Potion Maker NWP (Int DC 20)
Requirements for this NWP:
Reading/Writing NWP
Chemistry NWP
Advanced Chemistry NWP
Alchemy NWP
Advanced Alchemy NWP
Brew Potion Feat
Character level 12
Every additional slot in the 4 required NWPs add +2 to the Potion Maker roll, and every additional slot in Potion Maker NWP adds +4. A maximum of 5 slots is possible in any NWP, and the best bonus you can achieve is +48 to the roll. However, Poisons NWP adds +2 for every slot, bringing the possible bonus up to +58.
Lastly, the following NWPs add +1 to your roll regardless of how many slots you have:
Brewing, Cooking, Field of Study (all and any of the required NWPs), Herbalism, Mathematics, Observation, Pharmacy, Scribing, Spellcraft and Wine Making.
Learning a new potion recipe:
Learning a new recipe grants 10xp pr. gold it costs to create the potion. The cost of discovering a new recipe is 10 times the manufacture cost of the potion per day spent researching. When you want to learn a new recipe, you decide upon which recipe you want to learn, and then spend a full day at the lab, paying the relevant cost in materials. At the end of the day you roll a Potion Maker check with the relevant DC (an Animal Control recipe is DC 20 while Tongues recipe is DC 75). If the roll is successful (a natural 1 is always a failure and a natural 20 is always a success), you have learned a new recipe. If you fail your roll, you can continue researching the next day, and pay the same cost again, but now add +1 to your roll. You can continue doing this until you have learned the recipe.
Creating a potion:
Brewing regular potions take one day once you know how to make them. The DC and cost is on the table below. If the DC of making the potion is a bit high, you can decide to spend more than just one day creating it. Decide in advance how many consecutive days you want to spend making it. Once those days are up (and you have spent the same creation cost every day), you get your roll, but with a +1 to your roll per additional day spent creating the potion. Note that this process differs from the recipe learning process, since you only get one roll when creating potions.
Standard Potions (AD&D 2nd Ed)
1 Animal Control, DC 20, 250g
2 Clairaudience, DC 20, 250g
3 Clairvoyance, DC 20, 250g
4 Climbing, DC 20, 250g
5 Diminuition, DC 30, 300g
6 Dragon Control, DC 70, 700g
7 Elixir of Health, DC 35, 350g
8 Elixir of Youth, DC 50, 500g
9 ESP, DC 50, 500g
10 Extra-Healing, DC 40, 400g
11 Fire Breath, DC 40, 400g
12 Fire Resistance, DC 25, 250g
13 Flying, DC 50, 500g
14 Gaseous Form, DC 30, 300g
15 Giant Control, DC 60, 600g
16 Giant Strength, DC 55, 550g
17 Growth, DC 25, 250g
18 Healing, DC 20, 200g
19 Heroism, DC 30, 300g
20 Human Control, DC 50, 500g
21 Invisibility, DC 25, 250g
22 Invulnerability, DC 35, 350g
23 Levitation, DC 25, 250g
24 Longevity, DC 50, 500g
25 Oil of Acid Resistance, DC 50, 500g
26 Oil of Disenchantment, DC 75, 750g
27 Oil of Elemental Invulnerability, DC 50, 500g
28 Oil of Etherealness, DC 60, 600g
29 Oil of Fiery Burning, DC 50, 500g
30 Oil of Impact, DC 75, 750g
31 Oil of Slipperiness, DC 40, 400g
32 Oil of Timelessness, DC 50, 500g
33 Philter of Glibness, DC 50, 500g
34 Philter of Love, DC 20, 200g
35 Philter of Persuasiveness, DC 40, 400g
36 Plant Control, DC 25, 250g
37 Polymorph Self, DC 20, 200g
38 Rainbow Hues, DC 20, 200g
39 Speed, DC 20, 200g
40 Super-Heroism, DC 45, 450g
41 Sweet Water, DC 20, 200g
42 Treasure Finding, DC 60, 600g
43 Undead Control, DC 70, 700g
44 Ventriloquism, DC 20, 200g
45 Vitality, DC 30, 300g
46 Water Breathing, DC 40, 400g
Advanced Potions (3.5 Ed) (these potions mimic the spells described in 3.5 Ed)
