Potion Angel Agility
Adds +6 to Dexterity (thus adding +3 To Hit with ranged attacks, +3 to AC, and +3 to Reflex saving throws)
This potion’s effect does not stack with itself nor with other Dexterity-boosting Potions or Scrolls.
Potion Aset Wine
Restores a dead character to life–barely! The character is resurrected with only 1 HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. This potion must be used in the room where the death occurred.
This potion has no effect when consumed by a living character.
In game mechanic terms, this is not considered a ‘healing” potion, it’s a restore life potion. Thus, this item’s life-restoring power is not compatible with magic that interacts with or modifies the effectiveness of heals.
Potion Barkskin
Adds +3 to AC
This effect lasts the entire room, however the imbiber will be incapacitated the round after drinking this potion while their skin becomes incredibly tough like the bark of a stout tree. E.g., if this potion was consumed on round one, the imbiber could not take any more actions until round three unless this potion was consumed as a Free Action, in which case the imbiber would be incapacitated for the rest of round one (but could not attack,
Potion Black Dragon Breath
After drinking this potion, the imbiber immediately spews forth a black ichor which deals 5 points of Acid damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess.
The drinking and damage-dealing both occur as part of a single action. So if the consumer drinks this potion as a Free Action (e.g., by using a Pouch of Tulz or Belt of Retrieval),
Potion Blessed Brandy
Heals 5 HP of damage and removes the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.)
Potion Bliss Mead
Heals 1 HP of damage
Potion Bliss Stout
Heals 5 HP of damage and removes any curse(s) currently inflicted upon the drinker. This potion does not prevent future curses.
Potion Bliss Wine
Heals 3 HP of damage and removes any fear effect currently inflicted upon the drinker. This potion does not prevent future fear.
Potion Brawn
Adds +2 to Strength
Potion Bull's Strength
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons)
Potion Captain's Rum
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.
Potion Cat's Grace
Adds +4 to Dexterity (thus adding +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Potion Catspaw Brew
Adds +6 to Dexterity (thus adding +3 To Hit with ranged attacks, +3 to AC, and +3 to Reflex saving throws)
This potion’s effect does not stack with itself nor with other Dexterity-boosting Potions or Scrolls.
Potion Condensed Healing
Heals 10 points of damage
Potion Creeper Stout
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.
Potion Creeper Vine Extract
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Potion Cure Lt. Wounds (UC)
Heals 5 HP of damage
Potion Cure Lt. Wounds (UR)
Heals 10 HP of damage
Potion Darkling Draft
Heals 1 HP of damage
Potion Darkvision (R)
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.
Potion Darkvision (UC)
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.
Potion Death Draught
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.
Potion Death's Door
Restores a dead character to life–barely! The character is resurrected with only 1 HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. This potion must be used in the room where the death occurred.
This potion has no effect when consumed by a living character.
In game mechanic terms, this is not considered a “healing” potion, it’s a restore life potion. Thus, this item’s life-restoring power is not compatible with magic that interacts with or modifies the effectiveness of heals.
Potion Deftness
Adds +2 to Dexterity
Potion Denner Essence
Heals 3 HP of damage
Potion Denner Infusion
Heals 6 HP of damage
Potion Detect Magic
Reveals all sources of magic in the room to the imbiber
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Potion Detect Secret Doors
Reveals all secret doors in the room to the imbiber
Potion Distilled Healing
Heals 10 points of damage
Potion Drow Blade Venom
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,
Potion Dwarven Ale
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 Dwarven Ales and heal 5 HP each time, but the AC penalty is cumulative. E.g., if a character drinks 3 Dwarven Ales, that character will heal a total of 15 HP and suffer a -6 AC penalty.
Potion Dwarven Brew
Drinker heals 1 HP and any existing Ghoul Touch effects are removed. This potion does not prevent further Ghoul Touch effects.
Potion Dwarven Doppelbock
Adds +6 to Strength but penalizes AC by -2
The effect from this refined thick beverage lasts for the entire room. A character foolish enough to drink more than one Dwarven Doppelbock per room does not gain additional Strength beyond the initial +6, but suffers a cumulative -2 AC penalty (up to the in-dungeon max penalty of -6) for each one consumed. E.g., if a character drank four Dwarven Doppelbocks, that character would have a total of +6 Strength and suffer a -6 AC penalty.
Potion Dwarven Draught
Adds +6 to Fortitude saving throws
The effect is not cumulative, so consuming multiple Dwarven Draughts has no additional benefit.
Potion Dwarven Lager
Drinker heals 3 HP of damage and any lingering effects from Undead Touch Attacks made by Corporal Undead are removed. It has no effect on Touch Attacks made by Incorporeal Undead.
Drinking this potion does not prevent future Undead Touch Attack effects.
