Potions in Pathfinder: Wrath of the Righteous is covered on this page. Potions effects are similar to Spells that are applied to the subject that executes them. Potions are named after the spell to which effect they are similar to, and they have only 1 use. Potions can be bought or sold to merchants, or they can be also be obtained by looting areas or defeating enemies.
All Potions in Pathfinder: WotR
Potions Gallery
Comparison Table
Gallery of Enchantment Potions in Pathfinder: WOTR
Gallery of Transmutation Potions in Pathfinder: WOTR
Gallery of Illusion Potions in Pathfinder: WOTR
Gallery of Abjuration Potions in Pathfinder: WOTR
Gallery of Conjuration Potions in Pathfinder: WOTR
Gallery of Necromancy Potions in Pathfinder: WOTR
Gallery of Evocation Potions in Pathfinder: WOTR
All Potions Comparison Table
Quick Search of All Potions
Name |
Level |
School |
Effects |
Potion of Aid |
2 | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level. |
Potion of Align Weapon - Chaotic |
2 | Transmutation | Align weapon makes your currently equipped weapon chaotic, evil, good, or lawful, as you choose. |
Potion of Align Weapon - Evil |
2 | Transmutation | Align weapon makes your currently equipped weapon chaotic, evil, good, or lawful, as you choose. |
Potion of Align Weapon - Good |
2 | Transmutation | Align weapon makes your currently equipped weapon chaotic, evil, good, or lawful, as you choose. |
Potion of Align Weapon - Lawful |
2 | Transmutation | Align weapon makes your currently equipped weapon chaotic, evil, good, or lawful, as you choose. |
Potion of Animal Growth |
5 | Transmutation | The target animal grows to twice its normal size and eight times its normal weight. |
Potion of Barkskin I |
2 | Transmutation | Barkskin toughens a creature's skin. |
Potion of Barkskin II |
2 | Transmutation | Barkskin toughens a creature's skin. |
Potion of Bear's Endurance |
2 | Transmutation | The affected creature gains greater vitality and stamina. |
Potion of Bless Weapon |
1 | Transmutation | The affected creature gains greater vitality and stamina. |
Potion of Blessing of the Salamander |
5 | Transmutation | When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. |
Potion of Blur |
2 | Illusion | The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance). |
Potion of Break Enchantment |
5 | Abjuration | This spell frees victims from enchantments, transmutations, and curses. |
Potion of Breath of Life |
5 | Conjuration | This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. |
Potion of Brilliant Inspiration |
6 | Evocation | You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. |
Potion of Bull's Strength |
2 | Transmutation | The subject becomes stronger. |
Potion of Cat's Grace |
2 | Transmutation | The transmuted creature becomes more graceful, agile, and coordinated. |
Potion of Cure Critical Wounds |
4 | Conjuration | Channels positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). |
Potion of Cure Light Wounds |
1 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). |
Potion of Cure Moderate Wounds |
2 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). |
Potion of Cure Serious Wounds |
3 | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). |
Potion of Death Ward |
4 | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. |
Potion of Delay Poison |
2 | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. |
Potion of Dispel Magic (Target) |
3 | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature. |
Potion of Dispel Magic, Greater (Target) |
6 | Abjuration | This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. |
Potion of Displacement I |
3 | Illusion | The subject of this spell appears to be about 2 feet away from its true location. |
Potion of Displacement II |
3 | Illusion | The subject of this spell appears to be about 2 feet away from its true location. |
Potion of Disrupting Weapon |
5 | Transmutation | This spell makes a main hand melee weapon deadly to undead. |
Potion of Eagle's Splendor I |
2 | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. |
Potion of Eagle's Splendor II |
3 | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. |
Potion of Enlarge Person |
1 | Transmutation | This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. |
Potion of Feather Step |
1 | Transmutation | For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. |
Potion of Fox's Cunning |
2 | Transmutation | The target becomes smarter. |
Potion of Freedom of Movement |
4 | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell. |
Potion of Good Hope |
3 | Enchantment | This spell instills powerful hope in the subjects. |
Potion of Greater Invisibility I |
4 | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. |
Potion of Greater Invisibility II |
4 | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. |
Potion of Haste |
3 | Transmutation | The transmuted creatures move and act more quickly than normal. |
Potion of Heal |
6 | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. |
Potion of Heroism |
3 | Enchantment | This spell imbues a single creature with great bravery and morale in battle. |
Potion of Heroism, Greater I |
6 | Enchantment | This spell functions like heroism with a few buffs. |
Potion of Heroism, Greater II |
6 | Enchantment | This spell functions like heroism with a few buffs. |
Potion of Inflict Critical Wounds |
4 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). |
Potion of Inflict Light Wounds |
1 | Necromancy | Channels negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). |
Potion of Inflict Moderate Wounds |
2 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). |
Potion of Inflict Serious Wounds |
3 | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). |
Potion of Inspiring Recovery I |
6 | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. |
Potion of Inspiring Recovery II |
6 | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. |
Potion of Invisibility |
2 | Illusion | The touched creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. |
Potion of Mage Armor |
1 | Conjuration | An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. |
Potion of Magic Fang, Greater |
3 | Transmutation | Greater magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). |
Potion of Magic Weapon, Primary |
1 | Transmutation | Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. |
Potion of Magic Weapon, Secondary |
1 | Transmutation | Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. |
Potion of Magical Vestment, Armor |
3 | Transmutation | You imbue a suit of armor with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). |
Potion of Magical Vestment, Shield |
