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Potions -C-
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Clairaudience: This potion empowers the creature drinking it to hear as the 3rd-level wizard spell of the same name. However, the potion can be used to hear even unknown areas within 30 yards. Its effects last for two turns.  

Clairvoyance: This potion empowers the individual to see as the 3rd-level wizard spell, clairvoyance. It differs from the spell in that unknown areas up to 30 yards distant can be seen. Its effects last for one turn.  

Climbing: Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces. A climbing potion is effective for one turn plus 5d4 rounds.   The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb—01 means the character falls. For every 100 pounds carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance:  
                        
                      Armor        Chance to Fall  
                      studded leather   1%  
                      ring mail   2%  
                      scale mail   4%  
                      chain mail   7%  
                      banded or splinted armor   8%  
                      plate mail 10%  
                      field plate 10%  
                      full plate 12%  
                      magical armor, any type   1%  

Curing Lycanthropy:  This potion, as the name implies, when imbibed will cure lycanthropy in the imbiber but contains belladonna and has a 5% chance of poisoning the drinker, this poison will cause death unless cured in one hour's time. 
XP value: 100 gp value: 1,250