Scrollhammer: Artifacts of Tamriel
Scrollhammer Supplement: Artifacts of TamrielEdit
The myths of Tamriel are myriad. Mighty heroes, vile sorcerers, and mantled gods shape the world around them and bring forth era after era of great deeds. But many legends are not associated with gods and men, but with the weapons they wield. This supplement provides the rules necessary for your Scrollhammer heroes to field legendary weapons and powers.
This section covers the general rules for Artifacts in your games.
The Artifacts included in this book are legendary weapons which have appeared throughout the history of Tamriel. Depending on which army you intend to play, certain Artifacts from this book will be noted as available to certain models in that army's rules. This book lists the Artifacts and the number of points required to take them. If an army book specifies that the points cost of an Artifact is different than the one given here, the book's cost takes precedence. If a model has a limit to the number points he can spend on items, Artifacts which cost more than his limit can obviously not be taken. Artifacts are rare and unique; they can obviously not be upgraded with upgrade enchantments or different item qualities in the like, either!
Artifact (included variants such as Daedric Artifact) is a keyword. Artifacts are unique: you may only have one of it in your army. In addition, certain effects may specifically interact with artifacts.
Artifacts that are specific to a single army may not be included in this supplement. An item listed as an Artifact which does not appear in this book still uses the rules for being an Artifact mentioned above(see the core rules for artifacts)
Certain items in this supplement are described as Katanas. Katanas are 2-handed weapons that strike with +1 Strength, and have the Critical Strike special rule. If a Weapon Quality upgrade on a Katana would grant it additional Strength, it grants it additional Initiative instead. If a model must have an item type available (as a class of weapon as default wargear or an upgrade) in order to purchase item, upgrades or artifacts of that type, Katanas as unit options are available to models that can take either Katanas or Greatswords(assuming that the unit can take a particular Katana as an upgrade, that is).
List of ArtifactsEdit
Sacred to the Altmer is the bow said to be forged by great Auri'el, God of Time, king of the Mer. This aetheric weapon, millennia old, brings strikes fiercely and lethally upon its wielder's foes. Mighty heroes throughout the history of Tamriel have sought this weapon, and many have found it and conquered. It is said that this weapon bears a magical connection to the Star of Magnus, the Sun.
Auriel's Bow is a shooting weapon. Artifact, Elven Bow. S6 AP6, Move and Fire 1, range 48". Auriel's Bow deals shock damage, and hits from it have Absorb Magicka(d6 on a 1+). Roll the d6 for each hit inflicted by this weapon.
Alongside the great bow, a second mighty instrument of war is attributed to Auri'el. The great Shield of Auri'el is made of forged ebony, and is said to make its wielder impervious to all blows.
Artifact, Shield. All hits against bearer roll to wound at -1 Strength. Bearer is immune to Instant Death from Spells, and Spells that would deal Multiple Wounds to bearer deal 1 wound instead.
Azura, Goddess of Dusk and Dawn, covets the worship of mortals, and rewards heroes are faithful to her commands with a great blessing: her Star. A strange yet harmless trinket in appearance, it is in reality a powerful tool: a conduit by which the energies of souls departing to Oblivion may be stored and made use of.
Daedric Artifact. Every successful Soul Trap performed by bearer grants d6 Soul Gem Counters.
The Bitter CupEdit
The nectar of the bitter cup is imbued with the magics of Clavicus Vile, Daedric Prince of Deals. To partake of the Bitter Cup is make a pact with Lord Vile, to grasp greatness at the cost of sure disaster.
Daedric Artifact, Consumable, Potion. The Bitter Cup may be taken in addition to a model's normal allotment of potions. When the Bitter Cup is imbibed, compare the drinkers WS, BS, S, T, I, Ld, and Mg. The highest of these stats is increased by 2 (up to maximum of 10, except in the case of Mg) and the lowest is decreased by 2(down to a minimum of 1) for the remainder of the game. Bearer's Leadership value is divided by two(rounded up) when making this comparison. If there is a tie for the lowest or for the highest attribute, randomly determine which is chosen.
Bizarre in appearance, the Bloodworm Helm is a construct of eldritch bone. Forged through the dark magic of Mannimarco, King of Worms, it grants dark powers of sorcery to its wearer. Whoever bears it on his head becomes immersed in the black rites of the King of Worms, and the dead beckon to his command from their graves.
