Usable by all classes. Unless otherwise specified, a magical bottle is an opaque stoppered container whose capacity is one half gallon. Bottles typically have narrowed necks without handles. By default, a bottle (or beaker or decanter or flask or jug) is activated when the stopper is removed. Holding a bottle to activate it prevents the user from making the gestures that accompany spellcasting.
Level 1. Any liquid placed into this bottle may, at the command of the user, be transformed into another liquid of a nonmagical, harmless nature. The jug produces a volume of liquid exactly equal to the volume poured in. The jug cannot produce liquids of a harmful nature, such as strong acid or alkaline solutions, highly flammable liquids, or poisons, nor can it create "living" organic fluids such as blood or sap. Pure water, weak liquids such as vinegar or soda water, and undistilled alcoholic beverages can be obtained. Magical liquids and holy water are entitled to a saving throw to avoid conversion.
Level variable. Burnout 10%. Each time this bottle is used, it produces one dose of a poison from a set of available poisons. The list of poisons available must be fully and unambiguously stated in the item list. The user may choose whatever poison he wants from the set with each use. (It is recommended that the poisons be limited to those presented in the Poisons group for ease of use by GMs, since players' access to the item lists is restricted.) Any poison produced from this bottle gradually loses its potency; i.e., it will only be available during the scenario in which it is produced. The level of this item is N+2, where N is the highest level of poison included on the list. (If there are only 2 different poisons, or if the burnout is increased to 30% or more, this might be a level N+1 item. Be careful; large amounts of poison in the hands of characters can be extremely unbalancing in scenarios.)
Level variable. Burnout 10%. Each time this bottle is used, it produces one dose of a potion or oil from a set of available potions. The list of potions available must be fully and unambiguously stated in the item list. (Note that this may require explanation for some or all of the potions included.) The user may choose whatever potion he wants from the set with each use. (The list should be as straightforward as possible so that it can be written on the item card or easily told to a player whose character possesses the bottle.) As above, any potion produced from the bottle only retains its magical potency for the duration of the scenario in which it is produced. In general, the level of this item is N+2, where N is the highest level of potion or oil included on the list. If there are only 2 different potions, or if the burnout is increased to 30% or more, this might be a level N+1 item. However, potions vary greatly in utility and applicability, and a large amount of even a relatively weak potion can be devastating under the right circumstances.
Level variable. This bottle inflicts a curse upon anyone who opens it. The level of the item should reflect the danger of the curse. The curse must be detailed in the item list.
Level variable. Burnout 10%. This bottle produces one dose of a specific poison each time it is used. The poison should be selected from the Poisons group and included in the item list. The level of this item is N+1, where N is the level of the poison dispensed.
Level variable. Burnout 10%. This bottle produces one dose of a specific potion or oil each time it is used. The potion should be selected from the Potions and Oils group and included in the item list. The level of this item is N+1, where N is the level of the potion dispensed.
Level 3. When this bottle is opened, an efreet appears out of it. The efreet is AC 3, HD10, moves at 9" or flies at 24", and strikes for 3D8. The efreet can cast fire-based mage spells as a mage of 12th level with 15 spell points. The efreet is not under the control of the user, and will probably attack him. The efreet is a fire-based monster, so spells or items used to control monsters or fire-based creatures can be used against it. Once freed, the efreet cannot return to the bottle. (The efreet also appears if the bottle is ever broken.)
Level 2. This bottle is transparent and obviously filled with clear liquid. The user may pour an unlimited amount of pure water from this container, at the rate of one half gallon per round. This rate is equivalent to 25 gallons per turn, or 150 gallons per hour. To obtain this water, the user must physically hold the bottle in a pouring position; if he lets go of the decanter, the water flow will stop.
Level 2. This item is not activated by removing the stopper. Instead, it must be shattered against a wall or floor to function. A hole appears in the surface, centered on the impact point, as per the mage spell Pass Wall. The bottle may of course only be used once.
Level 3. This bottle can be used only once. The user must strike it against a piece of wood floating in a large body of water. The wood is transformed into a ship that lasts for 4+D4 days. When activating this item, the user may designate any kind of wooden ship, from 10 to 100 feet in length, powered by oar or wind or both. The user gains the seamanship skills necessary to operate the ship for its duration. In addition, the ship may move at twice the speed of a normal ship of the same type under the same conditions, or it and all it carries may be made invisible to anyone further than 3" away from it; only one of these two functions may be in use at a time. The bottle may only be used once.
Last Modified on September 25,1995.
ammulder@princeton.edu