This soft wax is commonly found in rolls of paper or parchment, scribed with runes to keep it fresh. A character coated with this wax is protected from the effect of even the most severe acids If the character is already affected, the wax will decrease and probably negate any further damage - although it will not restore damage already done. Unfortunately, the wax is messy to apply, and requires lengthy scrubbing to remove.
Power: 10d6 Suppress Acid
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by coating, +1/4), One Continuing Charge (1 Hour, -1/2), Gestures (Must apply to object, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Limitation: -10 Comeliness while wearing wax (-1/4), Limitation: difficult to remove (-1/4).
Active Cost: 75. Real cost : 25
This evil potion, which at first taste appears to temporarily enhance the physique of the character, actually turns the victim weak and puny. It will require many months before the body of the character begins to recover from this blow.
First Power: Images
Specific Modifiers : Only to appear as Aid to STR (-1/2).
Second Power: 4d6 STR Drain
Specific Modifiers : Recover 5/season (+2), Activation Roll 11- (-1).
Combined Specific Modifiers : x2 Difficult to Dispel (+1/4), Usable by self or one other (+1/4), Trigger (by drinking, +1/4), No Range (-1/2), Single Charge (-2), Gestures (Must drink) (-1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (1 Week, -1-3/4).
Active Cost: 17 + 150. Real cost : 24
This rich liquid allows the character to communicate with any beast possessing a modicum of intelligence. Sometimes, however, the character will be unable to control the powerful mental effects of this potion, becoming fixated by his own primordial nature. The potion must be mixed with the juices of a freshly killed animal.
Power: 5d6 Telepathy
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 12- (-3/4), Only to communicate physically (-3/4), 1 Continuing Charges (1 Hour, -1/2), Gestures (Must consume, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Must be mixed with Fresh animal juices before use (-1/4), Side Effects (Beastly fixation - 3d6 INT Drain, Recover 1 per hour, -1).
Active Cost: 44. Real cost : 7
This rare cream is highly prized by those desiring greater beauty, or just to recover their lost looks. The cream is applied to the face, and the characters appearance changes to match the local concept of beauty.
Power: 3d6 Aid to COM
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by smearing on, +1/4), Lose 1 point per hour (+1), Gestures (Apply to face, -1/4), One Charge (-2), OAF, Expendable, Very difficult to recover (-1-1/2), Gradual Effect (1 Turn, -1/2).
Active Cost: 37. Real cost : 7
This dark, cool drink gives the character an amazing presence that will leave his allies in awe and cause much concern among his foes. The potion is usually found in what appears to be a very old bottle of wine.
Power: 4d6 Aid to PRE
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Recover 5 per hour (+3/4), Invisible power Effects (All, +1), One Charge (-2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (1 turn, -1/4).
Active Cost: 65. Real cost : 13
This hearty broth is a mixture of scarce herbs and regenerative body parts; mixed with heated water; then served to the patient.
Power: 8d6 Healing
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Gradual Effect (1 Hour, -1), One Charge (-2), Gestures (Served as a Broth, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 60. Real cost : 10
This fruity concoction is perhaps the ultimate pain killer, eliminating all but the most extreme sensations, yet allowing the character to function almost normally. However, the character will have extreme difficulty trying to feel his surroundings. Taking multiple doses of this potion simultaneously will rarely produce additional benefit.
First Power: 75% Resistant Damage Reduction
Second Power: +5 DEF armor
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Only versus STUN damage (-1), Limitation: -10 to tactile PER rolls (-1/4), Limitation: additional doses have an 8- activation roll (-1/4), 1 Continuing Charge (1 Hour, -1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 90 + 22. Real cost : 24
This fine, silvery dust adheres to any solid objects in the hex. The dust clings to most invisible beings, but passes through visual images, destroying the magical illusion.
Power: 10d6 Dispel
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by throwing, +1/4), vs Magical Images and Invisibility to Sight (+1/2), Area Effect (Hex, +1/2), No Range (-1/2), 1 Charge (-2), Gestures (Must toss into hex, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 60. Real cost : 11
This liquid is not intended for consumption. Rather it is poured over the bare feet, allowing the character to walk across a water surface as effortlessly as on land. The rinse is stored in a clay jug, sealed with a cork stopper.
Power: 8" Flight
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by washing feet, +1/4), One Continuing Charges (1 Hour, -1/2); Only to walk across water (-1), Limited to running rate (-1/4), Gestures (Must wash feet) (-1/4), OAF, Bulky, Fragile, Expendable, Very difficult to recover (-2 1/4).
Active Cost: 24. Real cost : 5
This potent mixture allows the character to see clearly through even the cleverest illusions. The crystals, usually stored in a sealed bone tube, must be mixed and boiled in salt water, and the vapors inhaled by the character for a full turn. If the potion is improperly administered, the senses of the character can be dulled for an entire day.
Power: +10 PER, All Senses
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by inhaling vapour, +1/4), One Continuing Charge (1 Day, +0); Activation Roll 14- (-1/2), Only to see through images (-1), Limitation: must be boiled in salty water (-1/4), Gestures (Must inhale vapors, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Side Effects (-10 PER, All Senses, Single Continuing Charge lasting 1 day, -1/2), Extra Time (1 Turn, -1).
