Potions
Potions
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. |
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Value: 100 |
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Antidote (cursed) |
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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. |
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Value: 50 |
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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. |
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Value: 100 |
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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. |
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Value: 250 |
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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. |
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Value: 400 |
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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. |
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Value: 300 |
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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. |
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Value: 550 |
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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. |
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Value: 500 |
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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. |
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Value: 5000 |
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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.
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Value: 2750 |
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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. |
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Value: 500 |
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Oil of Speed (cursed) |
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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. |
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Value: 150 |
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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. |
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Value: 310 |
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This elven concoction will purify the
drinker of any diseases spreading through his body.
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Value: 550 |
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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.
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Value: 600 |
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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. |
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Value: 500 |
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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. |
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Value: 300 |
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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. |
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Value: 4000 |
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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. |
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Value: 4000 |
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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. |
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Value: 700 |
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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. |
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Value: 5000 |
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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. |
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Value: 1250 |
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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. |
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Value: 250 |
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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. |
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Value: 2000 |
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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. |
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Value: 700 |
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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. |
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Value: 8000 |
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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. |
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Value: 450 |
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When wholly consumed, this potion restores 18 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. |
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Value: 300 |
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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. |
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Value: 1000 |
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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. |
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Value: 400 |
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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. |
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Value: 250 |
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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. |
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Value: 500 |
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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. |
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Value: 250 |
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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. |
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Value: 750 |
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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. |
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Value: 300 |
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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. |
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Value: 1500 |
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When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. |
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Value: 75 |
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Potion of Healing (cursed) |
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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. |
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Value: 150 |
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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. |
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Value: 800 |
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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. |
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Value: 300 |
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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. |
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Value: 8000 |
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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. |
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Value: 100 |
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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. |
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Value: 300 |
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This potion will embue the person drinking it with 50% resistance to electrical damage. The effect will last for 10 turns or until dispelled. |
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Value: 170 |
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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. |
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Value: 250 |
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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. |
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Value: 1200 |
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Potion of Invulnerability (cursed) |
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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. |
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Value: 100 |
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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. |
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Value: 4000 |
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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. |
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Value: 1500 |
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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. |
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Value: 1250 |
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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. |
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Value: 400 |
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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. |
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Value: 2000 |
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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. |
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Value: 400 |
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This potion will imbue the drinker with
the ability to focus the mind unerringly towards any
task that needs to be performed. |
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Value: 500 |
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This potion will protect the drinker from all forms of petrification including gaze attacks. The effect will last for 10 rounds or until dispelled. |
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Value: 400 |
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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. |
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Value: 350 |
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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. |
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Value: 1700 |
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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. |
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Value: 500 |
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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. |
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Value: 1000 |
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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. |
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Value: 500 |
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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. |
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Value: 500 |
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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. |
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Value: 1500 |
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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. |
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Value: 350 |
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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. |
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Value: 2000 |
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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. |
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Value: 500 |
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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. |
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Value: 5000 |
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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. |
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Value: 200 |
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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. |
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Value: 650 |
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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. |
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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 DaleDeveloper: 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