Potion Dwarven Mead
This hardy honey wine grants immunity to charm, fear, or sleep effects. The immunity lasts one room.
This potion must be used proactively to prevent the aforementioned effects. It cannot be used after the fact to remove any of the effects, though it will prevent said effects from affecting the consumer for the rest of the room.
Potion Dwarven Pilsner
Heals 5 HP of damage, but the drinker is stunned on the round following the round this brew was consumed. E.g., if a character drinks this on round 2, that character will be stunned for all of round 3.
In almost all cases, drinking one of these potions out of combat (either in a puzzle room or after the monster has been defeated) has no negative consequence since rounds are generally not tracked out of combat.
Potion Dwarven Stout
Drinker heals 5 HP of damage and any lingering effects from an Undead Touch Attack are removed. Drinking this potion does not prevent future Undead Touch Attack effects.
Potion Eel's Defense
Grants 3 points of Shock-based Retribution Damage to the imbiber.
Potion Endure Elements
immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
Potion Enhance Disguise
Adds +5 to Disguise checks for the rest of the room
This is not a polymorph potion. It won’t change your shape, it just helps you to blend in with your surroundings.
Potion Essence of Figwort
Adds +2 to Fortitude saving throws
Potion Essence of Mandrake
Adds +2 to Will saving throws
Potion Essence of Mistletoe
Adds +2 to Reflex saving throws
Potion Feather Fall
Slows the descent of the imbiber long enough to recover from a fall. If a character falls from a great height (e.g., off a bridge or chasm), this potion allows the character to automatically make it back to safety. The effects of this potion last the entire room.
Drinking this potion is a Standard Action–adventurers are advised to drink it proactively.
Potion Feybane
When consumed outdoors, removes and/or prevents the effects of charm
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. The formerly charmed character gains self-control and is free to act the same round the charm was removed.
Potion Fiery Ice Lager
Cold and/or Fire damage inflicted upon the wearer is reduced by 5 points per attack
Potion Fine Spirits
The consumer heals 3 HP of damage and is cured of all fear effects.
Potion Fire Resistance
Fire damage inflicted upon the imbiber is reduced by 50%
Potion Frigg's Mead
Melee attacks made by the consumer deal +2 Damage
This potion removes the Drunk status from the consumer, but it does not prevent the character from becoming inebriated again.
Potion Frost Resistance
Cold damage inflicted upon the imbiber is reduced by 50%
Potion Frostmint Root
Drinker heals 5 HP. In addition, Fire damage inflicted on the drinker is reduced by 2 per attack for the rest of the room.
Potion Frosty Lava Bock
Cold and/or Fire damage inflicted upon the wearer is reduced by 2 points per attack
Potion Ghost Rum
The consumer heals 2 HP of damage and when attacking an Incorporeal creature, the consumer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
Potion Goodberry Wine
Heals 3 HP of damage
Potion Grave Hunter Skin
The consumer gains 3 points of Shock-based Retribution Damage.
Potion Great Spirits
The consumer heals 5 HP of damage. Prior to quaffing this potion, if the quaffer took at least one point of Darkrift damage in this room, this potion heals 8 points of damage instead of 5. Having taken Darkrift damage in a previous room does not trigger this potion’s extra healing potential.
Potion Green Dragon Breath
After drinking this potion, the imbiber immediately belches forth a green cloud which deals 3 points of Poison damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess.
The drinking and damage-dealing both occur as part of a single action. So if the consumer drinks this potion as a Free Action (e.g., by using a Pouch of Tulz or Belt of Retrieval),
Potion Hallowed Oasis Water
Heals 8 points of damage, but the imbiber cannot benefit from any other healing (item, potion, scroll, spell, etc.) for the remainder of the room
Potion Haste
Allows the player, if so desired, to “take a mulligan” and re-slide one attack per combat round. The effect of this potion lasts for only one room. Monks or rangers under the effect of this potion may only re-slide one puck of their choice.
If the player chooses to slide again, the re-slide must be done immediately after the initial slide was made. I.e., the player can’t wait for other players to make their attack(s).
Potion Healer's Rum
Heals 10 points of damage
Potion Heavy Healing
Heals 6 HP of damage
Potion Icy Blood
Grants 3 points of Cold-based Retribution Damage to the imbiber.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Potion Invisibility
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.
Potion Ironclad
Adds +2 to AC or adds +4 to AC vs. attacks made by Fey creatures
Potion Jewel Weed Extract
Heals 1 HP of damage
Potion Leaping Attack
The imbiber may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Like most potions, this takes one round to drink, so the character would not be able to attack a flying monster until the round after this potion is quaffed. (a Belt of Retrieval could bypass that restriction)
Potion Liquid Courage
Consumer is cured of all fear effects caused by Undead monsters. It has no effect on fear caused by non-Undead monsters.
