Avert the Stony Glare

1
2
1
2
1
5

Dust: Cures PARALYSIS

Healing

Borrow the Mountain's Strength.

1
1

Potion. Individual may RESIST first REPEL

Defense

Choleric Tincture

1
1
1

Potion. Drinker becomes choleric for an hour (easily angered, bad tempered) as a roleplaying effect. Can be used to treat some minor curses.

Humour

 

Feast of Fortifying Balm

2
5
10

Dust: Sprinkled on food, feeds 5 people and restores to full hits. The food may not be stored.

Healing

Hail of Stone and Lead

3
3
5

Dust. Can be applied to a sling to let the wielder call STRIKEDOWN five times. Arena or Quest.

Attack

Melancholic Tincture

1
1
1

Potion. Drinker becomes melancholic for an hour (despondent, irritable) as a roleplaying effect. Can be used to treat minor curses.

Humour

 

Outlast the Minotaur's Strength

2
5

Dust. Treated object/weapon may call RESIST to CRUSH for a Quest/Arena fight.

Defense

Phlegmatic Tincture

1
1
1

Potion. Drinker becomes phlegmatic for an hour (calm, unemotional) as a roleplaying effect. Can be used to treat minor curses.

Humour

Sanguine Tincture

1
1
1

Potion. Drinker becomes sanguine for an hour (courageous, hopeful, amorous) as a roleplaying effect. Can be used to treat some minor curses.

Humour

 

Separating the Elements

3

Instant. Destroys a preparation and recoups 1 measure of the Prime Quint used in the prep. Doesn't work on preps that don't use quint.

Transmutation

Strike with the Fate's Needles

3
3
5

Dust: Can be sprinkled on up to 2 javelins, which then do CRUSH on a next throw, whether or not that throw is successful.

Attack

The Juice of Safu

2
5

Potion. Lets an attendant retain the use of a skill without requiring supervision. Lasts until sunrise or sunset.

Skill buff

 

Break the Final Journey

2
1
1

This potion temporarily restores the drinker from being incapacitated. The drinker can act as if they had one body hit remaining and may use active skills and move as normal. This potion is often given to physicians in emergencies so they are then able to heal themselves. The effect lasts for around two minutes - long enough for physicians to heal themselves from being incapacitated. It only affects characters from the same nation as the philosopher.

Healing

Club of the Cyclops

1
1
1

This creates a potion that grants the ability to use a melee weapon to hit for a STRIKEDOWN. The drinker of this potion may use a melee weapon to call STRIKEDOWN once in an arena combat or on a quest. This does not have to be the first strike with the weapon. The potion only affects characters from the same nation as the philosopher but the blow affects all characters.

Attack

Foam of Cerberus

1
1
1

This creates a poison with a bitter aftertaste. Anyone who drinks the potion suffers a death curse and must make a bead pull from a referee after ten minutes to see if they survive. The chance of death for a normal character is around one in ten. It only affects characters from the same nation as the philosopher. This potion affects all such characters, even those already under the influence of another preparation.

Curse

 

Fortitude of the Ram

1
1
2
2

This potion grants the drinker one temporary additional body hit. This protection lasts for one arena combat or quest and only has effect in these environments. It only affects characters from the same nation as the philosopher.

Hit Buff

Roar of the Aurochs

1
1
2
2

This creates a potion that grants the ability to use a weapon to call REPEL. The drinker of this potion may make a loud warcry and then use a melee weapon to hit for REPEL once in an arena combat or on a quest. This does not have to be the first strike with the weapon. The potion only affects characters from the same nation as the philosopher but the blow affects all characters.

Attack

Turn the Minotaur’s Strength

1
1

This preparation can be applied to a weapon or shield. The target item is then not affected by the first CRUSH that would otherwise destroy it. This protection lasts for one arena combat or quest and only has effect in these environments. This may be used by a character of any nation.

Defense

 

Wisdom of the Seer

This reveals to the philosopher whether a single item is a focus for a greater mystery. It may also reveal further information depending on the specific focus. The effect is instant and cannot be stored.

Divination

Wisdom of the ages

1
2

Cost: One Air, One of the quintessence of the current starsign's element This reveals to the philosopher the history and sometimes more of items subject to large amounts of magic. Items which this can be cast on are labelled with ribbons. This spell does not work on sentient targets. The effect is instant and cannot be stored.

Divination

Call forth the hero's courage

2
2
5

Potion. Individual gains a Champion skill of their choosing for duration of a Quest/Arena fight.

Skill buff

 

Call the serpent's aid

2
5
2
5

Potion: Drinker is asleep and INCAPACITATED for 30 seconds, but awakes on full hits.

Healing

Curse of Enervation

1
1
2
1

Potion: Curse target to be unable to make any damage call other than single with a hand-held weapon until next incapacitated in the arena or linear.

Curse

Defeat the scorpion's touch

3
3
6
2

Potion. Individual takes 2 picks off any currently active death curse attempt

Defense

 

Defense of the rising storm

1
1
1
1
2

Potion: Until sunset you may consume either a Water or Air quint to gain an additional pull from the bead bag when treated by a Physician. The best result is kept.

