Post by Cheza Laboard on Sept 10, 2005 15:46:38 GMT -5
Cheza was working on her potions she put all of her nots down.
NOTES:
Potions
There are two types of potions in the Knarf 2 system. These are magical potions and alchemical potions. Alchemical potions achieve their effects through the chemical and physical properties of their ingredients. Magical potions achieve their effects through the magical properties of their ingredients. Although they differ in how they achieve their effects, they are otherwise virtually identical in physical form, manufacture, and experimentation techniques. Potions may be in the form of a liquid, a powder, a gas, or a salve. They may achieve their effects in a number of different ways. For example a charm potion could be alchemical or magical in nature. if a person, creature, or monster drinks the potion or is contacted by it, it may be charmed by the person who gave it to him, the first person he sees, or similar trigger mechanism. Alternatively if someone drinks a potion it could increase his charisma with respect to the person he wants to charm. It might give off an odor that charms the other person, race, creature, or monster, like a super perfume. Potions generally only affect only the user or one type of creature. Potions usually come in small vials and a full vial is required to achieve the full effects of the potion.
Potion Experimentation: Alchemists and magicians usually must experiment to devise the formulas for their potions. The success of experiments will be determined by the gamemaster, with one gamemaster's decision not necessarily binding on another. The success of an experiment is determined using a target number. All ingredients used and all preparation techniques must be justified to the gamemaster. Appropriate ingredients, techniques, and preparation times are each given a bonus modifier and totalled. Inappropriate or extraneous ingredients and techniques are given penalty and subtracted from the total. The difficulty of the effect the potion is designed to achieve is considered when assigning target numbers. The totals of the appropriate and inappropriate items are added together.
Appropriate save versus potions are still applicable to the creature to be affected but this has no real bearing on the actual success or failure of the formula. Whether a potion fails or succeeds, another throw is made to determine if the potion has any adverse affects. If the resulting throw is less than or equal to the total of the inappropriate items there is a side effect from the potion. An appropriate side effect is determined by the gamemaster. In magic potions the magic law of practice has a bearing on further attempts to use the same formula. Each time a potion is successfully used , its chance of success the next time it is used increases by 1, and each time it is unsuccessfully used its chance of success drops by 2. If an alchemical potion works once, it will always work in exactly the same way when used again. If a potion has side effects, the side effects will be the same every time. If the potion doesn't work once, it will not work the next time.
Magic Potions
Magic potions rely upon the magical properties of its components to achieve their effects. Rudiments of herb lore may also be employed. Magic potions enable the person affected to perform certain magical acts, such as the ability to fly, turn invisible, and so forth. Abilities or effects that are not uniquely magical in nature generally can not be made by magic users. Upon reaching a certain level magic users gain the skill of manufacturing potions. Magic users with this skill are able to unlock the magical properties found within the ingredients. Magicians are restricted to making potions related to their own fields of magic. For example a charm potion might be manufactured by an enchanter, but could not be manufactured by a necromancer who practices black magic, a field unrelated to charms. Some overlap between alchemical and magical potions may take place in the gray areas related to minor herbal and magical effects, Magical properties can not be incorporated into the particular potions until the magician reaches a certain experience level dependant on his particular field of magic.
Examples Of Magic Potions:
Charm Potions: Charm potions may either be alchemical or magical in nature. One ingredient necessary for a charm potion is a piece of the individual, race, creature, or monster, to be affected by the potion. This piece of tissue must be incorporated into the potion along with other ingredients determined by experimentation.
Speak with Creature Potions: A potion of speak with creature enables the user to speak with other persons, races, creatures, or monsters in their own language. They may either be alchemical or magical in nature. One ingredient necessary in a speak with creature potion is a piece of tissue from the type of creature with which the user wishes to speak. Pieces of tongues are particularly good. Semi and animal intelligence creatures have a basic root language such as mammal, reptile, etc. from which their species language if any is developed. Some generalized communication is possible at the root language level such as a speak with mammal potion. However, for example a speak with dire wolf would provide clearer communication with a dire wolf than would a speak with mammal potion.
Alchemical Potions
Alchemical potions rely upon the chemical and physical properties of its components to achieve their effects. They may be thought of as modern drugs and chemicals. The alchemist as he advances in level increases his knowledge of potions and he becomes more proficient in his techniques of manufacture and research. Alchemical potions whether ingestive or contact affect the mental, physical, or personality characteristics of the affected person.
