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Potions

Possessions: Potions

Magical liquids that confer some sort of (typically temporary) effect:


Possession Weight Worth Brief Description
Potion of Cold Resistance 0.5 lbs 200 gp Grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the affected creature.
Potion of Control Animal 0.5 lbs 200 gp Allows the drinker to charm a single targeted animal of unlimited hit dice (although the animal does receive a saving throw vs. Spells). While charmed, the animal will cease any hostility toward the imbiber and her adventuring party (but will immediately resume normal activity once the magic expires).
Potion of Control Human 0.5 lbs 200 gp Makes a humanoid creature of 4 hit dice or less regard the caster as its trusted friend and ally.
Potion of Fear Antidote 0.5 lbs 50 gp For humans afflicted with The Fear, this brownish potion--concocted by the local Sislan Church--will temporarily remove any fear-related symptoms they may be experiencing.
Potion of Fire Resistance 0.5 lbs 200 gp Grants a creature temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored altogether by the affected creature, while more significant heat (such as a magical fireball or dragon's fiery breath weapon) grants a +3 to saving throws and reduces all damage by half as well.
Potion of Healing 0.5 lbs 25 gp Small vial of clear liquid that, when imbibed, returns 1-8 lost hit points of damage.
Potion of Invisibility 0.5 lbs 200 gp Typically used in combat, the potion renders the recipient completely invisible and therefore much harder to hit in combat (attacking enemies suffer a -4 on their 'to hit' roll). Invisible characters can still attack as normal.
Potion of Invulnerability 0.5 lbs 200 gp Grants a bonus of +2 to Armor Class.
Potion of Levitation 0.5 lbs 200 gp Causes the recipient to quickly levitate 20 feet into the air, high enough to be out of physical reach from most monsters. The spell can only be cast on a willing participant; once airborne, only missile-based weapons can be used by the recipient (at -4 to attack).