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Potions

Potions

Antidote

As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once.

Value: 100

 

Antidote (cursed)

As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow.
Imbiber suffers the effect of the spell Slow.

Value: 50

 

Berduskan Black Brew

This dark drink was named after the merchants from Berdusk, who concocted this brew. Berduskan merchants were always in a hurry to complete their various deals and felt hampered by the effects of fatigue and the need to sleep. Upon drinking this brew, the effects of fatigue and weariness disappear, letting the drinker continue with whatever he was doing.
Statistics:
Removes fatigue as if user has had a full nights sleep.

Value: 100

 

Elixir of Health

The Elixir of Health is a powerful healing mixture designed to cleanse the body of all impurities. First it cures all poisons, then once the system has been purged, the imbibed is cured by 10 hit points to speed the recovery process.

Value: 250

 

Elven Healing Wine

This bottle of elven wine also has the properties of a healing potion. During one of the elven festivals, the priests of the Seldarine's Hand imbibed too much that day and accidentally added a barrel of elven wine to a mixture that was intended for healing potions.
Statistics:
Heals 2D8 hit points

Value: 400

 

Flaming Oil

Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered.
Statistics:
When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage.

Value: 300

 

Mummy's Tea

Priests of Horus-Re in far off Mulhorand were the first to create this repellant but life-saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease.
Statistics:
Cure Disease

Value: 550

 

Oil of Fiery Burning

Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (save vs. breath for half) to all within the immediate area around the potion. It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire.

Value: 500

 

Oil of Null Effect

This potion is the result of derro savants meddling in magical unguents. When it is smeared over the body of a living creature, it will nullify all magical effects, including all curses, contingencies, and geas spells.

Value: 5000

 

Oil of Second Chances  (CHANCE)   New in Heart of Winter

Priests of Tymora produce this unique type of oil in abundance, but often sell it so quickly that adventurers become furious when they cannot procure it. Priests of other faiths often keep such potions in reserve if they cannot use their magic to remove a curse. Enemies of the Tymoran faith, such as the ill-willed Beshabans, are searching for a way to make a similar potion that compounds the effects of a magical curse.
Statistics:
Target has Remove Curse, Bless, and Luck cast upon them
Takes a full round to use
Not Usable By:

Value: 2750

 

Oil of Speed

This oil increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however.
The duration of the effect is 5 turns.

Value: 500

 

Oil of Speed (cursed)

This oddly murky oil would appear increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. However it is cursed, so the imbiber suffers the effect of the spell Feeblemind.

Value: 150

 

Oil of the Serpent's Scales

The creation of this useful oil is quite dangerous, involving the extraction of venom from five live ophidians and the removal of twenty or more scales from each of the same. The scales are left to soak in a mixture of venom, ground poppies, and a variety of other strange ingredients for a full month. At the end of this time, the scales are burned and rolled in another mixture of oils and powders until it takes on the consistency of thick butter. A variety of spells are then cast upon the mixture to give the oil its full powers. When used, the target's skin becomes tough, green, and scaly. While the oil is extremely useful, it takes a full round to adequately smear it over the recipient's body.
Statistics:
Target has +2 AC for six rounds (non-cumulative)
Takes a full round to use

Value: 310

 

Philter of Purification

This elven concoction will purify the drinker of any diseases spreading through his body.
Statistics:
Cures Disease

Value: 550

 

Potion of Absorbtion

This potion, as would be expected, will absorb external attacks once it has been consumed. All blunt attacks made against the imbiber are cushioned, so that only the strongest get through. Also there is 100% immunity to all electrical based attacks for the duration of the effect, which in this case is 10 turns.
Statistics:
Armor Class: +10 bonus to crushing attacks
Electrical Resistance: 100% immunity
Duration: 10 turns

Value: 600

 

Potion of Action Transference

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +1 Charisma
Permanent -1 Dexterity

Value: 500

 

Potion of Agility

This potion will raise the dexterity of the imbiber to 18, effecting armor class and missle attack adjustment for the duration of the effect, in this case 15 turns.

Value: 300

 

Potion of Arcane Absorbtion

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +10% Magic Resistance

Value: 4000

 

Potion of Aura Enhancement

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +1 Intelligence
Permanent +5% Magic Resistance

Value: 4000

 

Potion of Clarity

This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the embiber feels an overwhelming feeling of calm and purpose, such that he will be unaffected by threatening influences such as feeblemind, confusion and charm. This feeling will last for the duration of the enchantment or until dispelled.
Statistics:
Special: Prevents feeblemind, confusion, fear, and charm
Duration: 5 turns

Value: 700

 

Potion of Clear Purpose

Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities.
Statistics:
Constitution: -2
Wisdom: +1
Duration: Permanent
Only usable by:
Clerics and Cleric Sub-Classes

Value: 5000

 

Potion of Cloud Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 23 (Cloud Giant Strength)

Value: 1250

 

Potion of Cold Resistance

This potion will confer to the imbiber a 50% resistance to all cold based attacks for the duration of the enchantment, in this case 10 turns.

