Author: Luke
Discussion: Beamdog Forums
This mod is meant to implement PnP potion behavior.
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 in5'
radius (small fireball) (total of6d10
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 and1
Dexterity loss. - This result will also cause sleep (nausea) for
1
round.
- It will cause
- 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 of30
). - For instance, Elixir of Health would heal the drinker for
5
Hit Points (instead of10
).
- For instance, Potion of Magic Blocking would last for
- 8% chance the current potion has
+50%
effectiveness.- For instance, Potion of Magic Blocking would last for
45
seconds (instead of30
). - For instance, Elixir of Health would heal the drinker for
15
Hit Points (instead of10
).
- For instance, Potion of Magic Blocking would last for
- 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 of10
).
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.