Magical liquids that confer some sort of (typically temporary) effect:
Possession |
Weight |
Worth |
Brief Description |
Potion of Charm Undead |
0.5 lbs |
450 gp |
Allows the recipient to charm a single targeted undead monster of six hit dice or less (although the undead target does receive a saving throw vs. Spells). While charmed, the undead monster will cease any hostility toward the caster and her adventuring party (but will immediately resume normal activity once the spell expires). |
Potion of Clairaudience |
0.5 lbs |
450 gp |
Enables the recipient to scry into a selected area within the current location and determine what creatures, objects and exits exist within that area. Area inhabitants have no idea that the area is being magically viewed, but only one area can be reviewed per spell. |
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 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). |
Potion of Light Healing |
0.5 lbs |
25 gp |
Small vial of clear liquid that, when imbibed, returns 1-8 lost hit points of damage. |
Potion of Moderate Healing |
0.5 lbs |
250 gp |
Small vial of clear liquid that, when imbibed, returns 2d6 +1/level lost hit points of damage. |
Potion of Ode de Litterbox |
1 lbs |
10 gp |
Yellow in color, this potion is foul-smelling, its pungent, acidic odor quite repelling. You wouldn't want to drink it! |
Potion of Speed |
0.5 lbs |
450 gp |
Accelerates the actions of one chosen ally each round, allowing the recipient to attack twice instead of once each round. Hasted creatures always attack first during a new combat round and then mid-way during the round. |