Old-School Essentials presents a list of standard potions and their effects, but only provides brief guidelines on how potions can be manufactured and identified. This article adds extra detail around brewing, identifying, and (optionally) buying potions
Under the Magical Research rules in Old-School Essentials, potions are treated as single-use magic items that duplicate the effects of a spell. Brewing a potion thus costs 1 week and 500gp per level of the equivalent spell. The table opposite lists the equivalent spells and creation costs of all standard potions.
Restrictions: Any character able to create magic items (e.g. clerics and magic-users of 9th level or above) can create potions.
Equivalent spells: Not all potions exactly duplicate the effects of a spell described in Old-School Essentials. In order to provide a concrete list of costs, this article lists approximately equivalent spells. In some cases this includes spells from other editions of Dungeons & Dragons.
Spell lists / spell books: The character does not need to be able to memorise the equivalent spell in order to create a potion with the equivalent effect. e.g. a magic-user can create a potion of healing.
Cursed potions: Potions of delusion and poison are not discussed here, as it is assumed they are only created by accident (for example, due to the 15% chance of research failure).
Characters can hire a specialist alchemist to produce potions. Alchemists can create potions either by recreating a provided sample potion or by researching a potion from scratch.
Recreating potions: Takes half the time and cost listed in the table opposite.
Researching potions: Takes double the time and cost listed in the table opposite.
Wages and upkeep: When hiring an alchemist to create potions, PCs must also pay their wages and upkeep cost: 1,000gp per month.
Example: Working from a sample, an alchemist could create a potion of healing in half a week at a cost of 250gp. In a month, they could thus create 8 potions of healing, at a total cost of 3,000gp (375gp per potion), including the monthly wage.
Potion Creation and Sale Prices | |||||
---|---|---|---|---|---|
Potion | Equivelant Spell | Level | Creation (Weeks) | Creation Cost (gp) | Sale Price (gp) |
Clairaudience | Clairvoyance | 3 | 3 | 1,500 | 3,000 |
Clairvoyance | Clairvoyance | 3 | 3 | 1,500 | 3,000 |
Control animal | Animal friendship | 1 | 1 | 500 | 1,000 |
Control dragon | Charm monster | 4 | 4 | 2,000 | 4,000 |
Control giant | Charm monster | 4 | 4 | 2,000 | 4,000 |
Control human | Charm person | 1 | 1 | 500 | 1,000 |
Control plant | Entangle | 1 | 1 | 500 | 1,000 |
Control undead | Charm monster | 4 | 4 | 2,000 | 4,000 |
Diminution | Growth of animal * | 3 | 3 | 1,500 | 3,000 |
ESP | ESP | 2 | 2 | 1,000 | 2,000 |
Fire resistance | Resist fire | 2 | 2 | 1,000 | 2,000 |
Flying | Fly | 3 | 3 | 1,500 | 3,000 |
Gaseous form | Wraithform | 3 | 3 | 1,500 | 3,000 |
Giant strength | Growth of animal * | 4 | 4 | 2,000 | 4,000 |
Growth | Growth of animal | 3 | 3 | 1,500 | 3,000 |
Healing | Cure light wounds | 1 | 1 | 500 | 1,000 |
Heroism | Heroism * | 4 | 4 | 2,000 | 4,000 |
Invisibility | Invisibility | 2 | 2 | 1,000 | 2,000 |
Invulnerability | Shield | 1 | 1 | 500 | 1,000 |
Levitation | Levitate | 2 | 2 | 1,000 | 2,000 |
Longevity | Accelerate lifeline * | 8 | 8 | 4,000 | 8,000 |
Polymorph self | Polymorph self | 4 | 4 | 2,000 | 4,000 |
Speed | Haste | 3 | 3 | 1,500 | 3,000 |
Treasure finding | Locate object | 2 | 2 | 1,000 | 2,000 |
Potion of Diminution: Essentially the reversed form of a potion of growth, which is equivalent to the 3rd level cleric spell growth of animal.
Potion of Giant Strength: The same effect as a potion of growth, plus the ability to throw boulders. Thus treated as one level higher (4th rather than 3rd level).
Potion of Heroism: A 4th level heroism spell, with broadly similar effects, exists in the 2000 3rd edition game.
Potion of Longevity: An 8th level accelerate lifeline spell, with broadly similar effects, exists in a supplement to the 1989 2nd edition game.