Active Cost: 45. Real cost : 7
When this rusty powder is added to a flame, a specific opponent must be named in order to activate the magical ability. For an hour thereafter while the flame burns, all attacks made against the named opponent receive a combat bonus when inside the effective radius.
Power: +3 Combat Skill Levels (All Combat)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by adding to flame, +1/4), Area Effect (8 Radius) (+11/2), Single Continuing Charge (1 Hour, -1/2), Gestures (Must burn in flame, -1/4), Incantations (Name specific opponent, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Limitation: Only when fighting the named opponent (-1), Limitation: extinguishing flame cancels the power (-1/2).
Active Cost: 72. Real cost : 14
When a character swallows a dose of this potion, he becomes magically protected from most ranged attacks, including hurled objects, arrows, projectiles, gunpowder weapons and many offensive spells.
First Power: +5 PER, 360 Degree Sensing
Specific Modifiers : Only to sense incoming missiles (-2), Linked to missile deflection (-1/2)
Second Power: +5 Missile Deflection, All Ranged Attacks
Combined modifiers: Usable by self or one other (+1/4), Trigger (by drinking, +1/4), One Continuing Charge (5 Minutes, -3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 30 + 45. Real cost : 21
When this powder is mixed into a body of water, the liquid dries up and clumps together, forming a small, glassy rock. Smashing the stone releases the water once more. This powder can be quite effective against water-based powers, including Water Elementals.
Power: 2d6 Major Transformation (water into a small rock)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (Mix with water, +1/4), Cumulative (+1/2), Smashing rock releases the water (+0), 7-8 Charges (-1/2), Gestures (Mix with water, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Fails in freezing temperatures (-1/4).
Active Cost: 60. Real cost : 17
This concoction protects the character from the effects of a single type of Elemental Magic. There are four versions of this potion, each protecting from a different element. Fire Elemental Swill is chill to the touch, with a slightly minty flavor; Earth Elemental Swill is a frothy mixture which bubbles slightly whenever disturbed; Air Elemental Swill is a thick, gritty mixture with a bland taste; and Water Elemental Swill is an orange, spicy drink that often causes heartburn. When doses of these potions are incorrectly prepared, they will have an effect contradictory to their intended use. Rather than protecting the character from a type of Elemental magic, the potion increases the vulnerability of the character to the opposite type of element. Thus, a bad batch of Fire Elemental Swill will make the character vulnerable to Water Elemental magic, and so on.
Power: 10d6 Dispel
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), vs. Elemental Magic (+2); Activation Roll 12- (-3/4), Two Continuing Charges (1 Hour each, -1/4), Only versus single element (-1/2), No Range (-1/2), Always On (-1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Side Effects (Vulnerable to opposite element: x2 BODY and x2 STUN for the duration of potion, -1/2).
Active Cost: 105. Real cost : 20
At first impression, this dark fizzy liquid appears to be a potion of alertness. After quaffing the beverage, however, the character finds himself struck with vertigo that makes it difficult to move and almost impossible to function. Fortunately after an hour the dizziness fades.
First Power: 1d6 Suppress Running
Specific modifiers: Linked to Suppress DEX (-1/2)
Second Power 4d6 Suppress DEX
Cumulative Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); No Range (-1/2), Single Continuing Charge (1 Hour, -1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2) .
Active Cost: 7 + 30. Real cost : 10
This potion allows the character to hear sounds and voices in distant and inaccessible locations.
Power: Clairsentience (Sound Group)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), x4 Range (+1/2); Activation Roll 12- (-1), 3 Continuing Charges (5 Minutes each, -1/4), Gestures (Must drink, 1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 40. Real cost : 10
This effervescent potion grants the drinker an increased clarity of mind and immense concentration. With the mind thus fortified, almost any problem of the intellect can be tackled. However, there is one small problem - if the will of the drinker is not obdurate, his mind can seize on strange whimsies, rendering him apparently mad to those who do not understand the gravity of his new studies.
Power: 10d6 Aid to INT
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); Must make EGO Roll 12- (-1/2), 1 Continuing Charge (1 hour, -1/2), Side effect, triggered if EGO roll is failed - drinker develops two Psyche Lim.s (Uncommon, Total) - becomes fixated on some problem and will ignore anything unrelated to it (-1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 75. Real cost : 18
This magical solvent, which must be stored in an organic container such as wood or leather, will dissolve almost any inorganic substance within a matter of minutes. This is especially useful for removing locks, chains, and other barriers. It is also effective, albeit slowly, when the entire potion is hurled against Golems or Earth Elementals.
Power: 2d6 RKA (Dissolve)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by pouring on target, +1/4), Penetrating (+1/2); No Range (-1/2), 4 Charges (-1), Gestures (Must apply, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (5 Minutes, -3/4), Removed by water rinse (-1/2), only affects non-organic materials (-1).
Active Cost: 60. Real cost : 9
This clear, fragrant potion fortifies the drinker against normal diseases for a year after imbibing it. Not surprisingly, it is much in demand! The potion does not unfortunately, offer any protection against the effects of malign magics that cause illness, however.
