TEXT: “Who cares how old it is? You run around afraid 
  of the old magic, you miss out the best magic, I 
  say. It ain’t dried, has it? It’s still glowing, ain’t it? 
  Here, I’ll have a taste first. Show you it’s as safe 
  as water, it is.”
  —Last words of Otto Irontongue, 
  potion trader of Waterdeep
  The Dungeon Masters’ Guide presents a wide range of 
  magic items for your DUNGEONS & DRAGONS games, 
  including a number of vintage items familiar to players 
  of all editions of the game. But magic is mysterious, and 
  many unique and memorable items remain to be discov-
  ered by DMs and players alike. 
   The Emporium of Uncanny Magic — Lost Potions 
  presents twenty-seven interesting potions, elixirs, phil-
  ters, and oils from previous editions of the D&D game, 
  updated and revised for fifth edition. Also included in 
  this collection are four potion curses — new rules for 
  drawbacks and only-occasionally fatal flaws that can be 
  added to regular potions, to the detriment of characters 
  and the amusement of DMs.
   Like the other potions, elixirs, philters, and 
  oils in the Dungeon Master’s Guide, these new 
  potion items are consumable items that are used 
  up when activated. A potion, elixir, or philter must 
  be swallowed to activate it, while an oil is applied 
  to the body, to an object, or to an area. When a 
  consumable item is used, it loses its magic.
   Regardless of whether they take the form of po-
  tions, elixirs, philters, or oils, these new potion items are 
  presented in alphabetical order according to the purpose 
  or function that is the last part of their names.
  OIL OF ANIMATE DEAD
  Potion, rare
  This viscous black oil carries the scent of rot and the 
  grave, even while stoppered. When you pour this oil 
  upon a pile of bones or a corpse of a Medium or Small 
  humanoid, it causes the remains to rise as an undead 
  creature, as if affected by the animate dead spell. 
   The undead creature created with this oil remains 
  under your control for 24 hours, and can be mentally 
  commanded according to the terms of the spell. You can 
  reassert control over the creature by applying another 
  oil of animate dead to it, or by casting the animate dead 
  spell on it. Each such use of the oil allows you to reassert 
  control over only one undead creature.
  POTION OF CHARISMA
  Potion, rare
  This red-orange potion is filled with swirling motes of 
  white. For 3 hours after you drink this potion, you have 
  advantage on Charisma checks and Charisma saving 
  throws.
  OIL OF DISENCHANTMENT
  Potion, very rare
  A faint sheen of liquid covers any container 
  holding this iron-gray oil, no matter how tightly 
  it is stoppered. If this oil is applied to a creature 
  that is charmed, frightened, or possessed, that 
  effect ends on the creature. If this oil is applied to 
  a magic item, all that item’s magical properties are 
  suppressed for 4 hours. While under the effect of 
  oil of disenchantment, a magic item radiates no magic 
  and appears to be a mundane item. This oil has no ef-
  fect on artifacts.
   Oil of disenchantment can affect magically imbued 
  objects such as magical traps only if the magic is wholly 
  contained within the object, at the DM’s determination. 
  However, applying the oil requires contact with the ob-
  ject, which might trigger certain magical traps.
  POTION OF DRAGON CONTROL
  Potion, legendary
  This milk-white potion holds ten tiny flecks of dragon 
  scale in suspension, marking the colors of the five chro-
  matic and five metallic dragons. When you drink this po-
  tion, you gain the ability to force your 
  will upon a single true dragon with-
  in 60 feet of you. The dragon must 
  succeed on a DC 17 Wisdom saving 
  throw to resist your control, making 
  this save with advantage if you or 
  your companions are fighting it. On 
  a failed save, the dragon is charmed 
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  1
  
