Potions

Magical Potions

Unless otherwise stated, potions duplicating a power which can be maintained contain Power Points to fuel the power for a total of 5 “increments.” For example, a potion of armor has a base Duration of 3 rounds (2 Power Points) and is automatically maintained for another 2 rounds (4 Power Points) to bring it to 5 rounds. Powers conferred by a potion work exactly as per the Savage Worlds rules unless otherwise noted. Alchemists know whether or not they have scored a raise. Alchemists creating potions with a Raised effect/price cast at -4 (when listed below).  They may still ignore 1 negative side effect with a Raise, and/or produce a Raise effect on an additional Raise.  (So effectively, succeeding with a 16 will allow an Alchemist to create an improved potion with no risk of side effect & Raised effect.)

* Crusader's Elixir (artwork by Mike @CreativeMintes)

* Left to right: Holy Water, Ghost Form, Winterwall Oil, Wizard's Wine, Qadiran's Dance

* Left to Right: Dark Bomb, Gas Bomb, Light Bomb, Stun Bomb, & a Quicksilver pill box (artwork by Wizards.com)

Item

Description

Effect

Weight

Cost

Rarity

Source

(Armor) Gargoyle’s Hide

Hardens the skin to stone, cracked gray

Vigor roll. Success = 1 Magical Armor, Failure no effect, Critical Failure = 4D6 of acid damage, Raise = 2 Magical Armor

½ lb.

250 gp.

3

Fantasy

(Armor) Califaux Gargoyle Hide

Hardens the skin to stone, smooth gray

Vigor roll +2. Success = 2 Magical Armor, Failure no effect, Raise = 4 Magical Armor

½ lb.

450 gp.

4

Fantasy

(Armor) Copperflesh

Hardens skin to a coppery hue, reflecting off sun

Vigor roll +2. Success = 2 Magical Armor, Failure no effect, Raise = 2D4 lightning dam. for arcs to adjascent

½ lb.

450 gp.

4

Savage Spellb.

(Armor) Iceskin

Magical ice forming around caster skin

Vigor roll +2. Success = 2 Magical Armor, Failure no effect, Raise = +2 additional vs. cold, heat, fire, ice

½ lb.

350 gp.

4

Savage Spellb.

(Armor) Radiant Soul

Target’s skin glows with divine light

Vigor roll +2. Success = 2 Magical Armor & daylight in small burst template, Failure no effect, Raise = +4 magical armor & light

½ lb.

500 gp.

4

Savage Spellb.

(Armor) Cloak of the Bat

Target is wrapped in cloak of darkness

Vigor roll +2. Success = 2 Magical Armor & -1 to ranged attacks, Failure no effect, Raise = +4 magical armor & -2 to ranged attacks

½ lb.

550 gp.

4

Savage Spellb.

(Boost) Bear’s Strength

Light yeasty mixture

Vigor roll. Success = +1 Strength die, Failure no effect, Critical Failure = -1 Strength die, Raise = +2 Strength die

½ lb.

250 gp.

3

Fantasy

(Boost) Sudderwood Strength

Yeasty mixture with dry hops taste

Vigor roll +2. Success = +2 Strength die, Failure no effect, Raise = 10 rnds.

½ lb.

450 gp.

4

Fantasy

(Boost) Cat’s Paws or Buttered Sparrow Fish Fillet

Black licorice syrup [small dried, buttered white fish]

Vigor roll. Success = +1 Agility die, Failure no effect, Critical Failure = -1 Agility die, Raise = +2 Agility die [Vigor roll +2. Success = +2 Agility die. Failure no effect. Critial Failure = -1 Fatigue]

½ lb.

250 gp. [400 gp]

3

Fantasy

(Boost) Qadiran’s Dance

Clear absinthe taste/smell

Vigor roll +2. Success = +2 Agility die, Failure no effect, Raise = 10 rnds.

½ lb.

450 gp.

4

Fantasy

(Boost) Owl Mind

Grassy taste, gray liquid, mt. air smell

Vigor roll. Success = +1 Spirit die, Failure no effect, Critical Failure = -1 Spirit die, Raise = +2 Spirit die

½ lb.

250 gp.

3

Fantasy

(Boost) Mettle Tonic

Clear liquid, after-taste of wildflower

Vigor roll +2. Success = +2 Spirit die, Failure no effect, Raise = 10 rnds.

½ lb.

450 gp.

