Slughorn's Journal to Potion Brewing

by Dracarys

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Potion Brewing Supplement

The brew of potions its an ancient art as much as the casting magic art of wizards and witches around the globe. However potion making its a really particular aspect of magic. Its a hard discipline of precision, timming and perception as needed virtues for the one who would swallow into the world of brewing potions. This art splits on two major topics wich we can name gathering and cooking. Both topics are equally trascendental for the brewing of a potion. And under no circumstance a potion brewer should focus just on one aspect only of these two. Because the result of a potion depends on how well done are all parts of the process.

The gathering part of brewing a potion means the first step. It implies all the comes and goes of obtaining whole the ingredients needed for brewing a potion. This aspect may seem easy and simple but I can assure you it's not. Even with most of the potions recipes wide spread and shared on magic society nowadays, gathering part of the brewing it's not just come to your nearest or trusted aphotecary and buy the materials (if you are lucky and the needed ingredients for the potion you desire to brew are obtainable on a local shop of course). This part of the brew also includes the knowledge and ability for a brewer on recognizing the quality on fresh ingredients and the knowledge on how to treat them. Not just for preserve them until the brewing will start but while the brewing it's getting done and you are using them too. And we are assuming the best case scenario of course, the most deep and complex face of gathering part includes scenarios where you by yourself must go into the nature sometimes on their most wild and savages corners looking after specially rare and really scarce ingredients. Besides the practical knowledge of know-how to manually gather them for yourself without ruinning it in the process of taking it once you found it on the wilderness. Greenhouses or apothecaries will not always have stock or access for the kind of materials you need when desiring to brew a specific potion. So a really good brewer its ready and capable of getting into the wild to look after and gather by itself the needed ingredients.

On the other hand the cooking part of the process as its own name would show concerns the whole process of mixing and preparing step-by-step ingredients into a potion. Usually this is done in a cauldron but there is always a crazy one with a crazy style of its own. The cooking part of the brewing contains all about the specific knowledge of potions. Not just the ingredients needed for their brew but also the steps and their order for a successful brewing. Also implies the talent and practice of the mage attending to come through the brewing. However the most relevant aspect of cooking may be the most secretly, ignored or underestimated one. Some people calls it instinct while other may call it a potioneers sixth sense. But despite your will to believe on that or not, its true that the perception ability of the brewer its important for those moments when things dont turn out how they suppose to be. Improvising and reasoning its very much needed to save the work for days, weeks or even months when you are brewing a potion and you realize things arent going as should be. Instead of throwing away what has already been started a good brewer may have some aces under its sleeve to save the potion for a successful brew at the end of the day.

Theory and practice meet on a needed balance again in the cooking part of the process as the mage needs the wisdom and knowledge of theory to known the properties of ingredients and also the effects of certains ways of brew or cook to improve or save its potions. As the practice its what comes before mastery an impressive technique never ends far away from a flawless success when it cames about potion making.

How to brew a potion

The fundamental mechanics for brewing potions take a deep and wide inspiration on tool proficiencies and crafting an item game rules of the chapter two in Xanathar's Guide to Everything book. More specifically the brewing potions of healing section on the same chapter.

The core mechanics for brewing potions split on three: recipe, components and preparation. This three parts are what a mage needs for the brew of a potion. In first place the "recipe" its pretty much a pre-requisite for brewing a potion. The willing mage needs to meet certain requisite as character for been able to brew the potion. This may be understanded as the access and comprehension from the brewer to the recipe of the potion in question. Depending on the potions rarity the mage will need to meet an specific class level (as higher the rarity higher the class level required). The representation of the recipes comes from potions teached on early years of Hogwarts passing by potions examinated on OWLs exams, NEWTs exams, specific or special Potioning Books to secret and lost legendary potions recipes.

The "components" works the same as material components mechanics works for certain spells wich are represented on a specific gold amount. Some examples of spells wich require material components with a cost are revivify, force cage or astral projection. And while some of this spells clarify their consume the cost material and others don't so you can reutilize them the potions brewed always consume their needed components. This means that each potion has both a sell price and a craft price. Where usually their craft price its the half of their selling price this does not maintain as a fundamental law. The price wich matters for brewing its the crafting one. This price represents the so named components of the potion as ingredients for the brew and materials used in the preparation (specific cualdrons for example). This means that each potion has specific list of ingredients wich are represented as a total value for their crafting. When you desire to brew a potion talk to your HM about the potion you wish to make, this way both of you work out either if your character can simply go to the nearest apothecary to buy the ingredients needed as the price listed or directly access a greenhouse to obtain them (maybe even for free). Or the specific ingredients needed for brewing the potion needs actually you to go out and obtain it by yourself actually involving a side quest for the group of players. This last case will be much more often on really rare and high valued potions than on the most simpler and common potions. However its up to your HM in the end as it owns the final word and can always tell you that you even are unable to buy or find the ingredients anywhere meaning you will not be able to try and brew your desired potion.

Finally the "preparation" mechanics are those who involve the time required for brewing and the tools and ability checks. All potions have a rarity wich determines their price and recipe level requirement. But also their rarity will determine the DC for the brewing check.

In any brewing of any difficulty will be three checks around the process. This will be represent stages of preparation known as: early, mid-time and final stages. This way it's a best-of-three contest where you need to succeed on at least two of the three checks to brew successfully the potion. There is only four regular rarities for potions however there is a fifth kind of potions who are special. Those kind of potions can only be brew by completing some special tasks (such as founding their lost recipe, gathering a very rare ingredient or experimenting on the cooking process) and most of the time will mean a side quest as a secondary arc into the game table story. The following table will show the DC and money needed for brewing a potion sorted by rarity:

Rarity Level Recipe Level Craft Price Sell Price Crafting Time Difficulty Class
Common 3 year 25 50 1 work day 10
Uncommon OWL 100 200 1 work week 15
Rare NEWT 1000 2000 3 work weeks 20
Very Rare Auror* 10000 20000 6 work weeks 25

*Auror is a reference for character or NPCs levels, other kind of characters of the same level also applies

A character willing to attempt to brew a potion who mets the recipe level and succeeds to gather the required components to meet the crafting price then its able to spend the crafting time brewing the potion. It has to make an Wisdom (Potion-Making) check against the DC settled by the rarity level of the potion. Succeding on at least two of the three needed checks means that the potion it's successfully brewed within the required crafting time. However in case of failling on more than one check then both ingredients and time are wasted and the potion has no magical property. If consumed its more likely to provoke a disease or poisoning for intoxication, more than anything.

Variant Rule

There some who may feel more inclined to give more relevance to the 20s and 1s for the brewing mechanics system. With the permission of the HM critical failures and successes may count as a double failure or a double succeed. Wich would also count for the degree of succeed rules.

Proficiency Combinations

Following some of the rule mechanics for tool proficiencies and their relation with skill checks explained on the chapter two of Xanathar's Guide to Everything book when it comes about brewing potions there is also rules for such potential combinations.

Proficiency with Potioneer's Kit its mandatory at the time of brewing potions. Whoever tries to brew a potion without this proper proficiency would make any ability check related to the brewing with disadvantage. In the case of Hogwarts classes of Potions its a different case scenario because there is a teacher who gives away instructions to their students and keeps an eye on their works during class to correct and guide them. This way the need of proficiency with the Potioneer's Kit for potion brewing its temporaly replaced.

