
Potions of Control
Alchemy, Potion
Lets the drinker dominate a few creatures of one chosen type, who turn bitterly hostile once it wears off.
Also called Potion of Control
From the book
These powerful potions let the drinker charm or control 1-4 creatures of one specific type. The creatures obey and serve him until the potion wears off, and then turn extremely hostile toward their former master. Each needs 2 drs. of powdered tin, 1 dr. each of powdered gold, silver and platinum, and 2 drs. of the matching creature part; a potion of dragon control, for instance, needs dragon's blood, bone or hide. One can be made for any creature, but those with a Will of 10 or more get a save.
Potions grant temporary magical or spell-like powers, normally for 40 + 1-20 minutes. The base is a pint of clear water with a dram each of powdered gold, silver and copper and a carat each of any seven powdered gems (an alchemist may use 2 drs. of Rare Earths instead of the gems). It takes a week in a small cauldron or alembic over a furnace, with a 90% chance of success plus 1% per level (99% at most), and a 1% chance of mishap while it ferments between the 2nd and 7th days. Potions sell for at least 400 G.P. Herbs with similar properties may stand in for scarce animal parts, but only if the base is doubled, and the chance of success drops by 25%.
At a glance
- Ingredients
- 2 drs. powdered tin; 1 dr. each powdered gold, silver, platinum; 2 drs. of the target creature's animal ingredient
- Effect
- Charm/control 1-4 creatures of one specific type
- Save
- Only creatures with Will 10+
- Aftermath
- Controlled creatures become extremely hostile
- Duration
- 40 + 1-20 minutes (unless stated)
- Base
- 1 pint clear water; 1 dr. each powdered gold, silver, copper; 1 ct. each of any seven powdered gemstones (alchemists may use 2 drs. Rare Earths instead of the gems)
- Equipment
- Mortar and pestle, small cauldron or alembic, furnace
- Time to complete
- 1 week per potion
- Chance of success
- 90% +1% per level (max 99%)
- Mishap
- 1% chance between days 2 and 7 (Alchemical Mishap Table)
- Substitution
- Herbal substitutes for animal ingredients: double the base, -25% success
- Cost
- Minimum 400 G.P. (more for costly ingredients)
- Requires
- Potions skill (prerequisites: Read Magic, Philtres and Magical Mixtures or Herbal Elixirs)