Random Potions
Potions may be in the form of a liquid, a powder, a gas, or a salve. There properties are typically the same as those of the equivalent magic spell cast at the eighth level. The following tables list potions often encountered in adventures. This partial list is to be used as a guide for types of potions that may be encountered on adventures. The types of potions possible are almost unlimited as each magician and each alchemist upon reaching a high enough level can devise his own potions.
Type of Potion- Roll 1d10
1-2 Alchemical Potion, 3-10 Magical Potion
Roll 1d6 for specific type of alchemical potion
Roll 1d30 for type of magical potion
Alchemical Potions
01 Charm Person or Creature
02 Flight
03 Immunity to Drunkenness
04 Love Potions
05 Tongues
06 Youth
Magical Potions
01 Acid Cloud
02 Alter Appearance
03 Animal Growth
04 Charisma
05 Charm Creature
06 Charm Person
07 Clairvoyance
08 Death Mist
09 Disease
10 Flight
11 Healing (1d8 points)
12 Heightened Perception
13 Invisibility
14 Levitation
15 Major Healing: (2d8))
16 Mutation
17 Plant Growth
18 Resist Cold
19 Resist Fire
20 Resist Lightning
21 Resurrection
22 Running
23 Speak With Creature
24 Speak With Dead
25 Speed
26 Strength
27 Tongues
28 Water Breathing
29 X-Ray Vision
30 Zen Vision
Magical And Alchemical Components
The following listing show some of the purported alchemical and magical properties of various animal and plant components used in potions and magical devices. The list is not complete and even those listed may have additional properties. The list is for reference only. The costs listed are costs to purchase the items, not the price to sell them, if you have a market.
Alchemical/Magical
Animal Components Properties cost unit
Basilisk Eye Petrification (m) 350 gp
Bat's Wing Curse/Uncurse (m) 8 cp
Black Cat Fur Curse/Uncurse (m) 1 cp
thingyatrice Feathers Petrification (a&m) 350 gp
Dragon's Blood Unpetrify (a&m) 150 gp
Ghost Shroud Thread Aging 400 gp
Griffin Feather Flight (m) 300 gp
Harpy's Tongue Charm (a&m) 150 gp
Hawk's Eye Sharp Vision (a&m) 15 gp
Lions Heart Bravery (m) 20 gp
Merman Scale Water Breathing (m) 5 gp
Mouse's Tail Stealth (m) 3 cp
Rhinoceros Horn Aphrodisiac Ca&m) 15 gp
Scorpion Tail Poison Ca) 4 cp
Snail Shell Slowness (m) 2 cp
Snake Venom Poison (a) 1-20 gp
Spider Leg Climbing (m) 3 cp
Troll's Blood Regeneration (m) 10 gp
Unicorn Horn Neutralize Poison Ca&m) 1000 gp
Vampire Blood Gaseous Form (m) 500 gp
Plant Component Magical Properties Cost/oz.
Anise Evokes Spirits 4 gp
Belladonna Flying 8 gp
Dill Aphrodisiac 3 sp
Draconium Prot. From Snakes 4 gp
Fern Invisibility 5 cp
Juniper Neutralize Potions 2 sp
Locust Speak With Dead 2 sp
Oleander Beauty 3 sp
Orchid Love 4 gp
Saffron Luck 6 sp
Vervain Courage 6 sp
Willow Sorrow 5 cp
Plant Component Alchemical Properties Cost/oz-
Alkanet Poison Antidote 2 sp
All Heal Healing 8 gp
Aloe Vera Burn Relief
Relieve Skin Irritation 5 cp
Barberry Heals Burns 5 gp
Bindwound Pain Relief 1 sp
Boneset Heals Broken Bones 1 gp
Byrony Removes Fear 3 sp
Cayenne Pepper Breaks Fever 9 gp
Camomile Healing 1 gp
Comfrey Relieve Insect Bites 1 gp
Coriander Cures Disease 2 sp
Curare Paralyzation 500 gp
Daffodil Healing 2 sp
Eucalyptus Cough/Sore Throat 5 gp
Eyebright Cures Blindness 1 sp
Garlic Prot. From Vampires 9 gp
Ginseng Youth/Aphrodisiac 5 gp
Groundsel Relieves Pain 1 gp
Hellebore Anti-Aphrodisiac 2 sp
Hops Headache Relief 5 cp
Jewel Weed Relieve Skin Irritation 1 sp
Moss Heals Burns 3 cp
Mullein Eases Breathing 5 cp
Nightshade, Common Poison 20 gp
Peppermint Relieve Stomach Problems 2 gp
Plantain Stops Bleeding 3 cp
Poppy Seed Narcotic/Hallucinogen 20 gp
Psilocybin Hallucinogen 100 gp
Rosemary Healing 1 sp
Sage Restores Memory 1 sp
Thistle Poison Antidote 2 cp
Wolfsbane Prot. From Lycanthropes 2 gp
Wormwood Anti-Parasitic 3 sp
Yarrow Sedative 2 gp
Mineral Component Alchemical or Magical Cost/coin
Agate Truth see gems
Amber Immunity To Disease see gems
