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Potion Mixers and Side Effects for Fun

Isida Kep'Tukari

Adventurer
Supporter
Ok, I've got a small dilemma. In an AU game I'm running, I've had a character pour about 4-5 different potions and other items into his waterskin (his character's very practical, he wants to keep everything in the same place ;)). He's now drinking it himself or giving it to other characters as the situation warrants. What I'd love to do is compile a nice little percentile table of stuff that could happen when people drink it.

What's currently in it is:

Water
Potion of detect secret doors
Sturdying Elixir (gives temporary hit points)
Potion or two of bash (gives bonuses to next melee attack)
Potion of lesser battle healing (healing potion)
Potion of cure light wounds
Three feathers from a storm eagle (eagles infused with electricity)

What crazy stuff should happen when people drink it? Right now I've had people gain some minor healing effect along with glowing skin. I've been debating having a shocking grasp kind of effect or something like that. What other things can people come up with? :)
 

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That's insane... They use to have a table for mixing Potions somewhere… Though that was probably in 2nd edition.

I would say the chance at random for one of the above to work. (If it does work remove it from the list)

If they rolled poorly do something from your list of side effects (and randomly remove one of the above potions as it backfired.

Examples
Lots of strange sight and sounds (hallucination)
Combine to potions at the same time
Two potions combine to form another potions. (Make sure it's of equal or lesser value... This limits power gamers from well power gaming. :D )

Also I would say your guy is rather unpractical… A practical person buys a Potion Belt. ;)

Edit: Many horrible grammar errors. :o
 
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Well, in SECOND edition, repeatedly doing this would cause a large internal explosion that would turn the drinker's body into bioshrapnel. In some ways, I think that second edition had it right there. Because anything that screws somebody over in a humorous way can't be wrong.
 

bioshrapnel

That is the most wonderful word I have ever seen.

Yeah, you'll want the old potion miscability tables. Plus, you can find some fairly substantial Wild Magic effect tables on the net (my DM had one with 7,000+ entries... unfortunatly, I don't have a link). More recently, you've got Dragon 302, which had about 60 or so magical side effects.
 

[house rules] Shortly after 3E came out, I threw together a new potion miscibility table based off the one in the 1E DMG, but adding some additional results based off of metamagics (and getting rid of the "bioshrapnel" effect - though I'm now thinking of putting it back in):

01 Lethal poison – imbiber must make Fort save (DC 14 plus spell level of each potion); initial and secondary damage 2d6 Con; both potions canceled
02-08 Mild poison - imbiber must make Fort save (DC 10 plus spell level of each potion); initial damage 2d6 Str, secondary damage 1d6 Strength; both potions canceled
09-15 Immiscible – one potion canceled, the other at half efficacy.
16-25 Immiscible – one potion canceled, but other functions normally
26-35 Immiscible – both potions at half normal efficacy
36-65 Miscible – both potions function normally (unless effects are contradictory)
66-75 Compatible – one potion functions normally, other has its duration doubled as if brewed with Extend Spell (as applicable)
76-85 Compatible – one potion functions normally, other has its effect increased by one-half as if brewed with Empower Spell (as applicable)
86-92 Compatible – one potion functions normally, other has its effect maximized as if brewed with Maximize Spell (as applicable)
93-99 Compatible – both potions are maximized as if brewed with Extend Spell, Empower Spell and Maximize Spell (as applicable)
00 Discovery – one potion canceled, the other has permanent effect.

[/house rules]
 

Dingleberry said:
(and getting rid of the "bioshrapnel" effect - though I'm now thinking of putting it back in)
BLASPHEMY AND HERESY! How could you even CONSIDER getting rid of the bioshrapnel effect? The chunky salsa result is the BEST one, one which always brought about gleeful maniacal laughter as I narrated its gruesome aftermath.

Your new table should include, as possible side effects, in addition to bioshrapnel:
dry mouth
nausea
vomitting
water retention
painful rectal itch
hallucinations
dementia
psychosis
coma
death
halitosis

Remember: Magic is not for everyone. Consult your doctor before use.
 
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Cool, thanks for the suggestions guys. Anybody else have some fun, painful, or otherwise amusing magical side effects for my crazy potion-mixing character? :)
 

Norfleet said:
Your new table should include, as possible side effects, in addition to bioshrapnel:
dry mouth
nausea
vomitting
water retention
painful rectal itch
hallucinations
dementia
psychosis
coma
death
halitosis
I would add to your list:

Explosive diarhea
Impotency
Irritability
Jaundice
Kidney Failure
and... The Munchies!!!
 

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