1001 Side Effects of Potions


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Scarab Sages

158. This potion is ATOMIC-POWERED(TM)! The potion's duration (if non-instant) and numeric benefits are all multiplied by 2d4, and you gain an additional +2 alchemical bonus to all your ability scores for 1d4 hours or the potion's normal (but now multiplied) duration, whichever is longer!

The DM secretly rolls 2d6. This is the number of months before you suffer 1d4-1 permanent points of Constitution loss, at which point the DM secretly rolls 2d6 again....

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158. This potion flask is weighty, as if full of fluid, and yet visibly appears empty. When the stopper is pulled, the holder turns into liquid and flows into it, and it immediately reseals itself. The *next* time the flask is unstoppered, the red fluid that represents the now-liquefied character surges forth and reforms, with the designated spell effect (such as bull's strength or cure light wounds) just engaged (even if this 'next' opening of the bottle was years later...).

In Soviet Ustalav, potion drinks you!


Set wrote:

159. This potion flask is weighty, as if full of fluid, and yet visibly appears empty. When the stopper is pulled, the holder turns into liquid and flows into it, and it immediately reseals itself. The *next* time the flask is unstoppered, the red fluid that represents the now-liquefied character surges forth and reforms, with the designated spell effect (such as bull's strength or cure light wounds) just engaged (even if this 'next' opening of the bottle was years later...).

In Soviet Ustalav, potion drinks you!

fixed that for you.

160. The moment you next suffer an effect that would destroy your character, you are instead sickened for 1D6 hours, and develope one mutant power and one defect. If 158 is the one you are currently affected by, the first con loss is the defect. If possible, the mutation is that the atomic powered potion becomes permanent.


161. In addition to normal effects, you transform into a Shoggoth! It lasts as long as the potion, or an hour, if no duration. You lose 5 sanity and gain 5 mythos. Every witness loses one sanity and gains 1 mythos. You also learn the formula for the potion, which, if you cannot brew potions, you can dictate to someone who can.

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162. This potion is unhappy with it's current container, and if placed next to a (in it's opinion) attractive or expensive flask, philtre or phial, and not being actively watched, it will seep forth and enter the other flask, displacing the fluid already in it (causing it to be lost or wasted, muscling it out of the way and possibly drenching any other contents of whatever container it shares with the other flask) and leaving it's own flask empty. This process may continue if it 'changes it's mind' about whether or not another flask or vial nearby is more expensive (or looks classier, or whatever). As a result, until used, this potion is best stored alone, to keep it from wasting other potions nearby, or accidentally causing a disaster if it decides that it likes the look of a flask of alchemist's fire and displaces that liquid...

163. This potion contains a tiny elemental spirit, barely sentient, let alone sapient, as part of it's magical matrix. When consumed, the potion shouts in one of the elemental languages on the way down the drinker's throat, loudly announcing it's presence and making it not usable surreptitiously.


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Set wrote:

162. This potion is unhappy with it's current container, and if placed next to a (in it's opinion) attractive or expensive flask, philtre or phial, and not being actively watched, it will seep forth and enter the other flask, displacing the fluid already in it (causing it to be lost or wasted, muscling it out of the way and possibly drenching any other contents of whatever container it shares with the other flask) and leaving it's own flask empty. This process may continue if it 'changes it's mind' about whether or not another flask or vial nearby is more expensive (or looks classier, or whatever). As a result, until used, this potion is best stored alone, to keep it from wasting other potions nearby, or accidentally causing a disaster if it decides that it likes the look of a flask of alchemist's fire and displaces that liquid...

163. This potion contains a tiny elemental spirit, barely sentient, let alone sapient, as part of it's magical matrix. When consumed, the potion shouts in one of the elemental languages on the way down the drinker's throat, loudly announcing it's presence and making it not usable surreptitiously.

MOUNTAIN DEEEEEEEEEEEEEEEEEEEEEEEWWWWWWWWWWWWWW!