  by you for 10 minutes, as if subject to the dominate mon-
  ster spell. This effect ends if the dragon takes damage, 
  or if it is threatened by you or your companions. (Most 
  dragons interpret any interference with their hoard as a 
  threat.)
  OIL OF ELEMENTAL INVULNERABILITY
  Potion, legendary
  This slate-gray liquid radiates a pale glow whose color 
  shifts continuously through shades of red, blue, green, 
  and brown. This oil is applied to a single Medium or 
  smaller creature, which becomes invulnerable to elemen-
  tal forces for 8 hours. While so protected, the creature 
  gains immunity to acid, cold, fire, and lightning damage. 
  The creature also gains immunity to damage caused 
  by impact with earth, stone, or water, including from 
  falling, being caught in a landslide or an avalanche of 
  snow, being buried beneath a stone building (though not 
  a wooden building) as the result of an earthquake spell, 
  and so on. Additionally, the creature can hold its breath 
  indefinitely when underwater, when buried beneath rock, 
  earth, or snow, and when immersed in lava.
   All other nondamaging effects of such elemental forces 
  affect the creature as normal. For example, a protected 
  creature in the area of an earthquake spell has a chance 
  to be knocked prone, and the creature is affected by diffi-
  cult terrain or movement restrictions arising from wind, 
  rock, earth, or water. Likewise, a protected creature 
  caught in a rockslide would take no damage from the 
  slide, but might be trapped beneath it. Moreover, when 
  the potion’s magic ends, the creature will begin to suffo-
  cate beneath the rockslide if it has not managed to free 
  itself.
  OIL OF FIERY BURNING
  Potion, rare
  This oil takes the form of writhing flames within its 
  sealed container, which is always warm to the touch. As 
  an action, you can throw the oil’s container up to 50 feet, 
  shattering it on impact. When the oil of fiery burning is 
  exposed to air, it ignites as an instantaneous pulse of 
  flame in a 20-foot-radius sphere. Each creature in the 
  area must make a DC 15 Dexterity saving throw, taking 
  5d6 fire damage on a failed save, or half as much dam-
  age on a success. The fire spreads around corners, and 
  it ignites flammable objects in the area that aren’t being 
  worn or carried.
  Buyer Beware
  Part of what keeps the powerful magic of the potion 
  of dragon control and the potion of giant control 
  legendarily rare is the hatred those potions’ target 
  creatures hold for that magic, and the lengths they 
  will go to prevent its creation and use. History is filled 
  with cautionary tales of kings and heroes who thought 
  to use a potion of giant control to force fealty from 
  a leader of local giant clans, only to see those clans 
  respond with bloody reprisals. Chromatic dragons 
  and metallic dragons have been known to form short-
  term alliances dedicated to hunting down adventurers 
  in possession of a potion of dragon control, or to the 
  destruction of mages and alchemists foolish enough to 
  brag of their ability to create this item.
  POTIONS, ELIXIRS, PHILTERS, AND OILS
  Potion
  Rarity
  Oil of animate dead
  Rare
  Potion of charisma
  Rare
  Oil of disenchantment
  Very rare
  Potion of dragon control
  Legendary
  Oil of elemental invulnerability
  Legendary
  Oil of fiery burning
  Rare
  Potion of giant control
  Legendary
  Philter of glibness
  Uncommon
  Elixir of hiding
  Common
  Potion of humanoid control
  Rare
  Oil of impact
  Very rare
  Potion of infertility
  Common
  Potion of intelligence
  Rare
  Potion of levitation
  Uncommon
  Philter of persuasiveness
  Uncommon
  Potion of plant control
  Uncommon
  Potion of polymorph self
  Rare
  Potion of rainbow hues
  Uncommon
  Elixir of sneaking
  Common
  Potion of superheroism
  Very rare
  Oil of sweet water
  Uncommon
  Elixir of swimming
  Common
  Potion of treasure finding
  Uncommon
  Potion of undead control
  Uncommon
  Potion of ventriloquism
  Uncommon
  Elixir of vision
  Uncommon
  Potion of wisdom
  Rare
  Credits
  WRITING, DESIGN, AND DEVELOPMENT
  Scott Fitzgerald Gray
   EDITING AND PROOFING
  Gabriel Duclair, James Cowling
   LAYOUT AND GRAPHICS
  (studio)Effigy
  Interested in beta reading or playtesting upcoming 
  titles from Insane Angel Studios? Let us know. 
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  2
  
