Heals 5 HP of damage and removes any curse(s) currently inflicted upon the drinker. This potion does not prevent future curses.
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.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
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.
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.
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.
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.
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,
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.
Drinker heals 1 HP and any existing Ghoul Touch effects are removed. This potion does not prevent further Ghoul Touch effects.





























