Oils are similar to potions, except that oils are applied externally rather than imbibed.
Oils cannot be prepared or used as part of your action economy.
Applying an oil might take longer, as specified in its description.
When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly—one application lasts for a whole day. Each time the protected material is exposed to acid, the duration of the oil is reduced by one hour. Thus, if a black dragon breathes acid damage, a person protected by this oil would lose 1 hour of protection. Each flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours.
This oil suppresses all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed on an object or creature, all enchantments and charms on it are immediately suppressed. After 24 hours, the oil loses potency and the item regains its enchantment. The oil is undetectable once applied. It does not radiate magic and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective. Your DM will inform you of what and how much can be coated. As a rule, this flask contains sufficient oil to coat one large creature or one man-sized creature and up to three equipped magic items.
This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: wind storms, fires, earth slides, floods, and so forth. There is a 10% chance that each such flask will also be effective on the appropriate Elemental plane—this allows the protected individual to operate freely and without danger from elemental forces. The oil provides damage reduction from attacks by elemental creatures. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day. The element protected against is determined randomly.
d4 Roll Element
1 Air
2 Earth
3 Fire
4 Water
This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects. The oil takes effect three rounds after application, and it lasts for 24 hours. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.
When this oil is exposed to air, it immediately bursts into flame, inflicting 5d6 points of damage to any creature directly exposed to the substance. Dexterity saving throw DC18 for half damage. If hurled, the flask will always break. Any creature within 10 feet of the point of impact will be affected. The oil can, for instance, be used to consume the bodies of regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a Dexterity check DC 16 is made, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.
This oil will seem to be of a useful type—acid resistance, slipperiness, etc.—until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds—weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off.
This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it does an additional 2d8 thunder damage. The effect lasts for one minute per application. One application will treat one weapon. When applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a 1d8 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 4 applications.
This liquid is to be applied externally. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster's tentacles could not entwine the opponent coated with oil of slipperiness.) In addition, such obstructions as webs, magical or otherwise, will not affect an anointed individual. Bonds such a ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, creatures standing on the surface may slip and fall make a DC 20 Dexterity (Acrobatics) or fall prone. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!).
When this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc.), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight man-sized objects, or an equivalent area.