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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