Equipment
Consumables
All 60 SRD consumables (one-use loot). You can hold up to five of each; using one doesn't require a roll unless the GM or the fiction demands it.
Nothing matches those filters.
Stride Potion
01You gain a +1 bonus to your next Agility Roll.
Bolster Potion
02You gain a +1 bonus to your next Strength Roll.
Control Potion
03You gain a +1 bonus to your next Finesse Roll.
Attune Potion
04You gain a +1 bonus to your next Instinct Roll.
Charm Potion
05You gain a +1 bonus to your next Presence Roll.
Enlighten Potion
06You gain a +1 bonus to your next Knowledge Roll.
Minor Health Potion
07Clear 1d4 HP.
Minor Stamina Potion
08Clear 1d4 Stress.
Grindletooth Venom
09You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.
Varik Leaves
10You can eat these paired leaves to immediately gain 2 Hope.
Vial of Moondrip
11When you drink the contents of this vial, you can see in total darkness until your next rest.
Unstable Arcane Shard
12You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage.
Potion of Stability
13You can drink this potion to choose one additional downtime move.
Improved Grindletooth Venom
14You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.
Morphing Clay
15You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest.
Vial of Darksmoke
16When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack.
Jumping Root
17Eat this root to leap up to Far range once without needing to roll.
Snap Powder
18Mark a Stress and clear a HP.
Health Potion
19Clear 1d4+1 HP.
Stamina Potion
20Clear 1d4+1 Stress.
Armor Stitcher
21You can use this stitcher to spend any number of Hope and clear that many Armor Slots.
Gill Salve
22You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
Replication Parchment
23By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper.
Improved Arcane Shard
24You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage.
Major Stride Potion
25You gain a +1 bonus to your Agility until your next rest.
Major Bolster Potion
26You gain a +1 bonus to your Strength until your next rest.
Major Control Potion
27You gain a +1 bonus to your Finesse until your next rest.
Major Attune Potion
28You gain a +1 bonus to your Instinct until your next rest.
Major Charm Potion
29You gain a +1 bonus to your Presence until your next rest.
Major Enlighten Potion
30You gain a +1 bonus to your Knowledge until your next rest.
Blood of the Yorgi
31You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.
Homet's Secret Potion
32After drinking this potion, the next successful attack you make critically succeeds.
Redthorn Saliva
33You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.
Channelstone
34You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.
Mythic Dust
35You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.
Acidpaste
36This paste eats away walls and other surfaces in bright flashes.
Hopehold Flare
37When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene.
Major Arcane Shard
38You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage.
Featherbone
39You can use this bone to control your falling speed for a number of minutes equal to your level.
Circle of the Void
40Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage.
Sun Tree Sap
41Consume this sap to roll a d6. On a result of 5-6, clear 2 HP. On a result of 2-4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.
Dripfang Poison
42A creature who consumes this poison takes 8d10 direct magic damage.
Major Health Potion
43Clear 1d4+2 HP.
Major Stamina Potion
44Clear 1d4+2 Stress.
Ogre Musk
45You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.
Wingsprout
46You gain magic wings that allow you to fly for a number of minutes equal to your level.
Jar of Lost Voices
47You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage.
Dragonbloom Tea
48You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency.
Bridge Seed
49Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next rest.
Sleeping Sap
50You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking.
Feast of Xuria
51You can eat this meal to clear all HP and Stress and gain 1d4 Hope.
Bonding Honey
52This honey can be used to glue two objects together permanently.
Shrinking Potion
53You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency.
Growing Potion
54You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.
Knowledge Stone
55If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.
Sweet Moss
56You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.
Blinding Orb
57You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP.
Death Tea
58After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die.
Mirror of Marigold
59When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.
Stardrop
60You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.