d20 Creation's Edge Games Buck-A-Batch Magic Potions II.pdf

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Buck-A-Batch
Magic
Potions II
This product requires the use
of Dungeons & Dragons,
Third Edition rules
50 New Magic Items for
use with D20 Fantasy
Rules
This document is part of System 20:
A Do-It-Yourself supplement system available at
creationsedge.com
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Buck-A-Batch
Introduction
Welcome to Magic Potions II, part of
our Buck-A-Batch line of products.
The Buck-A-Batch product line is part
of System 20, a do-it-yourself supple-
ment system found on our website at
www.creationsedge.com .
System 20 allows you to create your
own supplements, featuring the content
of your choice, for a fraction of the cost
of traditional RPG supplements.
You’ll find over 1000 different magic
items, weapons, rings, and wear on our
site, as well as our Add-A-Rooms,
Adventures, and other role-playing aids.
Our Free 20 section also hosts
dozens of free creatures, items, and
weapons to incorporate into your D20
fantasy campaign.
This product requires the use of
Dungeons & Dragons® Third Edition
rules.
Magic
Potions II
50 New Magic Items
for use with D20
Fantasy Rules
Buck-A-Batch: Magic Potions II is available for download on the Creation Edge Games
website as part of the System 20 collection. Check out our website at creationsedge.com
for more System 20 resources and information on upcoming releases.
~Open Game Content~
The content of this document entitled “Buck-A-Batch: Magic Potions II” which describe game
mechanics are designated as Open Content. The remaining portions of this document are hereby added to
Open Game Content and if so used should bear the COPYRIGHT NOTICE “Buck-A-Batch: Magic Potions
II ©2006 Creation’s Edge Games” and optionally the web address “www.creationsedge.com”.
The mention of or reference to any company or product in these pages is not a challenge to the
trademark or copyright concerned.
Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the
Coast, and are used with permission. This document contains material based on the D20 System. The
D20 System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
License version 1.0. A copy of this License can be found at www.wizards.com.
Buck-A-Batch: Magic Potions II - for use with D20 rules - © 2006 Creation’s Edge Games.
www.creationsedge.com
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Animal in a Bottle (major)
% Roll
Name of potion
00-01
Animal in a Bottle (major)
02-03
Animal in a Bottle (minor)
If a creature drinks this potion they must
immediately make a fortitude save (DC20)
or else suffer 1d4 points of temporary con-
stitution damage. Smashing this potion upon
the ground will result in it's magic being
released in the form of a summon nature's
ally V spell (as described in the Dungeons &
Dragons® Player’s Handbook, Third
Edition ). This spell functions as though cast
at 10th level.
04-05
Armor Boost
06-07
Bad Taste
08-09
Chaotic Healing
10-11
Cockatrice Blood
12-13
Elemental Form (air)
14-15
Elemental Form (earth)
16-17
Elemental Form (fire)
18-19
Elemental Form (water)
20-21
Elixir of Defense (chaos)
22-23
Elixir of Defense (evil)
24-25
Elixir of Defense (good)
26-27
Elixir of Defense (law)
Caster level: 6th / Prerequisites: Brew
Potion, spellcaster level 10th + / Market
Value: 900gp / Cost to Create: 450gp +
36xp
28-29
Friend of the Animals
30-31
Manasite Brew (bronze)
32-33
Manasite Brew (copper)
34-35
Manasite Brew (gold)
36-37
Manasite Brew (platinum)
38-39
Manasite Brew (rust)
Animal in a Bottle (minor)
40-41
Manasite Brew (silver)
42-43
Mists of Wonder
44-45
Preventive Medicine (blind/deaf)
If a creature drinks this potion they must
immediately make a fortitude save (DC15)
or else suffer 1d4 points of temporary con-
stitution damage. Smashing this potion upon
the ground will result in it's magic being
released in the form of a summon nature's
ally III spell (as described in the Dungeons
& Dragons® Player’s Handbook, Third
Edition ). This spell functions as though cast
at 5th level.
46-47
Preventive Medicine (curse)
48-49
Preventive Medicine (disease)
50-51
Preventive Medicine (fear)
52-53
Preventive Medicine (flesh to stone)
54-55
Preventive Medicine (paralysis)
56-57
Preventive Medicine (poison)
58-59
Preventive Medicine (slow)
60-61
Protecting Mist (acid)
62-63
Protecting Mist (cold)
64-65
Protecting Mist (electricity)
66-67
Protecting Mist (fire)
68-69
Protecting Mist (sonic)
Caster level: 3rd / Prerequisites: Brew
Potion, spellcaster level 5th + / Market
Value: 300gp / Cost to Create: 150gp +
12xp
70-71
Recharging (major)
72-73
Recharging (minor)
74-75
Skeleton Guard
76-77
Spell Bomb (sleet storm)
78-79
Spell Bomb (web)
80-81
Spell Retention
Armor Boost
82-83
Token Potion (attribute boost)
84-85
Token Potion (elemental attribute)
86-87
Token Potion (elemental form)
The imbiber of this potion is granted a +2
natural armor bonus. This effect is tempo-
rary and lasts for 4 hours.
88-89
Token Potion (healing)
90-91
Token Potion (protection from alignment)
92-93
Token Potion (protection from elements)
94-95
Treasure
Caster level: 5th / Prerequisites: Brew
Potion, spellcaster 5th+ / Market Value:
96-97
Voice of Chaos
98-99
Voice of Law
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300gp / Cost to Create: 150gp + 12xp
Cockatrice Blood
Though not actually made from cockatrice
blood this thick red potion certainly looks the
part. The drinker of this potion is protected
from spells or effects that turn flesh to stone.
