Elixir of the Quiet Mind 72

From: Insect 7 of Petalwing Flitter

Ingredients:

  • One dram of Pearlescent Tranquility Dew
  • A pinch of Ethereal Glimmer Fuzz
  • A cup of spring water gathered before sunrise
  • Three stamens from a Moonlight Bloom flower
  • One unblemished, clear quartz crystal

Preparation: Pour the spring water into a ceramic bowl. Do not use metal. Place the quartz crystal into the center of the bowl. Gently heat the water using a low, controlled elemental fire source until it is warm to the touch; it must not simmer or boil. Remove from the heat. Gently stir the water three times clockwise with a glass rod, then three times counter-clockwise. Add the Moonlight Bloom stamens and allow them to steep until they lose their color. Carefully strain the water into a new bowl. While the water is still warm, whisper a word of peace or gratitude and add the Pearlescent Tranquility Dew, watching it dissolve completely. Finally, let the Ethereal Glimmer Fuzz fall from your fingers onto the surface of the elixir, allowing it to settle on its own. Decant into a vial and seal until use.

Lore of the Elixir of the Quiet Mind 72

The genesis of this elixir is not found in the grimoires of a powerful archmage or the ledgers of a cunning alchemist, but in the quiet annals of the Serene Hand, a secluded order of healers who once inhabited the high, misty peaks of the Isle of Whispers. These healers believed that many of the troubles faced by the reincarnated souls of Saṃsāra—anxiety, unfocused rage, lingering sorrow—were not flaws of character but echoes from countless past lives creating a disharmony in the mind. They sought a way to gently quiet this internal noise, not to erase the memories, but to allow an individual’s true, present consciousness to find clarity.

For decades, they observed the Petalwing Flitters that filled their mountain sanctuary, noting how the creatures’ mere presence brought a palpable sense of peace. They began to respectfully gather the materials the Flitters left behind, seeing them as gifts from the world itself. The recipe for the Elixir of the Quiet Mind was a result of generations of patient experimentation. The number 72 is significant, as it is said that the final, successful formulation was perfected upon the completion of the 72nd verse of the “Chant of the Still Pond,” a lengthy meditative mantra used during the preparation to keep the creator’s mind and spirit in a state of perfect calm. To successfully create the elixir, the maker’s own mind must be quiet, making the very act of its creation a testament to its purpose. Today, while the Order of the Serene Hand is gone, the recipe is passed down through apothecaries who specialize in spiritual and psychological well-being, often operating in association with temples and houses of healing.

Appearance

When prepared by a tier one avatar, whose control and focus are still developing, the Elixir of the Quiet Mind 72 is effective but lacks the perfect refinement of a master’s creation. The liquid itself, instead of being crystal clear, carries a faint, milky translucence, like water with a single drop of milk stirred into it. The Ethereal Glimmer Fuzz, rather than being suspended in a uniform, shimmering cloud throughout the vial, tends to gather into a small, pearlescent drift at the bottom. This requires the user to gently shake the vial before use, causing the fuzz to swirl like a slow-motion snow globe. The elixir emits a soft, warm glow, but in this less-than-perfect state, the light may seem weaker and can subtly flicker, especially if the avatar’s focus wavered during the “whisper of peace” stage of its creation. It is typically contained in a simple, functional, cork-stoppered ceramic or thick glass vial.

Cost

The price of a single dose of the Elixir of the Quiet Mind is considerable, though not prohibitively expensive for those with a steady trade or adventurous profession. Its cost is derived not just from the rarity of its core ingredients—the Dew and Fuzz, which can only be gathered patiently and never harvested by force—but from the high rate of failure in its creation. An agitated mind or a moment of impurity during the ritual will render the entire batch inert, wasting the valuable components. As such, a single vial typically costs as much as a well-made leather jerkin or a week’s wages for a skilled artisan. When purchased as a gift for another, it is considered a significant gesture of care, and haggling over the price is seen as deeply inappropriate, as it devalues the peace the elixir is meant to bring.

