Potion of the Feast 50 xp. Worth 100 gp

This potion will act in every way as if one ration of food and one quart of water has been injested when quafed.

 

Potion of Vampric Touch 200 xp. Worth 400 gp

This potion allows the quafer to have a vampric touch for 2d4 hours.

The touch of the drinker causes 2d4 points of damage to anyone s/he touches, even if s/he doesn't want his/her touch to affect that person. After that the person who drank the potion willbe healed of the same amount of hit point that the person s/he touched lost.

 

ALCHEMICAL ELIXIRS: [S8] Most any alchemical elixir may be found or

bought.

See The Compleat Alchemist for details.

XP value: 100 gp value: 200+(1d10*10)

 

ALCHEMICAL POTIONS: [S8] All of the alchemical potions can be found or bought.

See The Compleat Alchemist.

XP value: 300 gp value: 400+(5d6*10)

 

INORGANIC SOLVENT: [S8] (a.k.a., Universal solvent negative.) Only alchemists

know the secrets of creating this solvent. Inorganic solvent will dissolve any

non-organic materials (such as stone, metals, glass, ceramics, etc.) at the

rate of 1 cubic foot per minute, lasting for 1-4 minutes. This substance is

ideal for dissolving locking mechanisms, doors, walls, etc. It can only be

carried in a container made of some organic substance, such as a wooden vial,

or a small wineskin. Inorganic solvent has no effect on any living organisms

or organic materials of any kind.

XP value: 800 gp value: 2,000

 

OIL OF PHOSPHORESCENCE: [S1] A slight application of this oil will cause the

user to believe that it is some other form of magical oil, generally oil of

slipperiness. However, when it is fully applied to a living being's body, the

user's skin will suddenly start to glow as if it were aflame. This

bioluminescence is permanent, and can only be negated by a limited wish, a

wish, or a remove curse cast by a cleric of 9th level or higher. The glow

emitted from the body is usually a yellow-green color, and the affected

individual is highly visible at night or against dark surroundings. All

attempts to hide, short of covering oneself completely in blankets, hiding in

another room, or going invisible, are doomed to fail.

XP value: Nil gp value: 100

 

ORGANIC SOLVENT: [S8] (a.k.a., Universal solvent positive.) Only alchemists

know the secrets of making this solvent. Organic solvent will do 6-36 damage

to any living organism and dissolve any organic material (such as wood,

leather, cloth, etc.) at the rate of 1 cubic foot per minute. Duration of

effects 1-4 minutes. Organic solvent can be contained in any glass, ceramic,

or metal vial. Note that this fluid has no effect upon non-organic materials

of any kind.

XP value: 400 gp value: 1,000

 

PHASE POTION: [SG] Phase potion, which is related to oil of etherealness, is

more useful for general combat. When imbibed, this potion allows the user to

shift in and out of phase with the Prime Material plane at will, much like a

phase spider. When out of phase, the user is impervious to all forms of attack

except those that reach into Ethereal plane. A phase door spell forces the

user to remain in phase for seven rounds. Even when in phase, the user is

surrounded by a fiery nimbus of white fire, the trace of the portal to the

Ethereal Plane.

In addition to being able to shift himself to the Ethereal plane, the user

may take up to 60 lbs. of material with him. Inert gear can be taken

automatically simply by touching it an willing it to come

along, a living creature is entitled to a save vs. spells at -2 if it does not

wish to go with the potion user. These effects last for 5d8 rounds.

Phase potions are brewed from phase-spider ichor or from the concentrated

juices of rare underground fungi.

XP value: 800 gp value: 2,000

 

POTION OF CURING LYCANTHROPY: This potion, as the name implies, when imbibed

will cure lycanthropy in the imbiber but contains belladonna and has a 5%

chance of poisoning the drinker, this poison will cause death unless cured in

one hour's time.

