jasonk says: 10 alchemist potions.

ten potions 1 fizzy bang explosive gas. if lit, does 2d8 damage. can be shaken and thrown for half damage. 2 sticky syrup sticky tar. -2 to initiative, move at 1/4 normal rate. Covers 10′ x 10′ square area. 3 earth shake shake well then drink. causes minor earthquake. 4 hair tonic hair growth. will double length of all your hair. doesn’t cure baldness. 2 x 0 = 0 5 charlie’s potion boil 10 scrolls with herbs. reduce inky liquid. drink to be a supreme expert on one subject for one day (can be in another language). then know nothing of it at all ever again. 6 northern marmelade eat this and you cannot get lost for 2 days. after, you will be directionless and disoriented for 6 hours. 7 cahetch hup a few drops of this elixir makes any meal taste delicious. does not prevent poison, but does prevent disease from spoiled food. 8 ear honey three drops of this in the ear and you’ll be hearing ‘voices’ all day. (crazy voices) 9 fake fever elixir can be mixed with various berries and herbs to simulate almost any natural disease for up to a week. duration depends on how much you drink. 10 cetacean potion potion of whale summoning calls d100 whales to the nearest saltwater location. you can communicate with them and ask for help (you are aquaman without the water breathing).

I hope at least a few of these haven’t been done before.

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