TEXT: Gregorius21778: 
  50 Elixirs
  for “classic” RPG
  Version 1.2; created by Kai Pütz 
  (c) 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork (cover & lastpage): Boby Greyvenstein, copyright Grim Press Inc, 2019-2020. All 
  Rights Reserved. Used with permission
  Artwork (background):
  copyright Lord Zse Zse Works; used with permission.
  Further artwork:
   further artwork by Jeshields; used with permission
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the
  Flame Princess.  Lamentations of the Flame Princess is a registered trademark owned by James Edward
  Raggi IV.
  How to use this supplement:
  Each of the 50 entries in this book consists of a name the elixir, a description of its look and taste
  and its effect. Unless stated otherwise, all elixirs are meant to be drunk and the effects will occur
  immediately. 
  The supplement was written to be compatible with Lamentations of the Flame Princess(tm), but
  every Referee should be able to adept it to other OSR games with ease. 
  Prices are up to the Referee, as a rule of thumb each of these elixirs could cost between 100 and
  600 silver pieces (assuming silver standard; otherwise change the price to gold pieces). 
  Unless mentioned otherwise, all attribute damage will be regenerated at a rate of 1 point per day
  of rest.
  Enjoy!
  
  01# Elixir of Healing Slumber
  Description: a night blue, opaque liquid. Tasteless but
  for a slight aftertaste of mint. 
  Effect: after 1d6 rounds the character will begin to
  feel very tired. At the beginning of the next turn she
  will drop into a comatose sleep (or earlier if she lays
  herself to rest after the tiredness sets in). For the
  next 18+1d10 hours nothing but magic is able to wake
  up  the  character.  During  this  period  the  natural
  healing is increased by five. 
  02# Elixir of Cleansing Humors
  Description: a clear liquid with a slight yellow hue to
  it. Tastes very bitter. 
  Effect: the elixir neutralizes the effects of all poisons,
  but  the  character  immediately  loses  all  hair  and
  1d6+2  points  of  Strength.  While  the  Strength  is
  recovered at a rate of 1 point per day, the hair will
  not regrow for 1d6+1 days. 
  03# Elixir of Regenerative Growth
  Description: a brown, viscous liquid with a sweet-
  bitter taste.
  Effect: during the next turn the character´s flesh
  seemingly boils and rolls as it grows, and wounds are
  sealed from the inside out. The character will be
  stunned for one turn and regains 4d6 hit points. Even
  lost limbs will regrow completely (or partially if the
  hit points are not restored back to maximum). The
  PC  will  although  develop  1d10+2  large  tumors  in
  prominent  or  awkward  places.  Thereby,  the
  character´s Charisma and/or Dexterity is decreased
  by one point for each large tumor (Referee´s choice).
  This attribute damage will not heal until a physician
  cuts away the growth, doing 1 point of damage in the
  process.
  04# Elixir of Invigoration
  Description: a murky green liquid with a fresh, fruity
  taste
  Effect: the character immediately regains 1d6+5 hit
  points  but  becomes  adrenalized,  exhilarated  and
  fidgety. For the next 2d6+8 hours the character will
  find it impossible to fall asleep, and all tests for tasks
  that require concentration fail automatically. 
  05# Elixir of Immunization 
  Description: a milky-white liquid with a mild taste of
  almond.
  Effect: for the next 2d6 hours the character becomes
  immune to all ingested poisons, potions and elixirs. If
  the character drinks any strong alcohol during this
  time period, the duration ends immediately and she
  must Save vs. Poison or will lose 1d6 hit points.
  06# Elixir of Alchemical Enhancement
  Description: an opaque, violet, tasteless liquid.
  Effect: if a teaspoon full of this elixir is mixed with a
  healing potion that restores a random amount of hit
  points, the potion will restore the maximum possible
  instead. For the next (2d6 minus Constitution Bonus)
  days after the intake of an enhanced healing potion,
  the character suffers a -2 penalty to all saving throws
  against poison. 
  07# Elixir of Fortified Health
  Description: a dirty-yellow, slightly oily liquid that
  creates a burning sensation in mouth and throat. 
