TEXT:  
  
  CONTENTS
  Preface
  2
  Principles and methods
  4
  Brewing
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  Melting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  Kneading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  Vaporizing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  Distilling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  Essences
  7
  Ingredients
  9
  Basic ingredients by category . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  Basic ingredients by name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  Exotic Ingredients . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  List of Potions
  16
  Boosters
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  16
  Poisons & Medicines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  20
  Traps & Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  24
  Transmutations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  28
  Features
  33
  1
  
  PREFACE
  Dear reader,
  Some sixty years ago, I was an apprentice alchemist in my village in Pangar, when I decided to leave home
  and enroll at the Great University of Malor to study alchemy. It was there, at the School of Sciences &
  Medicine, that I learned the art of alchemy, thanks to the amazing Master Zeexmo, who was like a father to
  me. But it was not until later, when I started adventuring around the world, that I learned the true secrets
  of the craft. I collected, analyzed and categorized countless new ingredients, I invented and tested many
  new potions of all kinds and I discovered a few new essence pairs. For some time, I was obsessed with
  the ultimate task - cheating death. It was the wise Professor Bronse, who showed me the true nature of
  immortality, which does not reside in the ﬂesh, but in the text. My alchemist’s notepad was not in any
  shape to be published, so I embarked on a lifelong project to write the ﬁrst ever comprehensive guide to
  alchemy.
  Let this book serve you well, and I hope this knowledge will be used for good.
  Kaziquek Peacegiver
  Master Alchemist
  Published in Elmark, Temple of Telech
  Year 351, Time of Blood
  Written by Jan Kolmas and Andrew Crouch. Version 1.0
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Hand-
  book, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All char-
  acters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast.
  c⃝2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
  Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK.
  2
  
  To Noxart and Trixmtink, who gave my life a meaning.
  3
  
  PRINCIPLES AND METHODS
  F
  irst, alchemy is entirely different from
  magic. While magic is based on control-
  ling the world around us and the beings
  in it using one’s mind, alchemy is about
  transforming matter, living and inorganic alike. It
  is the craft of mixing the correct ingredients to cre-
  ate concoctions, which can be used by anybody.
  The basic principle lies in the concept of essences.
  Objects around us - plants, minerals, animals, etc.
  each contain a mix of essences. The essences de-
  ﬁne the nature of these objects.
  However, not
  all objects are suitable for use in alchemy.
  Ev-
  eryday objects usually contain too many essences,
  which are too diluted and difﬁcult to separate due
  to their number. Objects where certain essences
  stand out in concentration over others are called
  ingredients. Ingredients usually contain three main
  essences and a trace amount of others. By com-
  bining ingredients with the same essence, an al-
  chemist can create a potion with an extraordi-
  nary effect while minimizing the side effects. The
  essences the alchemist desires for a particular ef-
  fect are called active essences, while all others that
  may be present are called parasitic essences. The lat-
  ter are the cause of unwanted side effects.
  Essences always come in pairs of opposites,
  like
  earth/lightness,
  pain/numbness,
  fo-
  cus/relaxation. Every essence has its complement,
  though it is not unlikely that one essence is much
  rarer than its opposite.
  Any alchemist’s creation is generally referred to as
  a potion or a concoction. Each potion consists of a
  base and ingredients, essences and optionally a ref-
  erence or a fuse. A potion doesn’t have to be liq-
  uid; its state depends on the base. The color of
  the potion comes from the ingredients used, and
  a skilled alchemist can tell the type of potion just
  from the color.
  The base determines how the potion will be pre-
  pared and how it will be used. There are ﬁve bases
  commonly used in alchemy: water for brewing, fat
  for melting, clay for kneading, alcohol for distill-
  ing and water vapor for vaporizing. The individ-
  ual methods are described in the next chapter.
  Ingredients contain the essences that the alchemist
  is seeking to extract.
  For a single-use potion, 3
  ounces of each ingredient are required. There are
  also substances called exotic ingredients, which are
  discussed later.
  The essences are what gives a potion its power.
  Most potions have one to three active essences.
  Depending on the ingredients used, the potion
  will also be riddled with parasitic essences respon-
  sible for side effects.
  When a reference is required by the recipe, it is
  added to the potion at the last stage of preparation,
  so that it does not release any essences. When the
  potion is ﬁnished, add the reference to the potion
  while it’s still hot. It is also possible to create an
  "anonymous" potion without a reference, and add
  it later while reheating the potion. References are
  most common in transmutation potions, of which
  the most famous (or infamous) is New Identity,
  which requires a body part (for example a hair or
  a nail) of the target person as reference.
  A fuse is a substance, which is added to the po-
  tion after it has been ﬁnished and cooled, and
  serves as a trigger for potions that require exter-
  nal activation. Fuses are an important part of plas-
  tics, but they can be used for other types of po-
  tions as well. The most common fuse substances
  are: saliva for airfuse, ice for ﬁrefuse, dust for
  earthfuse and chalk for waterfuse. The activation
  can then come from air (sound, wind), ﬁre (ﬂame,
  light), earth (impact) or water (liquid, moisture),
  depending on the fusing substance. Since the fuse
  is to be added to a cold potion, it is possible to pre-
  pare a "latent" concoction and fuse it later at any
  time.
  There are ﬁve main methods of preparing potions,
  each suited for one of the ﬁve bases. The meth-
  ods are explained here, listed in order of increas-
  ing complexity.
  Some tips:
  1. It is common to all methods that increased
  time of preparation leads to potions of greater
  effect, though the marginal gain tapers off ex-
  ponentially slower, which is reﬂected in the
  recommended time of preparation.
  2. The alchemist can also control the duration
  of the potion (if the effect is not instant): po-
  tions prepared at lower heat last longer, but
  they require a longer time to prepare. There
  4
  
  is a direct proportionality between the two
  times, meaning that doubling the preparation
  will double the duration. This does not ap-
  ply in reduction of both times, as increasing
  the heat beyond the recommended level can
  be be dangerous.
  3. In order to create potions with an delayed ef-
  fect, salt is often added to the mix in propor-
  tion to the delay required. This can, however,
  make the potions very disgusting, if meant to
  be consumed, or itchy, if meant to be applied
  on the skin.
  4. Multi-effect potions can be created by mix-
  ing already prepared, cooled potions. Such
  potions will have the combined effect of the
  main effects and side effects of the constituent
  potions. The essences will not interfere with
  each other as they have been bound to the
  base in the cooling process.
  (It is possible,
  though not practically used, to unbind the
  essences by re-heating the potion.)
  BREWING
  Brewing is the simplest way of preparing potions.
  The base is water, and the potions thus made
  are called brews.
  Brews’ effects are applied by
  drinking them. The ingredients are shredded and
  tossed into a cauldron with water and brewed, un-
  til most of the water evaporates. The rest is then
  sifted through a ﬁlter and poured into a ﬂask.
  This is a good method for making potions on the
  go with minimal equipment, as all that is needed is
  a knife, a cauldron, a ﬁlter and a ﬂask. The down-
  side is that brews tend to be relatively weak com-
  pared to other potion types, as essences cannot
  be completely extracted from each ingredient, and
  the only way to suppress side effects is to ﬁnd in-
  gredients with opposite parasitic essences, so that
  they cancel each other.
  MELTING
  Melting is used to prepare lotions, also called oils
  or creams. Lotions can be based on any kind of fat
  (animal or vegetable), and are in general applied
  directly to the skin. To prepare a lotion, the al-
  chemist ﬁrst shreds the ingredients and adds them
  to a wide pan with boiling fat. After the required
  melting time is over, the mixture is sifted in a way
  similar to brewing, and, while still hot, poured
  into a wooden or metal box.
  Melting is also an easy way of making potions. A
  wide pan is needed instead of the cauldron to pro-
  vide more surface area, along with a ﬁlter and a
  small metal or wooden box. Lotions are preferred
  over brews when localized effects are required,
  such as when healing a particular wound.
  KNEADING
  Kneading is a way to craft plastics.
  These are
  most commonly used as explosives, but they have
  other uses as well. Preparing plastics requires an
  oven. It doesn’t have to be sophisticated, but it
  is important that the clay, which forms the base
  of plastics, is well-heated throughout its volume.
  The alchemist shreds the ingredients and kneads
  them into the clay. Then, after several iterations of
  kneading and baking the clay is left to cool.
  It is extremely important that only heat is applied
  to the clay and that ﬂames are kept away. If the
  plastic catches on ﬁre, it could have grave conse-
  quences, especially when making explosives.
  Plastics are always fused, so that they can be acti-
  vated when needed. This could be done by expo-
  sure to ﬁre, water, earth or air. Examples include
  ﬂame (ﬁre) or impact (earth) activated explosives,
  air or water activated traps and other devices.
  VAPORIZING
  In a way, vaporizing is an extension of brewing,
  which produces gases. It requires more sophisti-
  cated tools: a cauldron with a sealing lid, and a
  copper pressure vessel with valves on both sides.
  These are usually present in a well-equipped
  alchemy lab, and minimal versions of them also
  exist for vaporizing on the road. Vaporizing is set
  up in the same way as brewing, but the mixture
  is allowed to boil off completely and the vapor is
  collected in the pressure vessel in the following
  way: Both valves are open and vapor is allowed
  to escape until the mix is in a state of brew. Then,
  the outer valve is closed.
  When the entire con-
  tent of the sealed cauldron evaporates, the inner
  valve is closed as well and the essences are there-
  fore captured in the air vessel. Finally, the contents
  5
  
  of the vessel are transferred into a specialized air-
  tight ﬂask through the outer valve.
  Vaporizing provides better purity and stronger ef-
  fect than brewing.
  The user can either directly
  inhale the contents, or the ﬂask can be shattered
  on the ground to achieve a splash effect, affecting
  all creatures in the vicinity. Therefore, gases are
  often used to boost a group, or to force a potion
  on someone who is not able or willing to drink a
  brew.
  DISTILLING
  Distillation is the most advanced technique of
  alchemy. Its purpose is to extract the essences in
  their purest form and then turn them into elixirs
  with a speciﬁc effect.
  The effects of elixirs are
  strong, direct and without major side effects. Dis-
  tilling requires expensive glassware, available in
  some alchemy labs. The methodology extends the
  process of vaporizing. After sealing the vaporized
  essences in the pressure vessel, the collected vapor
  is then slowly condensed using a water bath, and
  the essences are separated from water, since the
  essences condense ﬁrst. Raw essences are volatile,
  so they are distilled into a vial of alcohol (any hard
  liquor will do) to keep them bound.
  The volume of raw essence extracted from a mix of
  ingredients is very small, but the effect is so large
  that a small vial is usually used to contain elixirs.
  Besides, drinking large amounts of strong alcohol
  would lead to side effects on its own.
  6
  
