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Approved Potions List

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THIS PAGE IS A WORK IN PROGRESS

This list is the Approved and Accepted list of Potions allowed for Student and Professor use at Mischief Managed. While there are in fact many other potions that were canonically used, or used in video games, those potions for one reason or another are NOT approved for use in Role Play, or are considered above the level that the Skill HUD allows. Any use of a potion that is NOT on the list, without RPD Admin approval, is considered void. What that means is that the role play of that potion, brewing and use, didn't happen. Role Players are not allowed to do it simply because it isn't on the list. "Not knowing" Is NOT an acceptable excuse.

Role players MUST be of the required level and the Year, or above, in order to brew a potion. Any dice roll attempt made at a potion above what your character is capable of, MUST be role-played as failing or being a dud potion. This is to simulate that your character is learning. Nobody starts off being able to do any and all potions in the beginning. Characters, much like real life, grow with study and practice.

THIS PAGE IS CURRENTLY BEING WORKED ON.

First Year

All Level Potions under the section of "First Year" require a dice roll of 5 or higher in order to be considered a successful brew. Unless the potion states otherwise. For example, Level 1 - 5 are considered "First Year" and need the roll of 5 or higher. Please note that a roll of a natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of a natural 20 is a critical success.

Level 1

Level 2

Level 3

  • Mangro Potion Used to cause the hair on the drinker's head to grow out rapidly.
  • Wideye Potion Prevents the drinker from falling asleep and could also be used to awaken someone from drugging or concussion.

Level 4

Level 5

Second Year

All Level Potions under the section of "Second Year" require a dice roll of 6 or higher in order to be considered a successful roll. Unless the potion states otherwise. For example, Level 6 - 10 are considered "Second Year" and need the roll of 6 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 6

Level 7

Level 8

Level 9

Level 10

  • Herbicide Kills or damages plants. It has a disgusting taste and is not for human consumption since it may affect the drinker's health.

Third Year

All Level Potions under the section of "Third Year" require a dice roll of 7 or higher in order to be considered a successful roll. Unless the potion states otherwise. For example, Level 11 - 15 are considered "Third Year" and need the roll of 7 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 11

  • Rat Tonic Healing potion for rats. Apparently, it is used to treat ageing rats.
  • Pepper-Up Potion Cures the common cold. It has the side-effect of causing steam to come out of the drinker's ears for several hours after it is imbibed.

Level 12

  • Shrinking Solution Causes the drinker to shrink to a younger form. It is bright green when brewed correctly and, if prepared incorrectly, it can apparently be poisonous.

Level 13

  • Confusing Concoction Causes confusion in the drinker.
  • Fire-Protection Potion Used to move through flames unscathed. When drunk, it induces a sensation of ice and frigidity in the drinker, and provides protection from most magical fires.

Level 14

Level 15

Fourth Year

All Level Potions under the section of "Fourth Year" require a dice roll of 8 or higher in order to be considered a successful roll. Unless the potion states otherwise. For example, Level 16 - 20 are considered "Fourth Year" and need the roll of 8 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 16

Level 17

Level 18

Level 19

Level 20

  • Girding Potion Gives the consumer extra endurance.
  • Wit-Sharpening Potion Allows the drinker to think more clearly. Due to this, it acts as a counteragent to the Confundus Charm.

Fifth Year

All Level Potions under the section of "Fifth Year" require a dice roll of 9 or higher in order to be considered a successful roll. Unless the potion states otherwise. For example, Level 21 - 25 are considered "Fifth Year" and need the roll of 9 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 21

  • Doxycide Paralyses Doxy for a period of time, allowing the user to safely remove the Doxies without fear of being bitten.
  • Fungiface Potion Cause the drinker's face to break out in fungi.

Level 22

Level 23

Level 24

Level 25

  • Essence of Dittany Makes the wound heal near instant and appear several days old, causing the skin to grow over and look as if several days has passed.
  • Ageing Potion Temporarily Causes the drinker to become older. The more of the potion is drunk, the larger the ageing which occurs.

