Table 2: Magical Potion Quirks

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RollResult
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01-05
Drinker glows (as per a light spell) a random color for as long as the potion is in effect.

06-10
Drinker's skin turns a random color for 1d10 turns.

11-15
Drinker is unable to speak or cast spells with verbal components for 1d4 hours after drinking the elixir.

16-21
Imbiber gets extremely hungry immediately after the potion is consumed (as per a chime of hunger).

22-25
Drinker's senses sharpen while the potion is in effect, or for a maximum of three turns (whichever is longer). The individual
so affected gains a + 2 bonus against being surprised (unless he possesses the alertness nonweapon proficiency or is a
ranger, in which case he gains a +3 bonus).

26-30
Drinker cannot hear anything due to ringing or buzzing in ears for as long as the potion is in effect, or for three turns if
no duration is given.

31-34
Potion is diluted and works 50% as well as a normal potion of the same type. Both duration and effects are diminished in
power.

35-40
Potion becomes inert and useless if left unstoppered for longer than five rounds.

41-44
Potion's duration doubles if it is mixed with wine prior to consumption.

45-50
Drinker becomes greatly intoxicated for 1d10 hours after the potion is consumed. Only a dispel magic can prematurely
remove the effects of the drunkenness (effects determined by the DM).

51-53
Drinker gains 601 infravision for as long as the potion is in effect, or for three turns if no duration is given. If the drinker
normally has infravision, it is lost for the same amount of time.

54-57
Potion has no effect upon demihumans.

58-62
Drinker experiences slight disorientation for 1d6 rounds after drinking the potion ( -2 penalty on any to-hit roll and +2
penalty on armor class during this time).

63-66
Drinker becomes drowsy; a constitution check on 1d20 must be made every round for four rounds after the potion is
consumed. If the roll on any check is higher than the drinker's constitution, he falls asleep for 3d6 minutes. The sleeping
individual can be awakened only by taking at least 1 hp damage from a physical or magical attack.

67-71
Potion is phosphorescent and glows (equal to faerie fire spell) in the dark.

72-76
Potion is found in powdered form; water has to be added to the powder for the potion to be effective.

77-78
Potion is stronger than normal; its duration is 150% of a normal potion of the same type.

79-83
Potion is nauseating to drink; a constitution check on 1d20 must be made in order to gulp the contents of the potion. If a
saving throw vs. poison at + 2 is not made thereafter, the drinker feels sick to his stomach for 2d10 turns ( - 1 to hit during
that time).

84-87
Drinker loses one point of dexterity for 2d10 turns.

88-89
Potion evaporates (50%) or coagulates (50%) and becomes useless if left open to air for longer than five rounds.

90-91
Potion is unpredictable: It works normally 50% of the time, does nothing 30% of the time, and sickens the drinker for
1d4 + 1 days without any beneficial effect 20% of the time. A cure disease will remove this illness.

92-95
Potion is unstable; if severely jostled or shaken, it will burst its container (75% chance) and become useless.

96-97
Drinker suddenly becomes extremely verbose and talks incessantly for the duration of the potion, or one turn if no duration
is given. During this time, the drinker and his associates cannot gain surprise on any encountered monsters.

98-99
If the potion is mixed with anything else, it forms a lethal compound (if swallowed, save vs. poison at - 4 on the roll, or
die in 1d4 rounds).

00
Potion is addictive; a draft of it must be taken at least once every week after such an addictive liquid is imbibed. If the
addict does not drink another such potion every week, he suffers a -2 penalty on all ability scores until the potion is
taken or the affliction is removed. Only alter reality, limited wish, wish, or going "cold turkey" without the potion for 1d3
months will cure such an addiction.

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