1001 Side Effects of Potions


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223. You change into a dragon of the same size till you breath fire, then you change back.


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224. You are filled with a strange urge. A compulsion even, though it's hard to place. Nothing happens of any unusual nature, the potion works fine. Until you meet a succubus, upon which you initiate a grapple with a bonus to all rolls equal to double the level of the spell used to make the potion for the duration of the "combat".


Pathfinder Lost Omens Subscriber

223a. You can't breathe fire without consuming fire first, as your type of dragon doesn't normally breathe fire.


225: You feel a tickle in your throat till you pull the long, appropriately colored, har out. In the process you roll dc16 fort save to avoid throwing up everything including the potion. That's a round sickened.


Goth Guru wrote:
223. You change into a dragon of the same size till you use your breath weapon, then you change back.

There, I fixed it. Red fire dragon is the default, but as GM you can substitute any dragon type.


Goth Guru wrote:
225: You feel a tickle in your throat till you pull the long, appropriately colored, har out. In the process you roll dc16 fort save to avoid throwing up everything including the potion. That's a round sickened.

That's a paddlin'.


Freehold DM wrote:
Goth Guru wrote:
225: You feel a tickle in your throat till you pull the long, appropriately colored, har out. In the process you roll dc16 fort save to avoid throwing up everything including the potion. That's a round sickened.
That's a paddlin'.

I meant hair, if that helps.


226. Potion drug interaction. It lasts for hours, then reverse effect for hours. You become sickened for days if you can't get more at least daily.


227. Bump up the potion or substance spell level a couple of levels.
228. Reduce spell level, minimum zero.


229. Channel energy for 10minutes. Usually positive energy, unless the drinker is undead or something. It is at the level of the minimum caster level of the potion maker.

Liberty's Edge

230. Fer' the next 24 hours after drinkin' the scurvy hoodoo-grog, ye be stuck talkin' like a pirate!!! HAAARRRRR-HARR-HARR-HARR-HAAAAAAAARR!!!


231: Made by a ponyfinder character. Every other friend present adds a spell level to the effect of the potion. Infiltrators or hostilely possessed party members do not count.


232. For a moment (1d3+1 rounds), you possess an empathic insight to the point some would term it divine omniscience. You are connected to every living thing for miles upon miles around, but it isn't unpleasant, in fact, you have a moment of equal compassion and understanding, even if such feelings are alien to you normally. When the moment ends, you are aware of your characters level of random facts about people around you, some of which are quite personal, but only (your characters Wisdom bonus +1, minimum 1) actually apply to your character's current adventure.

As the feeling fades, you find your character has a few options- become involved in the doings of the lives you touched, for good or for ill, depending on the character's alignment and inclinations, or research the hell out of that potion and try to experience such effects again.


233: Roll again, 1D100, side effect lasts 6 hours, see your witch doctor.


234. This potion was crafted using the magical essence (or a body part) of an extraplanar outsider. For the potion's duration you take on the appearance, voice, odor, etc. of a planar scion of that ancestry, overlaid on top of your actual species. (If the potion has an instaneous duration, the effect lasts for 1d4 hours per CL.) If you're already a planar scion this can make you look like a mixture of two planar heritages, or just exaggerate your existing planar heritage (add an additional physical feature if you rolled for them at random). You gain no planar scion mechanical effects other than the Cha modifier (if any) but people who know you don't recognize you unless they witnessed the transformation, and anyone you meet tends to assume your alignment matches your heritage.

235. As #234, but the potion was crafted using pixie dust or the blood of a fey creature. You take on the appearance of a half-fey creature temporarily.

236. As #234, but instead of cosmetic changes you temporarily gain all the beneficial effects of a planar scion ancestry with none of the drawbacks and no cosmetic changes.

237. Your eyes glow in the same color as the potion, for the same duration as #234. This gives you a -2 alchemical? penalty to all Stealth attempts, but you also get low-light vision until it wears off.

238. Synesthesia for the potion's duration, or 24 hours if it had an instantaneous duration.

239. You fart rainbows for the next 1d8 days. Once per day, you can double your jumping distance by willfully farting an especially forceful rainbow.

240. One of your eyes permanently changes color.

241. This potion contains pressurized gas. While you were carrying the potion, it sloshed around and when you open it, it fizzes and explodes all over you before you can drink it. As it splashes you it takes effect as normal, but you're wet all over and kind of sticky, and you smell like the potion. If you dry or wash it off, any non-instantaneous effects end early. Otherwise when the potion wears off, you also finally dry off and stop smelling.

242. Immediately after drinking the potion, you have a mild allergic reaction. Roll any die. Evens, you sneeze loudly. Odds, you have a rash until the next time you sleep or rest normally.

243. This potion is so minty-fresh and refreshing, that it leaves you perfectly clean and gives you fresh breath as though you just bathed and brushed your teeth.

244. You experience one random, strong emotion for the next round.


245: Roll on the random curse table. Curse persists till removed.

246: Drinker thinks they are cursed. Everything that goes wrong they blame on the curse.

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