Note that some harmful side effects could well result from this, at the DM's discretion. In Kara-Tur: Potions in the Land of Fate are usually found in small crystal bottles, slightly pyramid-shaped in that the base is wider than.
Whereas normal fruits may only remain ripe for a few days or weeks before they begin to rot, potion fruits have their period of ripeness greatly extended. Once enchanted with a potion, a fruit remains ripe for 99 years. After that time, the enchantment fades and the fruit rots normally. The entire fruit must be eaten to gain the effect of the potion. This takes an entire round.
Fruits that are enchanted with oil or salve. The mouth is stoppered with crystal, and sealed with wax. In addition, these bottles are often labeled to indicate their contents. As an option, the DM may on the following table to determine if the bottle is labeled and labeled correctly: Roll 6 Label Bottle is labeled correctly. Bottle is unlabeled. Bottle is labeled incorrectly.
Potion fruits cannot be identified by taste. A detect magic spell can identify a fruit or tree as magical, but only identify or similar magic provides a positive identification. Potion fruits can be combined. Different potion fruits eaten concurrently all have their effects on the consumer. For incorrectly-labeled bottles, the DM may roll again on the chart to determine the incorrect label, and note it accordingly in his or her own notes.
An Intelligence check may indicate to a player character that a bottle may be mislabeled, but only if the character has encountered that form of potion before "It looks cloudier than any extra-healing potion you've ever seen. The juices of the fruit hold the magical properties of the potion and the fruit must be eaten to release the.
This powerful concoction protects the drinker from one specific kind of energy or attack form for six rounds per draft. The drinker swallows the potion and concentrates on a particular type of attack, such as fire, and the potion's effects allows the character to ignore 20 points of fire damage per round for six rounds. These potions. The type of attack named must be specific. For example "melee attack" is too general, but "blunt attack," or "slicing attack" are specific enough to work.
These potions are useless to nonpsionic characters. The user's Dexterity score becomes 18, and all applicable bonuses are immediately gained. Drinking this potion increases the imbiber's age by Id20 years, changing ability scores as detailed in the PHB.
This potion allows the drinker to temporarily gain the 1st level abilities of any class of the character's choosing. This includes abilities such as a priest's to turn undead or a ranger's tracking ability. The duration of the potion is 2d4 turns. This is a. Repeated quaffs are needed to maintain Immortal status. While under the influence of this potion, lasting Id4 years , the user does not age and is immune to all ageing attacks. A unique feature of this module was that potions crossed with other potions were featured as the PC rewards.
The three resulting potions are listed below. Type I: Potion of polymorph self crossed with a potion of vampire control: This one is a real discovery, but when tested it gives no indication of its nature other than a "good feeling," a "warm tingling," or "an unexplained desire. He or she wants to do "something" but does not know what, and caution is not exercised by this character. The very next living thing the character mentions, however, is what he or she becomes!
Character classes are not considered "living things" for this purpose. If the next living thing is an elf wizard, the drinker of the potion becomes an elfbut not a wizard. The effect lasts for 2d6 days. Objects worn are allowed a save of 12 or better or they become part of the polymorph, unless the altered form is one that wears simi The polymorphed form still has the same mind, but the abilities could be radically changed.
If no form is seen within 24 hours of game time no transformation occurs. Type II: Potion of gaseous form crossed with a potion of invisibility: Testing this liquid produces translucence in the entire figure. If the. His or her items. Obviously, he or she cannot communicate at all in this state.
Vision is likewise slightly obscured. Hearing is quite impossible. Only taste and smell are fully activated. A vague sense of touch, especially temperature sensitivity, does exist. The character has a MV rate of 9, slightly slower if penetrating a small hole, cracks under a door, or.
Animals with Intelligence of 5 low Intelligence or better are entitled to a saving throw vs. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can't be controlled by the use of this potion, nor can humans, demihumans, or humanoids.
After 20 rounds the invisibility wears off and the cloud is visible. The cloud remains gaseous for a further eight. The cloud can be damaged by lightning and magical fire, and a whirlwind does double damage.
The weakest type of antidote protects against the poisons of all creatures with 3 Hit Dice or less; stronger antidotes counteract the poisons of larger creatures. Poisons avoided for the duration of the potion by successful saving throws have no effect after the duration ends. Roll I d l O to determine what types of poisons. The DM can adjust this option as necessary. If the save is successful, the character talks rapidly for a few minutes but feels terribly robust and.
