INVISIBILITY:
Gives invisibility for 1 hour. Requires two fresh human eyes (SP100), two small emeralds (SP150 each), SP194 common ingredients, and 8 weeks. Costs SP1500.
FEAR:
When ingested or breathed from a gas bomb, this potion makes its victim into a total coward for a number of minutes equal to 20 minus his ST. Requires one sabertooth tusk (SP20), plus SP45 in common ingredients and 2 weeks. Costs SP150.
FLIGHT:
Works exactly like the Flight spell, with no ST cost to take off but 1 ST lost for every turn you fly; effects last for 1 hour. Requires 5 bats (SP10 each), one gargoyle gallbladder (SP50), SP555 in common ingredients, and 6 weeks. Costs SP1200.
HEALING:
Each dose cures 1 hit of damage or restores 1 ST lost through spell-casting or other fatigue. CANNOT restore lost limbs or raise the dead. Requires SP107 common materials and 1 week. Costs SP150.
UNIVERSAL SOLVENT:
This potion comes in two parts; one is customarily kept in a black vial and one in a white one. Individually, they have no effect. Combined, they produce a cloud of gas which INSTANTLY eats everything in an area 1 Megahex around, and about 1 meter straight down and 2 straight up. The cloud then vanishes. By using only one drop of each type (there are 20 drops in a vial), smaller areas - like door-locks - can be dissolved. However, the Solvent is VERY dangerous. Whenever a character uses it a drop at a time, in any way, he must make a 3/DX roll to avoid spilling more. Anyone who spills the Solvent is GONE. Any other character in range when the two vials combine must make a 5/DX roll to jump out of the way, because the effect is so sudden. Solvent is good for many things - eating doors, killing dragons, cutting bridges - but it is ALWAYS risky to use it. Each part of the Solvent must be made individually, using the same ingredients and time. Each component requires 50 grams dragons' dung (SP100), 20 grams jewel dust (SP400), and SP610 in common ingredients, takes 8 weeks to complete, and costs SP2,000.
WATER BREATHING:
Gives its user the power to breathe water for 10 minutes. However, his DX will still be at -4 underwater, and MA will be 2 unless he can swim. Requires three octopus eyes (SP50 each), SP113 common material. and 4 weeks. Costs SP500.
DARK VISION:
Lets user see in dark, as per Dark Vision spell, for 1 hour. This is NOT Mage Sight, and will not avail against invisibility, etc. Requires 30 bats (SP10 each), SP19 common ingredients, and 3 weeks. Costs SP500.
ACUTE HEARING:
Gives user the equivalent of the Acute Hearing ability for one hour. Requires the brain of any large feline beast (SP40), SP114 common ingredients, and two weeks. Costs SP250.
TELEPATHY:
Gives the equivalent of the Telepathy spell for 10 minutes at no ST cost. Requires one more-or-less complete dead Hymenopteran (SP150), plus SP464 common ingredients and nine weeks. Costs SP1500.
TELEKINESIS:
Gives the equivalent of the Telekinesis spell for one hour, at ST cost of 1 per turn it is used. Requires 5 kilos elves' toenails (SP32/kilo), SP103 common materials. and 4 weeks. Costs SP500.
PYROTIC ABILITY:
Gives user the ability to set fires mentally like a 1-hex Fire spell; costs 1 ST each time it is attempted. User rolls 3 dice against IQ, rather than DX, to see if he succeeds. Ability lasts 2 hours. Requires 100 grains dragon dung (SP200), SP10 common materials, and 4 weeks. Costs SP500.
FIREPROOFING:
Gives user the equivalent of the Fireproofing spell for one full day. Requires one gargoyle gallbladder (SP50), SP104 in common ingredients. and two weeks. Costs SP250.
UNIVERSAL ANTIDOTE:
One dose of this potion will cure any damage or harm from any poison or potion, if taken within 12 turns of the time the poisoning occurs. Also renders its drinker immune to any poison or noxious potion for one hour after it is taken. If a character is killed by poison, a dose of the Universal Antidote poured in his mouth may revive him. Requires 5 doses Simple Poison (SP120 each), 1 dose Corrosive Poison (SP500), and 10 weeks. Costs SP2,500.
YOUTH:
Takes one year from the physical age of any character. Can work any number of times: will not "youth" you past about age 12. Requires four dragon-hearts (SP2,000 each) and SP4,000 common ingredients; takes 20 weeks to complete. Costs SP40,000.
REVIVAL:
Can be used in an attempt to revive one dead character, as per the REVIVAL spell. On a 3-die roll against the corpse's original ST, the revival is successful. Two doses at once guarantees revival. Requires 4 doses of Universal Antidote (SP2,500 each); 20 doses of Increase ST potion (SP450 each); 1 dose Increase IQ potion (SP600), and SP400 of common materials. Takes 20 weeks to complete; costs SP65,000.
CONTACT POISON:
This magical poison can be placed on anything; it will last until touched, and then will do 2 dice damage to the being that touched it. It then vanishes. It can be wiped off if seen, but it is very inconspicuous 5 dice vs. IQ to see it, as for a trap - alertness or Detect Traps will help. Looks like a single drop of milky, slightly greenish fluid. Requires 6 doses Weapon Poison (SP200 each) and SP126 common ingredients: takes 8 weeks. Costs SP2500.
SPEED:
Adds 4 to the drinker's basic MA; effects last for 12 hours. Requires 2 centaur hooves (SP100 each), SP385 in common ingredients, and five weeks. Costs SP1,000.
TREASURE-SMELLING POTION:
Gives its user the ability to smell gold. silver and gems up to 2 MH away; ability lasts for 1 full day. Requires 7 grams jewel dust (SP140), plus SP14 common ingredients and two weeks. Costs SP250.


This page ©2009 Owen E. Oulton
Original character © by the original author.