Your expertise in alchemy is such that you can combine two of your Experimental Elixirs together to create a completely new and unexpected Volatile Concoction. Mix two potions and roll 1d8 to see what you get (unlike standard Experimental Elixirs, you always know the effects of a Volatile Concoction).
1) Explosive Cocktail. The potion glows with an intense yellow light and will explode on impact, dealing 4d8 radiant damage. Ingesting the potion causes the imbiber the glow for 1d4 days.
2) Frosty Concoction. The potion turns pale blue and grows icy cold to the touch. On impact the potion deals 3d8 ice damage and freezes the target in place (Strength Save vs. DC 12 to break free). If poured into a body of water an area the size of a small pond is frozen solid within minutes. Imbibing the potion causes 6d8 Ice damage.
3) Water of Life. The potion becomes as clear as pure water, and is perfectly safe to drink. Closer inspection reveals a shimmering, silvery quality in the water. If administered to a character reduced to 0 HP, the character is stabilized with 1 HP.
4) Miracle Elixir. The potion turns a brilliant red and begins bubbling violently. If drank immediately you recover 4d6 +6 HP and are cured of all poisons and diseases. If not imbibed immediately the bottle shatters and the potion is wasted.
5) Green Slime. An undulating green liquid clings to the bottle. On impact it deals 2d6 acid damage and becomes a Green Slime. Imbibing the potion causes 4d6 acid damage and transforms the imbiber into a Green Slime in 1d4 hours.
6) Alchemist’s Fire. The potion begins smoking and producing a tremendous heat. The potion must immediately be thrown or shatter in the alchemist’s hands. Anyone struck by the potion or within a 10’ radius of the splash will be engulfed in flames and suffer 4d6 +6 fire damage. If not immediately dowsed the target will continue to suffer 1d6 fire damage per turn until extinguished.
7) Pale Death. The potion turns milky white and takes on a harsh, bitter odor. If ingested it deals 4d8 Poison damage and is poisoned. Coated on a blade, it adds 1d6 Poison damage to the next attack and inflicts the poisoned status.
8) Arcane Ether. The potion turns bright purple and hums with arcane energy. Ingesting the potion restores one Level 1 spell slot. After 3 rounds the potion changes to a sickly green color and causes 1d8 Necrotic damage upon ingestion instead.
Previous Versions
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9/22/2021 1:16:35 PM
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9/23/2021 4:44:03 PM
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9/23/2021 5:05:20 PM
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