 potion. If the organs are not ageing, then being fertile is at most a tenth as likely as normal. Duration: one season (13 weeks).
Youthful Appearance: gives the external appearance of youth. This does not interfere with a Prevent Ageing potion, but cancels Youthful Metabolism.
Youthful Metabolism: gives the organs of the body functioning as if a youth (including fertility, unless being effected by another anti ageing potion). This does not interfere with a Prevent Ageing potion, but cancels Youthful Appearance.
Heroism: gives morale and combat skill as a Hero (4th level) if 1st-3rd level, as +2 levels if 5th-7th level and +1 if 8th-10th level. Fighters only.
See Ethereal: may see ethereal and out-of-phase creatures line-of-sight knowing that they are ethereal/out-of-phase. Also provides See Invisible and Ultravision, and allows sight ignoring any normal Darkness spells.
Giant Strength: gives Hill Giant hit probability (8 hit dice monster) unless have better and also damage (2D8) however normal weapons may be damaged (treat as 18(91-99) equivalent STR). As a 4th level potion gives Stone Giant, 5th gives Frost Giant, etc.
Concentrate: reduces lower level potions to powder, pill or very concentrated form. May be made as a higher level potion. The same effect may be gained during preparation by making a potion at +1 level, as long as could make Concentrate (e.g. capable of third level potions, so could make a concentrated first or second level potion by preparing it at +1 level).
Indefinite: extends the duration of certain lower level potions that have at least 8hr duration to indefinite, but with a condition which terminates the duration. The terminating condition depends on the potion, for example Indefinite Water Breathing lasts until breathe air again, Indefinite Infravision until see more than the dimmest light, Indefinite Sustenance until eat or drink. May be made as a higher level potion. The same effect may be gained during preparation by making a potion at +1 level, as long as could make Indefinite e.g. capable of third level potions, so could make an indefinite first or second level potion by preparing it at +1 level. Note that this can be'stacked' on Intensifier I, if this is used to give a potion 8hrs duration, and in this case the potion may be at most three levels below Indefinite, e.g. to make a third level standard duration into indefinite, make it as sixth level (+2L Intensifier I, +1L Indefinite). The exact form of suitable conditions for further potions are determined by the DM, and will usually be a 'natural' end to the potion duration; there will only be one condition per potion.
Dust of Sneezing and Choking: save V poison at -2 or die after 2D4 rounds of uncontrollable sneezing and choking. Neutralise Poison is effective. Makes 15 packets. Effects a 1" radius.
Dust of Death: unless save V poison causes death. Requires one Black Lotus flower. Makes 5 packets. Effects a 1" radius.
Clairvoyance/audience: as spell (or any single aspect of GESP), range 6".
Oil of Enchantment: one dose is enough for armour or shield or one large weapon or 5 arrows/bolts or 2 knives/daggers. On rubbing on item enchants at random to: 1D8: 1-5 +1, 6-7 +2, 8 +3. Swords only gain bonus H.prob under D&D.
Growth: full dose will cause height to change to 30'. Partial doses will cause a proportional change, e.g. a third 10', two thirds 20'.
Diminution: full dose will cause height to change to 6 inches. Partial doses will cause a proportional change, e.g. a third 30 inches, two thirds 12 inches.
Invisibility: as spell.
Block Mind Link: is a specialist potion which blocks a Mind Link II of a homonculus (as made using a Manikin Creation potion) to the mind of their master, the imbiber. If have more than one homonculus (and hence Mind Link) may choose which one or ones are blocked, and may raise, lower and change this block as desired, throughout the potion duration. May also be used to block the much weaker Mind Link of a manikin, in which case up to Mind Link V. Each extra level of potion increases the maximum Mark of Mind Link which can be blocked, so a 5th level potion, Block Mind Link III, could block up to a homonculus Mind Link IV, or a manikin Mind Link VII. Note that blocking a Mind Link is a temporary thing, and as soon as the block is lowered the homonculi, if not 'in storage' (using something like Feign Death) and in range, will automatically re-link. This potion assumes that the full Manikin Creation rules are being used, not the minimal rules with the potion, below, or the short-form rules.
Preserve Spirit: allows indefinite preservation of a whole dead body, as Preserver (2nd level potion). In addition, as the embalming process that the Egyptians used was reputed to do, allows the spirit of the dead being to remain in contact with the body, as long as it wills, without boredom (the spirit will have little sense of the passing of time). This preservation of the link to the spirit allows Raise Dead or Resurection to be delayed indefinitely, unless the spirit has decided to leave, for some reason. This potion must be applied within the first three days after death to maintain the link with the spirit, after which the body will still be preserved, but the link with the spirit will fade as fast as with a normal body. Note that some form of Neutralise Poison must be used before any attempt to restore to life. Duration: indefinite.
Total Healing: repairs all damage to a creature at the rate of four points per round, or if damage is up to 27 points all instantly. A Healer can cause the second even if the total damage is over 27 points (only 27 are healed). Duration: permanent.
Neutralise Poison: removes all of all forms of poison, could be mixed with something to remove any poisonous effect. A version which will only remove a specific form of poison may be made at one level less. Duration: permanent.
Cure Disease: cures all forms of disease. A version which will only cure a specific disease (or with DM permission a limited class of diseases, such as fevers) may be made at one level less. Duration: permanent.
Immunity/Paralysis: gives immunity to non-magical paralysis, with a 1% chance of instead causing paralysis. A version which will only give immunity to a specific form of paralysis may be made at one level less. Duration: one month.
Immunity/Lycanthropy: gives immunity to lycanthropy, with a 1% chance of catching lycanthropy from the potion. A version which will only give immunity to a specific form of lycanthropy may be made at one level less. Duration: one month.
Undead Control: allows control of 2D4 with 3 or less hit dice, and 1D4 with 4 or more hit dice, unless save V magic. Range: 12".
Quick Fly: as Fly spell, but may fly at 18".
Resist Ageing: resists any of the effects of ageing, but fertility is at most a tenth of normal. Duration: one year.
Youthen: gives all the effects of youth (including fertility, unless being effected by another anti ageing potion). Duration: 8 hours.
Giant Control: allows control of 1D4 giants of a type specified during brewing, special materials may be required, as a Charm Monster. Range: 12".
Superheroism: as Heroism, but gives 1st-3rd level +4 levels, 4th-7th +3, and 8th-11th +2. Fighters only.
Manikin Creation I: allows a manikin to be constructed using this potion and 1 pint of blood per 10 hit points the creature has. Mind-linked manikins are Homonculi and require blood from the person to be linked to (see spec' of monster). Manikins made using M.C.II or higher may be free-willed, the required blood is then that of the creature the construct is to basically resemble (free-willed may be imprinted with one language in construction).
Height is maximum height, minimum height is previous level. Specials are extras added in construction; Homonculi have two standard ones, flight and Sleep venomous bite. Other specials are: +10 hits(max +20), +3 characteristic(max +6&18, not INT or WIS), flight(max Ht may be 3'), +2AC(max +4), +3"move(max +6", ground&air), infravision, waterbreath, change self, airpower(4th=feather fall, 5th=levitate, 6th=fly@12", 7th=fly