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Types of Potions and Their Effects

The document provides detailed descriptions of various potions, including their effects, duration, and the types of containers they are found in. Each potion has specific properties, such as Animal Control, Clairaudience, and Healing, and may require rare ingredients for formulation. Additionally, the document outlines the mechanics of potion consumption and the potential for deception in their effects.

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0% found this document useful (0 votes)
56 views13 pages

Types of Potions and Their Effects

The document provides detailed descriptions of various potions, including their effects, duration, and the types of containers they are found in. Each potion has specific properties, such as Animal Control, Clairaudience, and Healing, and may require rare ingredients for formulation. Additionally, the document outlines the mechanics of potion consumption and the potential for deception in their effects.

Uploaded by

kkfontane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

POTIONS

Potions are typically found in ceramic, crystal, glass, or metal flasks in enough quantity to provide one person
with one complete dose so as to be able to achieve the effects, which are given hereafter for each type of potion.
Potion containers can be other than as described at your option. As a general rule they should bear no
identifying marks, so that the players must sample from each container in order to determine the nature of the
liquid. However, even a small taste should suffice to identify a potion in some way - even if just a slight urge.
As Dungeon Master you should add a few different sorts of potions, both helpful and harmful, of such nature as
to cause difficulties in identification. In addition, the same type of potion, when derived from different sources,
might smell, taste, and look differently.

Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If
half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments
after they are imbibed.

While potions can be compounded by magic-user / alchemist teams at a relatively low cost, they must have an
actual potion to obtain the formula for each type. Furthermore, the ingredients are always rare and/or hard to
come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the appropriate
subsection of the MAGICAL RESEARCH rules.

(5-8 turns) Animal Control: This potion enables the imbiber to empathize with and control the emotions of
animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20
animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about 1/2 ton or more in
weight. The sort of animal which can be controlled depends upon the particular potion as indicated by die roll
(d20):

1-4 Mammal/marsupial
5-8 Avian
9-12 Reptile/amphibian
13-15 Fish
16-17 Mammal/marsupial/avian
18-19 Reptile/amphibian/fish
20 All of the above

Animals with intelligence of 5 (low intelligence) or better are entitled to a saving throw versus magic. Control is
limited to emotions or drives unless some form of communication is possible. Note that many monsters cannot
be controlled by the use of this potion, nor can humans, demi-humans, or humanoids. (Cf. Ring of Mammal
Control.)
(2 turns) Clairaudience: This potion empowers the creature drinking it to hear as the third level magic-user
spell of the same name (q.v.). It con be used, however, to clairaudit unknown areas within 3". Its effects last for
only 2 turns.
Clairaudience (Divination)
Level: 3
Range: Special
Duration: I round/level
Area of Effect: Special
Components: V, S, M
Casting Time! 3 segments
Saving Throw: None
Explanation/Description: The clairaudience spell enables the magic-user to concentrate upon
some locale and hear in his or her mind whatever noise is within a 6" radius of his or her
determined clairaudience locale center. Distance is not a factor, but the locale must be known,
i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner,
in a copse of woods, etc.). Only sounds which are normally detectable by the magic-user can be
heard by use of this spell. Only metal sheeting or magical protections will prevent the operation
of the spell. Note that it will function only on the plane of existence on which the magic-user is
at the time of casting. The material component of the spell is a small silver horn of at least 100
g.p. value, and casting the spell causes it to disappear.

