ESP: The ESP potion bestows an ability that is the same as the 2nd-level
wizard spell of the same name, except that its effects last for 5d8 rounds,
i.e., 5 to 40 minutes.
Explosions: [S1] Though this potion appears to be like any other
drinkable fluid, it is not meant to be consumed. The liquid is a
powerful magical explosive that only requires contact with open air and
a physical disturbance of some sort (being dropped or thrown, struck with
an object, or shaken vigorously) to set it off. A potion of explosions
will be found in a tightly sealed bottle similar to most potion containers.
The container is generally fragile, of a ceramic or glass material that
would probably break (save vs. crushing blow) if thrown against a hard
surface. Most of these containers, of course, will be wrapped in
cloth or stored where they aren't likely to be broken or jostled.
If the entire bottle of liquid is thrown and
breaks, this will generate a blast of 10 feet in radius, doing 6d6 damage
to all within this area (save vs. breath weapon for half damage).
Sometimes a 'dose' of this liquid comes packed in six small glass or ceramic
vials that can be thrown separately. Each exploding vial does 1d6
damage to any character or creatures within a 5-foot radius. The
small size and light weight of these vials makes them difficult to throw
accurately; attacks intended to hit a creature directly are made at -2
to hit. the vials are especially fragile, taking a -2 penalty on any saving
throw to determine breakage. The victim of a direct hit form a vial
or an entire bottle of this liquid will take half damage if a save vs.
breath weapon succeeds, but must make the saving throw at a -6 penalty.
If an intended target is missed, the projectile
will continue until it strikes the ground or some other solid object--possibly
causing damage to someone else in the the vicinity of the impact point.
If the container hits its target but does not break, the liquid inside
will not be set off, and the container may be picked up and rethrown.
The container must make a saving throw vs. fall if it is dropped from a
height of 5 feet or less. In addition, there is a 50% chance that
the liquid will explode if the container is shaken or jostled vigorously
for longer than one segment. The same 50% chance applies on each
consecutive segment; for instance, if a character with a potion of explosions
in his backpack moves at a faster than walking speed for three consecutive
segments three separate rolls are made to see if the liquid explodes.
If someone tries to identify this 'potion'
by taking a small taste, several things can happen. Opening the bottle
and exposing the contents to the air activates the explosive fluid, and
there is a 5% chance that the character doing so will inadvertantly jar
the bottle enough in the act of opening it to set off the explosive.
No saving throw would be given to the opener against the explosion in this
case. If a tiny bit is swallowed to sample the potion, the drinker will
feel his heart accelerate as if he's just sampled a potion of speed (assuming
he knows what that feels like). This effect will only be felt for
one round, and does not actually give the drinker any of the benefits of
such a potion. If the entire contents of a bottle or vial are drunk,
the character must make a system shock roll. If the roll is failed,
the liquid explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring
another system shock roll to avoid immediate death. If the first
system shock roll succeeds, the drinker becomes extremely ill and will
be incapacitated for 3-6 hours--unable to walk without assistance, attack,
or defend himself.
Potions of explosions are extremely rare.
Few alchemists will agree to manufacture this liquid because of the great
danger involved, even fewer treasure hoards will contain it. XP value:
450/bottle or 75/ vial gp value: 900/bottle or 150/vial
Extra-Healing: This potion restores 3d8 + 3 hit points of damage when
wholly consumed, or 1d8 hit points of damage for each one-third that is
drunk. |