Hazor's Potion Knowledge
PETE’S POTIONS/OILS/ELIXIRS
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The following list is a compilation of unlisted potions, oils, or elixirs which Hazor has come across while using his alchemy nonweapon proficiency or identification.
ACID BREATH
XP VALUE: 100 per dose GOLD PIECE VALUE: 1000 per dose
Pete Mohney
An acid breath potion allows a drinker to breath out a spray of acid. This can be held in the body for up to 6 turns after drinking and before using. After that time, there is a 10% chance of internal eruption for double damage, no save or resistance; else, the magic fades.
• If 1/4 of a bottle is consumed, the potion does 3-12 points of damage in a cone 1" wide at the base, 2" long.
• If 1/2 is consumed, damage is 6-24, size of cone is 2" x 4".
• If 3/4 is consumed, damage is 9-36, size of cone is 2" x 6".
• If the entire bottle is consumed, damage is 5-50, size of cone is 2" x 8"
ACID RESISTANCE POTION
XP VALUE: 250 GOLD PIECE VALUE: 400
Pete Mohney
This potion gives +2 on all saves versus acid, makes the imbiber immune to non-magical acid, and removes 1 hit point per die of damage from acid-related damage suffered. Duration is 5-20 rounds.
ARMOR — LIGHT POTION
XP VALUE: ? GOLD PIECE VALUE: 600
Pete Mohney
This potion will reduce the drinker’s armor class by 2 points. It lasts for one hour. It is only cumulative with armor and shields, not protection devices or spells, but the plusses of armor and shields will add in.
ARMOR — MEDIUM POTION
XP VALUE: ? GOLD PIECE VALUE: 1200
Pete Mohney
This potion will reduce the drinker’s armor class by 4 points. It lasts for one hour. It is only cumulative with armor and shields, not protection devices or spells, but the plusses of armor and shields will add in.
ARMOR — HEAVY POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will reduce the drinker’s armor class by 6 points. It lasts for one hour. It is only cumulative with armor and shields, not protection devices or spells, but the plusses of armor and shields will add in.
ASTRAL POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion allows the user’s body to form an astral body, and to travel to the Astral Plane. Once on the Astral Plane, the drinker can enter into any outer plane, and the astral body will reform into a form similar to their real form, but with details chosen by the drinker. The duration is one hour.
BLINK POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion causes the drinker’s material form to "blink" out and back to this plane once again in random period and direction during the duration at each minute the spell is in effect. The segment of the round that the drinker "blinks out" is determined by random roll with 1d10, and during this same segment they will appear again 2' distant from the previous position. Direction is determined by roll of d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) If some object is already occupying the space where the spell caster is indicated as "blinking" into, their form is displaced in a direction away from original (round starting) position for any distance necessary to appear in empty space, but never in excess of an additional 10'. If that extra distance still dictates the drinker and another solid object are to occupy the same space, the drinker then remains on the ethereal plane until the potion’s duration expires. During and after the blink segment of a round, the drinker can be attacked only by opponents able to strike both locations at once, e.g. a breath weapon, Fireball, and similar wide area attack forms. Those not so able can only strike the drinker if they managed to attack prior to the "blink" segment. The drinker is only 75% likely to be able to perform any acts other than physical attack with a hand-held stabbing or striking weapon during the course of this potion. That is, use of any spell, device, or item might not be accomplished or accomplished in an incorrect manner or in the wrong direction. This potion lasts for one hour.
