Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon - The Dungeons & Dragons game’s original 1974 version offered two types of adventure: dungeons and wilderness. In such site-based adventures, players’ decisi...
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Potions and Oils: Magical potions and oils are easily found but hard to identify. They come is small bottles, jugs, pots, or vials and clearly radiate magic if a detection spell is used. However, the effect of any potion is unknown until some brave soul tries a small sample. The results can be quite varied. The imbiber may discover he can float or fly, resist great heat or cold, heal grievous wounds, or fearlessly face the greatest dangers. He may also find himself hopelessly smitten by the first creature he sees or struck dead by a powerful poison. It is a risk that must be taken to learn the nature of the potion.
01 Explosion. If two or more potions are swallowed together, internal damage is 6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all withn a 10-foot radius suffers 4d6 points of damage, no saving throw.
02-03 Lethal poison results. Imbiber is dead. If externally mixed, a poison gas cloud of 10-foot diameter results. All withink the cloud must roll successful saving throws vs. poison or die.
04-08 Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, no saving throw. One potion is cancelled and the other is at half strength and duration. (Determine randomly which potion is cancelled).
09-15 Potions can’t be mixed. Both potions are totally destroyed—one cancels the other.
16-25 Potions can’t be mixed. One potion is cancelled, but the other remains normal (random selection).
26-35 Potions can’t be mixed. Both potions function at half normal efficacy.
36-90 Potions can be mixed and work normally, unless their effects are contradictory and cancel each other out.
91-99 Compatible result. One potion (randomly selected) has 150% its normal efficacy. The DM can rule that only the duration of the augmented potion is extended.
00 Discovery. The mixing of the potions creates a special effect—only one of the potions will function, but its effects upon the imbiber are permanent. (Note that some harmful side effects could result from this at the DM’s discretion.)
0th level Characters become Zombies
1st level: Ghoul
2nd level: Shadow
3rd level: Wight
4th level: Ghast
5th level: Wraith
6th level: Mummy
7th level: Spectre
8th level: Vampire
9th level or higher: Ghost