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Potions -P-
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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.                                                                 
     In addition to being able to shift himself to the Ethereal plane, the user may take up to 60 lbs. of material with him.  Inert gear can be taken automatically simply by touching it an willing it to come along, a living creature is entitled to a save vs. spells at -2 if it does not wish to go with the potion user.  These effects last for 5d8 rounds.            
     Phase potions are brewed from phase-spider ichor or from the concentrated juices of rare underground fungi. XP value: 800 gp value: 2,000

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     
type takes effect 2-8 segments after imbibing it, and the effects can last anywhere from 2-40 turns (2d20).\
     Experience points are gained only buy psionic characters who imbibe the potion and use one of the psionic modes affected buy the potion.  Other wise no experience points are given.                                                    
     The potions each are listed with the major ingredient which is taken from  
a psionic creature from the Prime Material plane.  These major ingredients must 
be taken from a creature which was slain without the use of magic or psionics.  
     A character who drinks a psionics-boosting potion receives extra strength  
points when he employs one of the attack/defense modes that the potion affects. 
This boost enables the drinker to attack or defend as if his current psionic    
strength was increased by the amount of the bonus.  However, the user cannot    
receive these bonus points if he doesn't have enough of his own psionic         
strength points remaining to use the attack or defense mode normally.  For      
example, someone who drinks the violet potion will not receive bonus points for 
using a psionic blast unless that character has at least 20 strength points     
remaining (so that he would be able to use the attack mode even if he had not   
drunk the potion) and actually employs a psionic blast attack.                  
                                                                                
Green  This potion adds 50 points onto all psionic blast attacks made by the    
drinker, and 100 points onto all defense modes used as well.  A specimen of     
tissue from an algoid is required to manufacture this potion.                   
XP value:      300                      gp value:      600                      
                                                                                
Violet  This potion adds 100 points to all psionic blast attacks made by the    
drinker, and 50 points to any defense modes used while the potion is in effect. 
 The brain of a mind flayer is required to make this potion.                    
XP value:      300                      gp value:      650                      
                                                                                
White  Adds 50 attack points to all mind thrust attacks made by the drinker,    
but not defensive alterations.  This potion requires one brain mole to create.  
XP value:      200                      gp value:      300                      
                                                                                
Gray  Adds 50 attack points to all psychic crush attacks, but makes not         
defensive alterations in the imbiber.  Parts from a psionic gray ooze are       
required to manufacture such a potion.                                          
XP value:      200                      gp value:      350                      
                                                                                
Silver  This drink will add 50 strength points to any ego whip of id            
insinuation attacks made by the drinker, and 50 points to any psionic defenses  
used.  An intellect devourer's body is required to make this potion.            
XP value:      300                      gp value:      650                      
                                                                                
Yellow  This potion adds 50 points to all id insinuation attacks made by the    
drinker, and also makes a the drinker immune to psionic attack for the duration 
of the potion's effects.  One-half cubic foot of material from a living colony  
of psionic yellow mold , collected in an appropriate container, is needed to    
make this potion.                                                               
XP value:      300                      gp value:      600                      
                                                                                
Red  This potion adds 25 points to any psionic blast, psychic crush, or mind    
thrust attacks made by the drinker, as well as 100 points to any psychic        
defense mounted.  The brain of a su-monster is required to make this drink.     
XP value:      350                      gp value:      650