These magical shrooms can have many different effects on their consumption. Some are slightly more dangerous than others but who doesn't love an adventure. When .01 of these shrooms are taken you activate one of the effects listed on the table below. If more than 1 dose is taken it adds another effect on top of the already existing effect. When consumed they must make a con saving throw with a DC 12.
d100 |
Effect |
---|---|
01–10 |
Take 2 points of exhaustion. |
11–20 |
You gain the poisoned condition and are paralyzed for the next 8 hours. |
21-30 |
You are incapacitated for the next week. |
31–40 |
You cast arcane eye. |
41-50 |
For the next hour, you hear ethereal music continuously playing. |
51-60 |
At the beginning of every round take 8d6 fire damage. This effect lasts 5 rounds. |
61-70 |
You become petrified |
71-80 |
You have truesight of 120ft for the next 8 hours. |
81-90 |
All attacks have advantage for the next 10 rounds. |
91–100 |
You see into the future for 30 seconds. |
Notes: Damage, Buff, Debuff, Consumable
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