4

Fantasy

(Boost) Scholar’s Wine

Thick red & sour

Vigor roll. Success = +1 Smarts die, Failure no effect, Critical Failure = -1 Smarts die, Raise = +2 Smarts die

½ lb.

250 gp.

3

Fantasy

(Boost) Wizard’s Wine

Bitter almond taste w/ oak flavor, red color

Vigor roll +2. Success = +2 Smarts die, Failure no effect, Raise = 10 rnds.

½ lb.

450 gp.

4

Fantasy

(Boost) Breadth of the Stallion

Brown milky liquid with specks of dirt

Vigor roll. Success = +1 Vigor die, Failure no effect, Critical Failure = -1 Vigor die, Raise = +2 Vigor die

½ lb.

250 gp.

3

Fantasy

(Boost) The Wild Hunt or Elven Cheya Dumplings

Black milky liquid with salty iron taste

Vigor roll +2. Success = +2 Vigor die, Failure no effect, Raise = 10 rnds. [Cheya Dumplings provide bonus for 30 min./ 1hr.]

½ lb.

450 gp.

4

Fantasy

(Boost) Brevoy Elixir

silver mixture, tastes of ash

Vigor roll. Success = +2 Fight die, Failure no effect, Critical Failure = -2 Fight die, Raise = 10 rnds.

½ lb.

250 gp.

3

Fantasy

(Boost) Crusader’s Elixir

Golden mixture, tastes of steel

Vigor +2 roll. Success = +2 Fight die, Failure no effect, Raise = 10 rnds.

½ lb.

450 gp.

4

Fantasy

(Detect Arcana) Hobgoblin Spit

Vial of clear mucus

Vigor +2 roll. Success = see magical items, effects, or creatures, including invisible foes & enchantments. Failure no effect, Raise = 10 rnds.

½ lb.

100 gp.

3

Fantasy

(Detect Arcana) Oberon’s Gift

Pearly, opalescent water, almond taste

No roll necessary. 

½ lb.

200 gp.

4

Fantasy

(Entangle) Tangle Bag

A pouch of gooey substance

When throw, erupts in small burst template as per spell.

½ lb.

75 gp.

3

 

(Environmental Protection) Salamander Skin or Elven Snowberry Fire Peppers

Sandy paste with a slow burn

Vigor roll. Success provides immunity to environmental heat, lava, open flame. Blisters on tongue, profuse sweating. 1 Fatigue when duration ends. Failure no effect. Raise = 10 rnds. [Fire Peppers last 1 hr., no Fatigue, but require Vigor roll each rnd. user would suffer damage or be Dazed 1d4 rnds.]

½ lb.

350 gp.

4

Fantasy

(Environmental Protection) Linnorm Blood

Thumbful of white powder inhaled

Vigor roll. Success provides immunity to environmental cold. Slows metabolism to create a meditative state creating -1 Charisma. 1 Fatigue when duration ends. Failure no effect. Raise = 10 rnds.

-

350 gp.

4

Fantasy

(Environmental Protection) Gill Tonic

Briny water

Vigor roll. Success provides immunity to undersea pressure, the bends, and waterbreathing. 1 Wound as Gills sprout. Duration 10 minutes. Failure no effect. Raise = 1 hour

½ lb.

350 gp.

4

Fantasy

(Fly) Feather Fall or Elven Leap Cakes

Dried faerie wings

Vigor roll +2. Success allows user to float down at speed of Pace. Duration 10 rnds. 1 Fatigue afterwards. Failure no effect. Raise = 20 rnds. & no fatigue [Leap Cakes provide +2 Agility, no roll, and immune to falling damage <20 ft.]

-

200 gp

3

Fantasy

Savage Spellb

(Fly) Hag’s Flight

Vial of sewer water

Vigor roll. Success allows user to fly at speed of Pace. Duration 10 rnds. 1 Fatigue afterwards. Failure no effect. Raise = 20 rnds. & no fatigue

½ lb.

450 gp.

4

Fantasy

 

Savage Spellb

(Fly) Osirian Sun

White sand, smear on face, hands, feet, clothes – 2 rnds to use

Vigor roll. Success allows user to fly at speed of Pace. Duration 10 rnds. Flames don’t hurt you, but cause cosmetic damage around you. 1 Fatigue after duration. Failure no effect. Raise = 20 rnds. & no fatigue, 2D4 damage to adjacent characters.

-

550 gp

3

Fantasy

 

Savage Spellb

(Fly) Winterwall Oil

Clear oil smeared on face, hands, feet

Vigor roll +2. Success allows user to fly at speed of Pace 12. Duration 10 rnds. 1 Fatigue afterwards. Failure no effect. Raise = 20 rnds., +1 Agility

½ lb.

