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

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