# Mixology of Magical Liquids Potions are magically infused liquids that resist mixing with other potions or mundane fluids. If you pour them into a bowl together, you get separate blobs of liquid that sit next to each other and don't mix. If you pour them into a vial, you get layers of different liquids that remain distinct.
However, if you can overcome their potential energy, you can actually mix potions. This happens in two known circumstances. The first is when you vigorously shake or stir a container holding multiple potions. The second is when you drink multiple potions and your body breaks down the liquids, lowering the energy bar against mixing. ## Why would you mix potions?
### Store Multiple Potions in One Vial You can carry more than one potion in the same container, provided you have a bottle large enough. Each potion is one fluid ounce, and standard vials are made to carry that amount. When potions are added to the same vial, they are layered in the order that they were added, so the most recent is on top, and you must drink them that order. Each layer is still a separate potion and each takes a standard action to drink. Also keep in mind that vigorous motion could mix the potions.
### Dilute a Potion A proficient alchemist can dilute a potion to spread its effects, but doing so is not easy. First, they have to figure out what the solvent base is, since adding a different one will destroy the potion. Not all potions are made with the same base, it might be water, oil, alcohol, vinegar, insect stomach acid, hill giant eyeball fluid, or something even more vile and obscure. This requires a set of alchemists tools and spending an hour to make a DC 25 skill check. Second, the total result must be exactly one fluid ounce, mixing any different amount destroys the potion. This requires a set of alchemists tools and a DC 15 skill check. Third, you can only dilute potions so that they retain whole die numbers, and the effects are divided evenly among all the dilutions, rounded down. For example, you could dilute a potion of Superior Healing (8d4+8) into at most, 8 weaker potions of healing (1d4+1). Or, you could dilute a potion of flying into fifths, and each dose would last 12 minutes with a speed of 10 ft.
### Stack Multiple Effects You might want to enjoy multiple potion effects at the same time, but this is where you are most likely to run into problems. * If you drink a potion while already under the effects of *a different potion*, you run the risk of incompatibility, unless it is a healing potion, which always works and never interferes with other potions. * If you drink a potion while already under the effects of *the same potion*, the duration is reset and the effect continues. \page
## So, You Mixed The Potions? Roll on the table below, using the following variables: * **ADD** = Add together the spell levels of both potions. * **MULTIPLY** = Multiply the spell levels of both potions. * **HIGHEST** = The higher spell level of the two potions.
d100|Result :-:| 01|**Explosion!** If ingested, the target takes 1d6 x *MULTIPLY* fire damage, with no saving throw. If mixed externally, the resulting explosion has a 10 ft. radius, and creatures in the area can make a DC 10 + *ADD* Dexterity saving throw for half damage. 02-03|**Lethal Poison.** If ingested, the target must make a DC 10 + *SUM* Constitution saving throw or die. If successful, the target still takes 1d6 x *MULTIPLY* poison damage and has the *Poisonsed* condition for 1 hour. If mixed externally, the resulting cloud of gas has a 10 ft. radius and targets have advantage on the save. 04-07|**Poison.** If ingested, the target takes 1d6 x *MULTIPLY* poison damage and has the *Poisoned* condition for 1 hour, but can make a DC 10 + *ADD* Constitution save to take half damage. If mixed externally, the resulting cloud of gas has a 10 ft. radius and targets have advantage on the save. 08-11|**Cursed Mixture.** Neither potion works. Instead, they mix into something that acts as a *Bestow Curse* spell, cast at *HIGHEST* level, affecting a random ability. 12-16|**Hostile Summoning.** If consumed, the vile mixture causes the target to vomit it all up as it turns into a thick green gas, which then turns into a monster chosen by the DM, equivilent to a summoning spell cast at *HIGHEST* level. The monster attacks the target and their allies in preference to any other creatures. 17-26|**Incompatible.** Both potions are destroyed, and their effects end immediately. 27-36|**Incompatible.** The second potion fails to function, but the first remains functional. If mixed externally, both potions are destroyed.

d100|Result :-:| 37-42|**Incompatible.** One potion chosen at random has the opposite effect, while the second does not function. If there is no obvious opposite effect, then the target is affected by a *Confusion* spell. 43-47|**Incompatible.** The first potion fails to function, but the second remains functional. If mixed externally, both potions are destroyed. 48-52|**Incompatible.** Both potions function, but at half strength and for half the duration, as if *Diluted*. 53-62|**Incompatible.** Both potions work normally, unless their effects would cancel each other out. 63-72|**Incompatible.** One potion chosen at random has the opposite effect, and is treated as if cast by a Sorcerer using the *Empower Spell* metamagic. The other potion works normally, but both have half the normal duration. 73-82|**Incompatible.** Neither potion works, but the target turns bright blue, then bright green, then bright pink. This cycle repeats every 30 seconds and continues for a duration equal to the longest potion effect. 83-87|**Friendly Summoning.** If consumed, the vile mixture causes the target to vomit it all up as it turns into a thick green gas, which then turns into a monster chosen by the DM, equivilent to a summoning spell cast at *HIGHEST* level. The monster acts as if it was summoned by the target. 88-92|**Potions mix but not as expected.** The potions combine into something different, chosen by the DM. 93-97|**Compatible.** The first potion has both its effects and duration extended 150% of normal. The second potion fails to work. 98-99|**Compatible.** The second potion has both its effects and duration extended 150% of normal. The first potion fails to work. 00|**Discovery.** The mixing of the potions creates a special effect--one of the potions chosen at random fails to work, but the other has its effects made permanent on the target. If mixed externally, then the permanent effect is not discovered until the mix is consumed.