The Loot Table
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Consumables and potions

Core Set

RollNameEffect
01Stride PotionYou gain a +1 bonus to your next Agility Roll.
02Bolster PotionYou gain a +1 bonus to your next Strength Roll.
03Control PotionYou gain a +1 bonus to your next Finesse Roll.
04Attune PotionYou gain a +1 bonus to your next Instinct Roll.
05Charm PotionYou gain a +1 bonus to your next Presence Roll.
06Enlighten PotionYou gain a +1 bonus to your next Knowledge Roll.
07Minor Health PotionClear 1d4 HP.
08Minor Stamina PotionClear 1d4 Stress.
09Grindletooth VenomYou can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.
10Varik LeavesYou can eat these paired leaves to immediately gain 2 Hope.
11Vial of MoondripWhen you drink the contents of this vial, you can see in total darkness until your next rest.
12Unstable Arcane ShardYou 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.
13Potion of StabilityYou can drink this potion to choose one additional downtime move.
14Improved Grindletooth VenomYou can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.
15Morphing ClayYou can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest.
16Vial of DarksmokeWhen 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.
17Jumping RootEat this root to leap up to Far range once without needing to roll.
18Snap PowderMark a Stress and clear a HP.
19Health PotionClear 1d4+1 HP.
20Stamina PotionClear 1d4+1 Stress.
21Armor StitcherYou can use this stitcher to spend any number of Hope and clear that many Armor Slots.
22Gill SalveYou can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
23Replication ParchmentBy touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper.
24Improved Arcane ShardYou 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.
25Major Stride PotionYou gain a +1 bonus to your Agility until your next rest.
26Major Bolster PotionYou gain a +1 bonus to your Strength until your next rest.
27Major Control PotionYou gain a +1 bonus to your Finesse until your next rest.
28Major Attune PotionYou gain a +1 bonus to your Instinct until your next rest.
29Major Charm PotionYou gain a +1 bonus to your Presence until your next rest.
30Major Enlighten PotionYou gain a +1 bonus to your Knowledge until your next rest.
31Blood of the YorgiYou can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.
32Homet's Secret PotionAfter drinking this potion, the next successful attack you make critically succeeds.
33Redthorn SalivaYou can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.
34ChannelstoneYou can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.
35Mythic DustYou can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.
36AcidpasteThis paste eats away walls and other surfaces in bright flashes.
37Hopehold FlareWhen 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.
38Major Arcane ShardYou 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.
39FeatherboneYou can use this bone to control your falling speed for a number of minutes equal to your level.
40Circle of the VoidMark 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.
41Sun Tree SapConsume 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.
42Dripfang PoisonA creature who consumes this poison takes 8d10 direct magic damage.
43Major Health PotionClear 1d4+2 HP.
44Major Stamina PotionClear 1d4+2 Stress.
45Ogre MuskYou can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.
46WingsproutYou gain magic wings that allow you to fly for a number of minutes equal to your level.
47Jar of Lost VoicesYou 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.
48Dragonbloom TeaYou 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 d20 physical damage using your Proficiency.
49Bridge SeedThick 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 short rest.
50Sleeping SapYou can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking.
51Feast of XuriaYou can eat this meal to clear all HP and Stress and gain 1d4 Hope.
52Bonding HoneyThis honey can be used to glue two objects together permanently.
53Shrinking PotionYou 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.
54Growing PotionYou 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.
55Knowledge StoneIf 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.
56Sweet MossYou can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.
57Blinding OrbYou can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP.
58Death TeaAfter 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.
59Mirror of MarigoldWhen you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.
60StardropYou can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.

Additional

RollNameEffect
1Warding CandleYou can light this candle to fill an area within Close range with a halo of light. A creature outside the halo can't enter it if they have ill intent toward a creature within it. The candle burns for an hour.
2Iridian DustThis multicolored powder sticks to everything and prevents creatures covered in it from becoming Hidden.
3Verglasian SeedYou can use this ice shard to instantly freeze an area of water up to Close range.
4Cupbearer's BezoarYou can swallow this bezoar to become immune to poisons until your next long rest.
