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