I wanted to make myself a big list of potions for my own use, so I ganked a whole bunch from Goblin Punch. He already wrote up most of the potions someone would need in the most sensible way I can conceive writing them. So I stole that too... but that's what we're here for right? When the stealing was done, and the obvious spectrum of healing potions were added to the list, I still needed to write up a few dozen of my own potions, so here those are in GP style, to enhance and completely ruin your pcs' lives (particularly if they're the sampling types). Drink up!
32 Potions
1 – Animal Friendship
– at will 'Animal Friendship' spell (DC 13) for one hour. Looks
like fur or feathers. Smells like droppings or guano. A
small sip makes a bird sing overhead, a squirrel dart past, or fish
leap out of water.
2 – Strength of the Plain
- Strength increases, roll d100: 01-50 Str21, 51-75 Str23, 76-86
Str25, 87-95 Str27, 96-00 Str29. Lasts 1d4 hours, anything strength
related suffers -1 for one hour after. Looks
like marbled flesh or stone in red, white, and pink. Smells like a
gym. A
small sip lightens your load, eases your aches, and energizes.
3 – Mind Reading
- Gain the effects of 'Detect Thoughts' (DC 13). Looks
like dense purple liquid with a cloud of pink in the center. Smells
like eucalyptus and rain. A
small sip imparts an (obvious) emotional echo from a party member.
4 – Inebriation
- Anyone who drinks even half of this potion becomes catastrophically
drunk (-4 to everything) for six hours. Three hours of splitting
headaches persist afterward (-2 concentration, intelligence checks,
initiative). Looks like
red-gold liquor. Smells like a dead cat. A
small sip gets you insta-buzzed.
5 – Secret Serpent Tongue
- You get a +4 to charisma checks for one hour. Looks
like sparkling gray and blue sand in water. Smells like egg yolk. A
small sip makes someone nearby give you an innocent compliment.
6 – Liquid Illusion
- If you drink it, you will believe the most horrible thing you can
think of is growing in your stomach and going to soon kill you. This
is false, there is no further danger, and lasts six hours. If poured
out, it exists as a semi-solid smoke or phlegm that forms into a
crude monster shape of your choice. The smoke-phlegm creature mock
attacks a target of your choice for one turn. It seems to be damaged
by weapons and non-bite attacks, but cannot be hurt. A creature
biting the decoy must make a constitution save or be choked to death,
it will then discorporate. Looks
like roiling green-black smoke. Smells like a cellar or cave.
A small sip will give you deja vu.
7
– Antimagic Water
- Cancels all spells affecting you and suspends and magical constant
effects natural to you or emanating from your person if consumed.
Makes you immune to lasting magical effects for the duration and save
against other spells at +2. Lasts 1d6 hours, then you shit out all
your magic gut bacteria for an hour and save against magic at -1 for
a week. Dispels magic if poured onto objects. If poured over
yourself, makes you immune to all magic, in addition to the consumed
effects with a duration of 1d6 turns (10% chance of magic rash
setting in 1d4 weeks afterward). Looks
like water. Illusions cannot be seen through its transparent liquid
(effectively a seriously distorted 'True Seeing' lens). Smells like
bleach doughnuts. A
small sip makes a random magical effect on yourself to “flicker”.
8 – Oil of Fiery Burning
- Impossible to drink. Deals 1d4 damage to anyone opening, then
dexterity check to close or it explodes. 6d6 damage on explosion or
thrown impact (dexterity save for half damage). Looks
like iridescent molasses. Smells like - it's on fire! A
small sip is nearly impossible and completely insane.
9 – Insight of the Center
Eye - You get a +4 to
wisdom checks for 1d6 turns. If you use wisdom for spells you may
cast one spell without using a slot, of spell level no higher than
half your character level. Looks
like a nebulous, blue-black, star-dusted sky. Smells like heavy,
bitter incense. A
small sip makes you remember something important a mentor, or parent
imparted to you long ago.
