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Rising Legends: Searching
Searching
Hope Tactician Time Potion
Spell - Infusion
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Duration 6 + TT x 2 rounds
Boost: They gain +1 + TT Priority.
Decay Earth Tinker Potion
Spell - Elemental
Gain +2 + TT on Break rolls if the target is not Immune to Earth.
Duration 6 + TT x 2 minutes
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
Arcanist Necrotic Spiritual Potion
Spell - Transference
Requirements: 7 Combined Tiers of Poise and Magic
Speak 1 task. If target creature in 3 + TT range dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Duration 1 + TT minutes   Defense Nature
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
Air Guardian Mobile Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Athletics and Nature
Target subject in 6 + TT x 2 range does not fall while not carrying more than double their Bulk Limit. They can use advance to lower their elevation.
Duration 6 + TT x 2 minutes   Defense Magic
Boost: The creature also cannot suffer or cause Collision damage while not carrying more than double their Bulk Limit.
Chaos Naturalist Tinker Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.
Duration 3 + TT rounds   Defense Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
Body Naturalist Imagination Potion
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
Duration 6 + TT x 2 minutes
Boost: Gain a distal on 1 + TT limbs.
Body Despair Naturalist Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Duration 3 + TT rounds   Defense Endure
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Decay Naturalist Mind Potion
Spell - Elemental
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
Defense Endure
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
Naturalist Mind Order Potion
Spell - Suppression
Reduce Emotional and Sickened afflicting target animal in 6 +TT x 2 range 1 + TT Tiers.
Defense Observe
Boost: Improve its Social Opinion of you by 1 + TT/2 Tiers for 1 + TT minutes.
Despair Spiritual Umbral Potion
Spell - Transference
Target creature in Reach rerolls the next Skill roll they succeed and loses 1 + TT/3 d12 on the reroll.
Duration 1 + TT/2 rounds   Defense Poise
Boost: If they succeed the reroll, deal 1 + TT/2 Weakened damage.
Body Decay Naturalist Potion
Spell - Suppression
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in Reach suffers Tier 1 + TT/3 Fatigued.
Duration 3 + TT minutes   Defense Endure
Boost: Deal 2 + TT Weakened damage.
Chaos Trickster Umbral Potion
Spell - Suppression
Cause target in 6 + TT x 2 range to add 1 + TT/6 face value 1 to each Skill roll they make.
Duration 3 + TT rounds   Defense Zeal
Boost: If they reroll a roll, they suffer -1 on the reroll.
Chaos Mind Trickster Potion
Spell - Illusion
Requirements: Realistic Mode
Cause target creature in Reach to suffer a Tier 1 + TT/4 Sanity event.
Defense Nature
Boost: If the Sanity event is successful, they act and function as an animal for 1 + TT/3 rounds.
Despair Mind Tinker Potion
Spell - Suppression
Target creature in 3 + TT range suffers a 2 + TT/2 penalty on non-defensive Tools rolls.
Duration 3 + TT hours   Defense Tools
Boost: After they use an object, attack Tools with 1 + TT/3 d12 to cause them to Drop the object.
Hope Leader Radiant Potion
Spell - Illusion
Requirements: 11 Combined Tiers of Athletics and Poise
Another target creature in 3 + TT range heals 1 Resolve at the end of each of their turns.
Duration 3 + TT rounds   Defense Observe
Boost: After paying Resolve for an action, they gain +1d12 on any roll for the use and effect of that action.
Leader Mind Order Potion
Spell - Infusion
Requirements: 9 Combined Tiers of Guile and Poise
Understand all spoken languages for their literal meaning. You may miss things that would be clear if you knew the language.
Duration 6 + TT x 2 minutes
Boost: You can read all written languages.
Chaos Despair Naturalist Potion
Spell - Mutation
Requirements: 11 Combined Tiers of Magic and Nature
Any Disease target creature in 3 + TT range has is exposed by contact with the creature in addition to its normal exposure.
Duration 1 + TT minutes   Defense Nature
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/2 times.
