A little something my DM likes to call "The Almighty Flask of Healing" [Archive] - Wizards Community

Post/Author/DateTimePost
KcajLeinadOtein

07-10-07, 06:01 AM
I don't know if anyone else has tried this, but I introduced the rest of my group to the idea of taking 8 of the same kind of cure potion and putting them all into the same flask with the idea that if the stuff really hits the fan I can just chug down the contents and get the benefits of all the potions at once.

At first my DM was against it since he couldn't find any rules that would allow it, but he also couldn't find any rules that wouldn't allow it either.

After working with him on it we came up with this house rule to satisfy both of us:

(this assumes the creature involved is of medium size)

If potions are to be combined in a flask, they have to be the same kind of potion(ex. only cure light wounds or only cure moderate wounds, not a mix of both).

As a full-round action that provokes attacks of opprotunity, you can drink up to 4 of the 8 ounces(you decide how many)of liquid that a standard flask contains. You must have the flask in hand prior to the round in which you wish to drink from it. No matter much is drank, all doses of potion take affect immediatly.


The reason I wanted to add this feature to our campaign was that at the time we had nobody to fill the healer role in our group other then my character who was still a low level ranger that couldn't stand being next to our barbarian for more then a couple rounds before getting dropped. By coming up with the aforementioned "Almighty Flask of Healing", it gave my character a back-up plan incase I got too hurt, instead of wasting charges out of our cure wands. Anyway, this house rule saved mine and the rest of the party's characters from death on more the a few occasions, and may help you out should you use it.

Any questions or comments, good or bad are welcome.
Megido

07-10-07, 07:22 AM
I have something similar but it requires Brew Potion, 8 hours of work, and uses (12g 5sp 1xp) times number of potions worth of materials to combine the potions. You can only combine 3 alike potions in this manner. However it condenses the potions to a single elixir for easier consumption.
Ra-Tiel

07-10-07, 10:23 AM
Another idea, similar to what Megido suggested, would be the following:

If you add two potions of the same magnitude together (perhaps requiring a successful Craft (alchemy) skill check against DC 15 or 20 something?) you get a potion of the next higher magnitude.

Eg: 2 potions of cure light wounds (each 1d8+1) = 1 potion of cure moderate wounds (2d8+3).

Each potion of a magnitude one less than the current potion adds +1 to the potions caster level, up to the maximum allowed for the spell the potion emulates.

Eg: 1 potion of cure light wounds + 1 potion of cure moderate wounds = 1 slightly more powerful potion of cure moderate wounds (2d8+4 instead 2d8+3).

These are just some random ideas, however, so handle with care. :D
Archtyrant Terevoth

07-10-07, 03:12 PM
At first my DM was against it since he couldn't find any rules that would allow it, but he also couldn't find any rules that wouldn't allow it either.

How about the fact that drinking a potion is a standard action?

Pour 2 potions into a jug and it remains 2 potions inside a jug, not a single potion with the power of two potions. So drinking 10 potions, regardless of where you mix or put them, will take you 10 standard actions.

After all, it takes longer to chug down a 2 liter bottle of Coke than it does a single can.
bkdubs123

07-10-07, 03:23 PM
This reminds me of my Chemist class that I've been working on recently. He has a class feature called Alchemical Admixture that allows him greater benefits from mixing two potions (or poisons or what have you) together.
Marcotic

07-10-07, 09:40 PM
Another idea, similar to what Megido suggested, would be the following:

If you add two potions of the same magnitude together (perhaps requiring a successful Craft (alchemy) skill check against DC 15 or 20 something?) you get a potion of the next higher magnitude.

Eg: 2 potions of cure light wounds (each 1d8+1) = 1 potion of cure moderate wounds (2d8+3).

Each potion of a magnitude one less than the current potion adds +1 to the potions caster level, up to the maximum allowed for the spell the potion emulates.

Eg: 1 potion of cure light wounds + 1 potion of cure moderate wounds = 1 slightly more powerful potion of cure moderate wounds (2d8+4 instead 2d8+3).

These are just some random ideas, however, so handle with care. :D

Me likey GO ALCHEMY!
mtbOgre

07-10-07, 11:12 PM
Another idea, similar to what Megido suggested, would be the following:

If you add two potions of the same magnitude together (perhaps requiring a successful Craft (alchemy) skill check against DC 15 or 20 something?) you get a potion of the next higher magnitude.

Eg: 2 potions of cure light wounds (each 1d8+1) = 1 potion of cure moderate wounds (2d8+3).

Each potion of a magnitude one less than the current potion adds +1 to the potions caster level, up to the maximum allowed for the spell the potion emulates.

Eg: 1 potion of cure light wounds + 1 potion of cure moderate wounds = 1 slightly more powerful potion of cure moderate wounds (2d8+4 instead 2d8+3).

These are just some random ideas, however, so handle with care. :D

Potion of Cure Light Wounds == 50GP 1d8+1
Potion of Cure Moderate Wounds == 300GP 2d8+3
Potion of Cure Serious Wounds == 750GP 3d8+5

So other than wasting 200GP why would anyone EVER get a cure moderate wounds potion? The cost difference for CSW is 600 GP. Why is there a cost difference here? There is clearly a cost premium to getting lots of healing in a short period of time. Sure it doesn't explicitly say you can't double up potions this but the rules very clearly show the intent is that faster healing is much more expensive than slow healing. Another example, the Vitality spells heal significantly more total damage than equivalent level Cure spells, often quite a bit more the reason this is the case? Because the Vitality spells work over a much longer period of time.

