

It's not a decision that the caster has the option to make when casting the spell, so that part of the effect is not locked in when a potion is brewed. The spell simply checks that the deity listed on the caster's character sheet is the same as the deity listed on the target's character sheet at the time of casting. So if you don't have a cleric, you could probably make an oil of raise dead for example.Ī potion of Faith Healing wouldn't have a deity bound to it. The ability to duplicate effects (worse) from any big 3 list is obviously better if you don't have big 3 list casters on hand. There are corner cases where they don't suck, mostly related to party composition (like, if you don't have a druid, ranger or UMD guy, a potion of barkskin may be worth having). Looking at your class, by the time he can brew potions, they have already lost most usefulness. Its still probably the worst crafting feat in most circumstances.

We allow potions of personal only spells in our game, not to buy on market but if crafted, which makes the feat suck a tiny bit less. If you are in a game that allows buying/crafting partially charged wands, they are way worse. So, for example, an artificer may make use of brew potions before he can make wands and before his UMD is high enough to use wands with certainty. They are also solid in the space before about level 6, when wands are still expensive. A fighter type in particular may find a handful of potions worth taking, like before kicking a door or if he has a one or two round lull in combat. Am I wrong? And if not, what other spells should I look into to make into situational potions?Īs people have said, they are good for muggles who can't UMD. But from the looks of my maths, simply buying a wand is much more appropriate than crafting potions, especially if it is a spell that I hope to use regularly. This brings me to a very important point: When is it better to craft potions instead of buying a wand? I can think of some situations, such as making potions of water breathing if I expect to spend time underwater, as this is a non-standard scenario and as such a wand would not be appropriate. am I reading the item description right that the CL of the spell would be 13 by the way? Goodness knows that my idea of making potions of Venomfire for the Fleshraker I'll be getting from Handle Animal does not seem to be cost-effective compared to an Eternal Wand of Venomfire. But, for the correct spell, this seems like it would be a fantastic way to save money. And that's not getting into the possibility of buying an Eternal Wand either, which, though I do not believe there is an official calculation for, seem to be cheaper than wands of the equivalent level, if limited to 2/Day. 750/25 is only 30, meaning that a wand is getting 20 extra uses of its spell for free. Wands are significantly more cost effective. Specifically, even when crafting potions, and buying non-potions. However, this has brought to my attention an issue in making potions. Specifically, planning on picking up the Craft (Alchemy) in order to make potions and alchemical items for cheap, and to make them stronger as well. I've been looking around at Crafting Magical Items recently, as I am planning on playing a Tall Tale in a new game.
