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

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