A potion contains a single use of a specific spell.
Potions can be created using the brew potion feat.
Potion of Antidote
This tonic is sovereign against venoms, mineral toxins, diseases, and poisons of all sorts.
- Cast spell: neutralize poison (caster level 5) (single use)
Potion of Barkskin
This thick concoction smells dark and musty, like a forest after heavy rains.
- Cast spell: barkskin (caster level 3) (single use)
Notes
- Potions can only be used on the player's character; they cannot target a location or item. For example, a bless potion will cast bless centered on the user (allies in the area of effect will still benefit), but it cannot target a location on the ground or a crossbow bolt in inventory like the normal bless spell.
- Potions can be "fed" to an associate by dropping the potion from the player inventory onto either the associate's portrait or their representation in the 3D game environment.
- Some spells with a "personal" range will not work as expected when used this way, as they will target the player's character rather than the associate. The impacted spells that a builder can assign to potions are aura of glory, blood frenzy, camouflage, divine favor, elemental shield, entropic shield, find traps, globe of invulnerability, identify, minor globe of invulnerability, one with the land, shield, Tenser's transformation, and true strike.
- If the difficulty setting "hardcore" or higher, drinking a potion incurs an attack of opportunity.
Builder notes
- Regarding use of potions by dropping onto associates: Spell scripts using
OBJECT_SELF
as the target, rather thanGetSpellTargetObject()
, will target the PC instead of than the associate.