Table of Contents
Introduction | Stained-Glass Salomé | Fleshcraft Poisons | Sabille-on-Steeple | Patchwork Potions | The Oasis of Bones | Tonics of an Acquired Taste and Need | The Ferryman | “Fairy Absinthes” | Addendums
We’re big fans of Halloween here at BLACKPUDDING, you may have noticed. In the spirit of Hallow’s Eve, we wanted to put together a little tome of terrible treats: poisons and dastardly potions!
Below you will find a collection of tonics, elixirs, salves, and various other horrors that will make your skin crawl, some quite literally.
Before each list of tonics you’ll find spooky prompts or hooks for a story behind the different categories of potions. From bone-chilling body horror, to prometheus-style gambits of gothic lore, we’ve got a little tincture for just about any Halloween campaign!
We’ve also supplied an addendum section for any DMs looking for even more crunchy concoction details. Things like appearance, ingredients, how to prepare each, and how to administer.
by Mike Ellis
The players find themselves in the city of Uthwyllr, amidst a celebration of unknown origin. A tremor of festivities reverberates through the town; singing and dancing spill out into the boulevards, the party having to wade through a sea of merry frolickers. Tired from travel, the players hope to find a tavern or inn. As if preternaturally enraptured, the townspeople offer little help, except to say “Danse Vitratermeen,” pointing to a looming structure perched atop a hill some distance from the town square.
Under the city’s impermeable devotion to some bizarre, nameless festal, the party finds nothing presently operating. Disturbed, but with little alternative, they make their way to the only place they have to turn: Danse Vitratermeen.
Once the party breaks through the dense copse of carousers in the town square, they find themselves a windy, uphill cobbled path to Vitratermeen. Before long, the metropolitan affects of Uthwyller give way to thickets of wispy oaks and wildly overgrown brambles. As they continue, the wilderness which seems to barricade them onto the path alights with pops of jagged, red and gold flowers that sparkle under the gentle moonlight. Under the shadow of Vitratermeen, countless sculptures dot the way, each locked in the permanent perfection of ballet. Made of stone, but wrapped in stained-glass skin—save where weather has pecked away at a few shards—as the party passes, and the light from the night sky follows, the statues appear to dance.
Danse Vitratermeen is fortified by heavy walls and an iron gate, which just so happens to be open. The main doors to the building itself are large enough to allow entrance to giants, but will give way to the players just fine. After a knock, the doors protest apart with a dolorous whine.
Standing before them is a petite, older woman—still delicately wearing the beauty and grace of her youth—bathed in crimson from the moon filtered through the omnipresent stained-glass windows of Vitratermeen.
Little do the players know they’re about to enter the lair of Medusa, Stained-Glass Salomé.
With an artist’s zealotry toward beautiful things, Salomé has concerned herself with poisons that alter and distort the flesh into works of art before casting her petrifying gaze.
This poison lies dormant in the target creature’s system until it drops to half health or below—thus gaining the Bloodied condition. As the target bleeds, the blood solidifies, encasing them in blood-red glass. The target suffers the following conditions:
- The target gains the Restrained condition
- The target has resistance to all damage
- The target is immune to poison and disease excluding Glassblood Stain
The effect of the poison returns to dormancy whenever the target hits zero hit points or goes back above half health. This does not remove the poison, however. In order to remove the poison outright, the target must have Lesser Restoration (equivalent or greater spells also work) cast upon them. A medical skill challenge should also be sufficient at the DM’s discretion.
