Dust: Cures PARALYSIS
Healing
Potion. Individual may RESIST first REPEL
Defense
Potion. Drinker becomes choleric for an hour (easily angered, bad tempered) as a roleplaying effect. Can be used to treat some minor curses.
Humour
Dust: Sprinkled on food, feeds 5 people and restores to full hits. The food may not be stored.
Healing
Dust. Can be applied to a sling to let the wielder call STRIKEDOWN five times. Arena or Quest.
Attack
Potion. Drinker becomes melancholic for an hour (despondent, irritable) as a roleplaying effect. Can be used to treat minor curses.
Humour
Dust. Treated object/weapon may call RESIST to CRUSH for a Quest/Arena fight.
Defense
Potion. Drinker becomes phlegmatic for an hour (calm, unemotional) as a roleplaying effect. Can be used to treat minor curses.
Humour
Potion. Drinker becomes sanguine for an hour (courageous, hopeful, amorous) as a roleplaying effect. Can be used to treat some minor curses.
Humour
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
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
Potion. Lets an attendant retain the use of a skill without requiring supervision. Lasts until sunrise or sunset.
Skill buff
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
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
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
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
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
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
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
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
Potion. Individual gains a Champion skill of their choosing for duration of a Quest/Arena fight.
Skill buff
Potion: Drinker is asleep and INCAPACITATED for 30 seconds, but awakes on full hits.
Healing
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
Potion. Individual takes 2 picks off any currently active death curse attempt
Defense
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
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
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
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
Potion. Individual takes one pick off any active death curse attempt
Defense
Potion. Individual may call RESIST to the first IMPALE for a Quest/Arena fight.
Defense
Potion. Drinker uses two-handed weapon to call STRIKEDOWN three times. Quest/Arena.
Attack
Potion: Until sunset you may consume a Water quint to heal yourself to full hits as long as you are NOT INCAPACITATED
Healing
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
Potion. Individual may RESIST REPEL for a Quest/Arena fight.
Defense
Potion. Call RESIST to REPEL and STRIKEDOWN for potion duration if you are using a cultural shield.
Defense
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
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
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
Potion. Drinker gains the ability to use a sling as if he had Missile Weapons skill. Arena/Quest.
Attack
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
Potion: Curse target to make an additional bead pull the next time they make one. The worst result is retained.
Curse
Potion. Individual gains a Apply Quintessence skill of their choosing while on Quest or in an Arena.
Skill buff
Potion. Individual reduces costs of Mysteries by 1 of each quint to minimum 1 for potion duration
Skill buff
1
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