Alternative Potions

Potions have a distinctive color, consistency, and temperature related to their function. However, short of someone skilled with an alchemy kit there is no certain method of determining exactly what a potion does. When an adventurer finds a potion they can take a tiny sip to get an clue of what the potion does, but the entirety of the potion must be fully imbibed by a single creature for the properties to manifest.

Types of Potions

Potions come in many distinct types as listed in the Potions section below. The properties depend on the type of potion (red, toasty, chilly, etc.) , the strength of the potion (mild or potent) , and if the potion is defective (has side-effects). Potions of the same type will have a similar theme or effect. For example red potions will likely have healing effects, green potions concern poison, and rainbow potions are transformative.

Potency affects the precise properties of the potion. Most potions have a mild effect, but potions can have more potent versions that look and taste indistinguishable from their less intense versions. Mild potions are typically beneficial and last longer with fewer side effects. Potent potions, on the other hand, can be powerful but often have serious weaknesses or inflict extreme changes.

Identifying Potions

When an adventurer finds an unidentified potion they can't easily learn what the effects will be. Beyond the immediate color and consistancy of the potion, little can be discerned about its properties.

There are two ways to find out the properties of potions. The first and easiest way is by tasting. Taking a tiny sip allows the user to receive a brief effect or sensation that hints at the potion's properties (a Potion of Healing will give a feeling of refreshment, a Potion of Invisiblity will make the drinker slightly transparent, etc.). However, there are affects far beyond what a taste can tell, and tasting won't differentiate between mild and strong versions or effects.

The best way to identify the properties of a potion is through the use of an alchemy kit. The person attempting to identify it must take a tiny amount of the potion (the same amount as a taste) and pass an investigation check to determine the potion’s properties.

DC < 10 = the test fails and the potion cannot be identified.

DC 11-15 = the test is partially successful and the tester determines some of the properties of the potion, but not all (DM’s discretion).

DC 15-19 = the test is successful and the tester learns all the properties of the potion, but not its side effects

DC 20+ = the test is successful and the tester learns all the propertiesof the potion, including side effects.

Defective Potions

A potion can only be tasted or tested once without risking the potion becoming a dud or become defective. Defective potions can take on unpredictable side effects that can be humorous, inconvenient, or even harmful. Defective potions might sometimes have a slight change in color or consistency noticeable to the observant or trained eye. Each time after the first a potion is tasted or tested the DM rolls a d4.

4 = the potion is unaffected.

3= the potion takes on 1 general side effect.

2 = the potion takes on a potion-specific side effect.

1 = the potion becomes a dud.

Side Effects

Side effects come in two varieties; general and potion-specific. General side effects come from the General Side Effects table and are added to a potion based on a d12 roll. They can be tagged onto any potion. Potion-specific side effects only apply to a class of potion (Red, Chilly, Rainbow, etc.) and are listed under each class of potion. Additionally, all potions have multiple possible potion-specific side effects. If a potion-specific side effect is added it can be chosen through a dice roll or at the DM's Discretion. A potion can have up have to 3 side effects before it is too diminished to have an effect. In some cases a potion might have side effects without having been tasted or tested, perhaps from a botched brewing or the addition of a new substance.







Additional Potion Rules DMs can set additional rules for potions, side effects, and brewing at their discretion. The purpose of this document is to create a new and interesting system for potions that balances a level of risk and mystery against the benefits of using potions found while adventuring. Future additions might include the following: A rule set for gathering materials to crafting potions using an alchemy kit

Specialized proficency with Alchemy lore and the Alchemy kit to increase success rates at identifying potions or even adding new properties to existing potions

A similar system implemented with poisons or other substances.