### Potion of Cure Light Wounds (Level 1 Uncommon)
> This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
> Consumable: Potion; 20 gp
> Utility power (Healing): Consumable (Minor action)
> *Effect*: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8+1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.
### Potion of Eladrin Shape (Level 2 Common)
> A crystal vial contains a milky green liquid that smells simultaneously of hot iron and pine forest. The sharp tang of its flavor leads to the power to take on another form.
> Consumable:Potion 25 gp
> Power ✦ Consumable (Minor Action)
> After consuming this potion, you alter your appearance through illusion, appearing as an eladrin of your gender. Your eladrin guise is not of any particular eladrin, and it shares some of your general features. Thus, if your nose is particularly long or wide for a member of your race, your guise has an eladrin nose of greater size as well. If you have a particularly distinctive feature, such as a facial scar or discolored eye, this too is revealed in your eladrin guise. You retain your attire, mannerisms, voice, and speech patterns. This effect lasts for 1 hour or until you dismiss it (a free action). You gain a +5 power bonus to Bluff checks to pass yourself off as the creature you're imitating, although you do not gain this bonus when speaking.
### Potion of Feyspeak (Level 3 Common)
> This golden liquid looks like honey, but the gift it gives is far sweeter.
> Consumable:Potion 30 gp
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the potion. For the next 5 minutes, you can speak with and be understood by any fey beast.
### Potion of Resistance (Level 4+ Common)
> The color and smell of this potion varies with the protection it provides.
> Lvl 4 40 gp Lvl 24 21,000 gp
> Lvl 14 800 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 to damage of a specific type until the end of the encounter. The damage type (acid, cold, fire, lightning, necrotic, poison, psychic, or thunder) is determined when the potion is created. Only one potion of resistance can be in effect on you at once.
> Level 14: Resist 10.
> Level 24: Resist 15.
### Potion of Water Walking (Level 4 Common)
> A tiny clay pot holds within it a malodorous glop, which, if choked down in one swallow, grants the consumer the power to walk over water.
>
> Consumable:Potion 40 gp
>
> Power ✦ Consumable (Minor Action)
> After drinking this potion, you do not sink into the surface of any liquid (unless you choose to do so). This effect lasts until the end of the encounter or for 5 minutes, whichever comes first. You can move across calm liquid as if it were solid ground. Rough or stormy liquid counts as difficult terrain. When moving across the surface of a liquid, you are in contact with it as you would be in contact with the ground. If the liquid is moving, you move with it as if the ground moved beneath you.
### Cryptspawn Potion (Level 5+ Common)
> Drinking this viscous fluid that smells of decay provides protection against the powers of creatures that live beyond the grave.
> Lvl 5 50 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp
> Consumable:Potion
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the potion and lose a healing surge. You then gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of the potion's level or lower.
>
> Level 15: Resist 10 necrotic and resist 10 poison.
> Level 25: Resist 15 necrotic and resist 15 poison.
### Gravespawn Potion (Level 5 Uncommon)
> This deep purple, putrescent liquid fends off diseases and poisons.
>
> Consumable:Potion 50 gp
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower.
### Potion of Clarity (Level 5+ Uncommon)
> This cool draught hones your physical and mental acuity at a critical moment, allowing you to strike true.
>
> Lvl 5 50 gp Lvl 20 5,000 gp
> Lvl 10 200 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp Lvl 30 125,000 gp
> Consumable:Potion
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the potion. Once before the end of the encounter, when you make an attack roll for an encounter or a daily attack power and dislike the result, you can reroll the attack roll, but you must use the second result. The power's level must be equal to or lower than the potion's level.
### Potion of Delusion (Level 5 Uncommon)
> You feel a surge of energy but are surprised to find none of your wounds have healed.
>
> Consumable:Potion 50 gp
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the potion and lose a healing surge. You gain 10 temporary hit points, and you shift 1 square toward the nearest enemy.
### Potion of Elven Fleetness (Level 5 Common)
> Smelling of red fruit and tasting somewhat alcoholic, this wine-like potion offers its drinker the power to move easily in difficult terrain.
>
> Consumable:Potion 50 gp
>
> Power ✦ Consumable (Minor Action)
> After consuming this potion, you ignore difficult terrain when you shift. This effect lasts for the duration of the encounter or for 5 minutes, whichever comes first.