Power: Life support: immunity to disease
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); 1 Continuing Charge (1 year, +3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 4. Real cost : 1
A sparkling, light yellow liquid with a faint fragrance of fruit, when consumed this Elixir instantly washes away fatigue, leaving the drinker ready for any activity - even the most strenuous.
Power: 3d6 Aid to END
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Lose 1 point per hour (+1), Gestures (Drink, -1/4), One Charge (-2), OAF, Expendable, Very difficult to recover (-11/2).
Active Cost: 37. Real cost : 8
This strongly flavoured cordial protects the drinker against normal aging for a year after imbibing it. This is the potion for which alchemists are most famous. The potion does not prevent aging caused by spells, however, and as is normal for life-extending magics, if the user is attacked by a successful Dispel, the extra years will return.
Power: Life support: immunity to aging
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); 1 Continuing Charge (1 year, +3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 4. Real cost : 1
This potion generally has a rich, heady odor and flavour, somewhat like mead. Also like mead, it induces a brief intoxication in the drinker. However, the hangover from this brew is considerably more severe than normal, for when the drinker recovers his senses, he will find himself transformed into an animal. The type of animal depends on the nature of the drinker. A strong fighter might become a lion, while a glutton will become (of course) a pig. Handsome princes, for some reason, almost invariably become frogs. The drinker can be restored to their normal form by getting someone to acknowledge their human nature.
Power: 8d6 Major Transform (into animal representing the drinkers "inner nature")
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); Gradual effect (5 minutes, -1 1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 180. Real cost : 45
Eagerly sought by aging wizards and members of the nobility, this potion takes years off the age of the imbiber. Usually a single draught of this magical elixir is sufficient to remove a 5 point age disadvantage. However, these potions can sometimes become contaminated, having an oppositeeffect to that intended.
Power: 6d6 Minor Transform to reduce age
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Cumulative (+1/2); Activation Roll 14- (-1/2), 3 Charges (-1-1/4), Side Effect (Same power, but imbiber ages instead, -1), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 120. Real cost : 23
After this oily cream is applied to a character's exposed skin, clothing, and other possessions, he enters an ethereal state that allows him to pass through solid objects. He can drift along at a lazy 5" movement rate (10" non-combat) merely by thinking about a direction.
First Power: Desolidification (Affected by Magic)
Second Power : 5" Flight
Third Power : Life Support (Breathing Self-contained)
Specific Modifiers : Linked to Desolidification
Combined Specific Modifiers : Usable by self or one other (+1/4), Trigger (by rubbing all over, +1/4); Single Continuing Charges (1 Hour, -1), Gestures (Must cover exposed surfaces, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (5 Minutes, -2), Neutralized by Acid bath (-1/4).
Active Cost: 60 + 15 + 15. Real cost : 15
After quaffing this clear liquid, the character exhales a sparkling cone which induce a heavy drowsiness on all caught within. Only beings with an especially tough constitution will be able to withstand the powerful narcotic effects of this magic.
Power: 10d6 Mind Control
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Doesn't require verbal communication (+1/4), Area Effect (16" Cone, +1), Personal Immunity (+1/4); No Range (-1/2), Reduced by Range (-1/4), Only to induce sleep (-1/2), Mental Powers based on CON (-1/2), 3 Charges (-11/4), Gestures (Must drink, then exhale, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 137. Real cost : 24
These two powders, normally inert, become explosive when mixed together in roughly equal portions. A single portion of the mixture is equivalent to a large firecracker. Larger quantities will create greater explosions, and the full mixture will form a 12d6 EB explosion.
Power: 12d6 EB
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by mixing and igniting, +1/4), Explosion (+1/2); 12 Charges, up to 1d6 for every charge used (-1 1/2), Gestures (Mix powders then ignite, -1/4), OAF, Two Powders, Expendable, Very difficult to recover (-1 1/2), Not when wet (-1/4).
Active Cost: 120. Real cost : 30
When this clear liquid is dropped into the eyes of the character, it allows him to see as if he were standing some distance from his current location. The liquid is usually stored in a flask with a glass tube in the stopper that can be used to drop the potion into the eyes.
Power: Clairsentience (Primary Vision Sense)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by putting in eyes, +1/4), x8 Range (+3/4), 4 Continuing Charges (5 Minutes each, +0); Gestures (Must pour over eyes, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 45. Real cost : 16
This red, spicy juice is much more than it first appears, as it allows the character to spew forth a cone of flames. The fire can be held inside for up to an hour, being released when the character expels his breath in a short burst. However, holding in the flames for too long can prove fatal, as the fire can explode inside the character after an hour.
Power: 4d6 EB (Fire)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Area Effect (6 Cone, +1), Time delay (+1/4), No Range (-1/2), Four Charges (-1), Only lasts one hour (-1/4), Side Effects (Flames explode inside caster if mixed with water or not released within 1 hour: 9d6 EB (fire) -1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 55. Real cost : 12
This oily substance is usually stored in a delicate flask, carefully sealed in heavy wax, and marked with a warning symbol. Upon opening or breaking the container, the contents burst into an unusually intense flame, causing heat damage to anybody nearby.