CAULDRON OF AGILITY
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This contains up to 8 doses of the agility flask. Once opened, it loses its power within one hour. This potion will add 1d8 points of dexterity, maximum 18, to thieves and monks; d6 points to fighters; 1d4 points to any other class. The effects last for one hour. Sub-classes of these are treated as the class. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
CAULDRON OF CHARISMA
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This contains up to 8 doses of the equivalent flask. Once opened, it loses its power within one hour. This potion will add 1d8 points of charisma, maximum 18, to clerics; 1d6 points to thieves; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
CAULDRON OF CONSTITUTION
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This contains up to 8 doses of the constitution flask. Once opened, it loses its power within one hour. This potion will add 1d8 points of constitution, maximum 18, to fighters; 1d6 points to any other class. The effects last for one hour. Sub-classes of these are treated as the class. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
CAULDRON OF DEXTERITY
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This contains up to 8 doses of the equivalent flask. Once opened, it loses its power within one hour. This potion will add 1d8 points of dexterity, maximum 18, to thieves and monks; 1d6 points to fighters; 1d4 points to any other class. The effects last for one hour. Sub-classes of these are treated as the class. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
CAULDRON OF INTELLECT
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This contains up to 8 doses of the equivalent flask. Once opened, it loses its power within one hour. This potion will add 1d8 points of intelligence, maximum 18, to magic users; 1d6 points to clerics; 1d4 points to any other class. The effects last for one hour. Sub-classes of these are treated as the class. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
CHLORINE BREATH
XP VALUE: 100 per dose GOLD PIECE VALUE: 1000 per dose
Pete Mohney
A chlorine breath potion allows a drinker to breath out a cone of chlorine. This can be held in the body for up to 6 turns after drinking and before using. After that time, there is a 10% chance of internal eruption for double damage, no save or resistance; else, the magic fades.
• If 1/4 of a bottle is consumed, the potion does 3-12 points of damage in a cone 1" wide at the base, 2" long.
• If 1/2 is consumed, damage is 6-24, size of cone is 2" x 4".
• If 3/4 is consumed, damage is 9-36, size of cone is 2" x 6".
• If the entire bottle is consumed, damage is 5-50, size of cone is 2" x 8"
COLD RESISTANCE POTION
XP VALUE: 250 GOLD PIECE VALUE: 400
Pete Mohney
This potion gives +2 on all saves versus cold, makes the imbiber immune to non-magical cold, and removes 1 hit point per die of damage from cold-related damage suffered. Duration is 5-20 rounds.
COMBINATION ELIXIR
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This elixir may be poured onto several small missile weapons, combining them so their attacks can be used all at once. This elixir may be applied to as many as three arrows, darts, sling bullets, bolts, or other similarly sized missile weapons (not larger missile weapons such as boulders, spears, ballista bolts, et cetera). A combination of different smaller missile weapons (including magical missile weapons) may be coated, with the smallest missile assuming the combined form. For example: two arrows and a sling stone would become one sling stone, until used or duration ends.
Once the combination weapon is fired or hurled, they will split back into their original forms, and all of them use one roll ‘to hit’ to see if they strike. The effect will last one hour once applied. When used, this action consumes all the user’s attacks for the melee round following, regardless of ability to otherwise have multiple attacks.
CRITICAL HIT POTION
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This potion grants the drinker the possibility of gaining a critical hit on any melee or missile attack. On a hit from any such attack, roll a d20; on a roll of 17 or better, the weapon’s damage (counting only the weapon and its plus) is doubled. This effect lasts one hour.
DRAGON CONTROL POTION: AQUATIC
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Earth Dragon within 60 yards. The Earth Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: CHAMELEO
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Chameleo Dragon within 60 yards. The Chameleo Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: EARTH
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Li Lung Dragon within 60 yards. The Earth Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: ELECTRUM
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon any Electrum Dragon within 60 yards. The Electrum Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: EVIL
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon any Evil Dragon within 60 yards. The Evil Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: FAERIE
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Faerie Dragon within 60 yards. The Faerie Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: LI LUNG
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Li Lung Dragon within 60 yards. The Li Lung Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: NIGHT
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Night Dragon within 60 yards. The Night Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: ROCK
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Rock Dragon within 60 yards. The Rock Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: SAND
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Sand Dragon within 60 yards. The Sand Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: SEA
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Sea Dragon within 60 yards. The Sea Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: STONE
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Stone Dragon within 60 yards. The Stone Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: STORM
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Storm Dragon within 60 yards. The Storm Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: SWAMP
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Swamp Dragon within 60 yards. The Swamp Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: TREE
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon an Tree Dragon within 60 yards. The Tree Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
DRAGON CONTROL POTION: YU LUNG
XP VALUE: 800 GOLD PIECE VALUE: 8000
Pete Mohney
This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a Yu Lung Dragon within 60 yards. The Yu Lung Dragon is entitled to a saving throw versus spell, but with a -2 penalty. Control lasts for 5d4 rounds.
This is a very rare potion.
