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10 Magic Formulations For Your D&D Game

In the spirit of lists of cool stuff for your game, I present to you 10 formulations your village herbologist or alchemist may be able to brew up for your D&D game. I really like it when a potion or concoction has a name other than “potion of speed” or “potion of healing” and so in that spirit, you will notice that these items have snazzy names. I am only giving the most basic of descriptions and effects. You are free to determine how expensive these items would be in your setting and/or change anything that I have written here – descriptions and textures and effects are all fair game for you to use as you will, as are the names of these items. The point here is to give you inspiration to use in your own setting, or to have something new and different to use in your game. It’s nice to have unusual things in your campaign from time to time.

1) Cluren’s Chili Cordial: This small (1/8 inch) ball of chili is dipped in pure cocoa that has been melted in warm goat’s milk. As the blob cools a special powder is applied. The power diffuses into the center and suffuses the chili with potent magics. When consumed, Cluren’s Chili Cordial provides the effected creature the ability to sense the presence of magic. This effect acts as a detect magic spell, allowing the user to detect the presence and school of magic on an item within 15 feet . Ingestion of more than one cordial per day causes the eater to become violently ill.

2) Sastad’s Satiating Salve: This thick purple cream is rubbed on the abdomen and neck. It quenches the hunger purple cream2and thirst of the user for 24 hours. During this time the character is not subject to exhaustion due to lack of food or water (though is subject to exhaustion from other sources). When the effects of Sastad’s Salve wears off, the character must eat a normal meal or apply more salve, otherwise he/she immediately gains 1 level of exhaustion. Submersion in water for 10 minutes will negate the effects of the salve. Using the salve for more than 5 consecutive days can have disastrous consequences.

3) Tonic of Dotan: This is a thin pink liquid with a frothy layer at the top. When imbibed the character’s movement increases by 15 feet and they gain advantage on all dexterity (acrobatics) and dexterity (sleight of hand) checks. This effect lasts for 30 minutes. At the end of the duration the PC must succeed on a DC 10 dexterity saving throw or will have disadvantage on all dexterity checks. A new save can be attempted at the end of each short rest. The effect ends automatically if the PC takes a long rest.

dragon tea pot4) Pemal’s Unguent: Rubbing this unguent on the shoulders and letting it soak into the skin adds ‘Fly 10 ft.’ to the movement type of the creature for 10 minutes. To fly the character must jump into the air and then make motions as though they are ‘swimming’ underwater. This greasy lotion application does not grant the ability to hover – the PC must continue to move while in the air. Flying PCs are extremely susceptible to large gusts of wind. In a windy area or during a gust, a PC flying using Pemal’s Unguent must succeed on a DC 15 strength (athletics) check or will be knocked to the ground and fall prone. A PC who failed the save is subject to falling damage.

5) Helto’s Senses: Rubbing this pungent blue gel onto your eyelids provides supernatural trap sensing abilities. Rumors are that the gel is made from an extract of Decel Root, a plant that glows during the night. The gel grants advantage on all wisdom (perception) checks on wooden or stone walls and furniture for 1 hour. This allows the character to more easily detect traps while underground or in large, non-metallic structures.

6) Dupern Springs: Developed for spelunkers in the mountains of Dupern, this ointment greatly increases a character’s jumping ability. Rubbing this thick, jelly-like ointment on the soles of your feet doubles the height of high jumps (normally 3+str modifier) and length of long jumps (normally strength score) without needing a running start. Advantage is also given on strength (athletics) checks to add 5 extra feet to the jump (DC 15). Dupern Springs lasts for 3 jumps and then enough has rubbed off so as to no longer be effective.

7) Ithnaeian Tongue: This foamy blue nougat is usually packaged in 2 inch by 1 inch strips and wrapped in cheescloth. Eating the strangely-textured concoction provides the character with the ability to understand the literal translation of spoken words. This acts as a combination of comprehend languages and speak with animals spells and can be used to communicate with beasts, fey creatures, humanoids, and monstrosities. Creatures without spoken language can use gestures and noises to get their meaning across. The effects of Ithnaeian Tongue lasts 1 hour.

8) Gilfin: Breathing in this teal colored, fine powder causes the neck to grow a slight webbing, within which are tiny gills. This allows the user to breathe underwater for a number of minutes equal to 3 times their constitution score. The character retains their normal respiratory function while under the effects of the powder.

9) Unshut: This milky green substance imbues the drinker with the ability to open doors, gateways, and hatches just by looking at cannisterthem and willing it so. After ingestion the effect lasts for 20 minutes. At the end of the duration the character must succeed on a DC 10 constitution saving throw or be intoxicated for 30 minutes. It is recommended that only one dose is taken within a 6 hour period. Drinking too much Unshut has been known to induce long-lasting intoxication and an inability to control the power of the magic, leaving the PC unable to regulate what is opened when under the influence.

10) Silkmouse: This dry, stringy, white substance has a cottage cheese-like consistency. It is often baked into small pot pies because the texture is rather unpleasant when not mixed with root vegetables (potatoes and carrots). When eaten, the character’s fingertips produce copious amounts of silky webbing. 30 minutes after eating the substance enough web has been produced to allow the character to eject the silk, in long thin strings, out of the fingertips. Each 1 cup sized pot pie will allow web-slinging for up to 20 minutes. The webbing is strong enough to climb, to hold a fleeing small or medium sized creature, or to fully bind a large creature. Once thrown, the webbing acts like regular web produced by a typical giant spider. If boots and socks are removed the character can also project the silk out of their toes.

 

There you have it, more new and interesting content for your fantasy RPG. Hope you enjoy them! The art for these items was generously provided by @symatt, follow him on twitter – he’s a cool dude and an awesome RPGer.

Until next time, I wish you good gaming!

~DMSamuel

 

About

DM Samuel is the Editor-in-Chief here at RPG Musings as well as the podcast editor for The Tome Show. He is also a host of the gaming podcast Play on Target. He plays all manner of role-playing games and boardgames and continues to learn new games all the time (and new things about old games, too). Sam lives in Upstate New York with his wife and their game collection. You can follow him on twitter @DMSamuel.

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