(1 turn) Clairvoyance: This potion empowers the individual to see as the third level magic-user spell,
clairvoyance (q.v.). It differs from the spell in that unknown areas up to 3” distant can be seen. Its effects last
for 1 only turn.
Clairvoyance (Divination)
Level: 3
Range: Special
Duration: 7 round/level
Area of Effect: Special
Explanation/Description: Similar to the clairaudience spell, the clairvoyance spell empowers
the magic-user to see in his or her mind whatever is within sight range from the spell locale
chosen. Distance is not a factor, but the locale must be known - familiar or obvious. Furthermore,
light is a factor whether or not the spell caster has the ability to see into the infrared or ultraviolet
spectrums. If the area is dark, only a 1" radius from the center of the locale of the spell's area of
effect can be clairvoyed; otherwise, the seeing extends to normal vision range. Metal sheeting or
magical protections will foil a clairvoyance spell. The spell functions only on the plane on which
the magic-user is at the time of casting. The material component of the spell is a pinch of
powdered pineal gland from a human or humanoid creature.
(1 turn + 2-20 rds) Climbing: Imbibing this potion enables the individual to climb as a thief up or down
vertical surfaces, with only a base 1% chance of slipping and falling. (Check at the halfway point, d%, 01 equal
a fall.) A climbing potion is effective for 1 turn plus 5 to 20 rounds. For every 1,000gp weight equivalent
carried by the character, there is an additional 1% added to chance of slipping. If the climber wears armor, there
are the following additions to the slipping/falling chance:

Studded leather 1%
Ring mail 2%
Scale mail 4%
Banded or splinted armor 8%
Plate mail 10%
Chain mail 7%
Magic armor, any type 1%

(Instant) Delusion: This potion affects the mind of the character so that the believes the liquid is some other
potion (healing, for example choice - damage is "restored" by drinking it, and only death an adventure will
reveal that the potion only caused the imbiber to believe that he or she was aided). If several individuals taste
this still 90% probable that they will all agree it is the same potion (whatever type the DM announces or hints at).

(5-8 turns) Diminution: When this potion is quaffed, the individual, and he carries and wears, will diminish in
size to as small as 5% normal size. If half of the contents are swallowed, the person shrinks to 50% of normal
size. The effects of this potion last for (5-8 turns) (d4+1)

(5-20 rds ) Dragon Control: This potion enables the individual drinking it is in effect a charm monster spell
upon any dragon with 6 “. Is entitled to a saving throw versus magic, but it is made at –2 There are various sorts
of dragon control potions, as shown (d20)

1-2 White dragon control


3-4 Black dragon control
5-7 Green dragon control
8-9 Blue dragon control
10 Red dragon control
11-12 Brass dragon control
13-14 Copper dragon control
15 Bronze dragon control
16 Silver dragon control
17 Gold dragon control
18-19 Evil dragon control*
20 Good dragon control**
* Black, blue, green, red, white.
** Brass, bronze, copper, gold, silver.
Control lasts for from 5-20 (5d4) rounds.
(5-40 rds) ESP: The ESP potion bestows an ability which is the same level magic-user spell of the same name
(q.v.), except that its effects last for 5-40 (5d8) rounds, i.e. 5 to 40 minutes

ESP (Divination)
Level: 2
Range: %"/level, 9" maximum
Duration: I round/level
Area of Effect: One creature per probe
Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: When an ESP spell is used, the caster is able to detect the surface
thoughts of any creatures in range - except creatures with no mind (as we know it), such as all of
the undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other
than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the
surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order
creatures. Probes can continue on the same creature from round to round. The caster can use the
spell to help determine if some creature lurks behind a door, for example, but the ESP will not
always reveal what sort of creature it is. The material component of this spell is a copper piece.

(Instant) Extra Healing: This potion restores 6-27 (3d8 + 3) hit points of damage when wholly consumed, or
1-8 hit points of damage for each one-third potion.

(1 Turn) Fire Resistance: This potion bestows magical invulnerability to all forms of normal fire (such as
bonfires, burning oil, or even huge pyres of flaming wood) upon the person drinking it. It furthermore gives
resistance to such fires as generated by molten lava, a wall of fire, o fireball, fiery dragon breath and similar
intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw
is applicable, it is made at +4. Note: If but one-half of the potion is consumed it confers invulnerability to
normal fires and half the benefits noted above (-1, +2). The potion lasts 1 turn, or 5 rounds for half doses.

(1 turn+1-6 turns) Flying: A flying potion enables the individual drinking it to fly in the same manner as the
third level magic-user spell, fly (q.v.).