### Potion of Friendship (Level 5 Common)
> This lucid pink liquid smells of roses and bubbles lightly when uncorked. One sip, and you trust the person who first meets your eye.
>
> Consumable:Potion 50 gp
>
> Power ✦ Consumable (No Action)
> You automatically have a friendly attitude toward the first person you see after consuming this potion. While you have this friendly attitude, you suffer a -5 penalty to Insight checks against that person. This friendly attitude lasts for 1 hour or until the person does something that would make you unfriendly, whichever comes first.
### Potion of Healing (Level 5 Common)
> This simple potion draws on the body's natural healing ability to cure your wounds.
> Consumable:Potion 50 gp
>
> Power (Healing) ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
### Potion of Spectral Form (Level 5 Uncommon)
> This thin liquid transforms you into a spectral apparition.
>
> Consumable:Potion 50 gp
>
> Power ✦ Consumable (Minor Action)
> Effect: You become insubstantial and gain phasing until the end of your next turn. While insubstantial, all attacks made by you deal half damage except those that deal force or psychic damage, and you take half damage from all attacks except those that deal force or psychic damage.
### Potion of Spirit (Level 5+ Common)
> This lavender-scented potion helps keep the spirit alive within you.
> Lvl 5 50 gp Lvl 20 5,000 gp
> Lvl 10 200 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp Lvl 30 125,000 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, you gain a +1 power bonus to death saving throws until the end of the encounter.
> Level 10: gain a +2 power bonus to death.
> Level 15: gain a +3 power bonus to death.
> Level 20: gain a +4 power bonus to death.
> Level 25: gain a +5 power bonus to death.
> Level 30: gain a +6 power bonus to death.
### Fire Beetle Potion (Level 6 Uncommon)
> Your eyes glow faintly and your skin darkens and takes on a chitinous texture when you imbibe this red, smoky potion.
>
> Consumable:Potion 75 gp
>
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 5 temporary hit points and resist 5 fire until the end of the encounter.
### Potion of Lifeshield (Level 7+ Uncommon)
> This lemony potion shields you from necrotic energy.
>
> Lvl 7 100 gp Lvl 27 65,000 gp
> Lvl 17 2,600 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, once during this encounter, you can use an immediate interrupt action to gain resist 15 necrotic against a single attack.
>
> Level 17: Resist 25.
> Level 27: Resist 35.
### Potion of Mimicry (Level 7+ Uncommon)
> This bitter orange liquid has the consistency of honey and allows you to adopt an instant disguise.
>
> Lvl 7 100 gp Lvl 27 65,000 gp
> Lvl 17 2,600 gp
> Consumable:Potion
>
> Power (Illusion) ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, you alter your appearance through illusion, appearing as a specific humanoid creature within your line of sight. You also gain the creature's attire, mannerisms, voice, and speech patterns. This effect lasts for 5 minutes or until you dismiss it (a free action). You gain a +5 power bonus to Bluff checks to pass yourself off as the creature you're imitating.
>
> Level 17: gain a +10 power bonus to Bluff checks.
>
> Level 27: gain a +15 power bonus to Bluff checks.
### Potion of Stormshield (Level 8+ Uncommon)
> Your skin takes on a metallic sheen when you consume this slate gray, ozone-smelling drink.
>
> Lvl 8 125 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, once during this encounter, you can use an immediate interrupt action to gain resist 15 lightning or resist 15 thunder against a single attack.
>
> Level 18: Resist 25 lightning or resist 25 thunder.
>
> Level 28: Resist 35 lightning or resist 35 thunder.
### Elixir of Aptitude (Level 5+ Uncommon)
> This sweet amber broth enhances your innate talents.
>
> Lvl 5 50 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir and gain a +1 power bonus to checks using one skill of your choice. This bonus lasts for 1 hour.
>
> Level 15: +3 power bonus.
>
> Level 25: +5 power bonus.
### Elixir of Protection from Evil (Level 5+ Uncommon)
> The pearly white liquid of this potion leaves you with a feeling of righteous zeal against those who would do evil.
>
> Lvl 5 50 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Requirement: Your level must be equal to or lower than the elixir's level + 5.