Application of Ninterbellum causes the target’s head to explode outward into a black puddle, thick like tar. The flat current of dark goo ripples indefinitely outward as if splayed across an invisible surface. The effects of this spell last for two hours, unless counteracted by Greater Restoration or dispel magicks. While afflicted with Ninterbellum poisoning, the target suffers the following conditions:
- The target’s sense of sight is replaced with Blindsight
- The target may not use any of its other senses beyond touch
- The target may not speak
The black puddle has the same effects as a corrosive form: A creature that touches the puddle or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the puddle is destroyed after dealing damage. The puddle can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Additionally, any creature that steps within a five foot cone of the target while the target is looking in their direction is subject to its corrosive form as well
Even just a tiny prick from this poison is enough for it to take effect. Once affected, the target’s skin begins to curl and flay open like a rose, taking on the physical properties of the flower. Until after a long rest, the target suffers the following conditions:
- The target has the temporary Strength ability score of 5 (-3)
- For every hour that the target does not consume water, they gain a level of exhaustion
- The target gains the effects of the following spells: thorn whip, grasping vine, and speak with plants
This viscous salve is a vibrant blue and purple ombre, but should not be confused for tasty jam! If consumed, the skin on the target’s back will begin to burn before sprouting massive butterfly wings! For the next 24 hours, the target suffers the following conditions:
- Vulnerability to fire damage
- Disadvantage on all throws used to overcome or avoid fire, either magical or mundane
- The target cannot wear or equip armor
- The target can barely see, and has disadvantage on any ability check that requires sight
- The target gains a flying speed of 30 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
Coming into contact with this poison causes the target to exude a sickly gray substance from their pores after a long rest. Eventually, their entire person will become coated in the slippery substance. For the next eight hours, the target suffers the following conditions:
- Any attempt to wield a weapon or shield is extremely challenging, and requires a DC18 Strength (Athletics) check each time
- The target suffers disadvantage on all attack rolls
- All attack rolls six or below count as critical fails, and the weapon slips from their grasp
- The target cannot don armor unassisted, but can wear if assisted
- The target gains the effect of a freedom of movement spell for 8 hours
Applied through skin contact, alabaster butter quickly permeates and turns the target’s flesh into crystalline white. During the next hour the target suffers the following conditions:
- When exposed to heat (like a hot spring, campfire, or subterranean lava), the target’s body becomes entirely malleable
- While malleable, the target’s movement speed is halved
- The target can mold itself into any Tool type to assist in skill checks
- Also during this phase, the target can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it gets knocked unconscious.
- When exposed to water (like traversing a river, being outdoors during rain, etc.), the target’s body becomes extremely rigid and brittle
- While brittle, the target’s movement speed is again halved, but their AC also drops to zero
- If the target is exposed to water whilst malleable, they remain in whatever shape they were inhabiting. In order to undo the shapechange, they must remain unexposed to water for five minutes
On ingestion, this poison seeps into the target’s tongue, turning it brightly fluorescent. For the next eight hours, the target suffers the following conditions:
- Their cheeks constantly glow, imposing disadvantage on Dexterity (Stealth) checks and all actions as a result of a Surprise round
- The cantrip Light is cast every time they open their mouth during which they also suffer the Blinded condition. During combat, this effect lasts the full round, or until the poisoned creature closes their mouth, whichever lasts longer.
- Disadvantage on all checks attempting to charm another creature through any means
- Advantage on all Charisma (Intimidation) and Charisma (Performance) checks
A blade dipped in this pink ash, or a handful blown into the face is enough for it to take hold. Dancer’s ash is a psychedelic that causes the target to act as if it has been affected by the spell Otto’s Irresistible Dance. After its chaotic dance, the target must also roll on the long-term Madness table, and suffer the outcome for the next eight hours.
by Aaron Brown
One of the greatest cities human hands ever forged out of the dirt, ol’ Steeple. Nary a need unmet, nor a desire forsaken within her walls. Any man might look upon her with destiny in mind, and find it along her gilded streets.
Or so the Bureau of Propaganda would have you believe.
The truth is a little more murky than that. While Sabille-on-Steeple is, in fact, the height of science and magic in the realm, that standing is built on a far more sinister cornerstone than hopes and dreams. For those are much harder to supply and sustain than corpses, of which Ol’ Sabille has an abundance.
Hidden behind such fancy titles as The Department of Anatomical Scholars, The College for Corporal Learning, and the Metaphysical Commission lay a bunch of vivisectionists, witch doctors, murderers, grave robbers, butchers, and body snatchers with just enough coin and discretion to maintain the ruse.
If one were to go looking for it, however, the deep, dark secrets seep to the surface easily enough. Along its seedier street corners, the science of death spills over into the black markets and travels along hushed whispers.
Sabille-on-Steeple is filled with sellers of all matter of concoction or paraphernalia of dubious legality. Often these are slapdash counterfeits, and the science or magic captured by the loftier establishments is replaced by much cheaper materials, hastily crafted, and poorly tested. These are aptly known as “Patchwork Potions,” of which there is quite the market.
Upon ingestion, the imbiber’s perception is expanded and they are able to see beyond the reality presented to them. For a duration of 1 hour, the user can spot all secret doors and has a 25% chance of perceiving ethereal creatures that are normally invisible to the unaided eye. Skill checks made to detect traps and hidden corporeal creatures have advantage.