Fly (Alteration)
level: 3
Range: Touch
Duration: 1 turn/level + 1-6 turns
Area of Effect: Creature touched
Explanation/Description: This spell enables the magic-user to bestow the power of magical
flight. The creature affected is able to move vertically and/or horizontally at a rate of 12" per
move (half that if ascending, twice that if descending in a dive). The exact duration of the spell is
always unknown to the spell caster, as the 1-6 turns variable addition is determined by the
Dungeon Master secretly. The material component of the fly spell is a wing feather of any bird.
(5-8 Turns) Gaseous Form: By imbibing this magical liquid, the individual causes his or her body, as well as
what it carries and wears, to become gaseous in form and able to flow accordingly at a base speed of 3”/ round.
(A gust of wind spell, or even normal strong air currents, will blow the gaseous form backwards at air speed.)
The gaseous form is transparent and insubstantial. It wavers and shifts. It cannot be harmed except by magical
fires or lightning, in which case damage is normal. A whirlwind will inflict double damage upon any creature in
gaseous form. When in such condition the individual is able to enter any space which is not airtight, i.e., a small
crack or hole which allows air to penetrate also allows entry by a creature in gaseous form. The entire potion
must be consumed to achieve this result, and the effects last the entire duration.

(5-30 rds) Giant Control: A full potion of this draught must be drunk in order to make its effects be felt. It will
influence 1 or 2 giants as if a charm monster spell were affecting them. If only 1 giant is so influenced, it is
entitled to a saving throw versus magic at -4 on the die roll; if 2 are influenced the die rolls are at +2. The type
of giant subject to a particular potion is randomly determined as follows:

1-5 Hill giant


6-9 Stone giant
10-13 Frost giant
14-17 Fire giant
18-19 Cloud giant
20 Storm giant

Control lasts for only 5-30 (5d6) rounds.

(5-8 rds) Giant Strength: When a giant strength potion is consumed the individual gains great strength and
bonuses to damage when he or she scores a hit with any hand-held or thrown weapon. It is also possible for the
person to hurl rocks as shown on the table below. Note that the type of giant strength gained by drinking the
potion is randomly determined on the same table:

Die Strength Weight Damage Bonus Rock Rock Bend


Score Equivalent Allowance Range Dam Bars
1 -6 Hill Giant + 4,500 +7 8” 1-6 50%
7-10 Stone Giant + 5,000 +8 16” 1-12 60%
11-14 Frost Giant + 6,000 +9 10“ 1-8 70%
15-17 Fire Giant + 7,500 +10 12” 1-8 80%
18-19 Cloud Giant + 9, 000 +11 14” 1-10 90%
20 Storm Giant +12,000 +12 16” 1-12 100%

Compare these abilities to the character strength ability and to the girdle of giant strength. Only fighters can use
the potion. Note this does not give the same powers as a girdle.

(5-8 rds) Growth: This potion causes the person consuming it to enlarge in both height and weight, his or her
garments and other worn and carried gear likewise growing in size. Strength is increased sufficiently to allow
bearing normal armor and weapons, but does not add to combat. Movement increases to that of a giant of
approximately equal size. Each 1/4 of the potion consumed causes 6’ height growth, i.e. a full potion increases
height by 24’
(Instant) Healing: An entire potion must be consumed in a single drinking (round) in order for this liquor to
restore 4-10 (2d4 + 2) hit points of damage. (Cf. extra-healing.)

(5-8 rds) Heroism: This potion gives the imbiber a temporary increase in life energy levels if he or she has
fewer thon 10 levels of experience. This is shown below:

Level of Consumer Levels Bestowed Number 10-sided Dice


0 4 4
1st-3rd 3 3+1
4th-6th 2 2+2
7th-9th 1 1+3

When the potion is quaffed, the individual fights as if he or she were at the experience level bestowed by the
magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion
is restricted to use by men-at-arms and fighters.

(5-30 Rds) Human Control: A potion of human control allows the imbiber to control up to 32 levels/hit dice of
humans/humanoids / demi-humans if a charm person spell had been cast, and the human types to be controlled
are entitled to saving throws versus magic. Any pluses on hit dice are rounded down to the lowest whole die, i.e.
1 + 2 = 1, 2 + 6 = 2. This potion lasts for from 5-30 rounds.