   This oil is always held in a tightly sealed container. A 
  creature that opens the container (an action) takes 1d4 
  fire damage and must succeed on a DC 13 Dexterity 
  saving throw to safely reseal it. On a failed save, the oil 
  ignites with normal effect — and with the creature at the 
  center of the blast.
  POTION OF GIANT CONTROL
  Potion, legendary
  This clear potion is recognized by the oversized vial in 
  which its single dosage must be stored. When you drink 
  this potion, you gain the ability to force your will upon 
  a single giant within 60 feet of you. The giant must suc-
  ceed on a DC 17 Wisdom saving throw to resist your 
  control, making this save with advantage if you or your 
  companions are fighting it. On a failed save, the giant is 
  charmed by you for 10 minutes, as if subject to the dom-
  inate monster spell. This effect ends if the giant takes 
  damage, or if it is threatened by you or your companions. 
  PHILTER OF GLIBNESS
  Potion, uncommon
  Within its vial, this viscous silver fluid swirls constantly 
  of its own volition. For 1 hour after you drink this philter, 
  you have advantage on Charisma (Deception) checks. In 
  addition, you have advantage on saving throws against 
  any magic that would compel you to speak the truth, and 
  against any magic that detects the truth or falsehood 
  of your spoken words. You are allowed a DC 15 saving 
  throw against such effects even if the effect normally 
  does not allow a save.
  ELIXIR OF HIDING
  Potion, common
  This cloudy gray liquid is shot through with streaks of 
  black. For 1 hour after you drink the elixir, you have ad-
  vantage on Dexterity (Stealth) checks. While the potion’s 
  magic is in effect, you can use a bonus action to make a 
  single attempt to hide in plain sight, allowing you to take 
  the Hide action even against a creature that can see you 
  clearly. You have advantage on your Dexterity (Stealth) 
  check when you hide in plain sight, after which the po-
  tion’s magic ends.
  POTION OF HUMANOID CONTROL
  Potion, rare
  This pale brown potion has a starkly bitter scent, though 
  it has no taste when consumed. When you drink the po-
  tion, you can command obedience from each humanoid 
  creature you can see within 60 feet of you. Each target 
  must succeed on a DC 15 Wisdom saving throw, making 
  this save with advantage if you or your companions are 
  fighting it. On a failed save, a creature is charmed by you 
  for 1 hour. While charmed in this way, a creature regards 
  you as its trusted leader. If harmed by you or your com-
  panions, or commanded to do something contrary to its 
  nature, a target ceases to be charmed in this way.
  OIL OF IMPACT
  Potion, very rare
  Iron filings float atop this cobalt-blue liquid. Oil of impact 
  can coat any bludgeoning weapon. Applying the oil takes 
  1 minute. When so applied, the coated weapon is magi-
  cal and has a +3 bonus to attack and damage rolls for 1 
  hour.
  POTION OF INFERTILITY
  Potion, common
  This clear potion holds twenty-eight tiny white beads 
  suspended within it, all of which dissolve as the potion 
  is consumed. After you drink the potion, you become 
  incapable of siring or conceiving offspring for 1 year. 
  Drinking the potion has no effect on offspring already 
  conceived at the time it is consumed.
  POTION OF INTELLIGENCE
  Potion, rare
  This silver-white liquid is filled with swirling motes of 
  gold. For 3 hours after you drink this potion, you have 
  advantage on Intelligence checks and Intelligence saving 
  throws.
  League of the White Lotus
  Originally a sect of the church of Chauntea, the League 
  of the White Lotus comprises a little-known alliance 
  of the servants of Faerûn’s deities of fertility, including 
  Chauntea herself, the dwarven goddess Sharindlar, 
  the elven deities Aerdrie Faenya and Angharradh, the 
  halfling goddess Yondalla, the lesser woodland goddess 
  Shiallia, and even the orc goddess Luthic. Members of 
  the league offer their services as midwives and fertility 
  experts in settlements across Faerûn, and are dedicated 
  to ensuring that all folk are allowed to exercise the right 
  of control over their own fertility. 
   
  In addition to maintaining widespread supplies 
  and distribution of the herbs cassil and nararoot (used 
  across Faerûn for the short-term suppression of fertility 
  by both men and women), the acolytes, herbalists, and 
  alchemists loyal to the league create and distribute the 
  more powerful potion of infertility through their respec-
  tive churches, temples, and shrines. Payment for these 
  potions is given as a donation to the league, and is 
  often a token sum far below the nominal worth of such 
  magic. In many instances, the league bestows these 
  potions freely within populations suffering from poverty 
  or natural disasters, and for whom a lack of effective 
  fertility control would create unnecessary hardship.
   