Set wrote:
162. This potion is unhappy with it's current container, and if placed next to a (in it's opinion) attractive or expensive flask, philtre or phial, and not being actively watched, it will seep forth and enter the other flask, displacing the fluid already in it (causing it to be lost or wasted, muscling it out of the way and possibly drenching any other contents of whatever container it shares with the other flask) and leaving it's own flask empty. This process may continue if it 'changes it's mind' about whether or not another flask or vial nearby is more expensive (or looks classier, or whatever). As a result, until used, this potion is best stored alone, to keep it from wasting other potions nearby, or accidentally causing a disaster if it decides that it likes the look of a flask of alchemist's fire and displaces that liquid...

This potion is Maru?

Freehold DM wrote:
Set wrote:

163. This potion contains a tiny elemental spirit, barely sentient, let alone sapient, as part of it's magical matrix. When consumed, the potion shouts in one of the elemental languages on the way down the drinker's throat, loudly announcing it's presence and making it not usable surreptitiously.

MOUNTAIN DEEEEEEEEEEEEEEEEEEEEEEEWWWWWWWWWWWWWW!

And this potion is Leroy mmm Jenkins.

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164. This potion is indigestible, and is belched forth after taking effect (the round after it is consumed for an instantaneous effect, or the round the potion expires, otherwise), as the liquid, it's magic expended, is spurted forth from the drinker's mouth. A Reflex save (DC 15) allows one to purge the fluid relatively gracefully, but if this save is failed, the drinker chokes a bit in the process and is treated as nauseated for one round.

165. Potion from Hell. This potion when unstoppered turns into mist which forms into an imp which casts the spell in question on the person who unstoppered the flask. The imp then bows and vanishes in a puff of smoke. While under the effect of the spell within this 'potion,' or for 1 round, for an instaneous effect, the 'drinker' detects as evil.

166. The staunchly dystheistic alchemist who made this potion put a little too much of his contempt for the divine into it. For the duration of the effect (or 1 round, if the effect is instantaneous), the drinker must make a saving throw to resist even beneficial (non harmful) divine spells. Sadly this temporary anti-divine effect does not provide any special protection to *hostile* divine magic...

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167. This potion has aged poorly, and draws magic from it's imbiber to empower it's effect. The drinker loses one spell or slot (or a daily use of a spell-like ability) of equal level to the spell within the potion, and it otherwise works normally. If the drinker has no spells or spell-like abilities to power the potion, it fails to no effect.

168. This potion synergizes well with any magical talent the drinker may have, and functions at it's own caster level, or that of the drinker, whichever is higher.

169. This potion can be heightened. Upon drinking it, the drinker gets the choice of expending a spell or spell slot of any level. Upon doing so, the potion's effect is both treated as being cast at the preferable of the casters caster level or that of the potion itself, and the spell effect being a spell of the level of the slot expended.

170. This potion is incredibly refreshing, and its magic can be internalized. Upon drinking, the imbiber can choose for the potion to have its normal effect, or to restore 1 expended spell or spell slot (or daily use of a spell-like ability) of the same or lower level.

171. Crafted from a secret recipe involving healing herbs in a base of unicorns milk, this potion, in addition to its normal effects, cures 1 hit point of damage / level of the spell contained therein.

172. Crafted by a spite-fueled hag in service to the goddess of plagues, this sweet smelling and savory scarlet elixir is both Empowered and Extended (even if this takes the level of the spell above 3), but the next time the drinker sleeps, a swarm of biting flies crawls out of their every orifice and gives everyone within 30 ft. of their body (including themselves) filth fever, without waking up anyone who is sleeping.


173. When this healing potion is drunk, a swarm of ectoplasmic insects pours from every orifice; this is harmless to the imbiber. The insects spread out, biting and/or stinging every other living creature within a 30ft radius until the swarm has either dealt damage equal to the amount of the potion's healing or until the swarm is completely destroyed. Having dealt damage equal to the amount of healing, the insects return to the imbiber, digging and wriggling back into the openings from whence they came, where then dissipate and release their healing effects.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

174. This potion's magical effects function just fine, but it's also high in calories.

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175. If this potion's side-effect lasts more than four hours, consult a cleric...


