reposefulpallas

Dream Mist

Jul 7th, 2021 (edited)
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  1. Bottled Dream Mist: Formula 1
  2. Harvesting the dream mist can produce fantastical, seemingly chaotic effects. The Temple of Dreams are able to condense dream mist into wondrous potions to make miracles or mistakes, though the recipe for this wild brew has been lost to the annals of time.
  3. The bottle has four uses. Throwing it expends all uses across a 2x2 square or at one target per use. Drinking the bottle expends up to two uses. Upon being hit, roll 1d100 per use.
  4. 1: Your dominant hand's finger can't stop wagging. For the next five turns, you can only move and use Metronome.
  5. 2: You cast an AoE Fairy-type Mind Blown centered on yourself.
  6. 3: Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This lasts until the end of the quest.
  7. 4: You cast Confuse Ray on yourself.
  8. 5: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
  9. 6: You cast Sticky Web centered on yourself.
  10. 7: An eye appears on your head until the end of the session. During that time, you have a +2 on all perception checks that involve 7: sight.
  11. 8: You immediately use Phantom Force.
  12. 9: The next attack you use is an automatic critical hit.
  13. 10: 1d6 Munnas controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after five turns.
  14. 11: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
  15. 12: For the next five turns, you can teleport up to 20 feet as a bonus action on each of your turns.
  16. 13: You gain the Levitate ability until the end of the session.
  17. 14: A Galarian Ponyta controlled by the DM appears in a space within 5 feet of you, then disappears five turns later.
  18. 15: You can't speak for the next ten turns. Whenever you try, pink mist floats out of your mouth.
  19. 16: A spectral shield hovers near you for the next five turns. It acts as if you used Substitute without the HP cost.
  20. 17: For the next five turns, any flammable object you touch that isn't being worn or carried by another creature bursts into flames.
  21. 18: You cast Haze centered on yourself.
  22. 19: You run in fear from the nearest creature until the end of your next turn.
  23. 20: A random creature within 60 feet of you becomes poisoned. This affects even normally immune creatures too.
  24. 21: You glow with bright light in a 30-foot radius for the next ten turns. Any creature that ends its turn within 5 feet of you has -3 Accuracy until the end of its next turn.
  25. 22: Roll 1d898, rerolling any results that end up on a legendary or mythical Pokemon. You turn into that Pokemon at level 30 until the end of the quest.
  26. 23: Revitalizing lightning strikes around you! You immediately use Parabolic Charge.
  27. 24: You make a random creature within 60 feet immediately use Fly.
  28. 25: You and all creatures within 30 feet of you treat Normal-type attacks as super effective for the next ten turns.
  29.  
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