Showing posts with label potions. Show all posts
Showing posts with label potions. Show all posts

Friday, August 15, 2025

d100 - Side Effects from Bargain Basement Potions

In most of my Campaign Settings, I try to emphasize that Magic is a rather Rare and Wonderous thing. You’ll seldom find Arcane Artifacts for Sale in Markets and generally you must locate them through Adventure. But some Settings are slightly less stringent and may make some Magic Items more available than others. You might have your “Ye Olde Magic Shoppe” conveniently franchised in most Settlements, or Characters might be able to purchase some things (like consumables) on occasion from a travelling Alchemist or Witch. Potions are consistently in demand, and a bit of a mainstay in these situations.

They may balk at the Steep Prices for such things, so here is another Option: They might be able to save a little Gold by going with a draught that’s perhaps a little less predictable or has some unusual drawbacks. Here are One Hundred Potions, with a couple ideas for these kinds of “Side-Effects” that might impact their efficacy a bit, result in a more challenging situation, or just simply add a little humor. As for how long these might last, I’d usually go with something Randomized, or maybe a periodic Saving Throw once the Duration is up to return to normal. Usage Dice could be useful here too. Bottoms Up!

Thursday, July 3, 2025

d100 - Magical Teas & Tinctures

It seems only natural that a Setting with various Magical Plants & Herbs might also have some Tantalizing Teas. Most of these I imagine work a bit more like Magical Potions (and I suppose in a pinch, most entries here could augment those lists) but are perhaps not as fragile when being transported in those Dangerous Places and therefore much less encumbering. They do usually require some additional preparation (Brewing) first however, so may not be as convenient in a pinch.

Saturday, November 4, 2023

d100 - Tells for the Impavid Potion Taster

Magical Potions and Dweomered Draughts are a time-honored tradition in these games. I like to provide some minor Clues to their Function to occasionally reward the very brave that dare to take a sip to test them (or the Hapless Hireling convinced to Guinea Pig).

Here are a hundred ideas for some hints for some common and not so common Elixirs. These, coupled with consistent Potion Colors, Smells, and even Flavors, can sometimes make this process a bit of a game in itself for when a suitable Specialist or amenable Alchemist is unavailable. I usually make the effects of these tentative tastes very temporary, and relatively benign. I suppose if one squints, this table could also be repurposed for the side-effects of drugs or other intoxicants as well.

Saturday, June 24, 2023

d100 - Curious Quaffs & Local Libations

Recently inspired to finally polish off this Table off by a recent post from the I Cast Light Blog, I’ve often found myself needing some descriptors the rinse my palette after devoting adequate attention to the Foodways of a particular place. Even the venerable B2: Keep On The Borderlands has a Tavern, and provides us with prices for Ale, Small Beer, Wine, and Honey Mead should our Adventurers wish to kick back with a beverage after a frightful forray into the Caves.

What is drunk, in the pursuit of becoming drunk can speak volumes about a place, and should you need to provide a little more decoration for Carousing Events, Portable Potables as Treasure, or even some ways to make some Magical Potions more distinctive and a tad more memorable, I hope this Random Table can help.

Wednesday, May 29, 2019

d100 Table - One Hundred Unconventional Potions

When it comes to Magical Potions (or any magical items really), I’m particularly fond of effects that are less “duplicate an existing spell or class ability” and more “can this lead to potentially interesting or creative use later in play.” It tends to turn the more expendable gimcrack into something just a little more magical, a tad mysterious, and slightly special. It can also lead to some sensational surprises down the road when a player realizes they have “just the right tool for the job”, or better yet: something that should work with a little strategic modification to “the plan”. So, with that said, here’s a new random table of One Hundred Unconventional Potions to sprinkle throughout your heaping hoards, devilishly determine the perils of potion miscibility, salve the sting of adverse alchemical errors, or any other use that might strike your fancy. Some are strange, some are probably too powerful, and as with anything here you may need to season to the tastes of your table or your particular flavor of fantasy.

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