Multi-Function Potions


Rules Questions


So I noticed these tidbits when I was working on building an Alchemist and I wanted to make sure I understood this correctly or if I'm missing something.

From the PFSRD on Magic Item Creation:

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

So what this sounds like is that I can potions that have multiple effects stacked on at a time, for example:

I could make a Oh-**** Potion at level 1 with 4 Cure Light Wounds that will heal 4d8+4 in one action for 68.75 gold(Multiple Similar Abilities). Compare that to the Cure Serious Wounds potion which heals 3d8+5 for 375 gold if made by a Cleric.

OR

At level 4 Alchemist I can make a multi-buff potion for our melee which includes Enlarge Person, Blur, and Bull's Strength for 600 Gold (a little pricey but still a solid potion to have on hand, could even argue that Bull's Strength and Enlarge Person are similar abilities for the discount).

I wouldn't necessarily say that this would be game breaking, but it is an option I would like to capitalize on if it is available. Thoughts?

TLDR: Can you have one potion with multiple effects?


I like where you're going with this! But I would have to say, that unless you want to make a massive potion, I'd have to rule that, yes, you can, but it would take two standard actions to drink it, as it would have to be more liquid. But this is creative and I like the thought, though I don't see anything explicitly on it other than the rules you quoted on multiple ability items.


Standard action per spell effect.


That would be a custom magic item so its completely up to your GM whether or not you can even make it

And the guidelines also say that you should first price custom items based on items already in existence...so for a potion that healed 4d8+ whatever you should probably be charged based off what a potion of a spell that healed near that amount


To be honest, it wouldn't be a bad idea to have such items around. I'd suggest the crafter having to take a second feat, such as "Amplified Concoction," and essentially allow the combination of 2 spells into one potion, having a full cost for the most expensive potion, and a 50% increase to the cost of the least expensive potion, and combining these two values together, providing any material component costs as normal.

The big problem is then you run into problems, as people may want to combine spells such as Weapon of Awe and Enlarge Person, which leads to a potion that targets a weapon, and a potion that targets a humanoid creature. Let's also not talk about people trying to combine Bless and Aid...


Darksol the Painbringer wrote:

To be honest, it wouldn't be a bad idea to have such items around. I'd suggest the crafter having to take a second feat, such as "Amplified Concoction," and essentially allow the combination of 2 spells into one potion, having a full cost for the most expensive potion, and a 50% increase to the cost of the least expensive potion, and combining these two values together, providing any material component costs as normal.

The big problem is then you run into problems, as people may want to combine spells such as Weapon of Awe and Enlarge Person, which leads to a potion that targets a weapon, and a potion that targets a humanoid creature. Let's also not talk about people trying to combine Bless and Aid...

I like the concept of the extra feat, Darksol.

And actually, Alchemists can already do this, sort of: The Combined Extract discovery already allows them to take two extracts and combine their effects into a single draught. Infusions, despite being a separate discover, are still simply extracts - they just remain active outside the Alchemist's grasp. So by RAW you could combine the two discoveries and create an Infusion that had the effects of two spells in it.


Wouldn't Weapon of Awe be an oil, and Bless only target the drinker?


Azten wrote:
Wouldn't Weapon of Awe be an oil, and Bless only target the drinker?

And now you finally understand the problem my proposed feat would have.

With that example, you cannot combine the two because the two essentially become separate concotions that affect separate types of targets. While it's an obviously understandable differentiate when it's a single-potion, single-spell item, when it's a single-potion, double-spell item, you run into the problem.

Similarly, combining the effects of say, Bless and Aid might run people to believe that the potion would actually give you 1D8+X Temp Hit Points, +2 to Hit, and +2 Saves V.S. Fear, since the effects are combined. Problem is, people might not believe that since the same effects of abilities are combined, their bonuses are combined as well.

Obviously, there should be clarifications made for this if such a feat were to be created, but at the same time it becomes more headache for the feat to even be worth anything at all.


Look into the words of power stuff...wordcasters have the ability to create spells that have multiple functions but they have to expend higher slots depending on the spell effects/length/target

Make the spell you want and then make a potion...actually it would probably have to qualify as an elixir...that does just that

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