  ESSENCES
  T
  he table below contains the currently known essences, each with its opposite essence as well
  as the ingredients known to me to contain each given essence. I found this table very useful
  when improvising potions, by ﬁnding a replacement ingredient for one that I was missing. The
  ingredients are categorized in more detail in the next chapter. When inventing your own potions,
  keep in mind that the essences can manifest themselves in multiple ways, for example air can manifest
  itself as wind, sound or even lightning. Students often ask me about the "elemental essences". Does water
  contain water essence? Does air contain the air essence? My answer is, go to the lab and try it yourself. You
  will ﬁnd that substances like these indeed contain the elemental essences, but they also contain a plethora
  of other essences, and therefore cannot be used as ingredients. That is why water essence is not manifested
  in every brew just because of using water as a base.
  Essence
  Opposite
  Ingredients containing the essence
  Air
  Silence
  bird feather, dragonﬂy wings, mineral water, ﬂy, gunpowder,
  lung, mineral water
  Anger
  Compassion
  bee, heart, ivy, magnesium, sour powder, newt tail, vinegar
  Antidote
  Toxin
  charcoal, gold powder, blue powder, sour powder, snake tail
  Beauty
  Repulsion
  willow bark, daisy, mountain ﬂowers, foxglove, chameleon skin
  Bravery
  Fear
  bile, bone, lizard tail, gold powder
  Chaos
  Order
  ash, dust, bird feathers, gall bladder, milk, mercury, oil, sour
  powder, snakeweed root, sulfur, stomach, chameleon skin
  Cold
  Fire
  ash, ice, intestine, mint, magnesium, stalactite
  Compassion
  Anger
  brain, kidney, sage, ﬁsh scale, tears
  Death
  Life
  green powder, stalactite, swamp water
  Disgust
  Taste
  eye, feces, intestine, phlegm, toadstool
  Dryness
  Water
  algerita berries, charcoal, chalk, lamb’s ear, oil, pepper, phospho-
  rus, tea leaves
  Earth
  Lightness
  copper, gunpowder, horn, ocotillo root, rosemary, maple seed,
  stalactite, angelica root, yellow root
  Fear
  Bravery
  betony, millipede, rust, seaweed, turtle shell
  Fire
  Cold
  ant, alcohol, charcoal, cinnamon, devil’s mushroom, eye, moun-
  tain ﬂowers, gunpowder, gall bladder, lung, chili powder, sap,
  sulfur, phosphorus, skin, dragonﬂy wings
  Flexibility
  Rigidity
  copper, leech, slime, spider silk
  Focus
  Relaxation
  chalk, ink, millipede, blue powder, sage, turtle shell, tea leaves
  Growth
  Sterility
  blueberry, brain, ear, feces, intestine, lichen, phlegm, slime
  Hallucination
  Sense
  hemp, cave mushrooms, poppy, ﬁsh scale
  Halting
  Healing
  alcohol, ash, blackberry, ice, mint, vinegar
  Happiness
  Sadness
  daisy, mountain ﬂowers, hemp, cave mushrooms
  Hatred
  Love
  bile, ﬂy, saliva, snake tail
  Healing
  Halting
  algerita berries, blood, betony, willow bark, cinnamon, gall blad-
  der, leech, mercury, nettle, ocotillo root, frog poison, snake poi-
  son, sap, maple seeds, newt tail, yolk, yellow root, yucca root
  Hunger
  Laxative
  snakeweed root, sugar, saliva, stomach, tongue, tooth, watercress
  Laxative
  Hunger
  blueberry, lung, mineral water
  Life
  Death
  blood, phosphorus, snail shell, yolk
  Lightness
  Earth
  bee, dust, spider eye, bird feathers, ﬂy, cave mushrooms, snail
  shell, butterﬂy wings, mineral water
  Love
  Hatred
  daisy, heart, frog poison, stomach, tears
  7
  
  Lust
  Satisfaction
  oil, chili powder, gold powder, watercress
  Numbness
  Pain
  willow bark, chamomile, ice, poppy, sweet-amber plant, newt
  tail, valerian
  Order
  Chaos
  brain, garlic, honeycomb, ink, lamb’s ear, moss, rust, seaweed,
  vinegar
  Pain
  Numbness
  ant, bee, bone, ivy, lichen, nettle, pepper, tears
  Relaxation
  Focus
  cinnamon, hemp, kidney, moss, milk, snake poison, tobacco, tin,
  valerian
  Repulsion
  Beauty
  feces, garlic, millipede, sulfur
  Rigidity
  Flexibility
  algerita berries, betony, bone, chalk, honeycomb, horn, ﬁsh scale,
  tooth, angelica root
  Sadness
  Happiness
  bile, horn, lizard tail
  Satisfaction
  Lust
  green powder, sugar, tea leaves, valerian, yucca root
  Sense
  Hallucination
  ant, ear, eye, spider eye, sage, tongue
  Silence
  Air
  magnesium, green powder, saliva, chameleon skin, tobacco
  Slowness
  Speed
  honeycomb, leech, moss, poppy, rosemary, snail shell, turtle
  shell, tin, yellow root
  Smoothness
  Stickiness
  blueberry, dust, ear, lamb’s ear, skin, yolk
  Speed
  Slowness
  snake tail, lizard tail, dragonﬂy wings
  Sterility
  Growth
  garlic, heart, blue mold, rosemary, snakeweed root, skin, yucca
  root
  Stickiness
  Smoothness
  blackberry, phlegm, spider silk, sap, slime
  Strength
  Weakness
  blood, copper, milk, spider silk, sugar, tooth
  Taste
  Disgust
  blackberry, chamomile, foxglove, pepper, chili powder, sweet-
  amber plant, tongue
  Toxin
  Antidote
  alcohol, devil’s mushroom, spider eye, foxglove, blue mold, mer-
  cury, frog poison, snake poison, tobacco, toadstool, tin, swamp
  water
  Water
  Dryness
  ivy, ink, kidney, blue mold, mint, nettle, ocotillo root, blue pow-
  der, rust, maple seed, seaweed, watercress
  Weakness
  Strength
  lichen, toadstool
  8
  
  INGREDIENTS
  B
  asic ingredients such as various plants, minerals and animal or humanoid body parts serve to
  brew standard potions described in the List of Potions. These are called basic ingredients to dis-
  tinguish them from exotic ingredients. These are substances which are not yet fully understood,
  but through experimentation it was found that they can greatly improve the effects of standard
  potions. See the description of a standard potion for the potential improved effects. Unless speciﬁed other-
  wise, these ingredients are added to the mix at the same time as basic ingredients.
  BASIC INGREDIENTS BY CATEGORY
  PLANTS
  Angelica root
  rigidity, water, earth
  Betony
  healing, fear, rigidity
  Blue mold
  toxin, water, sterility
  Candlewood root
  healing, water, earth
  Cave shrooms
  hallucination, happiness, lightness
  Chamomile
  taste, numbness, healing
  Daisy
  beauty, love, happiness
  Devil’s mushroom
  ﬁre, toxin, speed
  Digitalis
  toxin, taste, beauty
  Hemp
  happiness, hallucination, relaxation
  Ivy
  pain, anger, water
  Lamb’s ear leaf
  smoothness, order, dryness
  Lichen
  weakness, growth, pain
  Maple seeds
  water, earth, healing
  Mint
  cold, halting, water
  Moss
  slowness, order, relaxation
  Nettle
  pain, healing, water
  Pepper
  dryness, taste, pain
  Poppy seed
  numbness, hallucination, slowness
  Rosemary
  sterility, earth, slowness
  Seaweed
  fear, order, water
  Sage
  senses, focus, compassion
  Sap
  stickiness, healing, ﬁre
  Snakeweed root
  hunger, sterility, chaos
  Sweet-amber plant
  numbness, taste, healing
  Tea leaves
  focus, dryness, satisfaction
  Toadstool
  toxin, disgust, weakness
  Tobacco leaves
  silence, toxin, relaxation
  Valerian
  relaxation, numbness, satisfaction
  Watercress
  hunger, lust, water
  Willow bark
  beauty, numbness, healing
  Yellow root
  healing, slowness, earth
  Yucca root
  sterility, satisfaction, healing
  9
  
  INORGANIC
  Ash
  halting, cold, chaos
  Blue powder
  focus, antidote, water
  Chalk
  dryness, rigidity, focus
  Charcoal
  ﬁre, dryness, antidote
  Copper powder
  strength, earth, ﬂexibility
  Dust
  lightness, chaos, smoothness
  Gold powder
  antidote, lust, bravery
  Green powder
  silence, satisfaction, death
  Ink
  focus, water, order
  Magnesium powder
  anger, silence, cold
  Mercury
  chaos, toxin, healing
  Mineral water
  air, lightness, laxative
  Phosphorus
  dryness, ﬁre, life
  Rust
  chaos, fear, pain
  Sour powder
  anger, chaos, antidote
  Stalactite
  earth, cold, death
  Sulfur
  ﬁre, chaos, repulsion
  Swamp water
  toxin, laxative, death
  Tin powder
  relaxation, slowness, toxin
  FOODSTUFFS
  Blackberry
  taste, halting, stickiness
  Blueberry
  growth, laxative, smoothness
  Desert berries
  healing, dryness, rigidity
  Garlic
  order, sterility, repulsion
  Lingonberry
  cold, numbness, halting
  Milk
  relaxation, strength, chaos
  Oil
  chaos, lust, dryness
  Sugar
  satisfaction, strength, hunger
  Vinegar
  halting, order, anger
  Yolk
  healing, life, smoothness
  ANIMAL PARTS
  Ant
  ﬁre, pain, senses
  Bee
  pain, anger, lightness
  Bird feather
  lightness, chaos, air
  Butterﬂy wings
  lightness, beauty, lust
  Chameleon skin
  chaos, beauty, silence
  Dragonﬂy wings
  speed, air, ﬁre
  Fish scale
  compassion, hallucination, rigidity
  Fly
  lightness, air, hatred
  Frog poison
  toxin, love, healing
  Honeycomb
  order, slowness, rigidity
  horn
  rigidity, earth, sadness
  Lizard tail
  bravery, sadness, speed
  Leech
  ﬂexibility, healing, slowness
  Millipede
  repulsion, fear, focus
  Newt tail
  healing, numbness, anger
  Slime
  growth, stickiness, ﬂexibility
  10
  
  Snail shell
  slowness, lightness, life
  Snake tail
  speed, antidote, hatred
  Snake poison
  toxin, healing, relaxation
  Spider eyes
  toxin, senses, lightness
  Spider legs
  antidote, repulsion, fear
  Spider silk
  strength, stickiness, ﬂexibility
  Turtle shell
  slowness, focus, fear
  Unicorn horn
  life, antidote, love
  HUMANOID BODY PARTS
  Bile
  bravery, sadness, hatred
  Blood
  healing, life, strength
  Bone powder
  bravery, rigidity, pain
  Brain
  order, compassion, growth
  Ear
  sense, smoothness, growth
  Eye
  sense, disgust, ﬁre
  Feces
  disgust, growth, repulsion
  Gall
  chaos, ﬁre, healing
  Heart
  love, anger, sterility
  Intestine
  disgust, growth, cold
  Kidney
  water, compassion, relaxation
  Lung
  air, ﬁre, laxative
  Phlegm
  growth, stickiness, disgust
  Saliva
  silence, hunger, hatred
  Skin
  smoothness, sterility, ﬁre
  Stomach
  hunger, love, chaos
  Tears
  love, compassion, pain
  Tongue
  taste, senses, hunger
  Tooth
  strength, rigidity, hunger
  BASIC INGREDIENTS BY NAME
  Angelica root
  rigidity, water, earth
  Ant
  ﬁre, pain, senses
  Fish scale
  compassion, hallucination, rigidity
  Ash
  halting, cold, chaos
  Bee
  pain, anger, lightness
  Betony
  healing, fear, rigidity
  Bile
  bravery, sadness, hatred
  Bird feather
  lightness, chaos, air
  Blackberry
  taste, halting, stickiness
  Blood
  healing, life, strength
  Blue mold
  toxin, water, sterility
  Blue powder
  focus, antidote, water
  Blueberry
  growth, laxative, smoothness
  Bone powder
  bravery, rigidity, pain
  Brain
  order, compassion, growth
  Butterﬂy wings
  lightness, beauty
  Candlewood root
  healing, water, earth
  Cave shrooms
  hallucination, happiness, lightness
  Chalk
  dryness, rigidity, focus
  11
  
