Other Oddities Unique to Ea (Poisons, Potions, Food & Drink, etc):

== Special Potion: Refined Liquid Mana ==
Description:
Liquid Mana must be bottled and
turned potions through a refinement process to be ingested safely.
Ingesting or dealing with Raw
Liquid mana is highly toxic to all organic life, and, unless it is harvested in
an already refined form, must be treated with a trained DC 20 Craft Alchemy
check or DC 30 Spellcraft check to treat it into Refined Liquid Mana.
To refine the purity of liquid
mana, a trained Craft Alchemy check is necessary to refine the liquid into a
more concentrated form, as defined below. Each Successful check made to refine
increases the purity by 8% + (2% for every point you exceeded the DC by), and
once the purity passes the threshold, the potion enters the next refinement
stage and the DC increases as noted below.
Lesser ->
Greater: DC 15
Greater ->
Superior: DC 20
Superior->
Supreme: DC 25
See Raw Liquid mana for more
details about the effects of Raw Liquid Mana. 
The effectiveness, type, and
effects of the potion is dependant on the amount of liquid bottled, the
dilution of the liquid, and the amount the liquid has decayed due to centuries
or millennia of inactivity.
The Types of Potions are as below:
Lesser - 0-25% purity
Greater- 26-65% purity
Superior - 66-99% purity
Supreme - 100% purity
Effects:
When ingested, mana potions grant
the one who ingested them a number of magical 'mana points' that last for one
day, and vanish after a full rest. The Maximum number of mana points that may
be stored is equal to your class level.
A monk may convert Mana points
into Ki points at a rate of 1:1 as a bonus action on their turn.
A being who has no spellcasting
ability or Ki points has no ability to consume or use Mana points.
 Type	
 Dice	
 Cost
 Lesser	
 1d4	
 800 GP
 Greater	
 1d8	
 1200 GP
 Superior	
 1d10	
 1600 GP
 Supreme	
 1d12	
 2500 GP
Usage:
Absorbing or drinking mana from a
potion is a standard action that provokes attacks of opportunity, and you can
only do such once per day without suffering consequences from the intense
energies of the liquid.
For every additional time you
absorb or ingest a potion per day beyond the first, roll a 1d10, adding an
amount to your roll equal to the number of times you've taken a refined mana
potion that day. On an 8 or higher, you become fatigued.
Taking such an effect while
already fatigued means you gain exhaustion instead. You cannot ingest Refined
Liquid Mana while exhausted, as you lack the endurance to withstand the
dangerous process of taking it into your body.
1. May use a certain number of
mana points to restore spell levels. See below for conversion rates.
 Spell Level	
 Mana Point Cost
 1st Level	
 2
 2nd Level	
 3
 3rd Level	
 5
 4th Level	
 6
 5th Level	
 7
2. May roll a d10, and take the
following result on the below table. You may use mana points to add an variable
amount to the result of the roll, equal to one point of adjustment(Up or down)
for every two mana points you give up. Once you roll on this table, you can not
do so again that day.
You may loop from either One to ten or ten to one with adjustment, but
the cost is + 1.
 Number Rolled	
 Effect
 1	
 A Magical
 Silence effect is immediately cast, centered on the ingester of the potion.
 The Radius and duration is doubled, and the caster level is equal to the HD
 of the ingestor - 2(Minimum 1).
 2	
 The Next Spell
 you cast is cast at a -5 caster level for all purposes relating to it, and
 cannot overcome SR regardless of roll.
 3	
 You become
 fatigued(Exhausted if already fatigued), but the next 1d3 spells you cast are
 affected by a Maximize metamagic effect. You cannot gain this effect if
 exhausted, and the effect is wasted.
 4	
 Instantly
 knocks the drinker unconscious for 30s (5 rounds). While unconscious, the
 drinker appears dead to enemies and friendlies alike (and does not make death
 saving throws), and cannot be revived early. On the 6th round, the drinker
 revives to full HP, and gets 150% speed and damage for 10 rounds.
 5	
 Heals 2d6
 Ability Damage to three ability scores. If you possess no ability damage, you
 instead heal for 6d6 damage.
