Healing Potions in Legend

Hopeless

Mongoose
Do we still use the reference in the RQ2 regarding these?

Its just i can't find any reference to these in the Legend core rules nor the Arms of Legend and was wondering if this was because they would be in another release?
 
Arcania of Legend: Blood Magic covers temporary enchantments, particularly consumable enchantments such as potions. You could use those rules, perhaps in combination with the ones from Arms of Legend, to work something out for yourself.

However with the rules from Arcania of Legend: Blood Magic you can now create potions of Treat Wounds, Regenerate Limb and Restoration, or any of the other healing and restoration spells going from Legend and other sourcebooks.
 
alex_greene said:
Arcania of Legend: Blood Magic covers temporary enchantments, particularly consumable enchantments such as potions. You could use those rules, perhaps in combination with the ones from Arms of Legend, to work something out for yourself.

However with the rules from Arcania of Legend: Blood Magic you can now create potions of Treat Wounds, Regenerate Limb and Restoration, or any of the other healing and restoration spells going from Legend and other sourcebooks.

Cool!

Hopefully that will be out in print in a couple of weeks, plenty of time to get up to speed!

Interesting news about the other types of potions I was wondering if they would be part of an alchemist magic book but this is certainly good news!

Thanks for the update!
 
You can also go and check out the alchemy rules from Arms of Legend, and the more detailed look at alchemy in the Renaissance SRD available for free from DrivethruRPG.

The Renaissance document specifies the alchemical creation of a standard substrate to imprint spells onto, and their storage in two-ounce "jacks" and all of that stuff. You can combine that with the alchemy rules from Arms of Legend to get your potions rules. Then imprint the aforementioned sorcery spells above on the substrates.

Or, I can houserule it ...

The alchemist expends 1 Magic Point from his Philosopher's Stone and makes a Lore (Alchemy) roll to create enough of the substrate for a number of doses equal to one tenth of the alchemist's Lore (Alchemy) skill. The process takes one hour.

I'd houserule that a critical success means that no Magic Points were expended from the Philosopher's Stone, which remains intact. Failure wastes the materials, including the Magic Point from the Philosopher's Stone, and a fumble causes some sort of mishap - perhaps you could consult the Transmutation Backlash Table on p. 154 of Arms of Legend for examples of what could go wrong. The alchemist then has to cast the spell on the substrate normally, spending the Magic Points.

Myself, I'd rule that he could do opt to that as part of the process of creating the batch: he could make the roll separately from the Lore (Alchemy) roll, but basically the spell would be cast as the substrate is being created, generating a number of doses of the potion equal to 10% of the caster's Lore (Alchemy) roll on creation.

If he had to impress the spell on blank substrates he'd created earlier, he'd have to cast the spell and spend the Magic Points on each single does of the substrate afterwards, or spend Manipulation factors on Target to enchant a number of doses equal to his Target+1 factors allocated to the spell.

Something like that.
 
Following on from this conversation, I created a document on this very topic. Only rough, at the moment, because apart from the legalese aspects I'd like to add some extra material to the article - but message me if you want to see what the rough draft looks like.
 
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