  Chamomile
  taste, numbness, healing
  Chameleon skin
  chaos, beauty, silence
  Charcoal
  ﬁre, dryness, antidote
  Copper powder
  strength, earth, ﬂexibility
  Daisy
  beauty, love, happiness
  Desert berries
  healing, dryness, rigidity
  Devil’s mushroom
  ﬁre, toxin, speed
  Digitalis
  toxin, taste, beauty
  Dragonﬂy wings
  speed, air, ﬁre
  Dust
  lightness, chaos, smoothness
  Ear
  sense, smoothness, growth
  Eye
  sense, disgust, ﬁre
  Feces
  disgust, growth, repulsion
  Fly
  lightness, air, hatred
  Frog poison
  toxin, love, healing
  Gall
  chaos, ﬁre, healing
  Gold powder
  antidote, lust, bravery
  Garlic
  order, sterility, repulsion
  Green powder
  silence, satisfaction, death
  Heart
  love, anger, sterility
  Hemp
  happiness, hallucination, relaxation
  Honeycomb
  order, slowness, rigidity
  Horn
  rigidity, earth, sadness
  Lingonberry
  cold, numbness, halting
  Ink
  focus, water, order
  Intestine
  disgust, growth, cold
  Ivy
  pain, anger, water
  Kidney
  water, compassion, relaxation
  Lamb’s ear leaf
  smoothness, order, dryness
  Lichen
  weakness, growth, pain
  Lizard tail
  bravery, sadness, speed
  Leech
  ﬂexibility, healing, slowness
  Lung
  air, ﬁre, laxative
  Magnesium powder
  anger, silence, cold
  Maple seeds
  water, earth, healing
  Mercury
  chaos, toxin, healing
  Mineral water
  air, lightness, laxative
  Millipede
  repulsion, fear, focus
  Milk
  relaxation, strength, chaos
  Mint
  cold, halting, water
  Moss
  slowness, order, relaxation
  Nettle
  pain, healing, water
  Newt tail
  healing, numbness, anger
  Oil
  chaos, lust, dryness
  Pepper
  dryness, taste, pain
  Phlegm
  growth, stickiness, disgust
  Phosphorus
  dryness, ﬁre, life
  Poppy seed
  numbness, hallucination, slowness
  Rosemary
  sterility, earth, slowness
  Rust
  chaos, fear, pain
  Seaweed
  fear, order, water
  Sage
  senses, focus, compassion
  Saliva
  silence, hunger, hatred
  Sap
  stickiness, healing, ﬁre
  12
  
  Skin
  smoothness, sterility, ﬁre
  Slime
  growth, stickiness, ﬂexibility
  Snail shell
  slowness, lightness, life
  Snake tail
  speed, antidote, hatred
  Snake poison
  toxin, healing, relaxation
  Snakeweed root
  hunger, sterility, chaos
  Sour powder
  anger, chaos, antidote
  Spider eyes
  toxin, senses, lightness
  Spider silk
  strength, stickiness, ﬂexibility
  Stalactite
  earth, cold, death
  Stomach
  hunger, love, chaos
  Sugar
  satisfaction, strength, hunger
  Sulfur
  ﬁre, chaos, repulsion
  Swamp water
  toxin, laxative, death
  Sweet-amber plant
  numbness, taste, healing
  Tea leaves
  focus, dryness, satisfaction
  Tears
  love, compassion, pain
  Tin
  relaxation, slowness, toxin
  Toadstool
  toxin, disgust, weakness
  Tobacco leaves
  silence, toxin, relaxation
  Tongue
  taste, senses, hunger
  Tooth
  strength, rigidity, hunger
  Turtle shell
  slowness, focus, fear
  Unicorn horn
  life, antidote, love
  Valerian
  relaxation, numbness, satisfaction
  Vinegar
  halting, order, anger
  Watercress
  hunger, lust, water
  Willow bark
  beauty, numbness, healing
  Yellow root
  healing, slowness, earth
  Yolk
  healing, life, smoothness
  Yucca root
  sterility, satisfaction, healing
  EXOTIC INGREDIENTS
  Aboleth brain
  Using as brain in Truth Serum creates Detective Serum
  Ankheg acid
  Adding to Alchemist’s Bile creates Alchemist’s Tears
  Babau eye
  Adding to Laughing Gas creates Weakening Gas
  Banderhobb hide
  Using instead of owl eye in Sensorium creates Hunter’s Senses
  Barbed devil hide
  Adding to Thick Skin creates Spiky Skin
  Barlgura fur
  Adding to Acrobat’s Ale creates Demonic Ale
  Basilisk eye
  Adding to Healing Lotion creates Basilisk Lotion
  Bearded devil beard
  Adding to Arrow Poison creates Infernal Poison
  Beholder eye
  Adding to Night Owl creates Beholder Vision
  Black pudding goo
  Using as slime in Jailbreak creates Total Jailbreak
  Boggle oil
  Using as slime in Gecko’s Gift creates Boggle’s Gift
  Bone devil bone
  Adding to Black Oil creates Monster Oil
  Bulette shell
  Using as bone powder in Thick Skin creates Thick Shell
  Carrion crawler poison
  Adding to Paralyzer creates Immobilizer
  Catoblepas rectum
  Using instead of toadstool in Mushroom Poison creates Grotesque Poison
  Centaur hoof
  Using as horn in Cast creates Iron Cast
  Chain devil nose
  Adding to Double Identity creates Fluid Identity
  Chasme proboscis
  Adding to Paralyzer creates Immobilizer
  13
  
  Chimera tail
  Adding to Black Oil creates Monster Oil
  Cloaker skin
  Using as skin in Chameleon’s Gift creates Cloaker’s Gift
  Cockatrice beak
  When added during preparation, makes any potion done instantly
  Couatl scale
  Adding to Gas of Intelligence creates Day of Intelligence
  Dao powder
  Using as horn in Cast creates Iron Cast
  Darkmantle ink sack
  Adding to Smokescreen creates Blackscreen
  Deep scion vocal chords
  Using as reference in Voice Swap creates Psychic Voice
  Deva skin
  Using as skin in Beauty Cream creates Angelic Cream
  Displacer beast hide
  Adding to Invisibility Lotion creates Displacer Lotion
  Djinni breeze
  Adding to Graceful Exit creates Masterful Exit
  Doppelganger skin
  Using as reference in New Identity creates Any Identity
  Dragon turtle shell
  Using as bone powder in Thick Skin creates Thick Shell
  Dragon scale
  Cancels the side effects of any potion
  Dretch rectum
  Adding to Stinky Ammo creates Nasty Ammo
  Drider venom
  Using as frog poison in Arrow poison creates Stinger Poison
  Dryad skin
  Using instead of tears in Jailbreak creates Tree Strider
  Efreeti smoke
  Adding to Firebreath creates Hellbreath
  Erinyes feather
  Adding to Beauty Cream creates Enchanting Cream
  Faerie dragon stomach
  Adding to Gas of Confusion creates Gas of Delirium
  Flail snail shell
  Using as bone powder in Thick Skin creates Reﬂective Skin
  Flumph eyestalk
  Adding to Sensorium creates Sixth Sensorium
  Fomorian eye
  Adding to Black Oil creates Cursed Oil
  Gelatinous cube goo
  Using as slime in Jailbreak creates Total Jailbreak
  Ghast tongue
  Adding to Paralyzer creates Prolonged Paralyzer
  Ghoul tongue
  Adding to Paralyzer creates Prolonged Paralyzer
  Gibbering mouther spittle
  Acts as a Flash potion on impact when thrown.
  Glabrezu thumb
  Adding to Black Oil creates Monster Oil
  Gorgon rust
  Adding to Paralyzer creates Petriﬁer
  Goristro snout
  Adding to Gas of Intelligence creates Maze Runner
  Gray ooze goo
  Using as slime in Jailbreak creates Total Jailbreak
  Grell tentacle
  Adding to Paralyzer creates Prolonged Paralyzer
  Griffon beak
  When added during preparation, makes any potion done instantly
  Harpy vocal chords
  Using as reference in Swap voice creates Enchanting Voice
  Gorgon rust
  Using instead of honeycomb in Paralyzer creates Petriﬁer
  Hell hound fur
  Adding to Neva’s Touch creates Neva’s Embrace
  Hezrou stomach
  Adding to Stinky Ammo creates Nasty Ammo
  Horned devil tail
  Adding to Arrow Poison creates Bleeding Poison
  Hydra fang
  Using as tooth in Thick Skin creates Hydra Skin
  Ice devil carapace
  Adding to Neva’s Touch or Oktan’s Touch creates Icy Hot Cream
  Incubus tail
  Using as reference in Elixir of Love creates Elixir of Lust
  Ki-rin blood
  Can substitute one missing ingredient in any potion
  Kraken eye
  Adding to Firebreath creates Lightning breath
  Lamia tail
  Adding to Sensorium creates Desensorium
  Manticore spike
  Adding to Black Oil creates Monster Oil
  Marid water
  Adding to Blessing of Nikovil creates Marid’s Blessing
  Marilith tail
  Adding to Black Oil creates Monster Oil
  Medusa snake hair
  Using as snake tail in Time Warp creates Time Jump
  Mimic skin
  Using as reference in New Identity creates No Identity
  Mind ﬂayer tentacle
  Adding to Sensorium creates Sixth Sensorium
  Morkoth eye
  Using instead of bone powder in Thick Skin creates Reﬂective Skin
  Mummy wrappings
  Adding to Preservative Fluid creates Evergreen Preservation
  Naga tongue
  Using as tongue in Sensorium creates Supersensorium
  Nalfeshnee feather
  Adding to Flash creates Flash Scare
  Neothelid slime
  Adding to Alchemist’s Bile creates Alchemist’s Tears
  14
  