Value: 250

 

Potion of Constitution

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +1 Constitution

Value: 2000

 

Potion of Defense

This potion is similar to the potion of invulnerability in that it improves the armor class of the imbiber. The effect lasts for 10 turns.
Statistics:
Armor Class: set to 0
Duration: 10 turns

Value: 700

 

Potion of Dissipation

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +15% Magic Resistance

Value: 8000

 

Potion of Explosions

This potion is a vial of pain as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end.
Statistics:
Damage: 6D6 (save vs. spell for half)
Area: 40 ft radius

Value: 450

 

Potion of Extra Healing

When wholly consumed, this potion restores 18 hit points to the person. The effect is instantaneous and the potion is destroyed in the process.

Value: 300

 

Potion of Fire Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 22 (Fire Giant Strength)

Value: 1000

 

Potion of Fire Resistance

This potion bestows upon the person drinking it magical resistance to all forms of fire. All damage that is applied from any fiery effect is reduced by an extra 50%. This is on top of any other resistance the person might have. The effect lasts for 10 turns, or until dispelled.

Value: 400

 

Potion of Firebreath

By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 6D10 damage to the target with a save vs. breath weapon for half.

Value: 250

 

Potion of Fortitude

Once consumed, this potion will cause a surge of energy to travel through the body raising the drinkers constitution to 18. This provides all the bonuses of having a high consitution such as hit points for the duration of the effect, which is 15 turns.

Value: 500

 

Potion of Freedom

This potion acts like the spell free action when consumed. The drinker becomes completely immune to any effects which hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns.

Value: 250

 

Potion of Frost Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 21 (Frost Giant Strength)

Value: 750

 

Potion of Genius

Very much as the name implies, this potion will increase the intelligence of the imbiber by 4 points up to a maximum of 25. The effect will last the full duration which is 15 turns, or until dispelled.

Value: 300

 

Potion of Greater Resistance

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +5% Slashing Resistance
Permanent +5% Piercing Resistance

Value: 1500

 

Potion of Healing

When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process.

Value: 75

 

Potion of Healing (cursed)

When wholly consumed, this oddly murky potion appears to restore 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process.
However it is cursed and the imbiber becomes toxicated.

Value: 150

 

Potion of Heroism

This potion is imbued with a powerful enchantment, which will simulate a temporary increase in level. The effect lasts for 10 turns which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors.
Statistics:
Hit Points: +10% (base only)
THAC0: Set to 90% of current base
Duration: 10 turns
Only usable by: Warriors and warrior subclasses (multi and dual also)

Value: 800

 

Potion of Hill Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 19 (Hill Giant Strength)

Value: 300

 

Potion of Holy Transference

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +2 Wisdom
Permanent -1 Dexterity

Value: 8000

 

Potion of Infravision

This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 ft, namely infravision. The effect will last for 20 turns or until dispelled.

Value: 100

 

Potion of Insight

It will be as if a higher being had stepped into the drinkers head, filling it with intuitive thoughts and amazing insights. The effect is to raise the wisdom of the person to 18 for approximately 6 hours or until dispelled.

Value: 300

 

Potion of Insulation

This potion will embue the person drinking it with 50% resistance to electrical damage. The effect will last for 10 turns or until dispelled.

Value: 170

 

Potion of Invisibility

This potion confers invisibility similar to the second level wizard spell of the same name. Actions involving combat cause termination of the invisible state. Barring combat, the effects will last for 12 hours.

Value: 250

 

Potion of Invulnerability

This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors.
Statistics:
Armor Class: set to 0
Saving Throws: +5 bonus

Value: 1200

 

Potion of Invulnerability (cursed)

This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors.
However the potion is cursed and the imbiber is turned to stone.

Value: 100

 

Potion of Life Transference

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +1 Strength
Permanent -1 Constitution

Value: 4000

 

Potion of Magic Blocking

This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time all spell effects of 5th level and lower are removed from the embiber. The effect will only last for 5 rounds however, so careful timing is necessary.

Value: 1500

 

Potion of Magic Shielding

This powerful elixir embues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific.
Statistics:
Damage: +50% resistance to all forms of magical non-physical damage
Special: All saving throws are made automatically
Duration: 3 turns

Value: 1250

 

Potion of Magic Protection

This potion will leave the drinker with 50% resistance to all magic, which can be a blessing or a curse. The effect will last for 10 turns or until dispelled.

Value: 400

 

Potion of Magical Resistance

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +5% Magic Resistance

Value: 2000

 

Potion of Master Thievery

This potion will temporarily transform the drinker into a master thief. The skills that are effected are picking locks and picking pockets, which are increased signifigantly. The effect will last for 3 hours, however only theives and bards may use this potion.
Statistics:
Lock Picking: +40% bonus
Pick Pockets: +40% bonus
Duration: 3 hours

Value: 400

 

Potion of Mind Focusing

This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed.
Statistics:
Intelligence: +3 bonus
Dexterity: +3 bonus
Duration: 12 hours

Value: 500

 

Potion of Mirrored Eyes

This potion will protect the drinker from all forms of petrification including gaze attacks. The effect will last for 10 rounds or until dispelled.

