Potions (spells and uses)


Rules Questions

Shadow Lodge

I've read through potion creation in the CRB and UE. The only limitation I could find as to what can be made into a potion is that the spell must third level or below and cant be a spell with range = personal.

Is there any ruling that contradicts or modifies potion creation?

If you have a potion of glitterdust how is it used? Can it be used as a thrown weapon or just drank and act like you cast the spell?


I don't know, but you might be targeting yourself with Glitterdust.


When you drink a potion you become both the caster and the target. For spells that say Target: 1 creature this isn't a problem. For spells that have Area: 20' radius this means the spell originates in your stomach spreads out until it hits a barrier (the walls of your stomach) and stops spreading.

For a glitterdust this means that any invisible people in your stomach will become visible and possibly blinded. (Of course, it is dark in your stomach so that won't have much of an effect anyways . . .) For a spell like fireball you will get 5d6 damage worth of heartburn. For charm person you become your own best friend.

Scarab Sages

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I will be giving goblins fireball potions.

Shadow Lodge

I see. So some potions are going to better thrown then drank.


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Quote:
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.

Area effects may affect one or more creatures, but they do not target them.

Liberty's Edge

To the OP: You also need to look at the section describing potions in general, not just the section on creating potions. The PRD version is here.

You drink potions. You smear on oils. Potions must target one or more creatures or objects. Potions cannot have range personal. Potions duplicate spells of up to 3rd level.

Target has a special meaning, as Whale has pointed out. It is not sufficient for a spell to be able to have an effect on someone or something. It has to have a Target: entry in the spell description.

Spells that have an area effect, such as glitterdust or fireball, cannot be made into a potion because they have an Area: entry rather than a Target: entry in their spell description.

There is no option for throwing a potion to activate it, although this idea seems to come up fairly frequently. I suspect this is a carry over concept from another game.


I suppose a thrown "potion" could be made as a wondrous item, and I assume it would cost a bit more.

Grand Lodge RPG Superstar 2012 Top 32

Ciaran Barnes wrote:
I suppose a thrown "potion" could be made as a wondrous item, and I assume it would cost a bit more.

Back when Ultimate Equipment was still in the works and Paizo asked what else should be included, I advocated for a thrown version of potions. Alas, no such luck.


Ciaran Barnes wrote:
I suppose a thrown "potion" could be made as a wondrous item, and I assume it would cost a bit more.

Actually, using the provided formula, it would cost exactly the same. In fact, you could make 'potions' using craft wondrous items that cost the same as potions. You could even make potions of any level using craft wondrous items.

This is why those rules are only guidelines.

Liberty's Edge

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To help OP understand between the different magic item categories, they're designed with a scale of utility and cost.

A wand is the cheapest way to replicate any spell up to 4th level, when measured by cost per charge. The person activating the wand has to have the spell on their spell list, but does not have to actually be able to cast the spell. For example, a 1st level paladin can use a wand of cure light wounds even though he cannot yet cast the spell. Likewise, a multi-class wizard of any level with an Intelligence of 11 could use a wand of glitterdust even though to cast it himself, he would need to be Wizard 3 and have an Intelligence of 12.

A scroll is next cheapest. It can replicate a spell of any level. There are requirements for the person using the scroll; effectively, if the caster could cast the spell herself, she's good to go. If she couldn't cast it herself, then she may not be able to use it, or have a chance of failure or of screwing up the magic.

A potion or oil is limited to what spells can be replicated and is twice the cost of a scroll. It can be used by anyone. The details are earlier in this thread.

A staff is similar to a wand, but can be recharged and can make use of the caster's statistics to make more powerful effects with respect to how powerful the spell is regarding effect and Saving Throw DC.

If you want to do something that doesn't directly replicate a spell, or which is outside the scope of the other items, you generally need a Wondrous Item. These can create magical effects that you can't get directly from a spell, they can bypass the limits of scrolls, wands, potions, and staffs. So, for example, you could have a Wondrous Item that replicates a fireball, but can be used by someone who can't use a scroll or wand of fireball. Likewise, you can use it to replicate what would otherwise be a potion, but which exceeds the limits imposed by a potion regarding personal spells or targeting. One use Wondrous Items are generally more expensive than the consumable magic items.

If a character doesn't meet the requirements to use an item can often overcome this through the use of the skill Use Magic Device. An example would be a fighter using a wand of cure light wounds or a 1st level paladin using a scroll of cure light wounds.

Hope this incomplete summary helps more than "potions don't work that way."


Howie23 wrote:

To help OP understand between the different magic item categories, they're designed with a scale of utility and cost.

A wand is the cheapest way to replicate any spell up to 4th level, when measured by cost per charge. The person activating the wand has to have the spell on their spell list, but does not have to actually be able to cast the spell. For example, a 1st level paladin can use a wand of cure light wounds even though he cannot yet cast the spell. Likewise, a multi-class wizard of any level with an Intelligence of 11 could use a wand of glitterdust even though to cast it himself, he would need to be Wizard 3 and have an Intelligence of 12.

A scroll is next cheapest. It can replicate a spell of any level. There are requirements for the person using the scroll; effectively, if the caster could cast the spell herself, she's good to go. If she couldn't cast it herself, then she may not be able to use it, or have a chance of failure or of screwing up the magic.

A potion or oil is limited to what spells can be replicated and is twice the cost of a scroll. It can be used by anyone. The details are earlier in this thread.

A staff is similar to a wand, but can be recharged and can make use of the caster's statistics to make more powerful effects with respect to how powerful the spell is regarding effect and Saving Throw DC.

If you want to do something that doesn't directly replicate a spell, or which is outside the scope of the other items, you generally need a Wondrous Item. These can create magical effects that you can't get directly from a spell, they can bypass the limits of scrolls, wands, potions, and staffs. So, for example, you could have a Wondrous Item that replicates a fireball, but can be used by someone who can't use a scroll or wand of fireball. Likewise, you can use it to replicate what would otherwise be a potion, but which exceeds the limits imposed by a potion regarding personal spells or targeting. One use Wondrous Items are generally more expensive than the...

Favorited this as it is a good primer for players getting into item creation.

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