Oil of Acid Resistance: When this oil is applied to skin, cloth, or
any other material, it confers virtual invulnerability against acid. The
oil wears off, but slowly—one application lasts for a whole day (1440 rounds).
Each time the protected material is exposed to acid, the duration of the
oil is reduced by as many rounds as hit points of damage the acid would
have caused to exposed flesh. Thus, if a black dragon breathes for 64 points
of acid damage, a person protected by this oil would lose 1 hour and 4
minutes of protection (64 rounds—32 if a saving throw vs. breath weapon
was successful). Each flask contains sufficient oil to protect one man-sized
creature (and equipment) for 24 hours; or to protect any combination of
creatures and duration between these extremes.
Oil of Creaking: This non-magical oil will greatly help the rust process of metals. Oil of Disenchantment: This oil enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed in a creature, all enchantments and charms on it are immediately removed. If rubbed onto objects bearing an enchantment, the magic will be lost for 1d10 + 20 turns. After this time, the oil loses potency and the item regains its enchantment. The oil does not radiate magic once it is applied, and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective. Oil of Elemental Invulnerability: This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: wind storms, fires, earth slides, floods, and so forth. There is a 10% chance that each such flask will also be effective on the appropriate Elemental plane—this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day. The element protected against is determined randomly.
D4 Roll Element
Oil of Etherealness: This potion is actually a light oil that is applied
externally to clothes and exposed flesh, conferring etherealness. In the
ethereal state, the individual can pass through solid objects in any direction—sideways,
upward, downward—or to different planes. The individual cannot touch non-ethereal
objects.
Oil of Fiery Burning: When this oil is exposed to air, it immediately bursts into flame, inflicting 5d6 points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected. The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a roll equal to or less than the creature's Dexterity is made on 2d10, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above. Oil of Fumbling: This oil will seem to be of a useful type—acid resistance, slipperiness, etc.—until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds—weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off. Oil of Impact: This oil has beneficial effects on blunt weapons and
missiles, both magical and non-magical. When applied to a blunt weapon
such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls
and a +6 bonus to damage. The effect lasts 1d4+8 rounds per application.
One application will treat one weapon.
Oil of Phosphorescence: [S1] A slight application of this oil
will cause the user to believe that it is some other form of magical oil,
generally oil of slipperiness. However, when it is fully applied
to a living being's body, the user's skin will suddenly start to glow as
if it were aflame. This bioluminescence is permanent, and can only
be negated by a limited wish, a wish, or a remove curse cast by a cleric
of 9th level or higher. The glow emitted from the body is usually
a yellow-green color, and the affected individual is highly visible at
night or against dark surroundings. All attempts to hide, short of
covering oneself completely in blankets, hiding in another room, or going
invisible, are doomed to fail.
Oil of Slipperiness: Similar to the oil of etherealness described above, this liquid is to be applied externally. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster's tentacles could not entwine the opponent coated with oil of slipperiness.) In addition, such obstructions as webs, magical or otherwise, will not effect an anointed individual. Bonds such as ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance that creatures standing on the surface will slip and fall. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!). Oil of Tanning: This magical oil gives its user a semi-permanent tan. The tan last until the user mentally dispels it. The tan is not so great and is consider to enhance features. Oil of Timelessness: When this oil is applied to any matter that was once alive (leathers, leaves, paper, wood, dead flesh, etc.), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 bonus on all saving throws. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight man-sized objects, or an equivalent area. |