Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
3 units
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +4 to Fortitude saves
Heals 3 HP of damage and removes any fear effect currently inflicted upon the drinker. This potion does not prevent future fear.
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons)
The consumer heals 3 HP of damage and is cured of all charm effects, but is not inoculated against becoming charmed in the future.
When used to remove a charm effect, this potion must be administered by another (living) person whose only action that round is to force the charmed character to drink this potion. Charmed individuals do not get a saving throw to resist having the potion forcibly administered to them.
Adds +4 to Dexterity (thus adding +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
This thick strong brew heals 5 HP of damage but the consumer suffers -2 AC for the rest of the room. Characters may drink multiple Creeper Stouts and heal 5 HP each time, but the AC penalty is cumulative. E.g., if a character drinks 3 Creeper Stouts, that character will heal a total of 15 HP and suffer a -6 AC penalty.
Allows the imbiber (only) to see in non-magical darkness by creating a magical light source which only the imbiber can see. The effect lasts one room.
This potion does not have any effect in magical darkness.
Note: When it was first printed, this potion caused the player to be given a special light source that lasted the entire adventure. That mechanic no longer applies.
Removes the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This potion does not mitigate HP damage caused by Undead Touch Attacks.









