Magic Items/Potions
From Titan's Teeth
Contents
Potions
A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
Physical Description
A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.
Identifying Potions
In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).
Activation
Drinking a potion requires no special skill. The user merely removes the stopper and swallows the potion.
Drinking a potion is a standard action. The potion takes effect immediately. Using a potion provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion.
A creature must be able to swallow a potion. Because of this, incorporeal creatures cannot use potions.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat.
Oils
The person applying an oil is the effective caster, but the object is the target.
Activation
Applying an oil requires no special skill. The user merely removes the stopper and smears on the oil.
Using an oil is a standard action. The oil takes effect immediately. Using an oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from applying the oil.
A creature must be able to smear on an oil. Because of this, incorporeal creatures cannot use oils.
Dusts
Magic dust is a generic term for a single-use, use-activated magic item that is essentially a spell that has been infused into a handful of powder. The magic dust can only contain spells of 4th level or lower.
The price of magic dust is equal to the level of the spell × the creator’s caster level × 60 gp (minimum 30gp). If the spell has a material component cost, it is added to the base price and cost to create.
Physical Description
The composition of the dust depends on the powder used to create it, ranging from sand to ash to dirt. Once created, dust is typically stored in a small glass vial 2 inches tall.
Use
To be used, the dust must first be emptied into the user’s hand (a free action), where it is then thrown. Throwing the vial without emptying the dust first typically prevents the spell from activating.
The vial is not ammunition, and thus is generally retrieved in the same manner as a potion, scroll, or wand.
To use dust, the user must throw the dust at a target. The dust counts as a ranged weapon with a range increment of 10 feet. On a successful ranged touch attack, the spell is activated against the target. Due to the nature of the material, all penalties due to wind are doubled.