Potion, legendary

Brewed long ago by a powerful wizard, Aabereun's Elixir of Alteration is indistinguishable from a potion of invulnerability. When when a creature drinks it, consult the table below to see the creature's alterations. The effects happen overnight. If any of the effects make no sense (such as a 191 lbs. 2'3 lightfoot halfling), roll again so it makes sense. If the creature already has the eye/hair/skin colour, nothing changes:

1. Eyes: Roll a d6. The creature's eyes change to the colour of the number you roll. 1: Blue, 2: Brown, 3: Green, 4: Grey, 5: Yellow, 6: Red

2. Hair: Roll a d8. The creature's hair changes to the colour of the number you roll. 1: Brown, 2: Black, 3: Blond, 4: White/Grey, 5: Orange, 6: Green, 7: Blue, 8: Purple

3. Weight: Roll a d3. 1: The creature's weight decreases by 1d100 + 35 lbs., 2: The creature's weight increases by 1d100 + 35 lbs., 3: The creature's weight stays the same

4. Size: Roll a d5. 1: The creature shrinks by 1d20 inches 2: The creature grows 1d20 inches, 3: The creature shrinks by 1d12 + 6 inches, 4: The creature grows 1d12 + 6 inches, 5:       The creature's size stays the same

5. Skin: Roll a d6. 1: Pale, 2: Lightly Tanned, 3: Tanned, 4: Heavily Tanned, 5: Dark, 6: Roll on the Eyes table and the skin changes to the roll colour

6. Race: Roll 1d20 and consult the table below:

1-3: Human

4-6: Dwarf (1d2: 1: Mountain, 2: Hill)

6-7: Elf (1d10: 1-4: High, 5-8: Wood, 9-10: Drow)

8-10: Halfling (1d2: 1: Lightfoot, 2: Stout)

10-11: Gnome (1d2: 1: Forest, 2: Rock)

12: Dragonborn (1d10: 1: Black, 2: Blue, 3: Brass, 4: Bronze, 5: Copper, 6: Gold, 7: Green, 8: Red, 9: Silver, 10: White)

13: Half-Elf (Roll on the elf subrace table)

14-15: Half-Orc

16: Tiefling

17-20: The creature's race stays the same

7. Age: Roll a d20. If it is odd, it is older, if it is even, it is younger. Roll 1d12 and times the result by 10. You age older or younger (depending on your first roll) by the amount of years you rolled on the second roll. If a creature exceeds their average age expectancy, they gain a permanent 4 levels of exhaustion, and live for another 1d4 years. If they age below 1 year, they drop to 0 hit points and die.

8. Face Shape: Roll 1d6. The creature's face shape changes to your roll. 1: Thin with High Cheekbones, 2: Skinny, 3: Average, 4: Heavy, 5: Round, 6: Chubby

9. Hair Length: Roll 1d8. The creature's hair length changes to your roll. 1: Bald, 2: Very Short, 3: Short, 4: Average, 5: Slightly Longer than Average, 6: Medium Length, 7: Long, 8: Very   Long

10. Hairstyle: Roll 1d5. The creature's hairstyle changes to your roll. 1: Neat, 2: Curly, 3: Scruffy, 4: Straight, 5: Other Style (of the DM's choice)

11. Body Shape: Roll 1d5. The creature's body shape changes to your roll. 1: Slim, 2: Curvy, 3: Muscular, 4: Average, 5: Fat

12. Gender: Roll 1d10. The creature's gender changes to your roll. 1-5: The creature's gender stays the same, 6-7: Male, 8-9: Female, 10: Other

 

Ending the Alteration. The Elixir can last forever, unless it is cured. Most magic cannot cure the spell, but Aabereun's Remedy for Alteration can cure 1d4 of the effects   (see: Aabereun's Remedy for Alteration). When a week of being altered is over, the creature must make a DC 20 Constitution saving throw before a long rest. On a success, the creature   wakes up as their normal self again.

Market. The Elixir can be a cunning disguise for burglars and thieves, and can be found in most shady or illegal potion shops. Some ordinary potion sellers might put a couple in their stock, believing them to be potions of invulnerability. Some people might even sneak some into their friend/enemy's water (the potion doesn't change the colour of water, and goes transparent when in contact with purified water) as a cruel prank. Once, a smuggler was caught tipping a whole barrel of the Elixir into a lake where people got their water supply (that place spent a whole lot of money on Remedies). Generally, to an aware buyer, the Elixir is worth 500 gp. To anyone else, it costs the same amount as a potion of greater healing (300 gp).

The Elixir is just a fun thing I made, which can be used to make adventures much more interesting (perhaps a quest to find a Remedy to save the town from the Elixir?) or just to mess around with. I use my players' character sheets to see what they would end up as if they drank the Elixir of Alteration.

 

 

Notes: Shapechanging, Deception, Container, Consumable, transmutation

Previous Versions

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Item Tags: Shapechanging Deception Container Consumable transmutation

asherbarlow

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