A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.
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. The drinker of a potion is both the effective target and the caster of the effect. The person applying an oil is the effective caster, but the object is the target.
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 AC 13, no hardness, and a break DC of 12. Vials hold 1 ounce of liquid.
The process of identifying a potion involves smelling the liquid, sampling a small amount, observing its color and viscosity, and other such experiments. As you finish this examination, you make a Magic Items check against the standard DC for magical items (20 + twice spell level) to identify it. If you have previously identified a certain type of potion, you will be able to automatically identify it in the future.
Potions and oils are use-activated magical items and using them requires no special skill, though the creature doing so must be corporeal, and potions must be swallowed to take effect. Imbibing a potion can be done as a movement action, and applying an oil is a standard action. Administering a potion to someone else takes a standard action as well. Once used, potions and oils take effect immediately.
Minor | Medium | Major | Potion/Oil | Effect | Spell Level | Market Price |
01-10 | -- | -- | Potion | Cure | Level 1 | 50 gp |
11-13 | -- | -- | Potion | Endure elements | Level 1 | 50 gp |
14-15 | -- | -- | Potion | Hide (from animals) | Level 1 | 50 gp |
16-17 | -- | -- | Potion | Hide (from undead) | Level 1 | 50 gp |
18-19 | -- | -- | Potion | Jump | Level 1 | 50 gp |
20-22 | -- | -- | Potion | Mage armor | Level 1 | 50 gp |
23-25 | -- | -- | Potion | Magic fang | Level 1 | 50 gp |
26 | -- | -- | Oil | Magic stone | Level 1 | 50 gp |
27-29 | -- | -- | Oil | Magic weapon | Level 1 | 50 gp |
30 | -- | -- | Potion | Pass without trace | Level 1 | 50 gp |
31-32 | -- | -- | Potion | Protection (one alignment) | Level 1 | 50 gp |
33-34 | -- | -- | Potion | Remove fear | Level 1 | 50 gp |
35 | -- | -- | Potion | Sanctuary | Level 1 | 50 gp |
36-38 | -- | -- | Potion | Shield of faith | Level 1 | 50 gp |
39 | -- | -- | Oil | Shillelagh | Level 1 | 50 gp |
40-41 | 01-02 | -- | Oil | Bless weapon | Level 1 | 100 gp |
42-44 | 03-04 | -- | Potion | Enlarge person | Level 1 | 250 gp |
45 | 05 | -- | Potion | Reduce person | Level 1 | 250 gp |
46-47 | 06 | -- | Elixir | Elixir of Love | -- | 250 gp |
48-50 | 07 | -- | Potion | Barkskin | Level 2 | 300 gp |
51-53 | 08-10 | -- | Potion | Bear's Endurance (Enhance Ability, Con) | Level 2 | 300 gp |
54-56 | 11-13 | 01-02 | Potion | Blur | Level 2 | 300 gp |
57-59 | 14-16 | -- | Potion | Bull's Strength (Enhance Ability, Str) | Level 2 | 300 gp |
60-62 | 17-19 | -- | Potion | Cat's Grace (Enhance Ability, Dex) | Level 2 | 300 gp |
63-67 | 20-27 | 03-07 | Potion | Cure | Level 2 | 300 gp |
68 | 28 | -- | Oil | Darkness | Level 2 | 300 gp |
69-71 | 29-30 | 08-09 | Potion | Darkvision | Level 2 | 300 gp |
72-74 | 31 | -- | Potion | Neutralize poison | Level 2 | 300 gp |
75-76 | 32-33 | -- | Potion | Eagle's Spendor (Enhance Ability, Cha) | Level 2 | 300 gp |
77-78 | 34-35 | -- | Potion | Fox's Cunning (Enhance Ability, Int) | Level 2 | 300 gp |
79-81 | 36-37 | 10-11 | Either | Invisibility | Level 2 | 300 gp |
82-84 | 38 | 12 | Potion | Restoration | Level 2 | 300 gp |
85-86 | 39 | -- | Either | Levitate | Level 2 | 300 gp |
87 | 40 | -- | Potion | Misdirection | Level 2 | 300 gp |
88-89 | 41-42 | -- | Potion | Owl's Wisdom (Enhance Ability, Wis) | Level 2 | 300 gp |
90-91 | 43 | -- | Potion | Protection from arrows | Level 2 | 300 gp |
92-93 | 44 | 13 | Potion | Remove Stun | Level 2 | 300 gp |
94-96 | 45-46 | -- | Potion | Protection from energy (type, resist. 10) | Level 2 | 300 gp |
97 | 47-48 | 14 | Elixir | Elixir of Swimming | -- | 300 gp |
98-99 | 49 | -- | Potion | Spider climb | Level 2 | 300 gp |
100 | 50 | 15 | Elixir | Elixir of Tumbling | -- | 300 gp |
-- | 51 | 16 | Elixir | Elixir of Stealth | -- | 300 gp |
-- | 52 | 17-18 | Elixir | Elixir of Vision | -- | 300 gp |
-- | 53-55 | 19-20 | Potion | Protection from energy (type, resist. 20) | Level 2 | 700 gp |
-- | 56-60 | 21-28 | Potion | Cure | Level 3 | 750 gp |
-- | 61 | 29 | Oil | Daylight | Level 2 | 750 gp |
-- | 62-64 | 30-32 | Potion | Displacement | Level 3 | 750 gp |
-- | 65 | 33 | Oil | Flame arrow | Level 2 | 750 gp |
-- | 66-68 | 34-38 | Potion | Fly | Level 3 | 750 gp |
-- | 69 | 39 | Potion | Gaseous form | Level 3 | 750 gp |
-- | 70-71 | -- | Potion | Magic fang | Level 2 | 750 gp |
-- | 72-73 | -- | Oil | Magic weapon | Level 3 | 750 gp |
-- | 74-75 | 40-41 | Potion | Haste | Level 3 | 750 gp |
-- | 76-78 | 42-44 | Potion | Heroism | Level 3 | 750 gp |
-- | 79-80 | 45-46 | Oil | Keen edge | Level 3 | 750 gp |
-- | 81 | 47 | Potion | Magic circle (alignment) | Level 3 | 750 gp |
-- | 82-83 | -- | Elixir | Elixir of Truth | -- | 750 gp |
