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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