From the Library of Victoris Wiseman
by Tim Reynolds
originally published in Earthdawn
Journal #5
Greetings and salutations, fellow Barsaivians. I am Victoris Wiseman,
scholar and sage from the town of Gennen. Ah, you've heard that name, haven't
you? It is because of the reputation of the group of adventures known as
the Heroes of Gennen. Nice lot, with hearts like pure spun gold, but not
too imaginative, they are. It is because of their extensive travels and
encounters that I am writing this missive. I have been trying to catalog
some of the more interesting items they have encountered and acquired.
I hope, with this information duly copied to the appropriate section in
the Great Library, that future generations will benefit from it, as a source
of research and inspiration. With those lofty goals set, let us begin to
delve into this knowledge.
Potions
The following brews are not widely available through out Barsaive, but
I hopefully have included enough information for a skilled Alchemist to
be able to duplicate their function upon request. Please note that the
prices listed reflect the rarity of the required ingredients around Gennen
and the Thunder Mountains, and that often Alchemists will charge 3 times
or more the base price of a potion to have to "invent" it, even if you
supply the formula. Of course, supplying the more exotic ingredients will
lower the price, perhaps to twice its base price. The asking price for
a new potion should also drop after others begin to make it, and the novelty
has worn off. An Alchemist will generally take a week of experimentation
to "perfect" a mixture, with results varying according to his skill, the
ingredients, luck and other factors. I have included the relative difficulty
of brewing these potions, so let the buyer beware. All prices are in silver.
Brew of the Berserkers
Main/Exotic Ingredients: Cadaver Man Skin
Price: 250
Weight: 2
Difficulty: Very Hard
Effect: When imbibed, this potion causes the drinker to become
a Berserker, gaining the benefits and penalties of the Aggressive Attack
Maneuver (ED pg. 200) without the cost in strain. In addition, Knockdown,
Recovery Tests, Physical and Mystic Armor are also at +3 Steps. This potion
lasts 10 rounds, at which time the drinker must make a Toughness test against
a difficulty of 5 or take 10 Strain.
Bug Go Oil
Main/Exotic Ingredients: Tar/Skunk Oil
Price: 150
Weight: 2
Difficulty: Easy
Effect: This foul smelling brew is spread over the exposed parts
of a character to keep insects from harassing him. Normal bugs will not
bother the protected individual, but then again neither will most people
(-2 to all positive social rolls). Insects larger than a man's hand must
make a Willpower test against a difficulty of 10 to be able to approach
an oiled person. This effect lasts for 4 hours. Water will not remove this
oil, only alcohol.
Draught of Heroes
Main/Exotic Ingredients: Finely Made Ale, Heart of a Powerful Magical
Beast
Price: 400
Weight: 1
Difficulty: Very Hard
Effect: Draught of Heroes infuses the drinker with magic, making
him more effective in combat, according to how well he can channel the
natural magic of the world. The potion gives the imbiber the equivalent
of 5 extra Karma Points, which can be spent on any combat action. This
potion is only effective if drunk in combat, and only lasts as long as
the combat lasts. Drinking more than one of these potions a day has no
effect, except to inebriate the drinker.
Draught of Legend
Main/Exotic Ingredients: Finely made Vinlo (T'skrang wine)/Blood
of a Legend (Dragon, Hero, etc.)
Price: 750
Weight: 1
Difficulty: Heroic
Effect: This most rare of elixirs infuses the drinker with massive
amounts of magical energy, similar to the energy of Draught of Heroes,
above. The drinker gains the equivalent of 10 Karma Points, which can be
spent on any combat action. In addition, these points can be added to Unconsciousness
Rating or Wound Threshold. It also adds one step to the affected's Karma
Step. This potion is only effective if drunk in combat, and only lasts
a long as the combat lasts. Drinking more than one of these potions in
a day is very dangerous, as it acts as Step 6 poison for 6 rounds, drains
5 Karma and has no beneficial effect for the drinker.
First Strike Potion
Main/Exotic Ingredients: Leg of Jackrabbit, Quicksilver (an Alchemical
substance)
Price: 100
Weight: 2
Difficulty: Average
Effect: This potion increases the reflexes of a combatant, so
that 6 steps are added to their Initiative for five rounds. This effect
will also increase talent steps which replace Initiative.