When it comes about the combination of having both proficiency on Potioneer's Kit and Potion-making then any brewing check for a potion making its made with advantage. Also in case of having expertise on the Kit proficiency the brewing check would also double the proficiency bonus. However in the strange case of having expertise both on the Kit proficiency and the Potion-making skill the proficiency bonus under no circumstance its double-doubled. However the HM may consider granting one rate of succeed base making the character need to roll just two times and succeed only in one to brew the potion successfully. But this its entirely to the HM and under no reason its mandatory.

Besides that whenever a character witch proficiency on the Kit makes a History of Magic check related to potions or where potions have a relevant part of theme, then the HM may consider giving some extra information in case of success (or even failure). Same thing applies to checks of Medicine where what so ever aspect of medicine been studied or reasoned involves on a relevant way potions. Or Herbology too.

Potioneer's Kit

Potioneer's kit enables a character to brew usefull magical potions such as elixirs, poisons and mixtures.

Components. Potioneer's kit include a pewter cauldron, a set of sized spoons, a small knife, a glass stirring rod, a small mortar and pestle, three small beakers and a small cutting ingredients board.

History of Magic. Proficiency with potioneer's kit allows you to unlock more information on History of Magic checks involving potions and similar brews on a pertinent way.

Medicine. When you investigate a living or dead body trying to understand its actual metabolism and general state proficiency with potioneer's kit gives you extra insight if potions are involved.

Herbology. This tool proficiency grants additional information in any check related to discovering or recalling magical and non-magical plants properties for the purpose of brewing potions.

Potion brewing. You can use this kit proficiency for the purpose of brewing any kind of potions. Different difficulties and requisites must be met however.

Degree of Success

Its a well known fact that potions may vary on their results depending on the success of their brew. In other words this means that a same potion brewed differentely may have different results. Of course there is a standard point where any brew its considered well done because it accomplish their purposes. This means that a successful potion is that wich effects replicates the desired ones. However between successful potions there exist also variations on their success. As better brewed potions may be a more powerfull version of the original recipe and effects of the potion. This is represented as a degree of success and its directly dependant on the number of succesfull ability checks that a brewer has got while brewing the potion.

This sets a five rate of possible degree of success potentially. This will depend on your HM decision about using the variant rule for critical checks or not. If not still there will be two rates of degree of success.

Degree of Success Tier Checks Needed
Normal 2
Greater 3
Superior 4
Supreme 5
Excelsior 6

Whenever a successfull potion it's brewed above the normal tier the HM should roll on the extra beneficial properties table or choose an option listed on it accordingly to the tier achieved and grant it to the base properties of the brewed potion.

Greater Tier Properties

d6 Beneficial Effect
1 The potion recieves an extra +2 bonus modifier.
2 The potion recieves an extra dice to its effect.
3 The duration of the potion effect its extended by an 25% bonus.
4 In case of the potion effect needing a Saving Throw to resist their effects, the creature recieves a –2 penalty.
5 The well brew of the potion its so good and refined that its selling value increases by 25%
6 The duration of the potion effect its extended by an 50%

Superior Tier Properties

d4 Beneficial Effect
1 The potion recieves an extra +3 bonus modifier.
2 The potion recieves two extra dices to its effect.
3 In case of the potion effect needing a Saving Throw to resist their effects, the creature recieves a –3 penalty.
4 The well brew of the potion its so good and refined that its selling value increases by 50%

Supreme Tier Properties

d4 Beneficial Effect
1 The potion recieves an extra +4 bonus modifier.
2 In case of the potion effect needing a Saving Throw to resist their effect, the creature has disadvantage.
3 The duration of the potion effect its doubled.
4 Roll again in this table and once on the Superior Tier Properties table adding the effect.

Excelsior Tier Properties

d8 Beneficial Effect
1 The potion recieves an extra +5 bonus modifier.
2 The duration of the potion effect its doubled.
3 The refined result of the brew makes zero waste and the potion has one extra use.
4 The final brew its so pure and well done that its value its doubled.
5 If the potion requires a saving throw the target has disadvantage and a –2 penalty to the roll.
6 The potion recieves three extra dices to its effect.
7 Roll again in this table and once on the Superior Tier Properties table adding the effect.
8 Roll again in this table and once on the Supreme Tier Properties table adding the effect.

There is of course high chances where the rolled effect dont suit up with the kind of effect that the potion brings. In those cases we encourage the HM to re roll again or choose a more suitable extra property.

Handling Brew Checks Failures

When a brew goes badly and the results are so poor that the potion has not the desired effect this dont mean that the potion doesnt looks like a real well brewed one or has no effect at all. As already has been said a poorly brewed potion will be nothing else than an intoxicating poison or a very disgusting drink at the very best of looks. While it will still look like a potion specially if after the brew someone takes the bother to work around the result for a bit improving its "aspect". In the cases where the HM seems suitable the failed brew to looks like a well brewed one then a character must make a Wisdom (Potion-making) check against the brewers potion DC to realize the brew has no real effect for the purposes of a successfully brewed potion.

There also may be some cases where the brewer fails its brewing but the circumstances leave the feeling that the potion should have some kind of successful effect anyway. The most common scenarios of this situations are where the potion brewing results mandatory for the progress of the adventure in the game or when the gap between the recipe level of the potion and the brewer its too much in favor of the brewer. Seems very unlikely that the brewer will fail so much on making that potion as to have no effect at all than poisoning. Its in these cases where the HM may consider granting a successful brew but with a side effect or collateral property on the potion function.

Potion Side Effects

There are three possible outcomes for a not-so-well brewed potion effects. In all cases the potion has its normal function but there is a counterpart added.

  • Poisonous. The creature that drinks the potion must succeed on a Constitution Saving Throw or be poisoned by 1 minute.
  • Low Refinement. There exists a 50% chances that the potion has no effect neither good neither bad.
  • Diluted. The potion concentration its so poor that its full duration its halved or checks to resist their effect are made with advantage.

Potion Mechanics

There are many potions created through history with many different effects. However all of them can be categorized under the same group of parameters.

First of all we must start by defining what a potion is. Their most common meaning can be taken as magical mixtures brewed to create a number of magical effects on the drinker. They also can be tagged as the goal they pursue besides their rarity and difficult to brew. Some of this tags are: medicines, antidotes, solutions, poisons, philters or elixirs.

Medicines. Are pretty much self explanatory as they are potions wich effects seek to heal generally or specific aches of the drinker.

Antidotes. They are any potion specifically brewed to neutralize a poison. They are their counter part.

Solutions. These are brews that not needfully requires to be drank to have an effect. They are potions witch triggers by their own or in relation to the environment they inhabit or are dropped.

Poisons. As mention before they are the counter part of antidotes. Poisons are any potion that seeks to produce a detrimental effect on its drinker.

Philters. These are potions who creates an effect on its consumer related to someone else. Love philters are the most common example and in general philters demand as last ingredient a part of the bonding person wich the bonded one will be at the end of the drinking (a hair for example).

Elixirs. These are potions meant to enhance somehow or bring beneficial effects or properties to its drinker. Are among the most potent potions known some of them.

Also besides tags and rarities some potions may demand saving throws when their effects are triggered. In such cases the DC its calculated as the brewer's passive Potion-Making skill.

Reciping your own Potions

Nowadays its hard to find something a potion cant do. There are so many existing recipes that one person may tend to think there is any gap covered when its about potions ground. And even if its true that its hard to think on an effect for a potion that already doesnt exist its not impossible.

On such cases a player or a HM may desire to try and create a recipe of their own for a potion with a previously non-existing effect. It would be a very though, long and hard process and yet the reward and satisfaction will be thousand times better when all its finished.

