← Rules
Part 7 • Core p171 • book p.171
Potions
A potion is an elixir concocted with a spell-like effect that affects only the drinker. Unless otherwise noted, a potion grants its benefits for 1d6+6 turns (even if the duration of an associated spell is longer or shorter). Potions generally only affect living creatures.
Clairaudience: This potion enables the drinker to hear sounds in another area through the ears of a living creature in that area, up to a maximum 60' away. This effect otherwise functions just as the spell clairvoyance.
Clairvoyance: This potion grants the imbiber the effect of the clairvoyance spell.
Cold Resistance: This potion grants the imbiber the power of the spell resist cold.
Control Animal: This potion functions like a control human potion, but affects only normal, non-magical animals.
Control Dragon: This potion functions like a control human potion, but affects only dragons.
Control Giant: This potion functions like a control human potion, but affects only giants.
Control Human: This potion allows the drinker to charm any humanoid by gazing at it. The effect functions like the charm person spell. If the charm is
resisted, the drinker can attempt to charm up to two more targets before the potion's benefit is exhausted.
Control Plant: This potion grants the drinker control over one or more plants or plant creatures within a 10' square area up to 50' away. Normal plants become animated, having a movement rate of 10', and obey the drinker's commands. If ordered to attack, only the largest plants can do any real harm, attacking with a +0 attack bonus and inflicting 1d4 points of damage per hit. Affected plant creatures (who fail to save vs. Spells) can understand the drinker, and behave as if under a charm monster spell.
Control Undead: This potion grants the drinker command of 3d6 hit dice of undead monsters. A save vs. Spells is allowed to resist the effect. Mindless undead follow the drinker's commands exactly; freewilled undead act as if under a charm person spell.
Delusion: This cursed potion will appear, if tested or analyzed, to be one of the other potions (other than poison). When imbibed, the drinker will briefly believe they have received the benefits of the "other" potion, but the illusion will be swiftly exposed…
Diminution: This potion reduces the drinker and all items worn or carried to one-twelfth of their original height (so that a 6' tall character becomes 6" tall). The drinker's weight is divided by 1,728; this makes an armed warrior weigh less than 2.5 ounces. The affected creature cannot make an effective attack against any creature bigger than a house cat, but may be able to slip under doors or into cracks and has a 90% chance of moving about undetected (both in terms of sound and vision).
Fire Resistance: This potion grants the imbiber the power of the spell resist fire.
Flying: This potion grants the power of the spell fly.
Gaseous Form: The drinker and all of their gear become insubstantial, misty, and translucent. The drinker thus becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The imbiber can't attack or cast spells while in gaseous form. The drinker also loses supernatural abilities while in gaseous form. A gaseous creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the potion persists. The gaseous creature is subject to the effects of wind, and can't enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the potion was imbibed. The drinker cannot resume material form at will, but must wait for the potion to expire; however, the potion may
be quaffed in thirds, in which case each drink lasts 1d4+1 turns.
Giant Strength: This potion grants the imbiber the Strength of a giant. For the duration, the drinker gains a bonus of +5 on attack and damage rolls with melee or thrown weapons, and can throw large stones just as a stone giant can.
Growth: The drinker of this potion (with all equipment worn or carried) becomes twice normal height and eight times normal weight. The enlarged character is treated as having the Strength of a Stone Giant (but without the rock-throwing ability), gaining +5 on attack and damage rolls.
Healing: The imbiber of this potion receives 1d6+1 hit points of healing (as the spell cure light wounds).
Heroism: This potion improves the fighting ability of the drinker. Fighters of the 3rd level or less gain +3 to attack bonus as well as gaining 3 hit dice. Fighters of 4th or 5th level gain +2 to attack bonus and 2 hit dice. Fighters of 6th or 7th level gain +1 to attack bonus and 1 hit die. Fighters of 8th level or higher, as well as non- Fighter class characters, receive +1 to attack bonus but gain no hit dice. Hit dice gained are only temporary, and damage received is deducted from those hit dice first; any such points that remain when the potion expires are simply lost.
Invisibility: This potion makes the imbiber invisible (as the spell). This potion may be quaffed in thirds, in which case each drink lasts 1d4+1 turns.
Invulnerability: This potion grants a bonus of +2 to Armor Class.
Levitation: This potion grants the power of the spell levitate.
Longevity: The drinker of this potion becomes younger by 1d10 years.
Mind Reading: This potion grants the power of the spell of the same name.
Poison: This isn't a potion at all, it's a trap. The drinker must save vs. Poison or die, even if only a sip was imbibed.
Polymorph Self: This potion grants the power of the spell of the same name.
Speed: This potion gives the drinker the benefits of the spell haste.
Treasure Finding: The imbiber of this potion will immediately know the direction and approximate distance to the largest treasure hoard in a 300' spherical
radius. This potion specifically detects platinum, gold, electrum, silver, and copper; gemstones and magic items are not detected.