- Potion of Minor Healing:
Description: Cures 1d8 points of damage
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.
Time to Create: 1 Hours
- Potion of Spider Climb
Description: Gives the user the ability to walk on walls and ceilings for up to 10 min.
Price: 300 g
Time to Create: 8 Hours
- Potion of Endure Elements
Description: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
- Potion of Hide from Animals
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
- Potion of Hide from Undead
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
- Potion of Jump
description: The subject gets a +10 enhancement bonus on Jump checks
- Potion of Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
- Potion of Magic Fang
description: Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
Cost: 50 gp
-Oil of MagIc Weapon
-Potion of Pass without trace
-Potion from (alignment)
-Potion of Remove Fear
-Potion of Shield of Faith