Tags: Elixir, Consumable, Alchemical, Tier 1, Calming, Mental, Spiritual, Restorative, Benign, Tranquility, Meditative, Herbal, Clarity, Focus, Ritualistic, Non-Combat, Psychic, Ingestible

How it is Served or Offered

The Elixir of the Quiet Mind is never consumed hastily. It is not a potion to be chugged during a moment of panic, but a ritual to be undertaken with intention. It is traditionally served by pouring the dose from its vial into a small, handleless ceramic cup. The user is meant to find a quiet space, to sit, and to sip the elixir slowly over the course of several minutes, focusing on its warmth and gentle, floral taste. It is often taken just before meditation, prior to an important and potentially stressful diplomatic meeting, or before sleep to prevent troubled dreams.

As a gift, it is a profound statement of concern for another’s well-being. It is typically presented in a simple, unadorned box made of light wood, often cushioned with soft moss or cloth. To give this elixir is to offer a respite from internal turmoil, making it a common gift for students facing difficult exams, avatars grieving a loss, or anyone whose spirit seems burdened by the weight of the world.

Perception of Sight (Vision)

  • What is perceived: A sharpening of focal clarity and a gentle subsidence of visual distractions.
  • Description: Upon consumption, the world does not visually alter, but the user’s perception of it does. Colors in the direct line of sight seem slightly more distinct and true, while peripheral motion and visual clutter appear to soften and recede, losing their demand on the user’s attention. A faint, golden-warm luminescence is often perceived internally, as if behind the eyes, a pleasant and steadying inner light.
  • Positives: This effect allows for an enhanced state of focus, ideal for reading complex texts, examining intricate components, or deciphering detailed maps. It reduces the strain of sensory overload in visually chaotic environments like a bustling marketplace.
  • Negatives: The dampening of peripheral vision can create a form of tunnel vision. The user may fail to notice a threat approaching from the side or other important events happening just outside their immediate field of focus, making it ill-suited for use in unsecured, dangerous environments.

Perception of Hearing (Audition)

  • What is perceived: A filtering of ambient sound, allowing specific noises to come into focus.
  • Description: The elixir acts as an auditory filter. The cacophony of a crowd, the distant clang of industry, or the howling of the wind all fade into a muted, homogenous background hum. Conversely, a single voice directed at the user, the notes of a specific instrument, or the sound of one’s own heartbeat becomes exceptionally clear and distinct.
  • Positives: It is an invaluable aid for focused conversations in a noisy room or for deep appreciation of a musical performance. For meditative practices, it allows the user to easily filter out distracting environmental sounds.
  • Negatives: The filtering of what the elixir deems “unimportant” noise is indiscriminate. The user might not hear the subtle scrape of a boot behind them, a distant call for help, or the creak of a pressure plate, as these sounds could be relegated to the dampened background noise.

Perception of Smell (Olfaction)

  • What is perceived: A temporary dominance of a single, clean scent profile.
  • Description: Immediately after drinking, the user’s sense of smell is filled with the clean, subtly floral, and mineralic scent of the elixir itself, reminiscent of the Moonlight Bloom flower after a cool rain. This pleasant and calming scent remains present in the user’s perception, gently overriding most other ambient smells for the duration of the effect.
  • Positives: The persistent clean aroma is grounding and contributes to the overall calming effect, helping to center the user’s mind. It can effectively block out foul or distracting odors from the environment.
  • Negatives: This olfactory dominance renders the user temporarily unable to detect other crucial smells. The scent of smoke from a spreading fire, a leak of volatile gas from a steam-driven machine, or the warning scent of a predator would go completely unnoticed.

Perception of Taste (Gustation)

  • What is perceived: A lingering, clean, and slightly sweet flavor that cleanses the palate.
  • Description: The elixir’s flavor is one of its most immediate and pleasant effects—a subtle sweetness like diluted honey, with herbal and floral notes. This taste does not vanish after swallowing but lingers, leaving the palate feeling refreshed and pure, as if washed clean.
  • Positives: The act of tasting the elixir is an integral part of the calming ritual. The feeling of a purified palate can aid in mindfulness and a sense of internal cleanliness.
  • Negatives: While the palate feels clean, it is also temporarily dulled to other flavors. The nuance of a fine meal or a quality beverage would be lost. More critically, the user’s ability to taste poison, rot, or other contaminants in subsequent food or drink is significantly impaired for a short time.

