Advertisement
spwack

Consumables

Jul 26th, 2020
58
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.62 KB | None | 0 0
  1. Potions (mostly)
  2. 1. Bottled Ghost - When released, it can do one of: learn a secret about a named target, control the lights and locks of a dungeon room, reveal three locations on a map
  3. 2. Bottle of Muta-Metal - Pours out and solidifies into the shape the holder is picturing, an item, a weapon, a chain, a seal around a door. Rusts and shatters in a few days
  4. 3. Bottle of Blue Goo - Thick and sticky, stains heavily, smells like forgotten yoghurt. Interferes with magical items, any creature that gets it on its bare skin will be horrified
  5. 4. Bottle of Motive Fluid - Pink and sloshy, tries to open the lid. Once outside, it'll find something hollow that can be moved, like a suit of armour or a hose. When inside something that can move, it'll flail about wildly
  6. 5. Bottle of alchemical base - Any weird liquid added will make it into a related potion
  7. 6. Bottled Lightning - d12 damage to nearest metal target. Might be recharged by a real lightning strike
  8. 7. Bottled Sprite - Will ask to be released, offering to do you a favour if you agree. If you leave them in for a long time, they will try and catch the attention of enemies
  9. 8. Bottle of Wizard Blood - Dip a wand in to enhance the next use. 2-in-6 chance of losing potency each time
  10. 9. Bottle of Wizard Brain-fluid - Use as ink to modify scrolls. 2-in-6 chance of losing potency each time
  11. 10. Potion of Mutagenic Healing - Heals the drinker to full HP+d6 or fixes one recent injury, adds a mutation
  12. 11. Potion of Botanical Healing - Heals the drinker to full HP+d6 or fixes one recent injury, regrown flesh is leafy and turns to bark
  13. 12. Potion of Somnolent Healing - Heals the drinker to full HP+d6 or fixes one recent injury, drinker is unconscious for d6 rounds, then drowsy for d6 minutes
  14. 13. Potion of Cloudkill - d6 poison damage per round until dispersed
  15. 14. Potion of Sealing and Binding - When unstoppered, releases writhing sticky black tendrils, enough to fill a room
  16. 15. Potion of Haste - The drinker can take 1d4 damage to move or take another action, as many times as they want in a single round. Damage applies each time
  17. 16. Potion of Focus - If the drinker begins a task, they cannot be distracted from it by anything other than damage. If injected, even damage cannot break their focus. The effect ends once the task is complete, or becomes impossible
  18. 17. Potion of Levitation - Renders the drinker weightless until they touch bare earth
  19. 18. Potion of Invisible Flame - d6 fire damage per round, without heat or light
  20. 19. Potion of Shrinking or Growing - 50% chance of each, 5x larger or smaller
  21. 20. Potion of Telepathy - Links together everyone that takes a shot, enough for ten drinkers
  22. 21. Potion of Chaos - Grants the powers of a random Arcana until the drinker falls asleep
  23. 22. Potion of Enhancement - Grants the abilities of a random Talent until the drinker falls asleep
  24. 23. Potion of Panacea - Actually causes the "drinker" to vomit a disease or poison into the bottle and drop to 0 HP
  25. 24. Potion of Resurrection - Add the fingernails, blood, spit, and hair of a corpse. Turns the drinker into them, with their memories, until they fall asleep
  26. 25. Potion of Mutability - Causes the drinker to dissolve into a pile of sludge and reconstitute the next day with all stats and HP rerolled. 50% chance of losing each disease or curse, 50% chance of losing a random ability
  27. 26. Potion of Parrot Juice - Allows the drinker to mimic sounds until they leave the area they are currently in. Probably not made of parrots
  28. 27. Potion of Polymorph - Transforms the drinker into a random animal until they eat something
  29. 28. Potion of Head Swapping
  30. 29. Potion of Osteography - Applied to skin in sunlight, promotes bone-growth. Applied in darkness, causes bone to be reduced without weakening
  31. 30. Potion of Etherealness - Turns the drinker into a ghost until they exhale. Poured into the eyes, it is semi-permanent
  32. 31. Potion of Weightlessness - Lasts until next touching the ground
  33. 32. Potion of Fusion - Combines two things that are splashed while in contact
  34. 33. Potion of Lignification - Turns the drinker into a tree
  35. 34. Potion of Bad Luck - Once drunk, all critical successes are critical failures, disadvantage on checks if the drinker really needed them to succeed, and take 1d6 damage at a random point each day. Cured like a curse
  36. 35. Potion of Eye Growing - 1d6 that work, 1d6 that don't, random locations. The ones that don't work might be fixable
  37. 36. Potion of Mutation - Drink for one, inject for 1d6 mutations
  38. 37. Potion of Control - The drinker will obey the next three instructions they receive
