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Potion of Control🔗

A potion of this type allows the one who drinks it to control the actions of creatures of a certain type.

  • Concentration: Exercising control requires concentration.
  • Visual range: The character can only control creatures that they can see.
  • Suicidal commands: Controlled creatures will resist commands that are deadly to themselves.

Control Animal🔗

  • Affects: Up to 3d6 Hit Dice of normal or giant (but not magical) animals.
  • When the potion’s effect ends: Affected animals will move away.

Control Dragon🔗

  • Affects: 1–3 dragons of a specific type. (The referee should determine which type of dragon the potion affects.)
  • Spell casting: It is impossible to command a dragon to cast spells.
  • When the potion’s effect ends: Affected dragons have a hostile reaction.

Control Giant🔗

  • Affects: 1–4 giants of a specific type. (The referee should determine which type of giant the potion affects.)

Control Human🔗

  • Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
  • Resisting: The subject may save versus spells to resist the charm.
  • Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
  • Charmed individuals: Regard the character as a trusted friend and will come to their defense. They will obey the character’s commands as long as these are not obviously harmful and do not contradict the subject’s alignment.

Control Plant🔗

  • Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distance.
  • Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area.

Control Undead🔗

  • Affects: Up to 3d6 Hit Dice of undead.
  • When the potion’s effect ends: Affected undead have a hostile reaction.