Potions
- Brannith Marius

- May 10
- 6 min read
The Dawn Lands world features a variety of alchemical mixtures, ranging from common tonics to legendary elixirs. To ensure game balance and quality, all physical potions are created and provided by Administration. All potions are distributed by an in-game vendor and/or Administration; it is important to note that "Potion Dealer" is a job description rather than a specific NPC's name. Depending on the event and volunteer availability, your local potion dealer might be a traveling merchant, a village apothecary, or a mysterious hermit with a different title.
Gaining Potions
At check-in, a player with the ability—from class or culture—to receive a free in-game potion will receive a physical chit or token. If no character is currently filling the vendor role at an event, you may redeem your chit at the Gate or directly from Administration. Players who are entitled to these free starting potions should make it a priority to visit the potion dealer (whoever or wherever they are) early on after check-in to ensure they receive their items. If the current stock of a specific potion runs out, Administration will work to replenish the vendor's supply so that the entitled player still has a full selection to choose from.
For those who do not have a starting ability for a free potion, potions may be purchased from the potion dealer using in-game currency. Once acquired, players are fully encouraged to trade or sell their potions to others within the game world. To game balance and mechanical consistency across the realm, players may not design or create their own custom potions, as all official potions must initially be those issued by Administration.
After the initial distribution of potions into the economy, those who received them may sell, trade, or give them away as they wish. Potions are persistent and may be kept from one event to the next. If a player loses a potion between events, it will not be replaced; the responsibility for the safekeeping of all potions falls solely upon the player.
Using Potions
You do not actually have to drink a potion. You can pretend to drink the potion or pour its contents onto the ground. Once the contents leave the bottle, it is considered used up and inert. You can return the used potion bottle to administration so that they can reuse it.
Potions in Dawn Lands LARP are designed for direct, personal consumption to achieve their intended effects. To be effective, a potion must be roleplayed as being drunk by the intended user. A potion's effect is lost if it is thrown at another person, poured into a drink or other substance, or applied to the skin. The effects of a potion only work on the person who consumes it.

List of Potions
Bloodeye Coffee: Regain one use of one depleted class or culture ability.
Cheetah Blood: You are now invigorated and are able to move with cheetah-like speed. You may now apply your APR to Lightning Bolt damage. This lasts until the end of your next encounter, duel, or battle. This potion is very rare and expensive.
Cytillesh: This extremely expensive potion wipes all of the user's memories. Although this is negative in many ways, it also allows them to change their character class and personality, if desired. The player retains one half of their XP (rounded up) and all of their Royalty Points. This potion does not affect the character’s culture or any other character’s memories of them.
Demon Dust: This very expensive, very rare, and highly addictive potion is produced from the crushed bones of demons. Demon Dust strengthens the inhaler's body for acts requiring great physical stamina. While the potion is in effect, the user typically experiences some form of memory loss. Some claim to have experienced hallucinations, flashbacks, and/or confusion until the potion wears off. For the remainder of your current, or the end of your next encounter, battle, or duel, the user can only be harmed by magical abilities, spells, and magical weapons. They cannot be damaged by non-magical weapons or abilities. While this potion is in effect this character is considered a demon for purposes of opposing abilities and spells.
Divine Health: Add +1 temporary HP to a character that is already at maximum HP. This temporary HP lasts until the character takes damage or until dawn, whichever occurs first. This can only be taken once per encounter, battle, or duel (or, in other words, a max of one use at a time). This can stack with other HP abilities, but not itself.
Draught of Wraith Sense: This rare potion tastes of ashes and grave dirt. It grants the drinker an uncanny awareness of the undead, allowing them to detect their presence, perceive them more easily, and feel a chilling sensation when they are nearby. Once drunk you can detect undead (as the ability) and speak with ghosts. This lasts until dawn and cannot be renewed.
Dream Tea: Enter a dream-like state. While in this state you gain the following abilities: Detect Treasure, Detect Monster, and Detect Magic. Once taken you remain in this dream-like state until sundown or dawn, whichever occurs first, and cannot be renewed. While in this dream-like state, you are less worried about danger and threats and therefore take a -1 to APR. This is a very expensive and rare potion.
Elixir of Fortune's Favor: This shimmering elixir, brewed from rare moonflower petals and whispers of luck, grants the drinker a fleeting moment of incredible fortune. After consuming this Elixir you can reroll, or otherwise gain a second chance, on any game, activity, or competition that involves chance. You must take your 2nd result, even if worse, the luck comes from getting a second chance. This lasts until sundown and cannot be renewed.
Elven Absinthe: For the next 5 minutes you are considered to be a point of inspiration, and you are able to renew the abilities of other players. This can be used both inside and outside of town. This potion is very expensive and rare. During this time you should consider role playing that you are very entertaining.
Fey Leaf: You are now immune to all charm abilities. This potion is very rare and expensive. Once used this last until dawn.
Fire Wine: This very rare wine allows you to breathe fire. Gain three Fireball spells. These spells last until the end of your next encounter, battle, or duel.
Giant Hands: The practical effect of this is that you are immune to two arrow strikes from attackers for the remainder of your encounter, duel, or battle. If you are not struck by two arrows then this benefit ends at the end of your current encounter, duel, or battle. Thematically your blood pools and hardens in your hands. While this is in effect you cannot hold weapons or shields.
Hype: A synthetic adrenaline potion that increases awareness and reaction time.
You gain the dexterous movement ability until the end of the next encounter, battle, or duel. This allows you to gain +1 to APR. After its use you are extremely tired (for role playing). This does not stack with itself and is limited to one use per day.
Lightning Protection: Negates all damage from the first lightning attack which hits the player in their next encounter, duel, or battle. Must call out “absorb” when activated by an opponent's spell.
Plasma Hype: A synthetic adrenaline supplement that increases awareness and reaction time. Gain the fast battlefield movement ability until the end of the next encounter, duel, or battle.
Protection from Fire: Negates all damage from the first fire attack which hits the player in an encounter, duel, or battle. The player must call out “absorb” when the potion is activated by an opponent's spell.
Mend the Flesh: This expensive potion allows a player to immediately be healed for 1 HP upon consumption. This may be used in combat and can be used up to three (3) times per target player. This will not revive a player at 0 or less HP.
Succubus Kiss: This rare, expensive, and highly addictive drug is rumored to be created by mages and alchemists working alongside succubi. For the remainder of the day, your APR is reduced to 0 and you take double damage from all sources. You gain the Fae Charm ability, with the exception of not being renewable. This effect lasts until dawn. While under the effect of this potion the user is considered a demon for purposes of opposing abilities or spells.
Zerk: It is said that this potion is created from the still warm blood of a recently killed berserker while still on the field of battle. After taking this potion you gain a +2 to your damage dealt by melee weapons. You can no longer use spells, abilities that require complex thought, or thrown or long range weapons. Your APR decreases by one point and you can no longer follow complex plans or instructions. This lasts until the end of the next encounter, duel, or battle. When the effects of Zerk come to an end you drop to 1 HP.
Zombie Form: Become immune to negative energy attacks. Your HP and APR are both reduced by 1 point and you are now considered undead.



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