Artifact, Helm. The bearer of the Helm of Worms may reroll any number of Power Dice each time he attempts to cast a Necromancy spell. He must abide by the second result. Undead he Summons have +1WS +1S.
Boots of the ApostleEdit
The Boots of the Apostle are but a whisper in the many tales of legendary artifacts. Little is known of them, and few have witnessed their power. Those who wear them are rumored to have the power to walk on air as though it were land, to climb the skies like a tower.
Artifact, Boots. The bearer of the Boots of the Apostle is a Flyer in addition to his other unit types, as long as he is not mounted.
The Bow of ShadowsEdit
"Legend has it that the Bow of Shadows was forged by the Daedra Nocturnal. The legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission that failed, and the Bow was lost. Raerlas did not go down without a hearty fight and is said to have, with the aid of the Bow, taken scores of his foes with him. The Bow grants the user the ability of invisibility and increased speed. Many sightings of the Bow of Shadows have been reported, and it is even said that the sinister Dark Elf assassin of the Second Era, Dram, once wielded this bow." —Yagrum Bagarn, Tamrielic Lore
The Bow of Shadows is a shooting weapon. Daedric Artifact, Bow. S3 AP0, Move and Fire 1, Range 36". A model bearing the Bow of Shadows has Stealth(+2) and may shoot during the same Shooting Phase that he marches(if he does this, the rest of the models must hold their fire unless their rules would also permit them to shoot).
Chrysamere, the Paladin's BladeEdit
The Sword of Heroes is an ancient and mighty blade, wielded by many great warriors throughout history, but seldom for long by any particular individual. The Blade emits an aura of glorious light, shielding its bladesman from harm as he smites his foes.
Artifact, Greatsword. Chrysamere strikes at +4 Strength instead of the usual +1, and grants its bearer a 4+ Ward Save and Regeneration(6+).
The shrines of Meridia, Goddess of Life, are forever under assault by the forces of the undead, her eternal enemy. Should a hero come to her aid, she blesses him with her mightiest gift: Dawnbreaker, a sword of blinding light, by whose edge the damned quake and are cast back into their graves.
Daedric Artifact, Daedric Hand Weapon. Dawnbreaker deals flame damage, has Shred, and ignores Feel No Pain. Should an Undead model by slain by it, every other undead model in base contact with it immediately takes a S4AP2 flame hit which ignores Feel No Pain. These extra hits do not generate hits of their own, however.
A strange Akaviri blade, Dawnfang has served in the hands of countless unknown heroes. For all the third era, it passed from warrior to warrior, a unique and wondrous weapon to be wielded. Its last known owner, the Orc warrior Grommok gro-Barak, disappeared into the Realm of Sheogorath wielding it, during the days of the Oblivion crisis, when a rift appeared between the material world and the Madhouse. The blade is now said to be a prized possession of Sheogorath's, gleefully taken as a trophy after the Orc succumbed to the perils of wandering the planes of Oblivion.
Artifact, hand weapon. Dawnfang strikes with +1 Strength, +1 AP, and +1 to hit, and deals flame damage. As long as naturally occurring Night Fighting is in effect, Dawnfang undergoes a transformation; it is called Duskfang, and deals frost damage. Should its wielder slay twelve models with this weapon, regardless of which form it is in, for the remainder of the game the blade strikes with an additional +1 S and Absorb Health(5+).
The Ebony BladeEdit
The Leech of Mephala is a weapon steeped in betrayal of every form. An eerie curved sword carried by the Goddess of Murder, it sucks the very essence from those who come near it, growing in strength for every evil act committed with it. Mephala is said to grant it at times to merciless and cunning mortals, a gift for aiding her in the webs she spins.
Daedric Artifact, Daedric Katana. Absorb Health (4+), models hit are Silenced until the beginning of your next turn.