  Nightmare skin
  Adding to Neva’s Touch creates Neva’s Embrace
  Nothic eye
  Adding to Sensorium creates Sixth Sensorium
  Ochre jelly goo
  Using as slime in Jailbreak creates Total Jailbreak
  Otyugh tentacle
  Using instead of toadstool in Mushroom Poison creates Grotesque Poison
  Owlbear beak
  Using as bone powder in Berserker Potion creates Liquid Rage
  Pegasus feather
  Using as feather in Acrobat’s Ale creates Angelic Ale
  Peryton heart
  When added during preparation, makes any potion done instantly
  Pit ﬁend hide
  Adding to Beauty Cream creates Fiendish Cream
  Planetar feather
  Using as feather in Acrobat’s ale creates Angelic Ale
  Quickling dust
  Using instead of dragonﬂy wings in Time Warp creates Time Twist
  Rakhshasa hand
  Using as reference in New Identity creates Any Identity
  Remorhaz stomach
  Adding to Neva’s Touch or Oktan’s Touch creates Icy Hot Cream
  Rust monster antenna
  Adding to Alchemist’s Bile creates Alchemist’s Tears
  Shambling mound root-stem
  Using instead of charcoal powder in Oktan’s Touch or instead of lingonberry
  in Neva’s Touch creates Traas’ Touch
  Solar blood
  Using as blood in Healing Lotion creates Hyper Lotion
  Sphinx feather
  Adding to Gas of Intelligence creates Day of Intelligence
  Spined devil tail spine
  Adding to Fireclay creates Blastclay
  Succubus tail
  Using as reference in Elixir of Love creates Elixir of Lust
  Tarrasque carapace
  Using as bone powder in Thick Skin creates Reﬂective Skin
  Troglodyte skin
  Using as chameleon skin in Chameleon’s Gift creates Troglodyte’s Gift
  Troll hide
  Adding to Potion of Regeneration creates Troll Regeneration
  Umber hulk eye
  Adding to Gas of Confusion creates Gas of Delirium
  Unicorn blood
  Unicorn blood is equivalent to the Elixir of Life
  Vampire fang
  Adding to Paralyzer creates Immobilizer
  Vrock tongue
  Using as tongue in Sensorium creates Supersensorium
  Wood woad bark
  Adding to Potion of Regeneration creates Root Regeneration
  Wyvern stinger
  Using as frog poison in Arrow poison creates Stinger Poison
  Yeti fur
  When added during preparation, it doubles the duration of the potion
  Yochlol goo
  Adding to Paralyzer creates Immobilizer
  15
  
  LIST OF POTIONS
  H
  ere are some commonly used as well as
  more rare potions, but there is no limit to
  creativity and innovation. For each po-
  tion, I list the color of the potion, the ap-
  proximate time of preparation, relative difﬁculty
  in standard University rating 1, as well as the re-
  quired ingredients. When short on ingredients, it
  is possible to use a different ingredient than listed,
  given that it contains the same active essence. The
  difﬁculty increases by 1 for each improvised in-
  gredient.
  If a special potion can be made from
  the standard potion using an exotic ingredient, the
  name and effect of such special potions are shown
  in bold.
  BOOSTERS
  ACROBAT’S ALE
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  clear
  Preparation:
  30 min
  Duration:
  30 min
  Essences:
  lightness, ﬂexibility
  Ingredients:
  mineral water, bird feather, spi-
  der silk
  Useful for overcoming tall obstacles and softening
  falls, but also for dancing and acrobatics. The crea-
  ture gains advantage on all Acrobatics and Per-
  formance checks, as well as any Athletics checks
  made to climb.
  Side effects: memory lapses. The creature makes a
  Constitution saving throw against a DC of 20. On
  a success, no side effects happen. On a failure, the
  creature forgets all events of the 30 minutes prior
  to the consumption of this brew for the duration
  of this potion.
  Angelic Ale makes you grow wings and be able
  to ﬂy for the duration of the potion. You gain a
  ﬂying speed equal to your walking speed.
  1To determine if the potion was created successfully,
  roll an alchemy check, which consists of your intelligence
  bonus plus proﬁciency bonus in alchemist supplies. To
  succeed, the roll must be equal or higher than the potion
  difﬁculty. In case of failure, the time and ingredients are
  lost.
  Demonic Ale triples your jump distance for the
  duration, in addition to its other effects.
  BEAUTY CREAM
  Method:
  melting
  Difﬁculty:
  14
  Color:
  white
  Preparation:
  30 min
  Duration:
  8 hours
  Essences:
  beauty, smoothness
  Ingredients:
  butterﬂy wings, daisy, skin
  Smooths skin, hides scars, freckles and other irreg-
  ularities on applied areas. The creature gains ad-
  vantage on all Charisma checks for the duration.
  Side effects: Lightheaded feeling.
  The creature
  makes a Constitution saving throw against a DC
  of 20. On a success, no side effects happen. On a
  failure, the creature gains disadvantage on all In-
  telligence checks for an hour.
  Angelic Cream additionally provides the beneﬁt
  of the protection from evil and good spell for the du-
  ration.
  Enchanting Cream
  additionally doubles the
  user’s proﬁciency bonus for all Charisma checks
  with which the user is already proﬁcient. This ben-
  eﬁt does not stack with other similar beneﬁts, such
  as the Expertise class feature.
  Fiendish Cream additionally allows the user to
  magically contort their face as an action, causing
  any creature hostile to the user within 20 feet to
  make a DC 15 Wisdom saving throw. On a failed
  save, the creature is frightened until the start of
  the user’s next turn. If a creature’s saving throw is
  successful, the creature is immune to this effect for
  the next 24 hours.
  16
  
  BERSERK POTION
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  orange
  Preparation:
  15 min
  Duration:
  30 min
  Essences:
  numbness, bravery
  Ingredients:
  bile, newt tail, bone powder
  The ultimate brew for a warrior. Removes the abil-
  ity to feel pain, as well as any fears. Nevertheless,
  it does not remove the consequences of the user’s
  actions. For the duration, the creature is immune
  to the fear effect. In addition, the creature cannot
  lose hit points or temporary hit points for the du-
  ration, but the damage is still tracked (by the DM).
  At the end of the duration, the creature takes dam-
  age equal to the accumulated damage, but all at
  once; the rules of falling below 0 hit points to the
  negative equivalent of the creature’s maximum hit
  points still apply. Damage taken in this way can-
  not be reduced or negated in any way.
  Side effects: possibility of severe injuries due to
  inability to feel pain.
  Liquid Rage has the effect that at the end of the
  duration, the creature takes damage equal only to
  half of the accumulated damage.
  BLESSING OF NIKOVIL
  Method:
  brewing
  Difﬁculty:
  14
  Color:
  white
  Preparation:
  120 min
  Duration:
  1 hour
  Essences:
  dryness, air
  Ingredients:
  lung, chalk, phosphorus
  Named after the Avenian goddess of rain and
  ocean, Nikovil, this potion allows the user to
  breathe underwater. This potion grants the user
  underwater breathing ability, as if under the effect
  of the water breathing spell, for the duration of the
  potion.
  Side effects: Joint ache. The creature makes a Con-
  stitution saving throw against a DC of 20. On a
  success, no side effects happen. On a failure, if the
  creature does not take a short or long rest within 4
  hours, their speed is halved and they gain disad-
  vantage on all ability checks, saving throws, and
  attack rolls until the next short or long rest.
  Marid’s Blessing bestows the user with the ad-
  ditional ability to move on submerged land in a
  same way as on dry land. It also doubles swim-
  ming speed when the user decides to swim.
  BLESSING OF QUAROS
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  red
  Preparation:
  15 min
  Duration:
  8 hours
  Essences:
  strength, numbness
  Ingredients:
  blood, sugar, sweet-amber plant
  Named after the Avenian god of strength and war,
  Quaros, this potion increases the user’s physical
  strength and masks their fatigue. For the dura-
  tion, the affected creature doubles its carrying ca-
  pacity, adds 1d4 damage to its melee attacks, gets
  advantage on all Strength checks, and ignores one
  of its levels of exhaustion (although this does not
  remove the level).
  Side effects: lightheadedness, hunger. The crea-
  ture makes a Constitution saving throw against a
  DC of 20. On a success, no side effects happen.
  On a failure, the creature gains disadvantage on
  all Intelligence checks and saving throws for the
  duration. If no food is consumed within an hour
  of drinking this brew, the creature gains a level of
  exhaustion.
  BLESSING OF SALERA
  Method:
  brewing
  Difﬁculty:
  14
  Color:
  blue
  Preparation:
  30 min
  Duration:
  8 hours
  Essences:
  growth, life
  Ingredients:
  blueberry, yolk, blood
  Named after the Avenian goddess of home and
  family, Salera, this potion increases the chances of
  conception, even in a sterile woman. Any check
  made regarding conception is done with advan-
  tage.
  Side effects: low immunity. The creature makes
  a Constitution saving throw against a DC of 20.
  On a success, no side effects happen. On a fail-
  ure, the creature gains disadvantage on all Consti-
  tution saving throws against disease for the next
  17
  
  hour.
  ELIXIR OF LUCK
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  gold
  Preparation:
  1 hour
  Duration:
  1 hour
  Essences:
  chaos, smoothness
  Ingredients:
  mercury, dust, skin
  Grants exceptional luck. Often used as an excuse
  when contesting a loss in games. For the duration,
  the user gains the Lucky feat.
  Side effects: mild poisoning. At the end of the du-
  ration, the creature who drinks this makes a DC 20
  Constitution saving throw. On a success, no side
  effects occur. On a failure, the creature takes 2d4
  poison damage.
  GAS OF INTELLIGENCE
  Method:
  vaporizing
  Difﬁculty:
  17
  Color:
  blue
  Preparation:
  30 min
  Duration:
  30 min
  Essences:
  focus
  Ingredients:
  ink, blue powder, tea leaves
  Mistakenly thought to directly increase the user’s
  intelligence, it instead brings intense mental focus
  which can make it appear so. Banned from uni-
  versity exams. For the duration, the creature that
  inhales this gas gains advantage on all Intelligence
  checks.
  Side effects: swelling of joints. The creature makes
  a Constitution saving throw against a DC of 20.
  On a success, no side effects happen. On a failure,
  the creature takes 1d4 necrotic damage each time
  they take the Dash action for the duration.
  Day of Intelligence extends the vapor’s duration
  is to 8 hours, and the user also gains the beneﬁt of
  a mind blank spell for the duration.
  Maze Runner has the additional effect of allowing
  the user to perfectly recall any path it has traveled,
  automatically succeeding against effects such as
  the maze spell.
  KICKER
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  yellow
  Preparation:
  60 min
  Duration:
  2 hours
  Essences:
  focus, pain
  Ingredients:
  tea, sage, nettle
  Pouring it into the mouth of an unconscious or
  heavily injured person can keep them going un-
  til the effect wears off. An unconscious creature
  with 0 hit points who drinks this comes back to
  consciousness with 1 hit point and 9 temporary hit
  points; any other creature who drinks this receives
  10 temporary hit points. Any hit points and tem-
  porary hit points gained from this elixir are lost at
  the end of its duration.
  Side effects: hunger. The creature who drinks this
  makes a DC 20 Constitution saving throw. On a
  success, no side effects occur.
  On a failure, the
  creature receives a temporary level of exhaustion,
  which is removed once the creature eats some-
  thing.
  NEVA’S TOUCH
  Method:
  melting
  Difﬁculty:
  11
  Color:
  gray
  Preparation:
  15 min
  Duration:
  4 hours
  Essences:
  cold
  Ingredients:
  lingonberry, mint, ash
  Named after Avenian spirits of glaciers, this lotion
  grants resistance to heat. Can be applied on cloth-
  ing. The creature gains resistance to ﬁre damage
  and does not suffer the effects of extreme heat for
  the duration.
  Side effects: numbness. The creature makes a Con-
  stitution saving throw against a DC of 20.
  On
  a success, no side effects happen.
  On a failure,
  the creature gains disadvantage on all Dexterity
  checks and saving throws, as well as all attack rolls
  using Dexterity and Perception checks involving
  touch, for the next hour.
  Icy Hot Cream
  combines the effects of Neva’s
  Touch and Oktan’s Touch.
  Neva’s Embrace grants immunity to ﬁre damage.
  18
  
