Explosion. If two or more potions are swallowed together, internal damage is 6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all within a 10-foot radius suffer 4d6
points of damage, no saving throw.
Item2
1 1 0 0 0 0
Lethal poison (A treasure finding potion always creates a lethal poison when combined with another potion.) results. Imbiber is dead. If externally mixed, a poison gas cloud of 10-foot diameter results. All within the cloud must roll successful
saving throws vs. poison or die.
Item2
2 3 0 0 0 0
Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, no saving throw. One potion is cancelled and the other is at half strength and duration (Determine randomly which potion is cancelled).
Item1
Item2
4 8 0 0 0 0
Potions can't be mixed. Both potions are totally destroyed -- one cancels the other.
Item1
Item2
9 15 0 0 0 0
Potions can't be mixed. Once potion is cancelled, but the other remains normal (random selection).
Item1
Item2
16 25 0 0 0 0
Potions can't be mixed. Both potions function at half normal efficacy.
Item1
Item2
26 35 0 0 0 0
Potions can be mixed (A delusion potion can be mixed with all other potions.) and work normally, unless their effects are contradictory (for example, diminution and growth, which simply cancel each other).
Item1
Item2
36 90 0 0 0 0
Compatible result. One potion (randomly selected) has 150% it normal efficiacy. The DM can rule that only the duration of the augmented potion is extended.
Item1
Item2
91 99 0 0 0 0
Discovery. The mixing of the potions creates a special effect -- only one of the potions will function, but its effects upon the imbiber are permanent. (Note that some harmful side effects could well result from this at the DM's discretion).