Fang of HaynekhtnametEdit
"Black Marsh was once known to be inhabited with what the Argonians called the Wamasus. Northern men considered them to be intelligent dragons with lightning for blood. One such mighty beast, Haynekhtnamet, was slain by the Northern men, though it took 7 days and nights, and a score of men. One of the surviving men took a fang home as a trophy. The fang was carved down into a blade and fashioned into a small dagger. The Dagger mysteriously houses some of the beast's magical properties and grants the user the ability to do shock damage on an opponent. This unique Dagger is seen occasionally by traveling heroes." —Yagrum Bagarn, Tamrielic Lore
Artifact, Dagger. The Fang of Haynekhtnamet strikes with +3 Strength, has Critical Strike, and deals shock damage.
Among the most famed swords in all of Tamriel, Goldbrand has passed in and out of myth, and has appeared in the hands of countless great heroes. Said to be forged by dragons, the mighty Goldbrand shines as bright as the sun, its golden curves reflecting the scorching flames which flow forth from it in the heat of battle. The Prince of Plots, Boethiah, is said to use it as a reward for the most exceptionally strong and bloodthirsty of his pawns.
Artifact, Daedric Katana. Goldbrand strikes with an additional +2 Strength, and has Multiple Wounds(d6). It inflicts a Critical Strike on a To Wound roll of 5+. It deals flame damage.
Ice Blade of the MonarchEdit
"The Ice Blade of the Monarch is truly one of Tamriel's most prized artifacts. Legend has it that the Evil Archmage Almion Celmo enchanted the claymore of a great warrior with the soul of a Frost Monarch, a stronger form of the more common Frost Atronach. The warrior, Thurgnarr Assi, was to play a part in the assassination of a great king in a far off land, and become the new leader. The assassination failed and the Archmage was imprisoned. The Ice Blade freezes all who feel its blade. The Blade circulates from owner to owner, never settling in one place for long." —Yagrum Bagarn, Tamrielic Lore
Artifact, Glass Greatsword. The Ice Blade of the Monarch has Shred, and deals Frost Damage. Mark a model that has suffered one or more unsaved wounds by the Ice Blade of the Monarch as Frozen. Models Frozen in this manner are reduced to Initiative 1, and have their maximum March distance reduced to 0". They continue to be Frozen for the rest of the game, unless all their lost wounds are restored, in which case they cease to be Frozen.
Mace of Molag BalEdit
The cursed Mace of Molag Bal is among the most feared artifacts in all of Tamriel. A gift of the Corruptor of Souls to his favored minions, it drains every breath from its victims, even rending their very souls from their bodies to face unending torment.
Daedric Artifact, Daedric Hand Weapon. Bearer causes Fear. Hits from this weapon have Absorb Magicka(1 on a 1+), and models struck get -1 Strength until the end of the next round of combat. If a model is slain by the Mace, bearer rerolls hits in the next round of combat; his unfortunate soul has been stolen, and his pain now feeds the weapon.
Among the dread weapons of Mehrunes Dagon is the Razor. An impossibly sharp dagger forged from fine ebony and the lava of the Deadlands, Mehrunes' Razor is both an instrument of war and a grim altar to its master. Coveted by assassins across all Tamriel, a single slash from the dagger performed in malice is enough to cast a foe into Oblivion, body and soul. No bearer of the dagger has ever been recorded in the annals of written history, yet again and again it surfaces, offering up the souls of those too proud to fear it to Lord Dagon.
Daedric Artifact, Daedric Dagger. For each unsaved wound dealt by Mehrunes' Razor to a model other than a Physical God, roll a d6. On a 4+, the wounded model is immediately removed as a casualty (this effect is not Instant Death, and so Eternal Warrior will not save a model from the Razor!).
In the time before mortals, the scribe-god Xarxes the Ageless compiled a tome to record all things, the Oghma Infinium. The strange symbols within this ancient text contain all the possible knowledge in existence. The Oghma Infinium has oft been studied and pondered by Hermaeus Mora, Daedric Prince of Fate. Acquiring the tome allows a mortal to unlock the impossible secrets of the gods; never has a mortal attempted to read it for long without it disappearing into thin air, lest he grow omniscient, or go mad from the truths contained within.
Daedric Artifact. A model carrying the Oghma Infinium may attempt to read it at any time during the game, or during his army's deployment at the beginning of the game. He may choose one of these three options:
The Path of Might: A model reading along the Path of Might gains +d3 WS, +d3 BS and +d3 S for the remainder of the game.
