For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (add a d4 to attack rolls and saving throws, no concentration required).

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.

The next creature you see within 10 minutes after drinking this philter, you become charmed by for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

When you drink this potion, you gain resistance to one type of damage for 1 hour. The effect is either determined randomly from the options below or by your choice.

Note : You may not be doing something active as a side activity while you're brewing potions. Only you may work on your potions.

Once you have acquired the ingredients for a specific potion, you may start the process of brewing it. For each potion you're brewing ( maximum of 3 ) , you must spend at least 15 minutes per day working on it. Every day, you may spend an additional 45 minutes on each potion to speed up the process. After the 45 minutes have passed, you roll a d20 and add your proficiency bonus, though you may only use the bonus if you are proficient with the tools that you're using.

Note : You must specify beforehand, which potion's ingredients you're going to look for.

Once per day, if you wish to find the ingredients for the potion yourself, you may attempt to do so, though only if you are within an area of plentiful herbs. You spend an hour searching for them, during which you make a Wisdom (Survival) check and try to beat a DC that corresponds to the rarity of the potion. Anyone can help you look for the supplies and make the roll as well.

In order to brew a potion you must have Alchemist's supplies (50gp) or a Herbalism kit (5gp) . You must also have the various ingredients that are needed to create the potion. The base cost for the ingredients is the store price of the potion halved. The base amount of days to create said potion is its store price divided by 5.

Scribing a Spell

In order to scribe a spell, you must have something to scribe on and something to scribe with. The less conventional the way, the higher the penalty (Decided by the DM).

Note: The effects stack. If, for example, both the thing you write with and the thing you write on are highly inconventional, the penalty doubles.

Item Example Penalty Conventional Parchment, Ink with a pen − 0 Mildly Unconventional Stone tablet, Blood with your finger − 1 Moderately Unconventional Human skin, Coal with your hand − 2 Highly Unconventional Sand, A bunch of pebbles, arranged on said sand − 3

Once per day, you may attempt to scribe a spell onto something. It must be in any one runic language. You must have an unused spell slot of the same level as the spell that you're trying to scribe. You must also either know the spell or have an example of the spell scribed on something that you can see (such as a wizard's spellbook).

For each level of the spell (maximum of 5), the base process takes 4 hours. You can not have more total scribed spell levels than your total caster level. For example, a 5th level Wizard may have five 1st level spells or one 3rd level spell and one 2nd level spell. A 7th level bard/3rd level fighter may have one 5th level spell and two 1st level spells.

Note: If you pause the scribing and resume later on, you must spend another spell slot of the same level.

The roll: 1d20 + Dex + Int − Penalty You may also add your proficiency bonus if you used a particular tool set to scribe the spell, though you must be proficient with it. Example: Calligrapher's tools.

Roll Result 1-5 The spell scribing fails. 6-9 The spell is scribed, but is one level lower. If the spell was scribed at its base level, the scribing fails. 10-13 The spell is scribed, but uses up an extra level slot (Doesn't go over the max). 14-20 The spell is successfully scribed.

Repeatable Effects

Most scribed spells are one use only, meaning that the runes lose all power and are destroyed right after they're used. E.G. A scroll burns up into ash, a stone tablet cracks into dozens of pieces, a thin layer of metal on a sword rusts away.

But, one may scribe a spell that has a repeatable effect. First off, its duration must be instantaneous. Secondly, the scribing DC goes up by 10. For example, instead of having to roll the minimum of 14 for the scribing to be completely successful, you would have to get a 24. Additionally, the time it takes to scribe the spell tripples.

The scribe also decides upon the trigger of the spell, usually limited to something touching the spell-scribed object, such as organic material or something more specific, like an iron counterweight, tied to the end of a string trap. If you wish for the spell to have a ranged radius activation, you may choose from 5, 10 or 15 feet. The scribing DC goes up by the same amount.

The spell is then set for an indefinite amount of time, usually until a skilled individual or nature itself ruins the scribing. It is able to repeat itself after a cooldown of ( 5 + The spell's level ) minutes.

Note: Repeating spells also count towards the total scribed spell level.

One may attempt to scribe a repeating spell without it using up their total scribed spell level, though such a process is long and pricy. The time would, in stead, grow tenfold, and the scribe would have to spend 500 gp for each level of the spell. The cost and time represent the act of performing various rituals and experimenting with the runes. The required roll would also go up by 15 total. Such a luxurious task would only be attempted by the wisest of mages and the richest of kings, in order to secure something for ages to come and pass.

Examples of Scribed Spells

The most mundane of examples would be spell scrolls that can be used only once, most often in a combat scenario.

Other uses may include rune-protected chests and doors, sensors that cast "Sending" at the home owner, whenever someone sneaks into their abode.

Some richer kingdoms may inscribe "Dispel Magic" runes upon their castle walls, in order to stop various casters from simply waltzing into the throne room.

Disabling the Scribed Spells

In order to ruin the scribing without first triggering the spell , one would have to pass a Dexterity (Sleight of Hand) or Intelligence (Arcana) check of ( DC 12 + The spell's level ) . If the spell is repeatable and on cooldown, the DC would be 5 + The spell's level. If the spell's activation is ranged, then some other way of ruining the scribing would have to be used, such as a "Mage Hand", using the same DC's. The spell's creator can, in most cases, remove the scribing without any check.

Note: One may also simply smash or otherwise destroy the object that the spell is scribed upon. The ability check and DC would be up to the DM.