  Effect: for the next 1d3+1 days the character may re-
  roll all failed saving throws made against diseases
  and infections up to two times, but loses all sense of
  taste and smell for the next 1d6+1 hours. 
  08# The Elixir of Unsteady Humors
  Description: a clear yellow-green liquid with a strong
  taste of citrus and cinnamon.
  Effect: for the next 1d6+1 hours the character will
  experience hot and cold flashes and will be prone to
  sweat.  A d6 is rolled at the start of each hour of the
  duration. On a result of 1 -4 the character will regain
  that many hit points over the course of the hour. On
  a result of 5 or 6 the character must Save vs. Poison or
  will lose that many hit points over the course of that
  hour.
  
  09# The Elixir of the Vigorous, Quickening
  Blood
  Description: a clear, reddish-brown, aromatic liquid
  with a strange, metallic taste. 
  Effect: during the next 2d6 hours the character will
  regain 1 hit point per round, but only if she is in a
  life-or-death situation (e.g. in combat or chased by a
  monster). 
  10# The Elixir of Liquid Vigor
  Description: a light blue liquid that tastes extremely
  salty. 
  Effect: one turn after the intake the character will
  grow incredible thirsty. The next 2d6+2 hours the
  character will regain 1 hit point for every gallon of
  water that she drinks. Beer will restore 2 hit points
  per  quart while  every other  drink (i.e. milk,  tea,
  wine, ale, etc.) will restore 1 hit point per quart. The
  character´s ability to consume liquids of any kind
  will  be  magically  increased  (as  the  character
  processes what she drinks into hit points) but all
  other  effects  of  what  she  consumes  (nutrition,
  intoxication, etc)  stay the same.
  11# Elixir of the Frantic Mind
  Description: a murky liquid with an overall color of
  plum that becomes violet at the bottom of the vial
  (unless shaken). It has an acrid smell to it and a
  matching taste. 
  Effect:  the  character  will  feel  vivified,  but  her
  thoughts begin to race like a mad cat in a small room.
  For the next 1d6 hours the character will roll three
  dice  for  Initiative  instead  of  one  and  keeps  the
  highest result. Her Dexterity Bonus is improved by 1
  as well, but the character´s Wisdom will be reduced
  by one point for each hour of the duration (-1 point
  at the first, another at the second hour and so on). 
  12# The Elixir of Battle-Fervor
  Description: an amber colored liquid with a strange,
  spicy taste and smell. 
  Effect: whenever the character is engaged in melee,
  she will experience a growing rush. At the start of the
  third combat round and one turn after the fight the
  character´s skin will flush, and the damage of all her
  melee attacks is increased by two.  After the fight the
  character must Save vs. Death or will lose a point of
  Constitution. The effects of the elixir last for 1d3
  days. 
  13# Elixir of Drudgery
  Description: a chocolate colored liquid with a spicy-
  sweet taste. 
  Effect:  for  the  next  1d3  days  the  character´s
  endurance and overall physical strength is increased.
  She thereby treats all encumbrance as one step lower
  and may re-roll all saving throws to avoid fatigue
  once.  The  character  will  also  suffer  from  tunnel
  vision  and  all  chances  of  becoming  surprised  are
  increased by 1. 
  14# Elixir of Centered Vitality 
  Description:  a  murky-red  liquid  that  smells  and
  tastes sweet but has a sour aftertaste. 
  Effect: the character´s heart will begin to beat slower,
  but stronger. 1d3 turns after the intake she gains a +2
  bonus to all Save  vs. Death/Poison, but her maximum
  hit points are reduced by two. If this reduces them to
  zero  the  character  must  Save  vs.  Death (with  the
  bonus already in effect): on a failure the character
  dies, otherwise she will drop into a coma for the
  elixirs duration (2d6+10 hours). 
  15# The Oil of Awareness
  Description:  a  gold-colored,  clear  oil  without  any
  taste or smell. 
  Effect: when some of the elixir is rubbed into the
  gums the character´s senses are heightened, but the
  mind has trouble to deal with the impressions. For
  1d3 hours she may only be surprised on a 1 on a d6
  and will succeed on a search test on everything but a
  1 on a d6. In turn, the character´s Intelligence is
  reduced by one point per hour during the duration of
  the elixir. 