47 Cure Light Wounds, DC 25, 250g
48 Endure Elements, DC 25, 250g
49 Hide from Animals, DC 25, 250g
50 Hide from Undead, DC 25, 250g
51 Jump, DC 25, 250g
52 Mage Armor, DC 25, 250g
53 Magic Fang, DC 25, 250g
54 Oil of Magic Stone, DC 25, 250g
55 Oil of Magic Weapon, DC 25, 250g
56 Pass Without Trace, DC 25, 250g
57 Protection from (alignment), DC 25, 250g
58 Remove Fear, DC 25, 250g
59 Sanctuary, DC 25, 250g
60 Shield of Faith +2, DC 25, 250g
61 Oil of Shillelagh, DC 25, 250g
62 Oil of Bless Weapon, DC 30, 300g
63 Enlarge Person, DC 45, 450g
64 Reduce Person, DC 45, 450g
65 Aid, DC 50, 500g
66 Barkskin +2, DC 50, 500g
67 Bear’s Endurance, DC 50, 500g
68 Blur, DC 50, 500g
69 Bull’s Strength, DC 50, 500g
70 Cat’s Grace, DC 50, 500g
71 Cure Moderate Wounds, DC 50, 500g
72 Oil of Darkness, DC 50, 500g
73 Darkvision, DC 50, 500g
74 Delay Poison, DC 50, 500g
75 Eagle’s Splendor, DC 50, 500g
76 Fox’s Cunning, DC 50, 500g
77 Oil of Invisibility, DC 50, 500g
78 Lesser Restoration, DC 50, 500g
79 Oil of Levitate, DC 50, 500g
80 Misdirection, DC 50, 500g
81 Owl’s Wisdom, DC 50, 500g
82 Protection from Arrows 10/magic, DC 50, 500g
83 Remove Paralysis, DC 50, 500g
84 Resist Energy (type) 10, DC 50, 500g
85 Shield of Faith +3, DC 50, 500g
86 Spider Climb, DC 50, 500g
87 Undetectable Alignment, DC 50, 500g
88 Barkskin +3, DC 60, 600g
89 Shield of Faith +4, DC 60, 600g
90 Resists Energy (type) 20, DC 70, 700g
91 Cure Serious Wounds, DC 75, 750g
92 Oil of Daylight, DC 75, 750g
93 Displacement, DC 75, 750g
94 Oil of Flame Arrow, DC 75, 750g
95 Fly, DC 75, 750g
96 Gaseous Form, DC 75, 750g
97 Greater Magic Fang +1, DC 75, 750g
98 Oil of Greater Magic Weapon +1, DC 75, 750g
99 Haste, DC 75, 750g
100 Heroism, DC 75, 750g
101 Oil of Keen Edge, DC 75, 750g
102 Magic Circle against (alignment), DC 75, 750g
103 Oil of Magic Vestment +1, DC 75, 750g
104 Neutralize Poison, DC 75, 750g
105 Nondetection, DC 75, 750g
106 Protection from energy (type), DC 75, 750g
107 Rage, DC 75, 750g
108 Remove Blindness/Deafness, DC 75, 750g
109 Remove Curse, DC 75, 750g
110 Remove Disease, DC 75, 750g
111 Tongues, DC 75, 750g
112 Water Breathing, DC 75, 750g
113 Water Walk, DC 75, 750g
114 Barkskin +4, DC 75, 750g
115 Shield of Faith +5, DC 80, 800g
116 Good Hope, DC 80, 800g
117 Resist Energy (type) 30, DC 80, 800g
118 Barkskin +5, DC 80, 800g
119 Greater Magic Fang +2, DC 80, 850g
120 Oil of Greater Magic Weapon +2, DC 80, 800g
121 Oil of Magic Vestment +2, DC 80, 800g
122 Protection from Arrows 15/magic, DC 80, 800g
123 Greater Magic Fang +3, DC 85, 850g
124 Oil of Greater Magic Weapon +3, DC 85, 850g
125 Oil of Magic Vestment +3, DC 85, 850g
126 Greater Magic Fang +4, DC 90, 900g
127 Oil of Greater Magic Weapon +4, DC 90, 900g
128 Oil of Magic Vestment +4, DC 90, 900g
129 Greater Magic Fang +5, DC 95, 950g
130 Oil of Greater Magic Weapon +5, DC 95, 950g
131 Oil of Magic Vestment +5, DC 95, 950g
Brewing a successful (or broken, but not failed) potion grants 1xp pr gold cost of the potion.
The Potion Maker NWP check is rolled by the DM. On a natural 1, broken potions will be created. The exact nature of these potions can only be revealed by an identify spell or better, and they have all the same characteristics of the potion the maker was trying to create. So a failed result is not evident until the effects manifest themselves after imbibing the broken potion. And if the check is merely failed, the materials and time spent creating the potion are lost while the potion itself turns into a grey, watery, foul-smelling substance which has no positive or negative effect should it be imbibed.
Potion of Delusion
Elixir of Madness
Oil of Fumbling
Philter of Stammering and Stuttering
Poison