>
> Effect: You drink the elixir and gain a +1 power bonus to damage rolls against evil creatures and to all defenses against evil creatures' attacks. The bonus lasts until the end of your next turn.
>
> Level 15: +2 power bonus.
>
> Level 25: +3 power bonus.
### Elixir of Treasure Finding (Level 5+ Uncommon)
> A hint of exotic spices fills your senses as you drink this draught, which produces a faint tingling in the back of your mind when treasure is close by.
>
> Lvl 5 50 gp Lvl 25 25,000 gp
> Lvl 15 1,000 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir. Until the end of your next turn, you gain an innate sense of the direction to the nearest treasure worth at least 100 gp within 10 squares of you (ignoring treasure carried by you and your allies). This power functions through any intervening barrier except special magical wards or barriers lined entirely with lead. You are not aware of the distance to the treasure, nor do you gain any hint of the route to it or any physical features at its location.
>
> Level 15: Within 20 squares.
>
> Level 25: Within 40 squares.
### Elixir of Climbing (Level 6+ Common)
> This draught smells of clear air and mountain wildflowers. Consuming it allows you to easily move along walls and other sheer surfaces.
>
> Lvl 6 75 gp Lvl 26 45,000 gp
> Lvl 16 1,800 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir. Until the end of the encounter, you gain a +4 power bonus to Athletics checks to climb.
>
> Level 16: +6 power bonus.
>
> Level 26: +8 power bonus.
### Elixir of Invisibility (Level 6+ Uncommon)
> When you drink this scentless liquid, you fade from view.
>
> Lvl 6 75 gp Lvl 16 1,800 gp
> Consumable:Elixir
>
> Utility Power (Illusion) ✦ Consumable (Minor Action)
> Effect: You drink the elixir and become invisible until the end of your next turn or until you attack.
>
> Level 16: You become invisible until the end of the encounter or until you attack.
### Lesser Elixir of Dragon Breath (Level 6+ Common)
> You drink this syrupy elixir, and a surge of energy courses through your body, waiting to be released in an explosion of breath.
>
> Lvl 6 75 gp Lvl 26 45,000 gp
> Lvl 16 1,800 gp
> Consumable:Elixir
>
> Special: When this elixir is created, the crafter chooses acid, cold, fire, lightning, or poison. The elixir gains that keyword, and all damage dealt by it is of that damage type.
>
> ᗕ Attack Power (Varies) ✦ Consumable (Minor Action)
> Effect: You drink the elixir. Once before the end of the encounter, you can use a minor action to make the following attack.
>
> Attack: Close blast 3 (creatures in the blast); the elixir's level + 5 vs. Reflex
>
> Hit: 2d6 + 3 damage of the chosen type.
>
> Level 16: 3d8 + 7 damage.
>
> Level 26: 4d6 + 12 damage.
### Elixir of Dragon Breath (Level 7+ Uncommon)
> Whether frigid, acidic, or crackling with energy, this liquid grants you a potent blast of dragon breath.
>
> Lvl 7 100 gp Lvl 27 65,000 gp
> Lvl 17 2,600 gp
> Consumable:Potion
>
> Power (Acid, Cold, Fire, Lightning, Poison) ✦ Consumable (Minor Action)
> Use this power after your drink the elixir. Until the end of the encounter, you gain an at-will attack power that requires a standard action to use: Close blast 3; +10 vs. Reflex; on a hit, deal 2d6 + Constitution modifier damage of a type determined when the elixir is created: acid, cold, fire, lightning, or poison.
>
> Level 17: +20 vs. Reflex; 3d6 + Constitution modifier damage.
>
> Level 27: +30 vs. Reflex; 4d6 + Constitution modifier damage.
### Lesser Elixir of Invisibility (Level 7 Common)
> When you sip this elixir, your form fades from sight.
>
> Consumable:Potion 100 gp
>
> Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir and become invisible until the end of your next turn. The effect ends if you make an attack roll.
### Elixir of Accuracy (Level 8+ Common)
> This crisp draught leaves your senses clear and your aim true.
>
> Lvl 8 125 gp Lvl 23 17,000 gp
> Lvl 13 800 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Requirement: Your level must be equal to or lower than the elixir's level + 4.
>
> Effect: You drink the elixir. Once before the end of the encounter, you can use a free action when you make an attack roll and dislike the result. You gain a +2 bonus to that attack roll.
