These potions would be at home in only the most seasoned assassin's safe; locked away for special occasions. Who is worth killing that would cost so dear a price to use one of these inventions on? A potion of this magnitude would cost 1250- 1350 gold to buy or half as much to sell.

  • Greater Healing Potion- (1 action. Thrown/Fired. Contains Fairy wing, bark of a sapient tree) Choose a creature that you can see within range. A surge of positive energy washed through the creature, causing it to regain 70 hit points. this spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. (Potion)

  • Glacier bomb- (1 action. Thrown/fired. Ingredients; quarts, nitrogen. Lasts 10 minutes) You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius o f up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section o f wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. (Bomb)

  • Greater Bewitchment Brew- (1 action. Consumed. Contains a snake’s tongue and either a bit of honeycomb or a drop of sweet oil. Lasts 24 hours) You Consume a cocktail of extremely potent pheramones which cause creatures within 60 feet of you want to follow your words, and suggest a course of activity (limited to a sentence or two) and influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.
    If you or any of your companions damage a creature affected by this concoction, the concoction's effects end for that creature. (Mutagen)

  • Pit Fiend's Kiss- (1 action. Thrown/Fired. Contains pestilential boil from the recently dead. Fungus of the underdark) You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. (Poison)

  • Snake eye serum- (1 action. Consumed. Mushroom powder, saffron, genie fat. Lasts 1 hour) This concoction gives the willing creature who consumes it the ability to see things as they actually are. Your pupils shrink and turn into thin slits, your irises a pale gold colour. For the duration, the creature has truesight and notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. (Mutagen)

  • Seizure serum- (1 action. Thrown/Fired. Contains the glands of electric eels. Lasts 1 minute) Choose one creature that you can see within range. The target begins to violently seize as their muscles contract and relax for the duration. A seizing creature must use all its movement to seize without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this concoction, other creatures have advantage on attack rolls against it. As an action, a seizing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the concoction's effects end. (Poison