From: Shadowvine
Lore: The Assassin’s Elixir is a legendary concoction renowned in the realms of shadow and deception. Its origins are shrouded in mystery, with tales attributing its creation to an ancient order of assassins who sought to enhance their lethal skills. The recipe for this elixir has been passed down through generations, guarded by those skilled in the art of stealth and subterfuge.
Legends speak of a hidden grove where the rare Shadowvine plant grows, its venom holding potent properties that enhance the user’s agility and reflexes. The moonflower, on the other hand, is said to bloom only under the light of a full moon, possessing ethereal qualities that enhance one’s connection to the shadows. The essence of shadows is a mysterious substance obtained from the darkest corners of the world, lending an otherworldly power to the elixir.
The elixir’s use is not without consequence. While it grants heightened agility and stealth to its user, it exacts a toll on their physical and mental well-being over time. Regular consumption of the Assassin’s Elixir can lead to addiction, gradually deteriorating the user’s health. It is a double-edged sword, offering great power at a grave cost.
Recipe:
Ingredients:
- Shadowvine venom
- Moonflower nectar
- Essence of shadows
- Crystal vial
Method:
- Combine a measured amount of Shadowvine venom and moonflower nectar in a cauldron or suitable container.
- Add a few drops of the rare essence of shadows to the mixture.
- Stir the concoction gently, ensuring the ingredients blend together harmoniously.
- Carefully pour the resulting elixir into a crystal vial, ensuring its preservation and potency.
- Label the vial accordingly to prevent any unintended use or mishap.
Effects and Consequences:
- Heightened agility: The user experiences increased speed, reflexes, and nimbleness, allowing them to move swiftly and silently.
- Enhanced stealth: The user becomes almost undetectable in shadows, able to blend seamlessly into their surroundings and evade notice.
- Gradual physical and mental deterioration: Continuous consumption of the elixir can lead to addiction, weakening the user’s physical health and affecting their mental faculties over time.
Level One Stats:
- Agility: +2
- Stealth: +2
- Health: -1 (gradually decreases with prolonged use)
- Mental Focus: -1 (gradually decreases with prolonged use)
Skills gained:
- Acrobatics: +2
- Stealth: +2
- Poison Resistance: -1 (due to the elixir’s addictive nature)
Preparation:
- Alchemy Level: Intermediate
- Alchemy: +3 (required for preparation)
- Time Required: Moderate
- Difficulty: Moderate
Cost:
- Shadowvine venom: Rare and difficult to obtain, making it expensive.
- Moonflower nectar: Requires a careful harvest during a full moon, making it moderately costly.
- Essence of shadows: Extremely rare and challenging to acquire, making it very expensive.
- Crystal vial: Relatively common and affordable.
Tags: Assassin’s Elixir, Alchemy, Potions, Stealth, Agility, Poisonous, Addiction, Legends, Shadows, Lore
The Assassin’s Elixir is not commonly sold openly in mainstream markets or shops due to its potent and potentially dangerous nature. Instead, its distribution is typically confined to secretive circles, hidden marketplaces, and clandestine networks that cater to individuals involved in the world of shadows, espionage, and assassination. These networks often operate in the underground, where the elixir is sought after by those who value its unique properties.

The recipe and ingredients for the Assassin’s Elixir are generally guarded secrets, shared only among trusted individuals within these circles. Members of clandestine organizations, skilled assassins, and spies may have access to the recipe through their connections and affiliations. Access to the ingredients, especially the rare Shadowvine venom and essence of shadows, requires insider knowledge and contacts within the shadowy realms.
The end results of consuming the Assassin’s Elixir are primarily focused on enhancing the user’s abilities in agility, stealth, and subterfuge. Those who partake in the elixir often do so with a specific purpose in mind, such as executing a highly sensitive mission that demands utmost precision and evasion. The heightened agility grants them incredible swiftness and reflexes, allowing them to navigate through challenging obstacles and execute acrobatic maneuvers with finesse.

The enhanced stealth bestowed by the elixir enables users to blend seamlessly into the shadows, becoming almost invisible to the naked eye. This ability proves invaluable in avoiding detection, infiltrating secure areas, or silently eliminating targets without raising alarms. The elixir’s effects are temporary and may last for a limited period, necessitating careful planning and timing for optimal usage.
