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
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
XP VALUE: 250 GOLD PIECE VALUE: 400
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.
CAULDRON OF CONSTITUTION
XP VALUE: ? GOLD PIECE VALUE: 5000
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 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
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.
CHLORINE BREATH
XP VALUE: 100 per dose GOLD PIECE VALUE: 1000 per dose
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
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 may apply to up to three arrows, darts, sling bullets, bolts, or other similarly sized missile weapons (not larger missile weapons such as boulders, spears, ballista bolts, et cetera). 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: 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: 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: 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 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: 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: 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: 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: 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: 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: 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.
ELEMENTAL WATER TOUCH
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: 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: 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 (-55%). It lasts one hour, or until a charm is attempted.
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.
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: 100 GOLD PIECE VALUE: 1000
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: 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, the giant receives 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: 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, the giant receives 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: 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, the giant receives 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: 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:
GIANT
TYPE: TO HIT
BONUS: DAMAGE
BONUS: WEIGHT
ALLOWANCE: ROCK
RANGE: ROCK
DAMAGE: BEND BARS/
LIFT GATES:
Titan +7 +14 17500 20” 1d20 100%
HEALING POTION: MAJOR
XP VALUE: ? GOLD PIECE VALUE: 1800
Pete Mohney
This potion heals the drinker for 7d8 points of damage.
HEALING POTION: SUPER
XP VALUE: ? GOLD PIECE VALUE: 2200
Pete Mohney
This potion heals the drinker for 11d8 points of damage.
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"
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.
NECROMANCY (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.
LEVEL OF USER SPELL LEVELS GAINED
1st - 3rd 3
4th - 6th 4
7th - 9th 5
10th – 12th 6
NEGATIVE SPELL POTION
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.
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
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 hit point total) and allows the character to exert himself physically as if they 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 themself as if they 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 OOZE TOUCH
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 of it has dealt damage 6 times. It will last one hour after drunk.
PATRIARCHISM (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.
LEVEL OF USER SPELL LEVELS GAINED HIT DICE GAINED
1st - 3rd 5 3
4th - 6th 4 2
7th - 9th 3 1
10th – 12th 2 0
POISON IMMUNITY: 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: 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.
POTION EXTENDER
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.
QUASI-ELEMENTAL RADIANCE SPELL
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of radiance damage to any spell 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 DUST TOUCH
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 LIGHTNING TOUCH
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This potion will add 2-16 points of lightning 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 SALT TOUCH
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.
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.
SPELLCUTTER OIL
XP VALUE: 1000 GOLD PIECE VALUE: 3000
Pete Mohney
This oil, when applied to a weapon, allows the weapon to automatically ignore any spells of defensive/protective nature upon the opponent as the weapon strikes; the spellcutter oil’s title will include the maximum level of spell it will ignore. Thus, a spellcutter oil: level 5 will ignore all spells protecting the opponent of 5th level or lower. It lasts 9-12 rounds after being applied.
SPELLPOWER: 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.
SUPER-VITALITY
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 (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.
LEVEL OF USER SKILL LEVELS GAINED HIT DICE GAINED
1st - 3rd 4 3
4th - 6th 3 2
7th - 9th 2 1
10th – 12th 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
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 or evil or 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: LESSER, VACUUM
XP VALUE: ? GOLD PIECE VALUE: 1000
Pete Mohney
This oil adds elemental 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: GREATER, EARTH
XP VALUE: ? GOLD PIECE VALUE: 3000
Pete Mohney
This oil adds elemental 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 elemental 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 elemental 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 elemental 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: MEDIUM, NEGATIVE
XP VALUE: ? GOLD PIECE VALUE: 2000
Pete Mohney
This oil adds elemental damage to a weapon it is applied to. The oil lasts 9-12 rounds. the greater oil adds 4 points to each attack.
Armor potion, medium – 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. Value: 1200 gp
Armor potion, heavy – 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. Value: 2000 gp
Regarding this one - there is no 'lesser', that's a program bug. I'll update the program. [there were actually lesser/medium/greater types for a whole lot of elemental/para-elemental/quasi-elemental/negative/positive potions in the program, that don't actually exist in my documents, so I eliminated them from the program.]
Elemental touch potion – fire – this potion will add 2-16 points of 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. Value: 2000 gp
Flask of charisma - this potion will add d8 points of charisma, maximum 18, to clerics; d6 points to thieves; d4 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. Value: 2000 gp
Healing potion, massive – this potion heals the drinker for 9d8 of damage. Value: 2000 gp
Improved invisibility oil – 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. Value: 2000 gp
Poison blood potion – 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 vs. 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. Value: 2000 gp
Poison immunity potion, type H – this potion gives the drinker immunity to poisons of type A through H. It lasts for one hour. Value: 3600 gp
Quickness potion, major – this potion adds 4” to non-magical movement speed, on ground, air or water. Duration is 1 hour. Value: 800 gp
Sand Dragon Control potion is the same as the potion in the DMG, just works on that one species of dragon.
Self-control potion – 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. Value: 2000 gp
Shape Change potion - 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. Value: 9000 gp
Spellcutter oil, level 5 – this oil, when applied to a weapon, allows it to automatically ignore any defensive effects of any and all spells of that level or below when it strikes a target. It lasts 9-12 rounds after being applied. Value: 2000 gp
Weapon oil - positive – this oil adds elemental damage to a weapon it is applied to. The oil lasts 9-12 rounds. The lesser oil adds 2 points to each attack. Value: 1000 gp
Weapon oil – salt – this oil adds elemental damage to a weapon it is applied to. The oil lasts 9-12 rounds. The greater oil adds 6 points to each attack. Value: 3000 gp
Wind Walk potion - This potion enables the drinker to alter the substance of their body to cloud-like vapours. 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. Persons wind walking are not invisible but appear misty and are transparent. Value: 5000 gp
Credit:
Compiled by Hazor Gulgirth
taken from works by Pete Mohney