The full potion causes the character to become five years younger while being able to. The character must also, however, suffer two system shock rolls. If either check fails the character takes. This potion enables the imbiber to empathize with and control the emotions of animals of one type cats, dogs, horses, etc. The number of animals controlled depends upon size: 5d4 animals the size of giant rats; 3d4 animals of about human size; or Id4 animals weighing about -ton or more.
The type of animal that can be controlled depends upon the potion, as indicated by a Id20 die roll. When this potion is ingested, it dispels magic on the imbiber, negating any spell or magical effect the character may be under.
For example, it negates charms, geas, and curses. Imbibing this mystical draft makes a creature immune to all magical sleep effects for eight hours. The need for normal rest is not negated, however, so a very tired drinker still could fall asleep. The formula for this magical draft was developed by the alchemist-wizard Jocasta to facilitate the organization of her spell library.
It grants the imbiber the ability to read magic for as long as the potion lasts, but, more importantly, it enhances a Spellcaster's comprehension of all written spells. This allows the user to cast spells from scrolls or books or scribe them into a personal spell book without fear of. This does not, however, allow the user to cast spells inappropriate to class.
A typical, single-draft vial of a. Similar to a. It improves the effected character's Hit Dice, attack rolls, and saving throws. In addition, it allows the character to cast spells 5 levels higher. The drinker does not gain any additional spells. This potion enables the imbiber to see as well in darkness as in daylight. This does not work in magical darkness.
The potion's effects last for 10d8 minutes. The user may change at will to any color, pattern, or combination of colors. Only colors can be altered, but all items carried are affected.
If the imbiber closes his or her mouth, the bubbles spew forth. The duration of the potion is one week, and during that the time the affected character makes all attacks and saving throws at When quaffed, it causes the drinker to blend into the background for Id4 turns. A detect invisibility spell cannot reveal someone using a chameleon power potion. During this time, the clay can be sculpted by anyone, thereby changing the imbiber's appearance.
When the potion's duration expires, the drinker turns back to flesh and any changes made to the clay now a permanently fixedwhether the changes were to body or. A character drinking this cursed potion regresses physically into the body of a child, age five. The character remains unchanged intellectually, and all equipment and clothing are left at adult size. The potion's effects on the character are permanent unless a restoration spell is cast within three. This potion empowers the creature drinking it to hear as the 3rd-level wizard spell of the same name.
However, the potion can be used to hear even in unknown areas within 30 yards. Its effects last for two turns. This potion empowers the individual to see as the 3rd-level wizard spell, clairvoyance. It differs from the spell in that unknown areas up to 30 yards distant can be seen. Its effects last for one turn. Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces. A climbing potion is effective for one turn plus 5d4 rounds.
Make a percentile check at the halfway point of the climb01 means the character falls. This potion works on the character drinking it as the 6th-level wizard spell true seeing, granting that ability for Id6 turns.
The potion also negates. Damage to the user is lessened by 2 points per Hit Die of any damage dealt after drinking the potion, including damage from spells, weapons, falling,.
When damage caused by combat is given in "points," the potion negates one-third of the total. The duration is 3d8 rounds. In addition,. Attack the nearest creature. Give away weapon or favorite magical item. Wander off in a daze. This mixture gives the drinker the ability to dissolve material with a touch of the hands. Once activated, the corrosive touch remains for 2dl2 rounds whether the affected character wants it to or not. The character can dissolve 1 cubic.
This ability can be. Involuntary corrosive touches dissolve 1 to 4 cubic inches of material depending on its strength. Enchanted items gain a saving throw vs. Corrosive hands are deadly in combat, inflicting Id8 points of damage per hit. When consumed, this potion removes one tangent gained by a psionicist who is attempting to establish contact with the imbiber.
For example, if the. The potion lasts Id4 rounds, and it eliminates one tangent each round. The imbiber quaffs the potion while thinking about a particular skill, and the potion grants a 20 in the ability score in that skill for 24 hours. Multiple craftsmanship potions can be consumed without fear. However, each potion imbibed produces a side effect, which also lasts 24 hours.
Roll on the table below to figure out the side effect for the character: Effect Grows chicken feathers. Gains X-ray vision. Facial hair turns green. Goblinoids of the opposite sex are attracted to the user. Drinking this rare potion cures the imbiber of any form of lycanthropy. If the imbiber does not suffer from lycanthropy, a saving throw vs.
