This dried violet flower is either brewed into a tea or powdered and inhaled directly. Consumption induces a calmed state of mind as well as potentially intense hallucinations.
After ingesting a dose of amara, roll a Wisdom saving throw.
If you roll a 20 or above, you have advantage against being frightened for 1 hour.
If you roll between a 11-19, you have advantage against being frightened for 1 hour and gain 1 random effect from the Amara Effects Table A.
If you roll a 10 or below, you have advantage against being frightened for 1 hour, are considered poisoned for 1 hour and gain 1 random effect from the Amara Effects Table B.
All random effects also persist for 1 hour. The save DC increases by 2 for every additional dose after the 1st within 24 hours of ingestion.
Amara Effects Table A:
1 Every time you speak, pink and purple bubbles spew out of your mouth.
2 You can only see in black and white
3 You are enveloped in the scent of fresh apple pie
4 A tabby cat appears next to you and starts making small talk. Only you can see and hear it.
5 Everyone else's voice sounds like a high-pitched chipmunk version of themselves to you.
6 You can only speak while shouting.
Amara Effect Table B:
1 You cannot cast any spells that require a verbal component.
2 Your movement is doubled but you can only move in a straight line on each of your turns.
3 The next time you roll a natural 20, treat it as a natural 1.
4 You immediately have to consume 1 ration or suffer one level of exhaustion.
5 All your hair falls out and grows back within the next 1d6 days.
6 You fall asleep for an hour or until you take damage.
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