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- Potions (mostly)
- 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
- 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
- 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
- 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
- 5. Bottle of alchemical base - Any weird liquid added will make it into a related potion
- 6. Bottled Lightning - d12 damage to nearest metal target. Might be recharged by a real lightning strike
- 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
- 8. Bottle of Wizard Blood - Dip a wand in to enhance the next use. 2-in-6 chance of losing potency each time
- 9. Bottle of Wizard Brain-fluid - Use as ink to modify scrolls. 2-in-6 chance of losing potency each time
- 10. Potion of Mutagenic Healing - Heals the drinker to full HP+d6 or fixes one recent injury, adds a mutation
- 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
- 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
- 13. Potion of Cloudkill - d6 poison damage per round until dispersed
- 14. Potion of Sealing and Binding - When unstoppered, releases writhing sticky black tendrils, enough to fill a room
- 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
- 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
- 17. Potion of Levitation - Renders the drinker weightless until they touch bare earth
- 18. Potion of Invisible Flame - d6 fire damage per round, without heat or light
- 19. Potion of Shrinking or Growing - 50% chance of each, 5x larger or smaller
- 20. Potion of Telepathy - Links together everyone that takes a shot, enough for ten drinkers
- 21. Potion of Chaos - Grants the powers of a random Arcana until the drinker falls asleep
- 22. Potion of Enhancement - Grants the abilities of a random Talent until the drinker falls asleep
- 23. Potion of Panacea - Actually causes the "drinker" to vomit a disease or poison into the bottle and drop to 0 HP
- 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
- 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
- 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
- 27. Potion of Polymorph - Transforms the drinker into a random animal until they eat something
- 28. Potion of Head Swapping
- 29. Potion of Osteography - Applied to skin in sunlight, promotes bone-growth. Applied in darkness, causes bone to be reduced without weakening
- 30. Potion of Etherealness - Turns the drinker into a ghost until they exhale. Poured into the eyes, it is semi-permanent
- 31. Potion of Weightlessness - Lasts until next touching the ground
- 32. Potion of Fusion - Combines two things that are splashed while in contact
- 33. Potion of Lignification - Turns the drinker into a tree
- 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
- 35. Potion of Eye Growing - 1d6 that work, 1d6 that don't, random locations. The ones that don't work might be fixable
- 36. Potion of Mutation - Drink for one, inject for 1d6 mutations
- 37. Potion of Control - The drinker will obey the next three instructions they receive
- 38. Potion of Love - Makes the drinker fall in love with the next person they see OR with the owner of hair in it
- 39. Potion of Mana - All spells deal x2 damage or otherwise have their affects increased. Lasts until the drinkers is damaged or drinks water
- 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
- 41. Potion of Blindness - Whether drunk or splashed into eyes, permanent
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Scrolls
- 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
- 2. Scroll of Hideous Death - Hits a random target that hears the scroll read aloud, including you
- 3. Scroll of Brimstone - Opens a portal to Hell for exactly 1d6 seconds
- 4. Scroll of Convenience - Gives you one item that you'll probably need soon
- 5. Scroll of Catherine - Summons Catherine, a woman in a blue dress, who obeys polite requests. Eventually fades back to nothing
- 6. Scroll of Mending - Inorganic targets only
- 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
- 8. Scroll of Duplication - Complicated, living or magical targets will probably be duplicated poorly
- 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
- 10. Scroll of Move Curse - Requires a willing or immobile recipient, animals only take half the curse
- 11. Scroll of Transmutation - Turns an object or immobile target into something you have a sample of
- 12. Scroll of Illusion - Whatever you can describe in a single breath appears somewhere nearby. Acts vaguely correctly, if silently. Lasts until touched
- 13. Scroll of Sleep - Anyone who hears you read the whole thing aloud falls asleep
- 14. Scroll of Knowledge - Answers three questions of your choice on a particular topic. Must be the same topic. Vague questions give vague answers
- 15. Scroll of FIST - Summons a giant floating blue hand, it copies the next three actions you make with a chosen arm. d10 damage
- 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
- 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
- 18. Scroll of Invisibility - Lasts until you make a noise
- 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
- 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
- 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
- 22. Scroll of Last Chances - Heals you to 2x max HP, afterwards take 1d4 damage each round until dead
- 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
- 24. Scroll of Fire-form - Turns you into a gout of flame. Ends if you spend d4 rounds not touching a source of fuel
- 25. Scroll of Descent - Grasping hands pull the reader and everyone near them down to the floor below
- 26. Scroll of Ascent - Shining light pulls the reader and everyone near them up to the floor above
- 27. Scroll of Shifting Walls - Cause 3 walls to move suddenly and seamlessly
- 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
- 29. Scroll of Glibness - If read while talking to someone reveals up to three things that they really want to hear
- Psicrystals
- 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
