Enchanting

Enchanting Minor Items

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The Medicine skill can be used to create minor elixirs, weak potions, healing poultices, powders, resins and basic poisons. First the ingredients must be found in the wilderness (takes about 1 hour) or purchased in any inhabited locale (time varies, cost is 1d6 gp). Make a Wisdom(Nature) or Wisdom(Medicine) check against a difficulty that varies according to terrain (eg, 10 for a lush forest, 20 for a desert, 14 for a town). Then after 1 hour of preparation make a second WIS roll to create a good batch of the product against a DC listed for each item. Failure indicates the ingredients were wasted and no item was produced.

  • Allweal – a spongy poultice that heals deep wounds and stabilizes amputations during a short rest (1d4 hp).
  • Holy Chrism – a divinely-blessed oil that provides 1d4 temporary hit points if applied by a cleric of that faith.
  • Blood Moss – instantly heals 1 hp of damage, staunches wounds, prevents blood loss.
  • Burn Balm – heals 1d4 HP of fire damage and prevents permanent scarring from bad burns during a short rest.
  • Antiplague – protects against the effects of 1 common non-magical disease for a day.
  • Antitoxin – protects against the effects of 1 specific toxin for a day.
  • Rejuvenating Tonic – reduces 1 level of exhaustion.
  • Morphius Powder – stabilizes a mortally-wounded person in a coma so that they can be moved (CON save 12).

The Nature skill can be used to create the items listed below. Preparation is the same as Medicine above.

  • Allweal – a spongy poultice that heals deep wounds and stabilizes amputations during a short rest (1d4 hp).
  • Black Mushroom Powder – when ingested causes hallucinations for 1d4 hours (CON Save 12).
  • Paralytic Powder – produces paralysis when inhaled (CON Save 12)
  • Powder of Madness – produces temporary insanity when inhaled for 1d4 hours (CON Save 12)
  • Common Poisons – such as Viper’s Blood or Venomwood Resin.
  • Scarlet Spores – quickly eats into and damages leather, iron, wood and bone materials.
  • Fairy Stone – made from a stone naturally worn into a donut, allows one to see fairies.
  • Smokepowder – produces a cloud of smoke in a 20’ radius around the point of impact.

The Arcana skill can be used to enchant the following minor items, however preparation time is 1 day to 1 week:

  • Amberglass – a golden glassy material that can contain volatile substances like acids, elemental essences, etc.
  • Aphrodesiacs – various lust stimulants and love philtres to aid in seducing the opposite sex (CHA Adv).
  • Magical Pigments – useful for inscribing summoning circles.
  • Tanglefoot bag – created from expanding vine plants coiled with special springs and sticky resins.
  • Thunderstone – minor magical items made from solidified smoke and bone meal.
  • Divine Incense – helps with summoning Outer Planes servitors, whether devas or devils.
  • Fetishes & Charms – minor one-use items that confer a temporary advantage under specific circumstances.
  • Fragrant Oils – act as perfume for better CHA checks or can protect against evil magic.
  • Ceremonial Masks – bonus to CHA checks when negotiating with summoned otherworldly creatures.
  • Neutralizing Gel – negates a small quantity (1 gallon) of acid or strong alkali, or a single magic potion.

v1.0 Rules subject to change at GM’s whim.

Enchanting

The Dragon's Jewel Riujin