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ConcoctionsExpensive and unusual brews for the eccentric character. Available: Three per month (limit one per customer).Adrenalin (300gp): Prevents user from losing initiative rolls, and is temporarily immune to Entangle, Hold, Taunt, Immobilize, Freeze, and Fear (though damage still applies from the latter spells). Duration is halved to one round for Shadow Monsters and backlash from Finger of Death. User is also immune to the paralyzing effect of a Knife Hand, although normal damage still applies. Duration: Ten rounds. Berserking (250gp): +2 to damage per physical hit. If the user critmisses with a weapon, a flat 12 to save is permitted to avoid losing a round. Duration: Ten rounds Courage (1250gp): Allows imbiber to take a second action at the end of the round. Spells cast in this way cannot be disrupted. All second actions suffer a to hit or to cast penalty of 5 points, as appropriate. Duration: 1d4+2 rounds. Domination (400gp): Effective only in group fights, this potion surrounds the user with a massive psychic aura. All opponents must save or be affected by a critmiss/fizzle, depending on their current move. If an opponent has already made her move for the round, there will be no save, and he will instead be forced to pass his next round, recovering. If the opponent critmisses on his own, and is affected in the same round, he must make two rolls to avoid causing damage, but will only lose one round. Duration: Instant. Fire Breath (300gp): Enables the user to breathe forth a gout of flame on a single target at any range. A d20 is rolled. If the result is 2-19, the fire does 3d10+10 damage to the target or half with a successful save. If a 20 is rolled, no save is allowed. If a one is rolled, internal combustion occurs and the imbiber takes the damage instead, save for half permitted. If a protected person is breathed at in a group fight, the fire will strike the protector. Duration: Instant. Invulnerability (750gp): A highly unstable solution that bestows complete invincibility for a brief period of time. A d20 will be rolled by the HOST. If a 1 or 2 is rolled, the user takes double damage from all attacks for three rounds. If a 19 or 20 is rolled, the user is frozen for the three subsequent rounds due to overconsumption. Duration: Five rounds.
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