Naturally spicy and probably going to burn coming out, but feeds +6 people.
Withstand extreme heat for 1 day and gain +5 Block against fire for 1 hour.
5 Daggers. Ranged weapon, undetectable when hidden on PC. 0 Slot items.
Gain immunity to one POISON effect if eaten in the same session.
Withstand extreme cold for 1 day and gain +5 Block against cold damage for 1 hour.
Grow Huge to the size of a house for 10 minutes. Gain +2 Temporary Courage per Level.
Create any tool with [glow]: item can light up like a torch for 1 hour per day.
On a 9+ Hit with a weapon dipped in this poison, the target must make a 6+ Vitality Check or become POISONED.
Once every session, gain Advantage on an Intimidate Check. Blunt, Armor.
PC’s voice lowers several octaves. Gain +1 Intimidate for the session.
Extremely strong adhesive that binds objects together like super glue.
Piecemeal Armor. Intimidate Check: Each session, pacify a hostile critter.
[entangle] Once every Combat, on a 6+ Hit, Entangle a large or smaller target.
Turn invisible for 1 hour or until engaging in Combat.
Creates a maddening itch that the target will try to scratch at all costs. Lasts 1d4 hours.
Once every Combat, on a 9+ Hit, the target is Paralyzed.
Heal a WOUND, or allow a target to reroll a Defy Death Check that they failed within the last few minutes.
Piecemeal Armor. Breathe underwater while worn.
Once every Combat, attack twice in a round. Bladed, Flexible, Blunt, Polearm.
Run incredibly fast. Gain 2 Speed (move two range bands in a round) for the session.
Throw at a Nearby or Faraway target. The target and anyone Close suffer 1d6 Dread and BURNING.
Feeds +4 people. Heal 2 Courage, but prepare for some flatulence. -1 Sneak for a day.
Once every session, gain Advantage on a Wilderness Check.
Gain Proficiency in Climbing while worn.
In the hands of a Bard, Invigorate heals +1 Courage.
Displaying recipes 51 - 100 of 194 in total
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