Power: 9d6 EB (Fire)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Explosion (-2d6/1, +1/2); No Range (-1/2), Single Charge (-2), Gestures (Open bottle, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 90. Real cost : 17
This potion allows the character to skillfully project his voice to a nearby location. See the Ventriloquism skill for details.
Power: Ventriloquism 20-
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Four Continuing Charges (1 Hour, +1/4); Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 37. Real cost : 13
Favoured as a practical joke by some alchemists, this potion has a useful function too, that of restoring hair upon pates ravished by the years. Once consumed, the drinker finds every hair follicle sprouting as though to cram 20 years growth into the space of a few minutes - which in fact, it does. If the user is not to be blinded by the torrent of hair, he must cut furiously.
Power: 8d6 cosmetic transform (Normal creature into hairy creature)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4); Gradual effect (5 minutes, -1 1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 60. Real cost : 14
Favored by warriors as a battle aid, this potent mixture endows the character with the strength of a giant. The only drawback is that a sizeable amount of the beverage must be consumed before the full effects are felt.
Power: +20 STR
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), 4 Continuing Charges (1 Hour, +1/4), Gesture (Must drink, -1/4), OAF, Fragile, Expendable, Very difficult to recover, Bulky (-2 1/4), Extra Time (Full Phase, -1/2).
Active Cost: 70. Real cost : 17
This potent draught empowers the character with the skills of a heroic warrior. The liquid must be stored in a bronze bottle, or the potion will soon lose its potency.
Power: Familiarity w/ Common Melee and Missile Weapons, KS: Fighting Styles 11-, +4 Combat Skill Levels (All Combat)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 14- (-1/2), 4 Continuing Charges (5 Minutes each, +0), Gestures (Must drink, 1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Must be stored in bronze or lose 1 charge per day (-1/4).
Active Cost: 6 + 3 + 32. Real cost : 14
This common-looking oil has the unusual property that it gives the character a permanent biolumiescent glow. Unfortunately, this property is not readily apparent until some time after the petroleum has been applied to the flesh.This can be a serious disadvantage when the character is trying not to be noticed.
Power: 2" Radius Change Environment (biolumiescent glow)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by rubbing on, +1/4), Difficult to Dispel (x8, +3/4), No Range (-1/2), Always On (-1/2), Single Charge (-1), Gestures (Must apply, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Gradual Effect (1 Hour, -1).
Active Cost: 22. Real cost : 5
This delicious potion, made from the honey of the rare Golden Bee, allow the character to detect any precious metals or gems nearby, even through solid walls or most other obstructions. Usually only large deposits will be noticed by the character, unless they are fairly close.
Power: Sense Precious Metal and Gems, N-Ray Vision, (Blocked by Lead and Magical Wards), 360 Degrees
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 12- (-3/4), 6 Charges (-3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 52. Real cost : 12
This rich magical beverage provides the full equivalent of a weeks food and water, allowing the character to go without eating or drinking for that period. In fact, he will have extreme difficulty attempting to consume anything during that period, including beneficial potions.
Power: Life Support (No need to eat or drink)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Difficult to Dispel (+1/4), Four Continuing Charges (1 Week, +1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Independent (-2), Limitation: consumption of food or drink while active requires an EGO roll to prevent forceful expulsion (-1/2).
Active Cost: 14. Real cost : 3
This acrid-smelling liquid is much sought by swamp-dwelling humanoids as a means of driving off the cloud of insects that swarm about any moving form. Bugs that attempt to approach the character receive a stiff electric shock that is usually sufficient to slay the critter. This potion can also be useful as a ward against the larger insect forms.
Power: 2d6 EB (Electric)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Damage Shield (+1/2), Penetrating (+1/2), 6 Continuing Charges (1 Day, +1), Activation Roll 14- (-1/2), Only versus Insects (-1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Delayed Effect (5 Minutes, -3/4).
Active Cost: 35. Real cost : 7
This pale grey liquid has a faint metallic tang that remains on the tongue long after the potion is consumed. The flesh of the character takes on the same metallic hue, becoming more resistant to physical damage. However, he is also susceptible to electric-based attacks. Some characters will have a negative reaction to the potion, suffering from severe nausea.
Power: 50% Resistant PD Reduction
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 15- (-1/4), Three Continuing Charges (1 Minute, -1/2), Gestures (Must drink, 1/4), OAF, Expendable, Very difficult to recover (-1 1/2), 2x Damage from electrical attacks (-1/4), Side Effects (Nausea: 2d6 STR Drain, return 1 point per minute, -1/2).
Active Cost: 45. Real cost : 11
Consisting of rare herbal stimulants mixed with the tears of the unsleeping guardian of Mahkul, this bitter concoction renders the imbiber nearly immune to the effects of surprise.
Power: +5 DCV
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Only to offset penalties from Surprise Attack (-1), 3 Continuing Charges (1 Hour each, +0), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 22. Real cost : 6
This unpleasant looking paste allows the character to stretch and distort his body to a maximum of ten meters in any direction. The mixture does not always agree with the digestive system, resulting in a lengthy period of nausea.