It enables the character drinking it to detect anything representing immediate or potential danger within. It detects traps, vipers, or any objects or creatures threaten-.
The imbiber can detect dangers that are invisible, ethereal, astral, out of phase, hidden, or disguised. The user feels a tingling at the back of the neck when faced with a danger.
However, the exact nature of the danger is not revealed. For example, while the user can detect a dangerous trap, the type of trap cannot be discerned.
Turns into a 4-foot-long, yellow butterfly with human hands. Gains 20 pounds. Roll twice more, ignoring this result after that. This four-dose potion was created by savage wizards practicing voodoo. Unlike other elixirs, a dark draft is meant to be mixed with other potions. The user must mix! Also, a fingernail, lock of hair, or other bit of organic matter from the.
This potion does nothing if ingested. However, if it is poured on the ground, it creates a permanent object. The object is most often the one pictured on the potion's container. The majority of these potions create furniture, shields, ladders, and other nonmagical items. When consumed, the drinker thinks of an. The victim is not allowed a saving throw.
For example, a character who mixed a dark draft potion with an elixir of madness can inflict madness upon the target. A dark draft does not work with poisons or nonmagical oils. This potion affects the character drinking it as the 2nd-level wizard spell of the same name. However, the saving throw allowed is vs. Its effects last for Id4 turns. Roll I d l O to find the power of the potion. Furthermore, the user can digest any organic substance with no ill effects. This concerns only digestion, so while a plank of wood can provide nourishment, the character must break it into pieces before he can swallow it.
The duration is Id4 days. The potions increase Dexterity to various levels. Consult the table below. This potion enables the drinker to dig through dirt, rock, or stone with bare hands. In this manner, the individual can travel through the groundat normal movement ratesby creating a tunnel roughly his or her own size. While this could be useful in undermining castle walls, it means that other characters are taking a risk if they choose to follow the digger.
As long as the digger keeps moving, it is assumed there is an air pocket surrounding the character. However, if he or she pauses for more than three rounds or encounters a mishap, such as running into an underground lake, the character's air supply rapidly disappears. The percentage of the potion consumed determines the amount a character shrinks.
XP Value:. The effects of this drink last much longer than most potions, continuing for 12d4 hours. Consumption of this potion enables a character to retrace a path over any solid terrain, in effect preventing the character from getting lost. If a maze. If the reversed form of find the path is cast at such a character, the spell and potion cancel each other out; the potion is neutralized, and the spell does not take effect.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a. This potion does not have the same effect as find the path, in that it does not provide clues to the shortest path to a desired location. Note that the user is only able to retrace a path traveled from the moment the drink is consumed to the moment the drink wears off. Any distance covered before or after that is not automatically.
The host must be a solid item of not less than 2, gp value, and resistant to decay wood, for instance, is unsuitable. A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon.
The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving. Once the potion wears off, the enhanced memory of the terrain is forgotten; one must then. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it. Next, a special potion is prepared for the evil dragon to consume.
The exact composition of the. When the evil dragon consumes the. Potion does not work. The dragon suffers 2dl2 points of damage and is helpless with convulsions for Id2 rounds. The dragon dies. A full wish or similar spell is needed to restore the dragon to life; a wish to transform the dragon into a dracolich results in another roll on this table.
Potion works. If the potion works, the dragon's spirit transfers to the host, regardless of the distance between. The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane, magical force. The most notorious practitioners of these magical arts are the members of. A dim light within the host indicates the presence of the spirit.
While contained in the host, the spirit. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have. The spirit can remain in the host indefinitely. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is. The wizard who originally prepared the host must touch the host, cast a magic jar spell while.
The corpse must fail a saving throw vs. The following modifiers apply to the roll: If the corpse is the spirit's own former body which can be dead for any length of time. If the corpse is of the same alignment as. If a protodracolich is unable to devour its original body, it is trapped in its current form until slain. A protodracolich transforms into a full dracolich within seven days after it devours its original body.
When the transformation is complete, the. If the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard. If the corpse is that of a dracolisk, dragonne, dinosaur, snake, or other reptile. If the corpse accepts the spirit, it becomes animated by the spirit.
If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it does not regain the use of its voice and breath weapon for another seven days note that it is not able to cast spells with verbal components during this time.
