Components & Ingredients
A stimulant consumed with food to protect from erosion on the inside.
Consume: Make STR Save (Adv with Food). Take Acid Damage at 20 minus STR Save.
- Failure by 10+ results in -1 STR for 1hr.
Effect: For 1hr, choose +1 DEX, +1 INT, or Adv to a Proficient Skill (hyperfixation).
- Nausea resists further food, drink, or potion consumption. DC12 STR/WIL Save.
Azuresalt is a common alternative substance exchanged in Universities and Wizards Towers.
Action: Chew for +1 Temp HP.
Salvia Tea: +4 Temp HP.
1 plant produces bitter tea for 4 individuals.
Temp HP lasts until long-rest and does not stack.
Common Salvia is a standard ingredient for Basic Healing Potions.
Action: Consume for 1hr of mild warming.
This pepper is a favored ingredient for foods and potions in Nightfall. It's a standard ingredient in Freezy-Hot.
Action: Consume (addictive) drug.
Effect: Effect begins in CONd10 minutes and lasts 8hrs. Magic Sensitivity, Hallucinations, and a free short rest are then activated.
Hallucinations require Insight to navigate.
In Combat: Attack at D-Adv unless Magic Sensitivity is helpful (Adv to Displacement).
A long, thin hallucinogenic mushroom found in Everdawn and Daybreak whose cap resembles a crown of daisy petals.
Action: Consume addictive drug, take 1d6 Poison damage, & choose 1 effect.
Effects: For 1hr, Reroll 1 Attack per Round. OR... Examination/Perception have Adv.
Natural Stimulant native to Nightfall and Everdawn whose leaves fortify local fauna.
Action: Chew for +1 to any single INT Skill.
Elderthistle Tea: +3 INT Skill.
Effect lasts 1hr and does not stack.
1 plant produces floral tea for 4 individuals.
Elderthistle Tea is a common beverage for bureaucrats, students, and craftsmen.
Action: Consume for +2 to Might.
Cooking doubles this effect for 1 serving.
Effect diminishes -1 per hour.
Valued by athletes, soldiers, and heroes, Enduracaps are modestly difficult to come by. They're better reserved for STR potions.
Action: Chew for +1 to any single DEX Skill.
Licorice Tea: +2 DEX Skill OR +1 Speed.
Effect lasts 1hr and does not stack.
1 plant produces mild tea for 4 individuals.
Roots to the common Licorice-Shrub, this is a standard ingredient for Potions of Haste.
Action: Eat to recover 1 HP.
Mendberries, while mild in effect, are commonly gathered for basic Healing Potions.
Action: Eat to Adv next Hit Die recovery.
As a topical paste, multiple Moonberries may heal fire damage by +1 per berry used.
Moonberries, tasting mildly of mint, are often gathered to aid sleep or remain cool.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Moonstones come in a variety of sizes & shapes, but all shine a radiant, pale moonlight, and all draw magic toward them.
Action: Chew to heal 1d6 Lightning Damage.
Staticweed Tea: Heal +6 Lightning Damage, and resist it until next Long-Rest.
1 Staticweed produces only 1 serving of tea.
Staticweed is found in environments roiled by storm-weather.
Action: Chew to heal 1d6 Necrotic Damage.
Sundaisy Tea: Heal +6 from Necrotic Damage and resist it for 1hr.
1 Sundaisy produces only 1 serving of tea.
Sundaisy Tea is a favored beverage for adventurers, clergy, and haunted folk.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Sunstones come in a variety of sizes & shapes, but all shine a radiant, golden sunlight, and all draw magic toward them.
When consumed, this thick syrup encourages raw, bestial behavior.
Action: Consume addictive drug, then take 2d8 Poison damage.
- DC-12 STR/INT Save, or -2 INT for 1hr.
Effect: For 1hr, add +1 to STR or DEX.
This naturally occurring Feywild willow sap is preferred by some fey in combat. It is toxic to non-fey.