Frog's Legs
Main/Exotic Ingredients: Frog's Legs
Price: 100
Weight: 2
Difficulty: Hard
Effect: Upon imbibing a Frog's Legs potion, a character's legs
become capable of great leaps, increasing his maximum vertical leap to
20 yards and horizontal of 50 yards. The character also gains 7 steps to
his Avoid Blow Talent (or Dexterity if lacking the Talent) for the duration,
which is 9 rounds.
Frosty Potion
Main/Exotic Ingredients: Snow
Price: 110
Weight: 2
Difficulty: Average
Effect: This drink protects the user from the effects of natural
heat, or even such diffuse magical heats as Death's Sea. Its effect lasts
for up to 6 hours, with the duration being one hour less per 10 degrees
above the drinker's body temperature it is. Any direct magical heat attack
will negate this protection.
Hot Meal Sauce
Main/Exotic Ingredients: Hot Squash (a vegetable native to the area
around Death's Sea)/T'skrang Spices
Price: 100
Weight: 1
Difficulty: Average (With the aid of a Cook: Easy)
Effect: Added to a meal for up to 10 persons, this spicy sauce
not only flavors and warms the meal, but anyone who eats it will gain +3
steps on the next recovery they make. Those with a delicate constitution
should beware of gaseous side effects.
Liquid Heat
Main/Exotic Ingredients: Ork Flamegut Liquor/1 Grain of Elemental
Fire
Price: 100
Weight: 2
Difficulty: Very Hard (With the aid of an Elementalist: Hard)
Effect: When drunk, Liquid Heat protects the user from natural
cold for up to 8 hours, depending on the actual temperatures. For each
10 degrees below freezing, lower the duration by 1 hour. A magical cold
attack will negate this protection.
Mental Shield Potion
Main/Exotic Ingredients: Hair of a Magician/Iron
Price: 200
Weight: 2
Difficulty: Average
Effect: A foul tasting brew with excellent results. If taken
orally, one will find one's Spell Defense increased by 2 points. In addition,
one's Mystic Armor is increased by 2 points. This effect lasts for 10 rounds
Oil of the Flaming Weapon
Main/Exotic Ingredients: Volcanic Ash
Price: 75
Weight: 2
Difficulty: Hard (With the help of a Weaponsmith: Average)
Effect: When poured upon a weapon and exposed to flame, the
weapon's attacking surface is engulfed in flames, causing an extra 1D4
in damage, which is effected by physical armor. The weapon is unharmed
by the flame, unless the initial exposure required to set it aflame damages
it. If the wielder of the weapon is sufficiently careful with the placement
of the oil, they receive no damage, as only the parts of the weapon oiled
are aflame.
Potion of Balance Most Excellent
Main/Exotic Ingredients: Blood Monkey Brain/Bit of Wire
Price: 150
Weight: 2
Difficulty: Hard
Effect: This potion increased your balance, so that Dexterity
or Strength rolls for such actions as Knockdown, Climbing, and swinging
are increased by 6 Steps. This effect lasts for 9 rounds.
Sticky Oil
Main/Exotic Ingredients: Thunder Tree Sap/Jehuthra Web
Price: 200
Weight: 1
Difficulty: Average
Effect: When spread on an object, it will bind to another object
with a force of step 10. You must place the second object on the area covered
with this oil within 6 seconds or the potion will evaporate. Have a care
not to spill this in your pack! A small jar contains enough Sticky Oil
for one application, on anything up to human size. The bond will last 1
hour.
Wiseman's Wine
Main/Exotic Ingredients: Touch of Ipecac/Diva Bird Egg/T'skrang
Tea
Price: 50
Weight: 1
Difficulty: Easy
Effect: This is my personal offering, as I have dabbled a bit
in Alchemy. When drank before a night of debauchery it will render you
immune to a reasonable amount of alcohol. The effect lasts a base 4 hours,
minus one hour for each drink beyond 8. It totally negates the flavor and
effect of any drink taken within that time. It also has the useful side
effect of diluting more hard acting poisons (+1 to saves). I hope you can
forgive the name's pun.
I hope you have found this text useful, and be assured that I will continue
to update you on more items as the Hero's of Gennen continue to encounter
them. Now where did I put that list of Common Magic Items?
Yours in Learning,
Victoris Wiseman
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