However, it is crucial to note that the elixir’s benefits come at a significant cost. Prolonged use of the Assassin’s Elixir can lead to addiction, gradually deteriorating the user’s physical and mental well-being. The toll on their health serves as a reminder of the elixir’s dangerous nature, urging caution and moderation in its consumption.
Assassin’s Elixir represents a high-stakes resource in the world of shadows and subterfuge, sought after by those who are willing to pay the price for enhanced agility and stealth. Its usage is strategic, reserved for specific missions or situations that demand utmost skill, precision, and the ability to operate in the shadows.
Shadow’s Bargain and the Bloom’s Deceit
From fragments of forgotten tongues, etched on tablets worn smooth by the ceaseless march of years, comes this tale. A tale whispered in hushed tones, of a time when shadows held sway and the moon’s silver light was a beacon of both hope and dread. It speaks of the origin of the Assassin’s Elixir, a brew of darkness and fleeting power.
Long ago, when the world was draped in the remnants of the First Twilight, there lived a mortal, nameless in the surviving texts, but known to be swift of foot and keen of eye. This mortal, it is said, craved the very essence of shadow, yearning to move like the night wind, unseen, unheard, a phantom in the waking world.
This mortal sought the wisdom of the Old Ones, beings of immense power who dwelled in the spaces between moments. They say the mortal journeyed to the edge of the world, to a place where the veil between realms was thin, and there, offered a piece of their own life essence as tribute.
The Old Ones, intrigued by this mortal’s audacity, listened to their plea. They spoke of the Shadowvine, a plant that bloomed only in the deepest dark, its venom holding the secrets of swiftness and silence. But they warned, this power came at a price, for the shadow demands its due.
Ignoring their cryptic warnings, the mortal sought the Shadowvine. The journey was fraught with peril, through lands twisted by forgotten magic. Finally, in a grove shrouded in eternal night, the mortal found the vine, its thorns gleaming like obsidian fangs. But as they reached for it, a voice, soft as the fall of dust, echoed in their mind.
It was the Bloom, the moonflower that grew entwined with the Shadowvine, a being of ethereal light, jealous of the vine’s power. It offered the mortal a bargain: its own nectar, in exchange for leaving the Shadowvine untouched. This nectar, the Bloom promised, would grant the mortal the swiftness and stealth, that they sought.
Blinded by ambition, the mortal agreed, drinking deep of the moonflower’s offering. And indeed, power surged through them. They moved like a whisper, a blur in the periphery, unseen, unfelt. But the Bloom had deceived them, for its nectar was a trick. It was the essence of the Shadowvine, and with it, the very darkness the mortal had sought to wield. The venom of the Shadowvine, once taken, may only be temporarly sated by the light of the Moonflower, and each time the mortal used their newfound power, the darkness within them grew, consuming their life force, twisting their spirit.
The mortal, once a seeker of power, became a prisoner of it, bound to the shadows, forever caught in a cycle of fleeting power and encroaching darkness. Their name is lost, their deeds forgotten, save for this cautionary tale.
The end of the story is missing, but it is supposed that the mortal was eventually consumed by the shadows.
Moral: Beware bargains struck in darkness, for the price of power may be more than you can bear. The brightest light may conceal the deepest shadows, and what seems a gift may be a gilded cage, a slow poison disguised as an elixir of life. And even the smallest taste of power can lead to addiction if you are not careful.
Suggested conversions to other systems:
Call of Cthulhu 7th Edition
Assassin’s Elixir
- Description: A viscous, inky liquid that shimmers with a dark, internal luminescence. It smells faintly of night-blooming flowers and something akin to ozone.
- Sanity Loss: 1/1d4 (upon seeing someone consume the elixir and succumb to its effects).
- Effects: When consumed, the elixir grants unnatural agility and stealth. The investigator gains a Bonus Die on Dexterity and Stealth rolls for the next hour. However, each use of the elixir permanently reduces the investigator’s CON by 1 point. If CON reaches 0, the investigator dies, their body withering into a shadowy husk.
- Addiction: Each time the elixir is used, the investigator must make a POW roll. Failure means they become addicted. An addicted investigator craves the elixir and will go to great lengths to acquire it. The Keeper should determine the specific effects of the addiction, which could range from roleplaying penalties (like disadvantage on certain rolls when the elixir is not available) to severe physical and mental deterioration.