At the end of seven days, the dracolich regains the use of its voice and breath weapon. If the animated corpse is not the spirit's former body, it immediately becomes a protodracolich. A protodracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich.
A protodracolich can neither speak nor cast spells further, it cannot cause chilling damage, use a. The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary casting magic jar is required only for the first possessions. If the spirit successfully repossesses its original body, it again becomes a full dracolich. If the spirit possesses a different body, it becomes a protodracolich and must devour its former body to become a full dracolich.
A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies. Its Strength, movement, and Armor Class are those of the possessed body. There is a formulation of this potion corresponding to each of the major races of dragonkind.
Thus, there are 23 types of potions of dragon breath, including amethyst, black, blue, brass, bronze, brown, cloud, copper, crystal,. Unless the body has been dispatched to another plane of existence, a protodracolich can always sense the presence of its original body, regardless of the distance. A protodracolich tirelessly seeks out its original body to the exclusion of all. If a dragon drinks a full draft of one of these powerful potions, it can immediately use the breath weapon attack of the corresponding type.
The damage inflicted is that of a dragon one age category lower than the drinker. For example, an adult green drinks a potion of red dragon breath.
This newly gained breath weapon is in addition to the dragon's own breath weapon. The formulations of these potions are very tricky, and it's very easy to make a mistake.
A defective potion can be: Roll Effect Totally Ineffective. Roll a successful saving throw vs. Catastrophic Failure.
This horrible consequence means that the first time the dragon tries to use its newly gained breath weapon, the attack form is triggered internally, inflicting the full damage on the breathing dragon no saving throw allowed. While potions of dragon control do exist in the lands of Kara-Tur, they do not affect the same types of dragons as those listed in potion of dragon control I.
The effects of a potion of dragon breath last Id4 hours, or until the drinker has exhausted the newly gained breath weapon. These potions are highly toxic to nondragons roll a successful saving throw vs. This potion enables the individual drinking it to cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. Control lasts for 5d4 rounds.
There are several different types of this potion, one corresponding to each dragon type. The user may control up to three small dragons at once, but the dragons do get saving throws. Large and huge dragons are not affected by these potions. The controlled dragons do whatever is commanded of them except cast spells. They are hostile when the control ends. Roll Id20 to find the type of dragons affected. The DM determines the nature of the clue: a direction, a location, or an individual involved in the search in the dream.
If no clues are available DM's decision or the item searched for is magically protected or not in existence, the individual has instead a vivid nightmare. The DM may feel. The DM can roll 1d, and on the potion actually affects the gemstone dragon equivalent crystal instead of white, onyx instead. This potion bestows excellent vision on the imbiber. Under its influence, a character can see for three times the normal range of vision, and.
While affected by this potion, a character suffers no range penalties for long distance attacks with missile weapons. The user hears the. The creature is not compelled to be truthful. Dead and undead creatures cannot be. The effect lasts for 1 turn only, and it applies to only one sleeping or paralyzed creature.
Whether or not it actually has any dragon's blood in it is unknown. When a hero takes a drink of dragon's blood, his or her Strength score increases. Dragon's blood comes in a bone flask that holds enough liquid for three drinks before it is empty. Any type of hero may. Upon imbibing this potion, the individual immediately becomes horribly, totally inebriated. Roleplaying aspects of this situation are left to the. That evening, a dream reveals something about the desireda location,.
The effects last six hours, followed by three hours of splitting headaches no spellcasting allowed, -1 on attack rolls. Only one thing is revealed about a person, object, or setting per dream. Upon awakening, the dream remains in the imbiber's mind so that he or she may use the. A dreamer seeking water may have a marid appear, pointing to the east, where water is in the "waking" world.
Items carried cannot. While in "stretched" form, the user. The effect lasts for one turn only. If only one elemental is influenced, it is subject to a -4 penalty on its save. If two are influenced, their saving throws gain a. Control lasts for 5d6 rounds. The type of elemental subject to a particular potion is randomly determined.
Each change of form takes 1 round. While in elemental. A character can stretch only one appendage at a time; for instance, one arm, one finger, or just the neck. Whenever any appendage is stretched, a Constitution Check must be made; if it fails, the stress of the stretch causes Id6 points of damage.
Note that a protection from evil effect does not block a character using this potion. The user's Armor Class and hit points do not change. The duration is one turn only. This potion was first created by two poorlyschooled alchemists. These potions are actually failed potions of flying, clairvoyance, and Clairaudience.