650 gp.

4

Fantasy

 

Savage Spellb

(Healing) Desna’s Touch

Light blue liquid that warms throat

Vigor roll. Success heals 1 Wound. Raise heals 2 Wounds. Wound penalties apply. Regardless, intoxicating, user sees auras. -1 skill rolls for 1 hr. Critical failure does 1 wound as victim vomits blood.

½ lb.

100 gp.

3

Fantasy

 

Savage Spellb

(Healing) St. Ezra Touch

Light purple liquid that warms throat

Vigor roll. Success heals 1 Wound. Wound penalties do not apply.  Intoxicating, user sees auras. Critical failure does 1 wound as victim vomits blood. -1 skill rolls for 1 hr. Raise heals 2 Wounds. No -1 skill rolls.

½ lb.

200 gp.

4

Fantasy

 

Savage Spellb

(Healing) Artifice Mend

Coppery oil smeared on object, dries clear

Vigor roll. Success heals 1 Wound. Raise heals 2 Wounds. Wound penalties do not apply. Critical failure does 1 wound, victim hemorrhages. 

½ lb.

150 gp.

4

Fantasy

 

Savage Spellb

(Greater Healing) Pharasma’s Mercy

Sandalwood and pine increase with a hint of gardenia burned in an enclosed space (tent, room)

Ignores the “Golden Hour” for wounds, poison, or disease.  May not regrow limb. Vigor roll ignoring penalties. Success heals 1 Wound. Raise heals 2 Wounds. Failure no effect.  Critical failure 1 Wound. User looks pale, registers as undead for 1 hour. Has nightmares that evening, -1 Fatigue the next day.

-

250 gp.

4

Fantasy

(Greater Healing) Sarenrae’s Rebirth

Sandalwood and oak with a hint of lavender (tent, room)

As above, but may also heal permanent injuries. Vigor roll -2 to heal a permanent injury.

-

800 gp.

4

Fantasy

(Greater Healing) Elven Newlife Soup amber broth with warm light, steamy If user dies within 1 hr. of drinking broth, user comes back to life for 10 min. and can be healed.  After this time, if not healed, user dies.  Each meal can only bring users back once. 1/2 lb. 2000 gp. 5 Elves of Golarion

(Invisibility) Ghost Form

liter of smoky gray liquid poured over the body

Smarts roll.  Success provides -4 penalty to attacks, once noticed at -4, as per normal Power.  Failure, no effect. Critical Failure inflicts 1 Fatigue. Raise = 10 rnds.

1 lb.

550 gp.

4

Fantasy

(Invisibility) Invisibility

Cigarette smelling of frankincense – 2 rnds. to smoke.

Vigor roll.  Success provides -6 penalty to attacks, as per normal Power.  Failure, no effect. Critical Failure inflicts 1 Fatigue. Raise = 10 rnds.

-

900 gp.

5

Fantasy

(Light) Light Bomb or Elven Sun-dried Lantern Lemons

A small glass ball (fits in palm) [sweet chewy treats]

When broken, casts light as per spell. No roll required. Raise version= 1 hr. [Lantern Lemons work exactly the same way as the raise version, for same cost, but radiate from user's skin.]

-

50/ 100 gp.

3

Core

(Obscure) Dark Bomb

A small ceramic ball (fits in palm)

When broken, provides -4 obscure otherwise as per spell. No roll required. Raise version= 1 hr.

-

50/ 100 gp.

3

Core

(Obscure) Dark Oil

A black oil that dries & dims color

Smarts roll. Success provides -2 penalty to see wearer, object. Failure, no effect.  Critical Failure does 1D6 damage to object/person. Raise = 10 rnds. + -3 to see wearer.

½ lb.

500 gp.

4

Fantasy

 

Core

(Quickness) Quicksilver

Silvery pill

Vigor roll. Success allows user to discard initiative cards 8 or lower.. Failure, no effect.  Critical Failure causes the user to draw two action cards, picking the lowest.  Effects last until Joker is dealt. Raise = User benefits from Quick Draw edge.

-

100 gp.

3

Smiths & Robards

(Quickness) Lightning Pills

Platinum plated pills

Vigor roll. Success provides the user with an extra action. Failure, no effect.  Critical Failure causes the user to gain no extra effect & draw two action cards, picking the lowest.  Effects last until Joker is dealt. Raise = User benefits from Quick Draw edge & allows user to discard initiative cards 8 or lower. After duration ends, user receives -1 Fatigue.