Body Senses Trickster Potion
Spell - Suppression
Deal 3 + TT Deaf damage to target creature in 3 + TT range.
Defense Endure
Boost: Cause Balance, DL increased by their Deaf Tier.
Body Decay Necrotic Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Magic and Nature
Cause a 2 + TT penalty on Grit Pool of target creature in Reach.
Duration 3 + TT rounds   Defense Nature
Boost: Increase the penalty by their sizes above 0.
Despair Mind Trickster Potion
Spell - Infusion
Deal 1 + TT/2 Mystical damage to Resolve of target creature in 3 + TT range.
Defense Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 Mystical damage to their Resolve.
Senses Spiritual Umbral Potion
Spell - Illusion
Know if there is a creature other than yourself with an Affinity in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim purple glow around them if they have an Affinity. You can roll knowledge as if sensing an effect of their Affinity.
Arcanist Senses Umbral Potion
Spell - Illusion
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in the space if it contains remnants of magic. You can identify the effects as if you could see them being Manifested or activated.
Arcanist Scout Umbral Potion
Spell - Illusion
For each Spell that was Manifested in 6 range in the last 6 + TT x 2 hours, if the caster is within 1 + TT miles, see a straight line to the caster.
Duration 1 + TT hours
Boost: You know how many miles each subject is in away from you.
Decay Naturalist Necrotic Potion
Spell - Illusion
Know if there is a diseased creature in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them if they have a disease.
Senses Time Potion
Spell - Illusion
Know if there is another creature that has held an object you have Gripped in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim blue glow around them if they held the object.
Scout Senses Space Potion
Spell - Illusion
Know if there is an invisible creature or object other than yourself or your gear in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area, Invisible of subjects in that space does not affect your senses.
Hero Mind Senses Potion
Spell - Illusion
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them while they are detectable by this.
Arcanist Senses Umbral Potion
Spell - Illusion
Know if there is a magical ability that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Arcanist Senses Umbral Potion
Spell - Illusion
Know if there is a magical object not in your possession in an Aura 6 + TT x 2. This does not detect Souls or Shards.
Duration 1 hour
Boost: While Focal Locked on an object in the area for 1 minute or more, see a dim white glow around it if it is magical.
Mind Scout Senses Potion
Spell - Illusion
Know if a creature that used Awareness as an action senses you in an Aura 6 + TT x 2.
Duration 12 minutes
Boost: You know if you are sensed directly or through magic.
Scout Senses Space Potion
Spell - Illusion
Gain +3 on rolls to find secret doors in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a yellow glow around the space if contains a secret door.
Earth Scout Senses Potion
Spell - Illusion
Know if there is a living plant in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim green glow around the space if it contains plants.
Scout Senses Water Potion
Spell - Illusion
Know if there is poison in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in around the space if it contains poison.
Mind Senses Umbral Potion
Spell - Illusion
Sense if a Scry effect targets or senses you. If you would be seen through a Scry effect that does not target you, the effect attacks your Magic. On failure, it does not sense you.
Duration 1 + TT hours
Boost: Gain +1 + TT/2 on defenses against Scry effects.
Athlete Body Senses Potion
Spell - Illusion
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Mind Senses Shadow Potion
Spell - Illusion
Requirements: 9 Combined Tiers of Poise and Observe
Hear telepathy being used in an Aura 3 + TT x 3.
Duration 1 + TT minutes
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim violet glow around them while they are using Telepathy.
Earth Scout Senses Potion
Spell - Illusion
Know if there is a non-magical trap in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow around the space if it contains non-magical traps.
Arcanist Necrotic Senses Potion
Spell - Illusion
Know if there is an undead creature in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow around the space if it contains undead creatures.
Body Tactician Time Potion
Spell - Suppression
Deal 2 + TT Sickened damage to target creature in 3 + TT range.
Defense Zeal
Boost: Deal 2 + TT Slow damage.
Despair Umbral Potion
Spell - Transference
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.
Duration 1 round   Defense Nature
Boost: Deal 2 + TT/2 Mystical damage to Energy and Resolve.