ELEMENTAL SPELL POTION: NEGATIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of damage to any ranged spell attack, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
ELEMENTAL TOUCH POTION: FIRE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of fire damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
ELEMENTAL TOUCH POTION: WATER
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of water damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
ENCHANTER ELIXIR
XP VALUE: 800 GOLD PIECE VALUE: 20000
Pete Mohney
This elixir may be used in place of the spells Enchant an Item and Permanence, although a saving through is still required for each of the spell effects and failure wastes the elixir. It may also be used to add one plus to any item that has a plus (within certain limits - for instance, steel weapons can only be enchanted to +3 in general; mithril to +4, and so on); items with more than one plus, have the plus added to the highest plus. It may also be used to add 1-4 charges (random, die 4) to any item normally not rechargeable (such as Plate Mail of Etherealness).
EXTRA PLANAR CONTROL POTION: GREATER
XP VALUE: ? GOLD PIECE VALUE: 4000
Pete Mohney
This potion allows the drinker to attempt to charm any creature not from the prime material plane with up to 120 hit points. Creatures with less than 81 hit points get –2 on the save. The creature gets a saving throw, and magic resistance is calculated against the level of the potion (-55%). It lasts one hour, or until a charm is attempted.
EXTRA PLANAR CONTROL POTION: MEDIUM
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion allows the drinker to attempt to charm any creature not from the prime material plane with up to 80 hit points. Creatures with less than 41 hit points get –2 on the save. The creature gets a saving throw, and magic resistance is calculated against the level of the potion (-45%). It lasts one hour, or until a charm is attempted.
FLASK OF CHARISMA
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 1d8 points of charisma, maximum 18, to clerics; 1d6 points to thieves; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
FLASK OF CONSTITUTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 1d8 points of constitution, maximum 18, to clerics; 1d6 points to thieves; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
FLASK OF INTELLECT
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 1d8 points of intelligence, maximum 18, to magic-users; 1d6 points to clerics; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
FLASK OF STRENGTH
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 1d8 points of strength, maximum 18, to fighters; 1d6 points to thieves; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
FLASK OF WISDOM
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 1d8 points of wisdom, maximum 18, to clerics; 1d6 points to magic-users; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result. The potion will not take effect until up to eight hours after consumed, at the will of the drinker, but is still considered to be in effect with regards to miscibility.
FROST BREATH
XP VALUE: 100 per dose GOLD PIECE VALUE: 1000 per dose
Pete Mohney
A frost breath potion allows a drinker to breath out a cone of cold. This can be held in the body for up to 6 turns after drinking and before using. After that time, there is a 10% chance of internal eruption for double damage, no save or resistance; else, the magic fades.
• If 1/4 of a bottle is consumed, the potion does 3-12 points of damage in a cone 1" wide at the base, 2" long.
• If 1/2 is consumed, damage is 6-24, size of cone is 2" x 4".
• If 3/4 is consumed, damage is 9-36, size of cone is 2" x 6".
• If the entire bottle is consumed, damage is 5-50, size of cone is 2" x 8"
GERIATRIC OIL
XP VALUE: ? GOLD PIECE VALUE: 8000
Pete Mohney
When this potion is rubbed over the body of a living person, will add 2-20 years (proportional for non-humans) to life expectancy (‘Death Age’ on your character sheet). This does not affect aging in any way, will not raise a dead creature, but may be done more than once. It will not extend a creature’s age past the maximum for their race (see DMG).
GIANT CONTROL POTION: FORMORIAN
XP VALUE: 700 GOLD PIECE VALUE: 4000
Pete Mohney
A full potion of this draft must be consumed for its effects to be felt. It will influence one or two Formorian Giants like a charm monster spell. Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a -4 penalty on its saving throw. If two are influenced, their saving throws gain a +2 bonus because the effect of the potion is weakened.
This is a very rare potion.
GIANT CONTROL POTION: GIANT LORD
XP VALUE: 1000 GOLD PIECE VALUE: 4000
Pete Mohney
A full potion of this draft must be consumed for its effects to be felt. It will influence one or two Giant Lords like a charm monster spell. Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a -4 penalty on its saving throw. If two are influenced, their saving throws gain a +2 bonus because the effect of the potion is weakened.
This is a very rare potion.
