Tainted Consumable Items

When making Consumable Items, and you fail your Alchemy check, you may create a tainted consumable. When a tainted consumable is utilized, roll on the following table to determine the outcome of your Tainted item.

Tainted Consumable Effects
01-50%The item functions as normal
51-70%The item doesn't function at all
71-80%The item has the opposite effect, or no effect if this isn't possible (GM's discretion)
81-85%The item is volatile. When it is utilized it explodes, dealing 1d10 per Item Rank Fire damage to all creatures within 15ft. Additionally, all creatures must succeed a Resilience check [DC 15] or suffer an injury.
86-90%The item is poisonous. When utilized, the user suffers from a sleep-inducing contact poison, and becomes Drowsy [SE, ST 4d10 vs CON]. If the target does not save within 20 segments, it falls Asleep for 1d4 phases. This is a Poison effect.
91-94%The item releases a burst of Antimagic. All creatures within 15ft are surrounded by Antimagic [SE, ST 5d10 vs INT, WIS, or CHA].
95-97%The item releases a powerful charm. When utilized, the user is Charmed by the next creature it sees [SE, ST 5d10 vs CHA]. This is a Mind-Affecting ability.
98-100%The item is unstable, releasing a burst of magic upon use. All creatures within 15ft are subject to the effects of a Greater Prismatic Spray (no attack roll required).