Potions and Scrolls

Copyright Charles Morris © 2012

Edited by Terence Wynne for The Guild Companion

"Shillelagh gives a club or quarterstaff a +5 enchantment bonus (for hitting creatures that are immune to normal weapons) and a +15 to all OBs."

Potions and Scrolls

Editor's Note: The following are potions and scrolls from the Forgotten Realms setting converted into Rolemaster format.

Key

Effect

cXX = Of Channeling, p. XX
eXX = Of Essence, p. XX
mXX = Of Mentalism, p. XX
Note the level-based effects are based on the level of the caster/creator, not the reader/user.

Scroll Cost

Level Equivalent (for Read Runes skill) - Realm - Cost
Example: "14th-C6125" gp means the scroll is considered 14th level for the purpose of the Read Runes skill, is of the Channeling Realm, and costs 6125 gp.
"E/C" means the scroll can be created as either Essence or Channeling.

Name Effect Potion Cost Scroll Cost Duration
Cure Light Wounds Heals 3d10 concussion hits 50 gp 3rd-C25 gp Instant
Endure Elements See Resist Elements spell c30 50 gp 3rd-E/C25 gp 24 hours
Hide from Animals Invisibility I in e18 that only works against natural animals 50 gp 3rd-C25 gp 10 min/level
Hide from Undead Invisibility I in e18 that only works against undead 50 gp 3rd-C25 gp 10 min/level
Jump As Leaping in e20 50 gp 3rd-E/C25 gp 1 min/level
Mage Armor I A magical force gives the wearer AT 3 with no maneuver or missile penalties 50 gp 3rd-E/C25 gp 1 hour/level
Magic Fang Gives a natural weapon (fist, claw, bite, etc.) a +5 enchantment bonus (but the their OBs remain unchanged) 50 gp 3rd-C25 gp 1 min/level
Magic Stone Give up to 3 pebbles a +5 enchantment bonus for use in a sling or to be thrown and does double concussion hit damage against undead 50 gp 3rd-C25 gp 30 min or after used
Magic Weapon +5 Gives a +5 enchantment bonus to a weapon (this is not cumulative with a non-magical bonus) 50 gp 3rd-E/C25 gp 1 min/level
Pass without Trace As the spell Traceless Passing True in c45 50 gp 3rd-C25 gp 1 hour/level
Protection from (Alignment) +10 to DB, immune from any possession effects and charm-type spells, and causes summoned creatures to be unable to attack the user until they attack that creature (all effects only work against creatures of the appropriate alignment) 50 gp 3rd-E/C25 gp 1 min/level
Remove Fear Gives user a +20 to all RRs versus Fear effects and removes Fear effect if already in place 50 gp 3rd-C25 gp
3rd-E50 gp
10 minutes
Sanctuary Any attacker must make a Chan RR versus a level 5 effect or be unable to attack the user - those under the effects cannot use any attack-type spells or this effect will be removed 50 gp 3rd-C25 gp 1 round/level
Shield of Faith +10 This adds 10 to the user's DB (the DB effect works even if the user is unaware of an attack) for every 6 levels of the creator - cannot use any other type of shield while under this effect 50 gp 3rd-C25 gp 1 min/level
Shillelagh Gives a club or quarterstaff a +5 enchantment bonus (for hitting creatures that are immune to normal weapons) and a +15 to all OBs 50 gp 3rd-C25 gp 1 min/level
Bless Weapon Causes a weapon to act as if it had a +5 enchantment bonus (though this effect does not add to OB) and all D & E criticals against evil outsiders or extraplanar beings are considered Holy 100 gp 3rd-C100 gp 1 min/level
Enlarge Person This potion doubles the user's height and increases weight by a factor of 8 - see the spell Change in e54 250 gp 3rd-E25 gp 1 min/level
Reduce Person This potion halves the user's height and decreases weight by a factor of 8 - see the spell Change in e54 250gp 3rd-E25 gp 1 min/level
Aid Acts as the spell Unpain I from c42 and gives the user a +5 to OBs and RRs versus Fear 300 gp 5th-150 gp 1 min/level
Barkskin +2 This increases the user's natural armor by 2 levels 1>3>4>8>11>12>15>18>19>20 - so a human's skin AT becomes 4 300 gp 5th-C150 gp 10 min/level
Bear's Endurance The user receives +4 to their constitution stat bonus and +25 exhaustion points 300 gp 5th-E/C150 gp 10 min/level
Bull's Strength Adds +4 to the user's strength stat bonus 300 gp 5th-E/C150 gp 1 min/level
Cat's Grace Adds +4 to the user's agility and quickness stat bonus 300 gp 5th-E/C150 gp 1 min/level
Cure Moderate Wounds Heals 5d10 concussion hits 300 gp 5th-C150 gp Instant
Cut Repair I Stops one hit per round of bleeding permanently n/a 5th-C150 gp Instant
Darkness When spread over an item a shadowy illumination is cast out to a 20 foot radius giving all objects and creatures in the radius the equivalent to being under the effects of a Shadow spell in m9 and dispels any magical light spells in its radius when used 300 gp 5th-E150 gp 10 min/level
Darkvision Gives the Darkvision to 60 feet ability 300 gp 5th-E150 gp 1 hour/level
Delay Poison User becomes temporarily immune to poison - any current poison in the user's system will not do damage until the duration is up 300 gp 5th-C150 gp
