Placebo

You imbue a potion or mixture with the Magic of a creature’s personal Faith during its creation.

Tier I - Hedge - Witchcraft

You imbue a potion or mixture with the Magic of a creature’s personal Faith during its creation.

Spell Tier I
Action Type Full Round Action
Mana Cost 0-1
Range 5 Meters
Requirements Voice, 2 Free Hands
Sustainable No
Spell Traits Audible, Visible

Effect : Target a creature within Range. You mix a potion in view of the target of this Spell. The ingredients don’t matter, only adding believability curated to the individual. The Caster may choose a Potion Effect from the Table below. Placebo Potions expire after 24 Hours and can only affect the target of the Spell.

Potion Effect
Protection The potion grants 5 Points of Magical Armor to the Drinker for the next Hour or until the Armor Points are removed via Damage dealt.
Vigor The Potion Increases the Drinker’s Total Stamina by 1 until they spend that Stamina or an hour elapses.
Might The Potion Increases the Drinker’s Total Might by 1 until they spend that Stamina or an hour elapses.
Focus The Potion Increases the Drinker’s Total Focus by 1 until they spend that Stamina or an hour elapses.
Healing The Potion Restores 1d6 HP to the Drinker.
Poison The Poison deals 2d4 Poison Damage to the Drinker.

The Target creature must Roll a Wisdom Saving Throw, the DC is equal to the Casters Spell Save DC. If the Creature Fails, the Potion’s Effect works on that specific Creature when Ingested and the caster is refunded the mana for casting this spell. If the Creature Passes, they are unaffected by the Placebo. Creatures may not choose to fail this saving throw.

Overpower : The caster can spend 1 additional Mana to Increase the Range of this Spell by 5 Meters,

Or Increase the Spell Save DC for this Casting of the Spell by 2,

Or add 1 additional Target within Range to this Casting of the Spell,

Or increase the potency of the potion’s effect by adding +1 to any numbers listed or add +2 to any die rolls listed.