1-2 Dwarves
3-4 Elves/Half-Elves
5-6 Gnomes
7-8 Halflings
9-10 Half-Orcs
11-16 Humans
17-19 Humanoids (gnolls, orcs, goblins, etc.)
20 Elves, Half-Elves, and Humans
(3-6 turns) Invisibility: When this potion is consumed it confers invisibility similar to the spell of the same
name (q.v.). As actions involving combat cause termination of the non-visible state, the individual possessing
the potion can quaff a single gulp- equal to 1/8 of the contents of the container to bestow invisibility for 3-6
turns.

Invisibility: (Illusion/Phantasm)
Level: 2
Components: V, S, M
Range: Touch Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell causes the recipient to vanish from sight and not be
detectable by normal vision or even infravision. Of course, the invisible creature is not magically
silenced with respect to noises normal to it. The spell remains in effect until it is magically
broken or dispelled, or the magic-user or the other recipient cancels it or until he, she or it attacks
any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but
if any form of attack is made, the invisible creature immediately becomes visible, although this
will allow the first attack by the creature because of the former invisibility. Even the allies of the
spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can
normally see invisible things or employ magic to do so. Note that all highly intelligent creatures
with 10 or more hit dice, or levels of experience, or the equivalent in intelligence/dice/levels
have a chance to automatically detect invisible objects. The material components of the
invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

(5-20 rds) Invulnerability: This potion confers immunity to non-magical weapons and attacks from creatures
with no magical properties (SEE CREATURES STRUCK ONLY BY MAGICAL WEAPONS) or with
fewer than 4 hit dice. Thus, an 8th level character without a magical weapon could not harm the imbiber of an
invulnerability potion. It further improves armor class rating by 2 classes and gives o bonus of +2 to the
individual on his or her saving throws versus all forms of attack. Its effects are realized only when the entire
potion is consumed, ond they last for 5-20 rounds. Only fighters can use this potion.

(5-8 rds) Levitation A levitation potion enables the consumer to levitate in much the some manner as the
second level magic-user spell of the same name (q.v.). The potion allows levitation of the individual only,
subject too maximum weight of 6,000 g.p. equivalent, so it is possible that the individual drinking the potion
could carry another person.

(Instant) Longevity: The longevity potion reduces the character’s game age by from 1-12 years when it is
imbibed, but each time one is drunk there is a 1% cumulative chance that it will have the effect of reversing all
age removal from previously consumed longevity potions. The potion otherwise restores youth and vigor. It is
also useful to counter magical or monster based aging attacks. The entire potion must be consumed to achieve
the results.
(4-8 rds) Oil of Etherealness: This potion is actually a light oil which is applied externally to the dress and
exposed flesh. It then confers etherealness. In the ethereal state the individual can pass through solid objects -
sideways, upwards, downwards - or to different planes. Naturally, the individual cannot touch non-ethereal
objects. The oil takes effect 3 rounds after application and it lasts for 4 + 1-4 turns unless removed with a weak
acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as
creature one potion is sufficient to anoint a normal human and such gear as he or she typically carries (2 or 3
weapons, garments, armor, shield, and the usual miscellaneous gear carried). Ethereal individuals are invisible.
(Cf. phase door spell, and TRAVEL IN THE KNOWN PLANES OF EXISTENCE hereafter.)

(8 hrs) Oil of Slipperiness: Similar to the oil of etherealness described above, this liquid is to be applied
externally. This application makes it impossible for the individual to be grabbed or grasped/hugged by any
opponent or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the
monster’s tentacles could not entwine the opponent coated with oil of slipperiness.) In addition, such
obstructions as webs, magical or otherwise, will not affect an anointed individual; and bonds such as ropes,
manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured
on o floor or on steps there is a 95% chance/round that creatures standing on the surface will slip and fall. The
oil lasts 8 hours to wear off normally, or it can be wiped off with an alcohol solution (such as wine).