176. This particular potion was among the loot the party discovered while exploring the BBEG's dungeon/sekrit lair/home/place of work. When consumed, in addition to the potion's usual effects, the imbiber is instantly dimension doored to another location in range. When the imbiber reappears, they are also under the effects of both codespeak and a custom disguise self effect that makes them appear and sound as the BBEG, one of his known lieutenants, or a monster similar to one the party has already encountered at this dungeon/sekrit lair/home/place of work. Both these effects end when the potion expires normally or when the imbiber expires violently, whichever comes first.


177. Powerful electrolyte. You don't suffer electrical damage, you store it. for the next hour, anyone or thing you touch suffer all stored electrical damage.


178.For the next day or so your piss is bright purple.

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179. A powerful transmuter (or possibly a protean?) created this potion. Whatever it's effect, it has a purely cosmetic transformation accompanying it. A potion of jump causes the imbiber's legs to become frog-like for the duration. A potion of darkvision causes two additional glowing eyes to emerge from the drinker's forehead for the duration. A potion of cure light wounds causes the wounds to close normally, albeit creepily, the flesh stitching itself back together, but also to be permanently transformed in some way, with the 'new skin' being scaled, or furred, or feathered, or in some other way distinctly no longer visibly the same as the original flesh of the drinker. (A lesser restoration spell can be used to cleanse any such permanent modifications that are unwanted...)


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180) Increased risk of cancer.

181) Increased risk of tooth decay and diabetes.

182) For the next hour the drinker will be compelled to try and sit in any container they come across at least one size category smaller than they are. If they fit inside, the drinker is compelled to remain for 1d6 minutes, resisting all attempts to remove them. Once the duration of this latter effect ends this side-effect does as well, even if the hour is not up.


very important reading material for thread


183) Encephalon flatulence.


Encephalon flatulence=Brain fart. They say stupid things.

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184) The fae illusionist who crafted this potion put a faerie glamer on it so that whomever drinks it is affected by disguise self to appear to be wearing one of her fanciest frilliest most fabulous gowns for the duration of it's effect, although their basic appearance doesn't change, otherwise. In the case of a potion with an instantaneous effect, such as a cure light wounds potion, the glamer lasts until it is interacted with by any person other than the drinker, at which point it dissolves into glittery sparkles and falls away. In the case of multiple potions of the same source, the glamer 'gets confused' and the drinker appears to be nude for the duration...


185) Made in ancient times, clothes appear to change into a toga, metal armor and shield look like brass. Illusion lasts an hour.

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186) The creator of this potion made it as a 'gift' for a friend who was deathly afraid of spiders. It appears like a normal liquid, but when opened, the liquid squeezes forth and transforms into a fist-sized tarantula which leaps on the openers face and bites them, oozing back into liquid form and injecting itself into the 'drinker,' affecting them with the normal effects of the potion.

Sadly the intended recipient was killed, by a giant spider, coincidentally, before they ever got to open their 'gift.'

Lucky you.


187)Bump. A force effect seems to slam into you doing 2D6 subdual.


188)All your lethal damage is converted into subdual. If subdual exceeds active hit points you pass out.


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189) You immediately reincarnate into one of the anthropomorphic animal races. If you are already one, you reincarnate into another.


