Acid Breath (1d4 uses) per dose 100 1000 - 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 250 400 - gives +2 on all saves vs. 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 – this contains up to 8 doses of the equivalent flask. Once opened, it loses its power within one hour. This potion will add d8 points of constitution, maximum 18, to fighters; d6 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: 5000 gp
Chlorine Breath (1d4 uses) per dose 100 1000 - 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 250 400 - gives +2 on all saves vs. 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.
Critical Hit Potion– 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. Value: 1000 gp [These add to a Backstab, adding another die of damage; e.g., 4x damage becomes 5x damage.]
Enchanter Elixir 800 20000 - 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; mithral 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).
Elemental Touch - it can be assumed that there are elemental touch potions for all the elemental, para-elemental, and quasi-elemental planes. The below is those for which you have found information so far.
Extra Planar Control: Medium 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. Value: 2000 gp
Flask of Intellect- this potion will add d8 points of intelligence, maximum 18, to magic-users; d6 points to clerics; 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
Frost Breath (1d4 uses) per dose 100 1000 - 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 100 1000 - when 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).
Healing Potion: Major– this potion heals the drinker for 7d8 of damage. Value: 1800 gp
Lightning Breath (1d4 uses) per dose 100 1000 - 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 line 1" wide and 3" long.
If 1/2 is consumed, damage is 6-24, size of cone is 1" x 6".
If 3/4 is consumed, damage is 9-36, size of cone is 1" x 9".
If the entire bottle is consumed, damage is 5-50, size of cone is 1" x 12".
Magic Resistance 600 1800 - 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) 250 750 - 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.
If the drinker is level 1-3, 3 spell levels are gained; 4-6, 4 spell levels; 7-9, 5 spell levels, 10-12, 6 spell levels, no effect if over level 12.
Patriarchism (c,d) 450 750 - 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.
If the drinker is level 1-3, 2 spell levels and 3 hit dice are gained; if the drinker is level 4-6, 3 spell levels and 2 hit dice are gained; level 7-9, 4 spell levels and 1 hit die are gained; level 10-12, 5 spell levels and 0 hit dice; above level 12, no effect.
Positive spell potion – this potion will add 2-16 points of 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.
Potion Extender 500 1000 - 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 * 10) to the duration of the previous items.
Quasi-elemental touch potion - radiance – greater - 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
Sharpness Oil, Meteorite - if two pieces of meteorite are dropped in a bottle, it becomes oil of sharpness +6. takes one round to dissolve, five doses, lasts until used.
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
Thievery (t) 450 750 - 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.
If the drinker is level 1-3, 4 skill levels and 3 hit dice are gained; if levels 4-6, 3 skill levels and 2 hit dice; level 7-9, 2 skill levels and 1 hit die; level 10-12, 1 skill level and 0 hit dice; ineffective over level 12.
True Sight - 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. Value: 3000 gp
Venom Oil 500 1200 - 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 vs. poison or die; this also expends the Oil.
Water of Youth 750 2000 - This 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: Medium, Negative– this oil adds elemental damage to a weapon it is applied to. The oil lasts 9-12 rounds. The medium oil adds 4 points to each attack; Value: 2000 gp
Weapon oil – salt – 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; the medium oil adds 4 points to each attack; the greater oil adds 6 points to each attack.