Elixir Effects
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An Elixir is a special, beneficial effect that can be granted by individuals with the Brewer Discipline and the Diabolist Tradition. These represent temporary physical enhancements created by mixing the powerful chemicals and materials of the World Beyond the Fall.
An Elixir must be imbibed within a minute after it is created, otherwise it loses its potency. However, unlike many other beneficial effects in the game, Elixirs may be consumed by anyone.
Benefitting from an Elixir effect requires an Attunement slot and therefore is subject to the limit of how many Attunements one may have. Drinking an Elixir while you already have one affecting you has no effect except for wasting the one you just imbibed.
Furthermore, you may only be affected by one Elixir (or Ichor) at a time unless you have the Stim Shivers skill of the Brewer/Survivor Discipline -- this allows you to benefit from two Elixirs (or Ichor) at a time. This does not allow for two of the same Elixirs or Ichors on the same person, even if one is an Elixir and the other is an Ichor.
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Typically, Elixirs last until the end of the current Event that they were created and applied. However, Apex Tech Elixir effects and Biomantic Elixir effects last Events.
Similarly, the Master of Elixirs skill allows for a skilled Brewer to create Elixir Attunements that last 3 Events.
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As a Craft-Ritual action, a Brewer may craft for 10 minutes, performing role-playing that reflects the creation of an Elixir – this means mixing liquids, shifting powders, etc. Take note that once you perform a Crafting action, you may not perform another one until the current Period has passed.
You may drink this yourself or serve it to one willing person to enhance their physical or mental abilities – once created, it must be imbibed or administered within the next 60 seconds or else it becomes inert and useless.
As mentioned previously, a character may not have more than one Elixir effect upon them at a time. Elixirs are usually imbibed through a vial, a cup, or a bowl but they can also be injected into a willing target (never use out-of-game needles or similar sharp props). This takes an Attunement slot, persisting until the end of the current event.
Elixir Summary
Basic Elixirs
Elusive Elixir: Become quicker and able to leave your enemies behind.
Quickening Elixir: Grow quicker and able to dodge attacks upon your person.
Sharpening Elixir: Gain clarity and be able to search more quickly.
Strengthening Elixir: Grow stronger and able to lift or drag heavy objects.
Toughening Elixir: Become more resilient and more capable of absorbing punishment.
EXPERT Elixirs
Hawkeye Elixir: Keen your senses and lend additional force to your ranged attacks.
Strongarm Elixir: Grow stronger and lend additional force to your melee strikes.
Willful Elixir: Strengthen your will, allowing you to shrug off pain
Aqueous Elixirs
Anti-freeze Elixir: You become resistant to extreme cold.
Anti-shock Elixir: You become resistant to lightning and electrical hazards.
Anti-toxin Elixir: You become resistant to diseases and other toxins.
Leatherskin Elixir: Quicken your recovery
Rad-Proof Elixir: You become resistant to heat and radiation.
ESOTERIC ELIXIRS
Deadsoul Elixir: Improves melee Smite damage but diminishes healing
Openmind Elixir: Improves healing but diminishes damage
Stoneheart Elixir: Improves health and toughness but diminishes damage
aPEX-tECH eLIXIRS
Bahlam Elixir: Allows the recipient to enhance their use of weaponry
Fuerza Elixir: Enhances the body’s ability to survive damage
Itzam Elixir: Enhances the body’s immune systems
Quetzal Elixir: Enhances one’s ability to process information
Seebak Elixir: Changes one’s sense of time
Biomantic eLIXIRS
Dogmatic Elixir: Allows the recipient to go into a fury at the cost of some vitality
Emanating Elixir: This improves the damage of the spells you cast
Insectoid Elixir: Improves one’s speed at the cost of some vitality.
Pheromonic Elixir: Allows a basic control of mind-affecting pheromones
Sycophantic Elixir: Grants a steady stream of reinforcing whispers
Eldritch Elixirs
Firestorm Elixir: Spiritually bolsters your spell damage.
Shadow Mind Elixir: Spiritually bolsters your spell damage.
Kindly Heart Elixir: Spiritually olsters your spell healing.
Iron Soul Elixir: Spiritually bolsters your resilience
Elixir Overview
Basic ElixirS
These are the simplest of Elixirs, valued for their utility and cost.
Skill Requirements: Brew Maker skill or Etheric Arcana (Diabolist)
Kit Requirements: Herb Kit
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Useful for anyone that wishes for a way out of fighting but does not have the time or desire to train in it.
Creation Cost: x5 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effects: You gain the ability to use a “Basic Escape” as per the Flee the Scene skill
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Allows a person to nimbly dodge attacks, but at the cost of wearing armor.
