Witcher Potions (3.5e Equipment)

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Witcher Alchemy:

Witchers augment their fighting and life style with alchemical potions. To anyone else these potions are poisonous (see Poison spell). When a Witcher passes the Trial of Grasses he becomes able to drink Witcher potions. However, Witchers do not become completely immune to the poison. When a Witcher reaches the max "Toxicity" they become unconscious and soon after die. This effect may only be counter-acted by a Remove Poison spell (This also removes the potion effects) before the poison kills him/her (after 1d4 round(s), Fortitude Dc of 20 postpones the Death effect each round max of 20rounds[2mins]). Antitoxin may postpone the death of the Witcher up to 1 hour, but does not cure the effect. This limits how many effects may be active at a time upon a Witcher. The max Toxicity that a Witcher may be under before death is 1 + Constitution Modifier per day. Witchers may meditate for 8 or more hours and cleanse their Toxicity. Another way in which a Witcher may cleanse their Toxicity, a Witcher may use the potion White Honey. Although, White Honey clears toxicity at the cost of clearing all potion effects.

Creation:

To create potions Witcher must get a hold of a alcohol base and ingredients. To obtain ingredients Witchers may either research plants and/or monsters to find substances to create their potions. The 6 substances that ingredients are comprised off are:

Name Price per piece
Vitriol 5 sp
Rebis 1 gp
Caelum 15 sp
Aether 2 gp
Fulgur 3 gp
Quebrith 4 gp
Sol 5 gp
Hydragenum 6 gp
Vermilion 12 gp

(Example: White Myrtle Petals are comprised of Vitriol and can be used to create potions that require Vitriol)

(For the purpose of letting players experiment until they find potion formulas (rather then seeing the exact formulas), I left out ingredients needed to create each potion. This I leave to Dungeon Masters so they may choose to use the formulas they personally create or may even those used in the Witcher games. If the Dungeon Master do not wish to work with the "experimenting aspect" they may require the Witcher in their games to buy premade formulas instead.)

To discover potions Witcher may find premade formulae or experiment on their own. Each potion is created with a strong alcohol base to merge the ingredients and create the wanted effect. Witchers may use any strong alcohol (Vodka, Whiskey, Bourbon, etc.) and creates White Gull (Alchemical Base). Once a Witcher possesses White Gull he may create any potion in which he desires. If a Witcher fails in creating a new potion the ingredients are spent. The following list shows all potions in which a Witcher may create:

(Side Note: These potions do not list/include Mutagens although Mutagens are created through alchemy)

Witcher Alchemy
Name Craft DC Duration Effect.
Bindweed 16 8 Hours Immune to Acid.
Black Blood 30 8 Hours Blood Becomes Poisonous (2d6 damage to monsters who bite The Witcher).
Blizzard 26 20 Mins +3 Dodge Bonus to AC and +4 to Reflex.
Brock 25 8 Hours Grants +4 to Strength with a -4 to Dexterity (Stacks with other potions benefits).
Cat 15 8 Hours Grants Darkvision 60ft.
De Vries' Extract 24 1 Hour Sees the Blood of Living Creatures. This may see through walls.
Full Moon 19 8 Hours Increases Temporary Constitution +6.
Gadwall 29 2 Hours An improved version of Swallow. Grants Fast Healing 10 but leaves the body in an Exhausted state (Does not stack with Swallow). Also grants twice the toxicity upon drinking.
Golden Oriole 17 8 Hours Cures Poisons. Becomes Immune to Poison.
Kiss 18 8 Hours Cures Bleeding. Becomes Immune to Bleeding.
Lapwing 30 2 Hours An improved version of Petri's Philter. Grants Sign Intensity +100% (Does not stack with Perti's Philter). Also grants twice the toxicity upon drinking.
Maribor Forest 21 8 Hours Grants +4 to Dexterity and Constitution (Does not stack with Full Moon but does stack with Wolverine).
Perfume 13 Consistent Gift Item.
Petri's Philter 23 8 Hours Sign Intensity +50% (as of empowered spell).
Rook 22 8 Hours Grants +1d6 additional damage.
Shrike 21 8 Hours Grants +3d6 additional damage to critical strikes.
Stammelford's philtre 27 8 Hours Sign DCs increase by 5. Also grants twice the toxicity upon drinking.
Swallow 24 2 Hours Grants Fast Healing 5.
Tawny Owl 22 8 Hours Cures Fatigue and Witcher may cast a sign each round (only 1 Sign may be active at a time).
Thunderbolt 27 8 Hours Grants +10% physical damage. However, cancels blizzard and removes Dexterity Bonus from Armor Class.
Tiara 28 8 Hours Grants Damage Reduction 5/silver. However, takes a -4 to Strength and Constitution. Also grants twice the toxicity upon drinking.
Virga 23 8 Hours Grants a +5 to saves and +2 to Armor Class. However, takes a -4 to Strength.
White Honey 20 Instant Cures Toxicity and removes all potion effects.
White Gull 12 Consistent Alchemical base for creating Witcher potions.
White Raffard's Decoction 25 Instant Cures 3d8 +3/Witcher level to HP.
Willow 20 8 Hours Grants immunity to Trip or Disarm.
Wives Tears 14 Instant Cures drunkenness becoming completely sober.
Wolf 26 8 Hours Grants Keen Effect to all Weapons (Does not stack with Keen/Keen Edge/Imp. Crit).
Wolverine 28 8 Hours Grants rage when below 1/2 HP. This effect does not hinder the Fiery Dancer (or Cat) fighting style of a Witcher.