These alchemists kept notes on these failures as they made them, and thus are able to. The potions' only effects are to make the imbibers believe they ate flying or clairvoyant.
In truth, they might be standing in the street drawing stares. They mix into these potions the juice squeezed from the This extract causes the potion to become unbearably addictive.
Imbibers must make a saving throw vs. Then people begin to consume multiple potions. If the character should take more than one of. Potions of explosions are found in tightly sealed bottles, similar to most potion containers. The container is generally fragile, of a ceramic or glass material that would probably break save vs. Roll 01 Effect Explosion. Damage is 6dlO points. Lethal Poison.
Imbiber is Dead. Mild Poison. Causes nausea and loss of 1 point each from Strength and Dexterity for Id8 days. Most of these containers, of course, are wrapped in cloth or stored where they aren't likely to be broken or jostled. If the entire bottle of liquid is thrown and breaks, this will generate a blast of 30 feet in radius, doing 6d6 damage to all within this area save vs.
Sometimes a "dose" of this liquid comes packaged in six small glass or ceramic vials that can. Each exploding vial does 1 d6 damage to any character or creature within. The only way to end the addiction of the potion is to cast a cure disease on the character, otherwise, the addiction continues. Once the addiction has taken hold, the character cannot choose to stop. A cure must be obtained. The small size and light weight of these vials makes them difficult to throw accurately; attacks intended to hit a creature directly are made at -2 to attack rolls.
The vials are especially fragile, taking a -2 penalty on any saving throw to determine breakage. The victim. The ESP potion bestows an ability that is the same as the 2nd-level wizard spell of the same name, except that its effects last for 5d8.
If an intended target is missed, the projectile continues until it strikes the ground or some other. If the container hits its target but does not break, the. The container must. The user can become ethereal once, at any time during the potion's duration, and may thereafter remain ethereal for up to 24 hours, returning to the Prime Material Plane at will. Once returned to the Prime Material Plane, the potion does not.
Though this potion appears to be like any other drinkable fluid, it is not meant to be consumed. The liquid is a powerful, magical explosive that.
If someone tries to identify this potion by taking a small taste, several things can happen. Opening the bottle and exposing the contents to the air activates the explosive fluid, and there is No saving throw would be given to the opener against the explosion in this case. If a tiny bit is swallowed to sample the potion, the drinker feels his heart accelerate and feels as if he or she has just sampled a.
This effect is felt only for one round, and does not actually give the drinker any of the benefits of such a potion. If the entire contents of a bottle or vial are drunk, the character must make a system shock roll. If the roll fails, the liquid explodes inside the drinker, doing 6d6 or Id6 damage and requiring another system shock roll to avoid immediate death.
If the first system shock roll succeeds, the drinker becomes. It also gives resistance to fires generated by molten lava, a wall of fire, a. The potion lasts one turn, or five rounds for half doses.
Potions of explosions are. Few alchemists will agree to manufacture this liquid because of the great danger involved, and even fewer treasure hoards contain it. This potion, frequently identified as a potion of fire resistance, causes the imbiber to become very sensitive to heat, thus suffering twice the amount of damage caused by normal fire.
If a saving throw is applicable, the imbiber suffers a -4 penalty. This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small drafts. One draft allows the imbiber to.
The imbibed of this potionand all items worn or carriedturns into a one gallon puddle of liquid. The effects of this potion last for Id8 hours,. A double draft doubles the range and damage.
A triple draft trebles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5dlO points of damage. Saving throws vs. Attacks against a character in this form are at -2, and the user suffers only half damage.
A flying potion enables the individual drinking it to fly in the same manner as the 3rd-level wizard. The contents of a single container can change up to 1, cubic feet 7, gallons of pure, fresh water into polluted, salty water. It turns up to cubic feet of wine or oil. This vision is a possible future, and the. The effects of the potion are permanent, although the liquid may be purified magically after an initial period of 5d8.
This potion has only a temporary effect if less than the full volume is consumed. When this potion vial is opened, up to , cubic feet of air is cleansed, making it safe to breathe. It neutralizes any gas, mist, or vapor. This fluid is handy for those long spelljamming adventures when the adventurers really have no idea where they're going or how long it will take to get there. Imbibing this honey-flavored potion causes amnesia for 2 d l O days.