  
  16# The Perfume of the Twin Goddess. 
  Description:  a  clear,  rose-colored  liquid  with  a
  dominant, sweet smell (and an unbelievable bitter
  taste).
  Effect: if a Reaction Roll is made for an NPC that deals
  with a character that wears the perfume, Indifferent
  or better reactions are each improved by one step,
  but all other reaction are worsened by one step. The
  effect lasts for 1d8 hours. If to much of the perfume
  is  used,  a  result  of  Indifferent is  changed  into
  Unfriendly instead, if to little of the perfume is used
  any reaction of  Indifferent is not modified. Finding
  the proper amount to use takes an Intelligence test,
  if the test is failed the Referee determines at random
  if to much or to little perfume was used. 
  17# The Elixir of Silver Warding 
  Description: a metallic liquid that looks like a mix of
  silver  and  slate  gray,  with  particles  of  the  one
  drifting in the other. It has a bitter, metallic taste
  with a sour smack to it.
  Effect:  after  the  intake  of  three  doses  a  day  (a
  mouthful at dawn, noon and dusk) the character will
  receive  a  +3  bonus  to  all  Saves  vs.  Magic for  the
  coming  day.  Once  the  effect  sets  in,  it  may  be
  prolonged by the intake of another dose per day.
  After 1d6 days of use the character needs to Save vs
  Death: if failed, the character´s maximum hit points
  are permanently reduced by one. 
  18# Elixir of Alchemical Amplification
  Description: a milky, ocher colored liquid that tastes
  of mustard, but with a bitter smack to it. 
  Effect:  the  elixir  increases  the  duration  of  every
  other elixir the character drinks within a turn by
  50%, but the character will also suffer  a (-2) penalty
  to all Save vs. Poison for about a day.
  19# Tonic of Mental Fortitude
  Description:  an  opaque,  champagne-colored  liquid
  that has a very bitter taste with a hint of nuts. 
  Effect: The character´s mind immediately numbs and
  her reactions slow. For a duration of 1d6 hours she
  automatically succeeds on all saving throws made to
  resist  mind  control  or  emotional  influence,  but
  during the same time the character automatically
  fails all rolls to avert surprise.
  20# Elixir of the Feeble Will
  Description: a clear and slightly viscous liquid with a
  light, sweet taste to it. 
  Effect: after 1d6 rounds the character will act like
  hypnotized for the next 1d6 turns and must Save vs
  Magical Device whenever she is given an order or a
  suggestion.  Otherwise  she  will  follow  that
  order/suggestion  as  long  as  doing  so  is  not
  immediately  dangerous.  The  character´s  free  will
  returns immediately after the duration has passed
  and she will remember her acts and the trance-like
  state she was in.
  21# Elixir of the Predator´s Scent
  Description: an opaque, jade-colored liquid with a
  heady scent and bitter, acrid taste.
  Effects: for the next 2d6 hours beasts and monsters
  with Hit Dice less than or equal to the character´s
  level will be reluctant to attack her, and only do so if
  provoked.  All  Reaction  Rolls  from  (demi-)humans
  that  result  in  an  Indifferent reaction  are  re-rolled
  once during the duration of the elixir.
  22# Elixir of the Dragon´s Breath
  Description: a vibrant red liquid that is warm to the
  touch, smells of smoke but is tasteless. 
  Effect: for the next to 1d6+1 turns the character will
  have a roaring blaze of fire coming out of her mouth
  whenever she speaks, screams or uses her voice in
  any other way but in a whisper so quiet that one
  needs  to  put  ones  ear  to  her  mouth  in  order  to
  understand it. In melee the Dragon Breath may be
  used to cause 1d6 points of damage to one opponent
  a a free action (unless the opponent Saves vs. Breath
  Weapon). The roar of the flame is to loud for the
  character to make herself understood.
  23# Elixir of Morpheus´s Whisper
  Description: a deep blue, clear liquid that tastes of
  saffron and vanilla. 
  Effect:  for  the  next  1d6  turns  the  breath  of  the
  character becomes a scentless, invisible narcotic gas.
