Anodynes
Anodynes dull pain and bring sleep.
Aqua Vitae (aqua ardens, the "water of life")
Wine distilled until it burns: the physician's cordial, the soldier's courage, and the strongest spirit known.
Aqua vitae is administered through ingestion. After one round, a creature that drinks it feels less pain and, if it's distilled twice, holds its nerve, but it may also get drunk. Masked, it passes as a flavored cordial or hippocras. It's also a solvent, and a fuel that burns almost invisibly.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Distilled once | Ignore pain penalties up to −1 | Drunk* | 1 ss |
| Distilled twice | Ignore pain penalties up to −1. Dominance on trials against Demoralized | Drunk* | 1 gs |
* When it takes effect, make an Endurance trial against the dose's DC. On a failure, you are Impaired T1 for as long as the dose lasts. Corrected gives Dominance on this trial.
| Type | Primal |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Exploration, Travel |
| Duration | Short |
| Crash | Exhausted T1, for as long as the dose lasted |
| Properties | Addictive, Delayed |
| Modifications | Corrected, Masked, Prolonged |
| Rarity | Uncommon: apothecaries and monasteries |
| Notes | Ordinary drink is not alchemy |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Distilled once | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| Distilled twice | 9 days, Burgher | 10 days, Magnate | 12 days, Noble | 16 days, Royal |
Dwale (the sleeping drink)
Boar's gall, hemlock, poppy, and henbane in wine: "a drink to make a man sleep whilst men carve him." The same word meant a deadly drug, and with good reason.
Dwale is administered through ingestion, or inhaled from a Thickened soaked sponge, the spongia somnifera. After one round, a creature that takes it grows drowsy or falls asleep, deeply enough for a surgeon to work, though the stronger doses risk poisoning the sleeper. Forced on someone, it's a knockout drug.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Drowsy | Slow phase; no reactions except defense. A healer has Dominance on Exploration Healing and Treat Injuries rolls | None | 1 sp |
| Asleep | Unconscious for the duration. A healer has Dominance on all healing and Treat Trauma rolls | Poisoned sleep* | 1 sc |
| Deep | Unconscious and feels nothing. A healer has Dominance on all healing and Treat Trauma rolls, and can't botch setting a bone** | Poisoned sleep* | 1 gs |
* When it takes effect, make an Endurance trial against the dose's DC. On a failure, advance Tainted by 1 tier, or by 2 tiers for Deep.
** The rule for failing to set a bone by 5 or more doesn't apply.
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Inhaled through Thickened |
| Use | Exploration, Travel |
| Duration | Short |
| Crash | Impaired T1, for as long as the dose lasted |
| Properties | Delayed |
| Modifications | Corrected, Masked, Prolonged, Thickened |
| Rarity | Uncommon: surgeons and apothecaries |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Drowsy | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| Asleep | 9 days, Burgher | 10 days, Magnate | 12 days, Noble | 16 days, Royal |
| Deep | 18 days, Noble | 19 days, Royal | 21 days, Royal + 1 | 25 days, Royal + 2 |
Mandrake (mandragora)
The man-shaped root that "shrieks when pulled." In wine it brings sleep, dulls pain, and opens strange doors in the mind. Often faked with carved bryony.
Mandrake is administered through ingestion, usually in wine, or by contact as a Thickened ointment. After one round, a creature that takes it thinks more sharply but moves more clumsily, and its mind may wander into confusion. Much of what's sold is carved bryony.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| +1 mind, −1 body | +1 on mental trials | −1 on physical trials. Wandering mind* | 1 ss |
| +2 mind, −2 body | +2 on mental trials | −2 on physical trials. Wandering mind* | 1 gs |
| +3 mind, −3 body | +3 on mental trials | −3 on physical trials. Wandering mind* | 4 gs |
* When it takes effect, make an Intelligence trial against the dose's DC. On a failure, you are Disoriented at the same tier as the dose's strength: T1, T2, or T3. Anything that removes Disoriented ends the whole drug, bonus included.
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Contact through Thickened |
| Use | Exploration, Travel |
| Duration | Short |
| Crash | None |
| Properties | Delayed |
| Modifications | Corrected, Masked, Prolonged, Thickened |
| Rarity | Common where it grows; Imported elsewhere. Fakes are common |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| +1 mind, −1 body | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| +2 mind, −2 body | 9 days, Burgher | 10 days, Magnate | 12 days, Noble | 16 days, Royal |
| +3 mind, −3 body | 18 days, Noble | 19 days, Royal | 21 days, Royal + 1 | 25 days, Royal + 2 |
Opium (poppy, opium thebaicum)
Dried tears of the poppy, carried from distant fields. The only true painkiller of the age, and the hidden heart of every theriac. Those who take it nightly for sleep are the ones it keeps.
Opium is administered through ingestion, or by contact as a Thickened plaster. After one round, a creature affected by opium feels less pain from its Injuries and Traumas, but its physical responses slow. Taken before resting, it brings a deep sleep, which is what makes it so addictive.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Pain relief −1 | Ignore pain penalties up to −1. Dominance on pain-Trauma trials. Taken before resting, a better rest* | Inferiority on attack and spell damage rolls. Taken before resting, Impotence on Startle trials | 1 ss |
| Pain relief −2 | Ignore pain penalties up to −2. Dominance on pain-Trauma trials. Taken before resting, a better rest* | Inferiority on attack, defense, and spell damage rolls. No reactions except defense. Taken before resting, Impotence and Inferiority on Startle trials | 1 gs |
| Pain relief −3 | Ignore pain penalties up to −3. Pain-Trauma trials succeed automatically. Taken before resting, a better rest* | Inferiority on attack, defense, and spell damage rolls. No reactions except defense. Impotence on Endurance trials to stay conscious at 0 health. Stupor** | 4 gs |
* Taken before resting, opium makes the rest one stage better: a Dungeon rest becomes a Wilderness rest, and a Wilderness rest becomes a Good Night's rest. It never makes a rest better than a Good Night's. It also offsets the rest penalty of Infected T1.
** When the pain relief begins, make an Endurance trial against the dose's DC. On a failure, you fall into a stupor: you are Unconscious until roused or the dose ends. Rousing someone from a stupor takes an ally 2 AP, or 1 AP with a vinegar sponge. Taken before resting, the sleeper can't be startled awake.
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Contact through Thickened |
| Use | Exploration, Travel |
| Duration | Long |
| Crash | Exhausted T1, for as long as the dose lasted |
| Properties | Addictive, Delayed |
| Modifications | Corrected, Masked, Thickened |
| Rarity | Common where the poppy grows; Imported elsewhere |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Pain relief −1 | 5 days, Peasant | 6 days, Knight | 8 days, Burgher | 12 days, Magnate |
| Pain relief −2 | 15 days, Burgher | 16 days, Magnate | 18 days, Noble | 22 days, Royal |
| Pain relief −3 | 30 days, Noble | 31 days, Royal | 33 days, Royal + 1 | 37 days, Royal + 2 |