First of all if a player wants to discover and invent its own original potion recipe it must consult and work out with the HM the whole process. It main involve for sure a series of side quest or even a main quest of its own. This section looks after give some guidance about the cryteria or steps to the mechanical creation of a new potion recipe but in the end its up entirely to the HM consideration always have this in mind.

It may be obvious but the following step its too decide wich effect or purpose will your potion have. Putting it on a different way: what will your potion do. It's important here to understand that if your potion will have the same or a really similar effect to an already existing potion then there is actually no reason to try and develop a full new recipe.

But if your potion overcomes the previously step what comes next its discuss with your HM the power level the potion would have. This way you can stablish its rarity and by setting this you will automatically have its reciping level, crafting time, selling and brewing prices and difficulty checks for preparation. For this the most secure choice will compare the desired effect with already existing potions and see on wich level this new recipe will be looking for the rarities of the compared potions.

You have your recipe ready now you may consider taking an extra step for think on the specific ingredients that will compound your potion. Also if you want you can let your imagination fly and write down a narrative step-by-step preparation process as real potion have.

Reciping Process

Once you and your HM have worked out the reciping structure and characteristics. Then you can start to develop your research. Remember that because you as a player have came out with an idea not needfully your character will have neither the wisdom, expertise or access to come out with a successful result.

Once your character starts doing its own research and experimentation process it will need a total amount of woork weeks to arrive on a conclusion depending on the reciping level of the desired potion. It will be a month of research for each reciping level the desired potion has. In wich the crafting expenses will be increased by a 50% as a result of experimenting wasting and not just brewing waste.

Once your character has completed this experimentation and researching process you may proceed to made a potion brewing contest doing regular potion brewing checks as when you try to brew a potion normally (see previously on this manual). The main difference here its the change on the conditions of success and degree of success results. Instead of needing just two of three checks you need the all of them for came to a correct research and crafting a brand new and original potion recipe. However in case of succeeding on two of the three only even if you fail you can expend extra time researching after this, equals to halve the whole amount already taken and try again the checks contest. In case of failing you arrive to non working conclussions and you need to drop the research.

Still you can retake later in the future your experimentation path and if still related to this process your HM may consider halving your time and expenses required for developing and conducting the research.

The DC for an experimentional potion recipe its one tier higher for its recipe level. Meaning if you want to research an OWL recipe level potion your DC = 20.

Extraordinary Potions

There are some who claim the potential of potioning to be infinite. And they are very much correct when you take a moment to look some of the most powerfull potions ever created such as the Elixir of Life or the Regeneration Potion. But besides the potential of raw direct potions there is a much more subtle aspect and this aspect its the flexibility and volatile capability of most brews. This is a more chemical approach to think the potions world but as lethal and catastrophic it may appear to be this subtle aspect where only one mistake can ruin your work of months and even make your cauldron explode provoking a mess used on your favor its a whole new level. Besides the degree of success already explained above that potions may have there are a multiple variable of aspects that in general potions may acquire if an enough competent brewer its behind their creation. Below are some of them listed.

Flobberworm Mucus

Flobberworms most famous usage its their mucus for potion brewing. This may be the perfect example to detail what we reefer when we talk about the potential of this subtle aspect in potions about flexibility and volatility. Any brew can be thickened by using and combining a finished potion with flobberworm mucus a really cheap and common ingredient that will gel the potions density.

A brewer only needs to succeed on a DC 10 Wisdom (Potion-making) check to successfully gel the potion with flobberworm mucus and this way extend the time it will take a potion to dry when exposed to the environment from 10 minutes to 1 hour. This is specially usefull with solutions but almost any cautious potioneer may gel their potions as this way even those without the solution tag are easier to measure when administered, precision leads to a more exact save of the brew making it last longer. Any potion with a number of "usages" may gain 1d4 extra usages.

Felix Felicis

Even as if Felix Felicis potion may be sipped in parts to administered on a more comfort way their consumption they can gain the benefit of extra usages by been thicken with flobberworm mucus. Because the property of the potion was no usages, you can just part its effect on periods of time still having the same maximum time span of use.

Everlasting Elixirs

The Everlasting Elixirs are a certain type of potions with an enchantment during the final stage of its brewing process. When a certain potion its on the final stage a skilled potioneer may choose to add a combined sort of ingredients trying to enchant the potion with the everlasting effect. And when the potion its finished and bottled it may finish this process by enchanting the container bonding the liquid with it forever. This way while even at least a drop of the potion remains inside of it after 24 hours it will replenish fully with the same potion.

Any brewer who may attempt to enchant its potion with an everlasting elixir effect must announce it before starting the brewing. It will increase the crafting price of the potion by 50 galleons proportionally and the Brewing DC by 10.

The brewing process will continue as normal under the new conditions and in case of successfully checking during the brew then the potion will gain the everlasting elixir effect. Also its important to point that despite the rarity of the potion no potioneer under the OWL level may attempt to craft and Everlasting Elixir. Additionally no potion of legendary rarity may be brewed as an Everlasting Elixir. Finally you cant benefit from advantage when trying to brew and Everlasting Elixir by any means except the Inspiration mechanic.

Everlasting Elixirs Table
Potion Rarity Crafting Price Selling Value DC
Common 75 250 20
Uncommon 200 500 25
Rare 1150 5000 30
Very Rare 20200 50000 35

Additional Feats

The following feats are characteristic of those great mages advocated to the art of potioning. They may gain those tallents on a easier way because of been gifted but still they imply a lot of hard work studying and practicing the art of making potions.

Master Potioneer

You are dedicated apothecary who has consecrated on the art of brewing potions. You are famous for your skills on crafting even the most difficult potion recipes. You gain the following benefits.

  • You gain expertise on the Potion-Making skill (assuming you already were proficient with it). Otherwise you just gain proficiency.
  • When trying to thicken a potion by adding flobberworm mucus you success without the need of a check.
  • You may ignore now the limitation to gain advantage while attempting to brew an Everlasting Elixir now.

Talented Gatherer

The time you dedicated on the outsides gathering magical ingredients to potions had made you develop a talented eye for it. You gain the following benefits.

  • You have advantage on Wisdom (Survival) and Intelligence (Herbology) checks made to find and gather potions ingredients on nature.
  • You can search for potion ingredients while traveling at a normal pace, instead of only at a slow pace.
  • When you gather ingredients from nature you gather twice as normal usable quantity.

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Potions List & Descriptions

The following section of this manual shows the list of potions summarized by their rarity and then there is shown theirs descriptions on alphabetical order. While the listing its merely an enumeration the descriptions will detail not just their effects but also their tags, categories and other information of interest.