Creation Cost: x5 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect: You may use the Dodge defense as per the Ranger’s Artful Dodger skill.
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Keens an imbiber’s senses, allowing them to quickly find items of value while searching.
Creation Cost: x5 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect: When you perform the scavenge action, you may use the Scrounger skill as though you had it.
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Grants strength to its imbiber, at the cost of hurting them whenever they use it.
Creation Cost: x5 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect: You may use the Strength skill as though you had it.
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Nullifies some pain and shock of injury, allowing an imbiber to withstand more damage.
Creation Cost: x5 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect: You gain +1 to Maximum HP, this may not increase your HP past 10 HP.
Aqueous Elixirs
These Elixirs reinforce and improve upon the body’s immunities and resistances. Those who consume them can endure greater hazards and dangers, even those that would seem difficult for the human body to resist.
Skill Requirements: Expert Brewer skill
Kit Requirements: Herb Kit
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This spicy Elixir grants superhuman resistance to cold, useful for colder climes and seasons.
Creation Cost: x2 Basic CMPs (Fire, Lightning, or Astral)
Duration: 1 Event
Effect 1: You may use the Resist Blizzard skill as though you had it.
Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill.
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This spicy Elixir grants superhuman resistance to lightning, useful for mechanics and against Magna-Storms.
Creation Cost: x2 Basic CMPs (Water, Earth or Astral)
Duration: 1 Event
Effect 1: You may use the Resist Magna-Storm skill as though you had it.
Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill
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This bitter Elixir grants superhuman resistance to poisons, useful for healers and explorers.
This bitter Elixir grants superhuman resistance to poisons, useful for healers and explorers.
Creation Cost: x2 Basic CMPs (Water, Earth or Astral)
Duration: 1 Event
Effect 1: You may use the Resist Toxin skill as though you had it.
Effect 2: You may use the Resist Plague skill as though you had it.
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This milky, crow-like Elixir grants exceptional resistance to hurt and injuries. Made for bodyguards, by bodyguards.
Creation Cost: x2 Basic CMPs (Water, Earth or Astral)
Duration: 1 Event
Effect 1: Your maximum HP is increased by +2. This does not stack with any HP increase from Armor nor will it allow you to go beyond 10 HP.
Effect 2: You may use the Grim Recovery skill as though you had it, allowing you to shake off wounds through Painful Concentration.
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This minty Elixir grants superhuman resistance to heat, useful for hotter climes and seasons.
Creation Cost: x2 Basic CMPs (Water, Earth or Astral)
Duration: 1 Event
Effect 1: You may use the Resist Radiation skill as though you had it.
Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill.
ESOTERIC Elixirs
These Elixirs improve upon their more basic variants, their chemicals and mixtures granting greater abilities and improvements upon those who imbibe them.
Skill Requirements: Expert Brewer skill or Empowered Arcana (Diabolist)
Kit Requirements: Herb Kit
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This minty Elixir feels like it numbs your soul, lowering your killing inhibitions.
Creation Cost: x2 Basic CMPs (Water, Death or Abyssal)
Duration: 1 Event
Effect 1: Your ranged or melee Smite and Death Blows inflict +1 damage, up to the damage cap.
Effect 2: You feel numb to others’ hurts and can’t grant more than Heal 1 or Resolve 1 to others or yourself.
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This gingery Elixir cleanses your palate and allows you to partially feel the hurts of those you touch.
Creation Cost: x2 Basic CMPs (Water, Earth, or Abyssal)
Duration: 1 Event
Effect 1: The healing and resolve you grant to others via Skills is increased by 1 point.
Effect 2: You are more vulnerable to injury, preventing your maximum HP from exceeding 7 HP.
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This bitter Elixir steels your spirit against hurts but makes your attacks sluggish.
Creation Cost: x2 Basic CMPs (Water, Earth or Abyssal)
Duration: 1 Event
Effect 1: Your maximum HP is increased by +2, up to the HP cap.
Effect 2: Whenever you receive “Resolve”, increase it by 1 point as an Aftereffect.
Effect 3: Your attacks become less effective in their slowness. You can’t inflict more than one point of damage with your attack, except for your Death Blows.
EXPERT Elixirs
These Elixirs improve upon their more basic variants, their chemicals and mixtures granting greater abilities and improvements upon those who imbibe them.
Skill Requirements: Expert Brewer skill or Empowered Arcana (Diabolist)
Kit Requirements: Herb Kit
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This sweet Elixir sharpens one’s eyes and ears, allowing for precise shooting and improved searching.
