Potions are made by using the Potionmaking skill. The number of potions that a player can know is equal to their Spell Limit.
Aging Potion DC 25
When drunk, this potion causes the drinker to appear up to 10 years per level older than they really are. Unless a specific age is determined, however, roll d% to determine how many years are added. The DC to detect the change is equal to the Potionmaking check used to create this potion, and it can be automatically detected by certain wards (such as an Age Line.) Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.
Love Potion DC 15
When drunk, this potion causes a strong infatuation on the part of the drinker toward another person determined by the potion brewer (usually the potion brewer herself,) and instantly switches the emotional state of that person to In Love. Unless cured or created with a specified duration, the potion wears off in days equal to the level of the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Cupid crystals, a crystallized, candied form
*Amortentia
Amortentia DC 30
The most powerful love potion in the world, this potion causes the drinker to be absolutely obsessed with the target, never leaving Helpful on the diplomacy scale for the duration of the potion. Unless cured or created with a specified duration, the potion wears off in months equal to the level of the potion brewer. Amortentia's scent changes based on the one smelling it - it smells like things, places, and people that they love.
Antidote, Variable DC
When drunk, an antidote counteracts the effects of another potion or liquid (such as poison) and cancels it out. The DC to create an antidote is equal to the DC to create the potion or liquid it counteracts, plus 5. Antidotes are usually divided into two categories, Common and Uncommon. Common Antidotes will likely counteract multiple effects, while Uncommon Antidotes will only counteract the ones that they were created for.
Babbling Beverage DC 15
When drunk, the drinker babbles on nonsensically for minutes equal to the potion brewer's level or until cured. Within the babble, the drinker has a 5% chance of revealing some sort of secret they might not have otherwise told.
Beautifying Potion DC 20
When drunk, this potion improves the appearance of its drinker, increasing their Charisma by 1d6 points and removing blemishes and other ugly marks. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.
Variants:
*Can be made at DC 15 for small, permanent cosmetic changes, such as removing warts, acne or moles. These variants go by names like "Bruise Removal Paste" or "Blemish Blitzer."
Befuddlement Draught DC 20
When drunk, the drinker becomes very confused and finds it difficult to understand what is going on around them, causing them to become belligerent and reckless, and reduce their Wisdom by 2d6 points. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.
Variants:
*Confusing Concoction, DC 15, less emphasis on anger and more on confusion - Reduces Wisdom by 1d6 and also reduces Intelligence by 1d6.
Blood Replenishment DC 15
When drunk or placed into the body somehow, this potion restores the blood with magical energy helping life. This potion restores 2 hit points per hour. Each pint of the potion can heal up to 10 hit points. Once it restores 1 pints, a new potion must be taken to continue the effect.
Brain Elixir DC 25
When drunk, this potion increases the Intelligence of the drinker by 2d6 points for hours equal to the level of the potion brewer. It is easy to counterfeit this potion, however, and it is illegal in most places, especially school and competitive events.
Bundimun Secretion DC 15
This secretion comes from the Bundimun, a greenish, living fungus, and when prepared properly, its powerful acidic properties allow it to erode most materials very quickly, including wood, stone and metal, doing 2d6 damage every 24 minus X hours, where X is the level of the potion brewer. The potion takes constant effect until it is removed or washed away.
Variants:
*Can be diluted for use in cleaning products.
Calming Draught DC 15
When drunk, this potion calms the drinker, changing their state to Indifferent towards other characters. If it has been damaged by some sort of traumatic or stressful event characters often drink this.
Variants:
*Can be made as an antidote for a Befuddlement Draught.
Draught of Peace DC 25
When drunk, this potion relieves anxiety and agitation and switches the drinker's emotional state to Indifferent. It also prevents the drinker from becoming anything other then emotionally and mentally serene for hours equal to the potion brewer's level. However, if prepared improperly (the DC is failed by 3 or less) the potion becomes an unintentional Draught of Living Death.
*Can be made as an antidote for a Befuddlement Draught.
Fantastical Fertilizer DC 15
This potion can be used to either fertilize or synthesize fertilizer for most plants and help them grow supernaturally fast. Special plants or ingredients, such as dragon dung, will require their own variety and generally do not work on everything. A plant treated with Fantastical Fertilizer grows to full height 1d12 weeks earlier than normal. Fantastical Fertilizer also adds a +2 equipment bonus to Herbology checks.
Felix Felicis DC 40
When drunk, this potion causes the drinker to be extremely lucky for a period of time. This takes the form of treating the drinker's AC and all dice rolls to be (10+1/5th the brewer's class level) more than it shows on the dice.
For example, drinking a Felix Felicis brewed by a level 10 wizard would cause all of the drinker's d20 rolls to be treated as 12 higher than what is shown on the dice. Therefore, an 8 or higher would be treated like a natural 20 (roll again with the bonus for a critical success), and a 13 or higher as an automatic critical success.
