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Potions -S-
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Speed: A potion of speed increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once per round attacks twice. This does not reduce spellcasting time, however. Use of a speed potion ages the individual by one year. The aging is permanent, but the other effects last for 5d4 rounds. 

Super-Heroism: This potion gives the individual a temporary increase in levels (see heroism potion) if he has fewer than 13 levels of experience. It is similar to the heroism potion, but more powerful, and its effects last just 5d6 melee rounds:  

                      Number of Additonal  
                      Level of Levels  Temporary  
                      Consumer Bestowed Hit Dice  
                      0                  6  5d10  
                      1st-3rd        5  4d10+1  
                      4th-6th        4  3d10+2  
                      7th-9th        3  2d10+3  
                      10th-12th    2  1d10+4  

Steel: (By:HEXAN) Whenever this potion is drank the user turns into an organic steel. This automactically gives the user a A.C. of -5 and no matter what the strength is the user can do 1D12 damage with a punch or kick and he can do 2 attacks per round. The potion lasts for 1D4+2.

Sweet Water: This liquid is not actually a potion to be drunk (though it tastes good). Sweet water is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.