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.
Prevents the imbiber from contracting lycanthropy
Cannot be used to cure lycanthropy if the character is already infected
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.
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.
Removes all Curses and/or Diseases (including lycanthropy) currently affecting the imbiber
Does not prevent future Curses or Disease infections
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.
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.
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.
Grants immunity to fear effects
This potion must be used proactively to prevent fear. It cannot be used after the fact to remove fear.
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.
Imbiber gains +2 to hit when making ranged attacks (missiles as well as spells which require an attack slide)
Transforms the character into an asp and Poison damage inflicted upon the wearer is reduced by 5 points per attack.
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,
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.
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,
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,
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,





