- Availability: Extremely rare; likely found only in the possession of ancient cults or sorcerers.
- Cost: Priceless (or an exorbitant amount, if found for sale).
- Build: 0
- Example Use in Game: Investigator “Fingers” Malone, needing to infiltrate a heavily guarded mansion, drinks the Assassin’s Elixir. He gains a Bonus Die on his Dexterity and Stealth rolls for the next hour, making him incredibly agile and difficult to detect. However, his CON is permanently reduced by 1 point. He must also make a POW roll to resist becoming addicted to the elixir’s power.
Blades in the Dark
Assassin’s Elixir
- Item Type: Alchemical
- Quality: Tier III (reflecting the rarity and potency of the ingredients)
- Usage: Consumed
- Effect: When imbibed, the Assassin’s Elixir grants the user Potency on all actions involving agility and stealth for one score or downtime activity. However, each use inflicts a level 3 harm “Wasting Sickness” that cannot be healed until the character indulges their addiction, or receives special treatment to remove the addiction entirely.
- The Wasting Sickness reduces the effect of healing. Each time it is gained, the character marks a segment on their healing clock.
- Tags: Delicate, Single Use, Addictive, Shadow-Touched
- Availability: Extremely rare; acquired through special opportunities or crafted by those with access to lost lore and rare ingredients.
- Crafting:
- Requirements: A character must have access to a hidden alchemical lab and expend one downtime activity. They must also make an appropriate roll (e.g., Study or Tinker) with a standard effect of creating a Tier I version of the elixir. The difficulty and tier of the roll can be adjusted based on the resources available and the character’s connections. Each attempt to increase the Tier requires rare ingredients and another downtime activity.
- Cost: The cost of acquiring Shadowvine venom, moonflower nectar, and the essence of shadows. This could range from 6 to 8 coin or more, depending on the circumstances.
- Example Use in Game: Nyx, a Lurk in a crew of assassins, drinks the Assassin’s Elixir before a mission to assassinate a high-ranking official. She gains Potency on her Prowl and Finesse rolls during the score, making her incredibly difficult to detect and allowing her to move with unnatural speed. However, she suffers a level 3 harm “Wasting Sickness,” which will have lasting consequences until she can overcome the elixir’s addictive nature.
Dungeons & Dragons 5th Edition
Assassin’s Elixir
- Item Type: Potion, very rare
- Description: This vial contains a dark, viscous liquid that seems to absorb light. It swirls with faint, silver sparks when agitated.
- Effect: When you drink this potion, you gain the benefits of the haste spell for 1 hour, requiring no concentration. In addition, you have advantage on Dexterity (Stealth) checks for the duration. However, each time you use the elixir, you must make a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion. Prolonged use carries the risk of addiction (see below).
- Addiction: After each use, there is a 10% cumulative chance that the imbiber becomes addicted to the Assassin’s Elixir. An addicted character experiences intense cravings for the potion. If they go for more than 24 hours without consuming the elixir, they suffer disadvantage on all ability checks, attack rolls, and saving throws until they drink another dose or until the addiction is cured by a greater restoration spell or similar magic.
- Crafting: The Assassin’s Elixir is extremely difficult to craft, requiring proficiency with the Poisoner’s Kit and access to rare and dangerous ingredients, including Shadowvine venom, moonflower nectar, and the essence of shadows, valued at no less than 500 gp total. The process typically requires 1 workweek of effort and a successful DC 20 Intelligence (Nature) check.
- Example Use in Game: A rogue assassin drinks the Assassin’s Elixir before infiltrating a nobleman’s estate. They gain the benefits of the haste spell and advantage on their Stealth checks, allowing them to move with incredible speed and remain undetected. However, they must make a DC 15 Constitution saving throw to avoid gaining a level of exhaustion and risk becoming addicted to the potion.
Knave
Assassin’s Elixir
- Item: Potion
- Description: A dark, oily liquid contained in a vial of smoky quartz. It seems to shimmer faintly in the dark.
- Effect: When consumed, the Assassin’s Elixir grants a +4 bonus to Agility and Stealth rolls for one hour. However, each use of the elixir also permanently reduces the imbiber’s Constitution score by 1. If Constitution reaches 0, the character dies, their body becoming a withered husk.