XP value: 100 gp value: 1,250

 

POTION OF DIRECTION: [S1] The effects of this drink last much longer than most

potions, continuing for 12-48 (12d4) hours. Consumption of this potion enables

a character to retrace his path over and solid terrain, in effect preventing

the character form getting lost. If a maze spell is cast at a character under

the influence of this potion, he reemerge from the maze after only 2-5

segments. If the reversed form of find the path is cast at such a character,

the spell and the potion will cancel each other out; the potion will be

neutralized, but the spell will not take effect.

This potion does not have the same effect as find the path, in that it

will not provide clues to the shortest path to the desired location. Note that

the user will only be able to retrace a path he travels from the moment the

drink is consumed to the moment the drink wears off. Any distance covered

before or after that won't be automatically recalled. Once the potion wears

off, the enhanced memory one has for the terrain covered will be forgotten; one

must rely on a map of the area to successfully retrace his path.

XP value: 350 gp value: 800

POTION OF EXPLOSIONS: [S1] Though this potion appears to be like any other

drinkable fluid, it is not meant to be consumed. The liquid is a powerful

magical explosive that only requires contact with open air and a physical

disturbance of some sort (being dropped or thrown, struck with an object, or

shaken vigorously) to set it off. A potion of explosions will be found in a

tightly sealed bottle similar to most potion containers. The container is

generally fragile, of a ceramic or glass material that would probably break

(save vs. crushing blow) if thrown against a hard surface. Most of these

containers,of course, will be wrapped in cloth or stored where they aren't

likely to be broken or jostled.

If the entire bottle of liquid is thrown and breaks, this will generate a

blast of 10 feet in radius, doing 6d6 damage to all within this area (save vs.

breath weapon for half damage). Sometimes a 'dose' of this liquid comes packed

in six small glass or ceramic vials that can be thrown separately. Each

exploding vial does 1d6 damage to any character or creatures within a 5-foot

radius. The small size and light weight of these vials makes them difficult to

throw accurately; attacks intended to hit a creature directly are made at -2 to

hit. the vials are especially fragile, taking a -2 penalty on any saving throw

to determine breakage. The victim of a direct hit form a vial or an entire

bottle of this liquid will take half damage if a save vs. breath weapon

succeeds, but must make the saving throw at a -6 penalty.

If an intended target is missed, the projectile will continue until it

strikes the ground or some other solid object--possibly causing damage to

someone else in the the vicinity of the impact point. If the container hits

its target but does not break, the

liquid inside will not be set off, and the container may be picked up and

rethrown. The container must make a saving throw vs. fall if it is dropped

from a height of 5 feet or less. In addition, there is a 50% chance that the

liquid will explode if the container is shaken or jostled vigorously for longer

than one segment. The same 50% chance applies on each consecutive segment; for

instance, if a character with a potion of explosions in his backpack moves at a

faster than walking speed for three consecutive segments three separate rolls

are made to see if the liquid explodes.

If someone tries to identify this 'potion' by taking a small taste,

several things can happen. Opening the bottle and exposing the contents to the

air activates the explosive fluid, and there is a 5% chance that the character

doing so will inadvertantly jar the bottle enough in the act of opening it to

set off the explosive. No saving throw would be given to the opener against

the explosion in this case. If a tiny bit is swallowed to sample the potion,

the drinker will feel his heart accelerate as if he's just sampled a potion of

speed (assuming he knows what that feels like). This effect will only be felt

for one round, and does not actually give the drinker any of the benefits of

such a potion. If the entire contents of a bottle or vial are drunk, the

character must make a system shock roll. If the roll is failed, the liquid

explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another

system shock roll to avoid immediate death. If the first system shock roll

succeeds, the drinker becomes extremely ill and will be incapacitated for 3-6

hours--unable to walk without assistance, attack, or defend himself.

Potions of explosions are extremely rare. Few alchemists will agree to

manufacture this liquid because of the great danger involved, even fewer

treasure hoards will contain it.