  Traas’ Touch changes the damage type from ﬁre
  to lightning.
  NIGHT OWL POTION
  Method:
  brewing
  Difﬁculty:
  14
  Color:
  yellow
  Preparation:
  30 min
  Duration:
  1 hour
  Essences:
  senses, ﬁre
  Ingredients:
  eye, sulfur, sage
  This potion grants the user darkvision out to 120
  feet.
  Side effects:
  scattered thoughts.
  The creature
  makes a Constitution saving throw against a DC
  of 20. On a success, no side effects happen. On a
  failure, the creature gains disadvantage on Intelli-
  gence checks for the next hour.
  Beholder Vision allows you to see through solid
  matter in addition to seeing in the dark. This vi-
  sion has a radius of 60 feet. To you, solid objects
  within that radius appear transparent and don’t
  prevent light from passing through them.
  The
  vision can penetrate 5 feet of stone, 6 inches of
  common metal, or up to 10 feet of wood or dirt.
  Thicker substances block the vision, as does as
  thin sheet of lead.
  OKTAN’S TOUCH
  Method:
  melting
  Difﬁculty:
  11
  Color:
  gray
  Preparation:
  15 min
  Duration:
  4 hours
  Essences:
  ﬁre
  Ingredients:
  charcoal powder, ant, sulfur
  Named after Avenian spirits of volcanoes, this
  lotion grants resistance to cold. Can be applied
  on clothing. The creature gains resistance to cold
  damage and does not suffer the effects of extreme
  cold for the duration.
  Side effects: itching. The creature makes a Con-
  stitution saving throw against a DC of 20. On a
  success, no side effects happen. On a failure, the
  creature must spend its bonus action each round
  scratching itself, unless the itching is relieved in
  some other way, for the next hour.
  Icy Hot Cream
  combines the effects of Neva’s
  Touch and Oktan’s Touch.
  Traas’ Touch changes the damage type from cold
  to lightning.
  SENSORIUM
  Method:
  distilling
  Difﬁculty:
  14
  Color:
  gray
  Preparation:
  120 min
  Duration:
  1 hour
  Essences:
  senses
  Ingredients:
  owl eye, goat tongue, dog ear
  Sharpens all senses. The creature gains advantage
  on all Wisdom checks for the duration of the po-
  tion.
  Side effects: nausea, possible vomiting. The crea-
  ture makes a Constitution saving throw against a
  DC of 20. On a success, no side effects happen.
  On a failure, the creature gains disadvantage on
  all Constitution checks and saving throws for the
  duration of the potion.
  Sixth Sensorium additionally allows you to hear
  the thoughts of intelligent beings within 60 feet as
  if they were talking out loud for the duration of
  the elixir.
  Supersensorium additionally allows the user to
  sense all living or undead creatures within one
  mile, provided that they are in the same airspace,
  that is, not behind an air-tight divider. For each
  creature, you know its creature type.
  Desensorium
  reverses the main effect, causing
  the user to make a DC 20 Constitution saving
  throw. On a failure, the target has disadvantage
  on Wisdom saving throws and ability checks for
  the duration of the potion.
  Hunter’s Senses requires a reference. In addition
  to the normal effects of Sensorium , this allows the
  user to know the most direct route to that creature
  if it is within 1 mile of the user.
  19
  
  TIME WARP
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  pink
  Preparation:
  120 min
  Duration:
  1 min
  Essences:
  speed
  Ingredients:
  dragonﬂy
  wings,
  lizard
  tail,
  snake tail
  Renders the user so fast that it creates an appear-
  ance of bending time. The creature who drinks
  this makes two initiative rolls and acts during both
  initiative counts for the duration. Outside of com-
  bat, this potion has an equivalent effect.
  Side effects: poisoning. At the end of the dura-
  tion, the creature who drinks this makes a DC 20
  Constitution saving throw. On a success, no side
  effects occur. On a failure, the creature takes 4d6
  poison damage.
  Time Jump, in addition to doubling the initiative
  of the user, grants the ability to move instantly to
  any place within 20 feet every few seconds. For
  the duration of the potion, you can cast misty step
  at will, except with a maximum distance of 20 feet
  instead of 30 feet.
  Time Twist, in addition to doubling the initiative
  of the user, causes the effects of the haste spell to be
  applied to the user, including the negative after-
  effect.
  POISONS & MEDICINES
  ARROW POISON
  Method:
  melting
  Difﬁculty:
  17
  Color:
  yellow
  Preparation:
  120 min
  Duration:
  instant
  Essences:
  toxin, healing
  Ingredients:
  snake poison, frog poison, sap
  Quick and easy death. Can be neutralized by a
  serum if the serum is administered soon after in-
  gestion of the poison. In this context, healing is
  an important essence, because it accelerates body
  functions - and therefore the spread of the poison.
  The poison gets its name because it is the favorite
  of archers, but it can be applied to any piercing or
  slashing weapon. Affected creature makes a Con-
  stitution saving throw against a DC of 20. On a
  success, there is no effect beyond the side effects
  (a critical success avoids side effects). On a fail-
  ure, the creature takes 5d12 poison damage and is
  poisoned for 8 hours.
  Side effects: muscle relaxation. The creature can-
  not gain vulnerability to nonmagical bludgeoning,
  piercing, or slashing damage for 10 minutes.
  Stinger Poison
  increases the toxicity of Arrow
  Poison. Double the poison damage dice and du-
  ration of the poisoned condition.
  Infernal Poison has the additional effect of caus-
  ing a target that fails its save to be unable to regain
  hit points while poisoned in this way.
  Bleeding Poison has the additional effect of caus-
  ing the target to lose an additional 3d6 poison
  damage at the start of each of its turns. This addi-
  tional damage stops if the target receives any heal-
  ing.
  CAST
  Method:
  kneading
  Difﬁculty:
  11
  Color:
  white
  Preparation:
  30 min
  Duration:
  12 hours
  Essences:
  rigidity, air
  Ingredients:
  chalk, horn, maple seed
  Frequently used by healers to ﬁx broken bones,
  usually airfused.
  Sometimes used as makeshift
  manacles to restrain creatures. It can be broken
  with a DC 8 Strength check.
  Side effects: moisture at the site of application.
  Iron Cast increases the DC required to break it to
  15.
  DRUNKARD’S RESCUE
  Method:
  brewing
  Difﬁculty:
  8
  Color:
  orange
  Preparation:
  15 min
  Duration:
  instant
  Essences:
  numbness, focus
  Ingredients:
  poppy seed,
  chamomile,
  tea
  leaves
  20
  
  This potion removes all effects caused by being
  drunk or having a hangover.
  Side effects: very bitter aftertaste.
  The creature
  makes a Constitution saving throw against a DC
  of 20. On a success, no side effects happen. On
  a failure, the creature receives no special beneﬁts
  from any food or drink consumed for the next 30
  minutes.
  ELIXIR OF LIFE
  Method:
  distilling
  Difﬁculty:
  20
  Color:
  red
  Preparation:
  1 day
  Duration:
  1 hour
  Essences:
  life
  Ingredients:
  blood, yolk, phosphorus
  When administered quickly, this elixir can bring a
  recently deceased person back to life. However,
  the cause of death has to be treated immediately
  after or concurrently with the elixir, otherwise the
  person quickly dies again. This elixir has the ef-
  fects of the revivify spell, except that the hit point
  is lost at the end of the duration.
  Side effects: extreme thirst.
  The creature who
  drinks this makes a DC 20 Constitution saving
  throw. On a success, no side effects occur. On a
  failure, receives a temporary level of exhaustion,
  which is removed once the creature drinks some-
  thing.
  FEVER QUENCHER
  Method:
  brewing
  Difﬁculty:
  8
  Color:
  clear
  Preparation:
  15 min
  Duration:
  4 hours
  Essences:
  cold, halting
  Ingredients:
  mint, lingonberry, vinegar
  Alleviates fever. Does not cure the cause of a sick-
  ness. This potion removes the diseased condition
  if that condition was caused by a fever. If the root
  cause of the fever is not addressed after 4 hours,
  the diseased condition returns.
  Side effects: Numbness in extremities. The crea-
  ture makes a Constitution saving throw against a
  DC of 20. On a success, no side effects happen.
  On a failure, the creature gains disadvantage on
  all Dexterity checks and saving throws, as well as
  all attack rolls using Dexterity, for the next hour.
  HEALING LOTION
  Method:
  melting
  Difﬁculty:
  11
  Color:
  red
  Preparation:
  15 min
  Duration:
  instant
  Essences:
  healing, numbness
  Ingredients:
  sap, blood, sweet-amber plant
  The lotion is applied to the injured area, which
  rapidly speeds up healing. Re-application the next
  day is useful.
  It is important to stop possible
  bleeding ﬁrst, as the blood would carry away the
  lotion. Especially efﬁcient when user’s own blood
  is used. This lotion has the effect of a greater heal-
  ing potion. If user’s own blood is used, heal an
  additional 1d4 hit points.
  Side effects: light fever, rash. The creature makes a
  Constitution saving throw against a DC of 20. On
  a success, no side effects happen. On a failure, the
  creature gains one temporary level of exhaustion
  for the next hour.
  Basilisk Lotion additionally reverses any petriﬁ-
  cation effect on the user.
  Hyper Lotion restores all hit points upon use.
  HEALING POTION
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  red
  Preparation:
  15 min
  Duration:
  instant
  Essences:
  healing, numbness
  Ingredients:
  sap, blood, sweet-amber plant
  Drink this potion to heal internal injuries. Espe-
  cially effective when user’s own blood is used.
  This has the same effect as the standard healing
  potion found in the Dungeon Master’s Guide.
  If
  user’s own blood is used, heal an additional 1d4
  hit points.
  Side effects: light fever, rash. The creature makes a
  Constitution saving throw against a DC of 20. On
  a success, no side effects happen. On a failure, the
  21
  
