====== Potions ====== **Skill Type:** Crafting\\ **Associated Lab:** Potion Lab (Tier I–IV) Potions in Volaire are versatile consumables used to enhance abilities, resist threats, and recover from harm. Any character may *use* a potion, but only those with the **Create Potion** skill may craft them. Potion creation is performed **at Check-In** using a Potion Lab phys-rep. All potions have a **shelf life of 1 year** from creation. You may craft once per event. **Unused points do not carry over.** ===== Rank Progression ===== Potion Points are used to determine how many and which potions may be crafted during an event. The total is calculated as: **Production Points = ((Potion Rank × 2) + Character Level) × Lab Multiplier × Event Days** ^ Lab Type ^ Multiplier ^ | Novice Lab | ×1.5 | | Apprentice Lab | ×2 | | Adept Lab | ×2.5 | | Master Lab | ×3 | Tags, components, and silver must be turned in at Check-In. All tags are issued there. ===== 🧪 Potion List ===== Below is the full list of potions available through non-master crafting, as specified in the Volaire Rulebook. ^ Name ^ Min Lab ^ PP Cost ^ Silver Cost ^ Description ^ | Cure Light Wounds | Novice | 2 | 4 | Heal 8 HP regardless of attunement or taint | | Toughness 1 | Novice | 2 | 4 | Reduces all incoming damage by 1 | | Strength 1 | Novice | 2 | 4 | +1 damage for one swing, or run while encumbered (10 sec) | | Armor 1 | Novice | 2 | 4 | Grants 5 temporary Armor Points | | Threshold 1 | Novice | 2 | 4 | Ignores damage under 2; full damage if threshold is met | | Toxin Shield | Novice | 4 | 8 | Prevents next poison effect | | Iron Will | Novice | 4 | 8 | Prevents next mental effect | | Mage Armor | Novice | 4 | 8 | Prevents terminal/death/waylay, drops user to 1 HP | | Cure Wounds | Apprentice | 4 | 8 | Heal 16 HP regardless of attunement or taint | | Toughness 2 | Apprentice | 4 | 8 | Reduces incoming damage by 3 | | Steadfast | Apprentice | 4 | 8 | Prevents next knockback effect | | Strength 2 | Apprentice | 4 | 8 | +2 damage for one swing, or break confinement (10-count) | | Armor 2 | Apprentice | 4 | 8 | Grants 10 temporary Armor Points | | Threshold 2 | Apprentice | 4 | 8 | Ignores damage under 4; full damage if threshold is met | *Note: Master-level potions are not listed here and must be discovered In-Play.* ===== Identification & Use ===== Potions may be consumed by any character. However, **Healing Arts** is required to identify an unknown potion via a **10-second uninterrupted inspection**. > “Inspecting one... inspecting two...” Without this skill, a player may use a potion blindly but cannot confirm its effect. ===== Related Sections ===== * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]] * [[operations:public:interactive_rulebook:core:conditions_and_effects|Status Effects]] * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]] ---- ---- **Navigation:** [[operations:public|Return to Wiki Home]] | [[operations:public:interactive_rulebook:start|Interactive Rulebook Hub]]