Additionally, for the duration of this potion’s effect, any time combat is initiated the user must make a DC 14 Wisdom save or be frightened by any hostile creature for 2d4 rounds. When frightened, the user has disadvantage on ability checks and attack rolls while any hostile creature is within line of sight and cannot willingly approach any hostile creature.
After a successful save or the end of this 2d4 round period, this particular dose of the potion can no longer induce a frightened state in the user until combat ends.
For a duration of 10 minutes after drinking, the user’s skin hardens into bone-like plates across the body, gaining resistance to non-magical piercing and slashing attacks while also gaining vulnerability to bludgeoning attacks. For each dose of this potion ingested, the user takes 5 (2d4) necrotic damage and must make a DC 13 Constitution save. On a failed save, the user’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the user finishes a long rest. If this effect reduces the hit point maximum to 0, the user dies.
The Oasis of Bones
By Tom Moses
The party finds themselves in possession of a mysterious box, heavy and leaden, with a circular inlay of a finely pressed copper; a memento mori. Etched around the inlay is a wreath of bones and a riddle in infernal: “To cleanse that which lies within, one must bathe in the furnace sands.”
On the bottom of the box scrawled in blood so ancient it might have always belonged is a warning: “Never open.”
Whether curiosity gets the best of the party, or not, answers await them across the desert wastelands of Nokasarpa.
The journey is brutal, blistering. Exhaustion consumes, and rations dwindle. Lost amidst scalding sands, few solutions remain: open the box, or commit to perishing. Just as nervous thumbs pry at its burdensome lid, desert apparitions disperse, revealing an oasis: a dense swamp, cloaked in murky shadow. With every last scrap of their strength, the party clambers through the sweltering dunes toward salvation.
The oasis is temperate with the shade of dozens of mossy trees. Peculiar life flourishes across its muddy floor and verdant canopy, and a faint, dissonant chorus of clicks, chirps, and croaks permeates the foliage, only to dissipate just beyond the surrounding scorching sands. And water. So much water. Beyond the shallow, stagnant pools is also a flowing river. The party members take dips, top off their waterskins, and begin to relax, letting the much needed rest wash over them.
One by one the players wake—presumably after a long rest—to find themselves no less closer to death. They’ve been dragged deeper into the oasis, bound, and strewn about a field of thousands of bones, all humanoid. These skeletal remains bear the marks of being gnawed on by a harried scavenger.
There are others with them too, not yet skeletons. An elf, two humans, and then a fourth. A gaunt, austere looking man who would be rather attractive had his pale skin and crooked smile not radiated an eerie presence. He notices the party beginning to rouse, and sets down the glass of unnaturally purple liquid he had been pouring down the unconscious elf’s throat.
His smile widens crookedly, as if it were a worn, ugly painting hung off-kilter from his nose. He saunters toward the players, taking his time. Nobody’s going anywhere.
“You were told never to open the box,” he chitters. “But since you have, I might as well return to the world. I am so very hungry.”
Tonics of an Acquired Taste, and Need
Quite unaware of what exactly they’ve unleashed on the world, that horror sitting at the bottom of their stomachs like, well, an insatiable hunger, the party can work at freeing themselves and any other victims and begin looking for a way out. In doing so, they will stumble across the oddity’s stash of debilitating poisons and esoteric potions, crafted by a starved hunter specifically to enable his needs.
This poison is a powerful magical suppressant, introduced by consumption or directly into the bloodstream through injection, or if so inclined a coated arrow or crossbow bolt. For 1 hour, the consumer becomes incapable of concentrating on magic. A consistent fog falls over the target’s mind, leaving the target with disadvantage on intelligence and wisdom saving throws.
The user inhales the essence of an air elemental infused with Phase Spider venom and becomes almost transparent and gains the ability to walk through solid surfaces, and for all intents and purposes the user is under the effects of the Invisibility spell. On the downside, the user can only stand on natural ground and cannot climb stairs or walls or interact with solid objects not on their person upon drinking the potion. The user also gains advantage on stealth checks and a +5 bonus to their passive stealth score. This effect lasts for 1 hour, after which point the user will begin to appear more solid over the course of 1 minute.