  creature gains one temporary level of exhaustion
  for the next hour.
  HEALING SYRUP
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  yellow
  Preparation:
  30 min
  Duration:
  instant
  Essences:
  healing, sterility
  Ingredients:
  yolk, rosemary, sap
  This brew cures most common diseases at cost
  of a serious fever. This potion removes the dis-
  eased condition if it was caused by anything ex-
  cept for a fever. Not to be combined with the Fever
  quencher. If this potion is imbibed by a creature
  who has also imbibed Fever quencher within the
  past hour or who imbibes Fever quencher within
  the next hour, all effects by both potions are can-
  celed out.
  Side effects: fever. The creature makes a Consti-
  tution saving throw against a DC of 20. On a suc-
  cess, no side effects happen. On a failure, the crea-
  ture gains one temporary level of exhaustion for
  the next hour. The level of exhaustion becomes
  permanent (until the next long rest) if no food is
  consumed in that time.
  MEMORY SHOCK
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  red
  Preparation:
  30 min
  Duration:
  1 hour
  Essences:
  chaos
  Ingredients:
  rust, dust, oil
  This brew will wipe the user’s short term mem-
  ory, including moments before and right after in-
  gestion of the brew. The creature makes an Intelli-
  gence saving throw against a DC of 20. On a suc-
  cess, there is no effect beyond the side effects (a
  critical success avoids the side effects). On a fail-
  ure, the creature forgets a period of time depend-
  ing on the number rolled, for the entire duration
  of the potion.
  Critical failure: complete and total amnesia 1-5:
  the creature forgets the past month 6-10: the crea-
  ture forgets the past week 11-15: the creature for-
  gets the past day 16-19: the creature forgets the
  past hour
  Side effects: fear, lack of trust. In addition to the ef-
  fects listed above, the creature gains disadvantage
  on all saving throws made to avoid being fright-
  ened, as well as all Insight checks.
  MITHRIDATE
  Method:
  distilling
  Difﬁculty:
  20
  Color:
  yellow
  Preparation:
  1 day
  Duration:
  instant
  Essences:
  antidote
  Ingredients:
  mix of 13 rare herbs
  Universal antidote to any poison, works instantly.
  This recipe is the work of a genius, instead of
  using three ingredients as usual, it consists of a
  mix of herbs so carefully selected that all parasitic
  essences completely cancel out and only the an-
  tidote essence remains. The creature who drinks
  this gains any and all of the beneﬁts of having the
  spells lesser restoration and greater restoration cast
  on them, except for the effect that ends a curse. It
  also instantly restores 30 hit points.
  Side effects: none.
  MUSHROOM POISON
  Method:
  brewing
  Difﬁculty:
  11
  Color:
  brown
  Preparation:
  60 min
  Duration:
  1 hour
  Essences:
  toxin, disgust, weakness
  Ingredients:
  toadstool,
  devil’s
  mushroom,
  blue mold
  Causes stomach pain, nausea, vomiting, but is
  rarely fatal. Typically brewed on very low ﬂame
  to stretch the effect, often with salt to delay the on-
  set. At the moment the brew is designed to take
  effect, the affected creature makes a Constitution
  saving throw against a DC of 20. On a success,
  there is no effect beyond the side effects (a critical
  success avoids the side effects). On a failure, the
  creature gains temporary levels of exhaustion de-
  pending on the number rolled, which last for the
  duration of the potion.
  22
  
  Critical failure: 5 levels of exhaustion 1-5: 4 levels
  of exhaustion 6-10: 3 levels of exhaustion 11-15: 2
  levels of exhaustion 16-19: 1 level of exhaustion
  Side effects: Jitters. Side effects: In addition to the
  effects listed above, the creature drops whatever it
  is holding at the moment the brew is designed to
  take effect.
  Grotesque Poison additionally causes the target’s
  hit point maximum to be reduced by 1d10 per
  level of exhaustion gained from this effect. Any
  reduction to the target’s hit point maximum lasts
  for the duration of the potion. The target dies if
  this effect reduces its hit point maximum to 0.
  POTION OF REGENERATION
  Method:
  brewing
  Difﬁculty:
  8
  Color:
  red
  Preparation:
  2 hours
  Duration:
  10 min
  Essences:
  healing, numbness
  Ingredients:
  sap, blood, sweet-amber plant
  This is a slow version of the Healing Potion; no-
  tice that the ingredients are the same. By brewing
  it on low ﬂame for a longer time, the effect of the
  potion lasts a short time instead of being instan-
  taneous. Often used before ﬁghts or battles. The
  user regains 1 hit point at the start of each of its
  turns (10 hit points each minute).
  Side effects: light fever, rash. The creature makes a
  Constitution saving throw against a DC of 20. On
  a success, no side effects happen. On a failure, the
  creature gains one temporary level of exhaustion
  for the next hour.
  Troll Regeneration increases the potency of the
  effect, such that the user regains 10 hit points at
  the start of each of its turns (100 hit points each
  minute). However, if the user takes acid or ﬁre
  damage, they regain no hit points from this effect
  at the start of their next turn.
  Root Regeneration increases the potency of the
  effect, such that the user regains 10 hit points at
  the start of each of its turns (100 hit points each
  minute). However, if the user takes ﬁre damage,
  or if the user is not in contact with the ground, they
  regain no hit points from this effect at the start of
  their next turn.
  REVERSE CURSE
  Method:
  brewing
  Difﬁculty:
  14
  Color:
  green
  Preparation:
  60 min
  Duration:
  permanent
  Essences:
  order
  Ingredients:
  lamb’s ear leaf, moss, garlic
  This brew has a chance to cure lycanthropy and
  similar conditions. This potion has the effects sim-
  ilar to the remove curse spell, with the difference
  that it applies only for a single condition, chosen
  by the creator of the potion at the time of concoc-
  tion.
  Side effects: sweating. The creature makes a Con-
  stitution saving throw against a DC of 20.
  On
  a success, no side effects happen.
  On a failure,
  the creature gains disadvantage on all Charisma
  checks for the next hour.
  SECOND CHANCE
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  green
  Preparation:
  1 day
  Duration:
  instant
  Essences:
  healing, growth, order
  Ingredients:
  lichen, phlegm, slime
  Regrows a lost body part.
  May need multiple
  doses, depending on severity of injury. The user’s
  missing body parts, if any, are restored after 2 min-
  utes. If the part was severed and you have the sev-
  ered part, holding it to the stump while this elixir
  is consumed will cause it to instantly knit back to-
  gether.
  Side effects:
  extreme pain.
  The creature that
  drinks this makes a DC 20 Constitution saving
  throw. On a success, no side effects occur. On a
  failure, the creature takes 4d6 poison damage.
  23
  
  SERUM
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  purple
  Preparation:
  120 min
  Duration:
  instant
  Essences:
  antidote, halting
  Ingredients:
  blue powder, snake tail, gold
  powder
  Cures or reduces the consequences of blood-based
  poisons. A poisoned creature that drinks this is
  no longer poisoned. In addition, if that creature
  took poison damage since the beginning of their
  last turn, that damage is healed.
  Side effects: emotional instability, bursts of rage.
  The creature who drinks this makes a DC 20 Con-
  stitution saving throw. On a success, no side ef-
  fects occur. On a failure, the creature has disad-
  vantage on all Charisma checks for the next hour.
  STOMACH PUMP
  Method:
  brewing
  Difﬁculty:
  8
  Color:
  black
  Preparation:
  30 min
  Duration:
  instant
  Essences:
  antidote, disgust
  Ingredients:
  charcoal, feces, intestine
  This antidote works against most poisons that
  are ingested. The sooner it is administered, the
  better.
  However, it has an amplifying effect on
  bloodstream-based poisons! Typically brewed at
  very high temperature for immediate effect. If the
  poison was ingested, this removes the poisoned
  condition. If the poison is bloodstream-based, this
  triggers the poison damage again, if there was any,
  and applies the poisoned condition if not already
  applied; if the poisoned condition was already ap-
  plied, this adds a level of exhaustion.
  Side effects: Violent vomiting, mild fever.
  The
  creature
  makes a
  Constitution
  saving
  throw
  against a DC of 20. On a success, no side effects
  happen. On a failure, the creature gains disadvan-
  tage on all Constitution checks and saving throws
  for the next hour. In addition, if water is not con-
  sumed regularly for the next hour, the creature
  gains one level of exhaustion.
  VISIT TO THE OTHERSIDE
  Method:
  brewing
  Difﬁculty:
  17
  Color:
  green
  Preparation:
  60 min
  Duration:
  1 hour
  Essences:
  toxin, antidote
  Ingredients:
  snake poison, snake tail, blue
  powder
  This brew is a very dangerous one. By combining
  a quickly acting neurotoxin with a delayed anti-
  dote, the user can induce death, coming back to
  life at the end of the duration. This brew requires
  precise dosage and timing, which is speciﬁc to the
  user. The creature is under the effects of the feign
  death spell. In addition, the soul of the creature
  gains the ability to speak with the soul of any crea-
  ture that died on the affected creature’s current
  plane of existence, as long as the affected creature
  knew that creature when it was living.
  Side effects: mental trauma. The creature makes
  a Constitution saving throw against a DC of 20.
  On a success, no side effects happen. On a failure,
  the creature gains disadvantage on all Intelligence,
  Wisdom, and Charisma checks and saving throws
  until the next long rest.
  TRAPS & EXPLOSIVES
  ALCHEMIST’S BILE
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  white
  Preparation:
  60 min
  Duration:
  instant
  Essences:
  anger, chaos
  Ingredients:
  sour powder, magnesium pow-
  der, oil
  This elixir is a highly corrosive acid, which quickly
  dissolves any metal or organic material.
  Any
  metal object or creature that this acid touches must
  make a DC 20 Constitution saving throw, taking
  10d4 acid damage on a failed save or half that
  damage on a successful save.
  Side effects: releases noxious fumes while being
  carried. Every hour that a creature smells these
  fumes, that creature must make a DC 10 Constitu-
  tion saving throw. On a success, no effects occur.
  24
  
  On a failure, that creature takes 1d4 acid damage
  as the fumes burn their airways.
  Alchemist’s Tears increases the potency of the ef-
  fect. Double the acid damage of Alchemist’s Bile.
  ELIXIR OF LOVE
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  red
  Preparation:
  60 min
  Duration:
  4 hours
  Essences:
  love, lust
  Ingredients:
  tears, heart, daisy
  Causes the user to fall in love with the reference.
  The creature that drinks this elixir must make a
  DC 20 Constitution saving throw. On a success,
  no effect happens, including side effects. On a fail-
  ure, the creature regards the reference as the love
  of their life and is considered charmed by the ref-
  erence for the duration.
  Side effects: memory lapses. At the end of the du-
  ration, or when the charmed effects ends, the crea-
  ture makes a DC 20 Constitution saving throw. On
  a success, no side effects occur. On a failure, the
  creature forgets everything that occurred while it
  was charmed.
  Elixir of Lust causes the creature which does not
  make the DC 20 Constitution saving throw to seek
  bodily satisfaction with any person in sight.
  EXPLOSIVE AMMO
  Method:
  kneading
  Difﬁculty:
  14
  Color:
  yellow
  Preparation:
  15 min
  Duration:
  instant
  Essences:
  ﬁre, speed
  Ingredients:
  dragonﬂy wings, devil’s mush-
  room, chili powder
  Slingshot ammunition that explodes upon impact.
  Usually earthfused.
  One dose makes ﬁve balls.
  Upon activation, each creature in a 5-foot-radius
  sphere around the bomb must make a DC 15 Dex-
  terity saving throw, taking 3d10 thunder damage
  on a failed save, or half as much on a successful
  one. Each object and structure in the area auto-
  matically fails its save and takes double damage.
  The damage can be scaled up or down depending
  on the quality of the concoction.
  Side effects: the ammunition emits an unpleasant
  smell as it’s being carried around.
  FIRECLAY
  Method:
  kneading
  Difﬁculty:
  11
  Color:
  black
  Preparation:
  30 min
  Duration:
  instant
  Essences:
  ﬁre
  Ingredients:
  sulfur, charcoal, phosphorus
  The infamous ﬁreclay is the most commonly used
  explosive. As a bag of this substance can blow up
  an entire building, kneading this plastic is very
  dangerous and has cost many alchemists their
  lives, or at the very least their limbs.
  Usually
  earthfused for detonation upon impact, or water-
  fused for a timed bomb. A bomb can be thrown up
  to 60 feet. Upon activation, each creature in a 20-
  foot-radius sphere around the bomb must make a
  DC 15 Dexterity saving throw, taking 6d10 thun-
  der damage on a failed save, or half as much on
  a successful one. Each object and structure in the
  area automatically fails its save and takes double
  damage. The damage can be scaled up or down
  depending on the quality of the concoction.
  Side effects: the bomb emits an unpleasant smell
  as it’s being carried around.
  Blastclay adds 2d10 ﬁre damage on top of the ex-
  isting damage of the plastic.
  FLASH
  Method:
  kneading
  Difﬁculty:
  11
  Color:
  white
  Preparation:
  30 min
  Duration:
  10 seconds
  Essences:
  hallucination, ﬁre
  Ingredients:
  poppy, hemp, phosphorus
  This explosive can be used to momentarily blind
  a group of people. This explosive has the effects
  of the color spray spell cast at 9th level, except it
  can be thrown up to 60 feet and affects a 10-foot
  radius. It also has a duration of 2 rounds instead
  of 1.
  25
  