Power: 5" Stretching
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 12- (-3/4), Four Continuing Charges (1 Minute, -1/4), Gestures (Must ingest, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Side Effects (Nausea - 2d6 STUN Drain, recover 5 per hour, -1/2), Gradual Effect (1 Turn, -1/4).
Active Cost: 37. Real cost : 8
This curiously bland beverage helps to protect the character from the effects of intense heat and flame. However, the same potion makes the character more vulnerable to cold-based attacks. There is rumored to be a like potion that provides protection against cold.
Power: 75% Resistant Damage Reduction
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Only versus heat & fire (-1), Six Continuing Charges (5 Minutes, -1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Delayed Effect (-1/2), 2x Damage from Cold (-1/2).
Active Cost: 90. Real cost : 16
The person who drinks this potion will immediately become enamoured with the first being he sees thereafter. Understandably, this potion is much sought after in all segments of society.
Power: 9d6 Mind Control
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Only to cause drinker to become charmed with first creature viewed (-1/2), Activation Roll 14- (-1/2), No Range (-1/2), Single Charge (-2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 67. Real cost : 11
When this sparkling powder is sprinkled over a small area, any magical items therein will glow faintly. The magical dust is not always reliable, however, and will give false readings for some objects. The dust must be stored inside a silver container or it will gradually become inert.
Power: +5 PER Detect Magic
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by sprinkling, +1/4), Area Effect (Hex, +1/2), 4d6+8 Charges (+1/4), Activation Roll 12- (-3/4), Gestures (Must sprinkle, -1/4), OAF, Expendable, Very difficult to recover (-1-1/2), Side Effect (+5 PER Images, Random Objects Glow, -1/2), Limitation: Must be stored inside silver container or lose 1 charge per hour ( -1/4).
Active Cost: 29. Real cost : 7
These marvelous paints allow the character to create any ordinary object simply he can imagine by portraying it on a flat surface. A brush is used to apply the paint to the surface, and some artistic ability is required. The maximum BODY of the object being painted is limited to half the 3d6 Transformation roll.
Power: 4d6 Minor Transformation
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by painting, +1/4), Create mundane object on surface (+1/4), 4 Charges (-1), Gestures (Paint object, -1/4), Requires skill roll PS: Painting (-1/2), OAF, Expendable, Very difficult to recover (-1 1/2), Extra Time (1 Minute, 1-1/2).
Active Cost: 70. Real cost : 12
This frothy concoction greatly increases the speed of the character, allowing him to perform actions at up to twice his normal rate. Use of this potion is exhausting, however, costing 4 points of END per phase.
Power: +4 SPD
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), 5 Continuing Charges (5 Minutes, +1/4), No more than double normal SPD (-1/4), Gestures (Must drink, -1/4), Costs END to use (-1/2), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 70. Real cost : 20
After drinking this bubbling liquid, the character is able to read the thoughts of any target within sight. A separate Telepathic ego roll is required for each target the character attempts to scan.
Power: 6d6 Telepathy
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 14- (-1/2), 3 Continuing Charges (5 Minutes each, -1/4), Gestures (Must drink, 1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 45. Real cost : 13.
This potent liquor induces a state of intense drowsiness in all who drink of it. This state will last for several hours, and it is all but impossible to rouse a victim before the potion wears off. The character will be temporarily roused whenever he suffers actual damage, but the potion will rapidly take effect once more. Because the potion requires several minutes to take effect, the liquid will appear to be merely a very fine Brandy at first taste. A sensation of sleepiness will follow shortly thereafter, however.
Power: 6d6 STUN Drain
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Recover 5 per hour (+3/4), No Range (-1/2), 6 Charges (-3/4), Gestures (Must ingest) (-1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (5 Minutes, -3/4), Limitation: 1d6 Drain of STUN Drain per point of subsequent STUN or BODY (Recover 5 points per turn, -1/2), Must serve warmed (-1/4).
Active Cost: 135. Real cost : 24.
When coated on a weapon, this oil blasts a target for additional damage, usually knocking him flat on his back in the process. The oil is stored in a copper vial stuffed with cotton. The oil-soaked cotton prevents accidental discharge, and is handy when coating the weapon.
Power: 4d6 EB (Blast)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (impact causes 1 STUN, +1/4), Double Knockback (+3/4), Four Charges (-1), Gestures (Coat weapon, -1/4), OAF, Expendable, Very difficult to recover (-11/2).
Active Cost: 45. Real cost : 12
Dark and aromatic, this oil has the marvellous property of making whatever is coated with resistant to the passage of the years. This oil works on any inanimate object, but is obviously most useful for those things most subject to aging - leather, paper and so on. The oil has no effect on living creatures, nor does it prevent physical damage. Likewise it does not prevent aging caused by spells, and as is normal for magics that hold time at bay, if the treated object is attacked by a successful Dispel, the extra years will return.
Power: Life support: immunity to aging
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by smearing over subject, +1/4); 1 Continuing Charge (50 years, +1 1/4), Only affects inanimate objects (-1), Gestures (Must smear, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 8. Real cost : 2.
This heavy oil protects that character, or any object to which it is applied, from magical enchantments. If the character is already affected, the oil will dampen and likely negate the enchantment. Unfortunately, the oil is unpleasant in appearance, and requires lengthy bathing to remove.