Potions List

Common
Uncommon
Rare
Very Rare
Legendary
Not Stated
  • Angel's Trumpet Draught (advantage to charisma checks related with playing music or singing for the duration?)
  • Anti-Paralysis Potion (self-explanatory)
  • Antidote to Veritaserum (self-explanatory)
  • Armadillo Bile Mixture (some kind of common poison? some kind of enhancer for magical creatures checks by the duration?)
  • Blemish Blitzer
  • Caxambu Style Borborygmus Potion (wtf?)
  • Cheese-base potions
  • Chelidonium Miniscula
  • Cough Potion (self-explanatory)
  • Cure for Boils (self-explanatory)
  • Death Potion (FB&WTF Movie)
  • Deflating Draught (Antidote for swelling poisons)
  • Developing Solution (What grants move to magical photos)
  • Dogbane Potion (dog poison?)
  • Dogbreath Potion (grants fiery and smelly breath?)
  • Dragon Tonic (healing potion for dragons?)
  • Dragon dung fertiliser (self-explanatory)
  • Dreamless Sleep Potion (immunity against legilimens and obliviate spells while sleeping?)
  • Drowsiness Draught (disadvantage on wisdom skill checks? dexterity checks? sleep spell effect?)
  • Erumpent Potion (AoE explosive solution?)
  • Everklena (AoE solution who grant difficult terrain? entangle? GREASE?)
  • Exploiding Potion (AoE explosive solution too?)
  • Fergus Fungal Budge
  • Flesh-Eating Slug Repellent
  • Hair-Raising Potion (self-explanatory)
  • Heartbreak Teardrops (love potion)
  • Herbicide Potion (self-explanatory; poison damage to plants? giving them vulnerability to the damage?)
  • Hiccoughing Solution (self-explanatory)
  • Kissing Concotion (love potion)
  • Lung Clearing Potion (cure for lung infections)
  • Madame Glossy's Silver Polish (cleaning potion + extra feature based on social checks?)
  • Manegro Potion (grows out rapidly head's hair)
  • Maximum Turbo Farts Potion (drinker rapidly develop flatulence)
  • Mouth Itching Antidote (self-explanatory)
  • Mopsus Potion (telekinesis?)
  • Muffling Draught (silence potion?)
  • Mrs Scower's All-Purpose Magical Mess Remover (Cleaning potion)
  • Murtlap Essence (lesser healing potion?)
  • Pompion Potion (transforms drinkers head into a pumpkin temporarily?)
  • Rano Potion (some kind of supression for sleep-less exhaustion?)
  • Rat Spleen Mixture (pass without trace effect?)
  • Regerminating Potion (forces the germination of a plant; accelerated growing plants effect? entangle effect?)
  • Scintillation Solution (fairy fire effect?)
  • Screaming Snakes Hair Potion (some prank potion gorgon's hair?)
  • Sleekeazy's Hait Potion (advantage on disguise kit checks?)
  • Snuffling Potion (advantage on perception checks relying on smell?)
  • Ten-second Pimple Vanisher (treats acne)
  • Twilight Moonbeams (Weasley twins love potion)
  • Venomous Tentacula Juice (non-lethal poison)
  • Vitamix Potion (vitamins supplement? temporarily physicall scores?)

Potion Descriptions

The potions are presented in alphabetical order. Value note equals selling price. Remember every time a potion ask for a saving throw against the Potion Save DC it is calculated as: 8 + Brewer's Potion-Making skill modifier.

Ageing Potion

Poison


  • Rarity: Rarity
  • Value: Range
  • Components: Newt spleens, bananas + Cauldron
  • Duration: 1 hour

The ageing potion is a powerful poison wich causes the drinker to temporarily become older. The more of the poison is drunk, the larger the ageing wich occurs. Each potion has 3 sips and for each sip taken the drinker ages 1d6 + 6 years. For each five years that the drinker ages after the 50 it looses 1 point of each physical ability score.

Alihotsy Draught

Solution


  • Rarity: Rarity
  • Value: Range
  • Components: Alihotsy + Cauldron
  • Duration: Up to 1 minute

Drinking or inhaling the alihotsy draught fumes induces the traget on a hysterical laughter. Any creature subdue to the effects of this solution must succeed on a Wisdom saving throw against the Potion Save DC or fall prone becoming incapacitated and unable to stand up for the duration as it laughs hysterically. At the end of each of its turns and each time it takes damage the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success the solution effect ends. While is as much of a sip of the potion exposed to the environment any creature as far as 10 feet from this sip will be affected by this solution effect. The un-sealed contain will dry away after 10 minutes of exposure.

Amortentia

Philter


  • Rarity: Rare
  • Value: 2000
  • Components: Ingredients + Cauldron
  • Duration: 24 hours

Amortentia is the most powerful love potion in existence. It causes a powerful infatuation or obssesion from the drinker. It has a distinctive mather-of-pearl sheen and steam raises from it in characteristics spirals. The one who drunks the potion will become charmed by the creature who administered it by 24 hours. Only if the creature is of a species and gender you are normally attracted to; you will regard this person as your true love while you are charmed. After the effect ceases the person who drank the philter will remember everything.

Antidote to Common Poisons

Antidote


  • Rarity: Common
  • Value: 50
  • Components: Bezoar, 2 measures of Standard Ingredient, 1 pinch of unicorn horn and 2 mistletoe berries + Cauldron
  • Duration: 1 hour

The antidote to common poisons is a potion and antidote wich counteracts ordinary poisons, such as a creature bites and stings. Any creature who drinks the antidote gains advantage on saving throws against ordinary poison. If it's already poisoned by the time it drinks this antidote it can make an immediate saving throw potentially ending the effect.

Antidote to Uncommon Poisons

Antidote


  • Rarity: Uncommon
  • Value: 200
  • Components: Fire seeds, graphorn horn, billywig stings and chizpurfle carapaces + Cauldron
  • Duration: 1 hour

The antidote to uncommon poisons is a potion that cures minor magical or uncommon poisons such as Doxy bites, wich are highly venomous. A poisoned target would neutralize such poison in case of been multiple poisoned will neutralize just one of them. Also for the duration it has advantage on saving throws against being poisoned and resistance to poison damage.

Babbling Beverage

Poison


  • Rarity: Common
  • Value: 50
  • Components: Valerian sprigs, aconite, dittany + Cauldron
  • Duration: Up to 10 minutes

Babbling beverage is a potion that causes the drinker to babble nosense. Any creature who drinks this poison must succeed on a Wisdom saving throw against the Potion Save DC or become incapable of normal speech and spellcasting as it begins babbling. At the end of each of its turns a creature under this effect can repeat the saving throw ending the effect on itself on a success.

Baneberry Potion

Poison


  • Rarity: Very Rare
  • Value: 14500
  • Components: Baneberry + Cauldron
  • Duration: 1 minute

The Baneberry Potion its a highly toxic poison. With a characteristic blood red colour any creature who drinks the poison while become intoxicated. The target must succeed on a Constitution saving throw against the Potion Save DC or recieve 2d8 poison damage each turn. In case of succeed the target halves the damage. If it fails by 5 or more it also becomes poisoned.

Baruffio's Brain Elixir

Elixir


  • Rarity: Common
  • Value: 50
  • Components: Leaping toadstools, frog brains, runespoor eggs and powdered dragon claw + Cauldron
  • Duration: 4 hours

Baruffio's brain elixir is a potion that increases the taker's brain power. With a characteristic bubbly green jade colour this potion ingestion its strictly forbidden in Hogwarts specially at exams times. The target of this potion will have advantage on any Intelligence checks for the duration.

Beautification Potion

Elixir


  • Rarity: Uncommon
  • Value: 200
  • Components: Fairy wings, morning dew, rose petals, lady's mantle, unicorn hair, ginger roots and boomslang skin + Cauldron
  • Duration: 24 hours

A beautification potion is an elixir that transforms the appearance of the drinker, making them seem more attractive, even if they are not. The transformation makes the drinker still recognizable. Under the effects of this potion the target's Charisma ability score becomes 17. If the target's score its already 17 or higher then it gains a temporary +1 bonus to its Charisma ability score (maximum of 22 total score).

