Pain Suppression: [S2] This non-magical concoction is presumably
a barbarian creation, but, if so, the secrets of its manufacturing are
closely guarded. The potion deadens pain for 1-4 hours and tends
to deplete the user's energy reserves.
Against magical powers that directly cause pain, such as a symbol of pain or venom from eriniyes' daggers, the potion gives +5 on all applicable saving throw and reduces all effects of such pain by half in every respect but duration. Furthermore, the potion restores 2-8 hp to the drinker (not exceeding the drinker's original hp total) and allows the character to exert himself physically as if he were one strength class stronger. (A strength class is considered to be each individual line given in the Strength Table II: Ability Adjustments on p. 9 of the Players Handbook.) Thus, a fighter with a strength of 12 would be able to exert himself as if he had as strength of 14 (the lowest value of a range is considered to be the strength achieved). When the potion's effect ends, the user suffers the loss of strength and hit points bestowed, and loses an additional 1-4 hp of his own as well from exhaustion. Because the potion draws on the user's reserves, taking more than one dose at a time can be risky. If two doses are taken together, they will last for a total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off. However, the strength-class increase is the same for a normal-size dose, and bonuses against magical pain attacks are as described above. If three or more doses are taken at once, the user must make a system shock roll, with a +5% per dose penalty, to avoid retching and ruining the effect. If the roll is successful, the duration of the potions will be 3-12 hours, and 3-12 additional hp will be lost at the end. In no case is strength raised by more than one class, bonuses against magic raised, or more than 2-8 temporary hp bestowed. XP value: 0 gp value: 100 Phase: [SG] Phase potion, which is related to oil of etherealness,
is more useful for general combat. When imbibed, this potion allows
the user to shift in and out of phase with the Prime Material plane at
will, much like a phase spider. When out of phase, the user is impervious
to all forms of attack except those that reach into ethereal plane.
A phase door spell forces the user to remain in phase for seven rounds.
Even when in phase, the user is surrounded by a fiery nimbus of white fire,
the trace of the portal to the Ethereal Plane.
Plant Control: A plant control potion enables the individual who consumes it to influence the behavior of vegetable life forms. This includes normal plants, fungi, and even molds and shambling mounds—within the parameters of their normal abilities. The imbiber can cause the vegetable forms to remain still or silent, move, entwine, etc., according to their limits. Vegetable monsters with Intelligence of 5 or higher are entitled to a saving throw vs. spell. Plants within a 20-foot by 20-foot square can be controlled, subject to the limitations set forth above, for 5d4 rounds. Self-destructive control is not directly possible if the plants are intelligent (see charm plants spell). Control range is 90 yards. Polymorph Self: This potion duplicates the effects of the 4th-level wizard spell of the same name. Psionics-Boosting Potions: [S1] A few potions are known to psionic
magic-users and alchemists that are capable of increasing a psionic character's
attacks and defense strength for a limited time after being consumed.
A potion of this
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