Bard
The consumer heals 5 HP of damage. Prior to quaffing this potion, if the quaffer took at least one point of damage from an Outsider in this room, this potion heals an extra 4 points of damage.
The consumer heals 3 HP of damage and is cured of all dream effects, but is not inoculated against becoming affected by dream in the future.
When used to remove a dream effect, this potion must be administered by another (living) person whose only action that round is to force the dreamer to drink this potion. Individuals under the effects of dream do not get a saving throw to resist having the potion forcibly administered to them.
The consumer heals 1 HP of damage and any existing Chilled status effects are removed. This potion does not prevent the consumer from becoming Chilled again.
Allows the imbiber to breathe normally underwater. The effect lasts for one entire room.
Allow the imbiber to immediately re-roll a failed saving throw vs. magical disease (including lycanthropy). Due to the toxic nature of the plant, the potion may only be used once per room.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Drinker gains +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons). This potion’s effect does not stack with any other Strength-boosting potions or scrolls, but does stack with Strength boosts from equipped items and Spells.
Once per game, the wearer may use one ammo token without having to turn the ammo token in. Any additional ammo tokens must be turned in.
The organizational properties of this seemingly normal pouch allow the wearer to instantly retrieve one potion, oil, or salve (not one of each) in their possession and use that potion/oil/salve as a Free Action once per combat.