-- | 84-86 | 48-50 | Potion | Neutralize poison | Level 3 | 750 gp |
-- | 87-88 | 51-52 | Potion | Nondetection | Level 3 | 750 gp |
-- | 89-91 | 53-54 | Potion | Protection from energy (type) | Level 3 | 750 gp |
-- | 92-93 | 55 | Potion | Rage | Level 3 | 750 gp |
-- | 94 | 56 | Potion | Blindness/deafness (remove) | Level 3 | 750 gp |
-- | 95 | 57 | Potion | Remove curse | Level 3 | 750 gp |
-- | 96 | 58 | Potion | Remove disease | Level 3 | 750 gp |
-- | 97 | 59 | Potion | Tongues | Level 3 | 750 gp |
-- | 98-99 | 60 | Potion | Water breathing | Level 3 | 750 gp |
-- | 100 | 61 | Potion | Water walk | Level 3 | 750 gp |
-- | -- | 62-63 | Potion | Elixir of Calm | -- | 750 gp |
-- | -- | 64-66 | Potion | Arcane Sight | Level 3 | 750 gp |
-- | -- | 67-68 | Potion | Blood Scent | Level 3 | 750 gp |
-- | -- | 69-70 | Oil | Cauterizing Weapon (energy type) | Level 3 | 750 gp |
-- | -- | 71-72 | Potion | Elemental Aura (energy type) | Level 3 | 750 gp |
-- | -- | 73-74 | Potion | Eruptive Pustules | Level 3 | 750 gp. |
-- | -- | 75-76 | Potion | Force Punch | Level 3 | 750 gp. |
-- | -- | 77-78 | Oil | Gentle Repose (1 week) | Level 3 | 750 gp. |
-- | -- | 79-81 | Potion | Rage | Level 3 | 750 gp. |
-- | -- | 82-84 | Potion | Twisted Innards | Level 3 | 750 gp. |
-- | -- | 85-87 | Potion | Protection from energy (type, resist. 30) | Level 2 | 900 gp |
-- | -- | 88-90 | Potion | Misty Step | Level 3 | 1,050 gp |
-- | -- | 91-92 | Potion | Elixir of Stoneskin | -- | 1,800 gp |
-- | -- | 93-97 | Potion | Cure | Level 4 | 1,800 gp |
-- | -- | 98 | Elixir | Elixir of Fire Breath | -- | 1,100 gp |
-- | -- | 99 | Elixir | Elixir of Amnesia | -- | 1,800 gp |
-- | -- | 100 | Elixir | Elixir of Shadowwalking | -- | 3,000 gp |
Elixirs are potions that don't replicate standard spell effects and may require extra effort to brew. Elixirs may contain common but out-of-the-ordinary magic or they may host magical effects beyond the power of most potions. Either way, elixirs are generally an exceptional when compared to typical potions.
After drinking this elixir, you fall unconscious for 1d4 rounds. When you awake, the events of the past 10 minutes are completely erased from your memory. If this elixir is fed to you unwillingly, you are entitled to an intelligence save (DC 15) to avoid the effect. If successful, you only partially forget the previous 10 minutes. The spotty details you do remember will be determined by the GM.
After imbibing this liquid, you feel a sense of calm serenity come over you that lasts 8 hours. The elixir suppresses all emotions, eliminating the effects of fear and confusion, but also negating benefits of morale-boosting magic such as bless or rage. During the time you also cannot engage in violent or destructive action, though if you are attacked, the effects of the elixir immediately wear off.
This strange elixir bestows you the ability to spit gouts of flame after you drink it. You can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Dex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.
This sweet-tasting liquid causes the target drinking it to become charmed with the first creature he sees after consuming the draft (as charm person--the drinker must be a humanoid of Medium or smaller size, CHA DC 14 negates). The charm effects wear off in 1d3 hours.
This elixir seems to be more smoke than liquid, and when you imbibe it, you feel your body become whispy and insubstantial. You find yourself in the Plane of Shadow where you are able to move at a rate of 50 miles per hour relative to the material world. As you travel, reality is blurry and confusing, making it difficult to predict your exact location in the material world, so as the effect ends, you find yourself 1d10x100 feet from your expected location. The elixir lasts four hours before wearing off.
When drinking this liquid, you gain an intuitive ability to hide (+10 competence bonus on stealth checks for 1 hour).
After drinking this elixir your skin toughens and hardens, helping prevent damage from weapons. You gain weapon resistance 10. The effect lasts until the spell has prevented a total of 100 points of damage or for 2 hours, whichever comes first.
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds you, allowing you to glide through the water easily (+10 competence bonus on Athletics checks when swimming for 1 hour).
When drinking this liquid, you gain a boost to your agility (+10 competence bonus on Acrobatics checks for 1 hour).
This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (WIS DC 13 negates).
The target is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 WIS save. 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 be asked each round. This is a mind-affecting compulsion enchantment.
Drinking this elixir grants you the ability to notice acute details with great accuracy (+10 competence bonus on Investigation checks for 1 hour).