  Every other character that does not keep at least a
  yard away from her needs to pass a  Save vs. Poison
  after a turn or will pass out like drunk. If the saving
  throw is passed, the victim will feel slightly dizzy
  instead (-1 to all tasks).
  
  24# The Elixir of the Quiet Truth
  Description: a white, milk-like liquid with a bitter-
  sweet taste to it. 
  Effect: the character will become mute for the next
  2d6 hours, but will know if somebody in her vicinity
  speaks the truth or lies by listening attentively to
  what is being said. 
  25# The Elixir of Dreams´ Essence
  Description: a blue-gray, murky liquid that tastes like
  bitter honey.
  Effect: the next time the character goes to sleep a
  Save vs. Magic is rolled for her. On a success she will
  experience  a  dream  vision,  and  the  Referee  will
  answer  her  one  “yes”  or  “no”  in-game  question
  truthfully. On a failure the character will endure a
  horrid nightmare where she is hunted by a monster
  (Referee´s choice, Hit Dice equal to at least her Level
  +2).  This  monster  will  suddenly  appear  out  of
  nowhere to attack her during the next day.
  26# The Elixir of Suppressed Hunger
  Description: a clear, light yellow liquid that tastes of
  bile. 
  Effect: the character will feel no hunger nor will she
  need to eat for the next 1d3+2 days, but during this
  time period she will not wake up once fallen asleep
  (unless harassed physically) and until she slept for at
  least 8 hours. If woken up before that, the character
  will fall asleep again after about a turn. On the first
  day after the effect of the elixir ends, the character
  becomes hungry for meat and must eat  5 lbs. Of one
  kind or another over the course of the day, or will
  lose hit points at the end of it (one for every pound
  she missed).
  27# Elixir of the Mutable Gender
  Description: a sticky, murky green liquid that has a
  indefinable, fruity taste.
  Effect:  for  2d6+2  turns  the  character´s  gender  is
  changed, with the process itself taking a turn during
  which she will feel great discomfort and be unable to
  act. This process reverses itself at the end of the
  duration, and the character will feel it coming one
  turn  before  it  actually  sets  in.  Her  general
  appearance remains the same after the change (hair,
  eye-color,  general  build,  etc),  but  it  still  takes  a
  Wisdom test to identify the similarity on sight. Those
  who are not aware of such magic are likely to believe
  that  they  are  dealing  with  a  close  sibling  of  the
  character. There is a cumulative 1% chance that a
  character will not change back after each use of the
  elixir.  The  current  gender  then  becomes  her
  “normal” gender.
  28# The Elixir of Age and Youth
  Description:  an  opaque,  olive-colored  liquid  that
  tastes similar to a very dry white wine. 
  Effect: on first use the character ages 2d6 year over
  the course of a round. If another dose is taken within
  the  next  1d3+1  days  the  character´s  age  will  be
  reduced by 5d6 years. If within another 1d3 days
  another dose is taken, the character will age 2d6
  years again and so on. Other than that, the changes in
  age are permanent.
  29# Satyr Essence
  Description: a murky-white, sticky liquid with a sour
  and salty taste.
  Effect: for the next 1d6 hours the character cannot be
  turned down as a lover unless a  Save vs Devices is
  passed. The character herself is likewise not able to
  turn down a suitor without passing a saving throw as
  well. 
  30# Elixir of the Inner Light
  Description: a clear, light orange liquid that glows a
  little in the dark and has a warm, sweet taste.
  Effect: the character´s eyes begin to shine with the
  brightness  of  candle  light  for  2d6  turns  and  her
  Charisma Bonus is increased by 1. 
  
  31# Elixir of the Inner Fire
  Description: a raspberry colored, clear  liquid that
  tastes like spiced red wine. 
  Effect: for 1d6 turns the character feels an inner
  warmth flowing through her. She becomes immune
  to mundane cold and more resilient against fire (-2
  damage per die), but all of her hair smolders away
  within 1d3 turns and she exhales smoke (like that of
  a  lit  pipe)  whenever  she  breathes.  Papers  and
  parchment that the character holds in her hands will
  start to blacken within 1d3 rounds and light up in
  flames one round later.  
  32# Elixir of Temporal Undeath
  Description:  a  gray-green  slime  that  tastes
  disgustingly foul. 