(4-8 rds) Philter of love: This potion is such as to cause the individual drinking it to become charmed (cf.
charm spells) with the first creature seen after consuming the draught, or actually become enamored and
charmed if the creature is of similar race and of the opposite sex. Charming effects wear off in 4 + 1-4 turns, but
the enamoring effects last until a dispel magic spell is cast upon the individual.

(5-8 rds) Philter of Persuasiveness: When this potion is imbibed the individual becomes more charismatic.
Thus, he or she gains a bonus of 25% on reaction dice rolls. The individual is also able to suggest (cf. the
magic-user suggestion spell) once per turn to as many creatures as are within a range of 3” of him or her.

(5-20 rds) Plant Control: A plant control potion enables the individual who consumed it to influence the
behavior of vegetable life forms – including normal plants, fungi, and even molds and shambling mounds-
within the parameters of their normal abilities. The imbiber can cause the vegetable forms to remain still silent,
move, entwine, etc. according to their limits. Vegetable monsters with intelligence of 5 or higher are entitled to
a saving throw versus magic. Plants within a 2” X 2” square can be controlled subject to the limitations set forth
above, for from 5-20 rounds. Self-destructive control is not directly possible if the plants are intelligent. (Cf.
charm plants spell.) Control range is 9”.
(Delay?) Poison: A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are
odorless and of any color. Ingestion, introduction of the poison through a break in the skin, or possibly just skin
contact, will cause death. Poison can be weak (+4 to + 1 on saving throw), average, or deadly (-1 to 4 or more
on the saving throw). Some poison can be such that a neutralize poison spell will simply lower the toxicity level
by 40% -say from a -4 to a +4 on saving throw potion. You might wish to allow characters to hurl poison flasks
(see COMBAT).

(5-8 rds) Polymorph (self): This potion duplicates the effects of the fourth level magic-user spell of the same
name (q.v.) in most respects.

Polymorph Self (Alteration)


Level: 4
Components: V
Range: 0
Casting Time: 3 segments
Duration: 2 turns/level
Saving Throw: None
Area of Effect: The magic-user
Explanation/Description: When this spell is cast, the magic-user is able to assume the form of
any creature - from as small as a wren to as large as a hippopotamus - and its form of locomotion
as well. The spell does not give the other abilities (attack, magic, etc.), nor does it run the risk of
changing personality and mentality. No "system shock" check is required. Thus, a magic-user
changed to an owl could fly, but his or her vision would be human; a change to a black pudding
would enable movement under doors or along halls and ceilings, but not the pudding's offensive
or defensive capabilities. Naturally, the strength of the new form must be sufficient to allow
normal movement. The spell caster can change his or her form as often as desired, the change
requiring only 5 segments. Damage to the polymorphed form is computed as if it were inflicted
upon the magic-user, but when the magic-user returns to his or her own form, from 1 to 12 (d12)
points of damage are restored.

(5-20 rds) Speed: A potion of speed increases the movement and combat capability of the imbiber by 100%.
Thus, a movement rate of 9” becomes 18”, and a character normally able to attack but once per round would
gain double attacks in a round. Note that this does not reduce spell-casting time, however (cf. haste spell). Use
of a speed potion ages the individual by l year. The other effects last for 5-20 rounds, the aging is permanent.

(5-30 rds) Super-Heroism: This potion gives the individual a temporary increase in life energy levels (cf.
heroism potion) if he or she has fewer than 13 levels of experience:

Lv of Consumer Levels Bestowed Hit Dice Bonus


0 6 5
1st-3rd 5 4+1
4th-6th 4 3+2
7th-9th 3 2+3
10th-12th 2 1 +4

It is otherwise the same as a heroism potion, but its effects last from but 5 to 30 melee rounds. Fighters only.
(Instant) Sweet Water: This liquid is not actually a potion to be drunk (though if it is drunk it will taste good),
but it is to be added to other liquids in order to change them to pure, drinkable water. It will neutralize poison
and ruin magic potions (no saving throw). The contents of the container will change up to 100,000 cubic feet of
polluted or salt or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The
effects of the potion are permanent, but subject to later contamination or infusion after an initial period of 5-20
rounds.