Befuddlement Draught

Elixir


  • Rarity: Common
  • Value: 50
  • Components: Scurvy grass, lovage and sneezewort + Cauldron
  • Duration: 1 hour

A befuddlement draught is an elixir wich causes the drinker to become belligerent and reckless. Its a mint-green colour looking potion that tastes spicy. While it infuses the target with a furious rage transforming the mage on a constante conflict-seeker spellcaster with the reckless spellcasting feature. Wich grants it the possibility of making any spell attack roll with advantage on their turns but also receiving any spell attack roll with advantage until the beginning of its next turn.

Beguiling Bubbles

Philter


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: 1 hour

The firs love beguiling bubbles is a love potion created by the Weasley twins. It has the property of making the target of the poison become infatuated with the administrator of the potion during its duration. The target must succeed on a Wisdom saving throw againts the Potion Save DC or become charmed by the administrator of the potion during its duration.

The victim regards the administrator as a friendly aquiatance and feels somewhat attracted to it. When the effect ends the target realizes it was charmed.

Black Fire Potion

Elixir


  • Rarity: Common
  • Value: 50
  • Components: Bursting mushrooms, salamander blood and wartcap powder + Cauldron
  • Duration: 1 minute

The fire protection potion also known as the Ice Potion is an elixir used to move through flames unscathed. When drunk, it grants induces a sensation of ice and frigidity in the drinker, and provides immunity to fire damage up to its duration.

Blood-Replenishing Potion

Medicine


  • Rarity: Rare
  • Value: 2000
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

The blood-replenishing potion is a dark red coloured potion wich heals the drinker replenishing lost blood from injuries or other means. The target regains 8d4 + 8 health points.

Bloodroot Poison

Poison


  • Rarity: Uncommon
  • Value: 200
  • Components: Bloodroot + Cauldron
  • Duration: Instantaneous

The bloodroot poison is a potion made from the bloodroot plant with a crimson coloring and a dense sweet smell the poison will force the target to make a Constitution saving throw against the Potion Save DC or recieve 3d10 poison damage. If the target fails by 5 or more it also becomes poisoned. In case of succeed it halves the damage. And in case of poisoning it can repeat the saving throw at the end of their turns ending the condition on itself in case of succeed.

Bulgeye Potion

Poison


  • Rarity: Common
  • Value: 50
  • Components: Beelle eyes and eel eyes + Cauldron
  • Duration: Up to 1 minute

This emerald-green colour poison produces the target's eye to swell. Potentially blinding him by its duration. The target must succeed on a Constitution saving throw against the Potion Save DC or become blinded by its duration. In case of failure the target can repeat the saving throw again at the end of its turns ending the effect on a success.

Burning Bitterroot Balm

Solution


  • Rarity: Common
  • Value: 50
  • Components: Bitterroot + Cauldron
  • Duration: 10 minutes

This clear blue looking potion is balm that lefts the feeling of a softly burning tounge when its drunk. Also it has a soft lavender perfume when its open to the environment. This balm relaxes the person who inhales 10 feet away or drinks it and calms it mind granting advantage on Wisdom saving throws up to its duration. Any liquid of this balm exposed to air by 10 minutes will dry after that time has passed.

Calming Draught

Medicine


  • Rarity: Rare
  • Value: 1725
  • Components: Lavender, crocodile heart and peppermint + Cauldron
  • Duration: Instantaneous

A calming draught is a potion that is used to calm a person down after they have had suffered a shock, trauma or emotional outburst. However it may be used as really potent relaxing tonic too sometimes. The target of this potion may suppress any effect that have had been causing a charmed or frightened condition. If the target isnt under any of those conditions then the effect makes it really chill and unless provoked unwilling to fight even to creatures who were hostile previously.

Confusing Concoction

Poison


  • Rarity: Uncommon
  • Value: 125
  • Components: Scurvy grass, lovage and sneezewort + Cauldron
  • Duration: 5 minutes

The confusing concoction, also known as Confusing Draught, is a potion wich causes confusion in the drinker. The target of this poison must succeed a Charisma saving throw against the Potion Save DC or subject under the effects of this potion. The victim will feel really confused and will be unable to recall what purpose it had the last hour. Instead will try during the effect duration to recall it and on consequence will behave randomly. On each of its turns the target should roll 1d6 on a result of 1-2 it will use all its movement to move in a random direction only, to determine the direction roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. On a roll of 3-4 the creature doesn't move or take actions this turn. And on a roll of 5-6 the creature can act and move normally still without recalling what was he doing and willing to do by the last hour.

Cupid Crystals

Philter


  • Rarity: Rare
  • Value: 2000
  • Components: Ingredients + Cauldron
  • Duration: 30 days

Created by the famous Weasley twins this potion its a love philter that will force the target to make a Wisdom saving throw against the Potion Save DC or become charmed by the administrator of the philter. In case of failure the target will regard as a loved and dear friend even if this person its of a gender that the target will normally feel attracted then it will feel an attraction to it.

Will charmed this way the administrator can suggest instructions or directly ask for actions from the target and it will be inclined to accomplish them.

Once per day while the charm lasts when the target acts directly against the administrator instructions it will recieve 5d10 psychic damage.

Death-Cap Draught

Poison


  • Rarity: Common
  • Value: 50
  • Components: Death-Cap + Cauldron
  • Duration: Up to 1 hour

This translucent and transparent red colored liquid poison is about the most common ones brewed since ancient times. Its really soft flavour helps the poison camouflage when used on food or drinks. The target of this potion must succeed on a Constitution saving throw against the Potion Save DC or take 1d4 poison damage. On a failure the target can repeat the saving throw at the beginning of each turn ending the effect on a success. On the contrary it will keep receiving 1d4 poison damage while the effect lasts.

Dizziness Draught

Poison


  • Rarity: Common
  • Value: 50 gp
  • Components: Ingredients + Cauldron
  • Duration: 1 minute

Dizziness Draught is a potion that provokes sensation of lightheadedness and loss of balance on the drinker. The target of this potion has disadvantage on any Dexterity (acrobatics) check while the potion's effect lasts.

Doxycide

Poison


  • Rarity: Rarity
  • Value: Range
  • Components: Bundimun Ooze, streeller shells, dragon liver, hemlock essence, tormentil tincture and cowbane essence + Cauldron
  • Duration: Up to 1 hour

The doxycide is a black-coloured foul smelling potion used to commonly spray Doxies. It paralyses them for a period of time, allowing the user to take care of the plague without fear of being bitten. A doxy exposed to the spray must succeed on a Constitution saving throw against the Potion Save DC with disadvantage or be stunned by the potions duration. Any harmed doxy subjected to this effect can repeat the saving throw after receiving damage.

Dr.Ubbly's Oblivious Unction

Medicine


  • Rarity: Rare
  • Value: 1360
  • Components: Ingredients + Cauldron
  • Duration: 10 minutes

Dr.Ubbly's oblivious unction is a medicinal potion proved to be mostly effective in healing the injuries caused by thoughts.

The target of the potion will immediately heal it by 2d8 if it had taken psychic damage wounds and the healing will only replenish those wounds. Also by the potions duration the target hill have resistance to psychic damage.

Dragon Poison

Poison, Solution


  • Rarity: Very Rare
  • Value: 20000
  • Components: Peruvian vipertooth poison, norwegian ridgeback poison, poppies and acromantula legs + Cauldron
  • Duration: Instantaneous

This potion may be ingested or applied from a weapon injury bathed on this poison. This oily swamp-green colored liquid forces the target to succeed a Constitution saving throw against the Potion Save DC or recieve 12d6 poison damage or half as much on a successful roll.

