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  1. - Top - End - #1
    Dwarf in the Playground
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    Default Stirring potions together

    Begging your indulgence, as I don't really know much DnD, so this is probably straightforward, but something I was wondering... (and seemingly unresolved by searching, anyway)

    What happens if you mix potions together?..
    Possible results range from Kaboom to a bigger, better single potion thats much quicker to drink?... is this possible? Flat out not allowed?

    Possible shenanigans regarding spiking potions with holy water and passing to evil characters?.. adding unexpected transmutation effects to your healing stash? Annoying the appendages off everyone in sight or (literal) awesomesauce?

    Best/evillest combinations?

    Whats the deal?

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    Ogre in the Playground
     
    DrowGuy

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    Default Re: Stirring potions together

    They had a table in 2nd edition for what happens when you mix potions. Usually it was an explosion or canceling eachother out or both simply taking effect.. There was a 1 percent chance of one of the potions becoming permanent. It almost happened (01 and needed a 00) with a potion of Cloud Giant Strength, and a potion of Haste

    This rule also included when you mixed them together in your own stomach.
    Last edited by Beelzebub1111; 2010-03-01 at 11:41 PM.

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    Fiery Diamond's Avatar

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    Default Re: Stirring potions together

    Well, I don't believe that any of the rulebooks ever even consider this possibility. (I could be wrong.) My inclination would be to say that it would default to being not allowed (spoil the potions, create a non-damaging explosion, etc.). However, it seems like a really cool idea and if one of my players tried it I'd let them get away with it -- at the expense of having to have a double-sized dose, since in order to be effective it needs to contain a full dose of each. I'd probably have it have the benefits of both potions.

    Edit: I only know 3.5
    Last edited by Fiery Diamond; 2010-03-01 at 11:44 PM.

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    Troll in the Playground
     
    WhiteWizardGirl

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    Default Re: Stirring potions together

    Quote Originally Posted by Beelzebub1111 View Post
    They had a table in 2nd edition for what happens when you mix potions. Usually it was an explosion or canceling eachother out or both simply taking effect.. There was a 1 percent chance of one of the potions becoming permanent. It almost happened (01 and needed a 00) with a potion of Cloud Giant Strength, and a potion of Haste

    This rule also included when you mixed them together in your own stomach.
    I loved that chart. I still use it for fun.

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    Geiger Counter's Avatar

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    Default Re: Stirring potions together

    you want the alchemist savant, magic of eberron.

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    WolfInSheepsClothing

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    Default Re: Stirring potions together

    Quote Originally Posted by Beelzebub1111 View Post
    They had a table in 2nd edition for what happens when you mix potions. Usually it was an explosion or canceling eachother out or both simply taking effect.. There was a 1 percent chance of one of the potions becoming permanent. It almost happened (01 and needed a 00) with a potion of Cloud Giant Strength, and a potion of Haste

    This rule also included when you mixed them together in your own stomach.
    I remember reading an updated 3.5 version of that table on the WotC website once, though I don't know where to find it now.

    You have been warned.

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    DruidGuy

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    Default Re: Stirring potions together

    So ridiculously freaky that this question got brought up at my last game.

    We mostly figured that since it was a double dose, it would still take two standard actions to drink.

    Still a very cool idea that I'm thinking of homebrewing around to actually working, provided there's not actually a rule for it.

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    Deth Muncher's Avatar

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    Default Re: Stirring potions together

    Go search the WotC 3.5 Archives. There's a table/article there for you.
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    Greenish's Avatar

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    Default Re: Stirring potions together

    Quote Originally Posted by Deth Muncher View Post
    Go search the WotC 3.5 Archives. There's a table/article there for you.
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    Dwarf in the Playground
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    Default Re: Stirring potions together

    Quote Originally Posted by Greenish View Post
    Heh, still answers the question pretty well though, Thx.

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    Bugbear in the Playground
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    Default Re: Stirring potions together

    It's the first result on a google search of 'potion miscibility'!

    Mind you, in the old days this stuff happened if you drank more than one potion at a time.

    Ah, the good(bad) ol' days.