(5-20 rds) Treasure Finding: A potion of treasure finding empowers the drinker with a location sense, so that
he or she can point to the direction of the nearest mass of treasure. The treasure must be within 24” or less, and
its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination thereof. Note that
only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are
located; worthless metals or magic without precious metals/gems are not found. The consumer of the potion can
”feel” the direction in which the treasure lies, but not its distance. Intervening substances other than special
magical wards or lead-lined walls will not withstand the powers, which the liquor bestows upon the individual.
The effects of the potion last for from 5-20 rounds. (Clever players will attempt triangulation.)

(5-20 rds) Undead Control: This potion in effect gives the imbiber the ability to charm certain undead (ghasts,
ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies). The charming ability is
similar to the magic-user spell, charm person (q.v.). It affects a maximum of 16 hit dice of undead, rounding
down any hit point additions to hit dice to the lowest die, i.e. 4 + 1 equals 4 hit dice. The undead are entitled to
saving throws versus magic only if they have intelligence. Saving throws are made at -2 due to the power of the
potion, but the effects wear off in from 5-20 rounds. To determine type of undead affected by a particular
potion, roll d10 and consult the following table:

Die Roll Undead Type


1 Ghosts
2 Ghosts
3 Ghouls
4 Shadows
5 Skeletons
6 Spectres
7 Wights
8 Wraiths
9 Vampires
0 Zombies

(1 hr+ 1-10 rds) Water Breathing: It is 75% likely that a water-breathing potion will contain two doses, 25%
probable that there will be four in the container. The elixir allows the character drinking it to breathe normally
in liquids, which contain oxygen suspended within them. This ability lasts for one full hour per dose of potion
quaffed, with an additional 1-10 rounds (minutes) variable. Thus, a character that has consumed a water-
breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical
effects of the potion persisted.

(Instant) Elixir of Health: This special potion cures blindness, deafness, disease, feeblemindedness, insanity,
infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the
above causes. Half a flask will cure any one or two of the listed problems. Imbibing the whole potion will cure
any and all of the above afflictions that the drinker may be suffering.
(Instant) Elixir of Life: This potent draught will restore life to any creature, even if at a negative hit point level
equal to up to 20% of total hit points. (Thus, it will benefit even a creature at -10 hit points, so long as that
creature has a full-strength hit point total of 50 or more.) The power of the elixir will function only if
administered internally within 5 rounds of the occurrence of death. One turn later, the recipient will be
unconscious but at 1 hit point strength. For each negative hit point neutralized in this fashion, the recipient must
rest for one day or else receive a cure light wounds spell to offset the need for that one day of rest. A cure
serious wounds spell will count for two days of rest, a cure critical wounds spell for three, and a heal spell for
seven days. Demi-humans are affected by this elixir.

(Instant) Elixir of Madness: A single sip of this stuff will cause the imbiber to go mad, as if he or she were
affected by a symbol of insanity Once any creature is affected by the elixir, the dweomer from the entire flask
instantly disappears, and the remaining draught is merely foul tasting liquid.

(Instant) Elixir of Youth: Quaffing this rare and highly dweomered elixir will reverse aging. The entire
contents of the flask must be consumed; sipping from it initially will reduce the potency of the liquid. Taking
the full-potency dose reduces the imbiber's age by 2-5 years, and drinking the lower-potency liquid reduces age
by only 1-3 years.

(6 turns) Potion of Fire Breath: This magical draught allows the imbiber to retain the dweomer of the fluid for
up to six turns before belching forth a tongue of flame. After the expiration of this time limit, however, the
potion becomes impotent, and there is a 10% chance that the flames will erupt in the imbiber's own system,
inflicting double damage upon him or her, with no saving throw allowed. Each potion container holds enough
liquid for four small draughts. If a small draught only is quaffed, then the imbiber is able to breathe forth a 1
"wide cone of fire up to 2" long which inflicts 3-1 2 points of damage. If a double draught is taken, range and
damage are doubled; and if a triple draught is quaffed, then range and damage are trebled. If the entire contents
are taken at once, then the width of the breath of flame is 2" and the length is 8", and damage inflicted is 5-50
points. Saving throws versus breath weapon apply, for half damage, in all cases.

