This potion bestows invisibility on the wearer, but only random selected portions of the body. This effect can either be static for the duration of the potion, or drift around causing different areas to dissappear. The effects extend to any clothing or items carried over the part in question. The size of the area can also vary from 6" to 2'. The imbiber has no control over this potion. Having one's head or arms dissappear or having a big hole appear in the center of ones cheast are all possible outcomes of using this potion. Go to Comment
This potion of flying is still useful, if dangerous. After 1 minute of use, it begins to randomly cut out for a few seconds, only to start again. If the user is flying at a decent altitude, it should result primarily in a bumpy ride (sort of like flying Air Canada...)
If they are flying low, however, then things may be problematic. Go to Comment
This potion causes the user to quickly quadruple in height and weight, with physical strength and agility adjusted accordingly. This effect extends only to the person of the imbiber and does not affect their equipment. Hopefully any leather straps on the armor will give out first. Growth occurs at a rate desired by the GM. If the user is heavily armored or in a confined area, then the outcome could be grim.
(The wearer might wish to remove any jewelry before taking, especially if piercings are involved...) Go to Comment
Actually, these could be used in ernest. :) They are basically incomplete applications of the potion in question. Having a potion that turned you into a potted flower is over the top, but things like the Giant Size potion, where it simply doesn't do all the things a normal potion would I think is fair game for even a serious game. Of course, you would use moderation :) Go to Comment
This potion can be useful in the right circustances. It reduces the mental and emotional age of the drinker by 2D10 years. It does nothing to restore physical health. It is highly dangerous for the already young to use as it can reduce mental age to 0. (Generous GM's may wish to cap it at 6 or so, so the character is not _entirely_ unplayable)
For game systems which change mental stats with age, this will undo such increases if the age passes a boundry. Skills and knowlage are uneffected, but changes in worldview may impede their use.
Interestingly, it can be used to help reverse aging caused by undead or other supernatural beings. Go to Comment
This potion doubles the physical speed of the user, both motor and locomotive, but does nothing to prepare their nervous system for the new capabilities. As a result they may be able to run faster, attack more often, etc, but they will suffer penalties on control and coordination. Go to Comment
This potion fills it's imbiber with a powerful, unreasoning rage. Any enemies or hated races/individuals within sight will be attacked immediately. If no enemies are present, then the subject will have a hair-trigger temper, easily set off.
This potion provides no combat benefits aside from the inability to feel pain for the duration. (In some game systems, this in itself provides some benefit) Go to Comment
The imbiber has the ability to breath a gout of dragonfire. The potion protects the user from the flame, almost. Unfortunately, the teeth of the user are not protected and so when used, the imbiber's teeth will be incinerated. As to this being painful or not, that is up to the GM in question .... Go to Comment
Originally intended as a potion granting dragons breath, in this case there is smoke instead of fire. When the user attempts to expel a great gout of flame to incinerate their enemies, what instead issues forth is a massive cloud of thick, choking,oily black smoke that quickly surrounds the imbiber. No protection against asphyxiation is granted the user, and the issuing of smoke could continue for a troublesome amount of time. The smoke itself is non-magic, and will dissipate normally. Go to Comment
Tarot Cards are used by Magic folks to predict the future (cartomancy). Since the present becomes the future through the interplay of elementally alligned forces, the tumble of cards can give clues to the way the pattern of elements will be in the future.
This means a wizard will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.