  Members of the league take a dim view of those 
  who resell these gifts of magic for personal gain. But 
  they take an even dimmer view of any who attempt to 
  suppress such magic, in the name of thwarting the 
  personal choices for fertility and procreation that are 
  the inalienable right of all sentient creatures.
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  3
  
  POTION OF LEVITATION
  Potion, uncommon
  This pale blue potion holds a swirling mass of white 
  motes that constantly rise and fall within it. When you 
  drink the potion, you gain the effect of the levitate spell 
  for 10 minutes (no concentration required) or until you 
  end the effect as a bonus action. You can levitate while 
  holding objects (including another creature) so long as 
  your weight does not exceed 500 pounds.
  PHILTER OF PERSUASIVENESS
  Potion, uncommon
  This shimmering pink liquid froths and bubbles con-
  stantly in its container. For 1 hour after you drink this 
  philter, you have advantage on Charisma (Persuasion) 
  checks. While the potion’s magic is in effect, you can use 
  a bonus action to cast the suggestion spell. The target 
  must make a successful DC 13 Wisdom saving throw 
  with disadvantage to resist your suggestion. Regardless 
  of the outcome of the save, the potion’s magic then ends.
  POTION OF PLANT CONTROL
  Potion, uncommon
  When its vial is shaken, this deep-green liquid reveals 
  fragments of leaf and stem swirling within it. When you 
  drink this potion, you gain the effect of the speak with 
  plants spell for 10 minutes. Additionally, while the po-
  tion’s magic is in effect, you can use a bonus action to 
  attempt to control all plant creatures you can see within 
  30 feet of you. A plant creature must succeed on a DC 
  13 Wisdom saving throw or be charmed by you. While 
  charmed in this way, a plant creature is friendly to you 
  and other creatures you designate. A plant creature re-
  mains charmed for 1 minute or until it takes damage. As 
  long as the potion’s magic remains in effect, you can at-
  tempt to charm the same plant creatures multiple times.
  POTION OF POLYMORPH SELF
  Potion, rare
  This potion is a nondescript clear liquid, but the contain-
  er it is held in constantly changes its shape and form in 
  subtle ways. When you drink this potion, you cast the 
  polymorph spell on yourself, changing your form for 1 
  hour (no concentration required).
  POTION OF RAINBOW HUES
  Potion, uncommon
  This syrupy potion changes its color each time you look 
  at it. For 1 hour after you drink the potion, you gain the 
  ability to alter the color and hue of your skin, hair, eyes, 
  and other physical features as a bonus action. You can 
  alter your coloring in any way you desire, choosing to 
  affect the colors of multiple features or specific ones (for 
  example, changing only your hair or eye color). Those 
  features can take on single hues or patterns of color as 
  you determine.
    At the DM’s discretion, you have advantage on any 
  Charisma check that can take advantage of your change 
  in hue — for example, if you are in disguise as a drow or 
  a goblin, or if you attempt to convince a group of enemies 
  that you are suffering from a contagious magical plague.
  ELIXIR OF SNEAKING
  Potion, common
  Sloshing or shaking this pale green liquid in its vial pro-
  duces no sound. For 1 hour after you drink the elixir, you 
  have advantage on any Dexterity (Stealth) check if you 
  move half your speed or more on the same turn.
  POTION OF SUPERHEROISM
  Potion, very rare
  This purple potion froths and bubbles, sending out wisps 
  of steam that surround its sealed container. When you 
  drink the potion, you gain 20 temporary hit points that 
  last for 1 hour. For the same duration, you are under the 
  effect of the bless spell (no concentration required), any 
  weapon you wield becomes a magic weapon if it is not 
  one already, and any weapon you wield gains a +1 bonus 
  to attack rolls and damage rolls.
  OIL OF SWEET WATER
  Potion, uncommon
  When light hits it, this yellow oil shimmers with all 
  the colors of the rainbow. Oil of sweet water can be 
  poured into any nonmagical liquid to remove impurities, 
  poisons, contagions, and other contaminants, instanta-
  neously transforming it into pure, clean water. A single 
  dose of this oil will purify a volume of contaminated liq-
  uid 10 feet on a side (approximately 7,500 gallons). Any 
  liquid or slurry containing more water than other materi-
  als (including watery mud, acid, and water suffused with 
  other liquids) is converted to water by the application of 
  this oil.
  ELIXIR OF SWIMMING
  Potion, common
  This deep blue liquid appears to have a small fish swim-
  ming within it, which vanishes whenever the potion’s 
  stopper is removed. For 1 hour after you drink this elixir, 
  you have advantage on Strength (Athletics) checks made 
  to swim. While the potion’s magic is in effect, you can 
  use a bonus action to gain a swimming speed equal to 
  your walking speed for 1 minute. After that time, the po-
  tion’s magic ends.
  POTION OF TREASURE FINDING
  Potion, uncommon
  This pale green potion reveals glittering motes of gold 
  dust and diamond dust when shaken. When you drink 
  the potion, you gain the ability to detect the location of 
  the closest cache of coins, gems, jewelry, or art objects 
  whose value is in excess of 100 gp, and which lies within 
  1,000 feet of you. This ability lasts for 10 minutes, grant-
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  4
  