(24 hrs) Oil of Acid Resistance: When this oil is applied to skin, cloth, or any other material, it confers virtual
invulnerability to acid. The oil will not wear off quickly; an application lasts for one full day before becoming
impotent. However, each time material or flesh is exposed to acid, the potency of the oil is diminished by as
many minutes as the acid would have caused points of damage to exposed flesh. Thus, if a black dragon of
largest size and greatest age breathed upon a person protected by this oil, each breath would lower the oil's
remaining protection time by 64 minutes, or 32 minutes if a successful saving throw versus breath weapon is
made. Each flask contains sufficient oil for one man-sized creature (and accoutrements) for 24 hours. Or, 24
such man-sized creatures could each be coated for one hour's time; any combination of number of creatures and
duration of potency between these extremes is also possible. (A horse is equivalent to eight man-sized
creatures.)

(21-30 turns) Oil of Disenchantment: This special oil allows the removal of all enchantment/charm dweomers
placed upon living things. If the contents of a flask of this substance are rubbed on a creature, all enchantments
and charms placed upon it are removed. If the oil is rubbed onto objects which bear a dweomer of the
enchantment/ charm sort, this magic will be lost for 21 to 30 turns (d10 + 20); after that time has elapsed, the oil
will have lost its potency, and the item will regain its former dweomer. The oil does not radiate any magical
qualities once it is applied, and masks the dweomer of whatever it coats, so that an item so coated will not show
any dweomer if magic is detected for as long as the oil remains effective.
(8 days) Oil of Elemental Invulnerability: This precious substance has equal chances for being of any of the
four basic sorts - air, earth, fire, or water. (Roll d4 to determine which sort is discovered.) This oil gives total
invulnerability to normal elemental forces on the Prime Material Plane: normal windstorms, fires, earth slides,
floods, and so forth. Additionally, there is a 10% chance that any container of this oil which is discovered will
be usable on any of the Elemental or Para elemental Planes. The oil allows the person(s) treated to operate
freely and without danger of harm by elemental forces. Of course, monsters do other sorts of damage, and such
attacks by elemental creatures will still be effective, but at -1 per die of damage. The oil comes in sufficient
quantity to coat one individual for eight days duration, or eight individuals for one day.

(Instant) Oil of Fiery Burning: When this substance is subjected to air, it bursts into flame, the fire being so
hot that it will inflict 5-30 points (5d6) of damage to any creature coated with the oil (saving throw vs. spell
applicable for half damage). If hurled, a flask containing this oil will always break. Any creature within 1 "of
the place of impact of the oil flask is subject to the effects, but a maximum of six such creatures can be affected.
(The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures such as
trolls.) If the flask is opened, the creature holding it will immediately suffer 1-4 points of damage. Unless that
creature then proceeds to roll equal to or less than its dexterity on 2dl0, the flask will not be re-stopped in time
to prevent the oil from exploding, with effects as described above.

(Instant) Oil of Fumbling: This viscous substance will initially seem to be of a useful sort - acid resistance,
elemental invulnerability, or slipperiness, for instance - until the wearer is under stress in a melee combat
situation. At that point, he or she will have a 50% chance each round of fumbling and dropping whatever he or
she holds - weapon, shield, spell components, and so forth. Only a thorough bath of solvent (alcohol, turpentine,
etc.) will remove the substance before its potency wears off.

