Consumables

Most consumables (except food) are alchemical concoctions that need to enter the body to take effect, be it through literal consumption or through more invasive methods like poisoned arrows.

Save

To save against an unwanted effect, the affected creature must perform a CON save against a DC of [10 + the consumable's quality score (Q)].
Exempt from this are consumables that cause DoT and HoT status effects, like Bleeding or Regeneration. In these cases, the status effect rules apply.

Cleansing

To cleanse the effect of a consumable (positive or negative) with a spell like Purify, a DC of [20 + the affected creature's CON-MOD] must be reached.


Potions

Potions are consumables with a one-time effect.

Potions

NameEffect
Healing Potion, small3d4+Q Healing
Healing Potion, medium3d6+Q Healing
Healing Potion, large3d8+Q Healing
Mana Potion, small1d4+Q MP
Mana Potion, medium1d6+Q MP
Mana Potion, large1d8+Q MP
Energy Potion, small1d4+Q EN
Energy Potion, medium1d6+Q EN
Energy Potion, large1d8+Q EN
Regenerative Potion IRegeneration 1
Regenerative Potion IIRegeneration 2
Regenerative Potion IIIRegeneration 3
Regenerative Potion IVRegeneration 4
Regenerative Potion VRegeneration 5
Clarity PotionRemoves a mental status effect with a DC up to 10+Q.
Recovery PotionRemoves a physical status effect with a DC up to 10+Q.

Tonics

The effects of tonics last for an entire Phase.

Tonics

NameEffect
AntidoteGrants Advantage 1 on saves against Poisoned.
CoagulantGrants Advantage 1 on saves against Bleeding.
StimulantGrants Advantage 1 on saves against Confused, Drowsy, Stunned.
Attribute TonicIncreases the MOD of the specified attribute by Q.
MPR TonicIncreases Mana Point Regeneration by Q.
MS TonicIncreases Movement Speed by Q.
TN TonicIncreases Toughness by Q.
WL TonicIncreases Wound Limit by Q.
WT TonicIncreases Wound Treshold by Q.
Resistance TonicGrants Resistant against the specified damage type.

Poisons

In combat, poisons are usually delivered through invasive means like poisoned arrows and blades.
Out of combat, poisons are generally involuntarily consumed, in which case all saves made against them are hindered by 10, including saves against the regular status effect Poisoned.

Poisons

NameEffect
Poison ICauses Poisoned 1.
Poison IICauses Poisoned 2.
Poison IIICauses Poisoned 3.
Poison IVCauses Poisoned 4.
Poison VCauses Poisoned 5.
Toxin: CharmedCauses Charmed.
Toxin: ConfusionCauses Weakened.
Toxin: DrowsyCauses Drowsy.
Toxin: FrailCauses Frail.
Toxin: SlowedCauses Slowed.
Toxin: WeakenedCauses Weakened.
Toxin: VulnerableCauses Vulnerable against the specified damage type for one Phase.

Food

Food is the best (and least expensive) way to regenerate Energy. Below are rough categories of food adventurers consume, with snacks and field rations being the most common and cheapest by a wide margin, though not necessarily the tastiest...

Food

NameEffectTimeWeightSizeTags
SnackGain 1+Q EN1 Action0.11x1Stack 4
Field RationGain 10+Q EN, Regeneration 11 Phase0.52x1Stack 2
MealGain 20+Q EN, Regeneration 22 Phases1.02x1
FeastGain 40+Q EN, Regeneration 32 Phases2.02x2