LibraryLass wrote:Originally I was going to have them need to record individual recipes in their spellbook like 1st level spells, the numbering was there to roll for starting ones when creating a character. But I think that nerfed them a little too much.
I think its okay to start them with a limited number of brews. How many is the question. Let them gain a new one each level, and more with research.
LibraryLass wrote:What do you guys think about the idea of also letting them have the ability to make some kind of lucky charm or fetish, or adding a good-luck potion to the list?
As an expendable, yes. You might even want to extend the description to "charms and potions"
What I am picturing is that there are two types of effects they can create: potions (immediate effect when used, short shelf-life), and charms (passively activated single-use effects, possibly a slightly longer shelf life). Potions we all know and love. A protection potion has a duration, that activates when drunk. A charm would work a little differently. A protection charm (to ward off the evil eye, natch) activates when they are targeted by something evil, providing an AC/saving throw bonus as appropriate,
but only against that source, or
only against that attack. Then it is used up. The limited amount of "cover" is offset by the fact that you don't have to 'cast' it. Again, shelf life on the charm keeps you from overloading the party with perishable periapts.
Charms should mostly be about protection, though a luck charm would certainly be fitting (though how you decide when it activates, and in what form is another issue). You could set up a separate list of charms, or have a combined "cookbook" of charms and potions (with the effects noted for being one or the other). A
feather fall charm has great potential.
Limited Numbers, Shelf Life, and Balance
You obviously want a balance between making this too little at low levels, and too much at high levels. Unless you forecast being able to outfit an entire army with brews at high levels, you want a slower growth scale. Something akin to the revised 0-level progression (1+# of 1st level spell slots, maybe with attribute mod) gives you a cap. Whether you use this for number of active brews, shelf life, or both - or do something else entirely - can be worked out.
Levels of brews: If you find effects that are a bit too potent, you could set up a second tier of recipes - accessible only after 3rd or 5th level (or higher). I would only do this if you specifically have too strong of effects.
Shelf life has an inherent logic to it: All natural, no preservatives. This is not an alchemically sterilized and preserved concoction. It still has seeds in it. It's not dissipating magic, it's spoilage. Charms, as temporary, active protections are running a passive monitoring, and have only so much power for the battery. That and some of the more organic bits may degrade as well. So you want something that holds up longer? They have access to magical research and item creation! Maybe witches are limited to amulets and potions, maybe they have bonuses in terms of success/reduction of material costs for these specific item types.
Limiting the number of creations in a day: Is fairly straightforward. Some bit of the witch's power is needed to make the potion work, otherwise any old midwife could whip them up - and the stirring and reciting poetry part looks a bit silly. Energy investment in Charms should be obvious in this regard.
The amount of time this should take really effects the flavor of the witch in an adventuring party. Fast production (10 minutes, plus the time it takes to get the cauldron set up and cooking) makes this a on-demand, near-real-time response. Taking all day takes them out of the adventure/makes this a recovery day activity. You could split the difference, say several turns (I'm partial to one hour +1d4 turns per potion/charm created). This makes it more of a camp-time production, but you could stop and cook one on the fly if you really needed to. Production time would also influence your shelf life: the faster you can cook something up, the less time it remains viable.