Perception of Touch (Tactition)

  • What is perceived: A radiating warmth from the chest and a gentle detachment from minor physical sensations.
  • Description: A few moments after ingestion, a pleasant, steady warmth begins to spread from the user’s sternum throughout their torso. This is accompanied by a muffling of minor tactile irritants; the scratchiness of a woolen cloak, the subtle draft from a window, or the hardness of a wooden bench become less intrusive and fade from conscious perception.
  • Positives: This effect greatly enhances physical comfort, allowing for long periods of stillness without fidgeting, which is ideal for meditation, study, or sentry duty. The warmth itself is deeply comforting on both a physical and psychological level.
  • Negatives: The detachment from minor sensations is not selective. A reduced sensitivity to a growing heat source, the light touch of a pickpocket’s fingers, or the initial prick of a poisoned needle could lead to significant harm.

Extra-sensory Perception of Mental Quiet

  • What is perceived: The user’s own thoughts, clearly distinguished from subconscious “noise.”
  • Description: This is the elixir’s primary and most profound effect. It does not silence the mind but organizes it. Intrusive anxieties, racing thoughts, and the dissonant whispers of past-life memories are not erased, but rather they recede, becoming a quiet, orderly stream in the background. The user’s immediate, conscious thoughts remain sharp, clear, and linear, allowing for uncluttered self-reflection.
  • Positives: The user experiences a state of supreme mental clarity, allowing for rational thought and calm decision-making even under pressure. It is a powerful aid for overcoming emotional distress, untangling complex problems, and achieving a state of deep meditation.
  • Negatives: This profound rationality can come at the cost of emotional resonance. While under the effect, the user may find it difficult to access deep feelings or respond with spontaneous empathy, appearing cold or detached to others. Intuitive leaps and “gut feelings,” which often arise from the subconscious “noise,” are also significantly dampened.

Extra-sensory Perception of Aura Dampening

  • What is perceived: A feeling of psychic privacy and a reduction of one’s own spiritual “presence.”
  • Description: The elixir’s calming properties extend to the user’s magical aura. The chaotic “static” that naturally emanates from a sentient soul—a mixture of emotional energy, mental activity, and life force—is smoothed over. The user’s aura becomes placid, indistinct, and quiet, giving them a feeling of being psychically inconspicuous, as if wrapped in a soft, insulating blanket.
  • Positives: This makes the user less likely to be noticed by magical beasts or psychic entities that are drawn to strong emotional or spiritual signatures. It can provide a temporary shield against casual telepathic intrusion or empathic “eavesdropping.”
  • Negatives: By quieting their own aura, the user becomes less able to project their own will, intent, or emotional state. This can weaken abilities that rely on force of personality or emotional projection. Furthermore, allies who are empathic or psychically linked may find it difficult to sense the user’s condition or location.

Upon consuming the Elixir of the Quiet Mind 72, the avatar does not gain an immediate, passive enhancement. Instead, the elixir’s magical potential settles within them, waiting to be channeled. By performing a short, ten-minute ritual of attunement after consumption, the avatar can store the elixir’s energy into a single, worn item they are already attuned to, such as a ring, a lens, a cloak clasp, or a bracer. This process creates a single charge within the item, an “Echo of Quiet.” This stored charge is stable and remains within the item until the avatar chooses to expend it by activating one of the abilities it grants, or until the next sunrise, at which point the latent energy dissipates harmlessly. An avatar can only have one Echo of Quiet stored at any given time.