Brewing: Felix Felicis must be brewed 1/8th of a cup at a time, and must ferment for six months (182 days) before being usable.
1/8th of a cup of Felix Felicis provides 12 hours of luck. Drinking more than 6/8ths of a cup at a time is instantly fatal.
Special: Each consecutive use within a month's time gives a cumulative 4- penalty to Diplomacy, Sense Motive, and Will Saves, and a 2- penalty to any skill check based on Intelligence or Dexterity.
Greek Fire DC 20
This potion creates an unquenchable fire when its container is broken. If water is poured on the fire it simply grows larger. The fire can be of any color. Fires started by Greek Fire can be put out, but the source itself does not wear off for hours equal to the level of the potion brewer. Greek Fire does 2d6 damage each round to any non-stone, non-metal object it touches, and sets it ablaze with a fire that does 1d6 damage each round.
Variants:
*Can be combined with the Special Endurance potion to make specific fires that a given target will be vulnerable or invulnerable to.
Pest Removal DC 15
This potion takes the form of either a liquid or gas, and is designed to exterminate or drive away a specific type of household pests, usually vermin, insects, or doxies. Doxycide is a black, foul-smelling gas, and provides concealment to those within it.
(Dark Potion) Dark Revival (ritual) DC Varies
This spell works only on a target who was ripped from their body after successfully creating a Horcrux. The ritual takes several hours to prepare and MUST be completed in the following steps (if you miss a step, or fail a check at any stage before the final check, you must restart from the beginning):
Potion: Make a Knowledge (potion making) check against DC 30. Upon a successful check, you complete the first part of the potion-making process. You must make a Potionmaking check (DC 25) once every hour for 6 hours straight (the DC increases by 3 each hour after the first).
Ritual Preparation: You must gather three significant pieces to be added to the potion. First, you need a bone from the target's father (if the father is dead, go to the place where he is buried and dig up the body). Second, you need to sacrifice a piece of flesh from yourself. The amount you sacrifice reduces the final DC check (see below). Lastly, you must gather some blood from the target's mortal enemy (the enemy must have an alignment opposite to the target) The enemy must be tied down against their wishes before extracting their blood, casting the Full Body-Bind curse against them (the enemy takes a -2 penalty on their Reflex save).
Small flesh (e.g. layer of skin) - -2
Medium flesh (e.g. finger or toe) - -4
Large flesh (e.g. hand or foot) - -6
Resurrection: Once the above has been successfully completed, you place the target in the cauldron. Drop the bone into the cauldron after chanting at the top of your voice the following:
Bone of the father unknowingly given, you will renew your son
Next, drop your flesh into the cauldron after chanting the following:
Flesh of the servant willingly given, you will revive your master
Lastly, you add the blood into the cauldron after chanting the following:
Blood of the enemy forcibly taken, you will resurrect your foe
Once the above is complete, make a final Curse and Counter-Curse check against DC 40. Upon a successful check the target is restored to a full body and any lost Strength points and Constitution points are restored. If the check fails, the target loses his remaining points of Constitution and is considered dead.
Simple Remedy DC 10
This potion cures a minor condition, such as a cough or a cold. It can be used to treat the symptoms of most ailments, though it will not cure anything major. A Simple Remedy potion also adds a +2 equipment bonus to Healing checks.
Sleeping Draught DC 15
When drunk, the drinker falls into a deep sleep almost immediately, which lasts for hours equal to the level of the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Draught of Living Death
Draught of Living Death DC 25
The most powerful sleeping potion in the world, this potion causes a nearly irreversible unconsciousness that is very close to death. Unless a duration is specified or the potion is cured, the effect is permanent. The antidote to a Draught of Living Death is called a Wiggenweld Potion.
Special Endurance DC Varies
When drunk, the drinker becomes invulnerable to a particular effect, such as fire, or unbearable air pressure. Generally attached to very specific effects or spells, this potion has a Potionmaking DC equal to the DC required to create the thing it protects against. If there is no specific effect, the DC is 25. The potion lasts hours equal to the level of the potion brewer.
Swelling Solution DC 15
Any being this potion touches will swell up in size, as if with a severe allergic reaction. If the potion brewer beats the DC by 5 or more, the potion causes the victim to inflate and eventually float upwards, as well. The potion lasts hours equal to the level of the potion brewer. The antidote to this potion is known as a Deflating Draught.
Veterinary Tonic DC Varies
Created for a specific animal or type of animal, this potion will assist in curing or treating most ailments that the creature suffers with. It provides a +5 equipment bonus to any Healing or Nature checks made to heal the animal it was developed for. The DC of the Veterinary Tonic is equal to 5 plus the level of the creature affected.