Consumables
General Rules
Consumables are items (can, but don’t have to be magical) that can be used a limited number of times before being consumed.
Generally, the time to use an item is noted in its description. If it is not, the item can be use only once. For potions, it takes a bonus action to consume the potion’s contents yourself, or an action to administer one to another creature.
Item Descriptions
Antidote
300 §
This potion looks like clear water at first glance. When you drink the potion, you neutralize the effect of one poison that is affecting a creature. If a creature is affected by multiple poisons, you neutralize one at random.
Bead of Nourishment
10 §
This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Bead of Refreshment
10 §
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Bracelet of Recall
1200 §
This bracelet allows you to cast the teleport spell once. The casting time is increased to 1 minute, and the location must be a teleportation ring in a temple of Pravus you have seen at least once in the last six months.
Spell Component
15 §
This ingredient is enough for a single material component of a spell.
Component Pouch
100 §
This pouch has all the necessary ingredients to provide material components for 10 spells that require material components. After you use all the ingredients, all that remains is a regular pouch.
Component Bag
400 §
This bag has all the necessary ingredients to provide material components for 50 spells that require material components. After you use all the ingredients, all that remains is a regular bag.
Fae potion
6 000 §
After drinking this potion, you gain the following effects for 1 minute. They are all considered spell-like effects.
Joyful Flutter – You manifest a pair of rainbow insect wings on your back. You gain a fly speed of 40 ft. and can hover.
Pixie Pollen – while flying, you can spend an action to shower all creatures within 15 ft of you with dust. All creatures must make a DC 12 Saving (Dexterity) throw. On a failure, the creature is outlined in blue, green, or violet light (your choice) for the next 3 rounds and it sheds dim light in a 10-foot radius. Any Attack roll against an affected creature has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. On a success, the creature cannot be further affected by this ability for the next hour.
Mischief – As an action, you can turn invisible. The effect ends if you attack, cast a spell or use Pixie Pollen.
Feather Token
60 §
This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes nonmagical.
Healing potion, Holy water and Hardened Skin potions
These items, depending on their rarity, either replenish a certain number of Health points (healing potions) or Faith points (holy water), or increase your AC for the given duration (hardened skin potions). Consult the below table for prices and amounts.
Name | Price | Effect |
---|---|---|
Common Healing potion | 300 § | 1d6+2 HP |
Uncommon Healing potion | 1 000 § | 2d6+4 HP |
Rare Healing potion | 1 500 § | 2d8+6 HP |
Legendary Healing potion | 3 500 § | 4d8+8 HP |
Common Holy water | 300 § | 1d8+2 FP |
Uncommon Holy water | 1 000 § | 2d8+4 FP |
Rare Holy water | 1 500 § | 2d10+6 FP |
Legendary Holy water | 3 500 § | 4d10+8 FP |
Wood skin potion | 500 § | AC+1 for 1 min. |
Stone skin potion | 1 000 § | AC+2 for 1 min. |
Iron skin potion | 1 500 § | AC+3 for 1 min. |
Igsan skin potion | 2 500 § | AC+5 for 1 min. |
Love potion
6 900 §
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.
Moodmark paint
350 §
This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble magical beasts. Applying the paint in this way takes 1 minute. For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Charisma (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat.
Necklace of Fireballs
7 000 §
This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (spell save DC 15) You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. When you hurl all the beads, the item becomes a normal necklace.
Potion of Chances
20 000 §
When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
When you make any d20 roll using one of the base or derived modifiers, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
While you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source.
Potion of Divine Grace
50 000 §
Gain damage immunity to one type of damage for 1 minute.
Potion of Elemental Breath
1 500 §
After drinking this potion, you can use a bonus action to exhale an elemental attack at a target within 30 feet of you. The target must make a DC 13 Saving (Dexterity) throw, taking 4d6 damage on a failed save, or half as much damage on a successful one. The damage type is chosen randomly each time from this list: electricity, fire, holy, ice, sonic, toxic, withering. The effect ends after you exhale the effect three times or when 1 hour has passed.
Potion of Flying
2 000 §
Gain a flying speed equal to you normal walking speed for 1 hour. During this time, you can also hover.
Potion of Heroism
1 500 §
Gain 20 temporary HP for 1 hour. While you have this temporary HP, you are healed the maximum amount from any healing.
Potion of Invisibility
2 000 §
Gain the effects of the invisibility spell. This effect requires no concentration.
Potion of Invulnerability
10 000 §
Gain resistance to two damage types for 1 min.
Potion of UNLIMITED POWER!
5 000 §
The first time you cast a damage-dealing spell of 4th level or lower or a damage-dealing spell empowered to 4th lever or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
Potion of Water Breathing
500 §
You can breathe underwater for 1 hour.
Restoration potion
10 000 §
Set you HP to your maximum. Additionally, clear any conditions that affect you.
Ring of Temporal Salvation
9 000 §
If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Player Level. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. Once the ring is used, it turns to dust and is destroyed.
Ring of Three Wishes
150 000 §
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. If you fail the percentage roll for wish uses which casting the spell from the ring, you may still use any on the remaining charges that the ring has normally, but you cannot cast wish via normal means or by using a different ring. The ring becomes nonmagical when you use the last charge.
Teleportation Ticket
500 §
A ticket that pays for one teleportation journey for one person from any temple to any temple. If the destination is not frequently visited, the current location does not have any mages on hand or some other reason arises, more than just one may be needed to pay for the journey.
Wand of Rain
3 000 §
This wand has 3 charges. As an action, you can spend 1 charge to summon a rain cloud. The cloud has a diameter of 1 mile centered on you and starts dropping light rain 1 minute after you summon it. The rain has a 50% chance to extinguish an open flame. The rain lasts for 3 hours.
Wild potion
400 §
This potion is a rainbow of colors that moves even when still. You can drink this potion or throw this potion at a creature. If you drink it, you become the target of the potion. If you throw it, the creature must make a DC 15 Saving throw. On a success, the target of the potion is you. On a failure, the target of the potion is the creature. The target must immediately roll once on the Magic Surge table and apply the effect, if it can.