5Mossmantle PotionYou can drink this tea to perfectly blend into natural environments until your next rest.
6Lyrebird LozengeYou can dissolve this lozenge in your mouth to perfectly mimic any voice you've heard until the end of the scene.
7Vial of FeatherfallYou can drink this potion to ignore damage from falling for the next 10 minutes.
8Chimeric SalivaYou can apply this saliva to a weapon that deals physical damage to change its damage type to magic until your next rest.
9Packet of Space DustThis dust causes anything it covers to become lighter than air. One packet contains enough dust to cover the contents of a picnic basket, and the effects last for an hour.
10PipeweedWhen you choose the Clear Stress downtime move during a short rest, you can smoke this non-intoxicating leaf to clear an additional Stress. Any other PCs who chose the Clear Stress downtime move also gain this benefit.
11Deathseer's PowderYou can sprinkle this powder over a recently deceased corpse to conjure a spectral reprise of their final minute of life.
12Slayer's SaltYou can spread this salt in a line along windowsills or thresholds to create a magical barrier that undead creatures can't cross until the line is broken.
13Yakamel MilkAfter consuming this milk, the next time you clear 1 or more Hit Points, you clear an additional Hit Point.
14Glowmoss MushroomYou can break this mushroom into pieces, causing it to glow bright blue until your next long rest.
15Red Ooze OilYou can coat your weapon in this oil. The next successful attack you make with this weapon deals an extra 1d8 magic damage and temporarily Ignites the target. While Ignited, the target takes 1d4 magic damage when they take the spotlight.
16Instant CampYou can unfold this small mechanical box into a camping tent large enough to safely house six people. The tent collapses at the end of your next long rest.
17Bundle of SpiderlegsYou can eat these spiderlegs to walk on walls until your next rest.
18Ciscan Fog BottleYou can break this jar to fill the area within Close range with magical mist. A creature who enters the mist clears a Stress and becomes Hidden.
19Snapthorn SeedYou can throw this seed at a point you can see. It explodes into a tangle of binding vines that temporarily Restrains all creatures within Close range of that point.
20Sprite BottleWhen you mark your last Hit Point, this bottle shatters to release the Sprite inside. The Sprite clears all your Hit Points before fading from the Mortal Realm.
21Gravity BombYou can throw this peach-sized mechanical orb at a point within Far range. It implodes and pulls all creatures and objects within Close range of that point into Melee range with it.
22Gossip FlowerYou can plant this seed in soil. It instantly grows into a small flower that records everything it hears for up to one week. When plucked, the flower recites what it recorded in real time, then withers.
23Displacement TokenYou can swallow this token to conjure two illusions of yourself that you can control. Each illusion lasts until it takes damage or until your next rest.
24Night Hag's DustYou can blow this dust in an adversary's face to prevent them from clearing Stress until your next long rest.
25Self-Sewing ThreadYou can use this thread to clear either a Hit Point or 2 Armor Slots.
26Stonemason's FortuneWhen you throw this gray brick on the ground, it immediately grows into a 6-foot-tall, 10-foot-wide, and 2-foot-deep wall of solid stone.
27Mnemonic PotionYou can drink this potion to Utilize an Experience without spending a Hope.
28Salamander SalveYou can apply this salve to your skin to make yourself immune to heat until your next rest.
29Green Ooze OilYou can coat your weapon in this oil. The next successful attack you make with this weapon deals an extra 1d8 magic damage and temporarily Corrodes the target. While Corroded, the target gains a -2 penalty to their damage thresholds.
30Sunlight OrbYou can shatter this orb to make the area within Very Far range appear as though it's sunlit daytime for the next 24 hours.
31Moonlight OrbYou can shatter this orb to make the area within Very Far range appear as though it's moonlit nighttime for the next 24 hours.
32Midas FlaskYou can pour this small flask of alchemical liquid over a mundane item to instantly transmute it into a handful of gold.
33Staff of ReversalYou can break this staff against the ground to reverse one magical transformation or effect within Far range.
34Berserker's BrewWhen you drink this dram of liquid, you gain a bonus to your Strength and a penalty to your Finesse and Knowledge equal to your Instinct (minimum 1). This effect lasts until you make a death move or until your next rest.