The drinker does not remember his or her name, friends, faces, or other things of importance. This liquid temporarily causes the imbiber to decrease three levels in hit points, combat ability, and saving throws for 4d4 rounds.
If the character is slain while at reduced hit points, he or she is dead, but can be resurrected normally. The user's Constitution score becomes 18, and the imbiber immediately gains the corresponding hit points if any. Points of damage to the user are taken from the magically gained hit points first. Damage applied to the user's original hit points remains after the duration ends until cured by the usual means.
This potion grants immunity to the ill effects of all forms of normal cold down to F. Partial resistance to magical cold is also granted; saving throws vs. If only half a dose is consumed, the potion's benefit against magical cold is. A full dose lasts one turn 10 rounds ; a half dose. If this liquid is consumed, the imbiber must save vs. The liquid is intended to be added to other liquids to change them into stale, undrinkable water.
Further, foul. While in this condition, the ghost character cannot pick up objects, cast spells that require material components, or physically enter melee.
When imbibed, the drinker immediately sprouts a shaggy coat of fur, 6-inches thick. It protects the character from temperatures to F, but tends to make wearing armor impossible.
The potion is prized by adventurers planning arctic forays. A full potion of this draft must be consumed for its effects to be felt.
It will influence one or two giants like a charm monster spell. If only one giant is influenced, it is entitled to a saving throw vs. The type of giant subject to a particular potion is randomly determined. By imbibing this magical liquid, the individual causes his or her body, as well as anything carried or worn, to become gaseous. The gaseous form is able to flow at a base speed of 3 per round.
A gust of wind spell, or even normal strong air currents, will blow the gaseous form at air speed. The gaseous form is transparent. It wavers and shifts, and can't be harmed except by magical fire or lightning, which do normal damage.
A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtighteven a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form.
In Kara-Tur: The only type of giant control potion commonly found in Kara-Tur is the potion of hill giant control. This renders the vocal chords of the imbiber useless. This potion is usually found in a flask containing three doses. This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great Strength and attack roll bonus when scoring a hit with any handheld or thrown weapon.
It is also possible for the person to hurl rocks as shown on the table below. Note that the type of giant strength gained by drinking the potion is randomly determined on the same table. This potion, if imbibed, grants the drinker uplifted feelings and a cheery disposition. However, the potion is more useful if a stick is inserted into the vial. When this occurs, the potion freezes and can be pulled from the vial by the stick.
When the frosty version of the potion is eaten, the character gains the cheery disposition mentioned above, needs no further nourishment for the day, and operates as if under a bless spell. The duration of the potion in either form is 2dl2 hours. For example, a minor potion of growth causes the imbiber to grow about 7 inches; a. Duration of minor potions is half of the full-strength varieties. A minor potion affects only the imbiber, so circus goers are not able to obtain anything like a potion of human control or a philter of love.
Cost for the potions and philters range from 10 sp to one gold piece. The character cannot be awakened unless dispel magic is cast. Further, the character appears to be dead, the skin takes on a gray pallor. This potion is often used to feign death. This potion allows the drinker to polymorph at will into a green, leafy bush with thick bark. The bush takes one-half damage from bludgeoning weapons and is AC 5. This potion causes the imbiber to become insatiably hungry, consuming everything edible in sight for Idl2 rounds.
Each one-fourth of the liquid consumed causes a 6-foot growth in heightin other words, a full potion increases height by 24 feet! Weight increases should be proportional to the change in height. Strength is increased sufficiently to allow. The presence of Fran's familiar a large white cat caused the creation of the potion of housecat control.
It allows the user to control one housecat for a number of rounds equal to his or her Wisdom. It does not work, however, on familiarsthis was said to have been one reason for suspecting less than dire causes for Orlow's disappearance. This gives the imbiber a temporary increase in levels hit points, combat ability, and saves if the character has fewer than 10 levels of experience.
Number of Additional Temporary Hit Points. 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. This potion lasts for 5d6 rounds. The types of humanoids that can be controlled are randomly determined. When the potion is quaffed, the individual fights as if he or she were at the experience level bestowed by the magic of the elixir.
Damage sustained is taken first from magically gained hit and bonus points. This potion can only be used by warriors. In Kara-Tur: when finding the type of creature that can be controlled, use the following table: Roll Potion Controls.
This magical elixir allows the imbiber to create food and wine. All of the food is fresh, roasted or chilled as desired by the imbiber, and the wine is of good quality. In other words,. The additional PSPs. Hummingbird nectar is found in crystal globes. Each globe holds one dose of the liquid. The globes are always found in groups of three.
