Magic Potions and Elixirs

A potion is a magic liquid that produces its effect when imbibed. Potions are also sometimes called elixirs. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion, oil, or elixir can be used only once.

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect - the caster who brewed the potion has already done so. For example, a potion of protection from elements is always designed to protect against a specific element chosen by the creator, not the drinker.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has an AC of 13, 1 hit point, a hardness of 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory - for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds. (You can reward players who keep records of potion sampling by always having the same type of potion taste the same - or you can cross them up by occasionally having the almond-flavored potion be something other than a potion of cure moderate wounds.)

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use:

Random Generation: see Random Potion Generator.

Potion Descriptions

For those standard potions that are spells in liquid form, simply refer to the spell description for all pertinent details. The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified). Nonstandard potions are described below.

Animal Senses

This murky brown potion smells like the pelt of a wet animal. When imbibed, it grants low-light vision, the scent ability (see Special Qualities in the Monster Manual), and +2 circumstance bonus on all Listen checks for 1 hour.
Caster Level: 5th
Prerequisites: Brew Potion, creator must be a spellcaster of 5th level
Market Price: 380 gp.
Source: Arms and Equipment Guide

Charisma

This potion allows the character to speak eloquently and persuasively as well as exude an aura of personality and charm, adding a 1d4+1 enhancement bonus to her Charisma score for 3 hours.
Caster Level: 3rd
Prerequisites: Brew Potion, spellcaster level 4th+
Market Price: 300 gp.
Source: Dungeon Master's Guide v.3.0

Elixir of Blindsight

As dragon hunters become more talented at stalking their prey, dragons have been forced to keep up by creating new items that help them keep their edge. The elixir of Blindsight, which grants its drinker perfect vision within a limited range, is a particularly significant advance of this nature.
This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive. Only a creature with blindsense gains any benefit from this item. Drinking an elixir of blindsight requires a standard action that provokes attacks of opportunity. After consuming this elixir, the user gains blindsight with a range equal to its normal blindsense range for a period of 10 minutes.
Faint divination
Caster Level: 5th
Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, 500 gp, 40 XP, 1 day; Weight: -;
Market Price: 1,000 gp.
Source: Dragon Magic

Fire Breath

This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 3d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a Reflex save (DC 12) for half damage. Unused blasts dissipate 1 hour after the potion is consumed. Most drinkers suffer from terrible heartburn afterward.
Caster Level: 3rd
Prerequisites: Brew Potion, spellcaster level 8th+
Market Price: 900 gp.
Source: Dungeon Master's Guide v.3.0

Glibness

This potion enables the imbiber to speak fluently and even to tell lies smoothly, believably, and undetectably for 1 hour (add +30 to Bluff checks). Even magic investigation, such as the discern lies spell, does not register the speaker's lies as such.
Caster Level: 4th
Prerequisites: Brew Potion, spellcaster level 8th+
Market Price: 500 gp.
Source: Dungeon Master's Guide v.3.0

Heroism

This potion grants the drinker a +2 competence bonus to attacks, saves, and skill checks for 1 hour.
Caster Level: 4th
Prerequisites: Brew Potion, spellcaster level 8th+
Market Price: 900 gp.
Source: Dungeon Master's Guide v.3.0

Hiding

A character drinking this potion gains an intuitive ability to hide (+10 competence bonus to Hide checks for 1 hour).
Caster Level: 2nd
Prerequisites: Brew Potion, spellcaster level 6th+
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Infertility

This potion renders the character drinking it sterile for one month. It has no effect on offspring already conceived.
Caster Level: 2nd
Prerequisites: Brew Potion
Market Price: 150 gp.
Source: Magic of Faerûn

Intelligence

The clarity of mind and quicker wit granted by this potion results in an enhancement bonus of 1d4+1 to the drinker's Intelligence score for 3 hours.
Caster Level: 3rd
Prerequisites: Brew Potion, spellcaster level 4th+
Market Price: 300 gp.
Source: Dungeon Master's Guide v.3.0

