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PnP Potions

Author: Luke

Discussion: Beamdog Forums

Overview

This mod is meant to implement PnP potion behavior.

Contents

After installing this mod, all in-game potions will behave as follows. Quaffing a potion while the effects of any potion were still active might trigger one of the following events:

  • 1% chance to explode.
    • 5d10 fire damage on the drinker, + 1d10 fire damage in 5' radius (small fireball) (total of 6d10 on the drinker).
  • 2% chance for instant poison death.
    • Unless the drinker is completely immune to poison damage.
  • 5% chance for Strength & Dexterity loss.
    • It will cause 1 Strength and 1 Dexterity loss.
    • This result will also cause sleep (nausea) for 1 round.
  • 7% chance to cancel/remove all active potion effects.
  • 10% chance the current potion does nothing.
  • 10% chance the current potion has half effectiveness.
    • For instance, Potion of Magic Blocking would last for 15 seconds (instead of 30).
    • For instance, Elixir of Health would heal the drinker for 5 Hit Points (instead of 10).
  • 8% chance the current potion has +50% effectiveness.
    • For instance, Potion of Magic Blocking would last for 45 seconds (instead of 30).
    • For instance, Elixir of Health would heal the drinker for 15 Hit Points (instead of 10).
  • 1% chance the current potion has permanent/double effectiveness.
    • For instance, Potion of Magic Blocking would last indefinitely (until dispelled).
    • For instance, Elixir of Health would heal the drinker for 20 Hit Points (instead of 10).

Permanent potions, such as potions of healing, would be considered still in effect for 1 turn (60 seconds) after drinking them.

The aforementioned special events can occur only upon quaffing potions. As a result, there is no risk in using 1 Oil and 1 Potion, as oils are applied to the skin, not consumed, so they wouldn't mix.