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    Potions

    A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

    Table: Potions
    Minor Medium Major Spell Level Caster Level
    01–20 0 1st
    21–60 01–20 1st 1st
    61–100 21–60 01–20 2nd 3rd
    61–100 21–100 3rd 5th

    Table: Potion Costs

    Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
    0 25 gp 25 gp 25 gp
    1st 50 gp 50 gp 50 gp 50 gp
    2nd 300 gp 400 gp 400 gp 400 gp
    3rd 750 gp 900 gp 1,050 gp 1,050 gp

    Price of Potions

    The price of a potion is equal to the level of the spell × the creator's caster level × 50 gp. If the potion has a material component cost, it is added to the base price and cost to create. Table: Potions gives sample prices for potions created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster brewing the potion.

    Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

    The person applying an oil is the effective caster, but the object is the target.

    Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.

    Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).

    Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

    Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

    A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils. Any corporeal creature can imbibe a potion or use an oil.

    A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

    Table: Specific Potions and Oils

    The following table is taken from d20srd.org, the definitive 3.5 SRD resource (it was not created or provided by Paizo.) 

    Minor Medium Major Potion or Oil Market Price
    01-10 Cure light wounds 50 gp
    11-13 Endure elements 50 gp
    14-15 Hide from animals 50 gp
    16-17 Hide from undead 50 gp
    18-19 Jump 50 gp
    20-22 Mage armor 50 gp
    23-25 Magic fang 50 gp
    26 Magic stone 50 gp
    27-29 Magic weapon 50 gp
    30 Pass without trace 50 gp
    31-32 Protection from (alignment) 50 gp
    33-34 Remove fear 50 gp
    35 Sanctuary 50 gp
    36-38 Shield of faith +2 50 gp
    39 Shillelagh 50 gp
    40-41 01-02 Bless weapon 50 gp*
    42-44 03-04 Enlarge person 50 gp*
    45 05 Reduce person 50 gp*
    46-47 06 Aid 300 gp
    48-50 07 Barkskin +2 300 gp
    51-53 08-10 Bear’s endurance 300 gp
    54-56 11-13 01-02 Blur 300 gp
    57-59 14-16 Bull’s strength 300 gp
    60-62 17-19 Cat’s grace 300 gp
    63-67 20-27 03-07 Cure moderate wounds 300 gp
    68 28 Darkness 300 gp
    69-71 29-30 08-09 Darkvision 300 gp
    72-74 31 Delay poison 300 gp
    75-76 32-33 Eagle’s splendor 300 gp
    77-78 34-35 Fox’s cunning 300 gp
    79-81 36-37 10-11 Invisibility (potion or oil) 300 gp
    82-84 38 12 Lesser restoration 300 gp
    85-86 39 Levitate (potion or oil) 300 gp
    87 40 Misdirection 300 gp
    88-89 41-42 Owl’s wisdom 300 gp
    90-91 43 Protection from arrows 30 points** 300 gp
    92-93 44 13 Remove paralysis 300 gp
    94-96 45-46 Resist energy (type) 10 300 gp
    97 47-48 14 Shield of faith +3 350 gp*
    98-99 49 Spider climb 300 gp
    100 50 15 Undetectable alignment 300 gp
    51 16 Barkskin +3 600 gp*
    52 17-18 Shield of faith +4 600 gp
    53-55 19-20 Resist energy (type) 20 700 gp
    56-60 21-28 Cure serious wounds 750 gp
    61 29 Daylight 750 gp
    62-64 30-32 Displacement 750 gp
    65 33 Flame arrow 750 gp
    66-68 34-38 Fly 750 gp
    69 39 Gaseous form 750 gp
    70-71 Greater magic fang +1 750 gp
    72-73 Greater magic weapon +1 750 gp
    74-75 40-41 Haste 750 gp
    76-78 42-44 Heroism 750 gp
    79-80 45-46 Keen edge 750 gp
    81 47 Magic circle against (alignment) 750 gp
    82-83 Magic vestment +1 750 gp
    84-86 48-50 Neutralize poison 750 gp
    87-88 51-52 Nondetection 750 gp
    89-91 53-54 Protection from energy (type) 750 gp
    92-93 55 Rage 750 gp
    94 56 Remove blindness/deafness 750 gp
    95 57 Remove curse 750 gp
    96 58 Remove disease 750 gp
    97 59 Tongues 750 gp
    98-99 60 Water breathing 750 gp
    100 61 Water walk 750 gp
    62-63 Barkskin +4 900 gp
    64 Shield of faith +5 900 gp
    65 Protection from arrows 100 points ** 1,000 gp*
    66-68 Good hope 1,050 gp
    69 Resist energy (type) 30 1,100 gp
    70-73 Barkskin +5 1,200 gp
    74-77 Greater magic fang +2 1,200 gp
    78-81 Greater magic weapon +2 1,200 gp
    82 Magic vestment +2 1,200 gp
    83-85 Greater magic fang +3 1,800 gp
    86-88 Greater magic weapon +3 1,800 gp
    89-91 Magic vestment +3 1,800 gp
    92-93 Greater magic fang +4 2,400 gp
    94-95 Greater magic weapon +4 2,400 gp
    96-97 Magic vestment +4 2,400 gp
    98 Greater magic fang +5 3,000 gp
    99 Greater magic weapon +5 3,000 gp
    100 Magic vestment +5 3,000 gp