  Effects: for 1d3 days the character turns into a living
  corpse, but only reaches the state of decay of a body
  that has been dead for about a day. She automatically
  passes all Save vs Death and becomes immune to all
  mundane  poisons,  but  automatically  fails  all
  Charisma based tests and cannot regain hit points.
  The character does not need to breath, drink or eat.
  She can only find sleep if she rests in an opened up
  grave or while being buried at least three feet deep.
  Everything that effects the undead will effect her in
  the same way.
  33# Elixir of Deep Thought
  Description:  a  clear  liquid  with  a  feint  but
  undefinable taste. 
  Effect: for the next 3d6 hours the character may re-
  roll  all  Wisdom  tests  once  and  will  be  able  to
  memorize one additional spell (if  she is a Magic-
  User), but will automatically fail any tests to avert
  surprise.
  34# Tears of the Penitent Angel
  Description: a clear, golden liquid with sour, metallic
  taste.
  Effect: the character will become surrounded by an
  intangible aura of of supreme righteousness while
  she is herself overcome with feelings of guild. Any
  character with Lawful alignment needs to pass a Save
  vs. Devices to harm her in any way, while she in turn
  needs to pass  Save vs. Devices to harm a character
  with a non-chaotic alignment. 
  35# Elixir of Idle Affluence
  Description: a clear liquid with a vibrant red color
  and a complex, fruity taste with a slight bitter note to
  it.
  Effect: within a turn the character´s finger nails will
  grow into thick, four inch long rubies. Each of them
  is  worth  1d6  x6  gold  pieces  but  will  impair  the
  character´s manual dexterity, her ability to grip and
  will keep her from making a proper fist. The gem
  nails will come off after 3d6 hours, removing them
  prior to this by force will cause painful, bleeding
  wounds: the character will lose one hit point and
  suffer from the same penalties as mentioned above
  till the hit point is healed.
  36# Arcane Eye Drops
  Description:  a  faintly  purple  but  otherwise  clear
  liquid  that  is  scentless,  but  has  an  extraordinary
  bitter taste. 
  Effect: when a character applies a few drops to each
  of her eyes, she will be able to identify every magic
  item, magical creature and every being or item under
  the current influence of a spell as such on sight. The
  effect lasts for 2d6 turns, but every time a spell is
  used in the character´s line of sight she is blinded by
  sudden flash of light only she can see, and needs to
  Save vs. Paralyze or will become stunned for the next
  round. If the eye drops are used more than once a
  day, the character must pass a Save vs Poison or will
  become blind for 2d6 turns instead.
  37# Elixir of Melting Ages
  Description: an opaque, inky liquid that tastes bitter
  and acrid. 
  Effect: the character´s body seems to melt like wax,
  the  skin  tenses  and  a  more  youthful  and  nimble
  appearance  is  gained.  She  will  grow  3d6  years
  younger but has to reduce her Strength, Constitution
  and maximum hit points by 1d3 points each, and
  loses the same number of lbs. from her body weight.
  All these changes are permanent.
  
  38# Elixir of the Icy Heart
  Description: a clear, light blue liquid that is cool to
  the touch and both taste- and scentless. 
  Effect: the character´s body temperature cools down
  to just above the freezing point and her manners
  become icy, too. For the next 3d6 hours the character
  is immune to all forms of mundane cold and halves
  all damage from cold based attacks (round down),
  but will automatically fail every Charisma based test
  and has to re-roll all Reaction Rolls with a result of
  Indifferent.
  39# Elixir of the Primordial Ichor
  Description:  a  dirty-yellow,  viscose  oil  that  has  a
  biting smell and bitter-sweet taste. 
  Effect: within a turn after consuming the elixir the
  character will slow down notably and start to feel
  like she is dead tired, but with no real need to sleep.
  No dice is rolled to determine her Initiative, she loses
  any Dexterity Bonus to AC and suffers a (-2) penalty
  to all dice rolls. When the character is wounded, her
  blood comes forth as a gooey red substance akin to
  jam. This “blood” will completely seal any wound
  within seconds and  slowly turn into new flesh, bones
  and organs. For the duration of the elixir (2d6 turns)
  the damage from any attack that deals less than 6 hit
  points is halved and the character heals one hit point
  per turn.
