D100 Roll |
Result |
01 |
Explosion. If two or more potions are swallowed together, internal
damage is 6d10 hit points. Anyone within a 5-foot radius takes 1d10
points of damage. If the potions are mixed externally (in a beaker,
say), all within a 10-foot radius suffer 4d6 points of damage, no saving
throw. |
02-03 |
Lethal poison* results. (Fort DC 5d4) If externally mixed, a poison
gas cloud of 10-foot diameter results. All within the cloud must roll
successful saving throw. |
04-08 |
Mild poison causes nausea and the loss of 1 point each of Strength
and Dexterity, no saving throw. One potion is cancelled and the other
is at half strength and duration. (Determine randomly which potion
is cancelled). |
09-15 |
Potions can't be mixed. Both potions are totally destroyed—one
cancels the other. |
16-25 |
Potions can't be mixed. One potion is cancelled, but the other remains
normal (random selection). |
26-35 |
Potions can't be mixed. Both potions function at half normal efficacy. |
36-90 |
Potions can be mixed** and work normally, unless their effects are
contradictory. |
91-99 |
Compatible result. One potion (randomly selected) has 150% its normal
efficacy. |
00 |
Discovery. The mixing of the potions creates
a special effect—only
one of the potions will function, but its effects upon the imbiber
are permanent. (Note that some harmful side effects could well result
from this, at the DM's discretion.) |