Potions Introduction
New equipment being released in academy Druid!!! Now these offer a lot to arena for little cost. All costing 1 SBP from the Nature school they could be and should be considered in a variety of books in and outside of the nature school. Especially if you are running a battle forge which allows you to put them on your mage for a free action.
Lets take a closer look at them.
Cleansing Potion, 1 mana.
Has 3 charge tokens and allows this ability: you may once per round remove one. If you do remove a poison condition from a friendly creature in this zone by paying its removal cost. Cleansing Potion cannot be replaced.
If there are no more charge tokens on Cleansing Potion, destroy it.
Things to highlight. Once potions are on you, your mage may activate the potion when you have priority as a free action. That is awesome so for three rounds you have an option of getting rid of condition without using an action saving you much needed time.
Secondly you can remove it from yourself or a friendly creature in your zone. You can you use this defensively or offensively just know your mage has to be in the same zone to trigger it to help out your other creatures. You can keep those weaks and rots off keeping your guys alive longer and hitting just as hard to deal out more damage.
Rots and Weaks are the conditions that would appear most. Each having a removal cost of 2. Again high value for cost. Taints are 3 and Cripples are 4.
Corrosive Concoction, 4 mana
Has 3 charge tokens and allows this ability: you may once per round remove one when you damage an enemy with a non-spell attack. If you do place a corrode condition on that creature. Corrosive Concoction cannot be replaced. If there are no more charge tokens on Corrosive Concoction, destroy it.
Things to highlight. 4 mana for 3 corrodes! Great cost again comparing it to acidball or rust. Basically allowing you to get out 1 more corrode for free.
Secondly, combo this with ranged weapons you could do direct damage to zombies, or prepping your target to take down even easier. Joktari or any mage who wants to use ranged weapons will want to have this in your book.
Rage Tonic, 2 mana
Has 3 charge tokens and allows this ability: you may once per round remove one. If you do target a friendly living creature in your zone. It gains +1 Melee until end of the round. Rage Tonic cannot be replaced. If there are no more charge tokens on Rage Tonic, destroy it.
Things to highlight, Again I stress free actions. Especially combo it off a battleforge.
Your mage wants to kill a threat or you want to send out another friendly creature to do your deed. As long as the friendly creature starts in your mage zone you can send it out to kill things. Lesser teleport, cast cheetah speed and hit things two zones away. As a free action you can position things and use it at the right moment. As a Bloodwave warlord combo this up with strategist helm and commands and get more dice out for free actions! Maybe allowing your goblins to kill something and become that vet you always knew they would become!
Conclusion:
Potions are great ways of bumping up options of dealing out damage and or removing them pesky poison conditions. I believe they work great for solo or buddy mages who run the battleforge. Also support wise for your troops if running smaller less efficient threats, they will be a nice addition. Nature mages should have them handy at all times but I could see them widely used in out of school more aggressive books as well. They offer alot of options and could allow players to swing the game. lastly they do not take up an equipment slot. Now you cannot replace with the same named potion but a player could have one of each to start to combo them fairly effectively. +1melee and +1 corrode sounds fun!