- Addiction: Each time the elixir is used, there is a 50% chance the character becomes addicted. An addicted character must consume the elixir at least once per day or suffer a -4 penalty to all rolls until they consume another dose or until the addiction is somehow broken (GM’s discretion).
- Inventory Slot: 1
- Cost: 500 sp (if found for sale, which is highly unlikely)
- Crafting: Crafting the Assassin’s Elixir in Knave would be a major undertaking, likely the focus of an entire adventure. The GM would need to determine the specific challenges involved in acquiring the rare ingredients and the knowledge needed to brew the potion.
- Example Use in Game: A thief drinks the Assassin’s Elixir to sneak into a heavily guarded vault. They gain a +4 bonus to their Agility and Stealth rolls, making them incredibly elusive. However, their Constitution score is permanently reduced by 1, and they must roll to see if they become addicted to the potent brew.
Fate (Fate Core)
Assassin’s Elixir
- Aspect: Shadow-Touched Elixir of Fleeting Grace
- Description: A dark, potent concoction that grants unnatural agility and stealth, but at a terrible cost.
- Permissions: Can be used by anyone. Characters with skills or aspects related to stealth, agility, or alchemy might gain additional benefits or insights when using or creating the elixir.
- Cost: Creating the elixir would likely require overcoming a significant challenge to acquire rare ingredients like Shadowvine venom, moonflower nectar, and the essence of shadows (using Lore, Contacts, or other appropriate skills). The difficulty should reflect the campaign’s power level.
- Effect:
- Invoke: When consumed, the elixir allows a character to invoke its aspect for a +2 bonus or a reroll on any roll involving physical agility or stealth.
- Invoke for Effect: A character could invoke the elixir’s aspect to justify a temporary narrative permission related to enhanced movement or stealth, like slipping through impossibly tight spaces or becoming virtually invisible in shadows.
- Consequences: Each time the elixir is used, the character must take a mild consequence reflecting the physical and mental toll it takes. This consequence could be named something like “Shadow’s Embrace”, “Wasting Sickness”, or “Whispers of Madness”. If the character cannot take a mild consequence, they must take a moderate consequence instead. These consequences can only be removed by taking special actions to overcome the elixir’s addictive effects.
- Addiction: If a character ever has three consequences from the elixir at once, they become fully addicted. The GM and player should work together to define the long-term narrative implications of this addiction.
- Example Use in Game: A character drinks the Assassin’s Elixir and invokes its aspect for a +2 bonus on their Athletics roll to leap across a chasm. Later, they invoke the aspect again to justify becoming nearly invisible while hiding in a shadowy alley. However, they must also take a mild consequence, “Shadow’s Embrace,” reflecting the elixir’s debilitating effects.
Numenera & Cypher System (Cypher System Rulebook)
Assassin’s Elixir
- Type: Cypher (consumable)
- Level: 1d6+3 (reflecting the rarity and potency of the ingredients)
- Effect: When consumed, the Assassin’s Elixir grants the user an asset on all Speed defense rolls and on all tasks related to sneaking or moving quickly for one hour. Additionally, they can choose one of the following benefits for the duration:
- Invisibility in dim light or darkness.
- The ability to move their full movement as an action without needing to make a roll.
- Addiction and Drawback: Each time the elixir is used, the imbiber must make an Intellect defense roll (difficulty equal to the cypher level). On a failure, they become addicted to the elixir. While addicted, the user suffers an inability on all tasks unless they consume another dose of the elixir. The addiction can only be removed by refusing to use the elixir for one month, during which the character suffers an inability on all tasks, or through specialized treatment. The user also suffers 1 point of Intellect damage (ignores Armor) each time they use the elixir.
- Form: A small vial filled with a dark, viscous liquid that shimmers faintly in the dark.
- Depletion: 1 (single use)
- Example Use in Game: A Jack drinks an Assassin’s Elixir (level 5). They gain an asset on Speed defense rolls and tasks related to stealth and agility for one hour and choose to become invisible in dim light. They must also make an Intellect defense roll (difficulty 5) to resist addiction and take 1 point of Intellect damage.
