ZaZa, an uncommon and magical herb, is renowned for its ability to open doorways to the ethereal realm. When consumed, users experience heightened perception, enhanced creativity, and a temporary boost to wisdom. However, the unpredictable nature of ZaZa introduces an element of risk.
Effects:
- Enhanced Perception: +2 Wisdom for 1d4 hours.
- Tranquil Visions: Gain disadvantage on Insight checks, intelligence checks, and saving throws against illusions.
- Ethereal Connection: Brief communication with spirits or entities from the ethereal plane. At least... You think you have that...
Drawbacks:
-Hallucinatory Whispers: Roll a d100 on the Wild Magic Table (see below).
-Ephemeral Wisdom: -2 Wisdom for 1d4 hours after the initial effects wear off.
-Psychic Resonance: On a failed Constitution saving throw (DC 15), experience psychic damage (1d6) due to the strain on the mind.
Wild Magic Table (Roll a d100):*
1. You turn into an inedible fruit for an hour. Though, only you knows you are a fruit. You also take 2d10 physic damage.
2-10. Sudden vivid dreams of a distant land.
11-20. Your skin temporarily changes color.
21-30. Minor telepathic communication with the nearest creature.
31-40. Gain proficiency in a random skill for 1 hour.
41-50. Your voice becomes musical for a short duration.
51-60. Uncontrollable laughter for 1 minute.
61-70. Invisibility, but only to yourself.
71-80. Temporary vulnerability to a random damage type.
81-90. Speak only in rhyme for the next hour.
91-99. Illusory butterflies follow you for the next 1d4 hours.
100. Everything you put in your mouth tastes like candy to you. You also have resistance to any cold damage as a cloud follows you, snowing on you. This lasts 2(+how much ZaZa you consumed) hours and you take 1d8 (+1d8 every hour) cold damage every hour.
Notes: Disadvantage: Intelligence Ability Checks, Disadvantage: Insight, (Note: Adapt and modify the effects as needed to fit your campaign.), Buff, Debuff, Consumable
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