GIANT CONTROL POTION: MOUNTAIN
XP VALUE: 1000 GOLD PIECE VALUE: 4000
Pete Mohney
A full potion of this draft must be consumed for its effects to be felt. It will influence one or two Mountain Giants like a charm monster spell. Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a -4 penalty on its saving throw. If two are influenced, their saving throws gain a +2 bonus because the effect of the potion is weakened.
This is a very rare potion.
GIANT STRENGTH POTION: TITAN (f)
XP VALUE: 2000 GOLD PIECE VALUE: 4000
Pete Mohney
This potion can only be used by warriors. When a giant strength potion is consumed, the individual gains great strength and attack roll bonus when scoring a hit with any handheld or thrown weapon. It is possible for the person to hurl rocks as shown on the table below:
TITAN STRENGTH POTION
GIANT
TYPE: TO HIT
BONUS: DAMGE
BONUS: WEIGHT
ALLOWANCE: ROCK
RANGE: ROCK
DAMAGE: BEND BARS/
LIFT GATES:
Titan +7 +14 17500 20” 1d20 100%
In Pete’s game (like the DMG) I do not believe that giant strength potions give the drinker a bonus to hit.
HEAL ELIXIR
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This very potent heal elixir will wipe away disease and injury in the creature who ingests the full contents of this liquid. It will completely cure any and all diseases and/or blindness of the recipient and heal all hit points of damage suffered due to wounds or injury, save 1 to 4 (d4) points of damage. It dispels a feeblemind spell. Naturally, the effects can be negated by later wounds, injuries, and diseases.
This elixir will not cure serious forms of mental disorders not related to spells or inflicted by injury to the brain.
HEALING POTION
XP VALUE: 200 GOLD PIECE VALUE: 400
Pete Mohney
This potion heals the drinker for 2d4+2 points of damage or 20% of the imbiber’s hit points; whichever is greater.
HEALING POTION: EXTRA
XP VALUE: 400 GOLD PIECE VALUE: 800
Pete Mohney
This potion heals the drinker for 3d8+3 points of damage or 30% of the imbiber’s hit points; whichever is greater.
HEALING POTION: MAJOR
XP VALUE: ? GOLD PIECE VALUE: 1800
Pete Mohney
This potion heals the drinker for 7d8 points of damage or 50% of the imbiber’s hit points; whichever is greater.
HEALING POTION: MASSIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion heals the drinker for 9d8 points of damage or 60% of the imbiber’s hit points; whichever is greater.
HEALING POTION: SUPER
XP VALUE: ? GOLD PIECE VALUE: 2200
Pete Mohney
This potion heals the drinker for 11d8 points of damage or 70% of the imbiber’s hit points; whichever is greater.
IMPACT OIL: METEORITE
XP VALUE: ? GOLD PIECE VALUE: 5700
Pete Mohney
This oil is activated if two pieces of meteorite are dropped in a bottle, it becomes oil of impact +6. takes one round to dissolve, five doses, lasts until used.
IMPROVED INVISIBILITY OIL
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion grants the creature it is applied to improved invisibility, so that they do not lose the invisibility on an attack. The duration is 30 minutes.
LIGHTNING BREATH
XP VALUE: 100 per dose GOLD PIECE VALUE: 1000 per dose
Pete Mohney
A lightning breath potion allows a drinker to breath out a cone of electricity. This can be held in the body for up to 6 turns after drinking and before using. After that time, there is a 10% chance of internal eruption for double damage, no save or resistance; else, the magic fades.
• If 1/4 of a bottle is consumed, the potion does 3-12 points of damage in a cone 1" wide at the base, 2" long.
• If 1/2 is consumed, damage is 6-24, size of cone is 2" x 4".
• If 3/4 is consumed, damage is 9-36, size of cone is 2" x 6".
• If the entire bottle is consumed, damage is 5-50, size of cone is 2" x 8"
NECROMANCY POTION (m, i)
XP VALUE: 250 GOLD PIECE VALUE: 750
Pete Mohney
This potion gives magic-users and illusionists, depending on the level of the character, a number of levels of spells to the caster in question. No memorization time is required. Duration is 5-30 rounds.