This protection remains for 4 hours.
Bad Taste
This potion causes the imbiber to become
surrounded by a foul aura. While this aura
produces no smell the taste of the creature
that consumes the potion becomes
absolutely revolting. Any creature that suc-
cessfully bites a target that has consumed
this potion automatically takes 1 point dam-
age and must make a fortitude check (DC
15). Failure indicates that the attacker
spends the next 1d4 rounds hacking and
retching (treat as nauseated). Furthermore
anything that attempts to swallow the affect-
ed creature whole will quickly change its
mind. This bad taste aura remains for 4
hours.
Caster level: 12th / Prerequisites: Brew
Potion, stone to flesh / Market Value: 750gp
/ Cost to Create: 375gp + 30xp
Elemental Form (air)
Drinking this potion results in the imbiber
being transformed into an air elemental.
Their stats become identical to that of a
medium size air elemental as described in
the Dungeons & Dragons® Monster Manual ,
including hit points, armor class, etc. The
creature gains all the benefits and penalties
of being an air elemental. This transforma-
tion includes all currently equipped gear.
The creature remains in air elemental form
for 1 hour or until it's hit points have been
reduced to zero, at which point they will
revert back to their true form.
Caster level: 4th / Prerequisites: Brew
Potion, spellcaster level 6th + / Market
Value: 300gp / Cost to Create: 150gp +
12xp
Chaotic Healing
Characters of chaotic alignment favor this
potion, for how well it functions is left purely
to chance. Once the potion has been
imbibed roll 1d4. A result of 1 indicates that
the drinker has been healed for 1 point. A
result of 2 indicates that the potion functions
as a cure light wounds potion . A result of 3
indicates that the potion functions as a cure
moderate wounds potion . A result of 4 indi-
cates that the potion functions as a cure
serious wounds potion . A chaotically aligned
creature will be healed for an additional 1d4
points.
Caster level: 8th / Prerequisites: Brew
Potion, summon monster VI / Market Value:
1,000gp / Cost to Create: 500gp + 40xp
Elemental Form (earth)
Drinking this potion results in the imbiber
being transformed into an earth elemental.
Their stats become identical to that of a
medium size earth elemental as described
in the Dungeons & Dragons® Monster
Manual , including hit points, armor class,
etc. The creature gains all the benefits and
penalties of being an earth elemental. This
transformation includes all currently
equipped gear. The creature remains in
Caster level: 12th / Prerequisites: Brew
Potion, spellcaster level 8th + / Market
Value: 300gp / Cost to Create: 150gp +
12xp
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earth elemental form for 1 hour or until it's
hit points have been reduced to zero, at
which point they will revert back to their true
form.
Caster level: 8th / Prerequisites: Brew
Potion, summon monster VI / Market Value:
1,000gp / Cost to Create: 500gp + 40xp
Caster level: 8th / Prerequisites: Brew
Potion, summon monster VI / Market Value:
1,000gp / Cost to Create: 500gp + 40xp
Elixir of Defense (chaos)
The creature that consumes this potion is
protected from chaotically aligned creatures
as though affected by a protection from
chaos spell (as described in the Dungeons
& Dragons® Player’s Handbook, Third
Edition ) cast at 8th level. Instead of drinking
the potion it may be shattered upon the
ground. A magic circle against chaos (as
described in the Dungeons & Dragons®
Player’s Handbook, Third Edition ) will form
in a ten-foot radius of where the potion was
shattered. This circle acts as though it were
cast at 10th level.
Elemental Form (fire)
Drinking this potion results in the imbiber
being transformed into a fire elemental.
Their stats become identical to that of a
medium size fire elemental as described in
the Dungeons & Dragons® Monster Manual ,
including hit points, armor class, etc. The
creature gains all the benefits and penalties
of being a fire elemental. This transformation
includes all currently equipped gear. The
creature remains in fire elemental form for 1
hour or until it's hit points have been
reduced to zero, at which point they will
revert back to their true form.
Caster level: 10th / Prerequisites: Brew
Potion, protection from chaos, magic circle
against chaos / Market Value: 750gp / Cost
to Create: 375gp + 30xp
Caster level: 8th / Prerequisites: Brew
Potion, summon monster VI / Market Value:
1,000gp / Cost to Create: 500gp + 40xp
Elixir of Defense (evil)
The creature that consumes this potion is
protected from evil aligned creatures as
though affected by a protection from evil
spell (as described in the Dungeons &
Dragons® Player’s Handbook, Third Edition )
cast at 8th level. Instead of drinking the
potion it may be shattered upon the ground.
A magic circle against evil (as described in
the Dungeons & Dragons® Player’s
Handbook, Third Edition ) will form in a ten-
foot radius of where the potion was shat-
tered. This circle acts as though it were cast
at 10th level.
Elemental Form (water)
Drinking this potion results in the imbiber
being transformed into a water elemental.
Their stats become identical to that of a
medium size water elemental as described
in the Dungeons & Dragons® Monster
Manual , including hit points, armor class,
etc. The creature gains all the benefits and
penalties of being a water elemental. This
transformation includes all currently
equipped gear. The creature remains in
water elemental form for 1 hour or until it's
hit points have been reduced to zero, at
which point they will revert back to their true
form.
Caster level: 10th / Prerequisites: Brew
Potion, protection from evil, magic circle
against evil / Market Value: 750gp / Cost to
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