Beauty enhancing potions or oils

I am planning an NPC, that thinks herself to be not good looking to an extend, that she wants to change her appearance.

She is not a magic user, but a rather wealthy character that can afford to buy magical stuff.

Therefore, I was thinking to adapt an oil of Disguise Self to become a facial creme, that she needs to apply on a regular basis. (Disguise Self cast at 3rd level would make the oil last 30min per application, which would be fine.)

Do you know of any other options? Or do you think this approach would work?

As a side note, I will prefer magical solutions, as they can be detected using the Detect Magic spell, my PCs are likely to use in the NPCs vicinity. This is meant to be a fun distraction from their actual goal, and I hope to cause a bit of confusion.

dnd 5e – Implications of liberally handing out higher quality healing potions

The term healing potions in this context refers to the ensemble of {Potion of Healing; Potion of Greater Healing; Potion of Superior Healing; Potion of Supreme Healing}, not to the item Potion of Healing.

Potion of Healing appears on the table of purchasable goods (PHB p. 150). Furthermore, the descriptions of Potion of Healing and the Herbalism Kit (pp. 153/154) suggest that the latter can be used in the production of the former, which was discussed in this question: How does one craft Potions of Healing?

Xanathar’s Guide to Everything (p. 128) provides rules for crafting magic items, involving the acquisition of a formula. Healing potions, however have simpler rules, without the need for a formula (p. 130).
XGtE further has a suggested magic item progression detailing the number of magic items that should be gained on average on different levels.

The fact that Potions of Healing can be purchased at 50 gp a piece, suggests that they are in fact exempt from the progression. Similarly, the fact that magic items can be crafted in downtime questions the magic item progression. For most magic items, I see no problem, since opportunities to acquire formulae can be restricted in the same manner as opportunities to obtain complete magic items. Healing Potions do not require any formulae, however, and are much easier to craft, which bears the question if they are, in fact, generally exempt from the magic item progression.

In know that I can ignore or modify the magic item progression, that magic items are completely optional, and that I could hand out e.g Potions of Greater Healing within the boundaries of the progression.

I liberally hand out potions of healing, through loot and quest givers. I’m wondering, however, what would happen if extended this to other healing potions. For example, the loot in one of the more dangerous dungeons would contain four potions of greater healing instead of four potions of healing, or I replace half of all potions of healing in loot with potions of greater healing, or I increase the quality of the healing potions given out with tier of play.

My question therefore is: Given the crafting rules on XGtE p. 130 (and potentially other rules that I overlooked), are healing potions exempt from magic item progression? If not, what would be the balance implication of changing that?

dnd 5th – What guidelines (if any) apply to potions of various rarities?

Potions are magic items so they follow the same general rules as other magic items.

From page 135 of DMG:

Scarcity provides an approximate measure of the power of an object compared to other magical objects. Each rarity corresponds to the level of the character, as indicated in the rarity table of magic objects. A character usually does not find a rare magic item, for example, until around the 5th level. That said, scarcity shouldn't hinder the history of your campaign. If you want a invisibility ring fall into the hands of a 1st level character, so be it. There is no doubt that a great story will result from this event.

And the rarity table for magic items is on the same page, just below the section I mentioned above.

healing – Can delusional reality be used to prepare food or potions?

As the title suggests, I question the ability of delusional reality to support and heal. He states that "you can choose an inanimate, non-magical object that is part of the illusion and make that object real."
Well at least for me, there is nothing magical or animated in a ham sandwich or a glass of water or a healing potion.
It seems like a lot of people focus on its uses for damage when they ask these kinds of questions, but what about healing or food? Is it possible to create an illusion of a piece of cooked meat and make it real and then eat it to save yourself from starvation? What about healing? Can you prepare a potion and use it to heal yourself in an emergency?

5th dnd – Identify non-edible potions such as sharpness oil

You choose an item that you must touch while casting the spell. If it is a magic object or other object impregnated with magic, you will learn its properties and its use, if it requires an introduction to the use and the number of burdens he eventually incurred.

IDENTIFYING A MAGIC OBJECT (DMG p.175)

The identification spell is the fastest way to reveal a
the properties of the article. Alternatively, a character can focus
on a magical object for a short rest while being in
physical contact with the object. At the end of the rest, the
character learns the properties of the object, as well as the
use them. Potions are an exception; a little taste is
enough to tell the taster what the potion is doing.

The oil is not a potion, so its tasting simply tells you that it is oily.

Wearing or experiencing an article can also offer
indications on its properties.