  39. 38. Potion of Love - Makes the drinker fall in love with the next person they see OR with the owner of hair in it
  40. 39. Potion of Mana - All spells deal x2 damage or otherwise have their affects increased. Lasts until the drinkers is damaged or drinks water
  41. 40. Potion of Liquefaction - Poured onto a hard object causes it to melt into an oily version of itself. Drunk, turn into an oozy puddle that can vaguely move. Wears off in sunlight, slowly
  42. 41. Potion of Blindness - Whether drunk or splashed into eyes, permanent
  43. 42. Potion of Otherworldly Visions - Whenever any player wants, say that the drinker has seen something and describe it. It might be real, or a hallucination, but most likely it will be both. Lasts until the drinkers keeps their eyes shut for a minute
  44. 43. Potion of the Legendary Fighter - The drinker is possessed by the spirit of Braddon the Breaker, a legendary hero who was devoured by an alchemical ooze. They cannot use magical equipment or abilities, but have +6 STR, doubled HP and +d6 damage. Lasts until they forget they are Braddon or sleep
  45. 44. Potion of the Legendary Scoundrel - The drinker is possessed by the spirit of Mingola the Thrice-Vanished, a legendary hero who was devoured by an alchemical ooze. They cannot use magical abilities or large weapons, but have +6 DEX and can't be hit while dodging. Lasts until they forget they are Mingola or sleep
  46. 45. Potion of the Legendary Sorcerer - The drinker is possessed by the spirit of Vasho Hightower, a legendary villain who was devoured by an alchemical ooze. They cannot use combat abilities, weapons or armour, but have +6 CHA and can command all animals and elements. Lasts until they forget they are Vasho or sleep
  47. 46. Potion of Intelligence - Makes you incredibly smart, 1-in-6 chance of it wearing off each time you say something, which makes you incredibly dumb ("duhhh"). Dumbness lasts until you sleep
  48. 47. Potion of Ten Springs - When poured on any plants, causes it to grow rapidly and with great vigour. Usually comes with large amounts of weeds unless the ground has been burnt bare
  49. 48. Potion of Mapping - Poured onto paper, forms an outline of the rooms around you, but not the content. Drunk, grants knowledge of 2d6 nearby rooms
  50. 49. Potion of Air - Twist the valve to slowly bubble fresh air for an hour. If the bottle is broken, release all the air in a single burst
  51.  
  52. Scrolls
  53. 1. Scroll of Adventure - An inverted treasure map. Tells you to do something brave and/or stupid. If you do it, 1-in-6 chance of becoming a treasure chest. Otherwise, gives you another instruction
  54. 2. Scroll of Hideous Death - Hits a random target that hears the scroll read aloud, including you
  55. 3. Scroll of Brimstone - Opens a portal to Hell for exactly 1d6 seconds
  56. 4. Scroll of Convenience - Gives you one item that you'll probably need soon
  57. 5. Scroll of Catherine - Summons Catherine, a woman in a blue dress, who obeys polite requests. Eventually fades back to nothing
  58. 6. Scroll of Mending - Inorganic targets only
  59. 7. Scroll of Comfortable Camping - Produces a campfire, 1d6 tents, bedrolls for each present and sundry cooking equipment as needed. Noonday sun causes the camp to crumble back into leaves, rocks and twigs
  60. 8. Scroll of Duplication - Complicated, living or magical targets will probably be duplicated poorly
  61. 9. Scroll of Dispelling - Prevents a single magical effect from activating while the scroll is being read, once the reader stops the scroll is used up
  62. 10. Scroll of Move Curse - Requires a willing or immobile recipient, animals only take half the curse
  63. 11. Scroll of Transmutation - Turns an object or immobile target into something you have a sample of
  64. 12. Scroll of Illusion - Whatever you can describe in a single breath appears somewhere nearby. Acts vaguely correctly, if silently. Lasts until touched
  65. 13. Scroll of Sleep - Anyone who hears you read the whole thing aloud falls asleep
  66. 14. Scroll of Knowledge - Answers three questions of your choice on a particular topic. Must be the same topic. Vague questions give vague answers
  67. 15. Scroll of FIST - Summons a giant floating blue hand, it copies the next three actions you make with a chosen arm. d10 damage
  68. 16. Scroll of Disaster - A pall falls over the fate of the target. All d20 checks are made with a d12 instead, and the maximum damage dealt is d4. Lasts until they kill something, save someone's life, or roll a natural 12
  69. 17. Scroll of Returning - Draw the attached glyph somewhere or on something. When used, this scroll either teleports the reader to the location, or the object to the reader
  70. 18. Scroll of Invisibility - Lasts until you make a noise
  71. 19. Scroll of Summoning - Whatever the reader describes appears in a flash of sludge. What it does next is completely up to it. Alternatively, the reader can describe what they want the summoned entity to do, something will show up but it might not be ideal
