RollEffect
1Major Explosion. Everyone Creature within a 4-meter radius must make an Agility Saving Throw DC 14. On a Failure, Creature takes 3d4 Fire Damage or double damage on a Critical Failure.
2Toxic Gases. Everyone Creature within a 2-meter radius must make an Constitution Saving Throw DC 14. On a Failure, Creature takes 1d12 Poison Damage or double damage on a Critical Failure.
3Accidental Fire. Make Agility Saving Throw DC 14. On a Failure, you take 3d4 Fire Damage or double damage on a Critical Failure.
4Minor Explosion. Everyone Creature within a 2-meter radius must make an Agility Saving Throw DC 14. On a Failure, Creature takes 2d4 Fire Damage or double damage on a Critical Failure.
5Vulnerability. Make Constitution Saving Throw DC 14. On a failed save, you have Vulnerable to all Damage Types until your next Short Rest.
6Acid Splash. Make Agility Saving Throw DC 14. On a Failure, you take 1d6 Acid Damage or double damage on a Critical Failure.
7Nausea. Make Constitution Saving Throw DC 14. On a failed save, you are Poisoned until you finish a Short Rest.
8Headache. Make Constitution Saving Throw DC 14. On a failed save, you have Disadvantage on any Check made with Intelligence or Awareness until you finish a Short Rest.
9Strange Fumes. Make Constitution Saving Throw DC 14. On a failed save, you fall Prone in an uncontrollable laughter for 1 minute.
10Smoke. The mixture emits a cloud of thick smoke that creates a heavily obscured area in a 4-meter radius. A moderate wind (at least 5 m/s) disperses the smoke in 4 rounds; a strong wind (10 m/s or more) disperses it in 1 round.
11Unexpected Result. You accidentally create a strange potion. Roll once on the Experimental Elixir table. (Roll using the list of the Talent you have taken, or the first one if you haven’t chosen one).
12Transformation. Your ingredients completely transmute into 1kg of pure Gold.