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    Orc in the Playground
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    Default Re: Stirring potions together

    hehe, I still use the Potion Miscibility table from the 1ed days of yore for laughs.

    had a couple of explosions, never had one go permanent.

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    Titan in the Playground
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    Default Re: Stirring potions together

    Oh ya, if you wanna have a hoot with it then look up the 1e/2e miscibility tables. Otherwise in 3.5e you can never be affected by more than 1 potion at once and it is always a standard action to use one regardless of the method.
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    Bugbear in the Playground
     
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    Default Re: Stirring potions together

    I know my DM would bring out that chart if anyone ever mixed potions together in our 4e game. Gotta love those old charts.
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  15. - Top - End - #15
    Orc in the Playground
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    Default Re: Stirring potions together

    Quote Originally Posted by desmond1323 View Post
    So ridiculously freaky that this question got brought up at my last game.

    We mostly figured that since it was a double dose, it would still take two standard actions to drink.

    Still a very cool idea that I'm thinking of homebrewing around to actually working, provided there's not actually a rule for it.
    You do realize that potions only take a move action, right?

  16. - Top - End - #16
    Bugbear in the Playground
     
    DrowGuy

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    Default Re: Stirring potions together

    Thought that in 3e mixing 2 potions makes them simply not work. But I do love the chart from 2e.

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    Orc in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Stirring potions together

    If you get a funnel and a tube made out of sheep intestine, would that increase chugging speed?

  18. - Top - End - #18
    Bugbear in the Playground
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    Default Re: Stirring potions together

    Quote Originally Posted by Apropos View Post
    You do realize that potions only take a move action, right?
    You must be talking about 4e. In 3.5 it's a standard action and of course a move action to retrieve the potion (unless you go running into combat with a bottle in one hand or one of those beer hats on).

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  19. - Top - End - #19
    Dwarf in the Playground
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    Default Re: Stirring potions together

    Think I got the chart, Awesome... Thanks Guys
    Some nice effects there, I'm going to hope for uncontrolled healing..

    I'm actually doing D20 modern
    (have a character going sort based on the Great naturalists and Stephen Maturin from the Master and Commander books.. but with mage levels (or whatever its called in a D20) Very absent minded scientist and I think this is something he would probably do)
    -but whatever the actual rules in that system say (?) I'm going to see if I can use this.

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    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

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    Default Re: Stirring potions together

    Is it worth the predicted 150,000gp cost to mix 100 sets of haste potions to get a permanent haste effect?
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    noiadodh's Avatar

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    Default Re: Stirring potions together

    Quote Originally Posted by ArcanistSupreme View Post
    Is it worth the predicted 150,000gp cost to mix 100 sets of haste potions to get a permanent haste effect?
    lol just roll a swiftblade ps: ofc i know ur joking
    Last edited by noiadodh; 2010-03-03 at 07:42 PM.

  22. - Top - End - #22
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    Jack_Simth's Avatar

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    Default Re: Stirring potions together

    Quote Originally Posted by ArcanistSupreme View Post
    Is it worth the predicted 150,000gp cost to mix 100 sets of haste potions to get a permanent haste effect?
    Potentially. Of course, with that 100 mixings, you've still got a roughly 37% chance of NOT getting that double ought. Then again, you've also got about a 40% chance of getting that double ought by the 50 mix mark.

    You might want to check out a permanent Mage Armor, Protection from Evil, or Lesser Vigor, though - doing that with 1st level spells has a predicted 10,000 gp cost associated with it (compare to Bracers of Armor +4 at 16k). And the accidents are much less dangerous.

    Edit: Hmm... what other 1st level spells are particularly useful if they're forever?
    Remove Fear, Undetectable Alignment (Bard)
    Protection from Alignment, of course - mostly for the mental protection.
    Enlarge Person / Reduce Person (for the right builds)
    Delay Poison (Ranger)
    Resist Energy (Ranger, although you'll want to put the money in for a higher caster level)
    Jump
    Pass Without Trace
    Bless
    Shield of Faith (although you'll want to put the money in for a higher caster level)
    Hmm...
    Last edited by Jack_Simth; 2010-03-03 at 08:45 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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