NECROMANCY POTION
LEVEL OF USER SPELL LEVELS GAINED
First to Third 3
Fourth to Sixth 4
Seventh to Nineth 5
Tenth to Twelfth 6
NEGATIVE TOUCH POTION:
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of negative energy damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
OIL OF DEPETRIFICATION
XP VALUE: 1500 GOLD PIECE VALUE: 4000
Pete Mohney
This useful oil, if spread over the body of any petrified creature, will return them to fleshly status. A system shock roll is still required to see if life is restored to the body. Failure indicates the creature dies from the shock of changing back into its fleshy form.
PAIN SUPRESSION POTION
XP VALUE: 300 GOLD PIECE VALUE: 1000
Pete Mohney
This non-magical concoction is presumably a barbarian creation, but, if so, the secrets of its manufacturing are closely guarded.
The potion deadens pain for 1-4 hours and tends to deplete the user’s energy reserves. Against magical powers that directly cause pain (such as a symbol of pain or venom from an Erinyes’ dagger) the potion gives a +5 on all applicable saving throws and reduces all effects of such pain by half in every respect but duration. Furthermore, the potion restores 2-8 hit points to the drinker (not exceeding the drinker’s original hp total) and allows the character to exert himself physically as if he were one strength class stronger. (A strength class is considered to be each individual line given in the Strength Table II: Ability Adjustments on page 9 of the PLAYERS HANDBOOK. Thus, a fighter with the Strength of 12 would be able to exert himself as if he had the Strength of 14 (the lowest value of a range is considered to be the strength achieved).
Once the potion’s effect ends, the user suffers the loss of strength; an ending of all bestowed hit points from this potion; and a loss of an additional 1-4 hit points from exhaustion (restorable by rest or vitality). Because the potion draws on the user’s reserves, taking more than one dose at a time can be risky. If two doses are taken together, they will last a total of 2-8 hours, and the user will lose 2-8 hit points from exhaustion when the double dose wears off; however, the strength-class increase is the same as for a normal-sized dose, and bonuses against magical pain attacks are as described above. If three or more doses are taken at once, the user must make a system shock roll, with a +5% per dose penalty, to avoid retching and ruining the effect. If the roll is successful, the duration of the potions will be 3-12 hours, and 3-12 additional hit points will be lost at the end. In no case is strength raised by more than one class; bonuses against magic raised; or more than 2-8 temporary hit points bestowed.
PARA-ELEMENTAL TOUCH POTION: OOZE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of ooze damage to any melee attack, through weapon or body, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
PARA-ELEMENTAL TOUCH POTION: SMOKE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of smoke damage to any melee attack, through weapon or body, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
PATRIARCHISM POTION (c, d)
XP VALUE: 250 GOLD PIECE VALUE: 750
Pete Mohney
This potion gives clerics or druids, depending on the level of the character, levels in hit dice for melee purposes only (that is, no undead-turning ability or spell level ability is gained), and grants a number of levels of spells to the priest in question. Duration is 5-30 rounds. Note that the spells(s) come into memory from only one round of meditation and prayer.
PATRIARCHISM POTION
LEVEL OF USER SPELL LEVELS GAINED HIT DICE GAINED
First to Third 5 3
Fourth to Sixth 4 2
Seventh to Nineth 3 1
Tenth to Twelfth 2 0
POISON BLOOD POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This turns the drinker’s blood to poison for one hour. If the drinker is damaged by an edged or pointed attack, there is a 10% chance per point of damage that the attacker is splattered by the blood and must save versus poison or take double the damage dealt, up to a maximum of 20 points. This makes the blood evaporate instantly, making it impossible to extract and use in any way. It will have this same effect on a creature which bites and drinks the blood, but dealing triple damage, up to 20 points maximum.
POISON IMMUNITY POTION: TYPE A
XP VALUE: ? GOLD PIECE VALUE: 200
Pete Mohney
This potion gives the drinker immunity to poisons of type A. It lasts for one hour.
POISON IMMUNITY POTION: TYPE C
XP VALUE: ? GOLD PIECE VALUE: 600
Pete Mohney
This potion gives the drinker immunity to poisons of type A through C. It lasts for one hour.
POISON IMMUNITY POTION: TYPE D
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion gives the drinker immunity to poisons of type A through D. It lasts for one hour.