Side Effects: There are some who may be allergic to this solution. The potion has a 1% chance for the user to fade away into the Ethereal plane for the entire duration of the potion’s effect, vanishing from the world completely only to later reappear elsewhere, lost and disoriented with no knowledge of the route taken while under the potion’s effect. Additionally, the user must be extremely careful at the end of the potion’s duration to not stand where any solid material exists in the material plane as they can re-materialize inside a standing wall or another person.
Upon consumption, the user regains 1d12 spell points to recover expended spell slots. However, the user also takes poison damage for the same amount and remains under the Poisoned condition for 1 hour.
by Mike Ellis
Driven to madness and exhaustion, chased by a howling horror unseen along the nighttime road, the wearied party marches into a town lost to their traveling maps. It appears nigh on dead, silent and unmoving save for the eerie bleat of humanity stirring inside an establishment marked “The Ferryman.” Favoring figurative death over literal, the party pushes inside.
The interior of the building smells of hinoki and citrus, and it is packed with a gentle writhe of persons all swaying to the tune of unnatural music, mechanical and shrieking as if a banshee had been captured inside a wind chime. The party makes its way through the undulating crowds to what appears to be a bar. There is an unusually tall and gaunt human, his flesh the color of the full moon pouring luridly colored drinks of all tints. As an obsidian black drink is topped off with a final shake of a tumbler, the party watches as a patron opens their mouth, revealing a large gold coin set on their tongue. The gaunt figure plucks the coin with long, spindly fingers and pockets it, sliding the drink over. After the patron takes a sip, the person and concoction disappear into the cacophony of the crowd.
The Ferryman is both apothecary and speakeasy. During sunlight hours its purpose is using alcohols, serums, drugs, and all mixtures natural or unnatural as remedy. Its ceilings are wreathed in fragrant and herbaceous plants, and its walls are littered with heavy leather bound tomes of science. During nighttime, the purpose of the very same alchemy turns to revelry. When the sun retires, a black velvet curtain on the far wall is pulled back revealing a tiny stage on which bawdy acts are performed. Illusionists, cabaret, oddities, all matter of devilry find home here. The healing counter crosses into a dark underworld, and instead of medicinal arts, it promises “little deaths” in all matter of vibrant tints, shades, and consistencies. Absinthe is primarily used, and each is named after a different-colored fairy.
“The Ferryman” is evocative of not only the promise of deaths (“little deaths” in this case), meant to evoke its duality, calling itself both the mortal realm and the afterlife. There is also wordplay here, relying on homophones “ferry” and “fairy” as its late night offerings are derived from or reminiscent of absinthe, “the green fairy.”
The healing arts of The Ferryman instead cater to nighttime daredevils and revelers once the rest of the town slumbers. Under the promise of “little deaths,” while each absinthe might have an alluring benefit, they also carry within them a not insignificant consequence. Poison and Pleasure.
Red Fairy (Punch-Drunk Punch)
All nonmagical damage dice values for unarmed strikes step up one dice level per single consumption for one hour, e.g. a d6 roll for damage becomes a d8 roll, a d8 roll becomes d10, etc. At the end of that hour, the user suffers one level of exhaustion. Upon any additional consumption, nonmagical attack dice values go up an additional level, and the user suffers an additional level of exhaustion. For each consumption, the user also takes 1d4 Psychic damage.
Orange Fairy (Money Laundry)
The effect of this cocktail grants the user with “Coin Sense,” for up to an hour. Coin Sense is the ability to see any and all coins or treasure as glowing orange objects which can be seen through any surface thinner than five feet. The user also has advantage on all Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) checks involved in the identifying of coin or treasure. However, the user also has Disadvantage on all Charisma and Dexterity checks involved in the acquiring of coin or treasure (which includes disarming trapped chests or vaults, haggling with merchants, etc.). Upon any additional consumption, the duration of this effect extends an hour. For each consumption, the user takes 1d4 Slashing damage.
Yellow Fairy (Lily-liver Tonic)
The effect of this cocktail grants the user with an extra action per round for one minute. This extra action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. However, the user becomes afraid of any target that it makes a roll against and fails, whether it is another creature during combat or an object. For the duration of the cocktail’s effects, the user is considered Frightened of that creature or object. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and the consumer can’t willingly move closer to the source of its fear. Each time the object or creature does anything harmful to the user, the user may make a DC17 Wisdom saving throw, ending the effect on itself on a success. On each consumption, the user takes 1d4 Lightning damage.
