Colloquially referred to as "Thims" especially in the circles who use Arcanthium recreationally. Created by bored and desperate mages working with alchemists in an attempt to reinvigorate their pools of arcana. Arcanists were able to form crystals of unstable arcana which must be processed into a fine powder then dissolved for use. The best method of use has been found to be injected into the ear canal or behind the eyeball.
One small dose has the ability to replenish one spell slot of level 1 or 2 depending on quality (determined by d20, 1-10 is low, 11-20 is high) - 50gp
One medium dose has the ability to replenish one spell slot of level 3 or 4 depending on quality (determined by d20, 1-10 is low, 11-20 is high) - 150gp
One large dose has the ability to replenish one spell slot of level 5 or 6 depending on quality (determined by d20, 1-10 is low, 11-20 is high) - 350gp
One ungodly dose has the ability to replenish one spell slot of level 7-9 depending on quality (determined by d20, 1-14 is 7th, 15-18 for 8th, 19-20 for 9th) - 750gp
- Constitution save of 6dc for small (increases by 6 for every size up 12,18,24) must be made on first use of the day (each additional daily use increases DC by 4, 6, 8, or 10)
- If save is failed, a d6 must be rolled to determine adverse effects, stated below. The same save can be attempted at the beginning of every round to become normal
- 1 - there are bugs crawling under your skin, get them out. Take 2d4 slashing damage every round you're affected. All you can do is claw at your body.
- 2 - sleepiness sets in, you fall asleep while standing for 2 rounds or until attacked. A friendly can take an action to wake you
- 3 - a cacophony of voices and images flood the mind, causing 2d4 psychic damage
- 4 - uncontrollable vomiting for the entire next round, no action/bonus action/movement can be performed, you are left prone
- 5 - confusion overtakes you, nobody is your friend, everyone wants to kill you, attack the nearest creature (friendly or not)
- 6 - speed is increased by 60 ft immediately after use, but direction cannot be controlled. On d6: 1-2 is straight, 3-4 is left, 5-6 is backwards, 7-8 is right
- When something is contacted, both objects or creatures take 1d6 damage. Until saved, a new direction is determined every round
If user ever fails more than 3 Arcanthium saves within 5 days they begin entering psychosis with various outcomes every day determined by a d20, addiction has set in. This can be temporarily combated with uses of Arcanthium. The only way to remove this potentially fatal addiction is greater restoration, a wish, or divine intervention.
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