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Orostead Iced Tea

Potion - rarity varies

The typical Orostead iced tea, a common potion, is a specialty alcoholic beverage that creates harmless sensory effects with each sip. When made, a tea has enough for 6 + 1d4 sips before it's used up, instead of a single use. You can take a sip as an action. When you drink this potion, roll on the table below to determine which one of the following effects occur:

d8Common Effect
1You suddenly become drenched with illusory salt water. After 1 minute, it dries.
2You're suddenly overwhelmingly warm (50%) or cold (50%) for 1 minute.
3You remain frozen in place for 1 second, as if briefly removed from time.
4You gain the effect of the speak with animals spell for 1 minute.
5You suddenly teleport 5 feet into an unoccupied space next to you.
6Any clothing you wear becomes various shades of gray for 1 minute.
7Static charge builds up on you. Touching or being touched by anything for the next minute causes a sharp shock of electricity to leap between you.
8Your skin, hair, and eye colors are inverted. In addition, roll a d12. You grow or shrink a number of inches equal to the result of the die, shrinking by odd numbers or growing by even ones. After 1 minute, your appearance returns to normal.

The drink is incredibly refreshing with notes of lemon, tea, and cherry, and has virtually no alcoholic bite to it. Regardless, due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.

The following Orostead iced tea is a very rare variant with additional properties. It also tastes better.

When you take a sip of this potion, roll a d8 and consult the table below instead to determine which one of the following benefits you gain. Once you've gained a benefit from the table, you can't gain that same benefit again until you finish a long rest.

d8Very Rare Effect
1For 1 hour, you gain a +2 bonus to Strength ability checks and saving throws, as well as attack and damage rolls for weapons that use Strength.
2For 1 hour, you gain a +2 bonus to Dexterity ability checks and saving throws, as well as attack and damage rolls for weapons that use Dexterity.
3You gain 2d10 + 20 temporary hit points.
4For 1 hour, you gain a +2 bonus to Intelligence ability checks and saving throws. If Intelligence is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration.
5For 1 hour, you gain a +2 bonus to Wisdom ability checks and saving throws. If Wisdom is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration.
6For 1 hour, you gain a +2 bonus to Charisma ability checks and saving throws. If Charisma is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration.
7Choose a benefit from the table, even if you've already gained it since you finished your last long rest.
8You recover expended spells slots with a combined level that is equal to or less than 8, and none of the slots can be 6th level or higher. If you don't have any expended spell slots, you can use an action to cast the fireball spell once within the next 8 hours, casting the spell at 6th level and using a spell save DC of 16 when you do.

A now-famous remnant of the very brief School of Mixology course taught at the Spire in Orostead. This single drink caused more mayhem in one week than the city had seen since the Upheaval. The class was immediately canceled, but its legend continues to live on in this miraculous drink. It also, begrudgingly admitted by the Spire administration, led to a sharp increase in Adventuring Guild requests for wizarding parties—in both senses of the word.