Arcanist Chaos Space Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Guile and Nature
Deal 2 + TT/2 Mystical Space damage to Grit and Weakened damage to target creature in 3 + TT range.
Defense Athletics
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
Arcanist Decay Radiant Potion
Spell - Transference
Deal 3 + TT/2 Mystical damage to Energy of target creature in Reach.
Defense Magic
Boost: Heal Energy equal to half Injury.
Arcanist Curative Necrotic Potion
Spell - Infusion
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: If they would move away from you, use Hinder Movement against them ignoring range.
Decay Naturalist Earth Potion
Spell - Mutation
Requirements: 11 Combined Tiers of Zeal and Nature
Target creature in 12 + TT x 3 range has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Duration 12 + TT x 3 minutes   Defense Nature
Boost: The also suffer this penalty against abilities that have Naturalist or Environmental and their effects.
Arcanist Imagination Potion
Spell - Elemental
Lock 1 + TT Substantive Elements. Choose a Locked Element. You can use a Manipulation Limb to attack with the Element as a Tier 1 ranged weapon with 3 + TT range that deals 4 + TT/2 Bashing damage and has Lightweight and the Locked Element.
Duration 6 + TT x 2 rounds
Boost: Lock 1 + TT Ailments. The weapon gains 1 Locked Ailment.
Arcanist Imagination Umbral Potion
Spell - Transference
Requirements: 9 Combined Tiers of Elude and Magic
Reduce Grit Injury you would suffer by 1 + TT/3. After this reduces Injury, pay 1 Energy.
Duration 3 + TT rounds
Boost: After this reduces Injury, roll 1 + TT d12 to ignore the Energy cost that time, DL 12.
Body Scout Senses Potion
Spell - Infusion
Choose 1 + TT/3 senses. Target creature in 3 + TT range gains +1 + TT on rolls with the chosen sense.
Duration 3 + TT hours
Boost: The creature may use a Minor Action to replace one of their Primary senses as Primary with a chosen sense or end this replacement.
Arcanist Space Time Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Magic and Observe
Cease to exist.
Duration Up to 3 + TT rounds.
Boost: As this ends, Warp to target space in 3 + TT range before reappearing.
Body Scout Senses Potion
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Nature
Lock 1 + TT/2 Enhanced Senses. Target creature in 3 + TT range gains the Locked options.
Duration 6 + TT x 2 minutes
Boost: Gain +1 range on all senses.
Imagination Shadow Space Potion
Spell - Illusion
Target subject in 3 + TT range gains Tier 1 + TT/2 Concealment against vision.
Duration 3 + TT rounds   Defense Magic
Boost: If they end their turn without moving, they gain Tier 1 Concealment against vision.
Chaos Necrotic Trickster Potion
Spell - Suppression
Requirements: 7 Combined Tiers of Nimble and Guile
Target willing creature in 3 + TT range dies, except their soul does not leave their body.
Duration 1 + TT hours
Boost: The target can use their senses as normal and can Cease this effect.
Body Despair Imagination Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Poise
Attack target creature in 6 + TT x 2 range with Poise to deal 4 + TT/2 Mystical Body damage to Grit.
Defense Poise
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
Chaos Radiant Trickster Potion
Spell - Illusion
Cause target creature in 3 + TT range to Cease Focus and after each time they use Focus or suffer Injury, attack with 1 + TT/2 d12 to cause them to Cease Focus.
Duration 3 + TT minutes   Defense Poise
Boost: At the end of each of their turns, attack with 1 + TT/3 d12 to deal 2 Blind damage.
Leader Mind Spiritual Potion
Spell - Infusion
Choose a subject. Increase or decrease the Social Opinion target creature in 6 + TT x 2 range has of the subject by 1 + TT/2 Tiers.
Duration 1 + TT hours   Defense Guile
Boost: Their Social Opinion of you cannot be moved the other direction.
Air Naturalist Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.
Duration 12 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
Decay Naturalist Water Potion
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Guile
Cause a 1 + TT/2 penalty on Severe Threshold to target creature in 3 + TT range.
Duration 3 + TT minutes   Defense Nature
Boost: On success, cause Tier 1 + TT Slick.
Arcanist Chaos Time Potion
Spell - Transference
Requirements: 7 Combined Tiers of Martial and Magic
Cease to exist for 1 round. Gain +1 Major Action Pool on your next turn.
Boost: When you return, you can be anywhere within 1 + TT spaces of where you started.
Leader Mind Order Potion
Spell - Infusion
Target creature in Reach gains +1 + TT/3 on Influence rolls.
Duration 6 + TT x 2 minutes   Defense Poise
Boost: They gain +1 + TT/2 on damage to Resolve.
Decay Naturalist Time Potion
Spell - Mutation
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Duration 1 + TT days   Defense Nature
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
Body Hero Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range grows 1 size.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Increase the size grown by TT/6.
Mobile Tactician Time Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Target subject in 3 + TT range gains +1 + TT Movement Pool.
Duration 3 + TT rounds
Boost: Target gains 1 Minor Action Pool.
Curative Naturalist Water Potion
Spell - Infusion
Heal target creature on Reach 3 + TT Grit.
Defense Magic
Boost: Use Soothe with -3 on the roll. Gain +TT on the roll.
Chaos Time Trickster Potion
Spell - Suppression
Requirements: 9 Combined Tiers of Endure and Poise
Time only passes for you, your gear, and the air you contact. You cannot use actions.
Duration 1 + TT rounds
Boost: Include 1 + TT/2 creatures in Reach.
Arcanist Construction Umbral Potion
Spell - Transference
Lock 1 + TT Skills. Create a magic barrier near you that functions as a Tier 0 Gripped shield with Guard 1. Guard from the barrier also grants is bonus on each Locked Skill.
Duration 6 + TT x 2 rounds
Boost: The barrier can also Guard against magical attacks and gain +TT/3 Guard value.
Scout Spiritual Umbral Potion
Spell - Transference
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature in 6 + TT x 2 range has in that attribute.
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
Chaos Mind Trickster Potion
Spell - Illusion
Deal 2 + TT/2 Emotional damage to target creature in 3 + TT range. The emotion is rage towards a subject of your choice.
Defense Poise
Boost: For 1 round, they cannot obtain objects or Manifest Spells.
Decay Naturalist Necrotic Potion
Spell - Mutation
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Imagination Radiant Trickster Potion
Spell - Illusion
Requirements: 9 Combined Tiers of Nimble and Guile
Create a Projection of a Disguise on yourself using your roll to cast as the Disguise result. Reduce the penalty from changes made by 1 + TT/2.
Duration 1 + TT hours
Boost: You can have the Disguise change you 1 size.
Naturalist Mind Order Potion
Trick - Illusion
Requirements: Realistic Mode
Target creature in 1 + TT range rolls Sanity Recovery as if they got the needed recoveries 1 + TT/3 times.
Defense Nature
Boost: These rolls are unaffected by the effect of Sanity.
Arcanist Chaos Umbral Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.
Duration 1 + TT/3 rounds   Defense Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Mind Shadow Potion
Spell - Illusion
Requirements: 7 Combined Tiers of Nimble and Nature
Target subject in Reach becomes invisible.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Target can use a Major Action to cause any Break Illusion against this effect to reset as if it had not been used.
Curative Naturalist Necrotic Potion
Spell - Elemental
Deal 3 + TT/2 Mystical Necrotic damage to Grit of target creature with an ongoing ability on them that you Manifested in 6 + TT x 2 range. Heal Grit equal to half the Injury caused.
Defense Endure
Boost: If you cause Injury, increase the duration of the ongoing abilities that you created on them by 1.
Chaos Mind Trickster Potion
Spell - Illusion
Requirements: 11 Combined Tiers of Guile and Magic
Remove all instances of a specified creature or object in the memories of target creature in Reach. After each Recovery, attack Poise again with 1 + TT/2 d12. On failure, this effect ends.
Defense Poise
Boost: Do not attack again for 1 day.
Arcanist Mind Spiritual Potion
Spell - Infusion
Gain +1 + TT/2 on defense against Domination.