POISON IMMUNITY POTION: TYPE E
XP VALUE: ? GOLD PIECE VALUE: 2400
Pete Mohney
This potion gives the drinker immunity to poisons of type A through E. It lasts for one hour.
POISON IMMUNITY POTION: TYPE G
XP VALUE: ? GOLD PIECE VALUE: 3200
Pete Mohney
This potion gives the drinker immunity to poisons of type A through G. It lasts for one hour.
POISON IMMUNITY POTION: TYPE H
XP VALUE: ? GOLD PIECE VALUE: 3600
Pete Mohney
This potion gives the drinker immunity to poisons of type A through H. It lasts for one hour.
POSITIVE TOUCH POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of positive energy damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
POSITIVE WEAPON POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of damage to any melee attack, through weapon or body, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
POTION EXTENDER POTION
XP VALUE: 500 GOLD PIECE VALUE: 1000
Pete Mohney
This is a potion that is miscible with any potion or elixir or other ingested magical liquid. Drinking the extender at the beginning of the duration of the potion (in the same round) will add 20-80% (2d4 x 10) to the duration of the previous items.
POTION OF CONSTITUTION
XP VALUE: 600 GOLD PIECE VALUE: 800
Pete Mohney
This potion will add 1d8 points of constitution, maximum 18, to fighters; 1d6 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result.
POTION OF DEXTERITY
XP VALUE: 600 GOLD PIECE VALUE: 800
Pete Mohney
This potion will add 1d8 points of dexterity, maximum 18, to thieves and monks; 1d6 points to fighters; 1d4 points to any other class. The effects last for one hour. Sub-classes of these are treated as the class. Multi-classed characters and bards get the best result.
POTION OF MAGIC RESISTANCE
XP VALUE: 600 GOLD PIECE VALUE: 1800
Pete Mohney
This potion grants the drinker 20% to 50% (die 4 +1, x 10) magic resistance. This magic resistance is not, however, controllable, thus, beneficial spells might also fail. Duration is 50-80 rounds.
POTION OF WISDOM
XP VALUE: 600 GOLD PIECE VALUE: 800
Pete Mohney
This potion will add 1d8 points of wisdom, maximum 18, to clerics; 1d6 points to magic-users; 1d4 points to any other class. The effects last for one hour. Multi-classed characters and bards get the best result.
POTION OF SLAYING
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion may only be drunk by characters with a thief or assassin class. A thief using this potion does an additional multiple of damage (so a thief that normally does 2x damage would do 3x, and so on), up to a maximum of 6x. An assassin who drinks this potion may use it this way, or they may increase their assassination percentage by 20% (multiplying their normal chance times 1.2, thus 50% becomes 60%, for instance); in either case, the type of effect will stay the same for the duration of the potion. The potion lasts one hour.
QUASI-ELEMENTAL SPELL POTION: ASH
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of ash damage to any spell attack, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL SPELL POTION: RADIANCE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of radiance damage to any spell attack, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL SPELL POTION: SALT
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of salt damage to any spell attack, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL TOUCH POTION: ASH
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of ash damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL TOUCH POTION: DUST
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of dust damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL TOUCH POTION: LIGHTNING
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of damage to any melee attack, through weapon or body, until the duration expires or it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL TOUCH POTION: RADIANCE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of radiance damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
QUASI-ELEMENTAL TOUCH POTION: SALT
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of salt damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
QUICKNESS POTION: MAJOR
XP VALUE: ? GOLD PIECE VALUE: 800
Pete Mohney
This potion adds 4” to non-magical movement speed, on ground, air or water. Duration is 1 hour.
QUICKNESS POTION: MINOR
XP VALUE: ? GOLD PIECE VALUE: 400
Pete Mohney
This potion adds 2” to non-magical movement speed, on ground, air or water. Duration is 1 hour.
REGENERATION POTION
XP VALUE: ? GOLD PIECE VALUE: 10000
Pete Mohney
When this potion is quaffed, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, or organs will grow back. The process of regeneration requires but 1 round if the member(s) severed is (are) present and touching the creature, 2-8 turns otherwise.
RESURRECTION POTION
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This potion, when poured onto the remains of a dead creature, will bring it back to life, unfailingly. The creature cannot have been dead more than 200 years, and the soul or spirit that inhabited the body during life must still exist and be able to be summoned back to the body. In addition, the soul or spirit must be willing to come back to the body.