Power: 10d6 Suppress Mind Control Magic
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by coating, +1/4), Three Continuing Charges (1 Hour, +0), Gestures (Must apply to object, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Limitation: -10 Comeliness while wearing oil (-1/4), Limitation: difficult to remove (-1/4).
Active Cost: 75. Real cost : 23.
In additional to the natural slipperiness of oil, this substance provides magical protection to the character from most minor types of entanglement, such as webs or ropes. The oil must be applied to all exposed surfaces to be effective. It requires a full turn to apply.
First Power: 4d6 Suppress Entangle
Specific Modifiers : Linked to DCV bonus (-1/2)
Second Power : +5 DCV
Specific Modifiers : Only versus Grab (-1)
Combined Specific Modifiers : Usable by self or one other (+1/4), Trigger (by rubbing on, +1/4), No Range (-1/2), Four Continuing Charges (5 Minutes, -1), Gestures (Spread on all Exposed Surfaces, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Extra Time (1 Turn, -1), Oil is Flamable for 6d6 EB to wearer (-1/2).
Active Cost: 30 + 37. Real cost : 12.
This life-saving serum will cure virtually any toxin which affects the character, save for ingested substances. The ointment must be rubbed on the flesh where the character was struck. It requires a few minutes for the substance to work its way into the body and neutralize the poison.
Power: 15d6 Dispel Drain
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by rubbing on, +1/4), No Range (-1/2), Three Charges (-11/4), Gestures (Apply to wound, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Gradual Effect (5 Minutes, -3/4), Limitation: Not versus Drain with ingested focus (-1/2), Extra Time: Phase (-1/4).
Active Cost: 67. Real cost : 11
This enchanting perfume is a mixture of herbs and secretions of some very rare plants. When applied to exposed flesh, the scented emissions allow the character to readily manipulate the emotions of those nearby, merely by making a suitably evocative statement. After five minutes, the perfume becomes merely a pleasant scent.
Power: 5d6 Mind Control
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by rubbing on, +1/4), NND (Airtight or no need to breath, +1), Explosion (+1/2), Invisible Power Effects (All Senses, +1), Personal Immunity (+1/4), Mental Powers Based on CON (-1/2), Only to create emotional state (-1), No Range (-1/2), 3 Continuing Charges (5 Minutes) (-1/4), Gestures (Apply to exposed skin) (-1/4), OAF, Fragile, Expendable, Very difficult to recover (-1 3/4), Limitation: +4 to Olfactory PER rolls (-1/4).
Active Cost: 80. Real cost : 14.
This airy potion allows the character to transition between the normal and ethereal states at will. While in the ethereal state, the character becomes disembodied and can pass through solid objects. However, he is also unable to affect the physical world and must return to his normal form to perform any actions beyond simple movement.
Power: Desolidification (Affected by Magical Powers)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Limitation: 14- Activation Roll to change state (-1/4), 4 Continuing Charges (5 Minutes, +0), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Loses one charge per minute of exposure due to dissolved gas escaping (-1/2).
Active Cost: 60. Real cost : 17.
About a minute after drinking this potion, the character finds he can speak smoothly and loquaciously on just about any topic, greatly increasing his credibility and persuasiveness with an audience.
Power: Persuasion 17-
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), 7-8 Continuing Charges (5 Minutes, +1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (1 Minute, -1/2).
Active Cost: 30. Real cost : 9.
Initially, this magical elixir appears to allow the character to shapeshift into a new form. However, the potion is unstable and can alter the character's form in unpredictable ways within a few hours.
Power: Shapeshift , Any Form
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation roll 11- (-1), Make activation roll every 1d6 hours to retain current form (-1/2), Single Continuing Charges (1 Day, -1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Side Effects (Change to an unpredictable form, -1/2).
Active Cost: 30. Real cost : 5
This potion fizzes and bubbles ominously when uncapped. If drunk, the user feels uncomfortably distended. However, the potion has a beneficial effect - by exhaling deeply, the drinker can unleash a virtual typhoon in the direction he breathes. However some care is in order - an inadvertant belch can have the same effect. The power of the potion lasts for but a single blast.
First Power: 10d6 EB
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Area effect, Cone (+1), Activation roll 11- (-1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Side Effects (EB unleashed in a random direction; including user, -1/2).
Active Cost: 125. Real cost : 29
This very fine, dark powder is blown outward in a 5 long cone, causing temporary blindness to most caught within the cloud.
Power: 2d6 Flash (Sight Group)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by blowing, +1/4), Area Effect (5" Cone, Nonselective) (+3/4), No Range (-1/2), Three Charges (-11/4), Gestures (Blown, -1/4), OAF, Expendable, Very difficult to recover (-11/2).
Active Cost: 45. Real cost : 10.
This alcoholic drink, made from a formula known by the Leprechaun, grants the character an unusual measure of luck for a period of one week. For reasons unknown, this potion will sometimes function improperly, and the character suffers an unusual streak of bad luck. The swizzle is usually found in a heavy green bottle which is corked and wax-sealed.
Power: 5d6 Luck
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Three Continuing Charges (1 week each, +3/4), Activation Roll 14- (-1/2), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Side Effects (5d6 Unluck, 1 week, -1/2).