Coat your sword a bit and see if its sharpening can work.

pathfinder 1e – Can the Magic Missile Potions be made useful?

As I asked in a previous question, when you drink a magic missile potion, you end up being hit by the effect of spells. Depending on the effect in the potion, it's fine, but not very good.

But is there a way to make magic missile potions useful where you drink, but use the spell to attack others? I know volatile vaporizer pills and the preparation of vaporous potions, but they do not allow you to benefit from effects such as alchemic attribution.

I especially hoped to have a potion of MM and an alchemical allocation and still have a usable MM. Or with the Glutton Potion, get a MM each turn for fast action.

pathfinder 1e – Can potions, baguettes and scrolls be changed?

It is clear that weapons, armor and wonderful things can be changed because there are rules that clearly describe this process, but I have not seen anything that prevents potions, wands and scrolls from being also modified this way. I'm talking about increasing the effect, either by adding a metamagic exploit, or by increasing the CL, without changing the spell.

In my opinion, this is like any other magical object: you take the new total price of crafts, subtract the old craft price, and you end up with the amount you have to pay to make the change (s).

Is this correct or have I forgotten a rule somewhere?

dnd 3.5e – Do Potions Affect the Undead?

To drink a potion, the undead must be bodily to interact with it, and they must have some sort of mouth to drink. Note that potions are not digested, but that they must be eaten / drunk ("soaked") to fire.

To be affected by a potion at the time of drinking, the undead must be a legal target of the spell, just as if the spell was cast with the undead as a target. That is to say. If the spell is mental affecting or requires a force save that does not affect the objects, it will have no effect.

In Potions and Oils, how potions are used:

A potion is a magical liquid that produces its effect when it is soaked.

How they work:

Potions are like spells launched on the soak. The character taking the potion does not make any decisions about the effect – the pitcher who prepared the potion has already done so. The drinker of a potion is both the effective target and the thrower of the effect (although the potion indicates the level of the thrower, the drinker always controls the effect).

They are very simple, so you only have to worry about mechanical or spelling limitations that I mentioned above.

pathfinder – Can you stack the effect of Crafter's Fortune spell by drinking potions?

If you were to make potions of the fortune of the craftsman, could you cumulate the effect by drinking several potions to get a +10 or +15 or your next craft test?

The description of the fortune of the craftsman indicates that the duration is 1 day per level or until the exit of the center; this does not specifically indicate that they can not be stacked. Personally, I feel that this would be possible because it takes 1 turn to drink a potion. It would take 18 seconds to drink 3 potions, then you make your item.

For the record, I am a monkey mutated into a vanaran with a high intelligence and customary feat of increasing the number of potions I am preparing at the same time with my Intelligence modifier. I also have projects of economic dominance using my potions.

dnd 5th – How to approximate healing potions by using only d6s?

I want to make table healing potions with clogged bottles full of dice. Each vial would be labeled and filled according to the potion that it represents. For example, a bottle for a superior healing potion would contain four d4's and carry a +4 bonus; When he administers such a potion, the player simply empties the bottle and adds the dice plus the bonus, to get the correct 4d4 + 4 result, without having to play with their own dice. The purpose of the bottles is to speed up the game, to physically remember that a player has a potion at his disposal and to be super cute (let's say that these intentions are inviolable and that this craft project is a serious matter).

It is difficult to find enough d4 to carry out this craft project, and the test specimens are generally too small for the standard 16mm dice, so I planned to use 12mm miniature d6s, which are much easier to obtain in large quantity blocks. cheap. The problem is that the d6s are slightly more dynamic than those of d4, and I do not want to deviate roughly from the underlying mathematical potions.

How can I approximate the jets for each healing potion while avoiding the negative results? By hard-hitting results, I hear amazingly low or high totals or a distribution that breaks conventions on how healing works in the game.

The following restrictions apply to a valid solution:

  • Only 6 dice can be used. This is a physical constraint of the problem.
  • Each vial must contain a constant number of dice to throw and throw to get the result, without requiring additional dice that are not in the vial.
  • Basic mental mathematics such as addition and subtraction are acceptable.
  • A raise under a minimum total or similar rules of thumb are acceptable if they are simple.

The answers tell me to use the average instead of rolling, rolling with tools online, finding smaller or larger specimens, buying a set of vials filled with d4, or the like, are not solutions. I promise you that this issue does not suffer from an XY problem. The restrictions are inherent to the nature of the artisanal project, a very serious and important artisan project.

For bonuses, the corresponding AnyDice formulas would be useful but not vital.