Potions
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Protection from Disease
Will give a Saving Throw when none is normally allowed. Gives a 5% bonus to any percentile roll to avoid disease. Gives complete temporary immunity to all mundane diseases
Protection From Poison
Adds to saving Throw vs. poison. If save, no damage, with save half damage. Will not allow death from poison. Deadly poison which is not saved against will take half normal hit points (Round down).
Protection form Acid
Works just like Protection From poison. Gives a bonus to Saving Throws vs. acid-based magic and other sources of acid.
Potion of Fear (demonic item) (Created & Submitted by Fillipo)
This potion contains the essence of an Osyluth. He who drinks this
potion causes fear in a radius of 1,5 meters: anybody entering this area must make a TS
versus wands or flee in panic for 1d6 rounds. The effect is applied only once per person.
The potion lasts one hour.
Note on demonic items: Demonic
items are made binding a demon inside an object. Breaking the item, the demon instantly
returns to its home plane. If the item is destroyed in the demon's plane, the demon
appears, free. These items are made by the Demonologist class, which I will sooner or
later translate to English. -- Fillipo
Potion of Fascination (0 XP)
This potion causes the drinker to become totally fascinated by the first object they find or are given after consuming the potion, for a duration of 1d4+4 turns. Their interest and talk is focused totally upon the item of fascination and their attention can only be broken by physical or magical attacks and harm or similar event. The effects can be removed by a dispel magic spell. If tested, this potion's effect is revealed as a healing potion or similar to disguise it's true effect.
Corbijn's Potion
This potion was created by the wizard Eldrin Corbijn in the elven renaissance. Many young mages were passing through the magic schools, and were eager to make their amrk on the world. So Eldrin created this potion. The potion has two uses dependant upon the intentions of the user. The primary use is when a mage wants to create a magical item. In this instance, the potion must be melted with wax into a candle. The user must inhale the fumes for a minimum of one hour. For each hour the user can cast a spell of that many levels above thier current mage level. I.E. -level 4mage; level 5 spells. Note: Maximum of two levels above their current level. The second use for the potion is a lethal poison. If ingested without any chemical changes the potion first causes insanity, which proceeds into suicidal tendencies over a day, and finally the user rips himself to pieces in anyway he/she can.
Potion of Disillusionment
The imbiber is able to identify all illusion/phantasm spells of 1st, 2nd and 3rd level as being illusions. However, there is a 10% chance of a false reading. A false reading indicates to the imbiber that there is no illusion when in fact there really is one. Illusion/Phantasm spells of 4th level or higher cannot be discerned with this potion. The chief ingredient of this preparation is a portion of svirfneblin brain. It's a very useful potion for those who travel deep down to the lowest levels of caves and dungeons.
Potion of Wakefulness
The quaffer of this potion will be able to remain awake and alert for a day and a half with no adverse effects. Food and water will need to be consumed every 4-6 hours as usual. No more than two doses in a row can be used safely. Drinking a second potion within 36 hours will extend the duration another 36 hours, and will cause a temporary (24 hours starting after the second drinking) loss of 1 point of dexterity due to uncontrollable trembling. Also, anyone under the influence of this potion is allowed a saving throw against the 1st level Sleep spell. The prime ingredients are from the tropical Thanegioth Archipelago: the cacao seed and the kola nut. If you give a guard this stuff, he will not fall asleep while on duty. It also allows us wizards to remain awake to think about and solve problems while other party members sleep.
Phase Potion
Phase potion, which is related to oil of etherealness, is more useful for general combat. When imbibed, this potion allows the user to shift in and out of phase with the Prime Material plane at will, much like a phase spider. When out of phase, the user is impervious to all forms of attack except those that reach into Ethereal plane. A phase door spell forces the user to remain in phase for seven rounds. Even when in phase, the user is surrounded by a fiery nimbus of white fire, the trace of the portal to the Ethereal Plane. In addition to being able to shift himself to the Ethereal plane, the user may take up to 60 lbs. of material with him. Inert gear can be taken automatically simply by touching it an willing it to come along, a living creature is entitled to a save vs. spells at -2 if it does not wish to go with the potion user. These effects last for 5d8 rounds. Phase potions are brewed from phase-spider ichor or from the concentrated juices of rare underground fungi. XP value: 800 gp value: 2,000
Potion of Curing Lycanthropy
This potion, as the name implies, when imbibed will cure lycanthropy in the imbiber but contains belladonna and has a 5% chance of poisoning the drinker, this poison will cause death unless cured in one hour's time. XP value: 100 gp value: 1,250
Potion of Direction
The effects of this drink last much longer than most potions, continuing for 12-48 (12d4) hours. Consumption of this potion enables a character to retrace his path over and solid terrain, in effect preventing the character form getting lost. If a maze spell is cast at a character under the influence of this potion, he reemerge from the maze after only 2-5 segments. If the reversed form of find the path is cast at such a character, the spell and the potion will cancel each other out; the potion will be neutralized, but the spell will not take effect. This potion does not have the same effect as find the path, in that it will not provide clues to the shortest path to the desired location. Note that the user will only be able to retrace a path he travels from the moment the drink is consumed to the moment the drink wears off. Any distance covered before or after that won't be automatically recalled. Once the potion wears off, the enhanced memory one has for the terrain covered will be forgotten; one must rely on a map of the area to successfully retrace his path. XP value: 350 gp value: 800
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