Duration 1 + TT hours
Boost: When you are Ambushed, count as in Conflict.
Arcanist Body Imagination Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Magic
Remove Mindless from target creature in Reach.
Duration 1 + TT minutes   Defense Zeal
Boost: They regain their memories from the last body they were in.
Mind Radiant Trickster Potion
Spell - Illusion
Requirements: 7 Combined Tiers of Nimble and Guile
Create a Projection that gives you the appearance of target creature in 6 + TT x 2 range, including their gear, except do not change size or limbs.
Duration 6 + TT x 2 minutes
Boost: The Projection can add up to 1 + TT/2 sizes, limbs, or distals to you.
Chaos Despair Trickster Potion
Spell - Illusion
When target creature in 3 + TT range speaks, their words are always jumbled and incomprehensible.
Duration 6 + TT x 2 minutes   Defense Guile
Boost: They suffer a 1 + TT/3 penalty on Communication rolls.
Body Mobile Shadow Potion
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Nature
Phase.
Duration 1 + TT/2 rounds
Boost: Increase your Bulk Limit by 3 + TT x 3.
Naturalist Earth Spiritual Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Poise and Observe
You can speak with plants.
Duration 3 + TT minutes
Boost: You can speak with animals.
Decay Naturalist Necrotic Potion
Spell - Elemental
Deal 4 + TT/2 Mystical Necrotic damage to Grit of target creature in 6 + TT x 2 range.
Defense Nature
Boost: Deal 2 + TT/2 Sickened damage.
Despair Mind Shadow Potion
Spell - Illusion
Deal 2 + TT Emotional damage to target creature in 3 + TT range. The emotion is fear that their greatest fear is coming true.
Defense Martial
Boost: On success, if they are Unconscious, deal 1 + TT/2 Resolve damage to them.
Mind Order Spiritual Potion
Spell - Suppression
Reduce 1 Emotional or Sickened on target creature in 3 + TT range 1 + TT/2 Tiers.
Defense Guile
Boost: Affect each possible affliction.
Air Despair Naturalist Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Nature
Deal 3 + TT Clumsy, Slow, Stiff, and Unsteady damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: Until they have none of these Ailments, after they pay a Movement cost, deal 1 + TT/3 Flowing Air damage to their Grit.
Hero Hope Mind Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Poise and Magic
Target creature in Reach gains +1 + TT/2 on physical damage.
Duration 1 + TT/2 rounds   Defense Athletics
Boost: They also gain +1 + TT/3 on Athletics attack rolls.
Earth Environmental Scout Potion
Spell - Suppression
Non-magical spaces you leave do not cause Encumbered for 1 minute.
Duration 1 + TT minutes
Boost: Affect spaces within 1 range of spaces you leave.
Gravity Mobile Scout Potion
Spell - Mutation
Target subject in 6 + TT x 2 range gains +1 + TT on climb and jump rolls.
Duration 1 + TT minutes
Boost: Gain +1 +TT/2 on defense against Gravity effects.
Order Tactician Time Potion
Spell - Infusion
Gain 3 + TT Plan Pool. As a reaction to your defense roll, you can pay any amount of Plan to gain an equal number of d12 on the defense.
Duration 3 + TT rounds
Boost: After you Triumph a defense roll, heal 1 Plan.
Imagination Leader Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Observe
Creatures in a 3 + TT Aura from target creature in 3 + TT range know where the creature is.
Duration 1 + TT minutes   Defense Poise
Boost: Reduce each Concealment they have by 1 + TT/3 Tiers.
Arcanist Decay Order Potion
Spell - Suppression
Requirements: 7 Combined Tiers of Elude and Magic
As a target in 3 + TT range would Teleport or Warp, attack Nature with 1 + TT/2 d12 to prevent the effect.
Duration 1 + TT minutes   Defense Magic
Boost: Also affect Phasing.
Body Curative Naturalist Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Target creature in Reach reduces the face value needed for healing Grit by 1 + TT.