10 – Epiphany Philter
- You get a +4 to intelligence checks for one 1d6 turns. If you use
intelligence for spells you may cast one spell without using a slot,
of spell level no higher than half your character level. Looks
like cloudy gray fluid with something softly glowing obscured in the
center. Smells like ozone. A
small sip gives you a great idea about something that is no longer
pertinent.
11 – Rubber Soul
- You become rubbery in body and spirit, your joints seem to move
oddly and your skin seems shinier. All ranged physical and magical
attacks against you bounce off and affect the attacker 25%, or
another random individual otherwise. Close range attacks of either
type always ricochet back at the attacker. You can fit yourself
through spaces as if you were one size category smaller. Your melee
attacks deal -2 damage each, while your ranged attacks deal +2 damage
each. Lasts 1d8 rounds. Looks
like opaque, pink and fibrous like erasers. Smells like moist grass.
A
small sip makes your tongue rubbery, bouncing off your teeth and the
roof of your mouth. You talk like a drunk or someone on Novocaine
for a few minutes.
12 – The Gateway
- Unless you have prepared yourself with fasting and meditation
beforehand, you will spend 1d4 hours madly feverish and violently
vomiting, all your stats are -3 for 1d6 days. When you peak four
hours in, you are projected into the astral plane via an ineffably
ancient dream structure. You will not pass unless you defeat,
impress, or bargain with the ur-beast guardian
spirit/archetype/demon/whatevs. The guardian cannot kill your body,
but can reduce you to a permanent comatose state if it “kills”
you in the astral. Those injured by the guardian must succeed a
wisdom save when they exit to the material plane or take 1d4-1
permanent intelligence damage (minimum 1). Looks
like murky orange-brown tea or juice. Smells like the breath of a
great predatory beast. A
small sip tastes like rotten bark, coffee, and shit. The next time
you sleep you will dream of the guardian who mocks your indecision,
and begins to consume you before you wake. You are now afraid of the
potion, the guardian, and the gateway: you are ever aware of the
potion if it is within 50', and without special compensation any
attempt you make to battle the guardian is at -2.
13 – Stench
- Your every secretion become a pungent and overwhelming 'Stinking
Cloud' effect centered on you. You are immune to your own
secretions. Last for 1d4 hours, much less if you drink a lot of
water, wine or beer. Doubles wandering monster frequency for
duration. Throw to create a 'Stinking Cloud' where it breaks. Looks
like layers of yellow, green, and brown silt or smoke. Smells like a
kind of sulfuric-grandma-maggotflesh-dysentery-henhouse-landfill –
before your brain cuts the connection to your nose to spare you
(can't smell or taste for 1d6 turns). A
small sip makes you repulsively flatulent or gives you awful BO for
one turn.
14 – Sterility
- You become permanently unable to have children. No effect on
immature creatures. Looks
like opaque red globs suspended in clear yellow fluid. Smells like
alcohol and semen. A
small sip tastes like sweat and bad wine, and makes your testicles or
ovaries ache briefly if you are able to breed.
15 – Demon Blood
- If you succeed a save (wisdom, spell) you acquire a demonic power
or attribute (regeneration, at will power, great strength, etc.) for
incorporating the blood into your own, but you are forever marked
with an unnatural taint. If you fail the save a greater demon begins
to manifest within you and will eventually consume your body and
spirit as it reforms its own. Looks
like brown-black silt at the bottom, a layer of dark red sludge,
topped with a layer of bubbling red. Smells like sulfur and split
carcasses. A
small sip tastes like rotten meat and clotted blood.
16 – Angel
Lymph - If you succeed a
save (wisdom, spell) you acquire a celestial power or attribute
(regeneration, at will power, great charisma, etc.) for incorporating
the lymph into your own body, but you are forever marked with a
supernatural aura. If you fail the save a greater angelic being
begins to manifest within and around you and will eventually consume
your body and spirit as it reforms its own. Looks
like bunches of dozens of tiny membranous yellow lights floating in a
cloudy white liquid. Smells like light wine. A
small sip tastes like liquid baklava.
17 – Magical Intensity
- Any spells you cast with a variable component have that component
maximized. Lasts three rounds. Looks
like layers of chocolate pudding. Smells like gunpowder. A
small sip makes your fingers twitch, and gives you a feeling of
building magic within you.