Creation Cost: x10 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect 1: When you perform the scavenge action, you may use the Scrounger skill as though you had it.
Effect 2: Furthermore, you gain the use of the Ranged Expertise skill and the ranged Smite attack as though you had them.
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This spicy Elixir strengthens the imbiber’s arms and legs, allowing them to move and strike with potency.
Creation Cost: x10 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect 1: You gain the use of the Strength skill as though you had it.
Effect 2: Furthermore, you gain the use of the Melee Fighter skill and the melee Smite attack as though you had them.
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This bitter Elixir bolsters the mind of the recipient, allowing them to shrug off fear and pain.
Creation Cost: x10 minor components (Water, Astral or Herbal)
Duration: 1 Event
Effect 1: You may use the Iron Defiance skill as though you had it.
Effect 2: You may use the Resist Fear skill as though you had it.
Apex Tech ElixirS
These Elixirs are the domain of the Iglesia Solar, based on the mainland and invented primarily by a Yucatan Priest. However, this organization has readily provided its recipes to the rest of the Illustrados Union. They are cursed with minor mental debilitations, but they far outstrip their more basic counterparts.
Skill Requirements: Apex Tech Brewing skill
Kit Requirements: Herb Kit and Hyper Refined Etherite or Apex Lab
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Named for an old panther god, this bitter Elixir grants superhuman strength and weapon skill.
Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)
Duration: 1 Event
Effect 1: Grants the temporary use of Athletics, Strength and Smite attack
Effect 2: Increase the damage of your Smite by +2, up to the damage cap.
Effect 3: Hallucinations prevent you from granting more than “Heal 1” or “Resolve 1” to yourself or others.
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This bitter Elixir grants immense resilience and endurance at the cost of minor hallucinations.
Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)
Duration: 1 Event
Effect 1: Gain temporary use of Grim Recovery and Iron Recovery.
Effect 2: Increase your maximum HP by 2 points, up to the HP cap.
Effect 3: Hallucinations prevent you from inflicting more than 1 damage with your attacks, except for your Death Blows.
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Named after an ancient sun god, this bitter Elixir renders its imbiber resistant to many forms of hazards.
Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and and Hyper Refined Etherite (or use of an Apex Lab)
Duration: 1 Event
Effect 1: Grants the use of the Resist Magna-Storm, Resist Radiation and Resist Blizzard skills by enhancing the body’s immune and adaptation systems.
Effect 2: You may use the Elemental Endurance skill of the Scrapper Discipline.
Effect 3: Hallucinations prevent you from inflicting more than 1 damage with your attacks, except for your Death Blows.
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Named after an ancient dragon god, this metallic Elixir enhances its imbiber’s mental faculties.
Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)
Duration: 1 Event
Effect 1: Grants the use of Keen Perception, Mental Deduction, and Scrounger skills.
Effect 2: Your damage spells and your healing skills are improved by 1 point.
Effect 3: Due to hallucinations, your maximum HP may not exceed 7 points.
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Named after an ancient serpent god, this metallic Elixir enhances its imbiber’s sense of time.
Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and and Hyper Refined Etherite (or use of an Apex Lab)
Duration: 1 Event
Effect 1: Grants the use of the Artful Dodger, Keen Perception, and Flee the Scene skills by changing one’s sense of time during moments of stress.
Effect 2: When using defenses, you may augment them with “Uncanny” (allowing you to defend against Ambush-type attacks) and gain “Resolve 1” afterward as an Aftereffect.
Effect 3: Hallucinations prevent you from granting more than “Heal 1” or “Resolve 1” to yourself or others.
Biomancy Elixir
The Carmine Conclave holds the secrets to these Elixirs, though they and their agents are willing to dole them out to those who are willing to purchase them. Unlike other chemicals, these Elixirs are actually short-lived symbiotes that enhance the body while nourishing themselves on their host’s nutrients.
Skill Requirements: Biomantic Brewing skill
Kit Requirements: Herb Kit and Flesh of the Empress or Biomancy Hatchery
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Given to the Templar’s soldiers, this spicy Elixir improves their combat potency in their Goddess’ name.
Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)
Duration: 1 Event
Effect 1: Grants the use of Strength, Great Strength, and the melee Smite attack.
Effect 2: By allowing the recipient to go into a crimson haze filled fury, you are temporarily granted the Battle Aspect skill (Berserker). The Craft-Ritual action waives the preparation requirement and the Aspect’s Attunement -- this still counts against the Aspect limit.
Effect 3: Due to the symbiote’s inciting whispers, you may not grant more than 1 point of Healing or Resolve to yourself or others.
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Given to the Templar’s Arcanists, this metallic Elixir improves their spell use in combat.
Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)
Duration: 1 Event
Effect 1: This improves the damage of the spells you cast by 2 points.
Effect 2: Whenever you inflict a Control effect via a spell, you may perform a ranged attack that inflicts “Piercing Knockback” immediately afterward as an Aftereffect. This must target the same individual.
Effect 3: You may not have your maximum HP exceed 7 HP.
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Similar to swallowing a bottle full of spiders, this Elixir grants its imbiber immense speed.
Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)
Duration: 1 Event
Effect 1: Broad swaths of your skin harden into carapace. You gain use of the Armor Expertise skill even if you are unarmored (although you cannot gain the Patched statusa without armor)
Effect 2: You also gain the Grim Recovery skill, and the Armored Rush skill.
Effect 3: Your maximum HP and maximum Aegis are increased by 1 point.
Effect 3: Due to the beetle’s uncomfortable wriggling, you may not grant more than 1 point of Healing or Resolve to yourself or others.
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Given to the Templar’s commanders, this perfumed Elixir improves one’s words and leadership ability.
Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)
Duration: 1 Event
Effect 1: Temporarily grants the use of Ignite Inspiration, Restful Composition, and Calming Confessor by allowing the host the use of mind-affecting pheromones.
Effect 2: Increases the amount of Resolve and Lasting Resolve you grant to others by +1, up to the Resolve Cap.
Effect 3: You may not have your maximum HP exceed 7 HP.
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Given to the Templar’s commanders, this flowery Elixir improves one’s mental defenses.
Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)
Duration: 1 Event
Effect 1: Temporarily grants the use of Iron Defiance, Resist Fear and Resist Warp as though you had them by a steady stream of reinforcing whispers and thoughts.
Effect 2: Also grants the use of Steady Concentration and Iron Concentration.
Effect 3: You may not have your maximum HP exceed 7 HP.
Eldritch ElixirS
These Elixirs are enhancements to a Spell user’s capabilities, although they themselves require some spellcraft to create. Most Eldritch Elixirs not only improve the damage or healing of a spell, but they allow additional functionalities for the spells that they affect.
Skill Requirements: Eldritch Elixirist skill or Arcane Proficiency (Diabolist)
Kit Requirements: Herb Kit and any Arcane Attunement (or a Mana Lodge)
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Useful for Arcanists of destructive motives, this spicy Elixir improves one’s spell damage.
Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)
Duration: 1 Event
Effect 1: The flame-type, frost-type and lightning-type damage of your spells is increased by 2 points. This will not allow them to exceed 5 points of damage.
Effect 2: If your spell damage would exceed 5 points, you may apply the Overflow value of its damage via spell packet to the same target or a different one (Overflow damage = Uncapped Damage minus 5). This Overflow Damage is at least "1 Damage" (or whatever the Spell’s damage type is) and is a Step effect; however, it cannot exceed 5 points.
Effect 3: You receive a tendency to be callous to the needs of others. The healing and Resolve provided by your spells and skills may not exceed 1 point, whether they are on yourself or others.
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This pungent Elixir reinforces one’s mind against shock and madness.
Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)
Duration: 1 Event
Effect 1: You may use the Resist Fear skill and Resist Warp as though you had them.
Effect 2: Your maximum HP is increased by +2, not exceeding 10 HP.
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Useful for Arcanists of support roles, this fragrant Elixir allows spells to better heal their patients.
Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)
Duration: 1 Event
Effect 1: Your Treat Injury skill, imbue Resolve Skills, and Healing Spells are improved by +1 when they are used on others. This will not allow them to exceed 5 points.
Effect 2: When you imbue a “Painful Revive”, imbue via touch a “Heal 1” on the same target as an Aftereffect. This effect cannot be increased unless specified otherwise.
Effect 3: The damage of your spells and melee attacks that inflict damage may not exceed one point as this Elixir calms the spirit and makes it more difficult to effectively use those skills.
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Useful for Arcanists with destructive motives, this bitter Elixir allows spells to hurt their targets further.
Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)
Duration: 1 Event
Effect 1: The psychic-type, corrosive-type and shadow-type damage of your spells is increased by 2 points. This will not allow them to exceed 5 points of damage.
Effect 2: Whenever you inflict a Control effect via a spell, you may perform a ranged attack that inflicts “Piercing, 2 Psychic” immediately afterward as a Step effect. This must be aimed at the same individual and does not benefit from Effect 1 (but can benefit from other spell improving effects).
Effect 3: You receive a tendency to be callous to the needs of others. The healing and Resolve provided by your spells and skills may not exceed 1 point, whether they are on yourself or others.