Draught of Living Death

Poison


  • Rarity: Rare
  • Value: 2000
  • Components: Standard potioning water, powdered root of asphoder, infusion of wormwood, valerian root, a sopophorous bean and a sloth brain + Cauldron
  • Duration: Until countered

The draught of living death is an extremely powerful sleeping poison, sending the drinker into a deathlike slumber. Its effects are similar to suspended animation. The target of this poison must succeed on a Wisdom saving throw against the Potion Save DC or falling into this deathlike slumber. While suspended on this sleep the targets aging its slowed on a rate of 1 year each 10 years passed. And its unable to wake up again until the antidote is administered.

Draught of Peace

Medicine


  • Rarity: Rare
  • Value: 1050
  • Components: Powdered moonstone, syrup of hellebore, powdered unicorn horn and powdered porcupine quills + Cauldron
  • Duration: 12 hours

The draught of peace is a potion wich relieves anxiety and agitation. It should be a turquoise blue color potion when finished and must be simmered before being consumed. The target gains advantage on Wisdom ability checks and saving throws during its duration.

Drink of Despair

Poison, Dark Arts


  • Rarity: Legendary
  • Value:
  • Components: Ingredients + Cauldron
  • Duration: 1 hour

The drink of despair also known as the emerald potion is a mysterium poison wich induces fear, delirium and extreme thirst. The potion its intimately bonded with dark arts and cannot be penetrated by hand, vanished, parted, scooped up,

siphoned away, transfigured, charmed or otherwise made to change its nature in any way. It can only be drained away by drinking.

The target of this potion its subjected to a state of painfull misery, delirium and delusion. The twisted purpose of the potion brings up to the drinkers mind its own most deep fears and regrets. Driving it insane. The drinker of this potion must succeed on a Wisdom saving throw against the Potion Save DC or suffer one short-term madness. Subsequently it must roll again on each of its turns gaining a new short-term madness by each failure up to a maximum of 5. When the potions effect finishes a target with at least 3 stacked madnesses gains a new long term madness (who lasts by 1d10 x 10 hours) and if it has the full 5 madnesses stacked then it also gains an indefinite madness.

Elixir of Life

Tag


  • Rarity: Legendary
  • Value:
  • Components: Philosopher's Stone + Cauldron
  • Duration: 10 years after fifty years old

The elixir of life its one of the most rare and powerfull potions known if not the most. There has been only one person in history able to discover up to his research how to brew it. This elixir its brewed from the legendary Philosopher's Stone and prolongs live eternally if the drinker has regular access to the stone to brew the elixir. It stops time for the consumer and slows their appearance aging by a rate of 1 year each 10 years passed. On persons older than fifty years they need to consume the elixir every 10 years too for purposes of maintain the magic working.

Elixir to Induce Euphoria

Elixir


  • Rarity: Rare
  • Value: 1180
  • Components: Shrivelfig, porcupine quills, peppermint sprigs, sopophorous beans and wormwood + Cauldron
  • Duration: 4 hours

The elixir to induce euphoria is a sunshine-yellow potion that induces a sense of inexplicable, irrational happiness upon the drinker. The target of this potion will have advantage on any Charisma ability check during the potions effect.

Essence of Insanity

Poison


  • Rarity: Uncommon
  • Value: 180
  • Components: Ingredients + Cauldron
  • Duration: 10 minutes

The essence of insanity is a potion that causes its drinker irrational decision making. It's transparent looks and bitter taste makes the essence particularly recognizable. The target of the potion must succeed on a Charisma saving throw against the Potion Save DC or have disadvantage on mental ability checks during the potions duration.

Exstimulo Potion

Elixir


  • Rarity: Uncommon
  • Value: 200
  • Components: Re'em blood, granian hair, snowdrop and bitter root + Cauldron
  • Duration: 1 minute

The exstimulo potion has a light-blue glowing color with a gelly aspect. It fuels the drinkers with arcane energy giving a boost to its spells for a short period of time. The target of this potion gains a +1 to its spell attack rolls and spell save DC for the potions duration.

Fatiguing Fusion

Poison, Solution


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

The fatiguing fusion is a potion of a characteristic green-colored smoking whos effect provokes fatigue on the target even by only inhaleting its fumes. The drinker or any creature on a 10 feet radius of the potion when it's exposed to the environment must succeed on a Wisdom saving throw against the Potion Save DC or gain one level of exhaustion. An exposed potion to the environment will dry after 10 minutes.

Felix Felicis

Elixir, Poison


  • Rarity: Very Rare
  • Value: 20000
  • Components: Ashwinder egg, squill bulb, murtlap tentacle, tincture of thyme, occamy eggshell and powdered common rue + Cauldron
  • Duration: 24 hours

Felix felicis also known as liquid luck is a magical potion that makes the drinker lucky for a period of time, during which everything they attempt will be successful. It turns an ordinary day on a extraordinary one. Felix felicis is highly toxic in large quantities as it causes giddiness, recklessness and dangerous overconfidence if taken in excess. The potion can be spared on 3 hours long dosis when brewed. And it will grant the drinker advantage on attacks, ability checks and saving throws rolls. It can't be surprised. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. The toxicity of this potion means that if a creature drinks it more than one time a year or five times on a ten year span it will recieve a –4 penalty to its Wisdom ability score. Additionally it will gain permanent disadvantage on Wisdom and Charisma ability checks.

Forgetfulness Potion

Poison, Medicine


  • Rarity: Common
  • Value: 50
  • Components: 2 drops of Lethe river water, 2 valerian sprigs, 2 measures of standard ingredient and 4 mistletoe berries + Cauldron
  • Duration: Instantaneous

The forgetfulness potion is a medicinal poison able to make the drinker forget about its most recent memories. It has of course dangerous uses but its mostly a complementary tonic on patients treatment about traumas or really stressful situations. The target of the potion must succeed on a Wisdom saving throw against the Potion Save DC or forget its past day. If the target fails by 5 or more then it forgets its last week. Any creature that drinks willingly the potion may decide voluntary fail the saving throw.

Fungiface Potion

Poison


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: 1 hour

This fool smelling potion of a mustard color its a poison that makes its drinker to starting sprouting and popping fungi all over its face. The target of this potion must succeed on a Constitution saving throw against the Potion Save DC or receive a –2 penalty to its Charisma ability score by the potions duration.

Girding Potion

Elixir, Medicine


  • Rarity: Common
  • Value: 50
  • Components: Dragonfly thoraxes, flying seahorses, doxy eggs and fairy wings + Cauldron
  • Duration: 2 weeks

The girding potion is a pale gold color and foul odour brew that gives the consumer prolonged endurance. The maximum dosage is two vials and a successful brew of this potion will equal five vials total. The target of this potion will receive 10 temporary hit points and advantage on Constitution saving throws against exhaustion.

Grand Pepperup Potion

Elixir, Medicine


  • Rarity: Uncommon
  • Value: 200
  • Components: Octopus powder, bicorn horn and mandrake root + Cauldron
  • Duration: 6 hours

This is a stronger and improved version of the pepperup potion. This warmly orange-colored brew cures the cold disease and grants double-resistance (you halve damage two times) to cold damage while its effect last. The target of the potion also has the side effect of release steam by its ears during the effect. Additionally it removes any exhaustion level gained by cold weather effects.

Grand Wiggenweld Potion

Antidote, Medicine


  • Rarity: Rare
  • Value: 1940
  • Components: Octopus powder, unicorn horn and wolfsbane + Cauldron
  • Duration: Instantaneous

This is a stronger variation of the Wiggenwald Potion. With an emerald characteristic color and a clear transparency of the liquid this potion works as an antidote to any magic sleeping effect. Otherwise the target can heal 4d4 + 4 hit points and gain 5 temporary hit points.