18
– Scent Neutralization
- Your scent is completely neutralized for 2d4 hours. Looks
like dark gray silty water. Smells like nothing. A
small sip tastes like black licorice, and neutralizes your scent for
5 seconds (weirds the hell out of dogs).
19 – Vicious Visage
- Your
face painfully contorts into a horrifying grimace for the duration,
terrifying any fear-affected creature who meets your gaze. You may
cover your face to spare others. Lasts 1d6+2 rounds. Looks
like water, your reflection is always hideous within. Smells like
rubber. A
small sip is so sour you make a terrible face for a moment.
20 – Eidetic Memory
- You have a perfect memory of anything you experience for the
duration, you can make accurate maps, memorize the contents of entire
books, etc. Lasts 1d4+1 hours. For 1d4 turns after you will be
unable to remember important information. Looks
like gray mucous. Smells like a childhood memory.
A small sip tastes like rancid butter and makes you feel like you're
forgetting something...
21 – Elixir of Energy
- For one week you are nearly tireless, requiring only 45 minutes of
light sleep a day to function. You are capable of making 300%
progress on nearly any downtime type activity (spell research, item
creation, construction, investigation, etc.), but you receive no
bonuses in combat. When the effect wears off, you will remain
exhausted until you spend an entire day eating and sleeping. Looks
like frothy neon green, constantly in motion splashing and swirling.
Smells like paint thinner... and apples. A
small sip is bitter and awful.
22 – Poetry
- You may only communicate in poetic verse or song, this makes it
impossible to cast spells with verbal components. You are unable to
be quiet, and will always orate in the fullest possible voice.
Finally, adds +2 to any check involving poetry or song. Lasts 1d4
hours. Looks
like the distorted reflection of lines of black text on white, you
can almost make it out... Smells like, Spring becomes summer / the
scent of blossoms floating / stirs a deeper need. A
small sip causes you to rhyme off the next thing you hear.
23 – Ruinous Riches
- Save vs. petrification/constitution/whatever, if you fail one of
your limbs becomes an amount of gold and gems equal to its volume, if
you succeed you permanently lose 1d8 hp, which becomes a quarter of a
cubic foot of material per hp. The transmutation is clean and leaves
no wounds. Looks
like glittery golden goo. Smells like blood. A
small sip will make you spit out a diamond tooth, or slough off a
nacreous fingernail.
24 – Vomitous Birth
- In 1d4 rounds you violently and uncomfortably spew forth 1d6
creatures, one per round. The creatures are bizarre, misshapen and
unfinished in appearance, every one different, some may resemble you
in a small way. They begin as single hit die creatures and grow one
hit die per round for two rounds. They are non-intelligent and do
not take orders, they will attack anything that attacks them or you
first. Otherwise they will remain near you (like ducklings) unless
driven off. Looks
like many grape-sized, spheres of clear jelly, with pulsing dark
nuclei. Smells like a terrarium.
A small sip tastes like ham and oatmeal and makes your stomach
loudly growl.
25 – Worthless Corpse
- As per 'Veins of the Earth'. Lasts 1d8 turns. Looks
like gray and white-yellow dust. Smells like moldering corpses. A
small sip tastes like ashes, makes your cheeks sink and your skin
turn grayish for a few minutes.
26 – Forgetfulness
- You forget the last 1d4 (infinitely exploding) days. Looks
like cool purple-blue swirls. Smells like something you've smelled
before but can't put your finger on. A
small sip makes you forget what the potion tastes like.
27 – Delicious
- Drinking the entire potion is the greatest gastric event of your
life, you will be unable to move, take any action, or even properly
think for 1d6 rounds (injury will restore sense), it is that good.
All other food and drink will be pale and disappointing compared to
the Delicious potion, and you will do anything to acquire more if you
are convinced it exists somewhere. If you refuse to pursue more of
the potion you are aware of, you suffer -2 to all rolls as your every
thought is corrupted by daydreams of it. Looks
like sparkling water ever so slightly tinted pink. Smells like
nothing. A
small sip is potentially worse than drinking the whole thing... save
(wisdom, spells) or you are still addicted AND you're still carrying
a bottle of the stuff that you are now madly possessive of. Absolute
worse case: everyone in party gets a sip.
