01-20 Potions & Oils & Magical Liquids

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Potion of Animal Control 250

Potion of Clairaudience 250

Potion of Clairvoyance 300

Potion of Climbing 300

Potion of Delusion ---

Potion of Diminution 300

Potion of Dragon Control 700

Elixir of Health 350

Elixir of Madness ---

Elixir of Youth 500

Potion of ESP 500

Potion of Extra-healing 400

Potion of Fire Breath 400

Potion of Fire Resistance 250

Potion of Flying 500

Potion of Gaseous Form 300

Potion of Giant Control 600

Potion of Giant Strength (Warrior) 550

Potion of Growth 250

Potion of Healing 200

Potion of Heroism (Warrior) 300

Potion of Human Control 500

Potion of Invisibility 250

Potion of Invulnerability (Warrior) 350

Potion of Levitation 250

Potion of Longevity 500

Oil of Acid Resistance 500

Oil of Disenchantment 750

Oil of Elemental Invulnerability 500

Oil of Etherealness 600

Oil of Fiery Burning 500

Oil of Fumbling ---

Oil of Impact 750

Oil of Slipperiness 400

Oil of Timelessness 500

Philter of Glibness 500

Philter of Love 200

Philter of Persuasiveness 400

Philter of Stammering and Stuttering ---

Potion of Plant Control 250

Potion of Poison ---

Potion of Polymorph Self 200

Potion of Rainbow Hues 200

Potion of Speed 200

Potion of Super-heroism (Warrior) 450

Potion of Sweet Water 200

Potion of Treasure Finding 600

Potion of Undead Control 700

Potion of Ventriloquism 200

Potion of Vitality 300

Potion of Water Breathing 400


Advanced Dungeons & Dragons 2nd edition


Potions are typically found in ceramic, crystal, glass, or metal flasks or vials (though you can change this, if you want). Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below.

Opening and drinking a potion has an initiative modifier of 1, but the potion doesn't take effect until an additional initiative modifier delay of 1d4+1 has passed. Only then do the full magical properties of the potion become evident. Magical oils are poured over the body and smeared appropriately; this imposes a speed factor delay of 1d4 + 1.

Potions can be compounded by mages at relatively low cost. However, they must have a sample of the desired potion to obtain the right formula. Furthermore, ingredients tend to be rare or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the Spell Research rules.


Identifying Potions

As a general rule, potion containers should bear no identifying marks, so player characters must sample from each container to determine the nature of the liquid inside. However, even a small taste should suffice to identify a potion in some way. Introduce different sorts of potions, both helpful and harmful, to cause difficulties in identification. In addition, the same type of potion, when created in different labs, might smell, taste, and look differently.


Combining Potions

The magical mixtures and compounds that make up potions are not always compatible. The compatibility of potions is tested whenever two potions are actually intermingled, or a potion is consumed by a creature while another such liquid, already consumed, is in effect.

Permanent potions have an effective duration of one turn for mixing purposes. If you drink another potion within one turn of drinking one with Permanent duration, check on Table 111. The exact effects of combining potions can't be calculated, because of differences in formulae, fabrication methods, and component quality employed by various mages. Therefore, it is suggested that Table 111 be used, with the following exceptions:

1. A delusion potion will mix with anything.

2. A treasure finding potion will always yield a lethal poison.

Secretly roll 1d100 for potion compatibility, giving no clues until necessary. The effects of combining specific potions can be pre-set as a plot device, at your option.


Potion Compatibility

D100

Roll-------Result

01 Explosion. If two or more potions are swallowed together, internal damage is 6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all within a 10-foot radius suffer 4d6 points of damage, no saving throw.

02-03 Lethal poison* results. Imbiber is dead. If externally mixed, a poison gas cloud of 10-foot diameter results. All within the cloud must roll successful saving throws vs. poison or die.

04-08 Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, no saving throw. One potion is cancelled and the other is at half strength and duration. (Determine randomly which potion is cancelled).

09-15 Potions can't be mixed. Both potions are totally destroyed—one cancels the other.

16-25 Potions can't be mixed. One potion is cancelled, but the other remains normal (random selection).

26-35 Potions can't be mixed. Both potions function at half normal efficacy.

36-90 Potions can be mixed** and work normally, unless their effects are contradictory (for example, diminution and growth, which will simply cancel each other).

91-99 Compatible result. One potion (randomly selected) has 150% its normal efficacy. The DM can rule that only the duration of the augmented potion is extended.

00 Discovery. The mixing of the potions creates a special effect—only one of the potions will function, but its effects upon the imbiber are permanent. (Note that some harmful side effects could well result from this, at the DM's discretion.)


  • A treasure finding potion always creates a lethal poison when combined with another potion.
    • A delusion potion can be mixed with all other potions.


Potion Duration

Unless otherwise stated, the effects of a potion last for four complete turns plus d4 additional turns (4+d4).

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