The Misadventures of a Potion Mishap

Ah, sit down and lend me yer ear, for I’ve got a tale that’ll make yer beard curl and yer eyebrows twitch! It’s a story not for the faint of heart, involving a concoction so foul, so utterly disastrous, that it could only come from the likes of someone dabbling in the arcane without an ounce of sense or caution.

It all began on a seemingly innocuous eve. The moon hung low, casting an eerie glow upon the land, as I, Thadeus the Angry Dwarf, found meself in the company of a peculiar alchemist. This alchemist, a gnomish fellow with more enthusiasm than skill, promised an elixir that could amplify magical powers tenfold. Now, as a seasoned warlock of level 53, I’ve seen me fair share of potions and brews, but the glint in this gnome’s eye told me this wasn’t yer ordinary snake oil.

With a mixture of curiosity and a hint of recklessness — qualities that have often led me down the path of misadventure — I agreed to partake in his experimental potion. The concoction bubbled and hissed as if protesting its own existence. It was a vile color, one not found in nature, with a stench that could peel the paint off a barn door.

The moment the potion passed my lips, I knew I was in for a calamity. My vision twisted, the room spun, and for a moment, I saw every outcome of my life play out in a kaleidoscope of chaos. And then, as sudden as it came, it all went dark.

I awoke not in the gnome’s cluttered workshop, but in the heart of a dense, mystical forest, my senses heightened to the whispers of the ancient trees and the soft glow of arcane energies that danced between the leaves. The potion, instead of enhancing my magical abilities, had flung me into a realm between realms, a place where the fabric of magic was so thick, you could almost grab a handful of it.

Navigating back to the world I knew was no small feat. It required all the cunning, all the magical expertise I’d gathered over my extensive years. It was a journey that tested the limits of my abilities, pitting me against creatures of shadow and light, against puzzles woven from the very essence of magic itself.

Upon my return, the gnome was nowhere to be found, likely having fled in anticipation of my wrath. And wrathful I was, for his potion had not only endangered me life but had also singed the ends of me magnificent beard!

So, let this tale serve as a warning to those who dabble in the arcane, who seek to meddle with forces beyond their comprehension. Not all potions bring power; some bring peril, and some, well, they bring about adventures that are best left to the likes of me.

And with that, I leave ye with a piece of wisdom: always sniff yer potions before ye down ’em. It might just save you from a world of trouble or, at the very least, from a trip through the nether.

Dungeons & Dragons 5th Edition (5e) – Potion of Arcane Displacement

Potion, rarity varies (requires attunement)

When you drink this potion, you immediately begin to feel the fabric of magic wrapping around you, distorting your senses and reality itself. For the next hour, you gain the following effects:

  • Displacement: The first time you would be hit by an attack during each of your turns, roll a d20. On a roll of 11 or higher, the attack instead misses as you briefly flicker out of this plane of existence.
  • Enhanced Perception: You gain advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Arcane Feedback: Any time you cast a spell of 1st level or higher, roll a d10. On a roll of 1, the spell fails and you take force damage equal to twice the spell’s level. On a roll of 10, the spell’s potency is doubled in either duration, area of effect, or damage (DM’s choice).

Aftereffects: Once the potion’s primary effects wear off, you suffer from Disorientation. You have disadvantage on attack rolls, ability checks, and saving throws for the next 8 hours or until you finish a long rest.

Side Effect: The user must make a DC 15 Constitution saving throw upon drinking the potion. On a failed save, they are immediately teleported to a random location within 1,000 feet of their original position, potentially initiating an unintended adventure or misadventure.

Savage Worlds Adventure Edition (SWADE) – Elixir of Arcane Shifting

Type: Arcane Item

Duration: 3 rounds


  • Phase Shift: At the beginning of each turn, the character rolls a d6. On a roll of 4-6, they are intangible and immune to physical damage until their next turn.
  • Sensory Amplification: The character gains a +2 bonus to Notice rolls for the duration of the potion’s effects.
  • Magical Flux: Whenever the character uses a Power, roll a d6. On a 1, the Power backfires, causing a level of Fatigue from psychic feedback. On a 6, the Power’s effect is enhanced as determined by the GM (e.g., increased range, duration, or damage).

Aftereffects: The character suffers from a level of Fatigue due to the taxing nature of the potion on their body and spirit. This Fatigue cannot be relieved until the character has had a full night’s rest.

Risk of Misadventure: Drinking this potion is not without its risks. The user must succeed on a Vigor roll or be teleported to a random nearby location determined by the GM, potentially leading to unexpected dangers or discoveries.