Green Fairy (Poisoned Goblet)
The effects of this cocktail mimics the effects of Extended Spell metamagic, of which the user has a single use. When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. This also applies to a Barbarian’s Rage. Until the user regains some spent hit dice, they may spend hit dice for additional uses of this metamagic ability. For each consumption, the user takes 1d4 Poison damage.
Blue Fairy (Drunken Valor)
This cocktail grants the ability to cast the spell Heroism at will, as if it were a Cantrip, for up to an hour. Each time Heroism is cast, however, the user must choose a skill on which to take Disadvantage. At the end of the hour duration, the user must take 1d6 Piercing damage. For each consumption, the consumer takes 1d4 Poison damage.
Black Fairy (Grave Consequences)
This cocktail grants the use of Divine Sense upon consumption, as if it were a class feature. This feature can be used a number of times equal to 1 + the user’s Charisma modifier. However, upon finishing a long rest, the user does not regain any expended uses. While still possessing uses of Divine Sense—as granted by consuming Black Fairy—the user has vulnerability to Necrotic damage. For each consumption, the user takes 1d4 Necrotic damage.
Violet Fairy (Cultured Swine)
Grants 1 Inspiration dice per single consumption. Upon any additional consumption, the dice value goes up (d8 on second consumption, d10 on third, etc.). The Inspiration dice must be used within two hours of consuming the last drink. During these two hours while the Violet Fairy is in effect, the user has disadvantage on all Wisdom (Insight), Wisdom (Perception), and Intelligence (Investigation) checks. For each consumption, the user takes 1d4 Cold damage.
White Fairy (Martyr Mule)
Grants one use of the Healing Word spell. However many hit points the target creature is healed by this spell effect, the same number of hit points is removed from the user of the White Fairy. In addition, the user gains immunity to Necrotic damage until their next long rest. For each consumption, the consumer takes 1d4 Cold damage.
Silver Fairy (Silver Lining)
Imbibing this cocktail surrounds the user with a silvery aura. All unarmed attacks, including bite attacks, breath weapons, and the monk’s unarmed strikes are considered silvered for the purposes of overcoming resistances and immunities. This affect lasts until the next sunrise. For each consumption, the user takes 1d4 Radiant damage.
Oxblood in color, with flecks that sparkle under light; medium viscosity
A pound of stained-glass shards
13 drops of Medusa blood
Six triflower fronds
1 gallon of water
Set the gallon of water to flame in a cauldron. While the water heats, use a mortar and pestle to paste the six sets of triflower frond blossoms; slowly add the the stained-glass shards to the blossoms, roughly grinding until the full pound fits within the mortar. Roll in the triflower paste to coat. Add contents to the cauldron and boil, reducing the glass-frond paste and water to a thin red liquid. Apply the thirteen drops of medusa blood, and continue to reduce mixture until it thickens. Remove from heat, let cool, and then transfer to a glass receptacle.
Often stored in a glass, round-belly bottle, but any glass instrument will suffice.
This poison must be ingested or administered with a poisoner’s toolkit.
An opaque, dark purple; high viscosity
Two Violet Fungi
One Psychic Gray Ooze
One oil of etherealness
Sixteen braids of black licorice
First ensure that the violet fungus is all the way dead, dead. Same with the gray ooze. Finely dice the violet fungi, and let stew in the psychic ooze for a few hours in a cauldron over a low flame. Once completely incorporated, add one vial of oil of etherealness to the mixture and stir. With handfuls of licorice—eight in each hand, exactly—cast fog cloud and then drop the licorice into the cauldron. Cover with lid and continue to stew for three hours. Afterward, empty sludge into several glass vials.
Glass vials work best.
Injection site along the upper spine; requires use of poisoner’s toolkit.
Faintly clear, as if discolored water; low viscosity
Three pounds of rose petals
One set of Kelpie eyes
Three needle spawn pods
100 clove pods
One gallon of water
Add water, cloves and rose petals to a cauldron and cover with an upside-down lid. Stew on low heat to for an hour to create rose-clove water. In a mortar and pestle, mash the kelpie eyes and needle spawn pods into a paste and add to the rose-clove water. Boil on high flame until the eyes and needle spawn pods completely dissolve.
Any glass receptacle will do.
Petalskin needs to break the skin, so coating blades or darts is quite effective. Can also be administered with a poisoner’s toolkit.
