Primary use: Stave off insanity
Secondary use: For 1 day after consuming, players are more resistant to magic, and can roll 1d6 to increase their roll on a save, or reduce damage by 25%. Magic cast by the drinker also seems to stick around longer too, and any attack made against an opponent will do additional damage on the next round (based on the spell) if it succeeds. Same effect applies for healing.
Is labeled with “Sturgeon Commander Advisory: Warning! This product is habit forming! This potion contains chemicals known to the Country of Caulifloweria to cause addiction and gender swapping!”
25% chance of addiction. Player informs the DM they drink the potion. DM picks a number 1-4, tells the player that number, and tells the player to roll a 1d4. Addiction occurs if that number is rolled. If addicted, one potion must be consumed per day. Missing a dosage incurs 1 level of exhaustion, drinking a potion removes all levels of exhaustion caused by the addiction.
1% chance of gender swapping. Call a number between 1 and 100, and have the player roll a 1d100.
Cost of potion: 1000gp
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