Can potions be mixed? [Archive] - Wizards Community

Post/Author/DateTimePost
Lanky Ogre Baggy Pants

02-05-06, 09:11 PM
I have two questions.
1) Is there any way to get the effects of multiple potions out of one physical potion?
2) What happens if you pour two potions together?
terrashand

02-05-06, 09:13 PM
um..game rules I don't know if there is anything that covers this. But, me I believe the density of the magical liquids would not mix and therefore just stay seperated in the vial. So, if you drank that potion you would get the benefits.
masterofmayhem

02-05-06, 09:32 PM
I have two questions.
1) Is there any way to get the effects of multiple potions out of one physical potion?
Not that I know of, although certain epic feats would likely allow it.
2) What happens if you pour two potions together?
You would have one large(er) vial full of now-useless liquid.


um..game rules I don't know if there is anything that covers this. But, me I believe the density of the magical liquids would not mix and therefore just stay seperated in the vial. So, if you drank that potion you would get the benefits.
No. Why would anyone ever have a potion of cure moderate wounds if they could just put six potions of cure light wounds in one vial? You would spend the same amount of money and get far more healing.

Mixing potions does nothing. Or rather, nothing beneficial. It might cause both potions to be ruined, but it certainly would not allow you to drink the both of them at once.
terrashand

02-05-06, 09:44 PM
Aye but what he is asking is something that WoTC apparently didn't say one way or the other which leaves room for house rules and players to have a good talk with there DM. So how would anyone know what would happen? So therefore man talk to your DM and figure out between you two what you will do with it.
masterofmayhem

02-05-06, 09:54 PM
Aye but what he is asking is something that WoTC apparently didn't say one way or the other which leaves room for house rules and players to have a good talk with there DM. So how would anyone know what would happen? So therefore man talk to your DM and figure out between you two what you will do with it.
Really, what you are advocating in an abuse of a rule loophole that results from an omission by the game designers, and one so obvious it likely slipped their minds that they would even need to put it in there.

Allowing more than one potion in a vial, and being able to drink the contents of that vial in a single standard action, is abusive. It entirely negates any benefits from creating potions with higher level spells in it. What's the point of spending 300 gold to heal yourself for 2d8+3 hit points when you could use that money to get a concoction that heals you for 6d8+6?

The only way it would be feasible to allow more than one potion in a vial would be to increase the time necessary to drink that potion (i.e., two potions in a vial would take two standard actions to drink).
Mist of Shadows

02-05-06, 10:28 PM
my suggestion is to either be evil and pull out your dusty 2nd ed rules for mixing potions, or do the sensible thing. Just make the whole potion have to be drank. So rather then 1 standard action have it take 2 or 1 and a move. Have it be a large jug. No reason the two potions would shrink.
kinjojones

02-05-06, 10:43 PM
Yes! Use the miscibility table! You'll either stop trying to mix potions very quickly or be addicted to it.
Lanky Ogre Baggy Pants

02-05-06, 10:55 PM
my suggestion is to either be evil and pull out your dusty 2nd ed rules for mixing potions, or do the sensible thing. Just make the whole potion have to be drank. So rather then 1 standard action have it take 2 or 1 and a move. Have it be a large jug. No reason the two potions would shrink.

Where is the that table?
PlasmaBunny

02-05-06, 10:56 PM
my suggestion is to either be evil and pull out your dusty 2nd ed rules for mixing potions, or do the sensible thing. Just make the whole potion have to be drank. So rather then 1 standard action have it take 2 or 1 and a move. Have it be a large jug. No reason the two potions would shrink.

I say pull out the 2nd edition rules for mixing potions, those things were HARDCORE. While your at it, make it so it counts for when you drink potions too (I swear, the writers of 2nd edition were sadists. I hope I can be that evil some day :) )
Bazcasta

02-05-06, 10:56 PM
Not that I know of, although certain epic feats would likely allow it.

You would have one large(er) vial full of now-useless liquid.



No. Why would anyone ever have a potion of cure moderate wounds if they could just put six potions of cure light wounds in one vial? You would spend the same amount of money and get far more healing.

Mixing potions does nothing. Or rather, nothing beneficial. It might cause both potions to be ruined, but it certainly would not allow you to drink the both of them at once.

And where is this informations from? :confused:
Jerks

02-06-06, 12:07 AM
As an long time 2nd ed player and GM, I've rolled on the mixing potions table more than once. The best time was in a Dark Sun campaign in which a player rapidly drank two draughts of potion down simultaneously and then proceeded to roll a double-0 on the percentile dice. For those without the book, that means that he explodes in a fine pink mist, and also does a modest amount of damage to anyone unfortunate enough to be standing nearby.

For 3.5, I'd say this falls under a matter of campaign style, however, I would caution any GM against a solution that allows a player to down more than 1 dose of potion with any one standard action. Mixing all your potions into one uber=draught should never be allowed.

Some nicer ways of handling it (short of exploding the character)

1) Only the stronger of the two potions works. The magic of the stronger potion completely overrides the lesser.

2) Both potions are neutralized and become non-magical.

3) Both potions work, but the player is afflicted with an effect as if using a cursed magic item (see DMG).

