Item: Faydhaan's Dallah
Noble faydhaan shuyookhs serve coffee brewed in ornate dallahs such as this one to welcome guests in their courts. Most nobles have their kitchen staff import the beans at great expense from other planes then roast the beans with local ingredients gathered on the Plane of Water to create a brew unique to their locale. A faydhaan's dallah has the name of a specific faydhaan shuyookh engraved on the bottom and typically comes with six drinking cups, a platter, and a selection of coffee beans.
Activate—Brew 3 (concentrate, manipulate)
Effect You place a handful of beans in the dallah, and it immediately grinds the beans, fills with water, and brews six cups' worth of coffee. Pouring a cupful of coffee into a vessel takes an Interact action, as does drinking a cup. A creature that drinks a cup can breathe underwater and is protected from mild or severe temperatures of underwater environments for 8 hours. The coffee can later be transmuted using the dallah's other activation, but this latent magic ends if the dallah is used to brew coffee again.
Coffee poured from the dallah stays in its vessel until someone drinks it or deliberately pours it out, even if the vessel is in an environment where the coffee would normally escape, such as underwater.
Activate—Faydhaan's Hospitality 2 (concentrate)
Frequency once per day
Requirements You used the dallah's activation to brew a batch of coffee today
Effect You speak the name of the faydhaan shuyookh inscribed on the dallah. You don't need to be holding the dallah to use this activation. The shuyookh transmutes the coffee within the body of each creature who partook from the batch you brewed, choosing a single common potion of 6th level or lower, which grants them all the benefits of that potion. Typically, the shuyookh chooses a moderate healing potion, lesser potion of resistance, or potion of swimming.
Trait Effects
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
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