If you want to do this then that's your deal but you are quite clearly breaking the intent and spirit of the rules.
Vaelan

07-11-07, 01:45 AM
As a full-round action that provokes attacks of opprotunity, you can drink up to 4 of the 8 ounces(you decide how many)of liquid that a standard flask contains.
Drinking eight ounces in six seconds isn't quite that easy. It is certainly possible, but if I take a mace and give you a good slam to the chest or stomach while you're doing it, which I would be able to do since provoking an Attack of Opportunity is a mere fraction of the disadvantage such an action would put you in, you wouldn't finish drinking it.
Ra-Tiel

07-11-07, 01:59 AM
Potion of Cure Light Wounds == 50GP 1d8+1
Potion of Cure Moderate Wounds == 300GP 2d8+3
Potion of Cure Serious Wounds == 750GP 3d8+5

So other than wasting 200GP why would anyone EVER get a cure moderate wounds potion? The cost difference for CSW is 600 GP. Why is there a cost difference here? There is clearly a cost premium to getting lots of healing in a short period of time. Sure it doesn't explicitly say you can't double up potions this but the rules very clearly show the intent is that faster healing is much more expensive than slow healing. Another example, the Vitality spells heal significantly more total damage than equivalent level Cure spells, often quite a bit more the reason this is the case? Because the Vitality spells work over a much longer period of time.

If you want to do this then that's your deal but you are quite clearly breaking the intent and spirit of the rules.

Did you notice the last sentence in my post? :rolleyes: I am fully aware that there could be a problem with pricing and stuff, but I assumed that the OP respectively his DM was mature enough to realize this and not abuse the heck out of it.

You could always easily add additional requirements, similar to what Megido posted. Perhaps the process of adding two potions takes some time (4 to 8 hours, or 2 hours per magnitude, perhaps?) or some non-portable equipment (alchemist's laboratory anyone?).

Also, perhaps in the DM's world all healing potions of a certain magnitude have the same properties (like color, consistency, smell, flavor, etc) and combining potions changes these properties to non-standard values, and thus nobody would buy combined potions as they could be virtually anything.

I was just offering some alternative mechanics, the OP could perhaps suggest to his DM, as they already have implemented a rule deviating from the norm regarding healing potions.

Seriously, what good are potions of cure light wounds after level 3 or 4? Nobody uses them. They are far too expensive (compare the price of 50 potions of cure light wounds against the price of a wand of cure light wounds), fragile (shatter), and unfitting for combat use (drinking a potion provokes an AoO).

When you allow potions to be recombined (within reason, of course) you add an additional element of options to the players and give them a little more flexibility. And with the suggestions for additional requirements above, it would be hardly gamebreaking. If the players take 2 days off to brew up 3 more powerful potions in the next city, while they should be in the wilds rescueing the major's daughter from the goblins you have other problems already. ;)
mtbOgre

07-11-07, 12:03 PM
I was just offering some alternative mechanics, the OP could perhaps suggest to his DM, as they already have implemented a rule deviating from the norm regarding healing potions.

And I was just pointing out that your alternate mechanics are counter to the intent of the rules. :rolleyes:
eamon

07-11-07, 05:21 PM
I wouldn't allow it without some serious drawbacks. Perhaps you need to concentrate the potions in a wasteful way? Such that, for instance, you need 2 potions of A and 2 potions of B just to make one potion of A+B? It would still be cheaper that buying the high level version, but that might be OK. Especially as it might allow the making of very very powerful potions. Finally, you could rule that you require the feat "Brew Potion" and the apparatus to condense potions to do so. That I would then allow; even though it's still too cheap...
KcajLeinadOtein

07-11-07, 10:02 PM
Drinking eight ounces in six seconds isn't quite that easy. It is certainly possible, but if I take a mace and give you a good slam to the chest or stomach while you're doing it, which I would be able to do since provoking an Attack of Opportunity is a mere fraction of the disadvantage such an action would put you in, you wouldn't finish drinking it.

You can drink up to only 4 of the 8 ounces in six seconds is what I was trying to say. Also, if attacked, you still have to make a concentration check(DC= amount of damage taken)to see if you sucessfully drink it since you are still essentialy drinking a potion and that is what you would have to do in that situation. Sorry I didn't make that clearer.
trapspringer

07-11-07, 10:52 PM
To all of you trying to argue against this using RL logic:

What if you just shrunk the liquids?

To the OP:

Yea, part of what you're buying here is the ability to ingest those potions quickly. You're going to have to factor that cost in somewhere if you want to maintain balance (or just prohibit the use of this "gallon-o-healing" to non-combat situations).
InkBlot

07-14-07, 08:46 PM
At first my DM was against it since he couldn't find any rules that would allow it, but he also couldn't find any rules that wouldn't allow it either.
It's in a web enhancement. (http://www.wizards.com/default.asp?x=dnd/dnd/20060401b) The article is an update of potion-combining rules from previous editions. Like many things in 3.5, the new rules are less arbitrary and less lethal.

The article was indeed published for April Fools Day. That fact doesn't diminish the quality of the rules presented in it.
BillTheManiac

07-15-07, 01:25 PM
What about using dust of dryness to strengthen potions? .06 gp per ounce.
Argentsaber

07-15-07, 05:26 PM
In my game I would rule that what you are doing would essentially be a miscelaneous item (philter) which would require the healing spell and spell sequencer. I personally also require brew potion feat to make these kinds of things.