The Arcane Reservoir
This handcrafted ancient teapot is engraved with old runes of power, creation and death. It seems to be made out of some sort of long forgotten metal, that feels cool to the touch and seems to be able to mend itself or even grow slightly. Whilst in all aspects it looks and can function as a normal teapot, strong magic emanates from it, like a well of which the bottom is yet to be discovered.
Magical Tea
The wielder can pour a spell slot and corresponding spell into the Arcane Reservoir, after which the magical energies of the spell will be transformed into a tea. This tea will take over some of the elements and workings of the spell, but probably modify them. The teapot creates enough tea for 4 cups. The workings of a brew will not be immediately clear and require an arcana check or identify to truly be explained.
The tea remains enchanted for 8 hours, but the effect from drinking it only seems to last about 10 minutes. A user cannot benefit from more than 1 effect at a time, drinking a second tea will overwrite the first one.
Known Recipes
Burning Hands:
Turns clear orange with a strong saffron smell.
The taste is similar to chili and ginger, warms up good.
For 10 minutes after drinking this tea, your hands glow slightly and feel hot to the touch. Your unarmed attacks deal 1d3 extra fire damage.
As an action you can clap your hands together, causing a fiery flash to erupt from them. A creature 5ft in front of you makes a Dexterity saving throw DC 12. On a failure the target takes 1d10 fire damage and is blinded until the end of its next turn. On a success, the creature takes half damage and isn’t blinded. Using this action, causes the rest of the tea in your body to lose its effect.
Freezing Strike:
Turns clear as day with little snow petals.
Tastes very minty, refreshing and cold to the brain and lungs.
For 10 minutes after drinking this tea, your lungs feel filled with cold, running all over your veins. You take 1d2 less cold damage and because your heart and lungs pumps less quickly, poison spreads slower. You gain a +2 to poison related saving throws.
As an action you can breathe in deeply and release a cold artic blast. A creature 5ft in front of you makes a Constitution saving throw DC 12. On a failure the target takes 1d6 cold damage and is slowed by light ice and can’t take reactions until the end of its next turn. On a success, the creature takes half damage and isn’t slowed and still has reactions. Using this action, causes the rest of the tea in your body to lose its effect.
Grasping Ice:
Turns a deep blue, with cold that steams and freeze the outer layer of the cup.
Tastes like the purest of ice with a small hint of iron.
For 10 minutes after drinking this tea, your body feels as if it’s adapted to cold environments. Heavy snow and ice no longer count as difficult terrain and Constitution saving throws against the cold are at advantage.
As a action, you can emit a small freezing aura from your feet for 1 minute. This allows you to walk on water and gives you advantage against being knocked prone. After using this action (the full minute), the rest of the tea in your body loses its effect.
Healing Waters:
Turns clear with floating leaves.
Tastes like a strong herbal soup with vegetables.
When you drink this tea, you gain 5 temporary hit points for 10 minutes. As long as 1 remains, you regain 1 at the start of your turn.
Mage Armor:
Turns a deep blue with sparkles of purple.
The taste is kind of soapy with a strange crackling feeling.
For 10 minutes after drinking this tea, your body grows small shimmering plates all over. You can add 1 AC if you’re not wearing armor. These shards seems to ward magic to a degree, spells deal 1d4 less damage.
As an action you can use the shards to encapsule you completely, forming a shimmering armor. Until the end of your next turn, enemies have disadvantage to attack you and spells deal 1d12 less damage. After using this ability, the rest of the tea in your body loses its effect.
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