposed to just reversed, the effects last until the curse is removed.

Darkvision: Drinker gains Darkvision, as per the Talent, for the duration.

Detect Danger: This allows the drinker to know if anything within a 100’ radius can and/or will hurt or is a danger to him (within the next 5 rounds). The drinker will know the general direction and distance of the danger, but not its exact nature. For example, the drinker approaches a trapped door. As he approaches, he will sense a mild warning. If he decides to attempt to open the door, his sense of impending danger will increase dramatically.

Detect Invisibility: For the duration, all invisible beings or items are outlined in a faint, but easily discernible blue glow.

Detect Magic: For the duration, all magical items or items that have active spells on them are outlined in a faint, but easily discernible blue glow.

Emotional Influence: Drinker is able to invoke an emotional response of sympathy, antipathy, apathy, anger, happiness, etc. in up to 10 individuals within a 20’ radius. Each person gets to make a Save vs. Will against this manipulation.

ESP: Drinker is able to read the thoughts of any one target within 20’ radius. The target gets to make a Save vs. Will against this.

Free Action: Drinker is able to move as his normal speed through mud, water, or any form of entanglement, including magical forms.

Flying: The drinker is able to fly at a speed equal to their normal movement rate.

Gaseous Form: The drinker is able to transform his natural form, including all equipment carried, from normal into a gaseous form. The gaseous form is the same color(s) as the character was before the change and it can move at a rate of 1’ per Action Point spent. It takes one full round to make the transformation from gaseous to solid. The drinker may change forms only once every 5 minutes, and he will return to solid form at the end of the duration.

Growth: Drinker grows to double his normal size. This increases his weight by 8 times. The drinker gains a +3 modifier to their Strength stat bonus, a -2 modifier to their DEF, and their movement rate is doubled for the duration.

Haste: Drinker gains 5 extra Action Points for each of 3 rounds. The drinker may start those 3 rounds at any time within the duration of the potion, but once started, all 3 rounds must be taken all at once.

Heroism: Character’s Strength, Willpower, Dexterity and Speed are increased to their racial maximums (20 + racial modifiers) for the durations.

Jumping: Character is able to jump up to 50’ horizontally or 30’ vertically. He may only make one jump, but it can be made at any time within the duration.

Longevity: Drinker’s age is permanently reduced by 10 years. This effectively increases his lifespan by the same amount. Magic Resistance: Drinker gains a +4 modifier to all Saves against magical effects and spells for the duration.

Major Healing: Drinker is immediately healed of 20 + 2d10 hits of damage of any type.

Minor Healing: Drinker is immediately healed of 10 + 1d10 hits of damage of any type.

Nightvision: Drinker is granted Nightvision, as per the Talent description (not Greater Nightvision) for the duration.

Ogre Strength: Temporarily increases the drinker’s Strength stat to 22 for the duration. This may allow the drinker to temporarily exceed his racial maximum for that stat.

Potion of Control: This powerful potion gives the drinker the ability to “charm” or control up to 5 creatures or beings of any single type. Controlled creatures will follow the drinker’s commands and serve him until the duration expires and then they will be very “hostile” towards their former “master”. While this potion can be created for any type of creature, if the creature has an Intelligence of 10 or greater, it will receive a Save vs. Will against this potion.

Note: One of the ingredients that this potion requires is a portion of the same type of creature that it will control. For example, a potion of Dragon Control requires Dragon blood, etc.

Protection from Evil: Drinker is protected against attacks from summoned or evoked creatures and beings from the Abyss or the Nine Hells.

Regeneration: Drinker regenerates 1 hit per round for the duration. Also, any lost limbs or organs will be restored over the course of 10 to 30 minutes, depending upon the severity.

Shrinking: Drinker shrinks to one half his normal height and his weight is 1/8 normal. He receives a -3 modifier to his strength stat bonus and +2 modifier to his DEF. Drinker’s normal movement rate is also halved (rounded up) for the duration.

Speed: Temporarily increases the drinker’s Speed stat by 10 points. This may allow the drinker to temporarily exceed his racial maximum for that stat.

Spider Climb: Drinker is able to cling to walls and ceilings for the duration. Movement rate is one half of their normal movement rate.

Stealth: Drinker gains a bonus of 5 + 1d10 to their Stealth skill.

Stone to Flesh: This potion is poured over a person who has been turned to stone. It will restore them to their normal flesh.

Traceless Passing: Drinker is able to pass through any terrain without leaving any sign or trace of their passage.

Water Breathing: Drinker is able to breathe water or air for the duration.