  • Moment of Clarity (Enhancement): This ability channels the elixir’s potential into a brief, potent burst of extreme focus. By using an action, the avatar can activate the Echo of Quiet stored within their attuned item. For the next minute, their mind filters out all external and internal distractions, allowing them to perceive details with supernatural precision. This is not an enhancement of eyesight, but of cognitive processing. They can more easily decipher complex patterns, notice minute inconsistencies in a story or statement, follow tangled lines of thread or reasoning, or find a single hidden object within a cluttered room. The world appears to slow down, not physically, but because their mind can process information so rapidly and without distraction. This enhancement lasts for one minute or until the singular, focused task is completed.
  • Aura of Serenity (Buff): The avatar can choose to release the Echo of Quiet as a tangible, calming presence. As an action, they can activate the charge, which then emanates from them in a 15-foot radius. This aura does not magically compel or charm creatures, but rather it soothes their agitated states. Agitated or fearful animals may become placid and non-aggressive. Tense social situations may de-escalate as tempers cool and anxieties lessen. Within this aura, voices are less likely to be raised in anger, and rational thought is easier to maintain for everyone present. If the avatar is attempting to be unnoticed, the aura makes them less likely to register as a threat, as their presence feels benign and non-imposing. This aura lasts for ten minutes.
  • Psychic Stillness (Ability): This is a defensive use of the elixir’s power, allowing the avatar to turn their mind into a placid, unreadable surface. When the avatar is targeted by a magical or psionic effect that attempts to read their thoughts, instill fear, or manipulate their emotions, they can use their action to activate the Echo of Quiet. The stored energy is instantly consumed to create a momentary psychic shield. The incoming mental intrusion finds no purchase, sliding off the user’s still mind like water off smooth stone. This completely negates the single incoming effect. This ability is instantaneous and the defensive state ends immediately after the targeted effect has been nullified.
  • Imposition of Quiet (“Attack”): This ability allows the avatar to project the elixir’s core effect onto another sentient being. As an action, the avatar can touch or gesture towards a single target within 10 feet, releasing the Echo of Quiet from their attuned item. This is not a damaging attack. Instead, the target is suddenly overwhelmed by a profound and disorienting mental silence. The internal monologue, the seething anger, the focus for a spell—it all vanishes for a critical moment, replaced by a blank, dreamlike quiet. This can cause a spellcaster to lose concentration on a spell they are maintaining, a raging barbarian to momentarily lose their fury, or a chattering courtier to fall abruptly silent, forgetting their train of thought. This imposed state of quiet lasts until the end of the target’s next turn, after which their normal mental state rushes back in.

Healer and Shouting in the Soul

It is told, among the records of the Serene Hand which are now much worn, of the Brother Kaelen. His hands were not for the shaping of magic into fire, but for the setting of bones and the soothing of fevers. He lived in the high mountain place where the air was thin and the thoughts of the world below were a distant water-sound. Yet the world came to him.

There came to him an Avatar, Lyra was her name-sound. In other lives and in this one, she had been a warrior. Her soul was full of the noise of swords and the shouting of captains long dead. Her mind was a crowded room with no door. Sleep did not arrive for her, only the memory of battles. Her hands were always stones, ready for a striking.

Brother Kaelen made for her a great many remedies. Teas of calming herbs made her body slow, but her mind still ran like a fast river. Potions of great power, which could make a giant sleep, were made. They made her a quiet body, but also a quiet soul, like an empty cup. This was not a healing. This was an erasing, and Kaelen saw that this was a failure.

His heart was heavy with this failure. He went to walk in the gardens of the sanctuary. He did look at the Petalwing Flitters, the small beasts of beautiful appearance. For a long time, he had believed they brought peace with them. But on this day his seeing was a new seeing. He saw that the floating petals did not make peace. They did find peace. They came to the places that were already quiet. They drank from the flowers that were calm. They rested in the air that was still.

He thought a thought, a great thought. The medicine for the shouting soul of Lyra must not be a hammer that breaks the noise. It must be a quiet room that invites the soul to enter. The recipe could not be one of power and force. It must be one of gentleness and invitation.

So his work began, a new work. He did not take from the world, he received what was given. He gathered the sweet Dew left upon the flowers by the Flitters, a thing they did not need. He gathered the soft Fuzz they shed, a thing they left behind. These were the first ingredients. The base must be pure, so the water was taken from the spring when the sun was still sleeping, before the day put its loud voice into the world. The flower must be one of peace, so he chose the Moonlight Bloom, which opens its face only to the quiet of the night. And to hold it all in correctness, he put in a clear quartz crystal, a stone that can hold energy but has no loud energy of its own.

The making was a lesson. When he made the water hot with a great fire, the magic did flee. When he stirred with a fast hand, the ingredients became a ruin. He learned the making must be like the medicine. The fire must be a soft fire. The stirring must be a slow stirring. A word of thanks must be given with the mouth, to invite the quiet to stay. After many trials, the seventy-second making was done. It had a soft light. It felt correct in his hand.

He brought the cup to Lyra. She was pacing, her steps wearing a track in the floor stones. The shouting in her soul was a great shouting on that day. Kaelen did not command her. He did not make a speech of its power. He sat, and he drank a small drink from the cup himself, to show it was a thing of peace. Then he held out the cup.

She stopped her walking. She looked at the cup, and at the healer’s quiet face. She took the cup. She made a drinking of it.