5th-E200 gp
1 hour/level
Eagle's Splendor The user receives a +20 to any presence-based skills (any skill with presence as a one of its applicable stat bonuses) 300 gp 5th-E/C150 gp 1 min/level
Fox's Cunning Adds +4 to the user's reasoning, memory and empathy stat bonuses 300 gp 5th-E/C150 gp 1 min/level
Invisibility The scroll or potion acts as the Invisibility I spell in e18 and the oil acts as Unseen in m9 (can coat up to 1 item per level of the oil creator) 300 gp 5th-E150 gp 1 min/level
Lesser Restoration Fixes any one light injury including all penalties associated with it 300 gp 5th-C200 gp Instant
Levitate As the Levitation I spell in m20 300 gp 5th-E150 gp 1 min/level
Mage Armor II A magical force gives the wearer AT 8 with no maneuver or missile penalties 300 gp 5th-E/C150 gp 1 hour/level
Magic Vestment +5 Imbues a suit of armor or shield with a +5 enchantment bonus 300 gp 5th-E150 gp 1 hour/level
Misdirection Causes the user to appear as a single object that is selected on using for the duration (the user selects a dog so for all types of divination spells the user appears to be that dog) 300 gp 5th-E150 gp 1 hour/level
Owl's Wisdom Adds +4 to the user's intuition and self-discipline stat bonuses 300 gp 5th-E/C150 gp 1 min/level
Protection from Missiles All missile attacks have their critical severity reduced by two levels and all damage is halved 300 gp 5th-E150 gp 1 hour/level or after absorbing level number of attacks
Remove Paralysis Removes the effects of all temporary paralysis effects 300 gp 5th-C150 gp Instant
Resist Energy (type) 10 All energy attacks of the type selected have their critical severity level reduced by one level and damage done is reduced by 10 - fire, cold, electricity or acid are possible energy types 300 gp 5th-E/C150 gp 10 min/level
Spider Climb The user can travel of vertical surfaces or traverse ceilings - must have hands free for this to work and travel is at half the user's walking BMR 300 gp 5th-E/C150 gp 10 min/level
Stun Relief I Removes 1 round of accumulated stun 300 gp 5th-C150gp Instant
Undetectable Alignment Protects the user from all attempts to divine their alignment 300 gp 5th-C150 gp
3rd-E50 gp
24 hours
Cure Serious Wounds Heals 7d10 concussion hits 750 gp 7th-C375 gp Instant
Daylight Any object coated with this oil sheds light as bright as full daylight to a 60 foot radius - will not harm vampires or such - the object may be covered to hide the light 750 gp 7th-C375 gp
7th-E525 gp
10 min/level
Displacement Makes the user appear visually to be 2 feet offset from their actual location causes melee and missile attacks to be at -30 750 gp 7th-E375 gp 1 round/level
Flame Arrow Causes up to 50 projectiles to deal an addition Fire critical one level lower in severity 750 gp 7th-E375 gp 10 min/level
Fly User acts as if they were under the effects of Fly II in e20 750 gp 7th-E375 gp 1 min/level
Gaseous Form The user become insubstantial causing their AT to become 1 (all other defensive spells or natural DB still count) but normal weapons have their critical severity reduced two levels - magic weapons hit normally - all other expected form abilities apply and their BMR becomes one-fifth of their walking BMR 750 gp 7th-E375 gp 2 min/level
Greater Magic Fang +5/10 Gives all natural weapons (fist, claw, bite, etc.) a +5 enchantment bonus to OBs or one natural weapon a bonus of +10 750 gp 7th-C375 gp 1 hour/level
Greater Magic Weapon +10 Gives a +10 enchantment bonus to a weapon or up to 50 missiles (this is not cumulative with a non-magical bonus) 750 gp 7th-E/C375 gp 1 min/level
Haste Equivalent to the Haste spell in e21 with all of the positive and negative effects that gives 750 gp 7th-E180 gp per level 1 round/level
Heroism The user receives a +10 to all OBs, RRs and maneuvers 750 gp 7th-E375 gp 10 min/level
Keen Edge This oil when poured on a piercing or slashing weapon or up to 50 missiles has a +3 to all critical rolls - does not affect natural weapon attacks and missile weapon effects only last one used 750 gp 7th-E375 gp 10 min/level
Magic Circle against (Alignment) All creatures within a 10 foot radius from the user receive a +10 to DB, becomes immune from any possession effects and charm-type spells, and causes summoned creatures to be unable to attack those in the effect radius until they attack that creature (all effects only work against creatures of the appropriate alignment) 750 gp 7th-E/C375 gp 10 min/level
Neutralize Poison Any poisons currently in the user's system are immediately removed and with it all temporary effects - the user is immune to poison for the duration 750 gp 7th-C375 gp
11th-E1000 gp
Instant or 10 min/level
Non-Detection Diviners attempting to find the user have their difficulty level for gaining information increased 4 levels 750 gp 7th-C750 gp 1 hour/level