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190. You become exceedingly sassy for the next 1d4 minutes. Excessive finger snapping, eye-rolling and swaying of the hips when walking is not uncommon

191. When the potion's effect ends you gain the Nauseated condition for 1 round during which you vomit rainbows

192. For the next 1d4 minutes your voice and mannerisms mimic any famous pro-wrestler of the 1980's

193. The potion substance, inside it's container, is constantly screaming incoherently. When first encountered the potion container is tightly wrapped in thick burlap to muffle the sound. When completely unwrapped but still sealed, the noise of the potion generates a -4 on all Stealth checks against foes that can hear. Further, when unwrapped but stored on one's person the square(s) they occupy can automatically be detected by any hearing creature within 30'. When unsealed the potion's screams reach a fever pitch; all within a 5' radius (including the wielder) must make a DC 14 Will save or gain the Dazzled condition until the device is once again sealed or the potion is used. Once the potion is applied/consumed, the user gains a sense of total calm and satisfaction; along with any other benefits of the potion the user gains a +2 Circumstance bonus on any Will saves; +4 versus negative emotion effects, and can be heard to whisper the words "sweet... release!" These secondary potion effects only exist until the end of the round in which the wielder used the potion.

194. For 1d4 days after the potion is consumed, noticeable particles of any food consumed by the user will become embedded in their teeth. These cannot be removed short of a Remove Curse, Limited Wish or other such reality-changing magic. The particles cause mild irritation, persistent halitosis and are unsettling to most onlookers; all Cha-based checks for the duration of the effect are at -2

195. Consult random skin color table; effect is permanent

196. The potion is so good, the consumer's socks fly off

197. This potion actually requires a Full Round Action to use. Upon unsealing the device a summoned humanoid appears. If the device is an Oil, this humanoid is an extremely comely specimen of the consumer's race which the consumer themselves would be attracted to. The summoned creature says "Allow ME gorgeous" with a suggestive leer and then proceeds to apply the Oil with lewd, suggestive actions but short of actual sexual intimacy. If instead the potion is a consumable liquid, the summoned humanoid is an elderly male specimen of the same race of the consumer identifying itself as Jeeves, calling the consumer "Sir" or "Madam" as appropriate and dressed in an extremely formal servant's uniform appropriate for the consumer's culture. Jeeves appears with a sommelier's tastevin around his neck. The servant pours a small sample of the potion into the tastevin, offers it to the user, and upon the user's approval they then empty the rest of the contents of the potion into a fine crystal wine glass which they hand to the consumer. As the potion is being consumed Jeeves produces a white linen towel which he lays across his forearm; upon finishing the potion Jeeves cleans the mouth and lips of the consumer with the towel. In either case, the helper disappears in a puff of smoke the instant the potion's substance is applied or consumed

198. Regardless of the personality or nature of the consumer, upon consumption of the potion the drinker screams "YEE HAW!" and smashes the bottle on the ground

199. Any creature within 5' that you breathe on for the duration of the potion must make a DC 14 Fort save or become intoxicated for 1d4 minutes

200. Excessive nostril hair growth

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201. Funhouse mirror. Your reflection in the silvery glass side of this rectangular potion flask is oddly distorted, depending on how you turn it. And when you drink the potion, so are you! Roll 1d4 each round of the potions duration (or once, in the case of an instant potion). 1. You are enlarged for that round. 2. You are reduced for that round. 3. You become freakishly tall (+5 ft reach and +10 ft. movement rate, but no other effects of larger size). 3. You are shorter and stouter than average, with stumpy limbs (-10 ft movement reach, -5 ft. reach). In the case of an instant potion, the effect lasts only a single round.


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202) Dubbing. The drinker's voice no longer matches their mouth movements. If the drinker is a creature that cannot naturally speak but has an Intelligence of at least 3, they gain a voice that seems to come out of nowhere capable of speaking all languages they understand.

203) Theme Music. The drinker gains a leitmotif appropriate to their personality/reputation. This grants a bonus to Diplomacy and Intimidate checks equal to 1/2 their level, but automatically ruins all Stealth checks relying on silence.


Just as an aside, quite a few of the more minor side effects could just be legitimate applications of the Prestidigitation spell, some other Cantrips or a combination of them. I wonder if the game would be more fun if all magic items automatically applied such theatrics?


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204.You, talk like, captain kirk, for, the rest of, the day.


