Cyphers & Potions: Difference between revisions

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==== Swapper ====
==== Swapper ====
''A small disc of unknown, blue metal.''
Found in the [[Pyramid]].
 
''A small disc of unknown metal, blue on one side and orange on the other.''


This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Swapper can then use a bonus action to switch location with a creature who is harmonized to the other linked Swapper and within 60 feet. This effect is not blocked by walls of any kind except those made of force. If one of the two linked cyphers travels to a different plane of existence they lose their link.
This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Swapper can then use a bonus action to switch location with a creature who is harmonized to the other linked Swapper and within 60 feet. This effect is not blocked by walls of any kind except those made of force. If one of the two linked cyphers travels to a different plane of existence they lose their link.
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==== Luck Potion ====
==== Luck Potion ====
When you drink this potion, you can use your reaction to gain advantage on one die roll for 1 minute. You can do so a maximum of three times.
When you drink this potion, for the next minute you can use your reaction to gain advantage on one die roll. You can do so a maximum of three times.


==== Magic Power Potion ====
==== Magic Power Potion ====
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==== Rage Potion ====
==== Rage Potion ====
When you drink this potion, the crit range of any weapon you use for melee attacks is set to 19 for 1 minute.
When you drink this potion, the critical range of any weapon you use for melee attacks is set to 19 for 1 minute.


==== Recall Potion ====
==== Recall Potion ====
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==== Wrath Potion ====
==== Wrath Potion ====
When you drink this potion, you add 2 to any weapon damage dice you roll for 1 minute.
When you drink this potion, you add +2 to the damage you do with any weapon attacks for 1 minute.


=== Potion Prices (in larger cities) ===
== Potion Prices (in larger cities) ==
* Potion of Heroism - 180 gp
* Potion of Heroism - 180 gp
* Elixir of Health - 120 gp
* Elixir of Health - 120 gp

Latest revision as of 17:14, 28 September 2024

This page holds all cyphers and custom potions found.

Cyphers

Cyphers are useful magical items that work only once, they dissolve into nothingness after use. Most resemble miniature mundane items a few centimeters across. They require a creature to form a bond with them before their property can be used. This bond is called harmonization. Harmonizing to a cypher requires a creature to spend 5 minutes focused on only that cypher while being in physical contact with it.

A cypher can be harmonized to only one creature at a time, and a creature can be harmonized to no more than two cyphers at a time. Any attempt to harmonize to a third cypher fails; the creature must end its harmonization to a cypher first. Additionally, a creature can't harmonize to more than one copy of the same cypher.

A creature's harmonization to a cypher ends if the creature no longer satisfies the prerequisites for harmonization, if the cypher has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature harmonizes to the cypher. A creature can also voluntarily end harmonization by spending another 5 minutes focused on the cypher.

Most cyphers require just a mental command to activate that is usually a bonus action or reaction. If more is needed for activation it will be included in the description.

List of Cyphers

Averager

A reward from Lars Gerhardt.

An ivory die showing 4 on all of its six faces.

After rolling a die you can use your reaction and take the average result for the die, rounded up, instead of the result showing. If you roll multiple dice, you can only affect one die using this item.

Cacher

A thank you from Tymos Moltar.

A miniature backpack.

You use your action to focus your mind on a single mundane object with a value of up to 50 gp and a weight of up to 25 lb. The object then appears in your hands or on the ground in front of you.

Eye-er

A thank you from Tymos Moltar.

An owl’s eye set in gelatin.

When harmonized with this cypher you cannot be surprised. The first time it prevents you from being surprised where you otherwise would have been, it dissolves.

Levitater

Taken from Yakkar, the goblin witch doctor.

A miniature leather boot with straps.

As an action you can cast the Levitate spell on yourself. The spell’s duration is 2d4 minutes but you don’t know the result of the die roll.

Passer

Taken from Yakkar, the goblin witch doctor's hut.

A miniature bronze compass.