Sixth Year

All Level Potions under the section of "Sixth Year" require a dice roll of 10 or higher in order to be considered a successful roll. Unless the potion states otherwise. For example, Level 26 - 30 are considered "Sixth Year" and need the roll of 10 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 26

Level 27

  • Garroting Gas A colourless gas. Anyone exposed to the gas, will find themselves choking and as a result, may suffocate.

Level 28

  • Calming Draught Used to calm a person down after they had suffered a shock, trauma, or emotional outburst.
  • Elixir to Induce Euphoria Induces a sense of inexplicable, irrational happiness upon the drinker.

Level 29

  • Befuddlement Draught Causes the drinker to become belligerent and reckless.
  • Polyjuice Potion Allows the drinker to assume the form of someone else. Extremely difficult potion that takes one month to brew.
  • Dreamless Sleep Potion A purple medicinal potion that is used to induce drowsiness and, if done properly, a dreamless sleep in the drinker.

Level 30

  • Draught of Living Death An extremely powerful sleeping draught, sending the drinker into a deathlike slumber, similar to suspended animation.
  • Beautification Potion Transforms the appearance of the drinker, making them seem to be attractive, even if they are not.
  • Noxious Potion Releases green clouds of smoke when completed that when inhaled, causes severe coughing, temporary blindness, and heavy sweating. Over exposure could lead to unconsciousness or death.

Seventh Year

All Level Spells under the section of "Seventh Year" require a dice roll of 11 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 31 - 35 are considered "Seventh Year" and need the roll of 11 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 31

  • Oculus Potion Restores the drinker's sight, and counteracts the effects of the Conjunctivitis Curse.
  • Volubilis Potion Alters the drinker's voice. It will also restore their voice if they have lost it.
  • Hate Potion Reveals the worst traits and habits of a particular person to the drinker.

Level 32

  • Hemlock Poison Highly poisonous potion that induces severe nightmares in the drinker.
  • Love Potion Commonly used Love Potion. Causes mild to strong infatuation or obsession in the drinker.


Level 33

  • Memory Potion Causes the drinker to have improved access to their memories.
  • Venomous Tentacula Juice When consumed creates the sensation of burning on the insides. Also, the skin of the person who consumes it becomes a darker tone, usually purple.

Level 34

  • Deflating Draught - Causes anything swollen by magical means to shrink back to normal size.
  • Wiggenweld Potion A healing potion with the power to awaken a person from a magically-induced sleep.

Level 35

  • Muffling Draught Used to effect the target's ability to speak. Inhaling its fumes is enough to start feeling its effects.
  • Brewed Glory When consumed, guarantees the drinker glory of some form.

Adult Level

Adult Level (The following is a list of some potions that are approved for Professors. This list can be added to however. Should a Professor wish to use a potion that isn't on this list, please contact an Admin or a member of the RPD Team for approval. These Potions are NOT to be taught or made by a student. A Professor can however give these are gifts, rewards, or other reasons. When in doubt, contact an Admin or a member of the RPD team. “Not knowing” is NOT an acceptable excuse.)

Level 46

Level 60

  • Amortentia The most powerful Love Potion in existence. It causes a powerful infatuation or obsession from the drinker.

Level 70

Pending

  • Veritaserum Forces the drinker to answer any questions put to them truthfully. Use of the potion is strictly controlled by the Ministry of Magic. ((Requires RPD Approval.))
  • Antidote to Veritaserum counteract the effects of the said truth serum.
  • Felix Felicis
  • Skele-Gro
  • Gregory’s Unctuous Unction
  • Wolfsbane Potion
  • Invisibility Potion

Story Potions

The potions contained in this list are potions that were and are used in storyline, plots, quests, or have been specially approved by the RPD Team. They are NOT available for use, unless specified. Each have their own set of dice information and can be found on their individual pages.

  • Cat-O-Tonic allows the drinker to understand cat speak, as well as seemingly communicate to cats.

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