SELF CONTROL POTION
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion grants the drinker +3 on mental saves during its duration of one hour. If at least 30 minutes of duration remains, the remaining effect of the potion may be consumed to counteract a mental attack whose effect was not saved against. Effects without a save cannot be affected by this potion.
SHAPE CHANGE POTION
XP VALUE: ? GOLD PIECE VALUE: 9000
Pete Mohney
With this potion, the drinker is able to assume the form of any creature short of a demigod, greater devil, demon prince, singular dragon type, greater demon or the like. The drinker becomes the creature he or she wishes, and has all of the abilities save those dependent upon intelligence, for the mind of the creature is that of the spell caster. Thus, he or she can change into a griffon, thence to an efreet, and then to a titan, etc. These creatures have whatever hit points the magic-user has at the time of the Shape Change. Each alteration in form requires 1 segment. No system shock is incurred. Example: the person is in combat and assumes the form of a will o’ wisp, and when this form is no longer useful, the person changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides upon a horse until it can hop off and become a bush. If detected as the latter, the drinker can become a dragon, pool of water, or just about anything else. Duration is 1 hour.
SHARPNESS OIL: ADAMANT
XP VALUE: ? GOLD PIECE VALUE: 4200
Pete Mohney
This oil, when two pieces of adamant are dropped in a bottle, becomes an oil of sharpness +5. The metal takes one round to dissolve, creates five doses, and will last until used.
SHARPNESS OIL: METEORITE
XP VALUE: ? GOLD PIECE VALUE: 4200
Pete Mohney
This oil, when two pieces of meteorite are dropped in a bottle, becomes an oil of sharpness +6. The metal takes one round to dissolve, creates five doses, and will last until used.
SHARPNESS OIL: MITHRIL
XP VALUE: ? GOLD PIECE VALUE: 4200
Pete Mohney
This oil, when two pieces of mithril are dropped in a bottle, becomes an oil of sharpness +5. The metal takes one round to dissolve, creates five doses, and will last until used.
SPELL POTION: NEGATIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of negative damage to any melee attack, through weapon or body, until the duration expires of it has dealt damage 6 times. It will last one hour after drunk.
SPELLCUTTER OIL: LEVEL ONE
XP VALUE: ? GOLD PIECE VALUE: 400
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level one spells when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL TWO
XP VALUE: ? GOLD PIECE VALUE: 800
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level two and below spells when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL FOUR
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level four and below spells when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL FIVE
XP VALUE: ? GOLD PIECE VALUE: 1100
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level five and below spells when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL SEVEN
XP VALUE: ? GOLD PIECE VALUE: 2800
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level seven spells and below when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL EIGHT
XP VALUE: ? GOLD PIECE VALUE: 3200
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level eight spells and below when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLCUTTER OIL: LEVEL NINE
XP VALUE: ? GOLD PIECE VALUE: 3600
Pete Mohney
This oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all level nine spells and below when it strikes a target. It lasts 9-12 rounds after being applied.
SPELLPOWER POTION: SUPER
XP VALUE: 1000 GOLD PIECE VALUE: 3000
Pete Mohney
This potion adds 30% to duration, range, and randomly rolled effects to any spell cast by the drinker. The potion has a duration of one hour, and will affect up to five cast spells.
SPELLPOWER POTION: MINOR
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This potion adds 10% to duration, range, and randomly rolled effects to any spell cast by the drinker. The potion has a duration of one hour, and will affect up to five cast spells.
SUPER-VITALITY POTION
XP VALUE: 1000 GOLD PIECE VALUE: 3500
Pete Mohney
This potion gives the drinker +1 on damage dealt out by them; immunity to poisons; -1 point per die against any weapon damage done to them; immunity to cold and paralyzation; and a regeneration ability of 1 point per turn. However, there are negative aspects of using this potion, the potion gives the drinker an increased vulnerability to fire and light (+1 point per die); and each dose changes a small portion of the drinker's positive life energy into negative material.
THIEVERY POTION (t, a)
XP VALUE: 250 GOLD PIECE VALUE: 750
Pete Mohney
This potion gives thieves and assassins, depending on the level of the character, a number of levels of spells to the caster in question. Duration is 5-30 rounds.
