jasonk says:10 alchemist potions.
ten potions | ||
1 | fizzy bang | explosive gas. if lit, does 2d8 damage. can be shaken and thrown for half damage. |
2 | sticky syrup | sticky tar. -2 to initiative, move at 1/4 normal rate. Covers 10′ x 10′ square area. |
3 | earth shake | shake well then drink. causes minor earthquake. |
4 | hair tonic | hair growth. will double length of all your hair. doesn’t cure baldness. 2 x 0 = 0 |
5 | charlie’s potion | boil 10 scrolls with herbs. reduce inky liquid. drink to be a supreme expert on one subject for one day (can be in another language). then know nothing of it at all ever again. |
6 | northern marmelade | eat this and you cannot get lost for 2 days. after, you will be directionless and disoriented for 6 hours. |
7 | cahetch hup | a few drops of this elixir makes any meal taste delicious. does not prevent poison, but does prevent disease from spoiled food. |
8 | ear honey | three drops of this in the ear and you’ll be hearing ‘voices’ all day. (crazy voices) |
9 | fake fever elixir | can be mixed with various berries and herbs to simulate almost any natural disease for up to a week. duration depends on how much you drink. |
10 | cetacean potion | potion of whale summoning calls d100 whales to the nearest saltwater location. you can communicate with them and ask for help (you are aquaman without the water breathing). |
I hope at least a few of these haven’t been done before.
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