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Potions -T-
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Toughening:  [S1] Quaffing this potion will immediately add 2-18 (d12+d6) hit points to the consumer's current total, even if the final total exceeds the maximum number of hit points are held in reserve.  Any damage taken by the character will first be taken off the character's own hit points; only after all of these hit points are gone will hit points be deducted from those bestowes by this potion.                                                        
     The duration of this potion (and the hit points granted by it) is only 7-12 turns.  Thus, if someone has received extra hit points from this potion and has lost all of the extra hit points, then when the potion wears off he will not loose any at all, because the extra have already been removed.         
     Potions of toughening should only be taken singly; if a second dose is consumed before the first wears off, the second one has no effect, and the drinker must make a system shock roll or die.                                   
XP value: 300 gp value: 600

Treasure Findings: A potion of treasure finding empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination. Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won't locate worthless metals or magical items which don't contain precious metals or gems. The imbiber of the potion can "feel'' the direction in which the treasure lies, but not its distance. Intervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds.  (Clever players will attempt triangulation.)