Duration 12 hours
Boost: Reduce their DL to reduce Wounded by 1 + TT. Any missing body parts count as Tier 24 Wounded for the purpse of reducing Wounded.
Curative Guardian Umbral Potion
Spell - Infusion
TT Energy: Target subject in Reach heals 1 + TT Energy and can stand up.
Boost: Reduce the face value needed on the healing roll by TT/2.
Body Curative Naturalist Potion
Spell - Mutation
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.
Defense Nature
Boost: They count as getting 1 + TT hours of rest towards removing Exhausted.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Remove each Ailment of the highest Tier from target subject in 3 + TT range.
Defense Nature
Boost: Use Treat Exhaustion on them with +1 + TT and without needing Gear.
Arcanist Curative Time Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Poise and Zeal
Restore 1d12 Grit to target creature in Reach. The creature cannot be affected by this again until they have had 8 - TT Recoveries.
Defense Nature
Boost: The creature rolls now to reduce Wounded afflicting target body part.
Curative Naturalist Radiant Potion
Spell - Suppression
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.
Defense Attack roll of the poison
Boost: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.
Duration 12 + TT x 3 hours   Defense Nature
Boost: The disease attacks now in addition to its normal effect.
Guardian Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Elude and Magic
Choose an Element. A target in 3 + TT range gains 3 + TT Reduction to the chosen Element.
Duration 6 + TT x 2 minutes   Defense Magic
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.
Duration 6 + TT x 2 hours
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
Arcanist Curative Fire Potion
Spell - Elemental
Gain Immunity to Burning, Fire, and Slow.
Duration 3 + TT rounds
Boost: At the end of your turn, heal 1 Grit.
Leader Time Potion
Spell - Elemental
Target Ritual in 3 + TT range becomes 1 + TT rounds closer to being completed.
Boost: The creature Manifesting the Ritual can immediately change any selected target of the ritual.
Decay Naturalist Mind Potion
Spell - Illusion
Deal 3 + TT Unaware damage to target creature in 3 + TT range.
Defense Nature
Boost: Then attack Nature with a number of d12 equal to 1/6 of their Unaware Tier to cause Unconscious.
Body Naturalist Mind Potion
Spell - Infusion
Know how much potential of each Pool type has been used and how many Tiers of each Ailment each creature and object in an Aura 3 + TT has.
Duration 3 + TT rounds
Boost: Know the potential of Grit, Resolve, and Energy Pools of each creature and object.
Body Naturalist Imagination Potion
Spell - Mutation
Requirements: 9 Combined Tiers of Zeal and Nature
Shapeshift into a creature that is within TT/3 sizes of you and gain + TT defense against Shapeshifting effects. Do not gain any Movement types.
Duration 6 + TT x 2 minutes
Boost: You can speak even if the creature you become cannot and gain their Movement types.
Marksman Order Space Potion
Spell - Illusion
Target subject in 3 + TT range gains +2 + TT x 2 range on ranged attack.
Duration 6 + TT x 2 minutes
Boost: They gain Accurate on ranged attack rolls.
Guardian Radiant Spiritual Potion
Spell - Transference
Requirements: 7 Combined Tiers of Poise and Zeal
As damage would be dealt to target creature in 3 + TT range, reduce the damage by 2 + TT/2 and end this.
Duration 3 + TT rounds
Boost: After preventing damage, deal 2 + TT/2 Weakened damage attacker.
Body Despair Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range shrinks 1 size.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Increase the size shrunk by TT/6.
Body Decay Naturalist Potion
Spell - Mutation
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Duration 1 + TT hours   Defense Nature
Boost: They have a 1 + TT/3 d12 penalty on defense against diseases and poisons.
Chaos Guardian Time Potion
Spell - Suppression
Requirements: 9 Combined Tiers of Nimble and Observe
Time does not pass for target creature or object in 1 + TT range.
Duration 1 + TT/2 rounds   Defense Magic
Boost: The target can be moved.
Despair Hope Umbral Potion
Spell - Transference
Requirements: 7 Combined Tiers of Elude and Poise
Cause a 1 + TT/3 d12 penalty on Luck rolls to target create in 3 + TT range.
