Magical liquids that confer some sort of (typically temporary) effect:
Possession |
Weight |
Worth |
Brief Description |
Potion of Cold Resistance |
0.5 lbs |
50 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 |
750 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 |
50 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 |
750 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 |
750 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 |
750 gp |
Grants a bonus of +2 to Armor Class. |
Potion of Levitation |
0.5 lbs |
750 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). |