Elixers Philter of BeautyAvailable in any form, this elixer raises the attractiveness of the user by one degree per dose. A beautiful person becomes very beautiful, or an unattractive person seems average. There is a 1 in 6 chance that it will have the opposite effect (lowering attractiveness by a degree) if the user suffers from jealousy, vanity, or a similar character flaw. The same is true if the elixer gets contaminated. Effects wear off in HT-1d hours. It takes $200 in materials and 2 week to make. Retail $400. BerserkerBrewed by the witches of Barbair, this draught is used by the fiercest warriors of that land before going in to battle. It increases Strength and Health by +2, and imparts the high pain threshold advantage. This elixer also makes the subject berserk, as per the disadvantage (pg. B31). Effects last 1 hour. Not available as an unguent. It takes $50 in materials and 1 week to make. Retail $150. Clearwater (Tears of Shimea)One dose of this potion purifies 1 gallon of water or neutralizes 1 dose of poison (before being administered). It will not affect poisons that are already ingested. If drunk alone, the potion satisfies all thirst for 2d+1 hours. Potion only, elvish. It takes $150 in materials and 2 weeks to make. Retail $650. Oil of DecayThis Unguent causes metal to rust or tarnish, wood to rot, meat to putrify, etc. as if 2d years have gone by without proper care. Causes 1d damage if rubbed on skin, or 2d if swallowed (halve damage if subject makes a HT roll at -2). It takes $100 in materials and 3 weeks to make. Retail $400. Elixer of DiminuitionThis potion or powder reduces the subject's size, weight, and ST by half for 10 min. per dose. It only affects living things, not posessions. It takes $200 in materials and 3 weeks to make. Retail $500. Dwarven FireThis hot burning oil is the same as "greek fire" from pg. B121. It causes 1d-1 damage per turn and burns for about a minute. The concoction is usually stored in a small ceramic bottle with a rag or wick, for use as a molotov cocktail. It is normally only available to dwarves and tinkers. It takes $300 in materials and 2 weeks to make. Retail $600. Potion of EloquenceEndows the imbiber with the voice advantage, and improves the skills bard and singing by +2. Effects last 1d x 15 min. Elvish. It takes $200 in materials and 3 weeks to make. Retail $500. Potion of Fiery BreathTwo seconds after downing this potion, the drinker will spew forth a blast of flame, causing 1d+2 damage with a 2 hex range (see pg. B121) per dose. Taking more than 3 doses at a time, or suppressing the exhale, causes the drinker to take the damage internally. It takes $200 in materials and 2 weeks to make. Retail $400. Flash PowderAvailable only in pastille form and to tinkers. This yellow powder has an effect like the flash spell on p. M49. it is also used as a weak explosive (using demolitions or traps at -3). Flash powder causes 1 hit damage per dose in it's own hex, and half damage to adjacent hexes (round down). A maximum of 4 doses can be placed in a hex. It takes $150 in materials and 1 week to make. Retail $250. Elixer of ForgetfulnessThis potion, powder, or pastille causes it's subject to forget everything that happened during the last 1d x 5 minutes per dose. He can resist with an IQ roll at -4 (with a +1 bonus for each level of eidetic memory It takes $250 in materials and 4 weeks to make. Retail $800. Gnome's SolventThis runny unguent dissolves tinkertacky (q.v.) dose for dose, and most other sticky substances (like giant spider's web) in one turn. It causes 1 hit damage per dose if applied to bare skin, and may have various effects on other materials It takes $200 in materials and 2 weeks to make. Retail $400. Elixer of GrowthTaking this elixer doubles one's size and weight, also increasing ST by 50%. This potion or powder lasts 10 min per dose, and only affects living things, not their posessions. It takes $200 in materials and 3 weeks to make. Retail $500. Hair TonicThis Gnomish salve will cure baldness for a year if applied daily for a whole week. A dose of tonic applied anywhere on skin causes an inch of hair to grow there within 6 hours. It takes $50 in materials and 1 week to make. Retail $150. Healing BalmNot an elixer per se, this concotion is typical of what a skilled physician or herbalist with first aid skill can make. It heals 1d-2 hit points when applied to wounds overnight. This is in addition to the point of healing from successful use of medical skills It takes $25 in materials and 1 day to make. Retail $75. Potion of InvisibilityThe Arekian invisibility potions differ from their counterparts in other worlds in that they do not affect clothing or equipment. Invisibility lasts for 2d+1 min, with no way of determining beforehand when it will wear off. It takes 5 sec to turn invisible, or back to visible again. There are rumors of a rare and expensive powder, which affects equipment and clothing as well, but only so long as it is not shaken or rubbed off by touching another object. It takes $50 in materials and 1 week to make. Retail $150. Lotus NectarA strong and somewhat addictive narcotic used by pleasure-seekers and by holy men in their meditations. It is said that the visions seen while under the drug's effects often fortell the future or give insight into magical or spiritual matters. During the trance (which lasts 2d x 5 min.), the user is in a state of euphoria, but his effective IQ and DX are reduced by -3. It takes $25 in materials and 1 week to make. Retail $100. Elixer of Magic ResistanceThis elixer provides +1 resistance to magic spells, elixers, and objects. It lowers magical aptitude if used by a mage. Effects wear off in 1d minutes It takes $50 in materials and 1 week to make. Retail $150. Oil of the EelThis oil is extremely slippery. One dose will cover an entire hex. A DX roll is required to walk across or hold onto anything covered with this goo. It is available to tinkers in unguent form only. It takes $50 in materials and 2 weeks to make. Retail $150. Oil of PreservationA counterpart to oil of decay (q.v.), this substance prevents that oil's effects if applied beforehand. It also prevents normal decay and rust until the elixer wears off (in a few days for constantly used items, or years for objects kept locked away). It is inedible, so food cannot be treated with it. It takes $100 in materials and 3 weeks to make. Retail $350. Elixer of RestorationLike the remove curse spell (p. M54), this elixer restores a magically petrified, charmed, or otherwise impaired victim to his normal state, although it will not heal actual damage. Roll a contest of skills (the alchemist's vs. the caster of the curse) to determine effectiveness. An ensorceled individual can receive only one dose within a 24 hour period. It takes $1500 in materials and 6 weeks to make. Retail $2500. Potion of SilenceAnyone taking this elvish potion or powder becomes mute for 1d+1 hours. It also quiets breathing, improving stealth by +1. Doses are not cumulative. It takes $50 in materials and 2 weeks to make. Retail $300. Tinker TackyThis glue sticks to everything, requiring a ST for someone to break free from the wet goo. It dries in 6 hours, loosing its stickyness, but requiring a ST-5 roll for anyone already stuck to break free. It is available to tinkers as an unguent. It takes $200 in materials and 2 weeks to make. Retail $200. Elixer of WarmthThis elixer keeps the subject warm in cold to freezing weather for 2d hours. Each dose provides a DR of 2 against cold damage, including frost jets or similar magic. It takes $75 in materials and 2 weeks to make. Retail $200. LinksSpells - Artifacts - Bestiary - Magic Rules - Fantasy Races - Raven's Rock - Characters Contact Me |