Pale Tincture
Poison
250 gp 0.10 lb Food 37.2

The poisoned creature must repeat the defensive roll after a long rest, taking 3 (1d6) poison damage on a failed defensive roll. Until this poison ends, the creature cannot be healed by any means. After seven successful defensive rolls, the effect ends and the creature can heal normally.

You inspect the vial, its contents a faint, ethereal hue. Once ingested, it binds to the body like a ghostly shackle. Each day, the defensive struggle persists, draining life until liberation or demise.

  • Quick Abilities:
  • Apply Pale Tincture
    37.2 250 gp

  • V Current: 1
  • V Max: 1

  • Object Damage Type Immunity:
  • Poison
  • Psychic

  • Object Vitality Multiplier: 0.15

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
30%
Effect 2
30%
Ambience
30%
Music
30%

Item Information