Pathfinder (Pathfinder 2nd Edition)
Assassin’s Elixir
- Item Type: Alchemical Elixir
- Level: 7 (adjust based on campaign power level)
- Price: 500 gp
- Usage: Held in 1 hand; Bulk: L
- Activate: Interact
- Description: This vial contains a dark, viscous liquid that seems to absorb light. It swirls with faint, silver sparks when agitated.
- Effect: When you drink this elixir, you gain a +2 item bonus to Acrobatics and Stealth checks and a +10-foot status bonus to your Speed for 1 hour. However, each time you use the elixir, you must make a DC 20 Fortitude save. On a failed save, you take a –1 status penalty to all saving throws until you complete a full night’s rest. This penalty is cumulative with multiple failed saves.
- Addiction: Each time a creature drinks an Assassin’s Elixir, they must attempt a DC 18 Will save or become addicted. While addicted, the creature takes a -4 status penalty to all checks and saving throws unless they have consumed an Assassin’s Elixir within the last 24 hours. A remove affliction spell of 5th level or higher can remove the addiction.
- Crafting: To craft the Assassin’s Elixir, you must have the Alchemical Crafting feat and be at least 7th level. You need a formula for the elixir, access to an alchemist’s lab, and raw materials worth 200 gp, including Shadowvine venom, moonflower nectar, and essence of shadows. The Craft activity takes 4 days, which is reduced to 2 days if you have master proficiency in Crafting, or to 8 hours if you have legendary proficiency.
- Example Use in Game: A rogue drinks the Assassin’s Elixir, gaining a +2 item bonus to Acrobatics and Stealth checks and a +10-foot status bonus to their Speed for 1 hour. They must then make a DC 20 Fortitude save to avoid a –1 status penalty to their saving throws, and a DC 18 Will save to avoid becoming addicted.
Savage Worlds (Savage Worlds Adventure Edition)
Assassin’s Elixir
- Type: Potion (Special)
- Description: A small vial containing a dark, almost black, liquid that seems to shimmer faintly.
- Effects: When consumed, the Assassin’s Elixir grants the imbiber the Agile and Fleet-Footed Edges for one hour. If they already have those Edges, they gain no additional benefit.
- Bonus: Grants the character +4 to Stealth rolls for the duration.
- Consequences: Each time the elixir is used, the imbiber must make a Vigor roll. On a failure, they suffer a level of Fatigue. On a Critical Failure, they gain the Addiction Hindrance (Minor for the first failure, Major for subsequent failures), craving the elixir’s power. A character can attempt to overcome their addiction by making a Spirit roll at -2 (for Minor) or -4 (for Major) after each full week they go without using the elixir.
- Cost: 500 (reflecting the rarity of the ingredients)
- Availability: Very Rare; found only in specialized black markets or in the possession of master assassins.
- Example Use in Game: A character drinks the Assassin’s Elixir, gaining the Agile and Fleet-Footed Edges for an hour, along with a +4 bonus to Stealth rolls. They must then make a Vigor roll to avoid suffering a level of Fatigue and potentially gaining the Addiction Hindrance.
Shadowrun (Shadowrun, Sixth World)
Assassin’s Elixir
- Type: Biotechnical Consumable (Drug)
- Description: A potent,黢 black elixir, engineered with advanced shadow biomodifications and rare alchemical ingredients. It grants the user unparalleled agility and stealth, but at a steep physical cost.
- Effect: When administered, the user gains +2 to Agility and +4 to Stealth tests. These bonuses last for a number of hours equal to the user’s Body attribute. After the effects wear off, the user must make a Body + Willpower (3) Test. Each hit reduces the interval before the Addiction Test by 24 hours. Failure on this test means the user takes 3 boxes of Physical damage as the শরীর strains under the aftereffects of the elixir. The damage is considered to be Drain and thus resisted with Body + Willpower. 
- Addiction: After the effects of the elixir wear off, the user must make an Addiction Test. The Addiction Threshold is 3, and the Addiction Rating is 6. The interval for the Addiction Test is (Body attribute x 3) days, modified by the aftereffects test above. Withdrawal from the elixir causes severe physical and mental distress, imposing penalties to all actions and potentially leading to dangerous behavior as the user seeks to satisfy their craving.
