Labled scrolls or potions are worth 200-300 gold pieces. Unlabeled (and unidentified) are worth about 100-150 gold pieces. As always, it depends on what the market will support, in a world with no magic shops. (If you have magic shops in your world, feel free to retool the generic mystic economy to fit.)
- Learning the Spell. When a wizard finds a scroll, the wizard can spend 3 Awesome Points that do not count towards leveling, to learn the spell after at least 12 hours of study, as a talent when the wizard levels. This does not damage the scroll.
- Casting From the Scroll. A wizard can drain all magic from the scroll once and spend 3 Awesome Points, casting the spell as though it was an unlearned talent from the wizard’s base template. The spell works normally, but the scroll then disintegrates.
Potions. A potion takes a focus action to drink. Most also take a focus action to go into effect. Some potent potions fit in a smaller space, and can be downed like a shot glass as a Defend action. The effects can be adjusted by the DM for specific potions as desired—these are general categories.
- Awesome Sauce. This potion grants 2d5 Awesome Points to the drinker.
- Cosmic Insight. Gain a level immediately. Take 1 wound for every 2 Awesome Points you would have had to spend.
- Healing Potions. Drinking this potion either restores 1d5 wounds, or 1 wound if down to 0-2. This healing does not count against the daily total.
- Liquid Rest. These popular potions count as “rest” and recharge all rested talents. Each one reduces the drinker by 1 wound until the drinker sleeps for 6 hours.
- Liquid Training. Gain its talent immediately, replacing the talent you’ll get when you next level. It can be common or restricted—rumors of a few that teach exclusive talents excite drinkers.
- Reverse Potions. They do the opposite of what they were meant to do; drain all rested talents, inflict 1d5 wounds, suck out 2d5 Awesome Points, yank 1 level away, “forget” a talent, and other horrors.