Oils

Creating oils is similar to potions in most aspects. However, the effects of an oil remain in effect until removed. Oils are applied in the same manner as the Poison Use class ability except it does not effect the person applying it if they are not of the creature type. Witchers may apply any of these oils as if they had the Poison Use ability. If a creature is attacked with the wrong type of oil they take 25% less damage from the attack and are immune to the oils effects. Applying or removing an oil requires 5 minutes.

Witcher attempting to make any kind of oil must have a base substance of tallow (Aka Animal Fat). Tallow takes the place of a alcoholic base when trying to create oils instead. However, tallow may be used without first preparing it like with the White Gull substance. Tallow is rather cheap (1-4 Copper pieces) and can be found in large amounts in any restaurant that serves meat.

When referring to "Additional Attack Power" from oils, damage out put is increased from non-magical sources. Example: B-sword +1 of shocking, +5 points of power attack. The damage amplified would be seen as: (1d10+str+5)x125% +1d6+1

Oil Use
Name DC Effect.
Magical Beast Oil 12 10% Additional attack power against animals and Magical Beasts.
Enhanced Magical Beast Oil 18 25% Additional attack power against animals and Magical Beasts.
Superior Beast Oil 26 50% Additional attack power against animals and Magical Beasts.
Cursed Oil 14 10% Additional attack power against Cursed Ones (Lycanthrope).
Enhanced Cursed Oil 20 25% Additional attack damage against Cursed Ones (Lycanthrope).
Superior Cursed Oil 28 50% Additional attack power against Cursed Ones (Lycanthrope).
Draconid Oil 13 10% Additional attack power against Draconids (Dragon).
Enhanced Draconid Oil 19 25% Additional attack power against Draconids (Dragon).
Superior Draconid Oil 27 50% Additional attack power against Draconids (Dragon).
Elementa Oil 13 10% Additional attack power against Elementa (Elementals and Constructs).
Enhanced Elementa Oil 19 25% Additional attack power against Elementa (Elementals and Constructs).
Superior Elementa Oil 27 50% Additonal attack power against Elementa (Elementals and Constructs).
Hanged Man's Venom 12 10% Additional damage against humans and non humans (Humanoids).
Enhanced Hanged Man's Venom 18 25% Additional attack power against humans and nonhumans (Humanoids).
Superior Hanged Man's Venom 26 50% Additional attack power against humans and nonhumans (Humanoids).
Hybrid Oil 13 10% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Enhanced Hybrid Oil 19 25% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Superior Hyrbid Oli 27 50% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Insectoid Oil 11 10% Additional attack power against Insectoids (Vermin).
Enhanced Insectoid Oil 17 25% Additional attack power against Insectoids (Vermin).
Superior Insectoid Oil 25 50% Additional attack power against Insectoids (Vermin).
Necrophage Oil 14 10% Additional attack power against Necrophages (Undead).
Enhanced Necrophage Oil 20 25% Additional attack power against Necrophages (Undead).
Superior Necrophage Oil 28 50% Additional attack power against Necrophages (Undead).
Ogroid Oil 13 10% Additional attack power aganist Ogroids (Giant).
Enhanced Ogroid Oil 19 25% Additional attack power against Oroids (Giant).
Superior Ogroid Oil 27 50% Additional attack power against Ogroids (Giant).
Relict Oil 14 10% Additional attack power against Relicts (Fey, Devils, Demons).
Enhanced Relict Oil 20 25% Additional attack power against Relicts (Fey, Devils, Demons).
Superior Relict Oil 28 50% Additional attack power against Relicts (Fey, Devils, Demons).
Specter Oil 13 10% Additional attack power against Specters (Spectral Undead).
Enhanced Specter Oil 19 25% Additional attack power against Specters (Spectral Undead).
Superior Specter Oil 27 50% Additional attack power against Specters (Spectral Undead).
Vampire Oil 12 10% Additional attack power against Vampires.
Enhanced Vampire Oil 18 25% Additional attack power against Vampires.
Superior Vampire Oil 26 50% Additional attack power against Vampires.

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