This potion does not prevent the consumer from becoming feared again.
Potion Luna's Grace
Prevents the imbiber from contracting lycanthropy
Cannot be used to cure lycanthropy if the character is already infected
Potion Middling Healing
Heals 3 HP of damage
Potion Minor Healing
Heals 1 HP of damage
Potion Monk's Mead
Heals 3 HP of damage and adds +4 to saving throws vs. mental attacks
Potion Moon Dew
Heals 1 point of damage and removes the Parched condition
Parched: Your character suffers a -1 penalty to all saving throws for the rest of the game or until the Parched condition is removed. Simply drinking water can usually do the trick, but some rooms/situations may have stricter requirements.
Potion Moon Spirits
Heals 5 points of damage and removes the Diseased condition. It does not restore HP lost due to Disease damage, but will stop continuous Disease-based damage that was in effect when the potion was consumed. It does not inoculate the drinker against further Disease.
Disease can deal HP damage (though not always), but if you fail a saving throw for Disease, under certain conditions, there may be repercussions. Simply taking Disease damage won’t trigger this condition.
Potion Moon Veil
Removes all Curses and/or Diseases (including lycanthropy) currently affecting the imbiber
Does not prevent future Curses or Disease infections
Potion Moon Wine
Heals 3 points of damage and removes the Poisoned condition. It does not restore HP lost due to Poison damage, but will stop continuous Poison-based damage that was in effect when the potion was consumed. It does not inoculate the drinker against further Poisoning.
Poison can deal HP damage (though not always), but if you fail a saving throw for Poison, under certain conditions, there may be repercussions. Simply taking Poison damage won’t trigger this condition.
Potion Nixie Mead
Heals 1 HP of damage
Potion Nymph's Tears
Heals 8 HP of damage but the imbiber cannot attack for the rest of the room
Potion Orcish Stout
This thick bitter brew heals 8 HP of damage but the consumer suffers -2 AC for the rest of the room. Characters may drink multiple Orcish Stouts and heal 8 HP each time, but the AC penalty is cumulative. E.g., if a character drinks 3 Orcish Stouts, that character will heal a total of 24 HP and suffer a -6 AC penalty.
Potion Owl's Wisdom
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.
Potion Pelor's Piety
Adds +4 to Will saving throws
Potion Pelor's Rage
Melee attacks vs. undead gain +1 To Hit and +1 Damage
Potion Pelor's Resolve
Grants immunity to fear effects
This potion must be used proactively to prevent fear. It cannot be used after the fact to remove fear.
Potion Phial of Conflagration
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.
Potion Pixie Spirits
Imbiber gains +2 to hit when making ranged attacks (missiles as well as spells which require an attack slide)
Potion Polymorph (Asp)
Transforms the character into an asp and Poison damage inflicted upon the wearer is reduced by 5 points per attack.
Potion Polymorph (Bear)
Transforms the character into a bear. The transformation from human(oid) to bear, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Brownie)
Transforms the character into a brownie (the Fey creature, not the confection), adds +3 to AC, and adds +1 to all saving throws. The transformation from human(oid) to brownie, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
Potion Polymorph (Cave Bear)
Transforms the character into a cave bear. The transformation from human(oid) to cave bear, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Cobra)
Transforms the character into a cobra. The transformation from human(oid) to cobra, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Dire Squirrel)
Transforms the character into a Dire Squirrel. The transformation from human(oid) to Dire Squirrel, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
While in Dire Squirrel form,
Potion Polymorph (Giant Spider)
Transforms the character into a giant spider and also grants immunity to webs. The transformation from human(oid) to giant spider, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Gremlin)
Transforms the character into a gremlin. The transformation from human(oid) to gremlin, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Lemure)
Transforms the character into a lemure (a minor devil, not to be confused with a lemur, a cute primate) and Fire damage inflicted upon the wearer is reduced by 5 points per attack.
The transformation from human(oid) to lemure, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed.
Potion Polymorph (Otter)
Transforms the character into an otter. The transformation from human(oid) to otter, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
As an otter, transformed characters can swim extremely well and hold their breath for a very long time.
Potion Polymorph (Saluki)
Transforms the character into a saluki. While in saluki form, attacks against Undead deal +5 Damage. The transformation from human(oid) to saluki, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
Potion Polymorph (Scrael)
Transforms the character into a scrael. The transformation from human(oid) to Scrael, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Polymorph (Sea Hag)
Transforms the character into a Sea Hag. The transformation from human(oid) to Sea Hag, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.



































































































