d% | Effect |
1 | The concoctions combine to form a deadly poison. You take 1d6 points of Constitution damage per round for 1d3+1 rounds. |
2-3 | The concoctions react explosively… inside you. You take 5d12 points of fire damage. |
4-7 | You are rendered permanently blind or deaf (determined randomly). A remove blindness/ deafness spell or similar effect is required to restore your lost sense. |
8-12 | The concoctions thin your blood so that any injury causes rapid bleeding. Whenever you take piercing or slashing damage during the next 24 hours, you also take 1 point of bleed damage. This bleed damage stacks with itself and with other bleed effects. |
13-25 | The concoctions render you violently ill. You become nauseated for 2d6 rounds |
26-33 | The concoctions unsettle your health. You become sickened for 3d4 minutes. |
34-40 | The concoctions meddle with your mind. You are confused during the first round of each combat during the next 24 hours. |
41-50 | The concoctions sap your energy. You are fatigued until you rest for 2d12 minutes. |
51-60 | The concoctions sharpen your senses. You gain low-light vision and a +2 alchemical bonus on Perception checks; if you already have low-light vision, increase the bonus on Perception checks to +4. This effect lasts for 1d6 minutes. |
61-69 | The concoctions grant you a sudden burst of energy. You gain the benefits of the haste spell for 1d3+1 rounds. This effect is nonmagical and cannot be dispelled. |
70-75 | Any melee attacks you make with natural weapons or metal manufactured weapons deal an extra 1d4 points of electricity damage. Any electricity spell you cast deals 1 extra point of damage per die rolled. This effect is magical and lasts for 3d6 rounds. |
76-85 | The concoctions toughen your skin, granting you a +1d3 enhancement bonus to your natural armor for 3d10 minutes. |
86-92 | The concoctions accelerate your natural healing process. You gain fast healing 1d4 (roll each round) for 2d6 rounds. |
93-99 | The concoctions fill you with euphoric morale. For the next 10d6 minutes, you gain the benefits of the good hope spell. This effect is nonmagical and cannot be dispelled. |
100 | The concoctions unleash the full potential of your body and mind, transforming you into a paragon of your race and class. Choose two ability scores. You gain a +4 enhancement bonus to each of those ability scores for 24 hours. |