A plastic bottle with a plain blue label full of a clear water-like liquid that smells vaguely of almonds. The plastic is crumpled, and the label's adhesive has degraded.
Drinking the entire bottle is equivalent to eating 1 pound of food. See "Malnutrition" for the risks of not eating.
Upon consumption, make a DC 10 Constitution saving throw. If you fail, you become incredibly tired, gaining 1 Exhaustion level, and will fall Unconscious in 5d4 minutes, or earlier, if you choose to. If this would put you at Exhaustion level 6, you immediately fall asleep and don't die from Exhaustion. Upon falling asleep, you remove 1 Exhaustion level and cannot awaken until 2d4 minutes have passed. Afterwards, you will wake up after a long rest or if something rouses you from your slumber. If you succeed, you feel a bit drowsy.
Success or failure, for the next 24 hours, you have Resistance to Psychic damage and advantage on Wisdom saves and ability checks against becoming possessed, gaining the Charmed or Frightened conditions, or otherwise resisting an external influence upon your psyche, including any you are currently under.
If you don't drink the entire bottle, the duration of its effects scale proportional to how much was consumed. It tastes like regular water.
Notes: Resistance: Psychic, Advantage: Wisdom Saving Throws, Charmed, Frightened, Unconscious, Exhaustion, Control, Buff, Utility, Warding, Consumable, magical meal, Utility Potion
Previous Versions
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9/19/2022 12:59:59 PM
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4/30/2025 2:57:18 AM
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