Potion, very rare

Arcane is a LSD (Liquid Spell Dust) made from ground up Warpstone and who knows what else.
This Dust is hard to come by and has potent magical effects.
When Consumed (Free action) the user can add 1d6 to all damage or healing for 1d4 rounds.
But you have to roll a d20 for a random minor magical effect:

✨ Arcane Snuff – Wild Magic Effects ✨

1️⃣ Polymorph Cat – A random creature turns into a cat for 1 minute.
2️⃣ Levitate – You and all within 10ft. levitate 15 ft. into the air for 1 round, unable to move normally. (1d6 fall dmg)
3️⃣ Haste Burst – You gain haste.
4️⃣ Sparkling Rain – Enemies take 1d10 radiant damage, allies heal 1d6. 10 ft radius.
5️⃣ Speak with Dead – Communicate with the dead for 1 minute.
6️⃣ Confetti Explosion – Everyone in a 15 ft cone, the way you were facing: DEX save DC 14, failure: blinded.
7️⃣ Minor Teleport – Everyone teleports 5–20 ft in a random direction. (eg. use a d4 two times)
8️⃣ Arcane Lightning – The nearest living creature takes 1d10 lightning damage. (On 4+ it jumps to another target, and so on)
9️⃣ Healing Mist – An ally near you who needs it regains 2d6 HP.
🔟 Wild Gesture – All clothing on you and one ally is swapped/exchanged. (swap characters this combat/ session)
1️⃣1️⃣ Fey Whispers – You and an ally gain telepathic communication and advantage on all skill checks for an hour.
1️⃣2️⃣ Ghostly Hands – A spectral hand chokes you: +1d6 necrotic damage for 1d6 rounds.
1️⃣3️⃣ Thunder Clap – Everyone within 10 ft makes a DEX save DC 12, failure: 1d10 thunder damage + prone.
1️⃣4️⃣ Magical Glitter – All allies within 15 ft gain 1d6 temporary HP.
1️⃣5️⃣ Charming – Casts charm on a random creature.
1️⃣6️⃣ Illusory Duplicate – Mirror Image.
1️⃣7️⃣ Fear Me – A creature within 15 ft must make a WIS save DC 12 or become frightened.
1️⃣8️⃣ Arcane Echo – Your next attack or spell is made with disadvantage.
1️⃣9️⃣ Spark Boots – You gain +10 ft movement for 1 minute and can walk on walls and ceilings.
2️⃣0️⃣ Cracked Glass – Share with the class! – (roll on next table, the + 3d6 effect), but 1d4 creatures near you get dusted, and thus “sniff” Arcana as well.

On a subsequent turn if more is consumed, or if 2 doses are consumed at once, the effect changes to 3d6 damage and healing 1d4 turns.
Use this next table then:

🌈OVERDOSE ARCANE🌈

1️⃣ Arcane Backfire Bolt – You take 2d10 force damage; the nearest damaged enemy heals this amount instead.
2️⃣ Double Polymorph – Two random creatures are polymorphed into frogs (WIS save DC 14 negates).
3️⃣ Time Bubble – Time stops for 1d4 rounds, only you are active.
4️⃣ Chaos Teleport – You and an enemy swap places at the start of each of your turns; both take 1d12 random damage. until death or 100ft. apart.
5️⃣ Wild Growth – You become one size larger: x2 meele damage, yet your hp max is halved. 1 min.
6️⃣ Arcane Drain – You steal 1 resource/spell slot from an ally; they also lose 1d4 HP.
7️⃣ Astral Portent – Roll 5d20. These rolls must replace the next 5 d20 checks made in the game (all players and DM rolls). You decide the order in which they are used.
8️⃣ FIRE Festival – A 15 ft cone in the direction you face deals 6d6 fire damage (DEX save DC 13 for half).
9️⃣ Summon a 3 Way – Something aggressive is summoned, hostile to all else. (1d4 distance away, 1d4 direction, 1d4 creature CR, 1d4 amount of creatures)
🔟 Floor Is Lava – In a 10 ft radius area, from you, the floor turns to molten lava, dealing 2d10 fire damage every round; you are immune.
1️⃣1️⃣ A 1-HP copy of you appears for 1 minute and acts foolishly. There is a 50/50 chance each round, that you can control its turn as though it were your own (with separate spells, actions, and resources).
1️⃣2️⃣ Chain Lightning – Lightning arcs from you to up to 3 additional targets; damage decreases 4d8 → 3d8 → 2d8 → 1d8 from nearest onward.
1️⃣3️⃣ Chaotic Blessing – Gain +5 to hit, dmg, attacks, spells and saves for 1 minute; afterward take 2d12 psychic damage.
1️⃣4️⃣ Reverse Gravity Pop – Everyone within 15 ft is dragged by intense gravity towards the ground (Prone), STR save 14 to escape the effect, at the start of your turn.
1️⃣5️⃣ Wild Summon – (DM discression on dice, and monster used, ect.) Roll a D8 for CR. of a creature summoned.
1️⃣6️⃣ Arcane Infection – For 1 minute, whenever you take or do damage, 50% chance of half damage; 50% for double damage.
1️⃣7️⃣ Psychic Shout – Enemies within 20 ft must make a WIS save DC 14 or flee for 1 round; allies gain Heroic inspiration.
1️⃣8️⃣ Mirror Split – You gain 2 actions untill you are hit, you take double damage.
1️⃣9️⃣ High 5 – As a bonus action, the next creature you high-five heals 50 HP. (Lasts 1 minute.)
2️⃣0️⃣ Reality Glitch – The DM chooses or rolls a violent, illogical chaos effect, see below:

💀 Overdose Effects 💀

1️⃣ OD – You become invisible and collapse, 0hp ; death saving throws begin immediately.
2️⃣ Golden Rain – Gold rains from above: eg. 1d4 × 1,000 gold pieces.
3️⃣ Rift – A portal to another plane opens.
4️⃣ Mind Swap – (if ok with those involved) Reroll another class, to replace the one you had. (Rp; same mind, or completely new maybe)
5️⃣ Enchanted Arsenal – All carried weapons or armor gain permanently +1 magical property on top of what was.
6️⃣ Dragon Breath – Exhale a 30 ft cone dealing 12d12 damage; you also take the damage. Choose the type, and the direction yourself.

Zieteck

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