  ing you an unerring sense of the direction to the trea-
  sure, though not its distance. If the treasure is hidden, 
  you gain no insight into how to reveal it, nor do you gain 
  assistance at overcoming any traps or hazards that might 
  protect it.
   The power of the potion does not locate common met-
  als (such as iron or brass), and it does not locate magical 
  treasures unless those treasures are made of valuable 
  metal or contain gems. It does not locate ore, even of 
  valuable metals such as silver and gold. The power of the 
  potion can penetrate 1 foot of stone, 1 inch of common 
  metal, or up to 3 feet of wood or dirt. Thicker substances 
  block that power, as does a thin sheet of lead.
  POTION OF UNDEAD CONTROL
  Potion, uncommon
  This sluggish black liquid clings to its vial, which ap-
  pears always to be covered in a shadowy film. When 
  you drink this potion, you choose one undead creature 
  that you can see within 60 feet of you. An intelligent un-
  dead creature must make a successful DC 13 Charisma 
  saving throw to negate the power of the potion. If the 
  creature is an unintelligent undead, it automatically fails 
  the save. On a failed saving throw, the undead becomes 
  friendly to you and obeys your commands for 1 hour, or 
  until you or your companions do anything harmful to it.
  POTION OF VENTRILOQUISM
  Potion, uncommon
  When you tap the container holding this bright blue 
  potion, the sound of doing so appears to come from 
  somewhere behind you. For 1 hour after you drink the 
  potion, you can make your voice sound as if it comes 
  from any other location you can see within 60 feet of 
  you. Any sound you can normally make can be redirected 
  with the power of the potion, including feigning another 
  creature’s voice or attempting to mimic mundane sounds 
  (dripping water, a rising wind, the call of an animal, and 
  so forth). The DM determines whether your redirection 
  and attempts at mimicry require ability checks or a con-
  test to be believed.
  ELIXIR OF VISION
  Potion, uncommon
  This elixir is a clear liquid that glows brightly whenever 
  any light is shone upon it. For 1 hour after you drink 
  the elixir, you have advantage on Wisdom (Perception) 
  checks that rely on sight. While the potion’s magic is in 
  effect, you can use a bonus action to automatically suc-
  ceed on one Wisdom (Perception) check that relies on 
  sight, after which the potion’s magic ends.
  POTION OF WISDOM
  Potion, rare
  This blue-green potion is filled with swirling motes of sil-
  ver. For 3 hours after you drink the potion, you have ad-
  vantage on Wisdom checks and Wisdom saving throws.
  POTION CURSES
  A potion curse is an additional layer of detrimental mag-
  ic woven through the beneficial power of a magic potion, 
  elixir, philter, or oil. Canny mages and alchemists some-
  times brew curses into their potions as a defense against 
  thieves raiding their stores. Other times, potions might 
  develop a curse over time as their magic is corrupted. 
  Any adventurer who claims a potion left sitting in a tomb 
  for decades or centuries would be wise to consider how 
  its power might have degraded over that time.
  NEGATING A POTION CURSE
  Like other curses, the effect of a potion curse can be 
  removed from a creature with the remove curse spell or 
  similar magic. However, a potion curse can also be negat-
  ed before the potion, elixir, philter, or oil it affects is con-
  sumed, making the item safe to use. As indicated in the 
  entry for each curse, a potion curse can be negated either 
  by casting a specific spell upon a creature before that 
  creature uses the potion, or the creature can take certain 
  steps to negate the potion curse before drinking. The DM 
  is encouraged to think of additional and alternative meth-
  ods of negation for the potion curses presented here.
   Negating a potion curse is effective only if undertaken 
  before the potion is used. After a curse has affected a 
  character, only a remove curse spell or similar magic 
  (in addition to other magic specifically identified in the 
  curse) can undo its effect.
  IDENTIFYING A POTION CURSE
  A cursed potion appears to be a normal potion of its type 
  when handled. Focusing on a cursed potion reveals its 
  basic nature but does not reveal the curse. However, un-
  like with the curses that affect many other magic items, 
  an identify spell cast on a cursed potion reveals the curse 
  and also informs the caster of the means to negate it.
   When a cursed potion, elixir, philter, or oil is used, its 
  primary effect and its curse effect are both triggered. 
  For potions, elixirs, and philters, the curse affects the 
  creature consuming the item. For a magical oil, the curse 
  affects either the creature employing the oil, the crea-
  ture employing the item affected by the oil, or a random 
  creature in the area where the oil is used, at the DM’s 
  determination. (As a result, potion curses on oils are 
  sometimes more difficult to negate before using.)
   Unless the effect of a potion curse is antithetical to 
  the function of a potion (for example, a potion of healing 
  afflicted with the curse of poison), the potion functions 
  normally despite the curse effect.
  CURSE OF FUMBLING 
  When you are affected by this potion curse, you notice 
  no ill effect until the next time you enter combat with a 
  weapon, a focus, or some other object in hand. At the 
  start of each of your turns while you are in combat, you 
  must make a successful DC 15 Dexterity check for each 
  object you hold. On a failed check, the object slips from 
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  5
  