28 – Cerebral
Parasite
– This potion is a growth/collection medium for a kind of astral
parasite, drinking it removes many of your astral mindform's natural
defenses, creating a perfect place for an Endless Astral Worm to lay
an egg. The egg will fuse with your astral mindform, begin to absorb
it, and grow. You will become more and more intelligent, less
charismatic and gain up to two bonus wizard spell casting levels over
the next 1d6 months before permanently transforming into an illithid
(your character is forever lost). Looks
like clear light green gel. Smells like minty bleach. A
small sip makes you feel ambiguously vulnerable for a moment.
29
– Space Hands
- Your hands become as a gray clear crystal that reflects no light,
for the duration they are completely indestructible. Once per round
you may reach a hand through the dimensions and pull out something
(gonna need a whole other table for this) random, some will be
held/wielded some thrown into this dimension. If you succeed an
unarmed attack on a foe you may initiate this power within their
body, dealing 1d10+4+damage modifier and any damage appropriate to
the random object. Lasts 1d4+2 rounds. Looks
like a layer of deep blue on the bottom and a layer of bright orange
on top. Smells like a catcher's mitt. A
small sip makes you want to punch a wall.
30 – Liquid Tool
- These come in a variety of forms: (3) tents and a stocked campsite,
a battering ram, a siege tower, a covered wagon, (30) iron swords, a
great pile of climbing gear, (5) highly unpredictable firearms and
(60) uses of ammo and powder, etc. Looks
like it's crammed full of wood or cloth or metal. Smells like wood,
cloth, metal, gunpowder. A
small sip makes you spit out some unraveled rope, a small chunk of
iron, splinters, etc.
31 – Undeath
- You die, swiftly and painfully. If you are 4th
level or lower, you return as a mindless form of undead. If you are
5th
level or higher, you return as an intelligent form of level
appropriate undead. Looks
like black oil. Smells like mold. A
small sip hurts you deep inside, save (constitution, poison) or a
random internal organ dies and returns to functionality as an “undead
organ”, the character is unaware. The organ functions well enough,
but can be turned/destroyed and creates all sorts of problems for
clerics/paladins.
32 – Immacula's Elixir
- Heals all damage, poisons, diseases, regrows any lost organs or
limbs, erases scars, restores lost levels. For the next 1d4 turns,
your status cannot be affected (you cannot be petrified, poisoned,
diseased, put to sleep, etc.) and any wound received immediately
heals. If you are older than prime physical age, you grow younger
1d20 years. Looks like
shimmering rainwater with a green glowing seed inside. Smells like
rain and young shoots. A
small sip tastes like sugar, dew, and lime, erases weariness and
quenches your thirst for a time.
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Been playing a bit in-setting, which is helping me grow my information in the right directions, but saps my time to post here. It all feeds the same dark beast though. Working on like five d100 encounter tables by terrain at once. Thought I'd finish one of those first, but trying to roll for random treasure in 5e just made me super disappointed and I had to fill an obvious hole. First time playing 5e... it works, I've seen worse for sure. Lot of poor design in the rule books, there are all these things I have to struggle to look up, or help new people look up because they are bizarrely hidden. The lack of summon monsters is annoying, but I always end up making my own summon monster spells/tables anyhow (I love it). Till next time, careful sniffing that philter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Been playing a bit in-setting, which is helping me grow my information in the right directions, but saps my time to post here. It all feeds the same dark beast though. Working on like five d100 encounter tables by terrain at once. Thought I'd finish one of those first, but trying to roll for random treasure in 5e just made me super disappointed and I had to fill an obvious hole. First time playing 5e... it works, I've seen worse for sure. Lot of poor design in the rule books, there are all these things I have to struggle to look up, or help new people look up because they are bizarrely hidden. The lack of summon monsters is annoying, but I always end up making my own summon monster spells/tables anyhow (I love it). Till next time, careful sniffing that philter.
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