This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Passer can then use a bonus action to pass a touched item of size medium or smaller to the hands of a creature who is harmonized with the other linked Passer and within 60 feet. That creature can then use their reaction to receive the item in either hand. Should they not have a reaction left or if both their hands are full and they don’t wish to drop what they are holding, the item drops down in front of them.

Puller

A thank you from Tymos Moltar.

A miniature hand, made from leather, with its fingers outstretched.

A bonus action to use. It pulls an unsecured object within 30', weighing 2d4 lb. or less, towards your hand. If you have a free hand you can take the object in hand. If not, it falls to the ground in front of you.

Ribbiter

A reward from Lars Gerhardt.

A frog made of green, folded paper.

Using a bonus action you cast a Polymorph spell onto yourself which changes you into frog until the end of your next round.

Skiller

A reward from Lars Gerhardt.

Half of a wooden die.

After rolling a d20 to use a skill you can use your reaction and roll a 1d3, adding the result to the d20 result.

Stoner

Found in a desert.

A large, brown pit of an exotic fruit.

You can use an action to grant yourself a +2 to your armor class, however, healing magic used on you heals only half the normal amount of hit points. Both effects lasts 24 hours.

Swapper

Found in the Pyramid.

A small disc of unknown metal, blue on one side and orange on the other.

This cypher comes as a pair. When they are held together and harmonized by two different people, the two cyphers become linked. The owner of a Swapper can then use a bonus action to switch location with a creature who is harmonized to the other linked Swapper and within 60 feet. This effect is not blocked by walls of any kind except those made of force. If one of the two linked cyphers travels to a different plane of existence they lose their link.

Swimmer

A thank you from Herr Galaktik for winning the 15th Annual Stjordvik Regatta.

A small fish tail made from blue wool.

Using a bonus action you gain a swim speed equal to your walking speed. This lasts for a duration of 1d3 minutes but you don’t know the result of the die roll.

Temper

A reward from Lars Gerhardt.

A small ox head made of felt.

You can use your reaction to gain 1d8 temporary hit points. These last until the end of your next round.

Whacker

A thank you from Tymos Moltar.

A miniature wooden, tapered club.

After taking hit point damage you can use your reaction to teleport in a random direction on a horizontal plane (using a 1d8 to determine which line of squares to follow) a distance of 2d4 squares (10-40 feet). If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Zagger

A small reverse letter Z made from elm wood.

When you need to make a saving throw against the ability this cypher was made for, you can use your reaction to gain advantage on the die roll.

Potions

Endurance Potion

When you drink this potion, any time you receive damage you take 2 points less for 1 minute.

Luck Potion

When you drink this potion, for the next minute you can use your reaction to gain advantage on one die roll. You can do so a maximum of three times.

Magic Power Potion

When you drink this potion, you add one extra die, of the same type, to any spell that does direct damage to one or more creatures, for 1 minute.

Neakara Mana Parasite Potion

Found under Vresto Mansion.

The penultimate stage of the Neakara parasite suspended in a potion. A day after drinking the potion you gain permanent disadvantage on spell attack rolls and one extra level 1 spell slot.

Requires Attunement by a spellcaster.

Rage Potion

When you drink this potion, the critical range of any weapon you use for melee attacks is set to 19 for 1 minute.

Recall Potion

When you drink this potion, you, and up to four people touching you, will be teleported to the location where you had your last long rest. The potion fails to work if that location was on a different plane.

Shine Potion

When you drink this potion, your entire body emits light as bright as a hooded lantern (bright light in a 30-foot radius and dim light for an additional 30 feet) for 8 hours. You can dismiss this effect as an action.

Wrath Potion

When you drink this potion, you add +2 to the damage you do with any weapon attacks for 1 minute.

Potion Prices (in larger cities)

  • Potion of Heroism - 180 gp
  • Elixir of Health - 120 gp
  • Potion of Healing - 50 gp
  • Potion of Greater Healing - 150 gp
  • Potion of Superior Healing - Not for sale.
  • Oil of Slipperiness - Not for sale.
  • Oil of Sharpness - Not for sale.
  • Potion of Growth - Not for sale.
  • Potion of Speed - Not for sale.