Quirks of Elixirs (Enchantment)

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The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry.
The following tables have been created to add some spice and variety to existing magical items in the AD&D game worlds. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below to find the exact quirks that a magical elixir possesses.
 Elixir Quirks
Roll 	Result
01-05	User glows (as per a light spell) a random color for as long as the elixir is in effect.
06-10	User’s skin turns a random color for 1d10 turns.
11-15	User is unable to speak or cast spells with verbal components for 1d4 hours after drinking the elixir.
16-21	Imbiber gets extremely hungry immediately after the elixir is consumed (as per a chime of hunger).
22-25	User’s senses sharpen while the elixir is in effect, or for a maximum of three turns (whichever is longer). The individual affected gains a +2 bonus against being surprised (unless he or she possesses the alertness proficiency or is a ranger, in which case add a +3 bonus).
26-30	User cannot hear anything due to ringing or buzzing in the ears for as long as the elixir is in effect, or for three turns if no duration is given.
31-34	Elixir is diluted and works 50% as well as a normal elixir of the same type. Both duration and effects are diminished in power.
35-40	Elixir becomes inert and useless if left unstoppered for longer than five rounds.
41-44	Elixir’s duration doubles if it is mixed with wine prior to consumption.
45-50	User becomes highly intoxicated for 1d10 hours after the elixir is consumed. Only dispel magic can prematurely remove the effects of the drunkenness (effects determined by the DM).
51-53	User gains 60’ infravision for as long as the elixir is in effect, or for three turns if no duration is given. If the user normally has infravision, it is lost for the same amount of time.
54-57	Elixir has no effect upon demihumans.
58-62	User experiences slight disorientation for 1d6 rounds after drinking the elixir (-2 penalty on any attack roll and +2 penalty on Armor Class during this time).
63-66	User becomes drowsy; a Constitution check on 1d20 must be made every round for four rounds after the elixir is consumed. If the roll on any check is higher than the user’s constitution, he or she falls asleep for 3d6 minutes. The sleeping individual can be awakened only by taking at least 1 point damage from a physical or magical attack.
67-71	Elixir is phosphorescent and glows (equal to faerie fire spell) in the dark.
72-76	Elixir is found in powdered form; water has to be added to the powder for the elixir to be effective.
77-78	Elixir is stronger than normal; its duration is 150% of a normal elixir of the same type.
79-83	Elixir is nauseating to drink; a Constitution check on 1d20 must be made in order to gulp the contents of the elixir. If a saving throw vs. poison at +2 is not made after that, the user feels nauseated for 2d10 turns (-1 to attack during that time).
84-87	User loses one point of Dexterity for 2d10 turns.
88-89	Elixir evaporates (50%) or coagulates (50%) and becomes useless if left open to air for longer than five rounds.
90-91	Elixir is unpredictable-it works normally 50% of the time, does nothing 30% of the time, and sickens the user for 1d4+1 days without any beneficial effect 20% of the time. A cure disease removes this illness.
92-95	Elixir is unstable; if severely jostled or shaken, it bursts its container (75% chance) and becomes useless.
96-97	User suddenly becomes extremely verbose and talks incessantly for the duration of the elixir, or one turn if no duration is given. During this time, the user and party cannot gain surprise on any monsters.
98-99	If the elixir is mixed with anything else, it forms a lethal compound. (If swallowed, save vs. poison at -4 on the roll, or die in 1d4 rounds.)
00 	Elixir is addictive; a draft of it must be taken at least once a week after such an addictive liquid is imbibed. If the addict does not drink the elixir every week, he or she suffers a -2 penalty on all ability scores until the elixir is taken or the affliction is removed. Only alter reality, limited wish, wish, or going “cold turkey” without the elixir for 1d3 months cures the addiction.
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