  72. 20. Scroll of Teleportation - Must be somewhere the reader can see, or knows extremely well. Otherwise (1d4): be cast into the outer void, be sunk deep into the earth, appear screaming in the sky, end up somewhere pretty alright
  73. 21. Scroll of Gore - Next time the reader is damaged, spray blood and guts in a wide arc. Illusory, but look and smell pretty realistic
  74. 22. Scroll of Last Chances - Heals you to 2x max HP, afterwards take 1d4 damage each round until dead
  75. 23. Scroll of Stoneskin - Take max 1 damage from all sources, but only move your limbs d6 times each round. At 0 HP, only one limb per round. Lasts as long as you want
  76. 24. Scroll of Fire-form - Turns you into a gout of flame. Ends if you spend d4 rounds not touching a source of fuel
  77. 25. Scroll of Descent - Grasping hands pull the reader and everyone near them down to the floor below
  78. 26. Scroll of Ascent - Shining light pulls the reader and everyone near them up to the floor above
  79. 27. Scroll of Shifting Walls - Cause 3 walls to move suddenly and seamlessly
  80. 28. Scroll of Transport - A dungeon transport network (portals, mine-carts, worm-tunnels) you've used before now has a node in this room. Must be used in the same dungeon
  81. 29. Scroll of Glibness - If read while talking to someone reveals up to three things that they really want to hear
  82.  
  83. Psicrystals
  84. 1. Psicrystal of Madness - When broken, every sentient creature in eyeshot is rendered (1d4): 1. Blind, 2. Prone, 3. Screaming 4. Armless until someone explains to them that it's not real
  85. 2. Psicrystal of Faith - While holding it, the user can do anything if they believe they can do it. Shatters afterwards
  86. 3. Psicrystal of Sending - Anything whispered into it is heard by every creature from here to the horizon, then it shatters
  87. 4. Psicrystal of Antimagic - When broken, all currently active spells in the area end suddenly
  88. 5. Psicrystal of Fear - While held by a sleeping creature, manifests their nightmares for everyone within earshot. When the sleeper wakes, the crystal shatters
  89. 6. Psicrystal of Glamour - Constructs an illusion in the mind of a single named target. Looks, sounds and feels real to them only. Lasts until it's proven to be false or if the illusion would damage the target, then the crystal shatters
  90. 7. Psicrystal of Swarming - Once activated, breaks into three flying crystals. Each has 1 HP and deals d4 slashing damage at your mental command
  91. 8. Psicrystal of Genesis - Once activated, can be moulded into any shape the user desires, but cannot increase in size. Works once
  92. 9. Psicrystal of Defence - Once activated, grows to surround your body in a thick layer of tough crystal. Shatters when you command it to
  93. 10. Psicrystal of Sanity - Absorbs a single madness. If the crystal is broken, goes back to the original brain. If they are dead, it finds the closest host brain
  94. 11. Psicrystal of Knowledge - When asked a question, flies off to try and find out the answer. If it can answer the question, it will return to you and reveal the answer to whoever holds it
  95.  
  96. Totems
  97. 1. Totem of Protection - When held close to the body, blocks a single spell, then snaps
  98. 2. Totem of Feather Falling - Snap while falling to float gently down. Alternatively, snap against something to make it weightless for a few moments
  99. 3. Totem of Hatred - Snap and point both ends at two creatures. They now hate each other as much as they've ever hated anyone
  100. 4. Totem of Rest - Snap to recover d6 HP and feel incredibly alert, relaxed and focused
  101. 5. Totem of Power - Snap to recharge a magic item, or in place of expending it
  102. 6. Totem of Fog - Snap to produce a cloud of thick fog
  103. 7. Totem of Turning - Snap to cause d6 undead to cower and flee, starting with the weakest
  104. 8. Totem of Confusion - Snap to cause everyone nearby to swap places and situations
  105. 9. Totem of Escape - Snap to teleport outside of the structure you are in
  106. 10. Totem of Armaments - Snap to create a random melee weapon. The weapon is made of wood, but sharp as metal
  107. 11. Totem of Flame - Once snapped, both ends begin smoking. The next round, each explode for d6 fire damage
  108. 12. Totem of Fatal Failure - Tossed into the air, it floats and Judges. Anyone that fails a roll while in view of it takes 1d20 damage and the totem breaks
  109. 13. Totem of Luck - Snap before you attempt something, it's impossible for you to fail completely
  110. 14. Totem of Safety - Once snapped, releases strange purple incense that causes drowsiness. When the imbiber wakes up, they will be in a safe place
  111. 15. Totem of Light - Each end glows steadily, lasts as long as a lantern
  112. 16. Totem of Cleansing - When snapped by a cursed individual, sucks out the curse and turns it into a horrible monster
  113.  
