Pouch of Magic Mushrooms
Wondrous Item, very rare
This pouch contains a number of small dried mushrooms. As a Utilize action you may consume any number of doses from the pouch. If you are immune to the poisoned condition, nothing happens. If you are not immune to the poisoned condition consult the following table:
A tiny creature consuming a dose of the mushrooms, or any creature consuming more than twice the number listed in the above table for their size must make an immediate constitution saving throw against poison with a DC 20 or die. Any other creature that takes a number of doses equal to the number listed based on their size must make a constitution saving throw against poison with a DC of 15 or become incapacitated for 3d10 hours. A lesser restoration or equivalent can remove the condition from the creature. A creature that succeeds either of these saving throws is affected by the magic mushrooms and begins to hallucinate and experience synesthesia for the next 3d10 rounds. The DM is encouraged to be creative with these effects.
A creature affected by the magic mushrooms has a chance to gain a supernatural charm. At the start of each turn while affected the creature rolls a d20. On a score of 1-19 nothing additional happens. On a roll of 20, the character is no longer affected by the magic mushrooms and gains a charm as per the charm table.
A pouch contains 10 doses when created, or 2d4 doses when found as treasure. A pouch of magic mushrooms is considered a black market item (see Cargo and Trading). Having these items aboard your vessel if discovered while the vessel is docked at a civilised settlement, or in your inventory and discovered while at a civilised settlement is a risk with law enforcement or local authorities.
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