  your grasp and drops to the ground at your feet. You 
  might need to also make Dexterity checks to hold objects 
  outside of combat, at the DM’s determination. This curse 
  persists until you are targeted by the remove curse spell 
  or similar magic.
   This potion curse most often afflicts potions that en-
  hance a character’s physical skills or combat prowess.
   Negating the Curse. A curse of fumbling can be negat-
  ed by one of the following options, as determined by the 
  DM:
  • The creature using the potion does so while under the 
  effect of the cat’s grace option of the enhanced ability 
  spell.
  • The creature using the potion does so while under the 
  effect of bless.
  • The creature using the potion is suffering at least 1 
  level of exhaustion when the potion is used. A charac-
  ter can intentionally suffer exhaustion by going with-
  out food and water for a length of time determined by 
  the DM.
  CURSE OF MADNESS
  When you are affected by this potion curse, you must 
  succeed on a DC 15 Wisdom saving throw or be affected 
  by the confusion spell. The confusion effect persists until 
  you are targeted by the remove curse spell or similar 
  magic. This curse can also be ended by a heal spell.
   This potion curse most often afflicts potions that en-
  hance a character’s mental skills or that grant advantag-
  es outside of combat.
   Negating the Curse. A curse of madness can be ne-
  gated by one or more of the following options, as deter-
  mined by the DM:
  • The creature using the potion does so while under the 
  effect of the fox’s cunning or owl’s wisdom option of 
  the enhanced ability spell.
  • The creature using the potion does so while under the 
  effect of calm emotions.
  • The creature using the potion spends a long rest being 
  privately lectured on any single topic by a learned 
  sage, then uses the potion within the next 24 hours. 
  The cost of such service should be no less than 50 gp.
  CURSE OF POISON
  When you are affected by this potion curse, you take 3d6 
  poison damage. Thereafter, each time you finish a short 
  rest or a long rest, you must succeed on a DC 15 Con-
  stitution saving throw or take 1d6 poison damage. This 
  curse persists until you are targeted by the remove curse 
  spell or similar magic. This curse can also be ended by a 
  heal spell.
   This potion curse most often affects potions that in-
  crease a character’s vitality or that grant unique physical 
  benefits.
   Negating the Curse. A curse of poison can be negated 
  by one or more of the following options, as determined 
  by the DM:
  • The creature using the potion does so while under the 
  effect of the bear’s endurance or bull’s strength option 
  of the enhanced ability spell.
  • The creature using the potion does so while under the 
  effect of protection from poison.
  • The creature using the potion must guzzle fine wine 
  worth at least 50 gp immediately before using the 
  potion.
  CURSE OF STAMMERING
  When you are affected by this potion curse, you notice no 
  ill effect until the next time you must speak carefully or 
  while under stress (uttering the verbal component of a 
  spell, speaking in combat, reading a scroll, and so forth). 
  From that point on, everything you say is compromised 
  by constant stammering, stuttering, and mispronuncia-
  tion. 
   While affected by the curse, you must make a success-
  ful DC 13 Intelligence check to read any scroll or cast 
  any spell with a verbal component. On a failed check, the 
  spell or scroll is not wasted, but you lose the action you 
  used for the attempt . Additionally, you have disadvan-
  tage on any ability check involving speech, and the DM 
  can ask for DC 13 ability checks to determine the suc-
  cess of actions that involve speaking (casting spells such 
  as command or suggestion, using the Turn Undead class 
  feature, and so on). This curse persists until you are tar-
  geted by the remove curse spell or similar magic.
   This potion curse most often affects potions that in-
  crease a character’s powers of persuasion or that grant 
  control over other creatures.
   Negating the Curse. A curse of stammering can be 
  negated by one or more of the following options, as de-
  termined by the DM:
  • The creature using the potion does so while under the 
  effect of the eagle’s splendor option of the enhanced 
  ability spell.
  • The creature using the potion does so while in the 
  area of a silence spell.
  • The creature using the potion spends a long rest being 
  privately tutored by an acting coach or an expert in 
  public speaking, then uses the potion within the next 
  24 hours. The cost of such service should be no less 
  than 50 gp. 
  A Tale of Two Poisons
  The curse of poison is presented as an alternative to 
  the potion of poison found in the Dungeon Master’s 
  Guide, and DMs might choose to use one or the other 
  in their campaigns. A potion imbued with the curse of 
  poison is potentially just as entertaining as a potion of 
  poison, but the curse allows a character to potentially 
  gain some of a potion’s positive benefit as well.
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  6
  