Protection from Energy (type) The user is immune to the specified energy type for the duration - fire, cold, electricity or acid 750 gp 7th-E/C375 gp 10 min/level
Rage The user comes under effects similar to the Frenzy skill without the possibility of attacking party members 750 gp 7th-E375 gp 1 round/level
Remove Blindness/Deafness Removes magical or natural blindness or deafness - this does not restore lost ears or eyes but will repair those that are damaged 750 gp 7th-C375 gp Instant
Remove Curse Instantaneously removes all curses on the user 750 gp 7th-C375 gp
11th-E700 gp
Instant
Remove Disease Instantaneously removes all diseases on the user 750 gp 7th-C375 gp Instant
Tongues Allows the user the ability to speak and understand the language of any intelligent creature (no animals) - user can only speak a single language at a time 750 gp C700 gp
7th-E375 gp
10 min/level
Water Breathing The user acts as if they are under the effects of Underwater Breathing from c30 750 gp 7th-E/C375 gp 2 hours/level
Water Walk User receives the effects of Waterrunning as from c45 though any fluid surface may be run across (not protect from damage from those surfaces though) - they float 2‚euro above the surface -if used while underwater the drinker moves at a BMR of 100 to the surface 750 gp 7th-C375 gp 10 min/level
Barkskin +3 This increases the user's natural armor by 3 levels 1>3>4>8>11>12>15>18>19>20 - so a human's skin AT becomes 8 600 gp 9th-C500 gp 10 min/level
Cut Repair III Heals up to 3 hits per round of bleeding n/a 9th-C500 gp Instant
Mage Armor III A magical force gives the wearer AT 12 with no maneuver or missile penalties 600 gp 11th-E/C500 gp 1 hour/level
Shield of Faith +20 This adds 20 to the user's DB (the DB effect works even if the user is unaware of an attack - cannot use any other type of shield while under this effect 900 gp 11th-C700 gp 1 min/level
Good Hope +10 to OBs, RRs, and maneuvers - +1 to all critical rolls 1050 gp 7th-E525 gp 1 min/level
Restoration Fixes any one light or medium injury including all penalties associated with it n/a 11th-C800 gp Instant
Magic Vestment +10 Imbues a suit of armor or shield with a +10 enchantment bonus 1200 gp 11th-C700 gp 1 hour/level
Resist Energy (Type) 20 All energy attacks of the type selected have their critical severity level reduced by two levels and damage done is reduced by 20 - fire, cold, electricity or acid are possible energy types 1200 gp 11th-C700 gp 10 min/level
Cure Critical Wounds Heals 10d10 hits n/a 11th-C1000 gp Instant
Barkskin +4 This increases the user's natural armor by 4 levels 1>3>4>8>11>12>15>18>19>20 - so a human's skin AT becomes 11 2000 gp 14th-C1125 gp 10 min/level
Break Enchantment This spell frees victims from enchantments, transmutations, and curses n/a 14th-C1125 gp Instant
Cure Light Wounds, Mass Heals 3d10 hits in up to 10 targets n/a 14th-C1125 gp Instant
Greater Magic Fang +10/15 Gives all natural weapons (fist, claw, bite, etc.) a +10 enchantment bonus to OBs or one natural weapon a bonus of +15 2000 gp 14th-C1125 gp 1 hour/level
Greater Magic Weapon +15 Gives a +10 enchantment bonus to a weapon or up to 50 missiles (this is not cumulative with a non-magical bonus) 2000 gp 14th-C1125 gp 1 min/level
Mage Armor IV A magical force gives the wearer AT 15 with no maneuver or missile penalties 2000 gp 14th-E/C1125 gp 1 hour/level
Stun Relief III Removes 3 rounds of accumulated stun 2000 gp 14th-C1125 bp Instant
Heal This spell heals all of the user's injuries. Removes poisons and cures diseases - all non-magical effects are also removed (stuns, insanity, nausea, and fatigue) n/a 17th-C1625 gp Instant
Cut Repair True Stops all bleeding from a single wound n/a 18th-C2000 gp Instant
Shield of Faith +30 This adds 30 to the user's DB (the DB effect works even if the user is unaware of an attack) - cannot use any other type of shield while under this effect 5000 gp 20th-C2275 gp 1 min/level
Greater Restoration Fixes any one injury of any severity including curing all penalties associated with it - also dispels all curses, level drains as well as heal permanent nerve damage or ability loss (though not any that was caused by death) - the penalizing injury must not have occurred more than 20 weeks prior to this scroll's use n/a 20th-C4775 gp Instant
Raise Dead The target's soul must not have left their body prior to the casting of this spell for it to work - the target can have been dead up to 1 day per level of the scroll creator - heals only lethal damage all other injuries must be healed in some other manner - the target loses 1 level of experience and returns with 10 hits, power, and 0 exhaustion n/a 14th-C6125 gp Instant
Resurrection As long as there is some piece of the target's body left it can be resurrected - target returns with maximum stats - cannot have been dead more than 150 years - the target loses 1 level of experience n/a 20th-C12275 gp Instant