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Mixing Potions

(Stolen from the mind of Peter Schaefer - Find out more about Peter on the Wizards Community site: http://community.wizards.com/wotc_peters)

Mixing Potions

Mixing potions, elixirs, and other imbibed magic items is an optional rule the DM can choose to include. When this optional rule is in play, a PC can choose to mix two potions or elixirs into one container. They are combined, so the character can draw and consume both at once, but has potential side effects. The DM rolls 2d10 and consults the following table when the combined potions are consumed. He or she can also consult the potion miscibility table when a PC consumes two potions or elixirs in the same round.

POTION & ELIXIR MISCIBILITY
2d10 Result Effect
2 Violent Reaction: The enchantments create a powerful acid. The character takes 3 acid damage per level of the higher-level item instead of receiving the items’ effects.

3-4 Deadly Poison: The enchantments create a powerful poison. The character takes ongoing poison damage equal to the level of the higher-level item instead of receiving the items’ effects.

5-7 Partial Metamorphosis: One item functions normally. Replace the other item’s effect with an effect from the Unpredictable Result table.

8-11 No Reaction: Both items function normally.

12-16 Additional Effect: Both items function normally. Add one effect from the Unpredictable Result table.

17-19 Bolstering Effect: One item functions normally. The other functions better than normal. Add 2 to any numerical benefit it grants.

20 Perfect Efficiency: Both items function normally, but the character only pays the cost (i.e., the healing surge or the use of a magic item daily power) for one item to get both effects.

UNPREDICTABLE RESULT
1d10 Result Effect
1 Transposing Aura: Until the end of the character’s next turn, when a creature starts its turn within 2 squares of the character, the character and the creature teleport to swap positions.

2 Uncontrolled Healing: The character gains regeneration 1 while not bloodied until the end of the encounter.

3 Shared Pain: When the character deals damage with an attack before the end of his or her next turn, the character takes psychic damage equal to one-half the level of the higher-level item.

4 Stumbling Confusion: Until the end of the encounter, when the character fails a saving throw, the effect slides him or her 1 square in a random direction.

5 Static Shock: Once before the end of the encounter, as a free action when the character hits a creature with a melee attack, the character can deal lightning damage equal to one-half the level of the higher-level item to that creature.

6 Sudden Growth: The character and his or her equipment increase in size by 20% until the end of the encounter. While this lasts, the character gains a +2 bonus to Strength checks, Strength-based skill checks, and damage rolls modified by Strength.

7 Ice Skin: The character’s skin turns to dense ice until the end of the encounter. While this lasts, the character gains a +1 bonus to AC and vulnerable fire equal to one-half the level of the higher-level item.

8 Urge to Run: Until the end of the encounter, the character gains a +4 bonus to speed but cannot shift.

9 Unstable Footing: Until the end of the encounter, when a creature hits the character with an attack, the creature can slide the character 2 squares.

10 Highly Unpredictable: Roll twice on this table and use both results.