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205. Illogical. You speak as Spock for the rest of the day

206. You don't... have... the POWERRRRRR! You speak like Scotty the rest of the day

207. You identify as a Doctor, not a (insert thing you're called upon to do/be) and speak as Dr "Bones" McCoy for the rest of the day

208. Your shirt rips open and your hair grows into an epic mullet; you orate as Kahn for the rest of the day

209. The potion tastes like Earl Grey; hot, and you realize "the line must be drawn HERE! And NO FURTHER!" You speak like Jean Luc Picard for the rest of the day


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210. The potion was created by a tribal shaman, alchemist, sorcerer, or similar magic user. As a result, when you consume the potion, you roll a d20 and add your Con modifier to determine the duration in hours of the potion's Miscibility. During this duration, you act and communicate as if you were a hotheaded, noble, goofy, well-intentioned but not-to-bright barbarian ranger. You also believe that an adorable, wizened hamster appears on your person and that it squeaks to you with words of advice and encouragement; this hamster is totally imaginary but you completely believe in its existence. You remain in this false persona for the Miscibility's duration, even if this exceeds the duration of the potion's other effects.

Anytime you attempt to act or communicate outside of this character, you must make a Will save at a -2 penalty to act as you wish until your next turn when the Miscibility returns in full effect. If you fail this save, you must roll on the following table to see what you do in that round.

Table: Miscibility Effects
.d%...... Behavior
01-25.... Offer up a bit of unsolicited advice or inspiration to nearest non-hostile creature
26-50.... Do nothing but make cooing noises and baby-talk to the hamster as you pet it
51-75.... Stop to heroically and goofily recount (real or otherwise) an encounter of Buttkicking for Goodness
76-100... Attack nearest evil-looking creature while shouting in-character rallying cries to allies and non-enemies

External magic and similar effects that would block or dispel dominate person have a similar effect on Miscibility, but any ancestral and class-derived resistance or immunity possessed by the affected creature does not.

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211) This potion is sealed in a leathery wineskin, made of scaled snakeskin. Instead of a normal opening, the top of the snake-head at the top of the wineskin can be depressed, and two fangs protrude from it's mouth, which can be used to inject the potion, which causes no damage, and takes effect normally, as if imbibed.

212) This potion has fermented over time, it's magic having gotten more potent, in affect, if not effect. The liquid itself glows with candlelight intensity light, and a very faint singing sound can be heard from within it. Once uncorked, light equivalent to a torch, and a sound like a chorus can be heard to emit for 1 round (before fading back to candlelight and faint singing). The accompanying music and lightshow vary depending on the spell contained within the potion (a potion of protection from evil might sounds like a chorus of angels singing praises and have a warm golden shower of light rain down and celestial glyphs circle the drinker, while one of infernal healing, more ruddy hellish light flickering like flames, guttural chanting in fiendish and smoky infernal glyphs). And once consumed, runes and sigils flare around the consumer, with bright lines of force and colorful patterns that can be identified with a Spellcraft roll by anyone who would normally be able to identify a spell being cast manually. These candlelight-intensity runes and accompanying sound effects continue as long as the potion remains in effect.


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213) It's haunted. For the duration of the potion or 5 minutes, whichever is more, the drinker is cloaked in the image of the dead potion crafter. Anyone who looks at them must save against fear DC12+ potion level will save. The potion drinker won't notice it unless they look in a mirror.


214. Have to go to the bathroom often
215. Makes you itch.
216. Depression
217. Mood swings.
218. "Overdrive"


219. If the potion is very expensive: It is made by a disgruntled alchemist who's sick of being asked by adventurers for potions. DC 25 fort. The potion drinker immediately forgets the last 10 minutes of activity and becomes ethereal for 1 minute.


220. Shadow illusion of a Kappa surrounds drinker and the theme from Teenage Mutant Ninja Turtles plays for 10 minutes or until seeming absorbs 15 points of damage.


221) Makes you want to smash through walls while screaming "OH YEAH!", but doesn't actually give you any abilities to do so with.


222. You gain a simulacrum for 10 minutes who is also effected by the potion.

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