Aqua Delerium

Dungeons of Drakkenheim p. 230 (Third Party)

Tipo
Poción
Rareza
rare

Descripción

This purple potion glows dimly with octarine light. It swirls and sparkles in its small stoppered bottle. When you drink this potion, you regain expended spell slots. Roll 1d6 - you choose spell slots to regain that have a combined level that is equal to or less than the result. None of the slots can be higher than 5th level. For one hour after drinking aqua delerium, roll 1d20 each time you cast a spell of 1st level or higher. On a 1, you trigger a random arcane anomaly (see Dungeons of Drakkenheim). If you consume more than one dose of aqua delerium before finishing your next long rest, you take (1d12) necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can't be reduced or prevented in any way. When a creature who cannot cast spells using spell slots drinks aqua delerium, it takes 10 (3d6) necrotic damage and gains one level of contamination.

Arcane Anomalies:

1d20Arcane Anomalies
1Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2The nearest creature is affected by a hideous laughter spell (Save DC 15) but instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are stunned for 1 round (No save).
4The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a faint vision of the creature being killed by that attack appears.
7Discordant music fills the mind of all creatures within 30 feet, who are affected as if by irresistible dance (Save DC 15).
8A section of stone, water, air, or energy becomes an appropriate contaminated elemental.
9An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10All humanoid corpses within 120 feet animate as hostile haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11The shadows of 1d6 random creatures in the area animate and try to kill them. Once destroyed, the creatures don't cast a shadow for 24 hours.
12All creatures within 60 feet become invisible for 1 min or until they attack or cast a spell.
13Tendrils of life flow from the nearest creature to others. It must succeed on a DC 15 Constitution saving throw or take 8d8 necrotic damage, half on a success. The three nearest creatures within 60 feet each regain hit points equal to the damage taken.
14A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colors in shapes which are simply wrong. Creatures incapacitated by the spell weep uncontrollably.
15A black tentacles spell appears in the area for 1 hour (Escape DC 15).
16Objects within 60 feet come to life for the next hour, as if affected by the animate objects spell. They mumble awful truths, but are not otherwise hostile.
17The nearest creature is polymorphed into an awakened shrub for 1 hour or until reduced to 0 hp (No save).
18Time slows down for up to six randomly determined creatures within 120 feet of the anomaly. They are affected by the slow spell for 1 minute. (Save DC 15).
19Time speeds up for one randomly determined creature within 60 feet of the anomaly. They are affected by the haste spell for 1 minute.
20A bowl of flowers and a very surprised aquatic mammal appear 100 feet in the air. "Oh no, not again..." thinks the flowers.