The Holy Cathedral of Annabella is the second largest structure in the city, second only to Bell Castle itself. Attached to the cathedral is a large complex which includes a library, a school, and (of most importance to adventurers) a hospital.

When originally conceived, the cathedral was to be one of many throughout the city, each to be dedicated to a different god, but the city plan was never completed, and only one church was built. Fighting over which religion would be granted the cathedral began immediately.

After weeks of deadly riots, the captain of the King’s men had the cathedral packed with barrels of black powder and, standing on the steps of the church with a torch in hand, declared the cathedral multidenominational and threatened to destroy the building if the different religious leaders could not accept that. A compromise between the different faiths was eventually reached, and the cathedral has been shared ever since.

It is said that, in times past, the Gods themselves were known to walk about the land and the strongest among their faithful were granted power over life and death itself. These are not those times. The mightiest of modern priests can conjure minor blessings or heal simple wounds, but little else. Luckily for those who adventure in the wilds, the ability to brew magical potions is not yet one of the lost arts. Items listed on the table below are available for purchase to all characters in good standing with King’s men. From time to time, special or unique items of limited availability may appear here for sale as well.

Not long ago, a number of precious religious artifacts were stolen from the church along with a number of healing potions. The church is willing to pay 700 gp for the safe return of the stolen relics, as well as allow any healing potions recovered to be kept.

To purchase an item with limited availability, negotiate a price, or request a custom creation, post a comment below.

Potions And Oils

A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once.

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect — the caster who brewed the potion has already done so.

Physical Description

A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.


Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion or Oil Cost
Holy Water 25 gp
Magic weapon (oil) 100 gp
Pass without trace (potion) 100 gp
Protection from evil (potion) 100 gp
Remove fear (potion) 100 gp
Sanctuary (potion) 100 gp
Bless weapon (oil) 200 gp
Cure light wounds (potion) 200 gp
Delay poison (potion) 300 gp
Remove paralysis (potion) 300 gp
Aid (potion) 400 gp
Lesser restoration (potion) 400 gp
Cure moderate wounds (potion) 600 gp
Remove blindness/deafness (potion) 1,000 gp
Remove curse (potion) 1,000 gp
Remove disease (potion) 1,000 gp
Water breathing (potion) 1,000 gp


Drinking a potion of Aid grants the drinker a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8+3 for 3 minutes.

Bless Weapon

A weapon treated with this oil is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures for a duration of 1 minute. The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Cure Light Wounds

Drinking this potion cures the drinker 1d8+1 points of hit point damage.

Cure Moderate Wounds

Drinking this potion cures the drinker 2d8+3 points of hit point damage.

Delay Poison

The drinker of this potion becomes immune to poison for 3 hours. Any poison in the drinker’s system or any poison to which they are exposed during the duration does not affect the drinker until the duration has expired. Delay poison does not cure any damage that poison may have already done.

Holy Water

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Lesser Restoration

This potion dispels any magical effects reducing one of the drinker’s ability scores or cures 1d4 points of temporary ability damage to one of the drinker’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Magic Weapon

This oil gives a weapon a +1 enhancement bonus on attack and damage rolls for 1 minute. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

Pass Without Trace

After drinking this potion, a character can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

Protection From Evil

Drinking this potion wards a creature from attacks by evil creatures, from mental control, and from summoned creatures for 1 minute. It creates a magical barrier around the drinker at a distance of 1 foot. The barrier moves with the drinker and has three major effects.

First, the drinker gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Remove Blindness/Deafness

A potion of this type cures blindness or deafness (drinker’s choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

Remove Curse

A potion of remove curse instantaneously removes all curses on the drinker. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this potion.

Remove Disease

Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove Fear

This potion instills courage in the drinker, granting them a +4 morale bonus against fear effects for 10 minutes. If the drinker is under the influence of a fear effect when receiving the benefits of the potion, that effect is suppressed for the duration of the spell.

Remove Paralysis

This potion frees the drinker from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. The potion does not restore ability scores reduced by penalties, damage, or drain.


Drinking this potion protects the imbiber from violence. Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save (DC 14). If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the warded creature remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The imbiber cannot attack without breaking the spell but may use nonattack spells or otherwise act normally.

Water Breathing

Creatures drinking this potion can breathe water freely for 8 hours. The potion does not make drinker unable to breathe air.