A Few Extra Potions plus Expanded Potion Mixing Table
Tangle of Tables Table Requests System Neutral Tables

A Few Extra Potions plus Expanded Potion Mixing Table

Duncan Thomson
Elixir of Smiles. A bright yellow liquid that smells of flowers and is labeled "Happiness" in Elven. Drinking this potion lifts your mood and you can't stop smiling for 1d6 hours.

Random tables for a few extra potions and a d100 table for mixing options.

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[Image by Patrick E. Pullen]

Potions and Mixing of Them

System neutral ideas for a few extra potions to add to the regular ones of your game.

Also there is a table for the effects of mixing potions, or drinking multiple ones which can have chaotic side-effects.

Originally from tables requested by patreons and on instragram, now compiled in a PDF, A Tangle of Tables on DM's Guild.

Tangle of Tables on DriveThru RPG Fantasy Tables Bundle on DriveThru RPG

A Few Extra Potions

d20
1-2 Potion of the Bat. This smoky grey liquid has shadowy forms moving inside. When you drink this potion you sprout spectral black wings for 1 hour. For duration you have blindsight and flight as a bat.
3-4 Flash Brew. Sparks dart between floating droplets of blue and white. Once drunk you can cast lightning bolt twice in the next minute. Each time you teleport to where the bolt ends.
5-6 Elixir of Smiles. A bright yellow liquid that smells of flowers and is labeled "Happiness" in Elven. Drinking this potion lifts your mood and you can't stop smiling for 1d6 hours.
7-8 Elixir of Frowns. A dark red liquid with the scent of rain and a label in Elven reading "Sadness". Drinking this potion brings constant tears and a frown for 1d6 hours.
9-10 Potion of Hair Growth. This bottle contains a heavy brown fluid and hair growing on the inside. If you drink this potion you have a year's worth of hair growth in every hour for 1d12 hours.
11-12 Potion of Visibility. A white liquid in a glittery bottle. Brightly colored beads bubble to the top. If drunk you glow brightly for 1 hour and draw constant attention.
13-14 Remedy of Last Resort. A pulsating liquid always changing color. When drunk you... d20: 1-3: go to sleep 4-6: heal half your wounds 7-9: reroll next round 10-12: fly 1d6x100 ft 13-15: collapse in laughter 16-18: turn invisible 19-20: heal fully
15-16 Potion of Ghoul's Blood. This thick dark liquid has a red dots and a long tongue moves inside the container. When you drink this you gain the paralyzing touch of a ghoul for 1 minute
17-18 Potion of Blending. This dull gray liquid sticks to the bottle's sides. When drunk you appear as a humanoid of local area for 1d4 hours. You have average height, age and weight for chosen gender.
19-20 Potion of Druid Form. This greenish liquid is in a vial shaped like a half-moon. Drinking this vial turns you into a plant for 1 hour

Mixing Potions Expanded

This chart assumes two or more potions have reacted somehow when used by a creature.

Suggested rule is 50% chance of rolling on the table if a potion consumed while under the effects of another.

For only negative results use 1d60. 1d20+80 for positive.

d10    
01-02 Explosion. Magical blast deals damage to the drinker and a little damage to those close by.
02-06 Poison. The mixture becomes a poison of the GM's choice.
07-08 Blinded. Potions work. Drinker is blinded for d100 minutes.
09-10 Deafened. Potions work. Drinker is deafened for 1d10 hours.
11-14 Vomiting. Potions work. Drinker is vomiting for 1d10 minutes.
15-16 Stunned. Potions work. Drinker is stunned for 1d10 minutes.
17-20 Nauseous. Potions work. Drinker feels nauseous for 1d10 hours. Can't drink or eat anything else for that period without vomiting.
21-25 Delusion. One potion works. The other doesn't work but drinker thinks it has. They find out it hasn't when it becomes important.
26-30 Double Null. Both potions lose their effect
31-40 Potion Null. One potion loses its effect.
41-50 Weak Potions. Both work. Numerical effects and durations halved.
51-55 Delayed. Potion effects are delayed 1d4 rounds.
56-60 Draining Both work. Reduce random stat (1 hr).
61-62 Healing. Effects of 2nd potion replaced by a major healing effect.
63-64 Flying. Effects of 2nd potion replaced by flight for d100 minutes.
65-66 Speed. Effects of 2nd potion replaced by haste for d100 minutes.
67-68 Unseen. Effects of 2nd potion replaced by invisibility for 1 hour.
69-70 Courage. Effects of 2nd potion replaced fear immunity for 1 hour.
71-80 Excess Energy. There is excess energy which drinker attempts to control with appropriate check. On a success they control energy; roll 1d20 + 80 on this table. On a failure they roll 1d20 on this table.
81-85 Boosting. Both work. Random attribute enhanced for 1 hour.
86-90 Cantrip Energy. Both work. Can also cast a minor spell for 1 hour.
91-95 Increased Duration. Both work. Duration of one potion is increased by d100 minutes.
96-98 Potent Potions. Both work. Numerical effects & durations doubled.
99-00 Life Changing. Only one potion works, but its effect is permanent.

More Random Tables

Originally from tables requested by patreons and on instragram, now compiled in a PDF, A Tangle of Tables on DM's Guild.

Tangle of Tables on DriveThru RPG Fantasy Tables Bundle on DriveThru RPG