Gregory's Unctuous Unction

Potion, Philter


  • Rarity: Uncommon
  • Value: 138
  • Components: Ingredients + Cauldron
  • Duration: 1 week

Gregory's unctuous unction is potion that causes the drinker to believe that whomever gave the potion to him or her is their best friend. The drinker of this potion will become charmed by the creature who administered it by 1 week. The target will regard this person as its best friend. When the effect ends the target will remember everything.

Hate Potion

Antidote, Philter


  • Rarity: Uncommon
  • Value: 200
  • Components: A hair, fingernail, drop of blood or belonging of the desired person + Cauldron
  • Duration: Instantaneous

A hate potion its a potion which reveals the worst traits of and habits of a particular person to the drinker. The target of the potion will be revealed with the desired person's flaw. In case of been charmed by this person the condition will be suppressed.

Invigoration Draught

Medicine


  • Rarity: Uncommon
  • Value: 200
  • Components: Alihotsy leaves, dried billywig stings, peppermint, stewed mandrake, infusion of wormwood, honeywater, vervain infusion, scurvy grass and lovage + Cauldron
  • Duration: Instantaneous

The invigorating draught is a potion wich boosts the drinker's energy. It has a bright glowing warm orange color. The target of the potion regains 8d4 + 4 hit points.

Invisibility Potion

Elixir, Solution


  • Rarity: Rare
  • Value: 1700
  • Components: Cherries, chicken and spiders legs + Cauldron
  • Duration: 1 hour

The invisibility potion makes the target of the potion invisible until the effect ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The potion can be administrated by drinking it or pouring it onto the desired target.

Jawbind Potion

Poison


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: Up to 1 minute

The potion is blue in color and emits a blue misty vapour that induces lockjaw on the drinker. The target must succeed on a Constitution saving throw against the Potion Save DC or have a strong lockjaw who will impede it to open its mouth even to talk. On failure the target can try to repeat the saving throws at the end of its subsequents turns ending the effect on a success.

Mandrake Restorative Draught

Antidote, Medicine


  • Rarity: Rare
  • Value: 1369
  • Components: Stewed mandrake + Cauldron
  • Duration: 30 minutes

This translucent and colorless potion restores a petrified target to a normal and regular state. The target of this potion immediately recovers from stunned or petrified condition. Additionally it gains advantage on Constitution saving throws against magic effects that would stun or petrify it by the potions duration.

Memory Potion

Medicine, Antidote, Elixir


  • Rarity: Rarity
  • Value: Cost
  • Components: Jobberknoll feathers, stewed mandrake, powdered sage and galanthus nivalis + Cauldron
  • Duration: Up to 1 month

A golden color potion which improves the drinker's memory boosting their mental cognition and repairing any memories lost or faked. The target of this potion must choose wich effect wish to take from the potion. It may choose to succeed on a Charisma saving throw to recover any memory lost by magical means or to erase any fake memory implanted on the same way with a DC 10 plus 5 for each year passed since the memory modifying or erasing. Or it may choose to gain the effect of the Keen Mind feat for a period of one month.

Moonseed Poison

Poison


  • Rarity: Rarity
  • Value: Cost
  • Components: Moonseed + Cauldron
  • Duration: Instantaneous

The moonseed poison is a white-pale silvered potion. It is flavourless and odorless but it has a texture denser than water. The target of this poison suffers no effect until the stroke of sunset. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw against the Potion Save DC, taking 9d6 poison damage on a failed save, or half as much damage on a successful one.

Noxius Potion

Poison, Solution


  • Rarity: Rarity
  • Value: Cost
  • Components: Ingredients + Cauldron
  • Duration: Until countered

This foul smelling poison has a characteristic green-coloured fumes constantly steaming out. Any creature on a 10 feet radius of the poison exposure or any creature that drinks the poison must succeed on a Constitution saving throw against the Potion Save DC or take 3d6 poison damage. Additionally the target must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends.

Murtlap Essence

Medicine, Solution


  • Rarity: Common
  • Value: 50
  • Components: Murtlap tentacles + Cauldron
  • Duration: Instantaneous

Murtlap essence is a solution of strained and pickled tentacles of murtlaps. It soothes painful superficial wounds and helps them heal. The target of this potion regains 2d4 + 2 hit points.

Oculus Potion

Medicine


  • Rarity: Rarity
  • Value: Cost
  • Components: Wormwood, stewed mandrake, ground unicorn horn and crystalised water + Cauldron
  • Duration: Instantaneous

This deep orange colored potion has a sweet and sour taste and restores the drinker's eyesight. Including a counteracting effect to the Conjunctivitis curse.

Pepperup Potion

Medicine, Elixir


  • Rarity: Common
  • Value: 50
  • Components: Bicorn horn and mandrake root + Cauldron
  • Duration: 1 hour

This pink coloured potion cures the cold disease and grants resistance to cold damage while its effect last. The target of the potion also has the side effec of releasing steam by its ears during the effect. Additionally it removes any exhaustion level gained by cold weather effects.

Polyjuice Potion

Elixir, Philter


  • Rarity: Very Rare
  • Value: 14000
  • Components: Lacewind flies, leeches, powdered bicorn horn, knotgrass, fluxweed, shredded boomslang skin and a bit of the person one wants to turn into + Cauldron
  • Duration: 8 hours

The polyjuice potion is a philter that allows the drinker to assume the form of someone else. The final aspect of the potions varies depending on the last ingredient but before that it always has a thick muddy like bubbling appearance. The drinker of the potion will polymorph into a specific humanoid which ingredient was added on the brewing. It will look and sound as this person but copying its mannerism and else its entirely beyond the potion capabilities and its up to the drinker who impersonates this other person. The potion doesn't work on creatures of different species of the drinker driving to really disgusting side effects.

Regeneration Potion

Medicine, Dark Arts


  • Rarity: Legendary
  • Value:
  • Components: Bone of a parent, flesh of a servant and blood of a foe + Cauldron
  • Duration: Instantaneous

The potion is an old piece of dark magic that restores a mage whose body has become maimed and disfigured to their true and whole bodily form. Any wizard with an horrocrux that has its body destroyed can pretty much look after this potion to regain a corporal form.

Revive Potion

Medicine


  • Rarity: Rarity
  • Value: Cost
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

When a target drinks this potion it gains the effect of the ennervate spell.

Shrinking Potion

Poison


  • Rarity: Common
  • Value: 35
  • Components: Minced daisy roots, peeled shrivelfig, sliced caterpillars, one rat spleen, a dash of leech juice, a splash of cowbane and wormwood + Cauldron
  • Duration: 1 hour

This moss juice looking potion causes the drinker to shrink into a smaller form. The target of this potion must succeed on a Constitution saving throw against the Potion Save DC or receive a reduction to its size decreasing on one category (such as small from medium for example). Its measures are halved in all ways and its weight becomes one-eight the original one. Any object carried while the transformation its also reduced. Additionally the target gains disadvantage on Strenght checks and Strenght saving throws.

Skele-Gro

Medicine


  • Rarity: Uncommon
  • Value: Cost
  • Components: Chinese chomping cabbage, 3 puffer-fish aand 5 scarab beetles + Cauldron
  • Duration: 6 hours

Skele-Gro is a dreadful-tasting medicine wich restores bones or even regrow entire bones that have vanished or been otherwise lost. For regrowing entire bones, the process is notably slow and painfull process that can take over a full day. The target of this potion will immediately heal 2d10 hit points. Also it will regain 1 hit point each 10 minutes. This healing seems the magic process through the potion regenerates or repairs bones. At the end of the potions duration any broken or missing bone and injured tendon or muscle will be regenerated.