  Scott Fitzgerald Gray
  (9th-level layabout, vindictive neutral) is a writer 
  of fantasy and speculative fiction, a fiction editor, a 
  story editor, and an editor and designer of roleplaying 
  games — all of which means he finally has the job he 
  really wanted when he was sixteen. Since 2004, Scott 
  has worked on upwards of two hundred RPG rulebooks, 
  supplements, adventures, and articles for Wizards of 
  the Coast and other publishers, including all three core 
  rulebooks for fifth edition DUNGEONS & DRAGONS. 
  He shares his life in the Canadian hinterland with a 
  schoolteacher, two itinerant daughters, and a large 
  number of animal companions. More info on Scott and 
  his work (some of it even occasionally truthful) can be 
  found by reading between the lines at insaneangel.com.
  Copyright
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, the dragon ampersand, and 
  all other Wizards of the Coast product names and their 
  respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries.
   
  This work contains material that is © Wizards of the 
  Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement 
  for Dungeon Masters Guild. 
   
  All original written material in this work is copyright 
  2016 by Scott Fitzgerald Gray and published by Insane 
  Angel Studios under the Community Content Agree-
  ment for Dungeon Masters Guild.
   
  Oil of disenchantment, potion of dragon control, oil of 
  elemental invulnerability, oil of fiery burning, potion of gi-
  ant control, philter of glibness, potion of humanoid control, 
  oil of impact, potion of levitation, philter of persuasiveness, 
  potion of plant control, potion of polymorph self, potion of 
  rainbow hues, potion of superheroism, oil of sweet water, 
  potion of treasure finding, potion of undead control, potion 
  of ventriloquism, potion curse of madness, potion curse 
  of fumbling, potion curse of poison, and potion curse 
  of stammering are adapted from the first edition and 
  second edition AD&D Dungeon Master Guide.
   
  Potion of charisma, elixir of hiding, potion of intelli-
  gence, elixir of sneaking, elixir of swimming, elixir of vision, 
  and potion of wisdom are adapted from the third edition 
  D&D Dungeon Master’s Guide (v3.0 and v3.5).
   
  Oil of animate dead and potion of infertility are adapt-
  ed from the third edition D&D Magic of Faerûn.
  THE EMPORIUM OF UNCANNY MAGIC — LOST POTIONS
  7
  
  We Can Be Heroes
  The Voices of the Dead
  Blackheath
  Sidnye (Queen of the Universe)
  A Prayer for Dead Kings
  and Other Tales
  The Exile’s Blade
  Studios
  Insane Angel
  Notable Rods
  Vault of the Dracolich
  (with Mike Shea & Teos Abadia)
  The Unliving Light
  Sapirio’s Secret
  Lost Potions
  Curious Rings
  The Hidden Halls of Hazakor
  The Emporium of Uncanny Magic
  Adventures and Supplements at 
  DriveThruRPG and DMs Guild
  Fiction at InsaneAngel.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Scott Fitzgerald Gray/Scott Fitzgerald Gray - The Emporium of Uncanny Magic - Lost Potions v1.1.pdf