The Path of Magic: A model reading along the Path of Magic gains +d3 Mg, and may re-roll failed attempts at casting spells(before or after using Surge, it's your choice) for the remainder of the game.
The Path of Shadow: A model reading along the Path of Shadow gains +d3 I, +d3 A, and may re-roll failed saves for the remainder of the game.
Once one of the Paths has been read, the Oghma Infinium is removed from his inventory as if it were a consumable; it vanishes to the eldritch plane from which it came.
Ring of KhajiitiEdit
"The Ring of the Khajiit is an ancient relic, hundreds of years older than Rajhin, the thief that made the Ring famous. It was Rajhin who used the Ring's powers to make himself invisible and as quick as the breath of wind. Using the Ring, he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies." —Yagrum Bagarn, Tamrielic Lore
Artifact, Ring. Bearer has Fleet of Foot, has Stealth(+1) during the Shooting Phase, and Chameleon(+1) during the Close Combat Phase.
Ring of NamiraEdit
The ring of Namira flows with the unsettling, the dark, the unnatural. It is said that the one who wears it shares his every pain with those who would inflict pain upon him, but is cursed to an unholy madness, forever craving to eat the flesh of his own kind.
Artifact, Ring. Each time bearer makes a saving throw, if he scores a 6, the source of the wound takes a wound himself, saves allowed as normal. If bearer and his unit can see the enemy, they must always move as far as possible along the shortest possible route towards the closest enemy they can see. If they march, they must do the same. They must always attempt to charge the closest enemy if they are within maximum charge range of an enemy during the Assault phase, and cannot flee as a charge reaction.
The merry Daedra Sanguine grants the full powers of Oblivion to the wizard who bears a rose plucked from his garden at the end of his staff. Should the rose wilt, it will lose its power.
Daedric Artifact, Staff. At the beginning of your turn, you may elect for bearer to not cast spells until your next turn, and to equip the Sanguine Rose as a 1-handed weapon. If so, he Summons a random Daedra to his side([] use the rules in the Daedra Cults book to determine the result). This Daedra does not have to be bought before the game begins: all the random Daedra are factored into the cost of the staff. If the Staff is used again later, roll again(the random result is different each time). Roll a 2d6 to determine what is summoned:
2: The Rose wilts. It cannot be used for the rest of the game. Bearer may cast spells as normal this turn, and may choose to immediately equip another item or spell in the hand where the staff was equipped.
3: A Scamp is summoned.
4: A Winged Twilight is summoned.
5: A Hunger is summoned.
6: A Flame Atronach is summoned.
7: A Dremora is summoned.
8: A Frost Atronach is summoned.
9: A Storm Atronach is summoned.
10: A Daedroth is summoned.
11: A Xivilai is summoned, with spells chosen from the list in the Daedra Cults book as normally allowed.
12: The Rose explodes in a colorful burst of energy. A Daedra of your choice from this table is summoned, but the Rose cannot be used for the rest of the game.
Hircine, the Great Hunter, once sought to track and slay a mortal for sport. The mortal escaped his realm of Oblivion, but only after a long and furious chase. Hircine felt so honored to have at last found worthy prey, that he granted the mortal the fae skin of a great beast to shield him with the powers of the wild. Forevermore, those who take part in Hircine's hunts, be it as hunter or as prey, have recieved the Savior's Hide in turn should they find themselves worthy.
Daedric Artifact, Light Armor. The Cuirass of Savior's Hide grants a 5+ armour save to the one who wears it, and a 3+ Ward Save against Spells. Bearer is Immune to Poison.
"The Daedric Scourge is a mighty mace forged from sacred ebony in the Fires of Fickledire. The legendary weapon of Mackkan, it was once a fierce weapon used to send spirits of black back into Oblivion. The weapon lhas [sic] the ability to summon creatures from Oblivion, Once a tool used against the Daedric Lords in the Battlespire, it now roams the land with adventurers." —Yagrum Bagarn, Tamrielic Lore
Daedric Artifact, Daedric Hand Weapon. Bearer gets +1 to hit and wound against Daedra. Bearer has the Conjuration spells Summon Dremora(cost 2) and Summon Scamp(cost 1)([] using the rules in the Daedra Cults army book), and may have both of these two models in play at the same time. These Daedra do not have to be bought before the game begins: both Daedra are factored into the cost of the weapon.
