immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
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.
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.
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.
Cold and/or Fire damage inflicted upon the wearer is reduced by 5 points per attack
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.
Drinker heals 5 HP. In addition, Fire damage inflicted on the drinker is reduced by 2 per attack for the rest of the room.
Cold and/or Fire damage inflicted upon the wearer is reduced by 2 points per attack
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.
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.
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),
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
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).
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),
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.
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)
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.





