4) Only one potion, determined randomly, retains its function.
terrashand

02-06-06, 12:43 AM
Hey the games designers can also add those little 1 or 2 sentance lines so that discussions like this don't happen. Personally I think it's kinda funny. You could take craft (glassblowing) and make a vial that has a seperator in the middle to where you can have to potions in the same vial and them not mix. I did like the old rules for mixing potions they were pretty funny sometimes. I do agree with Mist of Shadows saying that it would take 2 standards actions (full round action?) to drink it all. I believe in 2nd they stated somewhere that a potion was a quart of liquid so you are looking at 2 quarts. Isn't that close to a gallon? 2.23 Quarts??? Or is that 2 liters?
Silverthumb128

02-06-06, 12:51 AM
Maybe you could, as a PC in your campaign, design and craft Potion vials that have 2 separate compartments, so that, instead of mixing them, you can take one action to drink both at the same time, but at the same time, spending another action to open the vial?

Naturally, such a vial would cause the end product to cost more than just 2 potions together, rather like a Masterwork vial, in its own respect?
masterofmayhem

02-06-06, 01:28 AM
And where is this informations from? :confused:
Unfortunately, it is not RAW. I'm sorry, I probably should have stated that that was my own ruling, rather than a RAW interpretation, but I was a little peeved by terrashand's statement.

A strict reading of the rules could defend my position, although that would be tenuous footing, at best. It could be argued that since the rules do not say two potions can be drunk in the same time, they cannot be, and that since it is a standard action to drink a potion, which is defined as “a magic liquid that produces its effect when imbibed,” (which has a single effect), only one effect may be gained through any single action, but I feel that that ground is too shaky to rest any real basis for discussion.

The only argument that I feel is a legitimate one is the argument against dual-potion drinking for balance reasons. Now while this has little to do with the Rules as Written, it obviously (oh, so obviously) embraces the spirit of the rules, or the meaning of what WotC was trying to say.

I believe in 2nd they stated somewhere that a potion was a quart of liquid so you are looking at 2 quarts. Isn't that close to a gallon? 2.23 Quarts??? Or is that 2 liters?
In 3.5, a potion is one ounce of liquid, allowing you to (physically) drink perhaps as much as ten ounces in a few seconds.

Maybe you could, as a PC in your campaign, design and craft Potion vials that have 2 separate compartments, so that, instead of mixing them, you can take one action to drink both at the same time, but at the same time, spending another action to open the vial?

Naturally, such a vial would cause the end product to cost more than just 2 potions together, rather like a Masterwork vial, in its own respect?
This I would actually find agreeable. If you are running 300 or so gold per each potion effect, I think you are no longer abusing potions and how they are (should be) used. At this point, you might be paying 850 gold for two cure moderates, which about balances out with a cure serious at 750 gold. It might be a little bit better, but it does lose a few benefits by being essentially split up.



Potions
A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target.

Physical Description
A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Identifying Potions
In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.

Activation
Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion Descriptions
The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).
terrashand

02-06-06, 01:33 AM
"A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper."

Alright he needs the potion of cure light wounds. "Hey Joe get me a shot glass and the Jack Dan....Oh wait no the Southern Comfort!"

Nice to know that potions are shots. So a round is 6 seconds huh....that means I personally can take 4 standard actions a round drinking potions. Though I could only sustain that for about 5 or 6 rounds without being immobilized and struck with feeblemind for 1D2 hours per potion.
masterofmayhem

02-06-06, 01:36 AM
Nice to know that potions are shots. So a round is 6 seconds huh....that means I personally can take 4 standard actions a round drinking potions. Though I could only sustain that for about 5 or 6 rounds without being immobilized and struck with feeblemind for 1D2 hours per potion.
Well, perhaps the stopper on the potion is exceptionally tight. ;) Logically, I suppose the time could be based on the fact that it is slightly more difficult to be drinking a potion in the midst of a battle rather than at a bar.

Although, really, the real reason it is a standard action is to prevent you from drinking more than one a round. This is another instance where WotC ignores reality in favor of game balance.
terrashand

02-06-06, 01:37 AM
So do the Dwarves get a special rule about that?
Zilred

02-06-06, 01:52 AM
So do the Dwarves get a special rule about that?

Well, dwarves don't have a +1 racial bonus to saves against magic for nothing. :P
Lanky Ogre Baggy Pants

02-06-06, 07:35 AM
So since it seems that the only real argument deals with getting more powerful effects cheaper and getting multiple effects in one round. What kind of multiplier would you add to secondary potions? I'm talking about a super concentrated ounce of liquid, not pouring multiple potions together.
White_Wizard

02-06-06, 08:13 AM
Never thought about such questions but I find them to be very intriguing.

1) Is there any way to get the effects of multiple potions out of one physical potion?
I would say yes as long as the combined spells' total level do not exceed the maximum potion level.
2) What happens if you pour two potions together?
I think that leads very possibly to fun, like a healing that is invisible so the wound seem to be still open and bleeding. :D
Mixed potions coul be effective, imho, only when their effects are very similar (like two potions of cure light wounds) therefore only when their effects, if drunk all in a row one by one, are cumulative.

There is difference between case 1 and 2 because in the first one the potion can be concocted, while in the second it can be only called messing up with wizard's things! :D