(9-12 rds) Oil of Impact: This magical substance is charged with a powerful dweomer which has beneficial
effects upon blunt weapons and missiles of all sorts, magical and non-magical. When applied to a blunt weapon
such as a club, hammer, or mace, it causes the weapon to both be magical and deliver extra damage. When the
oil is applied to a missile, its effect is to make it both magical and very deadly upon impact. Missiles upon
which the oil of impact will properly function are hurled hammers, hurled clubs, sling stones, and sling bullets.
A flask of this substance will contain from 3-5 applications. Each application will last for 9-12 rounds on a
hand-held weapon, but when applied to a missile weapon the substance has but a single "charge." With respect
to missiles, however, only a small amount need be used, so that 4-5 sling missiles or 2 larger weapons can be
treated with a single application. If the oil is used on a hand-held weapon, its dweomer will bestow + 3 status to
the weapon's hit probability and cause + 6 damage on a successful hit. Missiles will be + 3 both "to hit" and to
damage.

(9-12 rds) Oil of Sharpness: This magical substance resembles the fine oil used to clean and protect metal
armor and weapons. If it is carefully rubbed on the blade of any edged or pointed weapon, the oil will have the
effect of making it equivalent to a magic weapon. One such application will last for 9-12 rounds. A flask of the
substance will contain from 3-5 applications. The dweomer of the oil of sharpness is determined by die roll:

Roll To hit and damage


1-2 +1
3-5 +2
6-11 +3
12-16 +4
17-19 +5
20 +6
Oil of Timelessness: This smooth liquid appears to be oil of any sort - even possibly of poisonous nature. When
applied to any matter which was formerly alive (leather, leaves, paper, wood, dead flesh, etc.), it enables that
substance to resist the passage of time, each year of actual time affecting the object as if only a day had passed.
The substance never wears off, though it can be magically removed. The object coated with the oil also gains a
+ 1 bonus on any saving throws which must be made for it. There is sufficient oil within one flask to coat one
horse,
eight humans, or an equivalent are volume of some other eligible object or substance.

(5-8 rds) Philter of Beauty: When this substance is consumed, the individual gains + 1 on charisma (1 8
maximum) and + 1 to + 4 on his or her comeliness score for the duration of the liquid’s effect. All reactions
pertaining to charisma and comeliness apply, but if the effects wear off within sight of any creature that was
influenced by the enhanced charisma and comeliness, then the creature(s) will certainly have a hostile reaction
to this turn of events and attack the individual.

(5-8 rds) Philter of Glibness: This magical draught allows the imbiber to fluently speak - even tell lies -
smoothly, believably, and undetectably. Magical investigation (such as detect lie) will not give the usual results,
but will reveal that some minor “stretching of the truth” might be occurring.

(5-8 rds) Philter of Stammering and Stuttering: When this liquid is consumed, it will seem to be a beneficial
draught - one of glibness or persuasiveness, for instance. But whenever something meaningful must be spoken
(the verbal component of a spell, the text of a scroll, conversation with a monster, etc.), the beverage’s true
effect will be revealed - nothing can be said properly, and reactions of all creatures hearing such nonsense will
be at a -25% penalty.

(7 hrs) Potion of Rainbow Hues: This rather syrupy draught must be stored in a metallic container. A full flask
holds sufficient liquid for seven hours effect. The imbiber only has to concentrate on some color or colors and
he or she will turn that very hue in less than one segment. Any color or combination of colors is possible, if the
user of the magical drink simply holds the thought in his mind for the space of time required for the hue(s) to be
effected. If the potion is quaffed sparingly, it is possible to get seven draughts of one hour duration apiece.

(5-8 rds) Potion of Ventriloquism: When it is imbibed, this potion enables the drinker to duplicate the effects
of a ventriloquism spell as if he or she were a magic-user. The potion lasts for six such uses, or until its effects
fade due to expiration of time.

(7 days) Potion of Vitality: This potion enables the consumer to be refreshed and full of vitality despite
exertion, lack of sleep, and going without food and drink for as long as seven days. If the potion is consumed
after one or more days of such exertion or deprivation, it will nullify the adverse effects and still bestow vitality
for the remaining number of days up to seven. In addition, the potion is proof against poisons and diseases for
the indicated period and while the potion is in effect, the beneficiary will recover lost hit points at the rate of 1
every 4 hours.

RUY’s SPECIAL POTIONS


(Instant) GAIN ATTRIBUTE: Permanently adds one point to the named Attribute (on Ruys attribute scale)

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