35Emberite ShardChoose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and become temporarily Ablaze. While Ablaze, a creature must roll a d4 whenever they make an action roll. On a result of 1, they mark a Hit Point. On a result of 4, they clear the Ablaze condition.
36Arcticite ShardChoose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and become temporarily Restrained by ice.
37Fulgurite ShardChoose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and mark 1d4 Stress as lightning crackles through the area.
38Demiurge's DraughtYou can drink this draught to gain a +1 bonus to your Proficiency for your next successful attack roll.
39Cockerel Claw TeaYou can drink this tea to refresh your features as if you had taken a long rest.
40Potion of VigilanceYou can drink this potion to gain a +1 bonus to your Evasion until you mark a Hit Point.
41Cacophonous ConcoctionWhen you drink this potion, anything you say or do in the next hour becomes impossible for a witness to recount. Any attempts they make to communicate what they saw, heard, or otherwise sensed comes out garbled or nonsensical.
42Nightmare MeadYou can drink this potion to discover the deepest fear of the next person you make eye contact with. When you do, the GM gains a Fear.
43Stake of AbjurationYou can hammer this stake into the ground and make a proclamation. Until your next rest, a creature within Far range of the stake who transgresses that proclamation must mark a Stress. The stake lasts until your next rest, then it shatters.
44Psychopomp's ShroudYou can place this shroud over the corpse of a recently deceased creature. The creature's spirit enters the shroud and becomes your spectral assistant until the next sunrise, when they pass through the veil of death and take the shroud with them.
45Phial of Deep InkYou can drink this bottle of ink to transform into a cephalopod of roughly your size for the next hour. You gain rubbery skin, soft bones, the ability to breathe underwater, and new limbs until you have eight total.
46Mesmer's TonicWhen you drink this tonic, the only thing you can hear until your next rest are the surface thoughts of creatures within Very Close range.
47Invisibility PotionYou are Hidden until you deal damage to another creature or until your next rest.
48Formoid SerumYou can drink this potion to become a swarm of 16 million ants until the end of the scene. You keep and have access to all equipment, loot, and features.
49Steelskin SalveYou can apply this salve to your skin to gain a bonus to your damage thresholds equal to your tier until the end of the scene.
50Godling's PomeloYou can eat this citrus fruit to clear all Hit Points and Stress.
51Snakeskin SpiritYou can drink this potion to slough off your outer layer of skin and heal a scar.
52Magic-User's MalisonWhen you release this spellcaster's trapped soul, you can cast one spell from a card in your vault as if it were in your loadout. This doesn't work for permanently vaulted cards.
53Quintessential SeverantYou can use this magic blade to cut one magical or metaphysical bond, such as an enchantment, contract, magical tether, or divine oath. When you do, the blade shatters.
54Mask of the Echoed SelfYou can wear this mask during your next level up to swap the values of any of your traits. When you do, the mask becomes your permanent face.
55Necroprancer's BellYou can break this rusted, clapperless bell against the ground to summon a skeletal steed that climbs out of the earth and serves you until the next sunrise.
56DrakemantleYou can use this enchanted ancient dragon hide to gain draconic characteristics until the end of the scene, when the hide falls aways in tatters. Until then, you can fly and gain a +5 bonus to your damage thresholds and a +1 bonus to your Proficiency.
57Gambler's FallacyYou can spend any number of handfuls of gold by placing them into this slotted ceramic jar shaped like a pig. When you throw the jar at a point within Far range, it explodes and deals 1d20 magic damage for each handful of gold spent to all creatures within Close range of that point. All gold within the jar is destroyed.
58Lionheart TonicYou can drink this tonic to gain a +1 bonus to your Proficiency until you roll with Fear.
59Tears of the Undying HeroWhen you drink this potion, death can't touch you until your next long rest. When you would mark your last Hit Point, instead of making a death move, you make one final action roll before falling into a dreamless slumber until an ally chooses the Tend to Wounds downtime move to clear your Hit Points.
60Featherstep PotionYou can drink this potion to sprout small wings from your ankles that give you a bonus to your Evasion equal to your tier until your next rest.
Make a potion card