SRD // Strange Brews

// HOME

Strange Brews

Old-School Essentials presents a list of standard potions and their effects, but only provides brief guidelines on how potions can be manufactured and identified. This article adds extra detail around brewing, identifying, and (optionally) buying potions

Creating Potions

Under the Magical Research rules in Old-School Essentials, potions are treated as single-use magic items that duplicate the effects of a spell. Brewing a potion thus costs 1 week and 500gp per level of the equivalent spell. The table opposite lists the equivalent spells and creation costs of all standard potions.

Restrictions: Any character able to create magic items (e.g. clerics and magic-users of 9th level or above) can create potions.

Equivalent spells: Not all potions exactly duplicate the effects of a spell described in Old-School Essentials. In order to provide a concrete list of costs, this article lists approximately equivalent spells. In some cases this includes spells from other editions of Dungeons & Dragons.

Spell lists / spell books: The character does not need to be able to memorise the equivalent spell in order to create a potion with the equivalent effect. e.g. a magic-user can create a potion of healing.

Cursed potions: Potions of delusion and poison are not discussed here, as it is assumed they are only created by accident (for example, due to the 15% chance of research failure).

Hiring an Alchemist

Characters can hire a specialist alchemist to produce potions. Alchemists can create potions either by recreating a provided sample potion or by researching a potion from scratch.

Recreating potions: Takes half the time and cost listed in the table opposite.

Researching potions: Takes double the time and cost listed in the table opposite.

Wages and upkeep: When hiring an alchemist to create potions, PCs must also pay their wages and upkeep cost: 1,000gp per month.

Example: Working from a sample, an alchemist could create a potion of healing in half a week at a cost of 250gp. In a month, they could thus create 8 potions of healing, at a total cost of 3,000gp (375gp per potion), including the monthly wage.

Buying Potions (Optional Rule)

In some campaigns, potions may be available for purchase from high-level spell casters. The table opposite lists suggested sale prices for potions. Sale prices are set at twice the cost to create the potion, accounting for the seller’s desire for profit.

Specialist Alchemists

Alchemists may also sometimes stock pre-made potions for sale. As alchemists can create potions from a recipe at half the usual cost, the listed sale prices should also be reduced by 50%.

Potion Creation and Sale Prices
PotionEquivelant SpellLevelCreation (Weeks)Creation Cost (gp)Sale Price (gp)
ClairaudienceClairvoyance331,5003,000
ClairvoyanceClairvoyance331,5003,000
Control animalAnimal friendship115001,000
Control dragonCharm monster442,0004,000
Control giantCharm monster442,0004,000
Control humanCharm person115001,000
Control plantEntangle115001,000
Control undeadCharm monster442,0004,000
DiminutionGrowth of animal *331,5003,000
ESPESP221,0002,000
Fire resistanceResist fire221,0002,000
FlyingFly331,5003,000
Gaseous formWraithform331,5003,000
Giant strengthGrowth of animal *442,0004,000
GrowthGrowth of animal331,5003,000
HealingCure light wounds115001,000
HeroismHeroism *442,0004,000
InvisibilityInvisibility221,0002,000
InvulnerabilityShield115001,000
LevitationLevitate221,0002,000
LongevityAccelerate lifeline *884,0008,000
Polymorph selfPolymorph self442,0004,000
SpeedHaste331,5003,000
Treasure findingLocate object221,0002,000

* Notes on Specific Potions

Potion of Diminution: Essentially the reversed form of a potion of growth, which is equivalent to the 3rd level cleric spell growth of animal.

Potion of Giant Strength: The same effect as a potion of growth, plus the ability to throw boulders. Thus treated as one level higher (4th rather than 3rd level).

Potion of Heroism: A 4th level heroism spell, with broadly similar effects, exists in the 2000 3rd edition game.

Potion of Longevity: An 8th level accelerate lifeline spell, with broadly similar effects, exists in a supplement to the 1989 2nd edition game.