  Side effects: the plastic may cause minor illusions
  to appear as it’s being carried around.
  Flash Scare has the additional effect of causing
  any affected creature to also be frightened for the
  duration. While frightened in this way, the crea-
  ture treats the last-seen location of the thrower as
  the source of its fear.
  GAS OF CONFUSION
  Method:
  vaporizing
  Difﬁculty:
  14
  Color:
  white
  Preparation:
  30 min
  Duration:
  1 min
  Essences:
  hallucination, relaxation
  Ingredients:
  hemp, cave shrooms, tobacco
  Sometimes used by thieves to sneak into or escape
  from guarded locations. The smoke this gas cre-
  ates causes the affected people to be extremely dis-
  oriented and experience hallucinations. This gas
  has the effects of the confusion spell, except with a
  DC 20 Constitution saving throw instead of Wis-
  dom.
  Side effects: mild suffocation. Each creature in the
  gas reduces the amount of time that they can hold
  their breath by 30 seconds; this reduction only ap-
  plies while the creature is within the gas.
  Gas of Delirium changes the effect such that once
  a target fails its initial saving throw, instead of au-
  tomatically making saving throws at the end of
  each of their turns, the target rolls a d6. On a 5
  or a 6, the target can make the saving throw; oth-
  erwise, they cannot make a saving throw against
  this effect this turn.
  GAS OF OBEDIENCE
  Method:
  vaporizing
  Difﬁculty:
  17
  Color:
  violet
  Preparation:
  30 min
  Duration:
  1 min
  Essences:
  love, fear
  Ingredients:
  tears, betony, daisy
  Whoever inhales this is very prone to suggestion.
  This gas affects a 10-foot radius from wherever it
  is released. Any creature in the area that breathes
  must make a DC 20 Constitution saving throw
  or be under the effects of the suggestion spell for
  the duration, except that each command given to
  them during that duration overwrites the previous
  command.
  Side effects: chance to fall in love with a random
  person in sight At the end of the ﬁrst turn of an
  affected creature, they must make a DC 5 Wisdom
  saving throw or suffer the effects of Elixir of Love
  for the duration of the gas, targeted at a random
  person in sight.
  GRACEFUL EXIT
  Method:
  vaporizing
  Difﬁculty:
  14
  Color:
  green
  Preparation:
  30 min
  Duration:
  1 min
  Essences:
  slowness
  Ingredients:
  snail shell, moss, yellow root
  Causes people’s motions and senses to slow down.
  Popular escape method of thieves, who keep a bot-
  tle of Graceful exit on the back of their belt, and as
  they open it and run, they leave a trail of gas inca-
  pacitated pursuers in their wake. This gas has the
  effects of the slow spell, except in a 10-foot-radius
  sphere, and a Constitution saving throw instead of
  Wisdom, against a DC of 20.
  Side effects: increased heart rate. At the end of the
  ﬁrst turn of an affected creature, they must make
  a DC 2 Wisdom saving throw or suffer a heart at-
  tack, if already in combat.
  Masterful Exit increases the duration to 1 hour.
  LAUGHING GAS
  Method:
  vaporizing
  Difﬁculty:
  11
  Color:
  transparent
  Preparation:
  15 min
  Duration:
  1 min
  Essences:
  happiness, compassion
  Ingredients:
  cave shrooms, sage, tears
  Induces contagious uncontrollable laughter. This
  gas has the effects of the Tasha’s hideous laughter
  spell, except no concentration is required, it affects
  a 10-foot-radius sphere, and the saving throw is
  Constitution instead of Wisdom, against a DC of
  20.
  26
  
  Side effects: hallucinations of hearing music. Un-
  less affected creatures critically succeed on their
  saving throw against this gas, they hear faint mu-
  sic in the distance regardless of where their ears
  are pointed. A deaf or deafened creature also suf-
  fers this effect.
  Weakening Gas changes the effect to that of a Ray
  of Enfeeblement spell, except no concentration is re-
  quired, it affects a 10-foot radius sphere, and the
  DC is 20.
  PARALYZER
  Method:
  brewing
  Difﬁculty:
  14
  Color:
  purple
  Preparation:
  30 min
  Duration:
  5 min
  Essences:
  rigidity, slowness, fear
  Ingredients:
  honeycomb, betony, tooth
  Makes a person unable to move, or move only
  very slowly. The creature makes a Strength saving
  throw against a DC of 20. On a success, there is
  no effect beyond the side effects (a critical success
  avoids the side effects). On a failure, the creature
  suffers an effect depending on the number rolled
  for the duration of the potion.
  Critical failure: the creature instantly drops to 0 hit
  points. A creature cannot die from going to 0 hit
  points in this manner, but rather goes unconscious
  and remains stable.
  1-5: the creature is paralyzed
  6-10: the creature is stunned
  11-15: the creature is restrained
  16-19: the creature suffers from the effects of the
  slow spell
  Side effects: high heart rate. In addition to the ef-
  fects listed above, the creature gains advantage on
  initiative rolls for the duration.
  Immobilizer
  is a stronger version of Paralyzer
  with the following effect:
  Critical failure: the creature instantly drops to 0 hit
  points
  1-10: the creature is paralyzed
  11-19: the creature is stunned
  Petriﬁer has a different effect. On a failed save, a
  target begins to turn to stone and is restrained. The
  restrained target must repeat the saving throw at
  the end of its next turn. On a success, the effect
  ends on the target. On a failure, the target is pet-
  riﬁed until freed by the greater restoration spell or
  other magic.
  Prolonged Paralyzer increases the duration of the
  effect on a failed save to 1 hour.
  SMOKESCREEN
  Method:
  kneading
  Difﬁculty:
  14
  Color:
  green
  Preparation:
  30 min
  Duration:
  1 min
  Essences:
  silence
  Ingredients:
  saliva, green powder, tobacco
  leaves
  When exposed to air, this plastic starts producing
  thick clouds of smoke, severely reducing the visi-
  bility in the affected area. Usually airfused. This
  has the effects of a fog cloud spell that travels with
  the plastic.
  Side effects: difﬁculty breathing. Each creature in
  the clouds of smoke produced by this plastic re-
  duces the amount of time that they can hold their
  breath by 1 minute; this reduction only applies
  while the creature is within the clouds of smoke.
  Blackscreen changes the effect from that of the fog
  cloud spell to that of the darkness spell.
  STINKY AMMO
  Method:
  kneading
  Difﬁculty:
  11
  Color:
  brown
  Preparation:
  15 min
  Duration:
  instant
  Essences:
  disgust, speed
  Ingredients:
  feces, toadstool, snake tail
  Slingshot ammunition that releases incapacitating
  pungent odor upon impact. Usually earthfused.
  One dose makes ﬁve balls. The ammunition has
  the same effects as the stinking cloud spell upon
  impact, except only with a 5-foot radius and with-
  out obscuring the area, with a DC depending on
  the quality of the concoction. These effects are ap-
  plied regardless of whether the ammunition im-
  pacted a target.
  Side effects:
  releases mildly toxic fumes even
  when stored. Every hour that this ammunition is
  27
  
  carried by a creature, that creature must make a
  Constitution saving throw against a DC of 1+the
  number of balls+the number of hours that the am-
  munition has been carried by that creature. On a
  success, there is no effect. On a failure, the creature
  takes 1 poison damage.
  Nasty Ammo increases the radius of the effect to
  10 feet and has an additional effect of poisoning a
  creature on a failed save for the duration.
  SUPERGLUE
  Method:
  kneading
  Difﬁculty:
  17
  Color:
  yellow
  Preparation:
  30 min
  Duration:
  24 hours
  Essences:
  stickiness, strength
  Ingredients:
  spider silk, phlegm, sap
  Glues things together. Usually airfused. Two or
  more objects or creatures stuck together with Su-
  perglue can be pulled apart with a successful DC
  22 Strength check (if the objects being pulled don’t
  break ﬁrst!).
  Side effects:
  the concoction emits a disgusting
  smell before and after activation.
  TRUTH SERUM
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  yellow
  Preparation:
  60min
  Duration:
  1 hour
  Essences:
  order, compassion
  Ingredients:
  sage, brain, tears
  This elixir causes its user to respond to every ques-
  tion truthfully to the best of their knowledge for
  a short time. The creature that drinks this elixir
  makes a DC 20 Constitution saving throw. On a
  success, no effects happen, including side effects.
  On a failure, that creature is under the effects of
  the zone of truth spell, with the added effect that
  the creature must speak if asked a question, blurt-
  ing out the truth uncontrollably.
  Side effects: improved senses. While suffering the
  effects of this elixir, the creature gains advantage
  on all Wisdom (Perception) checks for the dura-
  tion.
  Detective Serum
  changes the effect of the po-
  tion. Instead of being under the effects of the zone
  of truth spell, the user instead gains the ability to
  know whether any creature is consciously lying to
  them for the duration.
  TRANSMUTATIONS
  BLACK OIL
  Method:
  brewing
  Difﬁculty:
  17
  Color:
  black
  Preparation:
  1 day
  Duration:
  1 hour
  Essences:
  chaos, growth
  Ingredients:
  oil, gall, slime
  Any person or animal ingesting the Black Oil will
  suffer mutations that last the duration of the po-
  tion. This one is completely up to the DM, with
  the caveat that it has to be awesome.
  Side effects: Mutations are unpredictable.
  Cursed Oil ensures that the Black Oil mutations
  are negative or undesirable.
  Monster Oil
  is a stronger version of Black Oil
  with increased severity of the mutations.
  CHAMELEON’S GIFT
  Method:
  melting
  Difﬁculty:
  14
  Color:
  rainbow
  Preparation:
  60 min
  Duration:
  15 min
  Essences:
  chaos
  Ingredients:
  chameleon skin, oil, gall
  This lotion gives the user’s skin the ability to
  change colors and automatically blend in with the
  environment. Can also be applied on clothing or
  other objects. The creature or object gains the ef-
  fects of the invisibility spell for the duration.
  Side effects: difﬁculty breathing.
  The creature
  makes a Constitution saving throw against a DC
  of 20. On a success, no side effects happen. On a
  failure, the creature is considered to be holding its
  breath for the next 4 minutes, unless this effect is
  relieved in some other way.
  28
  