Active Cost: 56. Real cost : 15
Normally found as small lozenges of wax, engraved with a magical rune, this wax holds a simple spell entrapped in it, which can be released by marring the wax. The commonest usage is to squash the wax onto the end of a blunt weapon such as a mace or staff so that it can be swung against a foe, but cunning wizards have found many a use for this item. However care must be employed when using the wax xigils, since if the user damages the restraining rune, he himself is subject to its powers.
Power: 50 point power (defined when wax is engraved)
|
3D6 |
Typical Spells |
|
2-3 |
Summon (1 100 pont creature, 2 80 point creatures etc) |
|
4-5 |
Fear (10d6 Presence attack) |
|
6-7 |
Explosion (7d6 explosive EB) |
|
8-9 |
Fire (10 d6 EB) |
|
10-11 |
Lightning (3d6+1 RKA) |
|
11-12 |
Paralysis (3d6 entangle, Transparent) |
|
13-14 |
Gale (19 STR TK, cone area effect) |
|
15-16 |
Repulse (28" superleap, usable against others) |
|
17-18 |
Choose One |
Active Cost: 75. Real cost : 15
This oily liquid will initially appear to be a beneficial potion, perhaps enhancing the characters loquaciousness or credibility. Once the fluid is consumed, however, the character will readily believe almost any sort of statement, from a simple lie to a blatant scam. A suitably modified EGO roll must be made to disbelieve any message.
Power: 10d6 Minor Transform (Psych Lim: Gullible, Common, Strong)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 11- (-1), Only while potion is active (-1/2), Single Continuing Charge (5 Hours, -1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Gradual Effect (1 Minute, -1/2).
Active Cost: 75. Real cost : 15
This special glue is usually stored in a tightly-stoppered jug, and must be applied to an explosed surface within a short time or it will lose effectiveness. Whenever an object touches the tacky surface, it magically adheres and is quite difficult to remove.
Power: 3d6 Entangle
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Area Effect (Hex, +1/2), Sticky (+1/2), No damage from attack (+1/2), Reflect internal attacks (+1/2), Entangle with no defense (-11/2), No Range (-1/2), Three Charges (-11/4), Gestures (Apply to surface, -1/4), OAF, Bulky, Expendable, Very difficult to recover (-2), Glue loses one charge per 5 minutes exposed to air (-1/4), Extra Time (1 Turn, -1).
Active Cost: 90. Real cost : 12
This sharp drink gives the character the eerie ability to approach, mount and ride an untamed animal. Given sufficient time and care, the mount may eventually be tamed and become a voluntary companion.
Power: 10d6 Mind Control
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Telepathic Contact (+1/4), Only to tame a mount (-1/2), Three Charges (-1-1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 87. Real cost : 19
This potent purifier can be mixed with any liquid to transfrom it into drinkable water. Large quantities of fluid can be cleared by this means.
Power: 6d6 Minor Transform Any Liquids to Water
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Explosion (+1/2), Only via fluid (-1/2), No Range (-1/2), Single Charge (-2), Gestures (Mix in Liquid, -1/4), Gradual Effect (1 Minute, -1/2), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 120. Real cost : 19.
This potion consists of a opaque green, syrupy liquid that is usually stored in a dark, stoppered bottle, sealed with iron wire, and covered in wax. For the turn that the syrup retains its effect, the liquid limits any magical powers used against the character. The syrup bottle must remain sealed, or it gradually loses its effectiveness.
Power: 2d6 Suppress
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), All Magical Powers (+2), 6 Continuing Charges (1 turn each, -1/4), Gestures (Must Ingest, -1/4), OAF, Fragile, Expendable, Very difficult to recover (-1 3/4), Loses 1 charge per turn of exposure to air (-1/4).
Active Cost: 70. Real cost : 20.
This dark solution was a long-held secret of the Shadow Brotherhood, until the secret of its magical source was stolen by an outsider. The potion enhances physical skills by improving the characters nimbleness and coordination. When exposed to direct sunlight, the liquid rapidly loses its potency. Hence the syrup is usually stored in a clay jug or other opaque container.
Power: +15 DEX
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Only when applied to selected thief skills (Climbing, Concealment, Lockpicking, Sleight of Hand, Stealth, -11/2), Three Continuing Charges (5 Minutes, -1/4), Lose one charge per turn of exposure to direct sunlight (-1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 67. Real cost : 14.
At first taste seemingly a Philter of Persuasion, this sour beverage ties the character's tongue in knots, making him stutter and stammer whenever he attempts to speak. Most listeners will be less than impressed with the character, making it difficult to influence anybody. (One story holds that a Jester had this potion developed in order to play a prank on a court member. Unfortunately this backfired when the King drank the liquid by mistake. The Jester, now a mute, has since entered another line of work.)
First Power: 2d6 Suppress Persuasion
Specific Modifiers : Linked to Suppress PRE (-1/2)
Second Power: 4d6 Suppress PRE
Combined Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Single Continuing Charge (1 Week, +1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (1 Minute, -1/2).
