Previous list here.
1. Spelunker's Libation
The drinker understands the difference between stalagmites and stalactites and recognises each on sight. Effect permanent.
2. Vino Veritas
The drinker is compelled to loudly announce their opinion on whether a given statement is true or not.
3. Pharmacophobic Philter
Makes the smell of health potions nauseating. Drinker must succeed at a DC15 CON roll to drink one without retching and losing the effect.
4. Hagfish Tonic
The drinker starts sweating copious amounts of slick slime, making them impossible to grapple. Also lets them slide, doubling movement but requiring a DC15 DEX roll or a collision to stop. Unarmoured only.
5. Sanguine Sight Salve
Renders the drinker oblivious to any danger threatening them, preserving a cheerful outlook and avoiding unnecessary distress. Offers no protection.
6. Anger (soluble)
Causes explosive irritability. Drinkers are prone to indiscriminate violence, but just as prone to exhausting themselves in a tantrum.
7. Anger (insoluble)
Grains that float on top of any common liquid for about five minutes, then crack in succession with a noise like a gun going off.
8. Miasmatic Venom Draft
A poison which affects the drinker and anyone else within CON bonus x 5 feet.
9. Hystricomorphic posset
The drinker grows a coating of strong, sharp quills like a porcupine's coat. Punches, slaps and elbows do +1d4 damage and the spines' springiness reduces incoming blunt damage by 1d4. While in effect, donning or removing armour is impossible.
10. Incendiary Sputum Tea
A round after leaving the drinker's mouth, their saliva catches fire. The tiny flame does only 1d2 damage to a combatant, but can ignite most flammables.
11. Bruxism Brew
Causes the drinker to involuntarily grind their teeth in a way that causes 1d4 psychic damage to any intelligent creature with a jaw within 15 feet.
12. Potion of Grace
Gives the drinker the strength, balance and confidence to climb through high, exposed, difficult traversals (+4 DEX). Wears off suddenly. Really suddenly.
13. Allium Exsudo
The drinker can create an offensive and alarming smell at will.
14. Porcine Fulmination Drink
A delicious tonic which any pig would be happy to drink. After about 5 minutes of digestion the pig explodes with a yield equal to one quarter of its weight in gunpowder. No effect on other creatures except for a stomach ache.
15. Last Chance
Restores 1d6 HP and changes any coins the drinker has on them into ordinary acorns. Also causes glass to harden, so the bottle can be used as an improvised weapon.
17. Equine Enhancement Lineament
Allows a horse to move at 3 x usual top speed for a full watch without rest. +1 cumulative chance on each dose for the horse to catch fire from the internal heat generated.
18. Static serum
Tasteless, colourless and odourless. One flask is about 12 full doses. The drinker takes 1d4 electrical damage from every piece of metal they touch, +1 for every dose they've swallowed.
19. Elongation Tincture
Causes the drinker to change height by +/- 5 inches whenever no-one is looking directly at them.
20. Parrot Comportment Tonic
Causes the drinker to repeatedly recite a message of 15 or fewer words that were spoken directly into the flask. Also works on animals.