3 | Transmutation | You imbue a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). |
Potion of Neutralize Poison |
3 | Conjuration | You detoxify any sort of venom in the creature or object touched. |
Potion of Owl's Wisdom |
2 | Transmutation | The transmuted creature becomes wiser. |
Potion of Protection from Acid |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Arrows I |
2 | Abjuration | The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. |
Potion of Protection from Arrows II |
2 | Abjuration | The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. |
Potion of Protection from Chaos |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Electricity |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Evil |
1 | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. |
Potion of Protection from Fire |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Sonic |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Good |
1 | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. |
Potion of Protection from Law |
1 | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. |
Potion of Protection from Sonic |
3 | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). |
Potion of Protection from Spells |
8 | Abjuration | The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities. |
Potion of Rage |
3 | Enchantment | Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. |
Potion of Raise Dead |
5 | Conjuration | You restore life to a deceased party member. |
Potion of Reduce Person |
1 | Transmutation | This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. |
Potion of Remove Blindness |
3 | Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. |
Potion of Remove Curse |
3 | Abjuration | Remove curse can remove all curses on an object or a creature. |
Potion of Remove Disease |
3 | Conjuration | Remove disease can cure all diseases from which the subject is suffering. |
Potion of Remove Fear |
1 | Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. |
Potion of Remove Paralysis |
2 | Conjuration | Removes paralysis from target creature. |
Potion of Remove Sickness |
1 | Conjuration | You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. |
Potion of Resist Acid |
2 | Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. |
Potion of Resist Cold |
2 | Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. |
Potion of Resist Electricity |
2 | Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. |
Potion of Resist Fire |
2 | Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. |
Potion of Resist Sonic |
2 | Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. |
Potion of Restoration |
4 | Conjuration | This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. |
Potion of Restoration, Lesser |
2 | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores (it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. |
Potion of Shield of Dawn |
4 | Evocation | Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). |
Potion of Shield of Faith I |
1 | Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. |
Potion of Shield of Faith II |
1 | Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. |
Potion of Spell Resistance |
5 | Abjuration | The target gains spell resistance equal to 12 + your caster level. |
Potion of Stone to Flesh |
6 | Transmutation | This spell restores a petrified creature to its normal state, restoring its life. |
Potion of Stoneskin |
4 | Abjuration | The warded creature gains resistance to blows, cuts, stabs, and slashes. |
Potion of True Seeing |
6 | Divination | You confer on the subject the ability to see all things as they actually are. |
Potion of Vanish |
1 | Illusion | The touched creature becomes invisible for a short time. |
Vile Ichor of Brain Worms | For 5 rounds you gain 25 temporary hit points, but each of these rounds you receive 1d8 damage. Whenever you receive damage from any source while under this effect, you gain 1 mind bomb charge. When the duration of this effect ends, you lose all mind bomb charges, and send an energy wave dealing all creatures in 30 feet range 1d8 force damage per charge spent. | ||
Vile Ichor Of Burning Horns | For 5 rounds all your melee attacks deal double damage, but each round you take 2d8 fire damage. | ||
Vile Ichor of Caustic Mucus | For 3 rounds you become immune to acid. For the duration, whenever you make a melee attack, it deals 6d6 acid damage to every enemy within 30 feet radius (DC 30 Reflex saving throw to halve the damage). | ||
Vile Ichor of Dark Rebirth | This potion restores all your HP, ability damage and ability drain. It also dispels all magic effects giving you penalty to ability scores, neutralizes all diseases and poisons, removes fatigue and exhaustion, as well as insanity, confusion and other mind-affecting effects. | ||
Vile Ichor of Deadly Pincers | Two next attacks you land will result in critical hits. Until these attacks are made, you gain a +5 bonus to AC. | ||
Vile Ichor of Enormous Bones | For 1 minute you gain a +8 bonus to all ability scores and become immune to mind-affecting effects. | ||
Vile Ichor of Eyes Innumerable | For 5 rounds, each time your attack misses, you gain a stacking +1 bonus on all attack rolls until the end of this effect. | ||
Vile Ichor of Horrifying Splendor | For 3 rounds you gain a +6 bonus to all ability scores, a +5 bonus to AC and a +5 bonus on all attack rolls. You also gain hardness 10 (works identical to DR 10/-, except it stacks with any other DR you might have). When this effect ends, you must make a successful Fortitude saving throw (DC 25) or become stunned for 1 round. | ||
Vile Ichor of Protective Slime | You gain a +3 bonus to AC, and every saving throw you make automatically succeeds. This effect lasts for 1 minute, or until you've made 3 saving throws. | ||
Vile Ichor of Razor Claws | For 3 rounds all your attacks have their critical range increased by 3. | ||
Vile Ichor of Rotting Carapace | You become immune to all damage for 3 rounds. After that you receive 10d10 negative energy damage (a successful DC 35 Fortitude saving throw halves the damage). | ||
Vile Ichor of Rugged Scales | For 3 rounds, you gain DR N/-, where N is equal to your character level. | ||
Vile Ichor of Stinging Tentacles | For 5 rounds all your attacks have their critical multiplier increased by 1. | ||
Vile Ichor of Stringy Sinew | Until the end of combat, you gain 5 temporary HP per your character level. | ||
Vile Ichor of Undying Mold | For one minute you are protected from death. If you die under this effect, you immediately come back to life with 50 hit points. |
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