XP value: 450/bottle or 75/vial gp value: 900/bottle or 150/vial

POTION OF FROST RESISTANCE: [S1] This potion grants immunity to the ill

effects of all forms of normal cold down to -100 degrees F. Partial resistance

to magical cold is also granted; saving throws vs. cold spells are made at +4

on the die, and damage from cold attacks is reduced by 2 points per die down a

minimum of 1 point per die. If only half a dose is consumed, the potion's

benefit against magical cold is halved (+2 on saves, -1 on each damage die) but

the protection from normal cold is unchanged. A full dose lasts one turn (10

rounds); half dose lasts 5 rounds. Note that the icy breath weapons of

creatures such as white dragons, winter wolves, and hoar foxes are included in

the category of 'magical cold'.

XP value: 250 gp value: 400

POTION OF MIND RESTORATION: [S1] When consumed, this magical liquid will cure

any form of normal or magical insanity, and will also restore a feebleminded

character to health. If a psionic character who was attacked while defenseless

later drinks this potion, it will cure any psychic damage he suffered except

for death, idocy, the permanent loss of an attack or defense mode, or a robot

state. This potion will also enable a psionic character to recover psionic

strength points at twice the normal rate for two hours after the potion is

consumed.

XP value: 650 gp value: 1,300

POTION OF MISSILE PROTECTION: [S1] The effects of this magical potion last for

3-18 rounds. When consumed, the potion gives partial protection from all magic

missile attacks. The drinker gains a saving throw vs. spell each time a single

magic missile hits him; if the

throw is successful, no damage is take from the missile. If the throw is

failed, only one point of damage will be taken from the missile. Note that

separate throws are required foe each magic missile, so a target struck by six

of them from an 11th-level wizard must save six times.

XP value: 400 gp value: 800

POTION OF NUTRITION: [S1] The imbiber of this potion can go one week without

needing any food or water, and will suffer no ill effects as a result.

Protection is also granted against a chime of hunger; the user of a potion of

nutrition receives and initial saving throw vs. spell to negate the effect of

the chime upon himself. And even if the throw fails, the drinker receives two

(not one) saving throws vs. spell on each succeeding round to end the hunger he

feels.

XP value: 150 gp value: 500

POTION OF PAIN SUPPRESSION: [S2] This non-magical concoction is presumably a

barbarian creation, but, if so, the secrets of its manufacturing are closely

guarded. The potion deadens pain for 1-4 hours and tends to deplete the user's

energy reserves.

Against magical powers that directly cause pain, such as a symbol of pain

or venom from eriniyes' daggers, the potion gives +5 on all applicable saving

throw and reduces all effects of such pain by half in every respect but

duration. Furthermore, the potion restores 2-8 hp to the drinker (not

exceeding the drinker's original hp total) and allows the character to exert

himself physically as if he were one strength class stronger. (A strength

class is considered to be each individual line given in the Strength Table II:

Ability Adjustments on p. 9 of the Players Handbook.) Thus, a fighter with a

strength of 12 would be able to exert himself as if he had as strength of 14

(the lowest value of a range is considered to be the strength achieved). When

the potion's effect ends, the user suffers the loss of strength and hit points

bestowed, and loses an additional 1-4 hp of his own as well from exhaustion.

Because the potion draws on the user's reserves, taking more than one dose

at a time can be risky. If two doses are taken together, they will last for a

total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off.

However, the strength-class increase is the same for a normal-size dose, and

bonuses against magical pain attacks are as described above. If three or more

doses are taken at once, the user must make a system shock roll, with a +5% per

dose penalty, to avoid retching and ruining the effect. If the roll is

successful, the duration of the potions will be 3-12 hours, and 3-12 additional

hp will be lost at the end. In no case is strength raised by more than one

class, bonuses against magic raised, or more than 2-8 temporary hp bestowed.

XP value: 0 gp value: 100

 

POTION OF RESTORATION: [SL] This magical fluid was first created by Kenither

the Gaunt. Each dose negates the effects of the following spells and powers,

restoring the affected creatures to its normal state: charm monster, charm

person, feign death, forget, friends, haste, hold person, polymorph other, ray

of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and

Tasha's uncontrollable hideous laughter.

A polymorphed creature restored by this potion need not make a system

shock roll. The liquid also cures blindness and deafness, and restores a

crystalized character (see description of Crystal Spider). The potion can be

administered by pouring a dose on the subject or by the creature ingesting it.

