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Potions -H-
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Healing: An entire potion must be consumed in a single round. If this is done, the potion restores 2d4 + 2 hit points of damage (see extra-healing above).  

Heroism: This gives the imbiber a temporary increase in levels (hit points, combat ability, and saves) if he has fewer than 10 levels of experience.  

                          Number of Additonal  
                      Level of Levels  Temporary  
                      Imbiber Bestowed Hit Dice  
                      0               4  4d10  
                      1st-3rd      3  3d10+1  
                      4th-6th      2  2d10+2  
                      7th-9th      1  1d10+3  

When the potion is quaffed, the individual fights as if he were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion can only be used by warriors.  

Human Control: A potion of human control allows the imbiber to control up to 32 levels or Hit Dice of humans, humanoids, and demihumans as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds. The type of human(s) that can be controlled is randomly determined.  

                      D20 Roll Human/Humanoid Controlled  
                      1-2  Dwarves  
                      3-4  Elves/Half-Elves  
                      5-6  Gnomes  
                      7-8  Halflings  
                      9-10  Half-Orcs  
                      11-16  Humans  
                      17-19  Humanoids (gnolls, orcs, goblins, etc.)  
                      20  Elves, Half-Elves, and Humans