

Whenever you cast a spell from a scroll, you have to make a DC 10 intelligence save or bad stuff happens. Would I use this in my game? Yup! It is a reasonable, low effort way of handling potion mixtures and makes potions feel unpredictable and magical. Even just one of the potion effects working is more interesting since characters won’t know which one is working until they drink it. I might make both potions work less often as I feel it’s the least exciting result, both narratively and mechanically. It’s simple and can result in some whacky situations. Roll 1d100 to see what happens! There’s a 55% chance that the potion functions normally, a 1 % chance it blows up, and a 1% chance that one of the potion effects becomes permanent. When you mix two potions, the effects can be volatile. Magic Item Variant Rules Potion Mixing (pg. Now I’m going to, and I’ll write down my thoughts about each one to see how many of these variant rules may have a place in your game. Despite this, I’ve never actually sat down and read all of them. I feel like every time I see a Reddit thread where someone asks for a rule for some obscure need, one of the top responses is “DMG, page x”. There are a lot of variant rules in the DMG.
