Section 1: Potions Potions Potions are typically found in ceramic, crystal, glass, or metal flasks or vials (though you can change this, if you want). Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below. Opening and drinking a potion has an initiative modifier of 4.
Potion Duration Unless otherwise stated, the effects of a potion last for 4 complete turns plus 1d4 additional turns (4+1d4 turns).
List of Potions Animal Control: 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 of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about ½ ton or more. Animal Type mammal/marsupial avian reptile/amphibian fish mammal/marsupial/avian reptile/amphibian/fish Animals with Intelligence of 5 (low Intelligence) or better are entitled to a saving throw vs. spell. 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 (see ring of mammal control). Clairaudience: 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 unknown areas within 30’. Its effects last for 2 turns. Clairvoyance: 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’ distant can be seen. Its effects last for one turn. Climbing: 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. The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb - 01 means the character falls. For every 100 lb carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance: 2