 6	
 The 3 skills
 you have the highest ranks in are treated as being 50% of their total for the
 next 24 hours.
 7	
 Constitution
 check at DC 15; if you pass, you are restored to maximum HP; if you fail, you
 drop to 0 HP.
 8	
 Heals the
 ingestor for 3d12, and burst heals all within 40ft of the drinker with 2d10
 positive energy.
 9	
 Your HP total
 is reverted to what it was 1d10 rounds ago.
 10	
 Heals all in a
 30ft burst for 2d4+1 health(Positive Energy) and gives the drinker the
 benefits of a haste spell for 1 minute without the resulting lethargy.
Side Effects:
If any accumulated mana points are
left over at the end of the day, you gain one of the following conditions:
Mana Dependency:
When
Dependant, your mana absorption is reduce by one point per day of continued
mana use. This count is not reset until you abstain from absorbing mana for 6
consecutive days and lose your dependency.
Withstanding
from any use in any amount of time under 6 full days only halts the progress of
your dependency.
Mana Addiction:
When
accumulated mana points are carried into long rests for two consecutive days
you become addicted. While so addicted you will experience withdrawal after
long rests following mana use. This effect lasts for three days. When in
withdrawal and preparing spells for the day, you lose half your spell slots for
each spell level if you fail a constitution check; DC 15 on the first day and
DC 12 the days following if no mana was consumed. Failure to make the checks
will also cause you 1 level of exhaustion as a separate effect.
Mana
Addiction can only be cured by the spell Greater Restoration or by abstaining
from mana use for 12 days.
Location and how to procure Liquid Mana:
While the process of creating
and/or generating liquid mana remains unknown, it is frequently harvested in
great quantities from High Human ruins that dot the landscape, as the ruins
seem to either generate a continuous supply as needed or simply has nigh-inexhaustible
supply.
It is often harvested in its raw
form, but the more intact ruins have been known to leak refined liquid mana,
though such a ruin is both rare, and frequently drained rapidly by those
interested in such a substance.
== Special Poison: Raw Liquid
Mana, AKA 'Arcane Anathema' ==
Description:
Ingesting or dealing with Raw
Liquid mana is highly toxic to all organic life, and, unless it is harvested in
an already refined form, must be treated with a trained DC 20 Craft Alchemy
check or DC 30 Spellcraft check to treat it into Refined Liquid Mana.
Raw Liquid mana is infamous for
being one of the most toxic and deadly substances known to the world, as the
mere act of being in its presence is enough to harm an organic being. 
Since it is a poison that works
through soaking through pores and destroying things from the inside out,
creatures that do not breathe are not immune to its effects, though being
immune to poison blocks it as normal.
If the target does not possess a
CON score, it is unaffected as normal, but if it is a spellcaster, it still
takes the relevant effects as normal regardless of its nature.
Below is the effects of Raw Liquid
Mana, as a poison. It is more commonly known as 'Arcane Anathema'.
Applying it to the ground/earth in
repeated application for one week may lead to the creation of a dead magic
zone.
Type poison
(contact, inhalation, ingestion); Save Fortitude
DC 18''
 
Onset
1 round; Frequency 1/round for 10
Minutes''
 
Effect -10
to all concentration & Spellcraft checks for an hour Cure 1 save''
Special:
At the moment the target fails the save against the poison, once only for the
duration, they lose a spell slot or one of their available spells of a level
for the day, chosen randomly from one of their available spell levels. (Ex: If
they have up to 6th level spells, roll 1d6. The number roll decides which level
they lose a slot or available spell from. If they have no more of that level,
roll until a level that they have available spells in is chosen. If they have
no available spells, they do not take this effect.)''
== Special Drink: Alcoholic
Mana Brew ==
Creation: Can be found inside some high human ruins as is, but
otherwise must be refined from Raw Liquid Mana with a DC 30 craft alchemy
combined with a DC 30 Spellcraft check. 
Effect: Roll a d20, and gain an effect according to the below
table. A creature cannot gain another effect from this if it currently is under
one of the below effects already.
 
 Number Rolled	
 Effect
 1	
 For 1d4 hours,
 your veins glow neon blue and you shed light like a torch.