Bloodstone Longevity 5 gp
Gems Miscellaneous see gems
Lead Magic Resistance 1 cp
Lodestone Magnetism 3 gp
Pearl Wisdom see gems
Rare Earths Magic Activators 100 gp
Sard Intelligence 5 gp
Sulfur Healing 2 gp
Laboratory Equipment
Apothecary Jars, 4 oz. 5 cp
Balance and weights 15 gp
Bellows 5 sp
Book, 40 pages, Parchment 20 gp
Bottle, Glass 8 oz. 5 cp
Brazier 2 gp
Candle, Wax 2 cp
Cauldron, Ceramic, Large 2 gp
Crucible, Ceramic 2 gp
Distillation Device 1 gp
Funnel, Glass, small 3 sp
Glass Working Tools 15 gp
Hourglass 5 gp
Incense 1 gp
Ink, Normal 1 cp
Jewelers Tools 20 gp
Lens, Glass 5 gp
Mortar and Pestle, Ceramic 1 gp
Paper, sheet 2 cp
Parchment, Sheet 2 sp
Prism 10 gp
Quill Pen 3 cp
Rods, Glass 1/8", per foot 2 cp
Tongs, Metal 1 gp
Tube, Glass 1/2", per foot 6 cp
Vat, Copper, 5 gallons 12 gp
Vellum, Sheet 5 gp
Vial, Ceramic, 1 oz 2 cp
Vial, Copper, 1 oz 1 sp
Vial, Glass, 1 oz 3 cp
NOTES:
Potions
There are two types of potions in the Knarf 2 system. These are magical potions and alchemical potions. Alchemical potions achieve their effects through the chemical and physical properties of their ingredients. Magical potions achieve their effects through the magical properties of their ingredients. Although they differ in how they achieve their effects, they are otherwise virtually identical in physical form, manufacture, and experimentation techniques. Potions may be in the form of a liquid, a powder, a gas, or a salve. They may achieve their effects in a number of different ways. For example a charm potion could be alchemical or magical in nature. if a person, creature, or monster drinks the potion or is contacted by it, it may be charmed by the person who gave it to him, the first person he sees, or similar trigger mechanism. Alternatively if someone drinks a potion it could increase his charisma with respect to the person he wants to charm. It might give off an odor that charms the other person, race, creature, or monster, like a super perfume. Potions generally only affect only the user or one type of creature. Potions usually come in small vials and a full vial is required to achieve the full effects of the potion.
Potion Experimentation: Alchemists and magicians usually must experiment to devise the formulas for their potions. The success of experiments will be determined by the gamemaster, with one gamemaster's decision not necessarily binding on another. The success of an experiment is determined using a target number. All ingredients used and all preparation techniques must be justified to the gamemaster. Appropriate ingredients, techniques, and preparation times are each given a bonus modifier and totalled. Inappropriate or extraneous ingredients and techniques are given penalty and subtracted from the total. The difficulty of the effect the potion is designed to achieve is considered when assigning target numbers. The totals of the appropriate and inappropriate items are added together.
Appropriate save versus potions are still applicable to the creature to be affected but this has no real bearing on the actual success or failure of the formula. Whether a potion fails or succeeds, another throw is made to determine if the potion has any adverse affects. If the resulting throw is less than or equal to the total of the inappropriate items there is a side effect from the potion. An appropriate side effect is determined by the gamemaster. In magic potions the magic law of practice has a bearing on further attempts to use the same formula. Each time a potion is successfully used , its chance of success the next time it is used increases by 1, and each time it is unsuccessfully used its chance of success drops by 2. If an alchemical potion works once, it will always work in exactly the same way when used again. If a potion has side effects, the side effects will be the same every time. If the potion doesn't work once, it will not work the next time.
