1 Blue The creature's movement speed increases by 15 feet for 1 minute. Each creature in a 5 foot radius has a 10 foot increase to their movement speed until the end of their next turn.

2 Orange The creature takes 5d10 fire damage. They have resistance to cold damage for 24 hours. Each creature in a 5 foot radius must make a DC 15 dexterity saving throw or take 2d10 points of fire damage.

3 Green The creature can immediately make a saving throw against any poison or disease effecting them, ending that condition on a success. Each creature within 5 feet of the potion's point of impact has advantage on saving throws against poison and disease for 1 minute.

4 Green-Black The creature takes 1d6 points of poison damage. For the next 24 hours, they have disadvantage on charisma checks other than intimidation. A foul stench wafts from a 15 ft. radius from the potion. Each creature in the area must make a DC 12 constitution saving throw or be poisoned until the end of their next turn.

5 White The creature heals 2d8+4 hit points. Each undead in a 5 ft. radius must make a DC 15 dexterity saving throw. On a failure, they take 3d10 radiant damage.

6 Red The creature must make a DC 15 constitution saving throw or feel incredibly drunk for 1 hour. Each creature in a 5 foot radius must make a DC 12 constitution saving throw or be affected by the Feeblemind spell until the end of their next turn.

7 Cyan The creature is affected by the Lesser Restoration spell. Each creature concentrating on a spell in a 5 ft. radius must make a DC 12 constitution saving throw or lose concentration on their spell.

8 Jet Black The creature must make a DC 15 saving throw or take 2d10 poison damage and be affected by the Slow spell for 1 minute. The area in a 10 ft. radius around the potion becomes difficult terrain. Each creature in the radius must make a DC 12 dexterity saving throw or have their movement speed reduced by 10 feet for 1 minute.

9 Pink The creature's strength becomes 14, regardless of what it was before, for 1 hour. The ground around where the potion lands becomes sticky and sweet smelling.

10 Yellow For the next hour, the creature can communicate telepathically with other creatures within 30 feet of it. Each creature within 10 feet of the area must make a DC 12 wisdom saving throw or take 2d10 points of psychic damage.

11 Clear The creature turns invisible for 1 minute or until it attacks or casts a spell. A 5 ft. radius around the potion is surrounded by magical darkness for 1 minute.

12 Lime The creature must make a DC 15 intelligence save. On a success, its intelligence becomes 24 for one minute. On a failure, its intelligence becomes 2 for one minute. Each creature within 5 ft. has a momentary burst of inspiration, learning one thing pertaining to the current situation.

13 Blue-Red At the start of its next turn, the creature involuntarily blows fire in a 15 foot cone. Each creature in the area must make a DC 12 dexterity save or take 2d10 fire damage. Each creature within 10 ft. must make a DC 12 strength saving throw or fall prone.

14 Glowing Violet The creature glows bright light in a 60 foot radius and dim light in a 120 foot radius for 1 hour. Each creature that can see the point of impact must make a DC 12 constitution saving throw or be blinded until the end of its next turn.

15 Purple-Black The creature must make a DC 15 constitution saving throw or take 5d10 necrotic damage. Each corpse within 10 feet of the point of impact is raised as a Zombie.

16 Lavender The creature disappears into a different plane of existence for 1 round. Each creature in a 10 ft. radius from a different plane of existence than the one you're currently on must make a DC 12 wisdom saving throw or be forced back to their home plane for one minute.

17 Clear Yellow The potion fills your nose with an amazing scent. For the next hour, you are immune to smell based abilities, such as the trogolodyte's stench. Each creature within 5 feet of the point of impact smells great. They have advantage on Charisma (Persuasion) checks against people of the opposite sex for 1 hour.

18 Cream The creature's attacks are empowered. For the next minute, when they hit with a weapon attack, the target takes an additional 1d4 damage. Each creature within 5 feet feel muscles quickly grow and then fade.

19 Brown The creature grows climbing claws, gaining a climbing speed of 20 feet for 1 minute. The ground within a 10 ft. radius contorts, becoming difficult terrain.