Skull of CorruptionEdit
The essence of fear exudes from this skull-wreathed stave. The scepter of Vaermina, the Skull of Corruption is granted to the servants of the Goddess of Dreams for performing their her bidding. Nightmares appear in the dreams of those who sleep near the skull, and nightmares becoming the waking reality for those who do would challenge the power of the Weaver of the Panoply.
Daedric Artifact, staff. While bearer is casting spells, if he chooses to use the Skull, he may use the it as a ranged Spell weapon that may fire with this profile once per turn: S3, ignores armor saves, Move and Fire 4, Range 24". Each model hit by the Skull's bolt immediately rolls his full number of attacks against himself(as if in close combat), counting available items and spells of your choice as equipped, as his nightmares become real. A unit hit by the Skull of Corruption must always take a morale test at the end of the phase at -1 Ld, regardless of how many casualties were inflicted on it by shooting.
Spear of Bitter MercyEdit
"One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin. The only known legend about it is its use by a mighty hero during the fall of the Battlespire. The hero was aided by the Spear in the defeat of Mehrunes Dagon and the recapturing of the Battlespire. Since that time, the Spear of Bitter Mercy has made few appearances within Tamriel." —Yagrum Bagarn, Tamrielic Lore
Daedric Artifact, Daedric Spear. Every time bearer successfully saves a wound in close combat, the source of the wound takes a S3AP0 shock hit(if the wound came from attacks made by multiple models with the same profile, their controller allocates the wound to one of those models as normal). Once per game, if this ability kills a model, bearer may immediately Summon a Storm Atronach(see rules here ([)) for no mana cost, in addition to his other Summoned models. The cost of the Atronach is factored into the cost of the Spear.
The mighty Dwarven tower shield Spellbreaker has seen battle across all of Tamriel for millennia. Imbued with a powerful magical field, it renders the bearer all but invulnerable to spells.
Artifact, Shield. If bearer would be affected by a spell in any way while wielding Spellbreaker, you may choose to first roll a d6. On a 4+, the spell has no effect on him (it may still have an effect on the rest of his unit).
Staff of MagnusEdit
Magnus, God of Magic, who upon the creation of the world tore the sun in the sky that the light of Aetherius shines through, left behind on Mundus a staff of immeasurable power. This rod holds immense power of pure magical energy, and with it its bearer may command the energies of his surroundings.
Artifact, Staff. While bearer is casting spells, if he chooses to use the Staff of Magnus, he may use the it as a ranged Spell weapon which may fire with this profile once per turn: S3 AP6, Ignores Cover, Move and Fire, range 12", number of shots fired=bearer's Mg. This shooting attack has Absorb Health(1+), and has Absorb Magicka(1 on a 1+) on wounding. Friendly models within 12" of bearer may choose to use bearer's Power Dice in addition to their own to cast spells.
The Hammer of Might was a creation of the ancient Dwarves. With incredible vigor it smites its enemies, while stealing their vigor and giving to its bearer.
Artifact, War Hammer. Volendrung strikes with +2 Strength +4 AP. Whenever Volendrung inflicts a unsaved wound, it strikes at I10 during the next Close Combat phase.
Wabbajack is a gift granted by Sheogorath to his mortal servants, turning madness into reality. Its effects are truly ludicrous and unpredictable. Those who fixate upon the wabbajack learn that the true source of wisdom in the world is the wabbajack wabbajack wabbajack wabbajack wabbajack wabbajack wabbajack wabbajack wabbajack wabbajack
Daedric Artifact, Staff. While bearer is casting spells, if he chooses to use Wabbajack, he may use the it as a ranged spell weapon which may fire with this profile once per turn: Assault 1, Range 18". When Wabbajack hits, your opponent nominates which model in the unit has been hit. Then roll a 2d6 on this table.
2 The Wabbajack blows the target into a million pieces. The hit model suffers Instant Death.
3 The target turns invisible. He strikes at I10 in combat this round, and ignores armor saves if using a dagger.
4 The target is turned into a Dremora. Use the basic stats found here (). The target fights in whatever formation his unit is made of, and remains an Independent Character if he was one already. The model remains a Dremora until the beginning of your next turn, when the target returns to normal with full Wounds and Power Dice.
