Potion, common

If the crafting of a poison goes wrong, this is created. It looks identical to the poison that the player attempted to create, and a character must succeed on a DC 15 INT check to see that it is actually a failed poison. The poison is applied normally, but when the target would be affected, roll a d20 and use that effect instead. 

  • 1- The victim gains 15 temporary HP.
  • 2- The victim gains darkvision for 60 feet and blindsight for 10 feet.
  • 3- The victim's alignment becomes chaotic evil for 1 minute. They fly into an uncontrollable rage, attacking everything nearby with a berserker-like rage activated. They will have no memory of this.
  • 4- The victim's max HP is decreased by 5 for 1 hour.
  • 5- The victim falls unconscious for 1 minute.
  • 6- The victim hallucinates for 1d4 minutes.
  • 7- The victim gains an INT and WIS stat of 20 for 1 minute. They know exactly what you just tried to do.
  • 8- The victim becomes immune to all poisons for 24 hours.
  • 9- The victim gains resistance to a random damage type.
  • 10- The victim gains vulnerability to a random damage type.
  • 11- The victim must make a DC 3 CON save, taking 6d10 poison damage on a failed save.
  • 12- The victim must make a DC 10 CON save, becoming poisoned for 1 minute on a failed save.
  • 13- The poison acts normally, but it grants immunity to that poison for 24 hours if it would become poisoned.
  • 14- The poison acts normally, but it gives HP instead of dealing damage.
  • 15- The victim acts as if it just took a short rest.
  • 16- The victim speaks nothing but the truth uncontrollably for 1 minute.
  • 17- The victim talks constantly for 1 minute, but cannot speak the truth.
  • 18- The victim's alignment becomes lawful good for 1 minute, causing them to join the righteous and aid the good in any way they can. They have no memory of this time.
  • 19- The poison acts normally.
  • 20- The poison does nothing.
OrdonFireblood

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