  114. Bombs
  115. 1. Frognade - Fills a large room with rapidly dividing frogs. Very difficult to cleanup or move around in
  116. 2. Anti-Gravity Bomb - Everything hit by the blast falls upwards for d6 rounds
  117. 3. Blasphemous Bomb - d6 fire+slashing area, +d20 at close range. Anything killed by the blast is dragged to Hell
  118. 4. Phase Bomb - Nothing that has been hit by the blast can physically interact with anything outside. Lasts d6 minutes
  119. 5. Holy Hand Grenade - d6 radiant area, +d20 at close range. No damage to anyone praying
  120. 6. Grotesque Bomb - Anything hit by the bomb has their head and arm swapped, or equivalent
  121. 7. Clockwork Bomb - An immensely powerful coil of wire, suddenly released. Deals d20 damage in a line in a random direction
  122. 8. Storm Bomb - Summons a tiny thunderstorm. Tiny lightning bolts deal d6 damage to a random target in the area until the storm disperses
  123. 9. Slime Bomb - Anything that can smell the slime takes d6 poison damage each round they don't spend retching and gasping
  124. 10. Plague Bomb - Releases a random virulent disease, everything hit by the blast automatically contracts it
  125. 11. Scorch Bomb - d8 fire damage per round for an hour, burns a hole through stone eventually
  126. 12. Pull Bomb - Everything hit by the blast falls towards a single point for d6 rounds
  127. 13. Frost Bomb - d6 cold area, covers everything hit by the blast in a layer of thick ice
  128. 14. Monster Bomb - Requires a brain to be fed into a funnel on top of the bomb. Primed after an hour. Releases a monstrous version of the original creature
  129. 15. Collapse Bomb - Causes the ceiling to fall, deals d20 damage to anything underneath
  130. 16. Time Bomb - d6 area, +d20 at close range. Has a clock attached, every effect of the bomb is reversed after the timer runs out
  131. 17. Space Bomb - Removes one room from existence, including its contents. Nobody knows where it will end up
  132. 18. Lock Bomb - Unlocks everything hit by the blast
  133. 19. Dark Bomb - d6 necrotic area, +d20 at close range, extinguishes all light and fire
  134. 20. Stasis Bomb - Everything hit by the blast is frozen in time until touched. Specks of dust count
  135. 21. Witch Bomb - d6 magic area, everything hit by the blast has a random spell cast on them. Three spells at close range
  136. 22. Wizard Bomb - d6 magic area, casts a single random spell on every struck target. Spell has tripled effectiveness at close range
  137. 23. Accurate Bomb - d6 area, +d20 at close range. Has an arrow on one side, only damages anything in the direction of the arrow
  138. 24. Miner's Bomb - d6 area, +d20 at close range. Any stone hit by the blast is completely vaporised, no rubble
  139. 25. Scuttling Bomb - d6 area, +d20 at close range. When lit, sprouts legs, and runs forwards until it hits something
  140. 26. Flying Bomb - d6 area, +d20 at close range. When lit, sprouts wings, and flies forwards until it hits something
  141. 27. Swimming Bomb - d6 area, +d20 at close range. When lit, sprouts fins, and swims forwards until it hits something
  142. 28. Hopping Bomb - d6 area, +d20 at close range. When lit, spins and bounces chaotically until it hits something
  143. 29. Colour Bomb - d6 area, +d20 at close range. Has a slot to add a sample of paint or ink. Only damages anything of that colour
  144. 30. Disguise Bomb - d6 area, +d20 at close range. Currently looks like a (1d6): 1. Sandwich, 2. Top-hat, 3. Sword, 4. Box, 5. Puppy, 6. Book
  145. 31. Caustic Bomb - d6 acid area, +d20 at close range. Creates a pool of toxic sludge
  146. 32. Pulse Bomb - d6 lightning area, +d20 at close range, interferes with machines and magic
  147. 33. Razor Bomb - d6 piercing area, +d20 at close range, shrapnel creates dangerous terrain
  148. 34. Laser Bomb - d6 fire damage in a very large area, blocked by line-of-sight
  149. 35. Healing Bomb - Everything hit by the blast is healed from the damage taken last round
  150.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement