Amalgamous (Magical Liquid)

A unique feature of this module was that potions crossed with other potions were featured as the PC rewards. The three resulting potions are listed below.
* Type I: Potion of polymorph self crossed with a potion of vampire control: This one is a real discovery, but when tested it gives no indication of its nature other than a “good feeling,” a “warm tingling,” or “an unexplained desire.” After quaffing this potion, the subject becomes nervous and excitable. He or she wants to do “something” but does not know what, and caution is not exercised by this character. The very next living thing the character mentions, however, is what he or she becomes! (Character classes are not considered “living things” for this purpose. If the next living thing is an elf wizard, the drinker of the potion becomes an elf-but not a wizard.) The effect lasts for 2d6 days. Objects worn are allowed a save of 12 or better or they become part of the polymorph, unless the altered form is one that wears similar gear under normal circumstances. The polymorphed form still has the same mind, but the abilities could be radically changed. If no form is seen within 24 hours of game time no transformation occurs.
* Type II: Potion of gaseous form crossed with a potion of invisibility: Testing this liquid produces translucence in the entire figure. If the entire potion is consumed, the figure becomes gaseous and then vanishes. His or her items will become gaseous as well. Obviously, he or she cannot communicate at all in this state. Vision is likewise slightly obscured. Hearing is quite impossible. Only taste and smell are fully activated. A vague sense of touch, especially temperature sensitivity, does exist. The character has a MV rate of 9, slightly slower if penetrating a small hole, cracks under a door, or other small spaces. After 20 rounds the invisibility wears off and the cloud is visible. The cloud remains gaseous for a further eight turns. The cloud can be damaged by lightning and magical fire, and a whirlwind does double damage.
* Type III: Potion of longevity crossed with a potion of speed: A test sample produces a craving for the rest unless a save vs. poison is made. If the save is successful, the character talks rapidly for a few minutes but feels terribly robust and hardy. The full potion causes the character to become five years younger while being able to move at a 50% bonus for 30 rounds. The character must also, however, suffer two system shock rolls. If either check fails the character takes 2d10 points of immediate damage. 
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Encyclopedia Magica Magic Potions
Category:Potions