A vibrant blue and purple ombre; high viscosity
47 butterfly wings (the odd number is important)
One quart Cave Fisher blood
4 oz desiccated bone marrow
1 quart water
Ground bone marrow into a powder and add to water in a cauldron. Bring to a boil, and wait for the mixture to reduce into a jelly. While doing so, grind up the butterfly wings into a powder, and add with the cave fisher blood to the cauldron. Continue to reduce until a thick jelly.
As Butterfly jelly is nearly a solid, it is best served in a container or water skin that is easy enough to reach into with a hand or tool.
Must be ingested, forcefully or otherwise.
Sickly gray color, as if weathered old skin; medium viscosity
6 oz Drider poison
1 vial oil of slipperiness
13 drops of medusa blood
4 oz snail mucous
Mix all ingredients in final container. Let sit for a week for all ingredient to coalesce.
Glass should not be used to avoid accidentally breakage and spills. A stone or metal receptacle with a sealable lid is best.
Slurry coat is absorbed through the skin, and so must be very carefully administered topically. It can also be administered with a poisoner’s kit.
Buttery white color, and thick like an ointment; high viscosity
A handful of alabaster powder
10 drops Changeling blood
Two gargoyle horns
1 quart willowshade oil
Bring the willowshade oil to a slow simmer in a cauldron, and then stir in the changeling blood until evenly incorporated. With mortar and pestle, grind the gargoyle horns to a fine powder, and place in an identical but separate clay bowl from the alabaster powder. With a single finger in each bowl, cast the spell Stone Shape. Before the powders take shape, shove the powder and bowls into the simmering liquids, bring to a boil and reduce until the mixture takes on a buttery, white thickness.
Alabaster butter is best stored in a small screwtop container, with an application brush or spoon.
This poison is topical and easily absorbed through pores. It is best slathered across the bare skin of the target. It is not tacky enough to cling to metal weapons, but it can be used in a martial fashion if applied to blunt wood weapons.
A dusky bluish purple liquid; low viscosity
1/2 pound dark blue candle wax
1 Will-o’-Wisp (alive)
1 Quart allspice wine
3 bitter aloe leaves
3 quarts water
Juice the bitter aloe leaves, and combine with the wine and water in a cauldron. Burn down and melt all of the candle wax until liquid, and stir into the other liquids, bringing to a boil. Use an implement to hold the living will-o’-wisp below the boiling liquids until scalded, dead. Let the mixture cool, and then transfer to a graveyard bottle.
Part of the poison’s magical effects are only activated when stored in a graveyard bottle.
Candlemouth must be ingested.
Dancer’s ash is a faintly pink ash that both clings and clumps, making it good for lacing weapons or as thrown projectiles.
A handful of branches from the Dandossa pink maple, leaves present
The tops of six rivali mushrooms, dried
The juice of twelve coral persimmons
One threadbare ballet slipper
Use a mortar and pestle to grind the mushroom tops into a fine red powder, set aside. Hand press the coral persimmons, collecting the juice in a bowl or cauldron. Add the full amount of rivali powder, and stir. Lay out all of the Dandossa maple branches, and place the threadbare ballet slipper in the center. Bundle up the branches with the slippers inside, and tie it all up with the twine. Place the bundle inside the cauldron with the mushroom and persimmon mixture, and let stew for five hours without applying heat. After the five hours, the bundle will have absorbed a majority of the mushroom-persimmon mixture. Remove bundle and set aside to dry completely for 24 hours. Once dried, the bundle can be returned to the cauldron, devoid of any mixture, and burnt until ash over an open flame. This may take considerable time, but at the end, the result will be two doses of pink dancer’s ash.
Dancer’s ash must be kept in a stone receptacle, lest it discolor to an ugly brown and be rendered useless. It has a very long shelf life.
Dancer’s ash cannot be absorbed through the skin, so it is safe to handle. For maximum effectiveness, dancer’s ash must enter the blood stream or respiratory systems. For these reasons, it is best delivered by coating a blade, or forcibly inhaled.