### Elixir of Chameleon Power (Level 8 Uncommon)
> Once consumed, this clear liquid lets you blend in with your surroundings.
>
> Consumable:Elixir 125 gp
>
> Utility Power (Illusion) ✦ Consumable (Minor Action)
> Effect: You drink the elixir. Once before the end of the encounter, you can use a minor action to change your color and tone to blend in with your background. You gain total concealment until the end of the encounter, until you attack, or until you are not adjacent to a wall or another object at least as large as you.
> While under this power's concealment effect, you do not take the penalty to Stealth checks for moving.
### Elixir of Defense (Level 8+ Uncommon)
> A flood of protective energy fills you when you drink this bitter draught.
>
> Lvl 8 125 gp Lvl 23 17,000 gp
> Lvl 13 650 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Elixir
>
> Special: When this elixir is created, the crafter chooses a defense: Fortitude, Reflex, or Will.
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir. Once before the end of the encounter, you can use an immediate interrupt when an attack targeting the chosen defense hits you. Against that attack, your defense equals 17 + the elixir's level.
### Elixir of Fortitude (Level 8+ Uncommon)
> Your body grows tougher after imbibing this viscous fuchsia liquid.
>
> Lvl 8 125 gp Lvl 23 17,000 gp
> Lvl 13 650 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Use this power after your drink the elixir. Once during this encounter, you can use an immediate interrupt action when you would be hit by an attack to gain a Fortitude defense of 25 against a single attack. This replaces your normal Fortitude defense for that attack.
>
> Level 13: Fortitude defense of 30.
>
> Level 18: Fortitude defense of 35.
>
> Level 23: Fortitude defense of 40.
>
> Level 28: Fortitude defense of 45.
### Elixir of Levitation (Level 8 Uncommon)
> Drinking this frothy elixir allows you to rise up into the air, in addition to making your feet and hands tingle.
>
> Consumable:Elixir 125 gp
>
> Utility Power ✦ Consumable (Minor Action)
>
> Effect: You drink the elixir. Until the end of the encounter, you gain the ability to fly into the air as a move action, moving up to 4 squares vertically and 1 square horizontally. You cannot rise more than 10 squares above the ground directly beneath you. If some effect, such as a pit opening below you, causes you to be more than 10 squares above the ground, you drop the entire distance but do not take falling damage. If you are knocked prone while levitating, you do not fall.
> When this power's effect ends, you float safely to the ground.
### Elixir of Reflexes (Level 8+ Uncommon)
> You become quicker after imbibing this thin rose liquid.
>
> Lvl 8 125 gp Lvl 23 17,000 gp
> Lvl 13 650 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Use this power after your drink the elixir. Once during this encounter, you can use an immediate interrupt action when you would be hit by an attack to gain a Reflex defense of 25 against a single attack. This replaces your normal Reflex defense value for that attack.
>
> Level 13: Reflex defense of 30.
>
> Level 18: Reflex defense of 35.
>
> Level 23: Reflex defense of 40.
>
> Level 28: Reflex defense of 45.
### Elixir of Water Breathing (Level 8+ Common)
> The shortness of breath you feel when quaffing this potion is offset by its ability to allow you to breathe easily underwater.
>
> Lvl 8 125 gp Lvl 18 3,400 gp
> Consumable:Elixir
>
> Utility Power ✦ Consumable (Minor Action)
> Effect: You drink the elixir and can breathe underwater for 1 hour.
>
> Level 18: You can breathe underwater until your next extended rest.
### Elixir of Will (Level 8+ Uncommon)
> Your mind becomes more resilient after imbibing this bubbling white liquid.
>
> Lvl 8 125 gp Lvl 23 17,000 gp
> Lvl 13 650 gp Lvl 28 85,000 gp
> Lvl 18 3,400 gp
> Consumable:Potion
>
> Power ✦ Consumable (Minor Action)
> Use this power after your drink the elixir. Once during this encounter, you can use an immediate interrupt action when you would be hit by an attack to gain a Will defense of 25 against a single attack. This replaces your normal Will defense value for that attack.
>
> Level 13: Will defense of 30.
> Level 18: Will defense of 35.
> Level 23: Will defense of 40.
> Level 28: Will defense of 45.