 2	
 For 1 hour, all
 liquid you ingest changes to something else. Roll a 1d3, and pick the result
 from the below table.
 1: Liquid
 changes to a random alcoholic beverage.
 2: Liquid changes to Alcoholic
 Mana brew.
 3: Liquid changes to Refined
 Liquid Mana.
 3	
 You immediately
 become intoxicated to the point of unconsciousness, but cannot fall
 unconscious for the next hour.
 4	
 You immediately
 lose all intoxication afflicting you, and cannot become intoxicated for the next
 1d4 hours. Instead, the nearest living target who is not in combat and is
 capable of becoming intoxicated, regardless of distance, takes all
 intoxication for you.
 5	
 You can cast
 Detect thoughts as an at-will ability for the next 1d4 hours, but doing so
 slowly intoxicates those whose minds you read.
 6	
 Your eyes glow
 bright blue for the next week, at all times, even when closed. Nothing can
 stop or suppress this effect.
 7	
 For the next 24
 hours, all alcoholic liquids you ingest have their alcohol content quintupled
 only for you, all non-alcoholic liquids gain an alcohol content equal to
 strong dwarven whisky only for you, you become incapable of death or
 ill-effects by alcohol poisoning or similar afflictions caused by alcohol
 content, and your blood and bodily fluids are intensely alcoholic to anyone.
 8	
 You're
 convinced for 1d4 hours that everything is simply a game played by people
 around table at a tavern (breaking the 4th wall but in-world).
 9	
 You are
 immediately transported to a random outer plane. For the next 1d4 minutes,
 you are stuck there and cannot leave, and automatically return to your
 original location once the effect ends. You cannot expire due while you are
 in that plane, and cannot drop below 1 hp or die for any reason while there,
 though you can still feel pain and be attacked while you are there. Once you
 return to your original location, all effects both harmful and otherwise that
 originated on the other plane cease. You cannot leave the other plane by any
 means until the 1d4 minutes have passed.
 10	
 The ghost of a
 random deceased being related to your current location appears beside you and
 ineffectually haunts you for the next week. They cannot be banished or forced
 to leave, but can be persuaded and talked to, though they cannot be more than
 5ft from the one who they are haunting.
 11	
 One minute from
 the moment this effect is rolled, you vanish and, for the next 24 hours,
 become the favored drinking partner and friend of a random Lord of Hell,
 Minor or Major Deity, or similarly powerful outsider. 
 You immediately become aware of
 your imminent vanishing and are capable of communicating this to anyone,
 though nothing can stop this effect. When you vanish, a small scroll from the
 chosen outsider with a written apology for your kidnapping, and a written
 promise to return you, unharmed, in 24 hours relative to the prime material
 plane appears where you vanished.
 The two of you become best
 friends, and they drag you around their holdings, plane or place of residence
 forcing you to party with both them and their minions, friends, and
 acquaintances, allowing no harm to come to you with the best of their
 ability. You are returned 24 hours later, blacked out, unable to remember
 anything but a very hazy blur of having the most fun in all your life, at the
 location where you vanished.
 12	
 You can only
 refer to yourself in the third person for the next hour.
 13	
 For the next 24
 hours, you are convinced and become used to being one size category larger
 than you are, though your actual size does not change. Your vision, and other
 senses shift accordingly, but your size does not.
 14	
 For 1d4 hours,
 your veins glow black and you absorb all visible light and lower all light in
 30ft around you by one level.
 15	
 For the next
 hour, you cannot recognize faces or people at all, but all who meet/lay eyes
 on you immediately dislike you but cannot place why.
 16	
 All of your
 hair on your head grows four times in length. If you do not have hair on your
 head, you grow both a thick, luscious full beard and long, shaggy hair, even
 if you cannot normally grow hair due to race, sex, or other reasons.
 17	
 Your highest
 and lowest trained skills swap totals for the next 1d4 hours.
 18	
 You and the
 closest person to you swap bodies for the next 2d6 minutes.
 19	
 You immediately
 change to the opposite gender of your species for the next 24 hours, even if
 your race would normally not have more than one gender.
 20	
 Roll twice and
 take both results. Ignore any further rolls of a 20.