Magic Potions
Magic potions rely upon the magical properties of its components to achieve their effects. Rudiments of herb lore may also be employed. Magic potions enable the person affected to perform certain magical acts, such as the ability to fly, turn invisible, and so forth. Abilities or effects that are not uniquely magical in nature generally can not be made by magic users. Upon reaching a certain level magic users gain the skill of manufacturing potions. Magic users with this skill are able to unlock the magical properties found within the ingredients. Magicians are restricted to making potions related to their own fields of magic. For example a charm potion might be manufactured by an enchanter, but could not be manufactured by a necromancer who practices black magic, a field unrelated to charms. Some overlap between alchemical and magical potions may take place in the gray areas related to minor herbal and magical effects, Magical properties can not be incorporated into the particular potions until the magician reaches a certain experience level dependant on his particular field of magic.
Examples Of Magic Potions:
Charm Potions: Charm potions may either be alchemical or magical in nature. One ingredient necessary for a charm potion is a piece of the individual, race, creature, or monster, to be affected by the potion. This piece of tissue must be incorporated into the potion along with other ingredients determined by experimentation.
Speak with Creature Potions: A potion of speak with creature enables the user to speak with other persons, races, creatures, or monsters in their own language. They may either be alchemical or magical in nature. One ingredient necessary in a speak with creature potion is a piece of tissue from the type of creature with which the user wishes to speak. Pieces of tongues are particularly good. Semi and animal intelligence creatures have a basic root language such as mammal, reptile, etc. from which their species language if any is developed. Some generalized communication is possible at the root language level such as a speak with mammal potion. However, for example a speak with dire wolf would provide clearer communication with a dire wolf than would a speak with mammal potion.
Alchemical Potions
Alchemical potions rely upon the chemical and physical properties of its components to achieve their effects. They may be thought of as modern drugs and chemicals. The alchemist as he advances in level increases his knowledge of potions and he becomes more proficient in his techniques of manufacture and research. Alchemical potions whether ingestive or contact affect the mental, physical, or personality characteristics of the affected person.
Random Potions
Potions may be in the form of a liquid, a powder, a gas, or a salve. There properties are typically the same as those of the equivalent magic spell cast at the eighth level. The following tables list potions often encountered in adventures. This partial list is to be used as a guide for types of potions that may be encountered on adventures. The types of potions possible are almost unlimited as each magician and each alchemist upon reaching a high enough level can devise his own potions.
Type of Potion- Roll 1d10
1-2 Alchemical Potion, 3-10 Magical Potion
Roll 1d6 for specific type of alchemical potion
Roll 1d30 for type of magical potion
Alchemical Potions
01 Charm Person or Creature
02 Flight
03 Immunity to Drunkenness
04 Love Potions
05 Tongues
06 Youth
Magical Potions
01 Acid Cloud
02 Alter Appearance
03 Animal Growth
04 Charisma
05 Charm Creature
06 Charm Person
07 Clairvoyance
08 Death Mist
09 Disease
10 Flight
11 Healing (1d8 points)
12 Heightened Perception
13 Invisibility
14 Levitation
15 Major Healing: (2d8))
16 Mutation
17 Plant Growth
18 Resist Cold
19 Resist Fire
20 Resist Lightning
21 Resurrection
22 Running
23 Speak With Creature
24 Speak With Dead
25 Speed
26 Strength
27 Tongues
28 Water Breathing
29 X-Ray Vision
30 Zen Vision
Magical And Alchemical Components
The following listing show some of the purported alchemical and magical properties of various animal and plant components used in potions and magical devices. The list is not complete and even those listed may have additional properties. The list is for reference only. The costs listed are costs to purchase the items, not the price to sell them, if you have a market.
