The Student Alchemist's Companion Historically, potionmaking was an art reserved for only a select few individuals. These people were hand-picked by great masters and taught, through near-lethal trial and error, the correct methods for creating brews which replicated the effects of spells, without needing to know how to cast them. Secrets Made Simple This book, authored by Jaroo Nesbitt of the Neverwinter Academy and Alpen Billens of Eltorchul, is the work of decades of research. Here you will find many recipes, used by potionmakers, herbologists, and alchemists over the centuries. The methods have been refined into clear, simple instructions that easy to read and follow, for both students and masters alike. List of Potions While this is not an exhaustive list of all potions, it contains many of the recipes used and taught in most major Herbology classes across the plane, and several potions of higher difficulty and rarity which are included in further education. Animal Friendship (uncommon) When you drink this muddy brown potion, you can cast the Animal Friendship spell (save DC 13) for 1 hour at will. Ingredients. vial of nonmagical animal product x3 (from all different animals), athelas leaves x2, common green tea x1 cup Method. Brew the tea for ten minutes, gently stir in a single animal product over an hour, repeating until all four are used. Crush leaves, add and simmer for 5 hours. Leave overnight. Clairvoyance (rare) When you drink this potion, you gain the effect of the Clairvoyance spell. The eyeball bobs in this yellowish liquid but vanishes when the potion is opened. Ingredients Hag's eyeball x1, aum root x2, yellow angel mushroom x3 Method. Carefully brewed and stirred over 2 days. Leave to rest for a further 36 hours. Climbing (common) When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Ingredients. flower petals from 3 different environments, common green tea x 1 cup, earth x 1 cup Method. Add all ingredients, and brew for 12 hours or until the mixture is thick Diminution (rare) When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Ingredients. Red Firecap x3, rat eyes x2, vial of dragon blood x1 Method. Boiled for 8 days, steeped for 3 days. Disguise Self (very rare) When you drink this potion, you gain the effect of the disguise self spell. This potion's colour changes intermittently from sickly blue to bright, sanguine red. Ingredients. Slaad goo x1, Doppelganger blood x1, Celestial DNA x1 Method. Boiled slowly over 5 days, seeped over 5 Flying (very rare) When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Ingredients. Whole wings from a young dragon x2, moonpetal x3, purified stream water x1 cup, altic berries x5. Method. Grind the wings into a fine dust, and simmer in water for 5 days, before adding the petals keeping the temperature just beneath boiling. Stir for another 3 days add the berries in whole before steeping for a further 20 days. Gaseous Form (rare) When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water. Ingredients. vial of mist from a magical creature, such as a vampire x1, moonpetal x1, vial of water elemental remains x1 Method. Carefully infuse the moonpetal in the elemental remains for 10 days, ensuring it never comes to a boil. Add to vial of mist, and shake vigorously every hour for 2 days. Leave to settle over 10 days. 1

Giant Strength (various rarities) When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see below). The potion has no effect on you if your Strength is equal to or greater than that score. Ingredients. vial of blood from a hill giant or oni x1, muscle tissue from an orge x1, any sweet berries x10, any nonmagical juice drink x1 cup, dragonbile petals x2. Method. Boil all ingredients for 3 days + amount listed below, steep for 5 days and allow to cool for 10 days. Strengths On top of the ingredients and method listed above, add one fingernail from the desired giant and boil for an additional amount of days, listed in the parentheses. The resulting STR score is marked next to it. Hill Giant (+5) 21 Uncommon

(+5) 21 Uncommon Frost/stone Giant (+10) 23 Rare

(+10) 23 Rare Fire Giant (+14) 25 Rare

(+14) 25 Rare Cloud Giant (+20) 27 Very Rare Growth (rare) When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid expands from a tiny bead to color the clear liquid around it and then contracts. Ingredients. Red Firecap x3, any giant eyes x2, vial of dragon blood x1 Method. Boil for 8 days, steep for 3 days. ?? Healing (various rarities) You regain hit points (see below) when you drink this potion. Its red liquid glimmers when agitated. Base Ingredients. 2x crushed white hallows, 6x dried athelas leaves, 1x aum root Base Method. Boil over 1 day, brew for 1 day. Potions of Healing On top of the ingredients and method listed above, add the following listed below. Additionally, use the numbers in parentheses to increase the boiling and brewing time in days, respectively. The resulting amount of hit points regained is marked below. Healing (0) - 2d4 + 2 common

(0) - common Greater healing (+2/3), add aum root x1, moonpetal x2 - 4d4 + 4 , uncommon

(+2/3), add aum root x1, moonpetal x2 - , uncommon Superior Healing (+7/7), add aum root x3, moonpetal x5, angel's wing x1 8d4 + 4 , rare

(+7/7), add aum root x3, moonpetal x5, angel's wing x1 , rare Supreme Healing (+15/20), add aum root x6, moonpetal x10, angel's wing x3 10d4 + 20, very rare Heroism (rare) For 1 hour after drinking it, you gain 10 Temporary Hit Points that last for 1 hour. For the same Duration, you are under the effect of the bless spell (no Concentration required). This blue potion bubbles and steams as if boiling. Ingredients. vial of blood of a fallen ally x1, crushed white hallows x3, wolf hairs x5, mead x 1 cup Method. Boil all the ingredients together, stirring occasionally over 5 days, leave to rest in continual sunlight for a further 2. Invisibility (very rare) This potion's container looks empty but feels as though it holds liquid. When you drink it, you become Invisible for 1 hour. Anything you wear or carry is Invisible with you. The effect ends early if you Attack or Cast a Spell. Ingredients. mercury drops x2, dragonbile petals x3, nightshade x1, vial of bile from any creature with the innate ability to turn invisible x 1 Method. Boiled over 4 days, steeped over a further 3. 2

