| 1 | Major 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. |
| 2 | Toxic 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. |
| 3 | Accidental Fire. Make Agility Saving Throw DC 14. On a Failure, you take 3d4 Fire Damage or double damage on a Critical Failure. |
| 4 | Minor 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. |
| 5 | Vulnerability. Make Constitution Saving Throw DC 14. On a failed save, you have Vulnerable to all Damage Types until your next Short Rest. |
| 6 | Acid Splash. Make Agility Saving Throw DC 14. On a Failure, you take 1d6 Acid Damage or double damage on a Critical Failure. |
| 7 | Nausea. Make Constitution Saving Throw DC 14. On a failed save, you are Poisoned until you finish a Short Rest. |
| 8 | Headache. 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. |
| 9 | Strange Fumes. Make Constitution Saving Throw DC 14. On a failed save, you fall Prone in an uncontrollable laughter for 1 minute. |
| 10 | Smoke. 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. |
| 11 | Unexpected 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). |
| 12 | Transformation. Your ingredients completely transmute into 1kg of pure Gold. |