Here's a little variety for the drab old potion of healing. Some of these are obviously best suited for recovery during rest periods, and are less than useful in urgent situations like the midst of a battle. These variants may easily be applied to more powerful healing potions (e.g. potions of superhealing and such) as well, or even adapted for healing spells, staffs of healing, and so on.
- Sleeping draught: The potion puts the subject to sleep for 1d6+1 turns. At the end of that time, the subject awakens having recovered the maximum possible number of hit points, i.e. 7 hit points for a standard-strength healing potion. Waking the subject prematurely reduces the amount of healing proportionally.
- Healing poultice: A paste applied directly to cuts, bruises, and scrapes. It heals 1d6+1 points of damage but also causes loss of dexterity due to numbing. For 6 turns, the subject's Dexterity adjustment is treated as 1 point less; e.g. a character with an 18 (+3 bonus) effectively has a 17 (+2), while one with a 12 (+0) becomes 8 (-1.)
- Vitality elixir: The potion heals the normal amount of damage (1d6+1 points per dose) but at a rate of 1 hp per round.
- Restorative tonic: This potent mixture reinvigorates a tired spirit, restoring 2 hit points per level or Hit Die of the drinker.
- Vampire juice: The potion enables the drinker to absorb 1d6+1 hp from other creatures. This may require a successful attack roll if used against an opponent in melee. The hit points may also be absorbed from nearby plant life, at a rate of 1 hp per square yard of grass or similar vegetation, or the entire amount from a tree or other large plant.
- Fiery liniment: Applied to the skin, this potion may "heal" a creature beyond its normal maximum. The extra hit points, if any, last for 6 turns.