Otto’s Irresistible Dance
The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
|01-10||The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.|
|11-20||The character experiences vivid hallucinations and has disadvantage on ability checks.|
|21-30||The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.|
|31-40||The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.|
|41-45||The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.|
|46-55||The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.|
|56-65||The character is blinded (25%) or deafened (75%).|
|66-75||The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.|
|76-85||The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.|
|86-90||Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.|
|91-95||The character loses the ability to speak.|
|96-100||The character falls unconscious. No amount of jostling or damage can wake the character.|
A faintly glowing green liquid with sticky residue that clings to glass; medium viscosity
5 fingernails from a Crawling Claw
A bit of fleece
A sprig of mistletoe
*Six fire beetles
*One pint of ale
In a mortar and pestle, grind the Crawling Claw fingernails and the fire beetles into a paste with the sprig of mistletoe. Add to the ale in a cauldron, and begin to reduce the mixture. While waiting for the reduction, tear the fleece into wispy strands, and put them to flame. As they ignite, drop into the mixture. The surface of the mixture should charge with each strand that hits it, increasing the mixture’s illumination.
Any utensil used in the service of consumption: bowl, stein, waterskin, jar, etc.
Mindsplinter must be ingested.
A dense, milky white liquid with a gritty texture; low viscosity
*A handful of bonemeal
One vial of humanoid blood
*A handful crushed black pebbles
11 Drops spider venom
One pound of fermented moss
3 Gallons water
A cask made from an old coffin
In a mortar and pestle, grind the bonemeal and crushed black pebbles, and then lace with the spider venom. In a cauldron, boil the water, fermented moss and the blood until combined and then add the dry ingredients. Continue to boil until completely incorporated. Let cool, and then transfer to the coffin cask, and age for at least six months.
Any utensil used in the service of consumption: bowl, stein, waterskin, jar, etc.
Bone-wine must be ingested.
A brilliant purple syrup; medium viscosity
4 oz full bloom purple and white Brethil Tree flowers
A dozen stems of the Elanor plant
4 oz leaves of the Alkanet blossom
12 oz Verdant Nettle leaves
Bring 2 gallons of water to a boil, then mix in the verdant nettle leaves. Simmer for 45 minutes. The mixture should transition between a sweet to putrid aroma. In a mortar and pestle, grind the brethil flowers and alkanet leaves into a thick paste, then combine with verdant nettle mixture and stir. Coat mixture over small dices of elanor stems, then cook over steam for several hours until paste conforms over stems to form small beads of deep purple. Allow purple beads to harden. Place 6 oz of beads into a glass vial and add 5 oz of boiling water. Cork immediately and allow to react and settle over 3 days in a dark place. The resulting mixture should be a deep purple thin syrup.
Keep in a corked glass container, ensure minimal exposure to air and moisture.
Injection via poisoner’s kit, three drops into a target’s beverage, or a thick coating at the head of a crossbow bolt or arrow if so inclined.
Heavy, but transparent; vial will appear empty
A living essence of an Air Elemental
3 oz Phase Spider venom
2 oz chewed fat of a young Owlbear
Fill the bottom half of a glass vial with the Phase Spider venom and insert the captured essence of the Air Elemental. Seal the container with the rubberized fat of the Owlbear. The essence will continue living by feasting on the Phase Spider venom, keeping the Air Elemental from growing beyond its container. Once the venom has been completely consumed, ensure the vial is left in direct sunlight for 2 hours to finish the reaction.
The glass vial that keeps the Air Elemental essence must be sealed by rubberized Owlbear fat. Ensure the Owlbear fat does not break down, replacing if needed every two years.
Remove the Owlbear fat and immediately inhale the essence that has consumed the Phase Spider venom. The contents of the container will evaporate within a minute of breaking the seal if it is not used.
A blue and green colloid that is sour to taste; low viscosity
2 oz juice from crushed Blood Apples grown near the grave of an archmage
4 oz deep crimson fruit from a Bearberry Bush (a winter berry)
5 large Bearberry leaves
1 pint distilled water
Cinnamon & varied spices for taste
Bring water to a boil inside a ceramic pot. Using a mortar and pestle, crush the berries in a small amount of distilled water to make a thick paste. Mix cinnamon and spices in the blood apple juice. Slowly add the berry paste to the juice while stirring vigorously. Add bearberry leaves to the boiling water for 1 minute and remove from heat, leaving the leaves in the water. After several minutes, the water will darken with a green and brown coloration. While the water is still hot, add the juice mixture to the water and allow to sit for two hours. Return the water to heat but do not allow to boil. Continue stirring the mixture until it turns a blue/green color. Strain leaves from liquid, then store in a dark glass bottle and cork with wax. Cool before consuming.
8 fluid ounces kept in a dark bottle, sealed with a wax cork.
Spellberry cider must be ingested. Drink directly from the bottle, and do not consume with any other food or drink for at least 30 minutes.