-

550 gp.

4

Fantasy

(Shape Change) Disguise Self

Vial of thick, pink liquid

Vigor roll. Success allows the user to change physical features but not size, limbs. Duration 1 hr. Afterwards 1 skill rolls for 1 hr. due to discomfort. Failure, no effect. Raise allows user to assume a specific person. 3 hours.

½ lb.

500

5

Fantasy

 

Savage Spellb

(Shape Change)

Beast Form

Jerky of hair, crunchy bits, slime

Vigor roll. Success allows the user to assume animal form fitting power as Seasoned Rank. Duration 1 hr. Afterwards, roll Smarts.  Failure means user suffers -2 Smarts and Smarts-related rolls. For 1 hr. Failure, no effect. Raise = 3 hr.

-

600

3

Fantasy

 

Savage Spellb

(Shape Change)

Greater Beast Form

Hard cake tasting of raw meat

Vigor roll.  Success allows the user to assume the form of a man-beast. (See werewolf in SWEX). Raise = 10 rnds. User gains berserk hindrance.

-

700

(Lvl. 2 Alch.)

5

Fantasy

 

Savage Spellb

(Shape Change)

Djinn Shape

Small vial of amber liquid dropped on tongue

Vigor roll.  Success allows the user to assume the form of an elemental. (See elemental in SWEX). Raise = 10 rnds. User must make Smarts roll each rnd. or lose form.

½ lb.

900

(Lvl. 3 Alch.)

5

Fantasy

 

Savage Spellb

(Speak Language) Necromancer’s Tongue

Powder made of crushed scarab

You temporarily imbue a corpse with the semblance of life, and force it to answer a single question. The corpse is limited to whatever it knew in life, and its answers tend to be brief and cryptic, but it doesn't lie. If you get a raise then you can cast the spell again if you wish to ask another question, otherwise the corpse becomes immune to this spell for one week. Afterwards, Smarts roll -2 or user suffers temporary Dementia.  Roll on Dementia chart.

-

300

4

Fantasy

 

Savage Spellb

(Speak Language) Beast Speech

Powder made of crushed ashwood, birch, and rowan

You temporarily animate a plant with the semblance of life, and force it to answer a single question. The plant is limited to whatever it could reasonably have observed had it had human senses, and its answers tend to be limited to a plant-like perspective (e.g., it cannot generally distinguish one human from another), but it doesn't lie. Raise then you can cast the spell again if you wish to ask another question, otherwise you must wait an hour before any plants will answer you again. Afterwards, Smarts roll -2 or user suffers temporary Dementia.  Roll on Dementia chart.

-

300

4

Fantasy

 

Savage Spellb

(Speak Language) Mind Reading Tonic

Powder made of dried brain matter

Make an opposed roll against the target's Smarts. On a success, you can feel their current emotional state. On a raise, you can also read their current surface thoughts. Afterwards, Smarts roll -2 or user suffers temporary Dementia.  Roll on Dementia chart.

-

700

5

Fantasy

 

Savage Spellb

(Smite) Holy Water

Crystal clear water

Smarts roll. Smear on object or fists.  Provides +1 bonus to hit and damage. Failure, no effect – takes too long, waste too much.  Raise – 10 rnds.

½ lb.

500

3

Fantasy

(Speed) Dash

Piss water

Smarts roll. Smear on feet.  User doubles Pace. Failure, no effect – takes too long, wastes too much.  Raise – 10 rnds.

½ lb.

200

3

Fantasy

(Speed) Vamp’s Blood

Vial of unknown blood

Smarts roll. Smear on feet.  User Pace is doubled and running is a free action. Failure, no effect – takes too long, wastes too much.  Raise – 10 rnds.

½ lb.

500

4

Fantasy

(Stun) Flash Bomb

Ceramic ball with runes

When thrown, as per spell in a small burst template.

½ lb.

75 gp.

3

 

(Telekinesis) Mind Flayer’s Worm

A dried worm with magical properties

Vigor roll. Success = as per spell.  Failure, no effect. Bad worm?  Raise = 10 rnds. Critical Failure – powers are uncontrolled and last 10 rnds. GM decides effects.

-

600

4

Fantasy

* Left to right: Elven New Life Soup, Vamp's Blood, Necromancer's Tongue (artwork by Bryan Syme)

* Desna's Touch and Ezra's Touch (artwork by S.B.B.)

Potions

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