These potions are so rare and potent that even asking an alchemist for one would cause them to laugh. They are the stuff or folktales and nightmares. These potions cost 10500 to buy or half as much to sell.

  • Bad Trip- (1 action. Thrown/Fired 30 foot radius. Ingredients; Death cap fungus, skull mushroom, purple mountain flowers) Lasts 1 minute) Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-­‐‑foot-­‐‑radius    sphere centered on a point of your choice within range must make a Wisdom saving throw. On a  failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the concoction's effects ends for that creature. (Poison)

  • Black Finger of Death- (1 action. Thrown/Fired. Contains the dedicated fingernail of an ancient litch) You launch a concoction so black that even a daylight spell cannot illuminate it, causing one creature within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the concoction has no effect (101 hp or more). (Poison)

  • Body reassignment serum- (1 action. Consumed. ingredients; mercury, a prism, powdered shrunken head of a wizard) Choose one creature or nonmagical object that can either drink, or have this concoction poured on them/it. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. Unless you affect this target with the same potion again, or a similar spell, the effects are permanent. Shapechangers aren’t affected by this concoction. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this concoction.
    Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
    Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. This spell have no affect on a target that has 0 hit points. (Mutagen)

  • Supreme Health Potion- (1 Action. Consumed. Contains Angel feather and Phoenix down) A wave of healing energy washes over a creature who drinks this concoction. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. (Potion)

  • Supreme Mana potion-  (1 action. Consumed. Contains White dragon blood, and Ichor of a dead god) Whoever drinks this neon blue potion instantly has all of their spell slots, Ki points, or Spell points restored as if by a long rest. This concoction does not regenerate concoction points. (potion)