Healing potions are a cornerstone of D&D and have been since the 1970s when the game was first produced. They allow a battered party to refresh themselves and press on during an adventure when the Cleric is pressed for spells. In parties lacking the healing prowess of a Cleric (or even a Druid, Bard, or Paladin, for that matter), healing potions are an essential safety-net that makes the inherent risks of dungeon-crawling, treasure-seeking, swash-buckling, and evil-vanquishing more feasible.
The Iron Kingdoms campaign world is rich in Clerical tradition, and its priests and Paladins are afforded great respect everywhere you go in Western Immoren. However, the responsibilities of a Cleric of Morrow or Menoth are many and varied, and an adventuring party cannot always avail of one to accompany them in their travels (or perhaps their quest is contrary to the goals of the local church). Traditionally any magic potion in D&D is effectively a spell-effect in liquid form (this doesn’t hold true with a handful of special-use potions, but is generally the case). Healing potions traditionally act as a Cure Light Wounds, Cure Serious Wounds, or directly analogous spell taken orally. A potion is made by somebody with adequate class levels to cast the given spell.
But since when did a Morrowan Chaplain have time to brew up magical soft-drinks for sale from behind the pulpit? The demand for anything greater than a Potion of Cure Light Wounds is likely extremely small, and would likely be the only ones available without custom-ordering them for a hefty “donation” to the church in question. So where does an intrepid adventurer go to get his over-the-counter meds?
The alchemist. That’s right, I propose the introduction of alchemical healing potions. As with other health-influencing alchemical substances (namely poisons), these will be available for purchase in any major city wealthy enough to support a well-trained apothecary. Unlike magical healing potions, which literally contain a divine spell effect, alchemical healing potions are slow-acting and inexpensive. But they have side effects. In my upcoming Iron Kingdoms campaign (in which I will finally act as DM in this setting), alchemical healing potions will be available and have the following characteristics:
- Upon consumption, roughly 1/3rd of the potion’s benefit will kick in
- As with a poison, one minute (10 rounds) after consumption, the imbiber of the potion will wil subject to a Fortitude save against poison. Difficulty varies with the potency of the item.
- If the Fortitude save is unsuccessful, a negative side effect will kick in (as a poison effect) affecting Constitution, Intelligence, and/or Wisdom. Which attribute is affected, and the amount of ability damage done will vary depending upon the strength of the item. Ability damage from multiple potions is cumulative.
- Regardless of the outcome of the Fortitude save, the remaining 2/3rds of the potion benefit kicks in immediately after the saving throw.
An example would be a Alchemical Healing Potion, which cures for 1d4+1 / DC12(Wis 1) 2d4+2, market price 50 Crowns. This potion is, in the long-haul, more valuable than a Potion of Cure Light Wounds (which heals for 1d8+1 hit points as opposed to 3d4+3) but takes 10 rounds for full effect, with the possibility of 1 wisdom damage.
I am continually impressed with your work relating to D20 gaming, bot directly and indirectly related to the IK setting, and must confess to yoinking many of your ideas (especially the rogue-based ones) for my own use.
Consider this yoinked! And keep up the good work – I’ve been toying with the idea myself.
As an addendum… an idea I’ve seen used is that an alchemical healing potion converts regular damage into subdual damage as opposed to outright healing it – a salve or potion that enhances healing speed vs. a miraculous cure-all.
.j.
Hmm… Converting real damage to subdual/nonlethal damage… An interesting proposition. Perhaps I’ll introduce something like that at a lower cost, or with more mild (or no) side effects.
Thank you for your input!