- Availability: 12R (Restricted)
- Cost: 500¥
- Street Index: 3
- Action: Standard (injection or ingestion)
- Example Use in Game: A Street Samurai injects themselves with the Assassin’s Elixir, gaining a significant boost to their Agility and Stealth. After the effects fade, they must resist both the physical crash and the potential for addiction.
Starfinder (Starfinder Core Rulebook)
Assassin’s Elixir
- Item Type: Drug (consumable)
- Level: 7
- Price: 700 credits
- Description: This potent elixir is a blend of advanced ছায়াময় (shadow) technology and rare alchemical ingredients. It grants the user enhanced reflexes and the ability to blend seamlessly into shadows, but it takes a toll on their body and mind.
- Effect: As a move action, you can drink the Assassin’s Elixir. For 1 hour, you gain a +2 enhancement bonus to Dexterity and a +4 circumstance bonus on Stealth checks. You also gain the ability to hide in plain sight (as the ranger ability) while in dim light or darkness.
- Addiction: DC 18 Fortitude save to avoid addiction. While addicted, you take a –4 penalty to all skill checks and saving throws unless you have consumed an Assassin’s Elixir within the last 24 hours. A successful DC 25 Medicine check or a remove affliction spell can cure the addiction.
- Side Effect: Each time you use the elixir, you take 1d4 Constitution damage. This damage cannot be healed by normal means while you are under the effects of the elixir but returns at a rate of 1 point per hour after the effects wear off.
- Bulk: L
- Capacity: 1
- Usage: 1
- Example Use in Game: An Operative drinks the Assassin’s Elixir before infiltrating a secure facility. They gain significant bonuses to Dexterity and Stealth, and can hide even while being observed. However, they risk Constitution damage and addiction.
Traveller (Mongoose Traveller 2nd Edition)
Assassin’s Elixir
- Item: Combat Drug, TL 12
- Description: This highly advanced and illegal drug is designed to enhance reflexes, agility, and stealth. It is typically administered via hypospray or ingested.
- Effect: When administered, the Assassin’s Elixir grants the user +2 to Dexterity and +4 to Stealth checks for 1d6+2 hours. After the effects wear off, the user must make an Endurance check (difficulty 8+). On a failure, they suffer 2d6 damage to their Dexterity and Strength characteristics as the body reacts negatively to the drug.
- Addiction: Each time the elixir is used, the character must make an immediate Addiction check (difficulty 10+). Addiction can be treated over time by making successful checks or with medical assistance. The specific effects of addiction and withdrawal should be determined by the Referee based on the severity of the addiction and the circumstances.
- Availability: 12
- Cost: Cr800
- Mass: Negligible
- Legality Class: 6 (highly illegal)
- Example Use in Game: A covert operative uses the Assassin’s Elixir to infiltrate a high-security compound. They gain a significant bonus to their Dexterity and Stealth, but risk physical damage and addiction.
Warhammer Fantasy Roleplay (Warhammer Fantasy Roleplay 4th Edition)
Assassin’s Elixir
- Type: Potion (Drug)
- Description: A dangerous concoction of forbidden herbs and alchemical reagents, the Assassin’s Elixir grants unnatural swiftness and shadow-like stealth.
- Availability: Extremely Rare
- Cost: 10 GC (if found for sale)
- Encumbrance: 0
- Effects: When consumed, the Assassin’s Elixir grants a +20 bonus to Agility and Stealth Tests for 1d10+20 minutes. However, upon the potion’s effects wearing off, the imbiber must make a Challenging (+0) Endurance Test or suffer a level of the Poisoned Condition as their body reacts violently to the toxins. Additionally, each time the elixir is used, the imbiber must make a Hard (-20) Cool Test or gain 1d10 Corruption points.
- Addiction: If the imbiber fails the Cool test by more than 5 degrees of failure when testing for corruption, they become addicted to the elixir. The GM should determine the effects of addiction, but it should involve a Compulsion to consume the elixir and significant penalties when the character is unable to do so.
- Preparation Time: 1 Round
- Example Use in Game: An assassin drinks the Assassin’s Elixir before attempting to eliminate a target. They gain a significant bonus to their Agility and Stealth, but risk poisoning and corruption, as well as potential addiction.
- Trade: Unlikely to be found for sale.

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