Alchemical/Magical
Animal Components Properties cost unit
Basilisk Eye Petrification (m) 350 gp
Bat's Wing Curse/Uncurse (m) 8 cp
Black Cat Fur Curse/Uncurse (m) 1 cp
thingyatrice Feathers Petrification (a&m) 350 gp
Dragon's Blood Unpetrify (a&m) 150 gp
Ghost Shroud Thread Aging 400 gp
Griffin Feather Flight (m) 300 gp
Harpy's Tongue Charm (a&m) 150 gp
Hawk's Eye Sharp Vision (a&m) 15 gp
Lions Heart Bravery (m) 20 gp
Merman Scale Water Breathing (m) 5 gp
Mouse's Tail Stealth (m) 3 cp
Rhinoceros Horn Aphrodisiac Ca&m) 15 gp
Scorpion Tail Poison Ca) 4 cp
Snail Shell Slowness (m) 2 cp
Snake Venom Poison (a) 1-20 gp
Spider Leg Climbing (m) 3 cp
Troll's Blood Regeneration (m) 10 gp
Unicorn Horn Neutralize Poison Ca&m) 1000 gp
Vampire Blood Gaseous Form (m) 500 gp
Plant Component Magical Properties Cost/oz.
Anise Evokes Spirits 4 gp
Belladonna Flying 8 gp
Dill Aphrodisiac 3 sp
Draconium Prot. From Snakes 4 gp
Fern Invisibility 5 cp
Juniper Neutralize Potions 2 sp
Locust Speak With Dead 2 sp
Oleander Beauty 3 sp
Orchid Love 4 gp
Saffron Luck 6 sp
Vervain Courage 6 sp
Willow Sorrow 5 cp
Plant Component Alchemical Properties Cost/oz-
Alkanet Poison Antidote 2 sp
All Heal Healing 8 gp
Aloe Vera Burn Relief
Relieve Skin Irritation 5 cp
Barberry Heals Burns 5 gp
Bindwound Pain Relief 1 sp
Boneset Heals Broken Bones 1 gp
Byrony Removes Fear 3 sp
Cayenne Pepper Breaks Fever 9 gp
Camomile Healing 1 gp
Comfrey Relieve Insect Bites 1 gp
Coriander Cures Disease 2 sp
Curare Paralyzation 500 gp
Daffodil Healing 2 sp
Eucalyptus Cough/Sore Throat 5 gp
Eyebright Cures Blindness 1 sp
Garlic Prot. From Vampires 9 gp
Ginseng Youth/Aphrodisiac 5 gp
Groundsel Relieves Pain 1 gp
Hellebore Anti-Aphrodisiac 2 sp
Hops Headache Relief 5 cp
Jewel Weed Relieve Skin Irritation 1 sp
Moss Heals Burns 3 cp
Mullein Eases Breathing 5 cp
Nightshade, Common Poison 20 gp
Peppermint Relieve Stomach Problems 2 gp
Plantain Stops Bleeding 3 cp
Poppy Seed Narcotic/Hallucinogen 20 gp
Psilocybin Hallucinogen 100 gp
Rosemary Healing 1 sp
Sage Restores Memory 1 sp
Thistle Poison Antidote 2 cp
Wolfsbane Prot. From Lycanthropes 2 gp
Wormwood Anti-Parasitic 3 sp
Yarrow Sedative 2 gp
Mineral Component Alchemical or Magical Cost/coin
Agate Truth see gems
Amber Immunity To Disease see gems
Bloodstone Longevity 5 gp
Gems Miscellaneous see gems
Lead Magic Resistance 1 cp
Lodestone Magnetism 3 gp
Pearl Wisdom see gems
Rare Earths Magic Activators 100 gp
Sard Intelligence 5 gp
Sulfur Healing 2 gp
Laboratory Equipment
Apothecary Jars, 4 oz. 5 cp
Balance and weights 15 gp
Bellows 5 sp
Book, 40 pages, Parchment 20 gp
Bottle, Glass 8 oz. 5 cp
Brazier 2 gp
Candle, Wax 2 cp
Cauldron, Ceramic, Large 2 gp
Crucible, Ceramic 2 gp
Distillation Device 1 gp
Funnel, Glass, small 3 sp
Glass Working Tools 15 gp
Hourglass 5 gp
Incense 1 gp
Ink, Normal 1 cp
Jewelers Tools 20 gp
Lens, Glass 5 gp
Mortar and Pestle, Ceramic 1 gp
Paper, sheet 2 cp
Parchment, Sheet 2 sp
Prism 10 gp
Quill Pen 3 cp
Rods, Glass 1/8", per foot 2 cp
Tongs, Metal 1 gp
Tube, Glass 1/2", per foot 6 cp
Vat, Copper, 5 gallons 12 gp
Vellum, Sheet 5 gp
Vial, Ceramic, 1 oz 2 cp
Vial, Copper, 1 oz 1 sp
Vial, Glass, 1 oz 3 cp