  40# Elixir of the Evaporated Form
  Description: a milky-white liquid that turns into a
  dissipating white gas once the vial is opened.
  Effect: a character that inhales the vapors turns into
  a fine, shapeless, beige-colored mist for 1 turn. In
  this form the character can pass through any barrier
  that is not airtight and cannot be harmed expect by
  heavy winds or magical flames. The character in turn
  is  unable  to  harm  anybody,  cannot  manipulate
  objects and is unable to communicate.
  41# Elixir of Undone Time
  Description:  an  opaque,  aquamarine  liquid  that
  leaves a tingling sensation on the tongue.
  Effect: the elixir transports the character one turn
  backwards in time. She finds herself in the situation
  she was in 10 minutes ago, and the world around her
  is the world 10 minutes ago and only the character
  knows what has happened. The first time a character
  takes the elixir it has no ill-effects. Every further
  intake calls for a Save vs. Magic, and on a failure the
  characters  existence  is  discontinued  instead.  She
  simply  disappears  from  one moment  to the  next,
  together with everything she wears on her person.
  The other characters will remember that she existed
  till that point, but after 2d6 days all memories of her
  will become vague. 2d6 weeks later the world will
  have forgotten about her.
  42# Elixir of Esoteric Cleansing
  Description: a clear yellow liquid with a fruity but
  acrid taste.
  Effect: the elixir will remove all magical effects that
  cloud/control  emotions  or  the  mind,  and  for  a
  duration of 1d6 turns all failed saving throws to resist
  such may be re-rolled once. For the same duration,
  the character will feel nervous, shaky and won´t be
  able to hold still for longer than a round.
  43# The Alice Elixir
  Description: a clear, sticky liquid with a sweet taste,
  just like sugar water mixed with a bit of lime.
  Effect: a d6 is rolled for the character that drinks the
  Alice  Elixir.  On  an  odd  result,  the  size  of  the
  character is doubled, and her hit points and damage
  stats are modified accordingly. On an even result, the
  size of the character is halved and her hit points and
  damage will be halved as well. The changes last for
  2d6 turns, but when another dose is taken during the
  duration  the  effect  of  the  first  dose  are  simply
  negated.
  
  44# The Elixir of the  Minor Animal Avatar
  Description: a pale green, clear liquid with a bitter,
  herbal taste to it.
  Effect:  immediately  after  drinking  the  elixir  the
  character will feel weak and her sight will blur. She
  will collapse to the floor within a round (unless she
  lays down herself) and fall into a coma-like trance.
  Within another two rounds a small animal will slip
  out of her mouth (see below), no matter if the size
  should  allow  that  to  happen or  not.  That animal
  holds her consciousness and the character is in full
  control of it, just as if the animal would be her. After
  2d6 turns the animal disappears within the blink of
  an eye and in the same moment, the character wakes
  up. If the animal is killed, the character must Save vs
  Death or dies as well.
  The animal is … (d6):
  (1)
  .... a mouse
  (2)
  … a small, non-poisonous snake
  (3)
  … a small bird
  (4)
  … a big toad
  (5)
  … a very large, hairy spider
  (6)
  … a small lizard
  45# The Elixir of the Vanishing Face
  Description: a coral red liquid with a taste similar to
  cinnamon.
  Effect:1d3 turns  after  the  intake of  the elixir the
  character will suddenly lose all of her hair and her
  facial features will melt away. Her mouth will be
  fused, her nose and ears will be gone, all of her face
  will be one smooth surface save for the eyes. For the
  next  2d6  turns  the  character  will  be  mute  and
  without any sense of smell, but will have no need to
  breath and any Magic-User that wants to target her
  with  a  spell  must  pass  a  Save  vs.  Devices first.
  Otherwise, the spell will have no effect. At the end of
  the duration, the facial feature of the character will
  regrow within moments but her hair will have to
  regrow naturally.
  46# The Elixir of Negative Form
  Description: a dark blue, opaque liquid with a sour
  taste that causes a burning sensation in the mouth. 
