Potion of Explosions (Magical Liquid)

Though this potion appears to be like any other drinkable fluid, it is not meant to be consumed. The liquid is a powerful, magical explosive that only requires contact with the open air and a physical disturbance of some sort (being dropped or thrown, struck with an object, or shaken vigorously) to set it off. Potions of explosions are found in tightly sealed bottles, similar to most potion containers. The container is generally fragile, of a ceramic or glass material that would probably break (save vs. crushing blow) if thrown against a hard surface. Most of these containers, of course, are wrapped in cloth or stored where they aren't likely to be broken or jostled.
If the entire bottle of liquid is thrown and breaks, this will generate a blast of 30' inradius, doing 6d6 damage to all within this area (save vs. breath weapon for half damage).
Sometimes a “dose” of this liquid comes packaged in six small glass or ceramic vials that can be thrown separately. Each exploding vial does 1d6 damage to any character or creature within a 5'-radius. The small size and light weight of these vials makes them difficult to throw accurately; attacks intended to hit a creature directly are made at -2 to attack rolls. The vials are especially fragile, taking a -2 penalty on any saving throw to determine breakage. The victim of a direct hit from a vial or an entire bottle of this liquid takes half damage if a save vs. breath weapon succeeds, but must make the saving throw at a -6 penalty.
If an intended target is missed, the projectile continues until it strikes the ground or some other solid object-possibly causing damage to someone else in the vicinity of the impact point. If the container hits its target but does not break, the liquid inside is not set off, and the container can be picked up and rethrown. The container must make a saving throw vs. normal blow if it is dropped from a height of 5' or less. In addition, there is a 50% chance that the liquid will explode if the container is shaken or jostled vigorously for longer than one segment. The same 50% chance applies on each consecutive segment; for example, if a character with a potion of explosions in a backpack moves at faster than walking speed for three consecutive rounds, three separate rolls are made to see if the liquid explodes. If someone tries to identify this potion by taking a small taste, several things can happen. Opening the bottle and exposing the contents to the air activates the explosive fluid, and there is a 5% chance that the character doing so inadvertently jars the bottle enough while opening it to set off the explosive. No saving throw would be given to the opener against the explosion in this case. If a tiny bit is swallowed to sample the potion, the drinker feels his heart accelerate and feels as if he or she has just sampled a potion of speed.
This effect is felt only for one round, and does not actually give the drinker any of the benefits of such a potion. If the entire contents of a bottle or vial are drunk, the character must make a system shock roll. If the roll fails, the liquid explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another system shock roll to avoid immediate death. If the first system shock roll succeeds, the drinker becomes extremely ill and is incapacitated for 3–6 hours-unable to walk without assistance, attack, or defend. Potions of explosions are extremely rare. Few alchemists will agree to manufacture this liquid because of the great danger involved, and even fewer treasure hoards contain it. 
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Encyclopedia Magica Magic Potions
Category:Potions