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The magical mixtures and
compounds which comprise potions are not
always compatible. You must
test the miscibility of potions whenever:
1) two potions are actually intermingled, or
2) a potion is consumed by a creature while another such liquid already consumed is still in effect
While it is possible to prepare
a matrix which lists each potion type and
cross references each to
show a certain result when one is intermingled
with the other, such a graph
has two drawbacks. First, it does not allow for
differences in formulae
from alchemist and/or magic-user. Second, it will
require continual addition
as new potion types are added to the campaign.
Therefore, it is suggested
that the following table be used -- with,
perhaps, the decision that
a delusion potion will mix with anything,
that oil
of slipperiness taken with oil
of etherealness will always increase the
chance for the imbiber to
be lost in the Ethereal Plane for 5-30
days to 50%,
and treasure finding mixed
with any other type of potion will always yield
a lethal poison. Whatever
certain results you settle upon far your campaign,
the random results from
the table apply to all other cases.
Dice Score | Result |
01 | EXPLOSION!
Internal damage is 6-60 h.p., those within a 5” radius take 1-10 h.p. if mixed externally, all in a 10’ radius take 4-24 hit points, no save. |
02-03 | Lethal
poison
results, and imbiber is dead; if externally mixed, a poison gas cloud of 10’ diameter results, and all within it must save versus poison or die. |
04-08 | Mild
poison
which causes nausea and loss of 1 point each of strength and dexterity for 5-20 rounds, no saving throw possible; one potion is cancelled, the other is at half strength and duration. (Use random determination for which is cancelled and which is at half efficacy.) |
09-15 | Immiscible.
Both potions totally destroyed, as one cancelled the other. |
16-25 | Immiscible.
One potion cancelled, but the other remains |
26-35 | Immiscible
result which causes both potions to be at half normal efficacy when consumed. |
36-90 | Miscible.
Potions work normally unless their effects are contradictory, e.g. diminution and growth, which will simply cancel each other. |
91-99 | Compatible
result which causes one potion (randomly determined) to have 150% normal efficacy. (You must determine if both effect and duration are permissible, or if only the duration should be extended.) |
00 | DISCOVERY!
The admixture of the two potions has caused a special formula which will cause one of the two potions only to function, but its effects will be permanent upon the imbiber. (Note that some harmful side effects could well result from this. . . ) |
Roll for miscibility secretly
whenever it occurs.
Give no uncalled-for clues
until necessary.
Q: If a character
mixes two potions
and rolls a 00 on the DMG?s
potion
miscibility table (page
119), can he
duplicate the resulting
potion if he
knows the exact formulas
of the two
original potions?
A: No. Potions are
manufactured through
the art of alchemy, not
the science of
chemistry. When two completed
potions
are combined, there is no
way to predict
the result; if the two original
potions are
duplicated and mixed again,
a second
miscibility roll must be
made.
(147.10)