Healing

Deleted Fortitude Mystery

2
2
2
5

Potion: Individual gets +3 hits. Duration of a Quest/Arena fight. Hits gained are lost first by subsequent attacks. If any hits gained by taking the potion remain at the end of the duration, they are lost then.

Hit Buff

Draught of the salamander's survival

5
2
2

Potion: Regenerates hits for the potion duration. One hit is returned to you every 30 seconds. Does not affect INCAPACITATION. If you have been on 0 hits, you still require a beadpull.

Healing

 

Draw the hidden claw

2
5
10

Potion. When imbibed, a weapon usable with the “Use one-handed weapon” skill wielded with two hands may do STRIKEDOWN for the duration of a Quest/Arena fight.

Attack

Fight the scorpion's touch

1
2
3
2

Potion. Individual takes one pick off any active death curse attempt

Defense

Fury guard the heart's blood

3
2
2
5

Potion. Individual may call RESIST to the first IMPALE for a Quest/Arena fight.

Defense

 

Mighty hands of obeisance

1
1
4
7

Potion. Drinker uses two-handed weapon to call STRIKEDOWN three times. Quest/Arena.

Attack

Pull down the highest tide

1
2
1
9

Potion: Until sunset you may consume a Water quint to heal yourself to full hits as long as you are NOT INCAPACITATED

Healing

Smoke in the shadowed mirror

2
0
1

Instant. Name a territory and laern any powerful magical effects (especially those from Greater Mysteries) as well as status of all trade routes connected to territory.

Divination

 

Stand fast against the raging storm

2
2
5

Potion. Individual may RESIST REPEL for a Quest/Arena fight.

Defense

Stand with hero's strength

4
2
2
5

Potion. Call RESIST to REPEL and STRIKEDOWN for potion duration if you are using a cultural shield.

Defense

Strength of Will guide the hand

2
2
5

Potion. Individual calls CRUSH with melee weapon twice, during the length of a Quest/Arena fight, or is capable of a superhuman feat of strength (when reffed.)

Attack

 

Summon the darkest shadows

5
1
2

Potion: Individual is cursed with a simple curse of death – delivery method is food or drink, consuming the potion must take three picks from the beadbag and one hit (which may cause another beadbag pick). If any picks show a BLACK bead, the character is dead.

Curse

Summon the deep shadows

2
1
1

Potion: Individual is cursed with a simple curse of death – delivery method is food or drink, consuming the potion must take five picks from the beadbag and three hits (which may cause another beadbag pick)

Curse

The Hunter's Wrist

1
1
1

Potion. Drinker gains the ability to use a sling as if he had Missile Weapons skill. Arena/Quest.

Attack

 

The hero's final resolve

1
2
2
2

Potion. Taken during a Quest or Arena, grants a number of additional hits sufficient to raise total hits back to a characters maximum. Duration of a Quest/Arena fight. Hits gained are lost first by subsequent attacks. If any hits gained by taking the potion remain at the end of the duration, they are lost then.

Hit Buff

Unfavoured Fate

1
1
2
1

Potion: Curse target to make an additional bead pull the next time they make one. The worst result is retained.

Curse

Wield the gods blood anew

1
1
2
1
4

Potion. Individual gains a Apply Quintessence skill of their choosing while on Quest or in an Arena.

Skill buff

 

Wield the gods' blood wisely

2
2
2

Potion. Individual reduces costs of Mysteries by 1 of each quint to minimum 1 for potion duration

Skill buff

Enter World Forge

N/A

1

World Forge

Enter the Shuttered Forge

5
1
1
Air

World Forge

 

Lock the Forge's Gate

1
1
1
Fire

World Forge

Seal the Forge's Gate

2
5
2
2
Fire

World Forge

The Arrows of Iron

1
1
1
Fire

World Forge

 

The Crown of Horns

1
1
Earth

World Forge

The Deep Dweller's Current

1
Water

World Forge

The Gate of Lead

1
1
Air

World Forge

 

The Hidden Hand

1
Water

World Forge

The Immobile Ewer

1
1
Air

World Forge

The Intractable Dual Counterparts

1
Air

World Forge

 

The Intractable Paired Scales

1
Air

World Forge

The Intractable Twinned Amphorae

1
Air

World Forge

The Obstinate Bull

1
1
Earth

World Forge

 

The Obstinate Dual Sharks

Water

World Forge

The Obstinate Paired Moonchildren

Water

World Forge

The Obstinate Twinned Scarabs

Water

World Forge

 

The Resilient Dual Maidens

1
Earth

World Forge

The Resilient Paired Bucks

1
Earth

World Forge

The Resilient Twinned Bullocks

1
Earth

World Forge

 

The Sheaf of Tin

1
1
1
Earth

World Forge

The Shepherd's Sacrifice

1
1
Fire

World Forge

The Ship of Copper

1
1
Water

World Forge

 

The Stubborn Dual Archers

1
Fire

World Forge

The Stubborn Paired Rams

1
Fire

World Forge

The Stubborn Twinned Lionesses

1
Fire

World Forge

 

The Throne of the King

1
1
Fire

World Forge

The Twins' High Judgement

1
1
Air

World Forge