In either case, it can negate more than

one spell. For example, if applied to a creature under Tasha's uncontrollable

hideous laughter and haste, both spells would be negated.

XP value: 300 gp value: 2,000

POTION OF TOUGHENING: [S1] Quaffing this potion will immediately add 2-18

(d12+d6) hit points to the consumer's current total, even if the final total

exceeds the maximum number of hit points are held in reserve. Any damage taken

by the character will first be taken off the character's own hit points; only

after all of these hit points are gone will hit points be deducted from those

bestowes by this potion.

The duration of this potion (and the hit points granted by it) is only

7-12 turns. Thus, if someone has received extra hit points from this potion

and has lost all of the extra hit points, then when the potion wears off he

will not loose any at all, because the extra have already been removed.

Potions of toughening should only be taken singly; if a second dose is

consumed before the first wears off, the second one has no effect, and the

drinker must make a system shock roll or die.

XP value: 300 gp value: 600

PSIONICS-BOOSTING POTIONS: [S1] A few potions are known to psionic magic-users

and alchemists that are capable of increasing a psionic character's attacks and

defense strength for a limited time after being consumed. A potion of this

type takes effect 2-8 segments after imbibing it, and the effects can last

anywhere from 2-40 turns (2d20).

Experience points are gained only buy psionic characters who imbibe the

potion and use one of the psionic modes affected buy the potion. Other wise no

experience points are given.

The potions each are listed with the major ingredient which is taken from

a psionic creature from the Prime Material plane. These major ingredients must

be taken from a creature which was slain without the use of magic or psionics.

A character who drinks a psionics-boosting potion receives extra strength

points when he employs one of the attack/defense modes that the potion affects.

This boost enables the drinker to attack or defend as if his current psionic

strength was increased by the amount of the bonus. However, the user cannot

receive these bonus points if he doesn't have enough of his own psionic

strength points remaining to use the attack or defense mode normally. For

example, someone who drinks the violet potion will not receive bonus points for

using a psionic blast unless that character has at least 20 strength points

remaining (so that he would be able to use the attack mode even if he had not

drunk the potion) and actually employs a psionic blast attack.

GREEN This potion adds 50 points onto all psionic blast attacks made by the

drinker, and 100 points onto all defense modes used as well. A specimen of

tissue from an algoid is required to manufacture this potion.

XP value: 300 gp value: 600

VIOLET This potion adds 100 points to all psionic blast attacks made by the

drinker, and 50 points to any defense modes used while the potion is in effect.

The brain of a mind flayer is required to make this potion.

XP value: 300 gp value: 650

 

WHITE Adds 50 attack points to all mind thrust attacks made by the drinker,

but not defensive alterations. This potion requires one brain mole to create.

XP value: 200 gp value: 300

GRAY Adds 50 attack points to all psychic crush attacks, but makes not

defensive alterations in the imbiber. Parts from a psionic gray ooze are

required to manufacture such a potion.

XP value: 200 gp value: 350

SILVER This drink will add 50 strength points to any ego whip of id

insinuation attacks made by the drinker, and 50 points to any psionic defenses

used. An intellect devourer's body is required to make this potion.

XP value: 300 gp value: 650

 

YELLOW This potion adds 50 points to all id insinuation attacks made by the

drinker, and also makes a the drinker immune to psionic attack for the duration

of the potion's effects. One-half cubic foot of material from a living colony

of psionic yellow mold , collected in an appropriate container, is needed to

make this potion.

XP value: 300 gp value: 600

RED This potion adds 25 points to any psionic blast, psychic crush, or mind

thrust attacks made by the drinker, as well as 100 points to any psychic

defense mounted. The brain of a su-monster is required to make this drink.

XP value: 350 gp value: 650

STANDARD ACID: [S8] This corrosive liquid created by alchemists will do 2-12

points of damage to any living creature and do minor damage (save vs. acid) to

any non-organic substance except glass or ceramic items. It may only be

contained in glass or ceramic vials.

XP value: 20 gp value: 100