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). |