  Cloaker’s Gift causes the user to undergo the ef-
  fects of the mirror image spell if the invisibility effect
  is lost, for the remainder of the duration of the lo-
  tion (or until all three illusory duplicates are lost).
  Troglodyte’s Gift increases the duration to 1 hour.
  DOUBLE IDENTITY
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  green
  Preparation:
  2 days
  Duration:
  4 hours
  Essences:
  order
  Ingredients:
  brain, honeycomb, seaweed
  By combining two New identity potions brewed
  with different references, one of them being de-
  layed using salt, the user of this advanced elixir
  transforms into the ﬁrst person of reference, then
  transforms into the second person of reference,
  and then reverts back to his or her original ap-
  pearance. The creature creating this elixir chooses
  when the ﬁrst appearance changes into the second
  appearance at the time of creation.
  Side effects: incapability of fast movements. The
  creature who drinks this makes a DC 20 Consti-
  tution saving throw. On a success, no side effects
  occur. On a failure, the creature cannot take reac-
  tions for the duration.
  Fluid Identity allows the user to switch between
  the two chosen references as an action at will for
  the duration of the effect.
  FIREBREATH
  Method:
  vaporizing
  Difﬁculty:
  14
  Color:
  orange
  Preparation:
  30 min
  Duration:
  30 secs
  Essences:
  ﬁre, rigidity
  Ingredients:
  sulfur, charcoal, bone powder
  Once inhaled, the user of this gas will spit ﬁre for
  4 breaths. The rigidity essence is used to reduce
  harm to the user. For each breath, each creature in
  a 15-foot cone must make a DC 20 Dexterity saving
  throw. A creature takes 2d6 ﬁre damage on a failed
  save, and half as much on a successful one.
  Side effects: burnt tongue and lips until your next
  long rest.
  Hellbreath
  is a stronger version of Firebreath.
  Double the number of breaths given and the ﬁre
  damage dice, as well as the range of the cone.
  Lightning Breath changes the area of the breath
  weapon to a 5-by-30-foot line and changes the
  damage type to lightning.
  GECKO’S GIFT
  Method:
  melting
  Difﬁculty:
  17
  Color:
  yellow
  Preparation:
  30 min
  Duration:
  1 hour
  Essences:
  stickiness
  Ingredients:
  slime, sap, blackberry
  Makes applied skin extremely sticky, which can
  be used for climbing smooth walls. The creature
  gains the effects of the spider climb spell, except
  that if the lotion is applied to the hands then the
  creature’s hands are not free.
  Side effects: growth of dark spots on the skin.
  The creature makes a Constitution saving throw
  against a DC of 20. On a success, no side effects
  happen. On a failure, the creature gains disadvan-
  tage on Persuasion checks for the duration.
  Boggle’s Gift
  additionally allows the user to
  switch between slippery skin or sticky skin (on
  the applied area) as a bonus action. Slippery skin
  grants advantage to Acrobatics checks made to
  avoid or escape grapples, and could also be used
  for other situational beneﬁts that one could imag-
  ine slippery skin is useful for. Sticky skin grants
  all the beneﬁts of Gecko’s Gift as well as grant-
  ing advantage on initiating a grapple check, and
  gives disadvantage to those attempting to disarm
  the user.
  INVISIBILITY LOTION
  Method:
  melting
  Difﬁculty:
  17
  Color:
  clear
  Preparation:
  120 min
  Duration:
  30 min
  Essences:
  cold
  Ingredients:
  ash, stalactite, mint
  29
  
  This lotion renders a person transparent in applied
  areas. In this context, the cold essence acts rather
  in a sense of darkness than cold. Cannot be ap-
  plied on clothing or armor, only skin. The creature
  gains the effects of the greater invisibility spell for
  the duration.
  Side effects: clouded vision. The creature makes a
  Constitution saving throw against a DC of 20. On
  a success, no side effects happen. On a failure, the
  creature has disadvantage on all Perception checks
  that involve sight.
  Displacer Lotion
  applies a displacement effect
  if the invisibility wears off before the duration of
  the lotion’s effect is complete. This effect projects
  a magical illusion that makes the user appear to
  be standing near their actual location, causing at-
  tack rolls against them to have disadvantage. If
  the user is hit by an attack, this effect is disrupted
  until the end of its next turn. This effect is also
  disrupted while the user is incapacitated or has a
  speed of 0.
  JAILBREAK
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  gray
  Preparation:
  60 min
  Duration:
  30 min
  Essences:
  ﬂexibility, smoothness
  Ingredients:
  leech, slime, spider silk
  Extreme ﬂexibility gives the impression of being
  able to pass through matter. Smoothness is used
  to cancel the effect of stickiness and to be able
  to slip through tight spaces.
  The creature that
  drinks this elixir gains the ability to move through
  a space as narrow as 1 inch wide without squeez-
  ing, although anything they are wearing or carry-
  ing does not gain this property.
  Side effects: hair growth. The creature who drinks
  this makes a DC 20 Constitution saving throw. On
  a success, no side effects occur. On a failure, hair
  begins to grow everywhere on the creature’s body
  at double the usual rate. This effect ends after 7
  days, although the hair remains unless cut or oth-
  erwise removed.
  Total Jailbreak
  extends the effect of the potion
  to everything the user is carrying, such as clothes,
  bags, and weapons.
  Tree Strider changes the effects to that of the tree
  stride spell, but with a duration of 30 minutes and
  with no concentration required.
  NEW IDENTITY
  Method:
  distilling
  Difﬁculty:
  17
  Color:
  green
  Preparation:
  1 day
  Duration:
  2 hours
  Essences:
  order
  Ingredients:
  brain, honeycomb, seaweed
  Temporarily changes the user’s appearance. This
  potion requires a reference. One can only change
  into other people, not animals or other creatures.
  The user retains its body mass. This elixir has the
  effect of the alter self spell, but the creature who
  drinks it can only change its appearance into the
  reference’s appearance, and cannot change their
  appearance beyond that.
  Side effects: incapability of fast movements. The
  creature who drinks this makes a DC 20 Consti-
  tution saving throw. On a success, no side effects
  occur. On a failure, the creature cannot take reac-
  tions for the duration.
  Any Identity allows the user to change appear-
  ance at will for the duration of the potion, but only
  copying people directly in sight. Changing your
  appearance takes an action.
  No Identity grants the user the ability to poly-
  morph into an object and back at will for the du-
  ration of the potion. Changing your appearance
  takes an action.
  PRESERVATIVE FLUID
  Method:
  brewing
  Difﬁculty:
  8
  Color:
  purple
  Preparation:
  1 day
  Duration:
  1 year
  Essences:
  halting
  Ingredients:
  vinegar, blackberry, lingonberry
  This potion is not for drinking! Alchemists use
  it to preserve organic matter and prevent it from
  decomposing.
  Organic matter completely sub-
  merged in the potion is under the effect of the
  gentle repose spell, except the duration is as listed
  above.
  30
  
  Side effects: the organic matter changes color. If
  this ﬂuid was used on a deceased creature and that
  creature is then resurrected, this may affect their
  Charisma checks.
  Evergreen Preservation increases the duration to
  a century.
  THICK SKIN
  Method:
  melting
  Difﬁculty:
  14
  Color:
  white
  Preparation:
  30 min
  Duration:
  1 hour
  Essences:
  rigidity
  Ingredients:
  bone powder, tooth, angelica
  root
  The user’s skin temporarily becomes hard as stone
  in applied areas. It has the same effect on clothing,
  both leather and woven. The creature gains the
  effects of the stoneskin spell for the duration.
  Side effects: hotheadedness. The creature makes
  a Constitution saving throw against a DC of 20.
  On a success, no side effects happen. On a failure,
  the creature is hostile to all strangers and perceives
  them as hostile in return.
  Hydra Skin additionally grants the effects of the
  Potion of Regeneration.
  Thick Shell extends the beneﬁts of the stoneskin
  spell to magical bludgeoning, piercing, and slash-
  ing damage.
  Spiky Skin has the additional effect of causing
  1d10 piercing damage at the start of each of the
  user’s turns to any creature grappling it.
  Reﬂective Skin has the following additional ef-
  fect: any time the user is targeted by a magic missile
  spell, a line spell, or a spell that requires a ranged
  attack roll, roll a d6.
  On a 6, the user is unaf-
  fected, and the effect is reﬂected back at the caster
  as though it originated from the user, turning the
  caster into the target.
  TRUE IDENTITY
  Method:
  distilling
  Difﬁculty:
  11
  Color:
  light green
  Preparation:
  2 hours
  Duration:
  immediate
  Essences:
  order
  Ingredients:
  brain, honeycomb, seaweed
  True identity is a variant of New Identity, which is
  distilled faster and without reference. A creature
  that drinks this elixir resumes its original form,
  undoing effects of potions, shapeshifting, illusions
  or other magic.
  This elixir undoes the effect of
  New Identity. In case of Double Identity however,
  if the target is still in its ﬁrst form, it assumes the
  form of the second reference of the potion. An-
  other dose of True Identity is required to undo the
  second transformation as well.
  Side effects: incapability of fast movements. The
  creature who drinks this makes a DC 20 Consti-
  tution saving throw. On a success, no side effects
  occur. On a failure, the creature cannot take reac-
  tions for the duration.
  VOICE SWAP
  Method:
  vaporizing
  Difﬁculty:
  17
  Color:
  pink
  Preparation:
  30 min
  Duration:
  1 hour
  Essences:
  order, air
  Ingredients:
  brain, honeycomb, lung
  Assumes voice of someone else for a short time.
  Requires a reference - any reference. The creature
  who inhales this gas has advantage on Charisma
  (Deception) and Charisma (Performance) checks
  when trying to pass themselves off as the refer-
  ence. A successful Wisdom (Insight) check con-
  tested by their Charisma (Deception) check allows
  a listener to determine that their voice is not their
  own.
  Side effects: mild diarrhea. The creature who in-
  hales this gas makes a DC 20 Constitution sav-
  ing throw.
  On a success, no side effects occur.
  On a failure, that creature must relieve themselves
  within the next hour (even if that means doing so
  while fully clothed).
  Enchanting Voice additionally allows the user to
  cast the charm person spell at will for the duration,
  31
  
  with a save DC of 15.
  Psychic Voice additionally allows the user to emit
  a terrible scream audible within 300 feet as an ac-
  tion.
  Creatures within 30 feet of the user must
  succeed on a DC 15 Wisdom saving throw or be
  stunned until the end of the user’s next turn. On a
  success, that creature is immune to the user’s Psy-
  chic Voice for 24 hours. Once the user emits this
  scream, they cannot do so again for 10 minutes.
  32
  
  FEATURES
  Here are other skills that any good alchemist
  should know.
  ANALYZE INGREDIENT
  Difﬁculty: 12
  Crush an ingredient in a mortar, then investigate
  it - for each known essence there is a test to check
  its presence. If it is indeed an alchemical ingre-
  dient, you should be able to identify which major
  essences it contains.
  ANALYZE POTION
  Difﬁculty: 14
  Look at the color of a potion, smell it, run an anal-
  ysis. That should tell you what the main essence
  or essences of the potion are.
  IDENTIFY POTION
  Difﬁculty: 16
  When analyzing a potion, compare its color, con-
  sistency and smell to any potion in this book or
  other potions that you know, to tell exactly what
  potion it is.
  IDENTIFY RESIDUE
  Difﬁculty: 17
  Identify a potion that was used, based on the smell
  of the empty container and appearance of any
  residue.
  IDENTIFY EFFECT
  Difﬁculty: 18
  Skilled alchemists can recognize a potion a crea-
  ture has used based on its main and side effects
  for the entire duration of the potion
  33
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Kaziqueks Guide to Alchemy.pdf