When a potion is thrown and hits you or a monster, it shatters (releasing vapors) and takes effect, though the effect is not usually as strong as if the potion had been quaffed instead. If you are standing in a square adjacent to where the potion lands, you can still be affected by the vapors released. For this reason, you should be careful when throwing harmful potions at nearby opponents.
Vapors can also be released if a potion you are carrying gets shattered by something that can vaporize it (such as a fire or lightning). Potions on the ground can be shattered by nearby explosions or blasts from harmful wands. Similarly, bashing open a locked container can shatter potion bottles inside, releasing vapors. A potion can also break if dropped while flying or levitating.
Alchemy accidents will also release potion vapors.
Vapors can be inhaled ("You smell a peculiar odor"), or they can come in to contact with your eyes ("Your eyes water"). Thus, magical breathing or being polymorphed into a creature that does not breathe will not necessarily save you from vapors unless you also have no eyes.
Monsters are not affected by vapors, only by potions that directly hit them.
| Restore ability
| Restores 1 lost attribute point to a random attribute if uncursed
Restores 1 lost attribute point to all attributes if blessed.
No effect if cursed.
|Ulch! That potion smells terrible! Your eyes sting! if cursed|
|Healing||Restore 1 hit point, up to your maximum. Does not raise maximum hitpoints. Exercises constitution.||None|
|Extra healing||Restore 2 hit point, up to your maximum. Does not raise maximum hitpoints. Exercises constitution.||None|
|Full healing||Restore 3 hit point, up to your maximum. Does not raise maximum hitpoints. Exercises constitution.||None|
|Sickness||If you are not a healer, lose 5 hitpoints to a minimum of 1, regardless of beatitude or poison resistance. Abuses constitution||None|
|Hallucination||None||You have a momentary vision.|
|You become confused for 1d5 (more) turns.||You feel somewhat dizzy. if not already confused|
|Invisibility||The potion is identified if you are not blind or invisible.|| For an instant you could see right through yourself! If you have see invisible |
For an instant you couldn't see yourself! If you do not have see invisible
|Paralysis||If you do not have free action, you are paralyzed for 1d5 turns. The potion is identified. Abuses dexterity.|| Something seems to be holding you if you lack free action |
You stiffen momentarily If you have free action
|Sleeping||If you have neither sleep resistance nor free action, you fall asleep for 1d5 turns. The potion is identified. Abuses dexterity.|| You feel rather tired If you fell asleep |
You yawn If you resisted
|Speed||You become extra fast for 1d5 (more) turns. Exercises dexterity.||Your knees seem more flexible now. if not already fast|
|Blindness||You become blind for 1d5 (more) turns. The potion is identified if you are not asleep or already blind.||It suddenly gets dark. If you were not asleep or already blind|
|Water||If you are a gremlin, you split. If you have lycanthropy, holy water will turn you to your human form, and unholy water will turn you to your animal form. The condition is not cured.||None|
SLASH'EM only potion vapors
|Amnesia||If you are a flaming sphere or iron golem, you take 1d6 damage. If you are a gremlin, you split. You forget objects, spells, traps, and maps.|| You flicker! if polymorphed into a flaming sphere |
You rust! If polymorphed into an iron golem
You feel dizzy! Always
|Blood||If you are a vampire, abuses wisdom. Otherwise abuses constitution||You feel a sense of loss.|
|Vampire blood||If you are a vampire, abuses wisdom. Otherwise abuses constitution||You feel a terrible sense of loss.|