Arena Logo
Arena Home Schedule Character Listings Forums AOL Chat AIM Chat
Rules Spells Classes Trading Post

Potions

Potions may be used by anyone, regardless of class. All potions take a full round to use and take effect (ie. the effect always begins the round afterwards, unless their duration is "Instant"). Available: One per month of each potion (limit two per customer).

Agility (50gp): +1 to hit, to the class minimum. Duration: Five rounds.

Energy (100gp): Heals 4d6+4 spell points, up to the user's normal maximum. Duration: Instant.

Fire Resistance (100gp): Reduces the damage from fire in half or one quarter with a successful save. Duration: Five rounds.

Firewine (150gp): The imbiber becomes both very strong and very erratic. A d20 is rolled instead of the normal melee attack roll. On an 11+, the attack hits for double damage (ignoring all critical factors from a roll of 18-20). On a roll less than 11, the attacker suffers the effects of a critical miss. Duration: 1d4+2 rounds.

Free Move (150gp): Prevents user from being affected by Hold, Entangle, or Taunt. Duration: Five rounds.

Greater Healing (350gp): Cures 4d6+4 damage when imbibed and 2d6+2 damage at the beginning of the following round. Duration: Instant.

Grounding (100gp): Reduces the damage from electricity in half or one quarter with a successful save. Duration: Five rounds.

Healing (200gp): Heals 4d6+4 hit points, up to the user's normal maximum. Duration: Instant.

Magic Resistance (50gp): +1 to save from spells. Duration: Five rounds.

Magic Protection (200gp): +3 to save from spells. Duration: Five rounds.

Poison (250gp): This potion isn't imbibed. It takes a full round to coat a weapon with this potion. A weapon will remain coated with this potion until it strikes, if a melee weapon, or is fired, if a missile weapon. If the weapon does not successfully hit, or is not fired, in 3 rounds, the coating fades. On a successful strike the opponent receives a saving throw. If the saving throw passes, the opponent takes only the d6 initial damage. If failed, the opponent will take d6 damage, then d6 damage at the end of the round for d3+3 rounds (counting the initial damage). This further damage cannot disrupt spells.

Speed (100gp): +1 to initiative rolls, up to the die maximum. Duration: Five rounds.

Stoneskin (75gp): -1 from damage from any missile or weapon (as the talisman). If modified damage is 0 or less, no damage is taken, and spellcasting will not be disrupted. Duration: Five rounds.

Strength (75gp): +1 to damage per physical hit (as the talisman). Duration: Five rounds.

Arena Home - Trading Post - Rules - Characters - Guilds - Boards - AIM Chat Room - AOL Chat Room
This site created and maintained by Purple Frog Productions.
The Arena Theme by Ian Friedman