Recipes

Name
Rarity
Description
Components
Common

Gain +1 Charm for the session.

Common

+1 Attack and +2 Dread underwater. Bladed, Polearm.

Common

Naturally spicy and probably going to burn coming out, but feeds +6 people.

Common

Withstand extreme heat for 1 day and gain +5 Block against fire for 1 hour.

Rare

Grants flying for 10 minutes.

Rare

5 Daggers. Ranged weapon, undetectable when hidden on PC. 0 Slot items.

Common

Gain immunity to one POISON effect if eaten in the same session.

Common

Withstand extreme cold for 1 day and gain +5 Block against cold damage for 1 hour.

Common

Peasants regard the wearer as royalty.

Common

+1 Dread when dual wielded.

Common

Gain +1 Sneak for the session.

Witchcraft

Speak with the dead or undead for 10 minutes.

Rare

Grow Huge to the size of a house for 10 minutes. Gain +2 Temporary Courage per Level.

Common

Once every session, gain Advantage on a Trickery Check.

Common

Create any tool with [glow]: item can light up like a torch for 1 hour per day.

Common

Increases Knowhow by +1 for 1 day.

Common

1d10 Usage Die instead of 1d6.

Rare

On a 9+ Hit with a weapon dipped in this poison, the target must make a 6+ Vitality Check or become POISONED.

Common

Once every session, gain Advantage on an Intimidate Check. Blunt, Armor.

Common

Heal 5 Courage.

Common

PC’s voice lowers several octaves. Gain +1 Intimidate for the session.

Common

Extremely strong adhesive that binds objects together like super glue.

Common

Once every Combat, Block 1d6 Dread. Armor.

Common

+1 Item Slot. +2 Dread. Blunt, Polearm.

Rare

Piecemeal Armor. Intimidate Check: Each session, pacify a hostile critter.

Witchcraft

Target suffers a random CURSE.

Common

Royalty regard the wearer as a fellow noble.

Rare

[entangle] Once every Combat, on a 6+ Hit, Entangle a large or smaller target.

Rare

Turn invisible for 1 hour or until engaging in Combat.

Common

Ink that is only readable by the intended person.

Common

Creates a maddening itch that the target will try to scratch at all costs. Lasts 1d4 hours.

Rare

Once every Combat, on a 9+ Hit, the target is Paralyzed.

Common

1d8 Usage Die instead of 1d6. Heal 1 Courage.

Common

Gain +1 Nimbleness for the session.

Common

Heal 3 Courage.

Common

Heal a WOUND, or allow a target to reroll a Defy Death Check that they failed within the last few minutes.

Common

Gain +4 Courage for the session.

Common

Piecemeal Armor. Breathe underwater while worn.

Common

Once every Combat, attack twice in a round. Bladed, Flexible, Blunt, Polearm.

Rare

Run incredibly fast. Gain 2 Speed (move two range bands in a round) for the session.

Common

Gain +1 Perception for the session.

Common

Throw at a Nearby or Faraway target. The target and anyone Close suffer 1d6 Dread and BURNING.

Common

Feeds +4 people. Heal 2 Courage, but prepare for some flatulence. -1 Sneak for a day.

Common

Once every session, reroll a missed Attack. Bladed, Ranged.

Common

Once every session, gain Advantage on a Wilderness Check.

Common

Breathe fire for 1d6 Dread (plus BURNING) for 1 day.

Common

Gain Proficiency in Climbing while worn.

Common

In the hands of a Bard, Invigorate heals +1 Courage.

Displaying recipes 51 - 100 of 194 in total

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