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 Post subject: Magic Potions
Unread postPosted: Fri Jul 19, 2013 10:43 am
  

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Wanderer

Joined: Wed Jun 29, 2005 2:34 am
Posts: 50
Location: indiana
My gaming group has an on going question. Are there any rules/recommendations for when a wizards can/should be able to create potions, i.e. healing potions. Like what level of experience and what skills would be needed. Also how many skill rolls would required to determine the success or failure of the creation.


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 Post subject: Re: Magic Potions
Unread postPosted: Fri Jul 19, 2013 1:31 pm
  

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Adventurer

Joined: Tue Sep 07, 2004 3:18 pm
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Location: Ottawa, Canada
PFRPG Yin Sloth Jungles had the skill Holistic Chemistry, that could be used to create things like Healing Potions, Poisons, and Explosives. These might be considered "mundane" in term of how they are manufactured, but their effects might be considered "magical". One of the Rifters provided an update to the skill for 2nd edition.

Rifts: England had the Mystic Herbology skill, allowing a character to magically enhance natural herbs to create things like potions, wands, and other things. I don't remember if this skill was explicitly for Druid OCCs only, or if they simply received a bonus, whereas any other practitioner of magic did not.

Otherwise, the PFRPG Alchemist is the only class that I can think of that can make potions, though this is never really statted out anywhere.


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 Post subject: Re: Magic Potions
Unread postPosted: Fri Jul 19, 2013 1:40 pm
  

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Monk

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Comment: The Munchkin Fairy
jester_79 wrote:
My gaming group has an on going question. Are there any rules/recommendations for when a wizards can/should be able to create potions, i.e. healing potions. Like what level of experience and what skills would be needed. Also how many skill rolls would required to determine the success or failure of the creation.


Making potions is a class-based thing, not a skill-based thing. only certain OCC's like Herbalist and Alchmist can even make the attempt.

They are also rarer to find in general. Potions just arn't a very big "thing" in palladium

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 Post subject: Re: Magic Potions
Unread postPosted: Fri Jul 19, 2013 7:10 pm
  

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Megaversal® Ambassador

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Comment: The silent thief of Rozrehxeson.
A mage who knows the Nazcan Line Magic ritual "Draught of Health" and either the (depending on book) Temporal Magic spell "Time Capsule" or the Invocation spell "Ley line Time Capsule" can make healing potions for just the cost of bottles and stoppers.

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 Post subject: Re: Magic Potions
Unread postPosted: Tue Sep 04, 2018 1:27 pm
  

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Dungeon Crawler

Joined: Wed Aug 01, 2007 9:09 am
Posts: 284
filo_clarke wrote:
PFRPG Yin Sloth Jungles had the skill Holistic Chemistry, that could be used to create things like Healing Potions, Poisons, and Explosives. These might be considered "mundane" in term of how they are manufactured, but their effects might be considered "magical". One of the Rifters provided an update to the skill for 2nd edition.

Do you know what Rifter?

I'm always curious about skills as powers in the Megaverse.


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 Post subject: Re: Magic Potions
Unread postPosted: Tue Sep 04, 2018 2:27 pm
  

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Champion

Joined: Mon May 03, 2004 7:48 pm
Posts: 2461
Location: Boise, ID (US)
thorr-kan wrote:
filo_clarke wrote:
PFRPG Yin Sloth Jungles had the skill Holistic Chemistry, that could be used to create things like Healing Potions, Poisons, and Explosives. These might be considered "mundane" in term of how they are manufactured, but their effects might be considered "magical". One of the Rifters provided an update to the skill for 2nd edition.

Do you know what Rifter?

I'm always curious about skills as powers in the Megaverse.

Greetings and Salutations. Rifter 24 is the issue. Hope that helps. Farewell and safe journeys.

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Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.


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 Post subject: Re: Magic Potions
Unread postPosted: Tue Sep 04, 2018 3:02 pm
  

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Dungeon Crawler

Joined: Wed Aug 01, 2007 9:09 am
Posts: 284
Prysus wrote:
thorr-kan wrote:
filo_clarke wrote:
PFRPG Yin Sloth Jungles had the skill Holistic Chemistry, that could be used to create things like Healing Potions, Poisons, and Explosives. These might be considered "mundane" in term of how they are manufactured, but their effects might be considered "magical". One of the Rifters provided an update to the skill for 2nd edition.

Do you know what Rifter?

I'm always curious about skills as powers in the Megaverse.

Greetings and Salutations. Rifter 24 is the issue. Hope that helps. Farewell and safe journeys.

Thanks! I think that's in the gaming group's archives...


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 Post subject: Re: Magic Potions
Unread postPosted: Mon Sep 10, 2018 2:56 pm
  

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Dungeon Crawler

Joined: Wed Aug 01, 2007 9:09 am
Posts: 284
So, I found a copy in the group archives. Not really potions, per se, not Alchemy as Palladium Fantasy means it. But very, very interesting nonetheless.

Your character has the ability to make concoctions, assuming materials and a lab are available. Might be interesting to tack this onto Mystic China's Chinese Alchemy skill as well.


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