Potion Ingredients

As noted in Old-School Essentials, creating magic items often requires rare components. It can be particularly fun to require PCs to gather components from monsters, as this drives adventure. PCs must follow up rumours hinting at the dwelling place of a monster of the requisite kind, travel to the location, then attempt to acquire the component (e.g. by theft, bribery, or slaying the monster). The table below lists suggested monster ingredients, optionally required to manufacture each type of potion.

Potion Monster Ingredients
Potion Ingredient
Clairaudience Vampire bat blood
Clairvoyance Cyclops bone
Control animal Cave bear skull
Control dragon Red dragon scale
Control giant Storm giant heart
Control human Harpy tongue
Control plant Treant root
Control undead Mummy dust
Diminution Sprite heart
ESP Devil swine brain
Fire resistance Flame salamander eye
Flying Griffon feather
Gaseous form Djinni hair
Giant strength Frost giant beard
Growth Hill giant bone
Healing Killer bee honey
Heroism Centaur heart
Invisibility Pixie wings
Invulnerability Unicorn horn
Levitation Pegasus feather
Longevity Vampire blood
Polymorph self Doppelgänger brain
Speed Giant shrew tail
Treasure finding Rust monster antenna

Sampling Potions

Potions can be identified by sipping a small amount, as the character is briefly affected by the magic. The referee may choose to simply reveal the nature of the potion, naming it directly. Alternatively, the referee might wish to describe a minor magical effect that the sampling character experiences, hinting at the full effects of the potion. The following table lists example hints noticeable when sipping standard potions.

Duration: All hints last for 1 round.

Sampling Potions
PotionHint on Sampling
ClairaudienceHear whispers
ClairvoyanceSee from 1′ away
Control*Vision of commanding a creature of the affected type
DiminutionShrink 1″ shorter
ESPHear party’s thoughts
Fire resistanceAura of ice
FlyingHover 1″ off ground
Gaseous formVapour from hands
Giant strengthMuscles ripple
GrowthGrow 1″ taller
HealingWave of refreshment
HeroismWave of courage
InvisibilityTurn transparent
InvulnerabilityWave of invincibility
LevitationFeel weightless
LongevityYouthful appearance
Polymorph selfFace morphs
SpeedAccelerated motion
Treasure findingVision of gold
*: Control animal, dragon, giant, human, plant, undead.

Describing Potions

Every potion is unique—even potions of the same type differ in odour, taste,

and appearance. The table below can be used to determine the characteristics of potions found in treasure hoards.

Rolling characteristics: Roll 1d20 once per column in the table.

Potion Characteristics
d20 Container Colour Appearance/ Consistency Odour / Flavour
1 Alchemical beaker, open Blue Anti-gravity Acidic
2 Clay statuette with stopper in head Brown Bubbling Bitter
3 Corked gourd Clear Cloudy Cheese
4 Crystal decanter Cream Crystalline Cream
5 Dented copper tube Cyan Flecked Dung
6 Frosted glass phial Gold Frothing Earth
7 Gelatinous membrane Green Fuming Fish
8 Glass bottle with dropper Grey Gritty Ginger
9 Hollowed out prism Indigo Jelly Honey
10 Labelled phial (3-in-6 correct) Maroon Layered Hot / spicy
11 Miniature green bottle Orange Oily Lavender
12 Pewter hip flask Pearl Opalescent Metallic
13 Phial with heraldic label Pink Phosphorescent Mint
14 Pristine glass phial Purple Smoky None
15 Sealed glass sphere—smash to open Rainbow Sparkling Rancid
16 Sigil-engraved phial Red Swirling Salty
17 Skull-shaped flask Silver Syrupy Spirituous
18 Stoppered unicorn horn Violet Translucent Sweet
19 Tightly corked bottle White Vaporous Vinegar
20 Wax-sealed jar Yellow Viscous Wine