- 2. Psicrystal of Faith - While holding it, the user can do anything if they believe they can do it. Shatters afterwards
- 3. Psicrystal of Sending - Anything whispered into it is heard by every creature from here to the horizon, then it shatters
- 4. Psicrystal of Antimagic - When broken, all currently active spells in the area end suddenly
- 5. Psicrystal of Fear - While held by a sleeping creature, manifests their nightmares for everyone within earshot. When the sleeper wakes, the crystal shatters
- 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
- 7. Psicrystal of Swarming - Once activated, breaks into three flying crystals. Each has 1 HP and deals d4 slashing damage at your mental command
- 8. Psicrystal of Genesis - Once activated, can be moulded into any shape the user desires, but cannot increase in size. Works once
- 9. Psicrystal of Defence - Once activated, grows to surround your body in a thick layer of tough crystal. Shatters when you command it to
- 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
- 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
- Totems
- 1. Totem of Protection - When held close to the body, blocks a single spell, then snaps
- 2. Totem of Feather Falling - Snap while falling to float gently down. Alternatively, snap against something to make it weightless for a few moments
- 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
- 4. Totem of Rest - Snap to recover d6 HP and feel incredibly alert, relaxed and focused
- 5. Totem of Power - Snap to recharge a magic item, or in place of expending it
- 6. Totem of Fog - Snap to produce a cloud of thick fog
- 7. Totem of Turning - Snap to cause d6 undead to cower and flee, starting with the weakest
- 8. Totem of Confusion - Snap to cause everyone nearby to swap places and situations
- 9. Totem of Escape - Snap to teleport outside of the structure you are in
- 10. Totem of Armaments - Snap to create a random melee weapon. The weapon is made of wood, but sharp as metal
- 11. Totem of Flame - Once snapped, both ends begin smoking. The next round, each explode for d6 fire damage
- 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
- 13. Totem of Luck - Snap before you attempt something, it's impossible for you to fail completely
- 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
- 15. Totem of Light - Each end glows steadily, lasts as long as a lantern
- 16. Totem of Cleansing - When snapped by a cursed individual, sucks out the curse and turns it into a horrible monster
- Bombs
- 1. Frognade - Fills a large room with rapidly dividing frogs. Very difficult to cleanup or move around in
- 2. Anti-Gravity Bomb - Everything hit by the blast falls upwards for d6 rounds
- 3. Blasphemous Bomb - d6 fire+slashing area, +d20 at close range. Anything killed by the blast is dragged to Hell
- 4. Phase Bomb - Nothing that has been hit by the blast can physically interact with anything outside. Lasts d6 minutes
- 5. Holy Hand Grenade - d6 radiant area, +d20 at close range. No damage to anyone praying
- 6. Grotesque Bomb - Anything hit by the bomb has their head and arm swapped, or equivalent
- 7. Clockwork Bomb - An immensely powerful coil of wire, suddenly released. Deals d20 damage in a line in a random direction
- 8. Storm Bomb - Summons a tiny thunderstorm. Tiny lightning bolts deal d6 damage to a random target in the area until the storm disperses
- 9. Slime Bomb - Anything that can smell the slime takes d6 poison damage each round they don't spend retching and gasping
- 10. Plague Bomb - Releases a random virulent disease, everything hit by the blast automatically contracts it
- 11. Scorch Bomb - d8 fire damage per round for an hour, burns a hole through stone eventually
- 12. Pull Bomb - Everything hit by the blast falls towards a single point for d6 rounds
- 13. Frost Bomb - d6 cold area, covers everything hit by the blast in a layer of thick ice
- 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
- 15. Collapse Bomb - Causes the ceiling to fall, deals d20 damage to anything underneath
- 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
- 17. Space Bomb - Removes one room from existence, including its contents. Nobody knows where it will end up
- 18. Lock Bomb - Unlocks everything hit by the blast
- 19. Dark Bomb - d6 necrotic area, +d20 at close range, extinguishes all light and fire
- 20. Stasis Bomb - Everything hit by the blast is frozen in time until touched. Specks of dust count
- 21. Witch Bomb - d6 magic area, everything hit by the blast has a random spell cast on them. Three spells at close range
- 22. Wizard Bomb - d6 magic area, casts a single random spell on every struck target. Spell has tripled effectiveness at close range
- 23. Accurate Bomb - d6 area, +d20 at close range. Has an arrow on one side, only damages anything in the direction of the arrow
- 24. Miner's Bomb - d6 area, +d20 at close range. Any stone hit by the blast is completely vaporised, no rubble
- 25. Scuttling Bomb - d6 area, +d20 at close range. When lit, sprouts legs, and runs forwards until it hits something
- 26. Flying Bomb - d6 area, +d20 at close range. When lit, sprouts wings, and flies forwards until it hits something
- 27. Swimming Bomb - d6 area, +d20 at close range. When lit, sprouts fins, and swims forwards until it hits something
- 28. Hopping Bomb - d6 area, +d20 at close range. When lit, spins and bounces chaotically until it hits something
- 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
- 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
- 31. Caustic Bomb - d6 acid area, +d20 at close range. Creates a pool of toxic sludge
- 32. Pulse Bomb - d6 lightning area, +d20 at close range, interferes with machines and magic
- 33. Razor Bomb - d6 piercing area, +d20 at close range, shrapnel creates dangerous terrain
- 34. Laser Bomb - d6 fire damage in a very large area, blocked by line-of-sight
- 35. Healing Bomb - Everything hit by the blast is healed from the damage taken last round
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