THIEVERY POTION
LEVEL OF USER SKILL LEVELS GAINED HIT DICE GAINED
First to Third 4 3
Fourth to Sixth 3 2
Seventh to Nineth 2 1
Tenth to Twelfth 1 0
TRANSFORMATION POTION
XP VALUE: ? GOLD PIECE VALUE: 9000
Pete Mohney
This potion has no effect on any character with any class or subclass of fighter, cavalier, or barbarian. When this potion is consumed, the drinker’s size and strength to increase by 25% (maximum strength 24), and they become a formidable fighting machine, for the spell causes the drinker to become a berserk fighter. The drinker's hit points double, and all damage they sustain comes first from the magical points gained; so, if damage does not exceed original hit points, none is actually taken. The armor class of the drinker improves by 4, all attacks are at a level equal to those of a fighter of the same level as the magic-user, and the drinker uses the combat table normally restricted to fighters. The drinker can only use weapons they are already proficient with in attacking, but damage inflicted by the weapon is at +2 additional hit points, and 2 such attacks per round are made by the drinker (no more, regardless of other skills or enchantments such as haste, weapons that normally have a higher rate of attacks, or the like). However, it is worth noting that this potion must run its full course, and the drinker will continue attacking until all opponents are slain, they are killed, the magic is dispelled, or the Transformation duration expires. The duration is one turn.
TRUE SIGHT POTION
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
When this potion is drunk, all things within 6” of the drinker appear as they actually are. Secret doors become plain. The exact location of displaced things is obvious. Invisible things and those which are astral or ethereal become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or magicked things are apparent. Even the aura projected by creatures becomes visible, so that the drinker is able to know whether they are good, evil, or in-between. The duration of this potion is one hour.
VENOM OIL
XP VALUE: 500 GOLD PIECE VALUE: 1200
Pete Mohney
This is an oil that can be applied to edged or pointed weapons. One full bottle will contain five applications. Each application can be used to treat a number of weapons just like Oil of Sharpness (see the Rule Changes page). The poison is equivalent to type D blade venom, which causes a creature damage with such a weapon to save versus poison or die; this also expends the oil.
WATER OF YOUTH
XP VALUE: 750 GOLD PIECE VALUE: 2000
Pete Mohney
This potion reduces the age of drinker from 1-12 years. It may make the drinker younger physically than their birth date would normally allow, like an Elixir of Youth. However, each use is recorded like a Longevity potion for chance of failure on use and reversion of all years removed.
WEAPON OIL: GREATER, AIR
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds air damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, ASH
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds ash damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, EARTH
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds earth damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, FIRE
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds fire damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, ICE
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds ice damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, MAGMA
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds magma damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, OOZE
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds ooze damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, RADIANCE
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds radiance damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, SALT
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds salt damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, STEAM
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds steam damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: GREATER, VACUUM
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds vacuum damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack.
WEAPON OIL: LESSER, EARTH
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds earth damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, MAGMA
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds magma damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, NEGATIVE
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds negative energy damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, POSITIVE
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds positive energy damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, SALT
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds salt damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, STEAM
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds steam damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: LESSER, VACUUM
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds vacuum damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack.
WEAPON OIL: MEDIUM, AIR
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds air damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, ASH
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds ash damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, FIRE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds fire damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, LIGHTNING
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds lightning damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, MAGMA
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds magma damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, MINERAL
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds mineral damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, NEGATIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds negative energy damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, OOZE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds ooze energy damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, POSITIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds positive energy damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WEAPON OIL: MEDIUM, RADIANCE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds radiance damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack.
WIND WALK POTION
XP VALUE: ? GOLD PIECE VALUE: 5000
Pete Mohney
This potion enables the drinker to alter the substance of their body to cloud-like vapors. A magical wind then wafts the drinker along at a speed of up to 60” per round, or as slow as 6” per round, as the drinker wills. The Wind Walk potion lasts one hour, or until the drinker resumes material form. All individuals wind walking will appear misty and transparent, not invisible.
Credit:
Compiled by Hazor Gulgirth
taken from works by Pete Mohney