Potion
For one day the drinker takes no harm from spores, mould, foul air, or filth-borne sickness, and any such sickness taken in the last hour is purged. Everything eaten that day tastes of damp stone. One use. Cloudy green cordial that smells like a room opened after a wet winter.
Potion
For ten minutes the drinker can work themselves through any opening a hand's breadth across, taking no harm from the squeeze. Armor, packs, and anything wider must be passed through separately. One use. Thin brown draught in a flat bottle, pouring slower than it ought to.
Potion
Bonus: +4 temporary HP and +2 to hit
For 10 minutes after drinking, the creature gains 4 temporary HP and +2 to hit. Damage is taken from these temporary HP first. Any remaining temporary HP vanish when the effect ends. One use. This crystal-clear potion carries a thin silver sheen that curls through the liquid whenever the bottle is turned. It tastes cool and dry, almost like rain on steel, and within moments the drinker's breathing settles while every small movement of the hands feels deliberate and precise.
Potion
A surge of life floods the drinker as cuts seal and bruises fade. Restores 3d10 hit points. One use. A thick crimson draught that hums faintly in the bottle.
Potion
Removes one disease/poison/curse. Does not restore damage already taken. One use. Golden liquid glows with inner light. Tastes like sunshine and honey.
Potion
Induces intense infatuation with first creature seen for 1 hour (Mind save negates). Causes obvious lovesick behavior. One use. Pink potion with intoxicating floral scent.
Potion
The drinker begins a single task at dusk and finishes it by dawn, however long it would honestly take, to a limit of one year of uninterrupted work: a library copied out, a language learned to fluency, a shaft dug, a trade mastered, a wall raised. The work is genuine and the drinker remembers every hour of doing it. The drinker's body ages one year for each year of work spent. Will not create magic, will not grant experience, and will not do work the drinker could not have done in the time. One use. Heavy brown glass, the contents thick and slow to tip, sealed with wax cut through by one straight line.
Potion
Resistance to fire damage for 1 hour. Heat-repelling aura keeps drinker comfortable in extreme temperatures. One use. Orange liquid feels warm and smells of cinnamon.
Potion
Bonus: +13 temporary HP and +2 Tough saves
For 1 hour after drinking, the creature gains 13 temporary HP and +2 Tough saves. Damage is taken from these temporary HP first. Any remaining temporary HP vanish when the effect ends. One use. The potion is thick, dark red, and crossed by pale streaks that drift against the liquid when the vial is tilted. It tastes of iron, bitter roots, and smoke; within moments the drinker's chest feels broader, their breath deeper, and every heartbeat lands with the weight of a distant drum.