Active Cost: 17 + 35. Real cost : 16
This coarse, dusty mixture can be sprinkled behind the character to hide tracks left on the ground. Within a minute, foot prints will smooth out, broken cobwebs return, plant leaves mend, dust settle, and other signs of passage will fade away.
Power: 4d6 Cosmetic Transformation (Hide Trail)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by sprinkling, +1/4), Cumulative (+1/2), Area Effect (Any 6, +11/4), 3d6 Charges (-1/4), Gestures (Sprinkle over hexes, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Gradual Effect (1 Minute, -1/2).
Active Cost: 65. Real cost : 19
Derived from the loathsome blood of a troll, this potion regenerates damage to the character at the rate of 4 BODY per turn. Sometimes a bad batch will turn up, temporarily blinding the character.
Power: Regenerate 4 BODY/turn
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Three Continuing Charges (5 Hours, +1/4), Activation Roll 12- (-3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult and dangerous to recover (-1 3/4), Side Effect (4d6 Flash Sight, Only while in direct Sunlight, -1/2).
Active Cost: 70. Real cost : 17
A favorite of law enforcers, this potion causes the imbiber to speak nothing but the truth, regardless of the consequences.
Power: 8d6 Cosmetic Transform (Drinker unable to Lie)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Returns to normal when charge expires (-3/4), No Range (-1/2), Three Continuing Charges (1 Hour, +0), Gestures (Must drink) (-1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 60. Real cost : 15.
This effluvial beverage allows the character to float up into the air and gently return to the ground at will. The drink will vaporize easily, however, losing a single charge per minute of exposure to the open air.
Power: 5" Flight
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), 6 Continuing Charges (1 Hour, +1/2), Only for moving up or down (-3/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Evaporates one charge per turn (-1/4).
Active Cost: 20. Real cost : 5.
Upon quaffing this magical wine, the character is endowed with enhanced combat skills that allow him to fight as a mighty warrior for a short period of time.
Power: +4 Combat Skill Levels (All Combat)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), 3 Continuing Charges (5 Minutes each, -1/4), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 42. Real cost : 14.
With this tasteless potion, the character can attempt to gain mental control of a member of a particular species. The species is determined at the time the potion is created. (The GM is encouraged to select an appropriate species, but the general category can be randomly selected by rolling on the following table.)
|
3d6 |
Category |
|
2-3 |
Special (Gaseous Beings, Magical Items, etc.) |
|
4-5 |
Dragon |
|
6-7 |
Giant |
|
8-9 |
Animal |
|
10-11 |
Humanoid |
|
11-12 |
Undead (intelligent only) |
|
13-14 |
Plant |
|
15-16 |
Elemental |
|
17-18 |
Choose One |
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Doesn't require verbal contact (+1/4), Only one species (-1), Activation Roll 14- (-1/2), Five Charges ( -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 105. Real cost : 25
A fine colourless oil, this enchanted liquid, when rubbed on an edged weapon imparts to it the finest edge imaginable, so that a hair dropped on the blade will be parted. A weapon so treated will slice stone like wood and cut away even the strongest armour - at least until the oil dries out.
First Power: 2d6 HKA
Second Power +2d6 HKA
Specific Modifiers : Only to negate armour or cut non-living things (-1), linked to first 2d6 HKA (-1/2)
Combined Specific Modifiers : Usable by self or one other (+1/4), Trigger (by wiping on blade, +1/4), 5 - 6 Continuing Charges (1 Minute each, +0), Gestures (Must wipe on blade, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 45 + 45. Real cost : 16.
This folklore remedy has been known to successfully cure lycanthropy, on the rare occasions that it can be safely administered. However, since the deadly poison Belladonna is a primary ingredient of this potion, an improper mixture will slay the recipient.
Power: 20d6 Dispel Lycanthropy
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 14- (-1/2), Single Charge (-2), Gestures (Must drink) (-1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Side Effects (Poison: 3d6 BODY Drain, Recover 1 per hour, Continuous, Uncontrolled, Gradual Effect - every 5 minutes, 4 Charges, -1).
Active Cost: 90. Real cost : 14
This dangerous mixture allows the character to project mental images into the mind of a target. More often than not, however, the imbiber is deluded into believing he has swallowed an entirely different potion. The type of delusion is determined during the mixing process.
Power: 12d6 Mental Images
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by drinking, +1/4), Activation Roll 8- (-2), Side Effects (12d6 Mental Images, Believes a different potion is at work, -1), Single Continuing Charges (1 Minute, -1), Gestures (Must drink, -1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 90. Real cost : 13
These sticks of holy incense enhance the spiritual nature, making a character especially proficient at casting religious magic. To reach this state, the character must meditate for an hour while inhaling the perfume of a burning incense stick.
Power: 3d6 Aid to END, REC, and Religious Magic Skill (all at once, +2)
Specific Modifiers : Usable by self or one other (+1/4), Trigger (by lighting, +1/4), Recover 1 per hour (+1), 1/2 DCV Concentrate (-1/4), Six Charges (-3/4), Gestures (Must inhale burning incense, -1/4), OAF, Expendable, Very difficult to recover (-11/2), Extra Time: 1 hour (-21/2), Limitation: Only use for religious magic (-3/4).
Active Cost: 67. Real cost : 10