Value: 400

 

Potion of Perception

This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed.
Statistics:
Find/Remove traps: +20% bonus
Pick pockets: +20% bonus
Pick locks: +20% bonus
Hide in shadows: +20% bonus
Duration: 6 hours
Only Usable By: Thief(Single, Multi, Dual)

Value: 350

 

Potion of Power

This powerful elixir is similar to the potion of heroism in that it effectively raises the embibers level and it can be used by all character classes. This affects hit points, THACO and thieving abilities although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added.
Statistics:
THAC0: Set to 80% of current base
Hit Points: +20% temporary (base only)
Hide in shadows: +20% (base only)
Pick pockets: +20% (base only)
Pick locks: +20% (base only)
Find/Remove traps: +20% (base only)
Duration: 4 turns
Not usable by:

Value: 1700

 

Potion of Regeneration

This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 hit points per round.

Value: 500

 

Potion of Resistance

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +5% Crushing Resistance

Value: 1000

 

Potion of Stone Form

Drinking this potion is much like the transformation one would go through if she were turned to stone. Skin color, stiffness, even the feeling that is received from the body, stone.
Statistics:
Armor Class: set to 0 Saving Throws: +3 bonus Dexterity: -3 penalty Duration: 5 turns

Value: 500

 

Potion of Stone Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 20 (Stone Giant Strength)

Value: 500

 

Potion of Storm Giant Strength

This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns.
Statistics:
Strength: 24 (Storm Giant Strength)

Value: 1500

 

Potion of Strength

This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to raise the strength of the imbiber to 18 for approximately 20 turns, or until dispelled.

Value: 350

 

Potion of Strength Transferance

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.
Statistics:
Permanent +1 Dexterity
Permanent -1 Strength

Value: 2000

 

Red Potion

Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerors dream, but that would depend entirely on who you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% magic resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork.
Statistics:
Intelligence: set to 25
Wisdom: set to 3
Strength: set to 3
Special: +50% resistance to all magical damage
Duration: 24 hours

Value: 500

 

Spirit Essence

This valuable potion is made by capturing and distilling the spirits of trolls. Normally only attempted by powerful necromancers and enchanters, the process results in a powerful healing potion able to instantly regenerate even severe wounds.
Statistics:
Heals 25 hit points

Value: 5000

 

The Dream Potion

Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities.
Statistics:
Constitution: -2
Wisdom: +1
Duration: Permanent
Only usable by: Clerics and Cleric Sub-Classes

Value: 200

 

Thrym Extract  (THRYM)   New in Heart of Winter

This thick liquid is harvested and distilled from the glands of dead polar worms. It is the substance that helps keep the huge creatures warm in the desolate north. Drinking the liquid straight from the creature's body is almost always fatal, so alchemists attempt to distill the substance until it is relatively safe to consume. Even in its current state, however, it can still be deadly.
Statistics:
If the user fails a save vs. death at -4, they take 8-48 points of fire damage. If the user makes his or her save, their Cold Resistance is set to 100% for 4 rounds.
Not Usable By:

Value: 650

 

Violet Potion

This is one of the oddest potions you have ever examined. Once drank, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan like actually, while dexterity and constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink.
Statistics:
Strength: set to 25
Dexterity: set to 3
Constitution: set to 3
Duration: 24 hours

Value: 400

 

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Items & Spells
- Changes in Heart of Winter
- Protective Gear
    - Armor
    - Bracers, Gauntlets & Gloves
    - Helmets
    - Robes
    - Shields, Large
    - Shields, Medium
    - Shields, Small
- Equipment
    - Amulets, Necklaces & Talismans
    - Belts and Girdles
    - Boots
    - Cloaks & Mantles
    - Rings
- Weapons
    - Axes
    - Bows & Arrows
    - Clubs & Flails
    - Crossbows & Bolts
    - Daggers
    - Darts, Bullits & Slings
    - Halberts & Spears
    - Hammers
    - Maces & Morning Stars
    - Staves
    - Swords, Greater
    - Swords, Large
    - Swords, Short
    - Wands
- Priest Spells
    - Level 1
    - Level 2
    - Level 3
    - Level 4
    - Level 5
    - Level 6
    - Level 7
- Mage Spells
    - Level 1
    - Level 2
    - Level 3
    - Level 4
    - Level 5
    - Level 6
    - Level 7
    - Level 8
    - Level 9
- Other Stuff
    - Bags & Cases
    - Books & Letters
    - Gems
    - Keys
    - Miscellaneous
    - *Potions
- Abilities
    - Bard Abilities
    - Innate Abilities

Information about

Icewind Dale

Developer: Black Isle

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: 40-60 hours
Voice-acting: Partially voiced

Regions & platforms
North America
· Platform: PC
· Released: 2000-06-29
· Publisher: Interplay

More information