Love

This potion causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as Charm Person - the drinker must be a humanoid of Medium-size or smaller, Will save, DC 14). She actually becomes enamored if the creature is of similar race or kind. The charm effects wear off in 1d3 hours, but the enamoring effect is permanent.
Caster Level: 2nd
Prerequisites: Brew Potion, charm person
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Oil of Animate Dead

When rubbed on a corpse or skeleton of Medium-size or smaller, this oil animates the remains, turning the corpse into a zombie or skeleton. The newly animated undead creature recognizes the first creature it sees as its master and obeys simple commands as noted in the animate dead spell description. A character can use multiple vials of this oil to create and control multiple skeletons or zombies, but cannot control more than 10 HD worth of them at once.
Caster Level: 5th
Prerequisites: Brew Potion, animate dead
Market Price: 1,550 gp; Cost to Create: 800 gp + 60 XP.
Source: Magic of Faerûn

Oil of Slipperiness

This oil adds a +30 bonus to all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this oil. If the oil is poured on a floor or on steps, the spill should be treated as a long-lasting grease spell. The oil requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!).
Oil of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue.
Caster Level: 6th
Prerequisites: Brew Potion, grease, spellcaster level 6th+
Market Price: 900 gp.
Source: Dungeon Master's Guide v.3.0

Oil of Timelessness

When applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, and so on), this oil allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 resistance bonus on all saving throws. The oil never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough oil to coat eight Medium-size objects or an equivalent area.
Caster Level: 2nd; Prerequisite: Brew Potion
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Ointment of Barkskin

The wild dwarves of Chult use this greasy ointment. When slathered over the user's skin, it protects her with a barkskin spell.
Caster Level: 5th
Prerequisites: Brew Potion, barkskin
Market Price: 300 gp; Weight: -.
Source: Races of Faerûn

Sneaking

This potion grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 circumstance bonus to her Move Silently checks for 1 hour.
Caster Level: 2nd
Prerequisites: Brew Potion, spellcaster level 6th+
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Swimming

This potion bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 circumstance bonus to Swim checks for 1 hour).
Caster Level: 2nd
Prerequisites: Brew Potion, spellcaster level 6th+
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Truth

This potion forces the individual drinking it to say nothing but the truth for 10 minutes (Will negates DC 12). Further, she is compelled to answer any questions put to her in that rime, but with each question she is free to make a separate Will save (DC 12). If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question. No more than one question can he asked each round. This is a mind-affecting compulsion enchantment.
Caster Level: 4th
Prerequisites: Brew Potion, spellcaster level 8th+
Market Price: 500 gp.
Source: Dungeon Master's Guide v.3.0

Vial of Explosive Breath

A lesser vial of explosive breath holds a tightly controlled quantity of energy not unlike a dragon's breath weapon. Prized by dragons and their allies alike, this item offers a surprise for those who think they know what to expect from a foe.
This smoky crystal vial is closed with a golden stopper, capped by a faintly glowing piece of clear quartz. When it shatters, destructive magical energy explodes outward, looking very much like a dragon unfolding its wings fore dissipating into thin air. A creature can throw a lesser vial of explosive breath as an attack, either as a standard action or as part of a attack action. Hurling the vial as a ranged attack provokes attacks of opportunity. A lesser vial of explosive breath is hurled as a splash weapon and must be aimed at a grid intersection. Upon impact, the vial shatters, releasing the energy of its breath weapon in a 20-foot-radius spread centered upon the point of impact. This deals 6d6 points of acid, cold, electricity, or fire damage, depending on the breath weapon of the dragon that created the vial (Reflex DC 18 half).
Variant: A greater version of this item can be crafted by true dragons of ancient age or older. A greater vial of explosive breath deals 10d6 points of damage (Reflex DC 22 half).
Moderate transmutation; CL 6th; Craft Wondrous Item, creator must be a true dragon of adult age or greater with a breath weapon that deals acid, cold, electricity, or fire damage, 500 gp (or 1,000 gp for greater vial), 40 XP (or 80 XP for greater vial), 1 day (or 2 days for greater vial). Weight: -; Price: 1,000 gp (lesser) or 2,000 gp (greater).
Source: Dragon Magic

