Potions
- Potion of Clairaudience
- Potion of Clairvoyance
- Potion of Control
- Potion of Delusion
- Potion of Diminution
- Potion of ESP
- Potion of Fire Resistance
- Potion of Flying
- Potion of Gaseous Form
- Potion of Giant Strength
- Potion of Growth
- Potion of Healing
- Potion of Heroism
- Potion of Invisibility
- Potion of Invulnerability
- Potion of Levitation
- Potion of Longevity
- Potion of Poison
- Potion of Polymorph Self
- Potion of Speed
- Potion of Treasure Finding
Potion of Clairaudience
Enables the character to hear through the ears of another creature.
- Range: The other creature must be within 60’.
- Obstructions: Lead blocks the effect.
Potion of Clairvoyance
Enables the character to see through the eyes of another creature.
- Range: The other creature must be within 60’.
- Obstructions: Lead blocks the effect.
Potion of Control
A potion of this type allows the one who drinks it to control the actions of creatures of a certain type.
- Concentration: Exercising control requires concentration.
- Visual range: The character can only control creatures that they can see.
- Suicidal commands: Controlled creatures will resist commands that are deadly to themselves.
Control Animal
- Affects: Up to 3d6 Hit Dice of normal or giant (but not magical) animals.
- When the potion’s effect ends: Affected animals will move away.
Control Dragon
- Affects: 1–3 dragons of a specific type. (The referee should determine which type of dragon the potion affects.)
- Spell casting: It is impossible to command a dragon to cast spells.
- When the potion’s effect ends: Affected dragons have a hostile reaction.
Control Giant
- Affects: 1–4 giants of a specific type. (The referee should determine which type of giant the potion affects.)
Control Human
- Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
- Resisting: The subject may save versus spells to resist the charm.
- Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
- Charmed individuals: Regard the character as a trusted friend and will come to their defense. They will obey the character’s commands as long as these are not obviously harmful and do not contradict the subject’s alignment.
Control Plant
- Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distance.
- Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area.
Control Undead
- Affects: Up to 3d6 Hit Dice of undead.
- When the potion’s effect ends: Affected undead have a hostile reaction.
Potion of Delusion
A character who drinks this potion believes they are under the effects of another type of potion.
- Type: The other type of potion should be determined by the referee.
- Describing: The referee should try to trick the player into believing that the character is under the effects of the other potion, only revealing the truth at some vital juncture.
Potion of Diminution
The character shrinks to 6” high.
- Combat effectiveness: The character cannot harm creatures larger than 1’ tall while shrunk.
- Narrow spaces: The character can slip through narrow spaces.
- Remaining motionless: The character only has a 10% chance of being spotted.
Potion of ESP
Grants the power of reading thoughts. This works in the same way as the magic-user spell ESP. The standard potion duration applies.
Potion of Fire Resistance
Grants protection against fire:
- Normal heat: Unharmed by non-magical heat or fire.
- Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
- Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)
Potion of Flying
Grants the ability to fly through the air.
- Movement rate: Up to 360’ (120’).
- Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.
Potion of Gaseous Form
The character’s body becomes a cloud of vapor. This has the following effects:
- Equipment and clothing: Drops to the floor.
- Movement: The character may move, as a cloud of gas, through small cracks in stone walls, wooden objects, etc.
- Attacking: Is not possible, while in gaseous form.
- Invulnerability: The character’s AC is -2 [21]. Non-magical weapons cannot harm the character.
Potion of Giant Strength
Grants the strength of a frost giant.
- Attacks with weapons: Inflict double damage.
- Throw boulders: The character may throw boulders for 3d6 damage, with a range of up to 200’.
- Non-cumulative: The effects of this potion are not cumulative with other magic items that augment strength (e.g., a girdle of giant strength).
Potion of Growth
The character doubles in size.
- Melee attacks: The character’s increased strength means that their melee attacks deal double damage.
Potion of Healing
Has one of two effects on the character who drinks it:
- Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum.
- Curing paralysis: Paralysing effects are negated.
Potion of Heroism
Normal humans and characters of a combat-focused, non-magic-using class (e.g., dwarf, fighter, halfling who drinks a potion of heroism) temporarily gain additional levels. The number of levels gained depends on the character’s normal experience level:
- Normal human: Gain the abilities of a 4th-level fighter.
- 1st–3rd level: Gain 3 levels.
- 4th–7th level: Gain 2 levels.
- 8th–10th level: Gain 1 level.
- 11th level+: No effect.
Effects: All abilities of the additional levels are gained, including extra hit points.
Damage: Damage suffered while under the effects of this potion is first deducted from the pool of additional hit points granted.
Potion of Invisibility
Drinking this potion, the character becomes invisible. This works the same as the magic-user spell invisibility. The standard potion duration applies.
- Small doses: At the referee’s discretion, a potion of invisibility may be consumed in six smaller doses, each with a reduced duration.
Potion of Invulnerability
The character is magically protected from harm, gaining the following benefits:
- Armor Class: A +2 AC bonus.
- Saving throws: A +2 bonus to all saves.
- Usage frequency: If a character consumes more than one potion of invulnerability in the space of a week, the effects are inverted (a -2 penalty to AC and saves).
Potion of Levitation
The character gains the ability to move up and down through the air at will.
- Vertical: The character mentally directs vertical movement at up to 60’ per round.
- Horizontal: The character can push against solid objects to move laterally.
- Weight: A normal amount of weight can be carried while levitating.
Potion of Longevity
Instantly and permanently causes the character to become 10 years younger.
Potion of Poison
Appears the same as any other potion.
- Effect: Causes death (save vs. poison).
- Sipping: Even a sip has the full effect.
Potion of Polymorph Self
Upon drinking this potion, the character transforms into another being (of their choice). This works in the same way as the magic-user spell polymorph self. The standard potion duration applies.
Potion of Speed
The character’s movements and actions are magically accelerated.
- Movement: Movement rate is doubled.
- Attacks: The number of attacks per round the character can make is doubled.
- Other actions: May be performed at double speed.
Potion of Treasure Finding
Grants the ability to sense treasure.
- Range: Treasure up to 360’ away can be detected.
- Direction and distance: The character becomes aware of the direction and distance of treasure.
- Concentration: The character must concentrate on sensing this information.
- Multiple hoards: The largest treasure hoard within range is sensed.
- Obstructions: The magic is blocked by lead.