Generally speaking, potions are contained in ceramic, crystal, glass, or metal phials; unless otherwise indicated, each will contain a single dose. The potions noted in ITEMS are but a small sample of possibilities. Identifying a potion can be tricky business. Magicians and their subclasses, as well as warlocks and legerdemainists, are typically able to identify a potion by taste alone. Other classes might fathom a vague idea of a potion’s properties following a taste, but accurate identification is a dubious proposition.
Unless otherwise noted, a potion’s duration is 1d4+6 turns if fully quaffed; if but half is imbibed, the duration is 1d4 turns.
Esteemed as the most advanced alchemists of Hyperborea, the reviled snake-men have developed lozenge-shaped pills that contain all the properties of potions. Some men have learnt the painstaking methods involved with this sub-science of alchemy; notwithstanding, discovering such a pill is a rare occurrence. The snake-men also concoct highly concentrated potions contained in ampoules, tiny, sealed glass capsules, which can be injected subcutaneously with a syringe. If an ampoule is drunk, the imbiber must make a DC15 constitution or vomit violently, ejecting the liquid before its properties take effect; if successful, the potion is effective.