Vision

Drinking this potion grants the imbiber the ability to notice acute details with great accuracy (+10 to his Search checks for 1 hour).
Caster Level: 2nd
Prerequisites: Brew Potion, spellcaster level 6th+
Market Price: 150 gp.
Source: Dungeon Master's Guide v.3.0

Watery Breath

This aquamarine potion is the opposite of the fire breath potion. It grants the drinker the ability to launch massive amounts of water from her mouth, similar to the geyser effect of the decanter of endless water. She can breathe water up to three times, creating a 20-foot-long, 1-foot-wide stream of water at 30 gallons per round. The force of this geyser deals 1d4 points of damage against one target, who must make a Strength check (DC 12) to avoid being knocked down. The water also douses most normal fires but has no effect against magical flames. Unused blasts dissipate 1 hour after the potion is consumed. The potion does not allow the drinker to breathe underwater.
Caster Level: 5th
Prerequisites: Brew Potion, creator must be a spellcaster of 5th level
Market Price: 300 gp.
Source: Arms and Equipment Guide

Wisdom

Imbuing her with intuition, this potion adds a 1d4+1 enhancement bonus to the drinker's Wisdom score for 3 hours.
Caster Level: 3rd
Prerequisites: Brew Potion, spellcaster level 4th+
Market Price: 300 gp.
Source: Dungeon Master's Guide v.3.0

Elixir Armor

Gnome potionmakers jealously guard the secrets of what they call "elixir armor." Featuring the distilled properties of various animals and vermin found around their homes, these potions grant the drinker a temporary natural armor bonus (and in some cases, other benefits).

Beetle Elixir

Beetle elixir causes the drinker's skin to bulk up, darken, and gloss over. Short antennae also sprout from his or her forehead. The drinker gains a +2 natural armor bonus and darkvision up to 60 feet. The effects last for 1 hour.
Caster Level: 6th
Prerequisites: Brew Potion, Alter Self, darkvision, Craft (alchemy) skill
Market Price: 8,300 gp.
Source: Arms and Equipment Guide

Electric Eel Elixir

The drinker's skin turns silvery and gains a +1 natural armor bonus. In addition, the drinker's touch deals 1d8+1 points of electricity damage once while the potion is in effect. The drinker gains a +3 circumstance bonus on the touch attack if the target is wearing metal armor. The effects last for 1 hour.
Caster Level: 3rd
Prerequisites: Brew Potion, Alter Self, shocking grasp, Craft (alchemy) skill
Market Price: 2,050 gp.
Source: Arms and Equipment Guide

Porcupine Elixir

Porcupine elixir toughens the drinker's skin, granting a +1 natural armor bonus. In addition, hundreds of needle-sharp quills sprout from the drinker's body These quills deal 1d6 points of piercing damage with a successful grapple attack. The quills sprout through light armor or hide armor, but heavier armors prevent the quills from growing. The effects last for 1 hour.
Caster Level: 3rd
Prerequisites: Brew Potion, Alter Self, Craft (alchemy) skill
Market Price: 2,300 gp.
Source: Arms and Equipment Guide

Rhino Elixir

The drinker's skin thickens and turns gray, granting a +3 natural armor bonus. An unfortunate side effect is that the drinker's vision stops at 30 feet. The effects last for 1 hour.
Caster Level: 9th
Prerequisites: Brew Potion, Alter Self, Craft (alchemy) skill
Market Price: 17,500 gp.
Source: Arms and Equipment Guide

Truename Potions

Any lexicon of the Evolving Mind utterance of 1st or 2nd level can become a potion. The creator, or team of creators, must have the Brew Potion feat, know the specific utterance and make a Truespeak check at the time the potion is brewed. The potion will work only for creatures up to the CR the Truespeak check would affect. These potions have standard gp and experience point costs as described on page 284 the Dungeon Master's Guide.

This means that a character might create or buy a potion that will not work for her until she gains a level or two, or that be might be usable for only a short while.


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