5 The Wabbajack gets angry at the target. The target's unit takes d6-1 S3AP0 hits. Roll a d3. On a 1, it deals frost, on a 2 it deals flame, and on a 3 it deals shock damage.
6 The target is transformed into a fearsome Mudcrab. The target fights in whatever formation his unit is made of, and remains an Independent Character if he was one already. The target's stats become WS2 BS0 S2 T3 W1 I1 A1 Ld6 Mg0 Sv6+, with no abilities, race, spells or wargear, and becomes a Beast, until the beginning of your next turn, when the target returns to normal with full Wounds and Power Dice.
7 The Wabbajack transforms the target into a sheep. Or something like that. The target fights in whatever formation his unit is made of, and remains an Independent Character if he was one already. The target's stats become WS1 BS0 S2 T2 W1 I1 A0 Ld4 Mg0 Sv-, with no abilities, race, spells or wargear, and becomes a Beast, until the beginning of your next turn, when the target returns with full Wounds and Power Dice.
8 The target is turned into a chicken, even worse than a sheep. The target fights in whatever formation his unit is made of, and remains an Independent Character if he was one already. The target's stats become WS1 BS0 S1 T1 W1 I1 A0 Ld2 Mg0 Sv-, with no abilities, race, spells or wargear, and becomes a Beast, until the beginning of your next turn, when the target returns to normal with full Wounds and Power Dice.
9 The target turns into a Cliff Racer, letting off an irritating feral screech. The target fights in whatever formation his unit is made of, and remains an Independent Character if he was one already. The target's stats become WS3 BS0 S3 T3 W1 I5 A1 Ld6 Mg0 Sv-, with no abilities, race, spells or wargear, and becomes a Flier(which counts as a Beast for abilities specifically affecting Beasts), until the beginning of your next turn, when the target returns to normal with full Wounds and Power Dice.
10 The target instantly regenerates all wounds.
11 The target is turned bright purple with orange polka dots for the rest of the game(this has no effect on gameplay).
12 The Wabbajack turns the target into a tasty sweetroll. The model is removed as a casualty immediately(even if it has eternal warrior).
Wabbajack does not have to be fired at the same unit as other shooting attacks in the unit are firing at this turn, and bearer's unit may charge a different unit than the one fired at by Wabbajack if Wabbajack is fired in this way. Wabbajack may be even be fired at a unit bearer is locked in close combat with. If so, it may specifically target an Independent character if bearer is in a challenge with. Wabbajack may also be fired at your own units, including in close combat. A model may even choose to fire Wabbajack at his own unit: in this case, no roll to hit or allocation is required: simply choose a model and roll on the table to see what happens!
The Warlock's RingEdit
"The Warlock's Ring of the Archmage Syrabane is one of the most popular relics of myth and fable. In Tamriel's ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and to restore health. No adventurer can wear the Warlock's Ring for long, for it is said that the Ring is Syrabane's alone to command." —Yagrum Bagarn, Tamrielic Lore
Artifact, Ring. Bearer has may move an additional 2" during his normal Movement Phase move. Bearer has Regeneration(6+). He also has a 6+ Ward Save against spells that may not be improved or altered in any way, and may be used instead of a normal Ward Save: if this save succeeds, the spell is negated and immediately recast by bearer for free against the enemy unit that originally cast it(even if it is out of range/LOS).
The White PhialEdit
Atop the Throat of the World, the highest peak of Skyrim, aside a grey rock there is a patch of snow of purest white. This snow was the first to fall upon the great mountain, and according to legend, has never melted across all the aeons. Long ago, as the legend continues, an alchemist imbued his phial with the power of the Unmelting Snow. Whenever the White Phial is filled with an elixir, as long as its bearer intends to make use of it for drinking, the White Phial's power will continue to create more and more of the elixir, that it would never run out.
Artifact. Nominate one potion in bearer's possession as having been brewed to fill the White Phial. That potion is replaced with the White Phial, while still keeping its consumable effects. At the beginning of each of your turns, if the potion has already been used, roll a d6. On a 5+, the potion is restored to bearer's inventory.