Bludgeoning Brew: your fists act as magical maces for one hour, dealing 1d6 magical bludgeoning damage plus your strength modifier each, and in addition, become resilient enough to be used in combat without being harmed. Bileous Chalice: For the next twenty four hours, your breath smells strongly of garlic, and you can, once per short rest, produce a stream of acid from your mouth, dealing 4d10 acid damage to everything in a fifteen foot line. Sapphire Sovereign: For twelve hours, water and liquids slide off of you as though your skin and possessions were made of oil and glass. You gain a 30 foot swim speed if you did not already possess one, or increase an existing swim speed by ten feet. You additionally gain resistance to acid damage, and are rendered invisible to water elementals. Warbling Beer: when imbibed, the drinker is compelled to speak at length about any topic that comes to mind for the next ten minutes. Whenever prompted to speak, a maximum of once per minute, they must succeed a dc 12 wisdom saving throw to avoid blurting out all their thoughts on the subject provided, though they will still talk freely. If they succeed by five or more, they may hide vital information. If they succeed by ten or more, they may remain totally silent. The drinker may also take advantage on all charisma skill checks made for either the first or second half of the potions duration, decided randomly or by the dm. Once a subject has made a saving throw concerning a topic, the effects of that saving throw remain for the duration of the potion. Pixie’s Retreat: when drunk, this potion transforms one into a tiny pixie-like creature for up to three minutes, giving them tiny gossamer wings and a 60 foot fly speed. Additionally,the drinker may become invisible during a round in which they did not move, remaining invisible until they move again. The effects may be reversed by removing the wings, which can be done easily and painlessly by the drinker or by someone else. Firebird Brandy: the drinker of this potion gains total immunity to fire damage for one hour, and the ability to use areas of exceptionally high temperature, such as the updraft from a large fire, to fly straight up at a rate of thirty feet per round, or to hover in place. They may then drift down as though under the effects of the spell feather fall. In addition, the drinker heals when exposed to natural flame at a rate of one hit point per round. Grim Gauntlet: the drinker of this potion must make a dc 14 constitution saving throw immediately, or lose one quarter of its maximum hp, rounded down, until the effects end. For the next hour after the save has been made, whether they succeeded or failed, they gain immunity to further maximum hit point reduction, as well as immunity to any form of healing or hit point gain. Additionally, all physical and magical attacks from them deal an extra 2d12 necrotic damage, and they gain advantage on all saving throws. After the potions effects end, they must make a dc 20 constitution saving throw, or be immediately reduced to one hp. Whether they pass or fail, they are sickened for the next twenty four hours, though the effects of remove curse or greater restoration may remove this effect. Runic Tippler: the drinker of this potion, for the next ten minutes after drinking it, must make a spellcraft check with a dc equal to the level of the spell plus ten after casting any spell other than a cantrip. If the check fails, the spell fails, and the caster takes damage equal to the level of the spell. If the check succeeds, the spell is manipulated as though by metamagic. The caster may choose any one metamagic from the sorcerer’s list and apply it to the spell. The effects of this potion cease to work after ten minutes, or after it had affected a total of twenty levels of spells.
(via twothecleverboy)
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