  Effect: the character and all possessions she wears on
  her person are transferred into a “negative form”
  within one round. Her appearance is changed into
  that  of  deep  blue  phantom  whose  outlines  are
  surrounded by crackling blue-white lines and a smell
  of ozone surrounds her. For the next 2d6 minutes the
  characters  is  insubstantial.  Everything  that  passes
  through  her  form  (e.g.  being  hit  with  a  weapon,
  trying to grasp an object, hitting something herself
  or walking through a barrier) cause the loss of one hit
  point to her and deals 1d6 damage to the object or
  character in question. This damage looks like an acid
  burn.
  47# The Elixir of the Gorgon´s Gaze
  Description: a light gray, clear liquid with a moldy
  and starchy taste. 
  Effect: for the next 2d6 turns everybody who looks
  the character into the eyes must  Save vs.  Paralyze.
  Those who fail must immediately  Save vs. Magic. If
  this is failed as well, the victim and everything she
  wears on person petrifies instantly. On a success, the
  victim´s body will merely stiffen briefly, which leaves
  her helpless till the start of her next round. Petrified
  characters return to normal once the duration of the
  elixir ends.
  48# The Elixir of the Obscure Vision
  Description: an opaque, vibrant yellow liquid with a
  bitter taste that leaves the mouth numb for a while.
  Effect:  the  character  loses  her  eyesight  for  1d6+1
  turns, but during this time period she is able to “see”
  everything that is hidden in her vicinity. “Hidden”
  means  that  somebody  or  something  deliberately
  obscured it (e.g. secret doors, traps, an assassin who
  lies  in  ambush,  somebody  or  something  that  was
  turned invisible by a spell), and the character “sees”
  such things in a sudden vision that allows to describe
  what it is and where it is. This vision disappears after
  a  round  unless  the  character  concentrates  on  it.
  Furthermore,  the  character  is  able  to  read  an
  encrypted text by touching it. 
  
  49# The Elixir of the Form of Flame
  Description: a clear, bright red liquid that feels warm
  to the touch and leaves a burning sensation in mouth
  and throat.
  Effect:  the  character´s  body  is  immediately
  surrounded by elemental fire, and everything she
  wears on person will be damaged by the flames (see
  below).  While  the  character  may  still  be  hurt  by
  mundane means, weapons used against her will be
  damaged: most metal weapons will become useless at
  the end of the fight while wooden weapons light up
  in  flames  immediately  after  impact.  Her  own
  unarmed  attacks  do  1d10  points  of  damage  and
  flammable  object  she  touches  burst  into  flame,
  smolder  or  crumble  to  ashes.  The  character  will
  remain in this form for 1d6 turns and during this
  time she is vulnerable to water. A bucket of water
  thrown  at the character  will cause  1d6 points  of
  damage, more water will do more damage (up to 5d6
  points). Being immersed in a large body of water calls
  for a  Save vs Death: on a failure, the character dies
  from  shock  (and  leaves  a  charred  corpse),  on  a
  success the character takes 5d6 points of damage.
  Less than a bucket full of water will not harm the
  character at all, but just vaporize. 
  50# The Elixir of the Heart of Pestilence
  Description: a muddy green liquid with a putrid, sour
  taste to it. 
  Effect:  the  character  immediately  loses  1d6+1  hit
  points (half damage on a successful  Save vs. Poison)
  and begins to feel sick, so she does not show any
  signs of it. For the next 1d6+1 hours the character
  will  be  the  Heart  of  Pestilence,  and  every  other
  character that stays within 50 feet of her for at least
  a turn must  Save vs. Poison or will become infected
  with an illness. Once ill, a victim must roll a saving
  throw  once  every  two  turns.  On  a  failure  the
  character will begin to shiver and vomit (-1 to all
  tests) and will lose 1d6 hit points. If a victim passes
  three saving throws in a row while she is not within
  50  feet  of  the  Heart  of  Pestilence,  the  disease  is
  overcome. There is no mundane cure to the disease
  caused by the Heart of Pestilence, but magic (such as
  Cure  Disease)  is  able  to  cure  it,  and  may  also
  neutralize the Heart. 
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/50 Elixirs for classic RPG [v1.2 bw] (LotFP).pdf