"Cool and composed, ZIN: Spearmint is laced with magic drawn from charm schools, bard colleges, and veiled courts. Each pouch releases a crisp clarity of mind and silvered tongue, making every word a performance and every glance a weapon."
Each flavor of Zin Pack is crafted with a distinct magical infusion and purpose. While all carry risk, each is treasured for the specific strengths it offers. Experienced adventurers often learn to tell the difference by scent alone—just before slipping one in and stepping into the storm.
Usage
As a Bonus Action, you can place 1 to 8 pouches (charges) under your lip to activate Zin effects. Effects last 1 minute. Only one Zin Pack can be active at a time, but you may stack multiple pouches at once to increase potency—at a risk.
Base Effect (1 Pouch)
Gain one of the following for the duration (1 hour):
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Advantage on Charisma (Persuasion), (Deception), or (Performance) checks
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Your voice can be magically projected up to 60 feet as if using Thaumaturgy
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You can speak and understand all spoken languages
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When you begin a conversation, you may choose one creature to be under the effect of Friends for the first minute
Stacking Zin (2 to 7 Pouches at Once)
For each additional pouch used simultaneously:
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Choose an additional unique benefit from the list above.
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Each pouch beyond the first increases the DC of a Constitution saving throw made after the effect ends by +2.
After the effects end, roll a DC 14 Constitution saving throw (increased by +2 per additional pouch):
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Success: No adverse effects.
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Failure: You suffer a drawback for 2 hours (roll a d4):
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Verbal Overload: You cannot cast verbal spells for 1 hour.
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Social Fatigue: Disadvantage on Charisma checks for 4 hours.
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Involuntary Mimicry: You uncontrollably mimic others’ voices or accents, making deception impossible.
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Fading Presence: You cannot be the focus of attention; Persuasion and Performance rolls have disadvantage.
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Full Zin Burn – Silvertongue Bloom (Roleplay/Social Ascendancy, lasts 1 hour)*
If you consume all 8 charges at once:
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Gain advantage on all Charisma checks
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You can cast the following spells at will without components: Disguise Self, Charm Person, Calm Emotions
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Once during the hour, you may use Suggestion or Zone of Truth as if cast with a 3rd-level spell slot
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Your words are magically compelling: all creatures who hear you speak must make a DC 17 Wisdom saving throw or treat you as friendly for the duration of the conversation
At the end of the hour, roll a DC 22 Constitution saving throw:
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Success: You fall unconscious for 1d6 hours, immune to all healing during this time.
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Failure: You are reduced to 0 hit points, gain 3 levels of exhaustion, and lose the ability to speak or cast verbal spells for 24 hours.
Notes: 8 Charges, Consumable. Does not Reset, Social, Consumable
Previous Versions
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7/16/2025 12:47:51 AM
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7/16/2025 12:48:59 AM
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