Sleeping Draught

Poison, Medicine


  • Rarity: Common
  • Value: 30
  • Components: 4 sprigs of lavender, 6 measures of standard ingredient, 2 blobs of flobberworm mucus and 4 valerian sprigs + Cauldron
  • Duration: Up to 1 hour

The sleeping draught is a medicinal poison used to induce a deep sleep into the drinker. Its uses basically resembles those of the sleeping pill. Whoever the effect of the potion it's instantaneous. The target of the potion must roll 6d10 and if the total sum equals or increases the targets currently hit points then it falls sleep. The drinker its on a deep sleep but any creature taking an action to waking it up will succeed or if the targets recieves damage it wakes up immediately.

Strengthening Solution

Elixir


  • Rarity: Rare
  • Value: 2000
  • Components: Salamander blood and powdered griffin claw + Cauldron
  • Duration: 1 hour

This solution is a potion that grants the drinker immense strength. It has a metallic dark cyan color. The target of this potion changes it Strength score to 25 by the potions duration.

Strong Exstimulo Potion

Elixir


  • Rarity: Rare
  • Value: 2000
  • Components: Bitter root, snowdrop, abraxan hair and re'em blood + Cauldron
  • Duration: 1 minute

The strong exstimulo potion is a stronger version than the exstimulo potion. It has an electric glowing blue color with a gelly aspect. It fuels the drinkers with arcane energy giving a boost to its spells for a short period of time. The target of this potion gains a +2 to its spell attack rolls and spell save DC for the potions duration.

Strong Invigorating Draught

Medicine


  • Rarity: Very Rare
  • Value: 20000
  • Components: Honeywater, vervain infusion, scurvy grass and sneezewort + Cauldron
  • Duration: Instantaneous

The strong invigorating draught is a medicine which acts as a more powerfull variation of the invigorating draught. It boosts the drinker's energy making the target of this potion regain 10d4 + 20 hit points.

Swelling Solution

Antidote, Solution


  • Rarity: Common
  • Value: 35
  • Components: Puffer-fish eyes, dried nettle and bat spleens + Cauldron
  • Duration: 1 hour

The swelling solution is a potion which causes whatever it touches to swell in size by the potions duration. The target of the potion must succeed a Constitution saving throw against the Potion Save DC or it can choose to fail it. On failure the target's category size its increased by one (from medium to large for example) and anything its been carried by it too. Its measures are doubled and its weight its increased by eight times. Additionally the target gains advantage on Strenght checks and Strenght saving throws. The target melee weapon attacks deal an extra 1d4 damage. This potion works as an antidote to the shrinking poison.

Thick Golden Potion

Antidote, Medicine


  • Rarity: Very Rare
  • Value: 20000
  • Components: Ingredients + Cauldron
  • Duration: 1 year

This molten gold looking potion is an antidote for many existing powerfull curses and works as quarantining measure for those who is unable to stop. The target of this potion will receive a suppression to any curse of very rare, 6th level category or lower. And will stop and slow the effects of any curse of higher categories granting resistance to its effects during the potions duration. Additionally the target will receive advantage against dark spells such as curses.

Veritaserum

Poison


  • Rarity: Very Rare
  • Value: 20000
  • Components: Ingredients + Cauldron
  • Duration: 1 minute

Veritaserum is a powerful truth serum. The potion effectively forces the drinker to answer any questions put to them truthfully, though there are certain methods of resistance. It is clear and odorless like water forcing the target of the potion to succeed on a Charisma saving throw against the Potion Save DC. On a failed save the target can't speak a deliberate lie. A creature trained on occlumency will have advantage on the saving throw.

Volubilis Potion

Antidote, Medicine


  • Rarity: Uncommon
  • Value: 140
  • Components: Honeywater, mint sprigs, stewed mandrake and syrup of hellebore + Cauldron
  • Duration: Instantaneous

Vollubilis potion is a medicine potion that alters the drinker's voice. It will restore their voice if they have lost it, and thus will act as an antidote of the silencing charm countering it by ending its effect.

Weakness Potion

Poison, Solution


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: Up to 1 minute

Weakness potion is a poison whose fumes induce weakness both physically and mentally. It has a yellowish color and a foul smell. Any creature on a 10 feet radius of the potions exposure or a drinker's of the potion must succeed on a Constitution saving throw against the Potion Save DC or gain disadvantage on their saving throws. On a failure, any creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Weedosoros

Poison


  • Rarity: Rare
  • Value: 1950
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

Weedosoros is a highly potent poison. It causes convulsions along with other unpleasant bodily side effects from the poisoning. The target of this potion must succeed on a Constitution saving throw against the Potion Save DC or recieve 8d8 poison damage. On a success the target halves the damage.

Wideye Potion

Elixir


  • Rarity: Common
  • Value: 50
  • Components: 6 snake fangs, 4 measures of standard ingredient, 6 dried billywig stings and 2 sprigs of wolfsbane + Cauldron
  • Duration: 8 hours

The wideye potion also known as the awakening potion is an elixir which prevents the drinker from falling sleep. It suppresses the targets need of sleeping by its duration potentially letting it benefit from a long rest without spending time sleeping.

Wiggenweld Potion

Antidote, Medicine


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

The wiggenwald potion is a bright emerald color potion that works as an antidote to any magic sleeping effect. Also it can be used to awake any unconscious humanoid with 0 hit points. The target gains 1 hit point and immediately wakes up.

Wit-Sharpening Potion

Antidote, Elixir


  • Rarity: Rare
  • Value: Cost
  • Components: Ground scarab beetles, cut ginger roots, armadillo bile and newt spleens + Cauldron
  • Duration: 1 month

The wit-sharpening potion is an elixir wich allows the drinker to think more clearly and because of this it may work additionally as an antidote to magic confusing effects such as Confundus charm. The target of the potion may recieve a suppression to its confused condition. Also it's Intelligence ability score turns temporarily 17. In case of already been 17 or higher it will temporarily increase by 1 up to a maximum of 22.

Wolfsbane Potion

Medicine


  • Rarity: Rare
  • Value: 1400
  • Components: Wolfsbane + Cauldron
  • Duration: 1 week

The wolfsbane potion was an innovative and complex potion that relieves, but does not cure, the symptoms of lycanthropy, or werewolfry. The way one must imbibe it was very unique among potions, in that a gobletful of wolfsbane potion must have been taken each day for a week preceding the full moon. The target of this potion who successfully took the potion among the week can retain it's alignment and consciousness during the full moon night. It will still suffer the transformation anyway.

Wound-Cleaning Potion

Medicine, Solution


  • Rarity: Common
  • Value: 50
  • Components: Ingredients + Cauldron
  • Duration: Instantaneous

The wound-cleaning potion is a medicinal solution that is used to sterilise wounds as a powerful antiseptic. It smokes and sting when applied. The target of this potion will immediately stabilize if it has 0 hit points and it is dying when administered without the need of receiving a Wisdom (Medicine) check. The potion works even with a sip on a wound and correct brew always has enough working liquid equals to 10 sips.

Appendix A: Potion Components

Ingredients and cauldrons price lists

Appendix B: Ingredients Descriptions

Ingredients descriptions and type of effects on potions