Duration 1 + TT hours   Defense Zeal
Boost: Gain a bonus on Luck rolls equal to the penalty caused.
Arcanist Decay Umbral Potion
Spell - Transference
Deal 4 + TT/2 Mystical Umbral damage to Grit of target creature in 6 + TT x 2 range.
Defense Zeal
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Gravity Trickster Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Endure and Tools
As a Major Action, you can use Magic to attack Athletics of target creature or object up to size 2 + TT/2 in 6 + TT x 2 range to move the target 1 space in any direction. You can increase the action cost by 1 Minor Action to cause the target not to fall for 1 round.
Duration 6 + TT x 2 minutes
Boost: Increase the spaces they move by up to 1 + TT/2.
Hero Hope Time Potion
Spell - Infusion
Prevent the next 2 + TT x 2 Injury you would take.
Duration 3 + TT rounds
Boost: After each time this prevents Injury from an attack, deal 1 Mystical Time damage to Grit of the attacker.
Chaos Time Trickster Potion
Spell - Suppression
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in 3 + TT range is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Duration 1 + TT rounds   Defense Nature
Boost: Ongoing effects on them continue to advance in duration.
Arcanist Imagination Time Potion
Spell - Transference
Requirements: 9 Combined Tiers of Martial and Magic
Take 1 + TT turns immediately, then continue your current turn. You cannot affect or create anything and objects cannot leave your possession.
Boost: Each ongoing effect on you Manifested by an Enemy loses 1 duration at the end of each of your turns.
Body Guardian Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: They gain TT/3 Physical Reduction.
Body Curative Hero Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Martial and Zeal
After suffering a Serious Injury, heal 4 + TT Grit and this ends.
Duration 12 + TT x 12 minutes
Boost: Then, reduce each Ailment afflicting you 1 Tier.
Earth Mobile Scout Potion
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Observe
Target creature in 3 + TT range gains Burrow as a Secondary Movement type. With each space moved, they can pay 1 Movement to leave a tunnel 2 sizes smaller than them in that space. After each minute, the tunnel rolls 2d12. If two or more are face value 1, the tunnel collapses.
Duration 1 + TT minutes   Defense Magic
Boost: They can leave a tunnel without expending Movement. If they do, the tunnel rolls an additional 1d12.
Earth Mobile Shadow Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Elude and Observe
Increase the DL to Track you by 1 + TT.
Duration 1 + TT hours
Boost: You do not affect Magnitude of other creatures being Tracked.
Guardian Mobile Potion
Spell - Mutation
Target creature in 3 + TT range reduces penalties from Encumbered by 1 + TT.
Duration 6 + TT x 2 rounds
Boost: They deal full damage with Bashing and Chopping weapons while submerged.
Body Chaos Naturalist Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Nature
Target creature in 3 + TT range mutates at the start of each of their turns. Each mutation deals 3 Body damage to Grit.
Duration 3 + TT rounds   Defense Nature
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/3 rounds.
Air Chaos Tactician Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Elude and Tools
Cause a vortex to exude from target creature in 6 + TT x 2 range. The vortex Repositions each creature or object comes within an Aura 2 of it towards itself with 2d12. Objects that are affected by this while used for attacking change their target to the creature.
Duration 3 + TT rounds   Defense Magic
Boost: The vortex counts as a size 1 + TT/2 creature.
Naturalist Environmental Water Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Endure and Nature
Target creature in 3 + TT range treats Liquid Tier as 1 + TT Tiers lower.
Duration 6 + TT x 2 minutes   Defense Nature
Boost: Target gains Aquatic.
Gravity Mobile Scout Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Nature
Target creature in Reach gains Flight as a Primary Movement type.
Duration 1 + TT minutes   Defense Magic
Boost: Duration does not reduce any round they do not move.
Arcanist Decay Time Potion
Spell - Mutation
Deal 4 + TT/2 Mystical Time damage to Grit of target creature in 6 + TT x 2 range.
Defense Nature
Boost: Deal 2 + TT/2 Slow damage.



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