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Consumables
Common Tinctures
Healing
- Potion of Healing
- Effect: Gain 2d4+2 hit points
- Cost: Commonly 50 gp
- Potion of Greater Healing
- Effect: Gain 4d4+4 hit points
- Cost: Commonly 150 gp
- Potion of Lesser Healing
- Effect: Gain 1d4+1 hit points
- Cost: Commonly 25 gp
Poisons
- Ring Poison
- Effect: Poisons the target for 24 hours if they fail a DC 15 saving throw
- Cost: 150 gp
- Zadaran Poison
- Effect: ??
- Cost: Cannot be bought
Uncommon Tinctures
Offensive
- Potion of Fire Breath
- Effect: Use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
- Cost: Commonly 150 gp
Rare Tinctures
Healing
- Potion of Greater Healing
- Effect: Gain 4d4+4 hit points
- Cost: ??
Assisting
- Cat's Eye - a roiling purple potion
- Effect: Gain night vision and +5 perception for one hour
- Cost:??
Other
- "Kinky Potion" - a viscous brown potion that spikes upwards intermittently similar to ferrofluid (made by Guddric Boyle).
- Effect: ??
- Cost: 10 gp for 3 vials
Applicators
Common Applicators
- Blastgel - sticky green transparent ooze
- Effect: forces applied to the gel are bounced backwards with great power. Volatile at high concentrations.
- Cost (diluted): 1000 gp for 4 weapon applications
- Firegel - liquid obsidian, bright orange when lit
- Catches fire when exposed to flame. Radiates the heat of the flame, but will not catch objects on fire. Turns to a brittle stone upon cooling. Heat is amplified at higher concentrations.
- Cost (diluted): 100 gp for 4 weapon applications
Compounds
- Sparkdust - shiny yellow granular dust
- Effect: generates bright light when exposed to force and air
- Cost (diluted): 5 gp for a single use canister