Mind Reading (rare) When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for one minute. The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Ingredients. vial of blood of a mindflayer or similar creature x 2, brain matter of any reasonably intelligent creature x1/2 cup, nightshade x1 Method. Dice the brain matter and mix in the blood. Stir on a low heat for 13 days and leave to rest for 10 days. Poison (uncommon) This concoction looks, smells, and tastes like a Potion of Healing. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Ingredients. vial of any generic poison, such as rat killer x1, hemlock root x1, aum root x1 Method. Boil over 1 day while casting minor illusion into the potion once per hour, then steep for another 2 days. Resistance (uncommon) When you drink this potion, you gain Resistance to a certain type of damage for one hour. The potion's color is determined by the resistance given, and shimmers when examined in bright light. Ingredients. athelas leaves x8, white hallows x1, common green tea x1 cup Method. Brew the leaves and hallows in the tea over three days. Add the resistance item (see table below) on the third day, and continue brewing for a further 12 hours. Leave to steep over 18 hours. Potions of Resistance On top of the ingredients and method listed above, add the following ingredient to grant resistance to the following damage types: 1 Acid . 1 vial Slaad bile

. 1 vial Slaad bile 2 Cold . 1 handful Night Hag skin

. 1 handful Night Hag skin 3 Fire . 1 vial Salamander bile

. 1 vial Salamander bile 4 Force . 1 Beholder eye-stalk

. 1 Beholder eye-stalk 5 Lightning . 1 vial Behir bile

. 1 vial Behir bile 6 Necrotic. 1 vial of wraith mist

1 vial of wraith mist 7 Poison 1 vial Naga dust

1 vial Naga dust 8 Psychic . 2 Ilithidkin tentacles

. 2 Ilithidkin tentacles 9 Radiant . 1 handful clipped Celestial feathers

. 1 handful clipped Celestial feathers 10 Thunder. 1 handful clay golem dust Alternatively, 1 vial of blood from an appropriately elemental dragon can be used. Speed (very rare) When you drink this potion, you gain the effect of the haste spell for 1 minute (no Concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. Ingredients. white sickleshrooms x5, orange firecaps x2, yellow angel mushroom x1, one pinch Quickling hairs Method. Crush the sickleshrooms until a paste is achieved and slowly add in the firecaps, which have been ground finely. Over the course of 8 hours, add in finely ground angel mushrooms and slowly add the Quickling hairs, one at a time, over the period of 1 full week. Boil while stirring for 120 hours, and leave to set for another week. Water Breathing (uncommon) You can breathe Underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Ingredients. vial of blood from any merfolk or amphibious dragon, aum roots x2 Method. Boil the ingredients slowly together over 2 days, leave to simmer for 1 day. 3

Ingredients and Where to Find Them In this section, you will learn of the general areas where these ingredients can be found. While most of these can be grown, it is not recommended to do so unless you have plenty of training in the matter. A misgrown ingredient can look safe, but could have an adverse effect on the potion you are attempting to brew. Altic Berries (rare) These berries only grow on the highest peaks of mountains. A favourite of many flying creatures, their bushes are often picked clean, making them difficult to acquire. Athelas (common) Often found in mountainous or hilly regions, the quality and numbers of Athelas leaves increases massively the higher the altitude. Aum (common) This plant is quite common hiding from direct sunlight in thick, wooded areas, usually beneath a blanket of moss. Looking near thickets is a good idea. Dragonbile (uncommon) Like its name suggests, dragonbile is a type of weed grown in areas with heavy draconic activity. These weeds can grow just about anywhere and can usually be found in the cracks of castle walls once used as a dragon's lair. Firecaps (common) These mushrooms are easily found growing near and on large trees in thick, forested areas. The reds are more easily found as the oranges are prized by feyfolk and often harvested quickly. Hemlock (uncommon) This poisonous plant is found in marshy regions and waterbeds. It grows in large bushels and acquiring the root can be difficult for those untrained. After the plant has died, the leaves are non-poisonous, but the roots can be used in potions. Moonpetal (rare) This flower can be found by itself or in small groups in mountainous and hilly regions. It is a difficult flower to cultivate as it only grows when a seed is planted at a full moon. It takes six cycles of the moon to grow to its full size. It can only be harvested at night. Doing so in the daytime will nullify its magical properties. Nightshade (uncommon) If not prepared correctly, rhis flower can be deadly to elves, who consider it smells strongly of mould. To other creatures it is harmless. It is found as a weed in gardens and vegetable patches. Sickleshrooms (rare) Although difficult to find, sickleshrooms usually grow in groups, making collecting three or four relatively easy. They can be found underneath rocks or dead trees in covered regions. Take care in harvesting them as they are extremely fragile and prone to rotting quickly. White Hallows (uncommon) Often found alongside riverbeds, hallows come in a variety of colours. A white variant is a hallow which has taken enough sunshine, and are the only ones of their kind with magical properties. Yellow Angel Mushrooms (uncommon) Cultivated by druids and other herbalists for their hallucinogenic effect, angel mushrooms are found in the wild growing in dung, foliage or moss. 4