d36 | Potions |
---|---|
1 |
Animal-form: Roll on "Animals" |
2 |
Body swap |
3 |
Camouflage |
4 |
Control animals |
5 |
Control element: Roll on "Magical Elements" |
6 |
Cure affliction |
7 |
Detect evil |
8 |
Detect gold |
9 |
Detect hidden |
10 |
Direction sense |
11 |
Element-form: Roll on "Magical Elements" |
12 |
Element-skin: Roll on "Magical Elements" |
13 |
Extra arm |
14 |
Flight |
15 |
Ghost-speech |
16 |
Heat vision |
17 |
Insanity: Roll on "Insanities" |
18 |
Invulnerable |
19 |
Item-form: Roll on "Items" |
20 |
Magic immunity |
21 |
Mirror image |
22 |
Roll on "Monster Abilities" |
23 |
Roll on "Monster Features" |
24 |
Roll on "Monster Traits" |
25 |
Mutation: Roll on "Mutations" |
26 |
Night vision |
27 |
Random spell: Roll on "Spell Name" |
28 |
Restore health |
29 |
Speed |
30 |
Stretchy |
31 |
Super-jump |
32 |
Super-strength |
33 |
Telekinesis |
34 |
Tongues |
35 |
Water-breathing |
36 |
Water-walking |
Potions (d36)
Figuring out what a potion does may require experimentation. Potions that have gone bad or were prepared incorrectly may cause mutations or insanities.
Citation
Maze Rats by Ben Milton, CC BY 4.0