Any type of hero may use this potion. If a hero already has had a haste spell cast on him or her, the hummingbird nectar won't work. Quaffing this potion causes all spells cast by the imbiber within the next three rounds to have the maximum effect. However, there is a drawback to the potion. Approximately one in 10 is cursed.
Consult the table below: Roll 01 Benefit Immunity to normal weapons. Immunity to death magic. Instant death, no saving throw. Immunity to poison. Immunity to magical ageing. Immunity to disease. This potion confers invisibility similar to the 2ndlevel wizard spell of the same name. Actions involving combat cause termination of the invisible state.
This potion bestows upon humans a foot infravision for Id8 turns. Characters possessing infravision have their ranges increased by 60 feet. This potion confers immunity to nonmagical weapons. It also protects against attacks from creatures not characters with no magical properties or fewer than 4 Hit Dice.
Thus, an 8th-level Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion. The potion comes in a silver flask that holds enough liquid for three drinks. Each drink restores 2d4 hit points to a wounded hero. Any type of hero may use Kur's drink.
XP Value: Drinking this potion turns a character's hands into iron-hard weapons, enabling him or her to deflect weapons barehanded. The hardened hands are able to chop through wood or can be used as melee weapons, inflicting Idl2 points of damage per successful hit. When consumed, this potion allows the imbiber to master an unknown language by concentrating on a race of people or a type of creature. Each flask typically contains four doses of the potion, each dose enabling a new language to be learned.
The languages learned are permanent. This is a potion used in the courts of Istar to ascertain the truth in matters brought before the kingpriest or his appointed ministers. The potion forces its recipient to truthfully answer a number of questions.
The person who administers the potion can ask the victim 2d4 questions requiring yes or no answers and Id4 questions requiring longer responses. An example of a question requiring a longer response: "What happened to you three days ago? If the save is successful, then the potion simply makes the victim sleepy but does not cause a loss of control of the will. The victim can then give false answers. The length of the answer to a question is up to the victim so long as it is absolutely truthful and answers all the stated parts of the question.
The DM can use this opportunity to impart important information to the PCs. The formula is known to any good priest in Istar of at least 5th level. This potion acts as the 3rd-level wizard spell slow on the person drinking it. A levitation potion enables the consumer to levitate in much the same manner as the 2nd-level wizard spell of the same name.
The potion allows levitation of the individual, to a maximum weight of pounds. The consumer can carry another person, as long as the total weight is within this limit. The candidate for lichdom must have access to the spells magic jar, enchant an item, and trap the soul. Nulathoe's ninemen, a 5th-level wizard spell that serves to preserve corpses against decay, keeping them strong and supple as in life, is also required.
The procedure of attaining lichdom is ruined if the candidate dies at any point during the process. Even if successful resurrection follows, the operation must be started anew. The process involves the preparation of a magical phylactery and a potion. Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Preparation of the phylactery is so expensive that most candidates do not wish to waste all the effort of its preparation by dying after it is completed but before they are prepared for lichdom.
The nine ingredients of the potion are as follows: Arsenic 2 drops of the purest distillate. Belladonna 1 drop of the purest distillate. Blood 1 quart of blood from a dead unicorn. Potion works, but candidate is permanently:. The lost sense can only be regained by a wish or limited wish. Blood 1 quart from a dead demihuman slain by a phase spider. Blood 1 quart from a vampire or a being infected with vampirism. Heart the intact heart of a humanoid killed by poisoning, a mixture of arsenic and belladonna must be used.
Reproductive glands from seven giant moths dead for less than 10 days, ground together. Venom 1 pint or more, drawn from a phase. All of the potion must be drunk by the candidate, and within six rounds will produce an effect as follows roll percentile dice :.
The successfully prepared candidate for lichRoll Effect All body hair falls out, but potion is ineffective the candidate knows this. Another potion must be prepared if lichdom is desired. Potion works; the candidate is aware of this. Potion works, but candidate is feebleminded. He or she does not achieve lichdom upon death unless preparation of his or her phylactery is complete.
A successfully prepared candidate may appear somewhat paler. The candidate, however, is always aware of readiness for lichdom, even if charmed or insanity or memory loss occurs. A charmed candidate can never be made to reveal. The phylactery may take any formit may be.
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