Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons)
2006
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.
When applied to a weapon, that weapon deals +5 Damage as Poison on the first–and only the first–successful attack made with the coated weapon . (Misses do not use up the venom.) If the victim succeeds on a DC 15 Fortitude saving throw, the Poison has no effect, but does not otherwise affect the amount of damage dealt by that weapon. E.g., if the total damage (including the damage from this venom) dealt by the coated weapon’s attack is 20 and the victim succeeds on the Fort save,
The drinker of this potion becomes totally invisible. This may allow the character to avoid detection by a monster that relies on its sense of sight to detect enemies.
An Invisible character gains +2 To Hit on attacks made against sighted creatures, though attacking immediately cancels the Invisibility. Attacks made against an Invisible creature suffer a -4 To Hit penalty.
If this potion is used by a rogue, they may immediately make a sneak attack (with a +2 to Hit bonus) instead of waiting one round to set it up.
Drinking this potion allows a cleric or druid to immediately re-try a failed healing skill check. It cannot be used to re-try a failed skill check if the spell does not heal HP damage.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 16 Fire damage to the monster. If the victim succeeds on a DC 15 Reflex saving throw, only half damage is dealt. It is usable only once, whether the attack succeeds or misses.









