Fool's Potion

This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a Normal Mental Balance -2 check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 10 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done.

Slippery Oil

Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil must make a Hard -2 Brace check. If they fail, they instantly slip and is knocked down for 1 round. One bottle contains enough oil to cover 2 spaces, and the oil will lasts on the ground for 4 rounds.

Stinking Bomb

A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 1d6 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 2 additional rounds. This decreases their movement rates by half.

Stinking Potion

A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 1 additional round. This decreases their movement rates by half.

Stinking Vial

A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 1 additional round. This decreases their movement rates by half.

Smoking Bomb

A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 1d6 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets

Smoking Potion

A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets.

Smoking Vial

A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 1d4 rounds. Those in the smoke will have to make normal perceive checks to move or attack targets