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Potion from AD&D 1st Edition:
Human Control: This potion enables the individual drinking it to cast what is in effect a Dominate Person spell upon any Human or Demi Human the potion is keyed too within 6 feet. The Human or Demi Human is entitled to a wisdom saving throw at disadvantage against Difficulty 14. The Human or Demi Human may not use any power, magic or feat to automatically beat this roll. This potion also ignores the typical resistance or immunity of certain Demi Humans to charm effects. There are various sorts of Human or Demi Human control potions, as shown below (d20).
1-2 Dwarves
3-4 Elves or Half Elves
5-6 Gnomes
7-8 Halflings
9-10 Half Orcs
11-16 Humans
17-19 Humanoids (Gnolls, Orcs, Goblins, etc.)
20 Elves, Half Elves, and Humans
The Potion's Telepathic Control lasts for 5-30 rounds (5d6). Under virtually any conceivable situation, a Human or Demi Human who has been so charmed will be highly upset for being so treated.
This potion costs 3,300 Gold. It is possible that more than one Human or Demi Human may be so charmed in the 5-30 rounds it lasts. No more than twelve victims may be charmed by this potion at one time.
A seventh level version of this potion lasts 5-30 minutes. It costs 4,550 gold. This version is saved against Difficulty 16.
An eighth level version of this potion lasts 5-30 hours. It costs 6,000 gold. This version is saved against Difficulty 18.
A ninth level version of this potion lasts 5-30 days. It costs 7,650 gold. This version is saved against Difficulty 20.
Potion from AD&D 1st Edition:
Invulnerability: This potion confers immunity to non-magical weapons and attacks from creatures with no magical properties or monsters with fewer than 4 hit dice. Thus, an eight level character without a magical weapon could not harm the imbiber of a potion of invulnerability.
It further improves armor class by inflicting disadvantage on any attacker. It also gives the imbiber advantage on all saving throws.
The effects last for 5-20 rounds (5d4). Only those of the Fighter class may use this potion. This does not include Monks, Paladins, Rangers, or any other Melee class or class configuration.
This potion costs 7,650 Gold. The entire potion must be consumed to have the effects go off.
Potion from AD&D 1st Edition:
Longevity: The longevity potion reduces a characters age by 1-12 (d12) years once imbued, but each time it is consumed there is a 1% cumulative chance that it will have the effect of removing all the aging reversed by the previously consumed longevity potions. The potion otherwise restores youth and vigor. It is also useful to counter magical and monster based aging attacks.
This potion costs 7,650 Gold. The entire potion must be consumed to have the effects go off.
Potion from AD&D 1st Edition:
Philter of Love: This potion is such as to cause the individual drinking it to become charmed with the first creature seen if the creature appears to be of similar race and the opposite sex. The imbiber is entitled to a wisdom saving throw at disadvantage against difficulty 20. The imbiber may not use any power, magic or feat to automatically beat this roll.
If they fail, they also actually become charmed and enamored by the creature. The charming effects wear off in 4+1-4 turns (d4), but the enamored effects last until a dispel magic successfully removes the effect.
Any monster may be affected. This enamoring does not change the base personality or morality of the imbiber. So a polymorphed Black Dragon or Succubus might all in love with the creature they see, but they will still be a Black Dragon or Succubus and act accordingly to their own base morality and desires. A Plantar or a Gold Dragon would so the same. So even if both were hit with Philters of Love, this does not mean the magic item makes a good match or automatic happiness for either involved.
Many consider a Philter of Love to be a cursed item, as it has nothing to do with a person's normal preferences. A teenager could fall for a great grandfather or a person they would normally find hideously ugly due to its effects. Because of the way this drink works, ruthless parents seeking to continue their bloodline, have been known to use it to avoid their offspring's actual sexuality if their children are not heteronormative.
This potion costs 7,650 Gold. A single sip is enough to have the effects go off and render the remaining portion useless.
Potion from AD&D 1st Edition:
Plant Control: This potion enables the individual drinking it to cast what is in effect a Dominate Monster spell upon any Plant or Plant Creature within 9 feet. This includes normal plants, fungi, molds, and shambling mounds. For the most part, they may be controlled within their limits, but even houseplants may imitate an entangle spell due to this potion. Intelligent Plant Creatures are entitled to a wisdom saving throw at disadvantage against difficulty 20. The Plant Creature may not use any power, magic or feat to automatically beat this roll. This potion also ignores the typical resistance or immunity of certain Plant Creatures to charm effects.
The Potion's Telepathic Control lasts for 5-20 rounds (5d4). Under virtually any conceivable situation, an Intelligent Plant Creature who has been so charmed will be highly upset for being so treated.
This potion costs 7,650 Gold. It is possible that more than one Plant or Plant Creature may be so charmed in the 5-20 rounds it lasts.
Potion from AD&D 1st Edition:
Polymorph Self: The imbiber can assume the form of any creature from as small as a wren to as large as a hippopotamus. They can gain the form, the locomotion, apparent age, and gender desired.
The potion does not grant the special abilities or attacks. For example, if you assume the form of a small Red Dragon, you would not have the ability to breath fire, immunity to fire based attacks or other special abilities. The strength is increased to allow normal movement, but does not increase attack value.
The potion transforms the imbiber and everything they are wearing, or adjusts what they are wearing to the new form. They may only assume one new form.
The imbiber can return to the original form at will. When they return to their original form they regain 1d12 hit points if they were lost.
This potion lasts 5-20 (5d4) turns. The potion costs 1,400 gold.
A fifth level level version can last 5-20 (5d4) minutes. This version costs 2,500 Gold.
A sixth level version can last 5-20 (5d4) hours. This version costs 3,300 Gold.
A seventh level version can last 5-20 (5d4) days. This version costs 4,550 Gold.
An eighth level version can last 5-20 (5d4) weeks. This version costs 6,000 Gold.
A ninth level version can last 5-20 (5d4) years. This version costs 7,650 Gold.
Potion from AD&D 1st Edition:
Sweet Water: This is not actually a potion to be drunk (though if it is drunk it will taste good). When added to water or other liquids it will turn them into pure drinkable water. It will neutralize poison and ruin magic potions (no saving throw). The contents of this container will change 100,000 cubic feet of polluted, salted or alkaline water into fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of this potion are permanent but are subject to later contamination or infusion after an initial person of 5-20 rounds. The potion costs 1,400 gold.
Reserved
Potion from AD&D 1st Edition:
Undead Control: This potion enables the individual drinking it to cast what is in effect a Dominate Monster spell upon any Undead within 6 feet. The Undead is entitled to a wisdom saving throw at disadvantage against difficulty 20. The Undead may not use any power, magic or feat to automatically beat this roll. This potion also ignores the typical resistance or immunity of certain undead to charm effects. There are various sorts of Undead control potions, as shown below (d20).
1 Ghasts
2 Ghosts
3 Ghouls
4 Shadows
5 Skeletons
6 Spectres
7 Wrights
8 Wraiths
9 Vampires
0 Zombies
The Potion's Telepathic Control lasts for 5-20 rounds (5d4). Under virtually any conceivable situation, an Intelligent Undead who has been so charmed will be highly upset for being so treated.
This potion costs 7,650 Gold. It is possible that more than one Undead may be so charmed in the 5-20 rounds it lasts.