As noted in Old-School Essentials, creating magic items often requires rare components. It can be particularly fun to require PCs to gather components from monsters, as this drives adventure. PCs must follow up rumours hinting at the dwelling place of a monster of the requisite kind, travel to the location, then attempt to acquire the component (e.g. by theft, bribery, or slaying the monster). The table below lists suggested monster ingredients, optionally required to manufacture each type of potion.
Potion Monster Ingredients | |
---|---|
Potion | Ingredient |
Clairaudience | Vampire bat blood |
Clairvoyance | Cyclops bone |
Control animal | Cave bear skull |
Control dragon | Red dragon scale |
Control giant | Storm giant heart |
Control human | Harpy tongue |
Control plant | Treant root |
Control undead | Mummy dust |
Diminution | Sprite heart |
ESP | Devil swine brain |
Fire resistance | Flame salamander eye |
Flying | Griffon feather |
Gaseous form | Djinni hair |
Giant strength | Frost giant beard |
Growth | Hill giant bone |
Healing | Killer bee honey |
Heroism | Centaur heart |
Invisibility | Pixie wings |
Invulnerability | Unicorn horn |
Levitation | Pegasus feather |
Longevity | Vampire blood |
Polymorph self | Doppelgänger brain |
Speed | Giant shrew tail |
Treasure finding | Rust monster antenna |
Potions can be identified by sipping a small amount, as the character is briefly affected by the magic. The referee may choose to simply reveal the nature of the potion, naming it directly. Alternatively, the referee might wish to describe a minor magical effect that the sampling character experiences, hinting at the full effects of the potion. The following table lists example hints noticeable when sipping standard potions.
Duration: All hints last for 1 round.
Sampling Potions | |
---|---|
Potion | Hint on Sampling |
Clairaudience | Hear whispers |
Clairvoyance | See from 1′ away |
Control* | Vision of commanding a creature of the affected type |
Diminution | Shrink 1″ shorter |
ESP | Hear party’s thoughts |
Fire resistance | Aura of ice |
Flying | Hover 1″ off ground |
Gaseous form | Vapour from hands |
Giant strength | Muscles ripple |
Growth | Grow 1″ taller |
Healing | Wave of refreshment |
Heroism | Wave of courage |
Invisibility | Turn transparent |
Invulnerability | Wave of invincibility |
Levitation | Feel weightless |
Longevity | Youthful appearance |
Polymorph self | Face morphs |
Speed | Accelerated motion |
Treasure finding | Vision of gold |
*: Control animal, dragon, giant, human, plant, undead. |
Every potion is unique—even potions of the same type differ in odour, taste,
and appearance. The table below can be used to determine the characteristics of potions found in treasure hoards.
Rolling characteristics: Roll 1d20 once per column in the table.
Potion Characteristics | ||||
---|---|---|---|---|
d20 | Container | Colour | Appearance/ Consistency | Odour / Flavour |
1 | Alchemical beaker, open | Blue | Anti-gravity | Acidic |
2 | Clay statuette with stopper in head | Brown | Bubbling | Bitter |
3 | Corked gourd | Clear | Cloudy | Cheese |
4 | Crystal decanter | Cream | Crystalline | Cream |
5 | Dented copper tube | Cyan | Flecked | Dung |
6 | Frosted glass phial | Gold | Frothing | Earth |
7 | Gelatinous membrane | Green | Fuming | Fish |
8 | Glass bottle with dropper | Grey | Gritty | Ginger |
9 | Hollowed out prism | Indigo | Jelly | Honey |
10 | Labelled phial (3-in-6 correct) | Maroon | Layered | Hot / spicy |
11 | Miniature green bottle | Orange | Oily | Lavender |
12 | Pewter hip flask | Pearl | Opalescent | Metallic |
13 | Phial with heraldic label | Pink | Phosphorescent | Mint |
14 | Pristine glass phial | Purple | Smoky | None |
15 | Sealed glass sphere—smash to open | Rainbow | Sparkling | Rancid |
16 | Sigil-engraved phial | Red | Swirling | Salty |
17 | Skull-shaped flask | Silver | Syrupy | Spirituous |
18 | Stoppered unicorn horn | Violet | Translucent | Sweet |
19 | Tightly corked bottle | White | Vaporous | Vinegar |
20 | Wax-sealed jar | Yellow | Viscous | Wine |