The result was not a fast result. There was no flash of light. But the walking of her feet did stop. The hands, which were stones, became soft things. She sat upon a stool. A great time passed in silence. Then she made a look at Kaelen. Her eyes, which were always two fires, were now like still pools. Her mouth-part made a sound, a sound softer than any he had heard from her. “The great shouting,” she said, “is now a quietness.”

From that day, the Elixir of the Quiet Mind was made. It did not cure the warrior Lyra. It gave her a quiet room in her own mind, and in that room, she could begin her own healing.

Moral: To silence a storm, one must offer it a harbor, not build it a wall.

Suggested conversions to other systems:

Call of Cthulhu

Draught of Inner Stillness

This is a single-dose alchemical preparation in a small ceramic vial. The liquid is milky and glows with a faint, warm light. It is known in esoteric circles as a tool for those whose minds have been touched by the unnatural.

  • Game Mechanics: Upon drinking the Draught, the investigator immediately regains 1d4 Sanity points. For the next hour, the investigator’s mind is unnaturally calm and ordered. During this time, they gain the following effects:
    • Moment of Clarity: Once during the hour, the investigator may add one bonus die to a single Psychology, Spot Hidden, or Cthulhu Mythos skill roll as they perceive a flash of insightful clarity.
    • Psychic Stillness: If targeted by a spell or effect that would cause Sanity loss or inflict a bout of madness, the investigator may immediately end the Draught’s effect to automatically succeed on the Power (POW) roll to resist.
    • Detached Calm (Negative): The investigator’s emotional detachment makes them slow to react to physical threats. For the duration of the effect, they receive one penalty die on all Dodge rolls.

Blades in the Dark

Still-Mind Concoction

An alchemical concoction created by fringe physickers, said to contain the distilled essence of tranquility. It is a milky, glowing liquid that swirls with pearlescent dust. It is considered an Alchemical, and takes up one pocket. A single vial is one use.

  • Game Mechanics: You can consume the Still-Mind Concoction as a special action during a score or during downtime. When you do, you do not immediately relieve Stress. Instead, you gain a single charge of Clarity.
    • You may spend your Clarity charge at any time to activate one of the following effects:
      • Focused Effort: When you Push Yourself to affect a roll, do not take the 2 Stress. The Clarity is consumed.
      • Serene Presence: Add +1d to a single Consort or Sway action roll as your calm presence de-escalates the situation. The Clarity is consumed.
      • Impose Quiet: When you make an action roll to mentally affect a target (such as with a Command or Wreck action using psychic dissonance), you may spend the Clarity to inflict a Level 2 Harm: “Mental Fog” on the target in addition to your action’s normal effects.

Dungeons & Dragons (5th Edition)

Elixir of the Serene Soul Potion, Uncommon

This vial contains a milky, translucent liquid that glows with a soft, warm light. Shimmering, pearlescent particles drift in the fluid, settling at the bottom when left undisturbed.

  • Game Mechanics: As an action, you can drink this elixir. When you do, you gain 1d6+4 temporary hit points that last for 1 hour. For the next hour, you also have advantage on all saving throws against being charmed or frightened.
  • The elixir’s energy can be channeled into a single, specific effect. When you drink the elixir, you store a charge of “Quiet Mind” that lasts for 1 hour or until used. You can expend this charge to produce one of the following effects:
    • Moment of Clarity. As a bonus action, you can expend the charge to gain advantage on the next Intelligence (Investigation) or Wisdom (Perception) check you make within the next minute.
    • Aura of Serenity. As an action, you can expend the charge to project a calming presence. Each creature of your choice within 15 feet of you that is hostile must make a DC 13 Wisdom saving throw. On a failed save, the creature is no longer hostile toward you and your companions, though it is not charmed. This effect ends if you or your companions do anything harmful to it.
    • Imposition of Quiet. As an action, you can expend the charge to target one creature you can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the end of its next turn.

Knave (2nd Edition)

Draught of Quietude Potion, 1 Slot

A single-use potion in a clay vial. The fluid inside is warm and glows faintly.

  • Game Mechanics: When you drink this draught, you may choose one of the following effects:
    • Restore Composure: Immediately restore 1d6+1 Willpower.
    • Steel Your Mind: For the next hour, you are immune to any effect that would cause fear.
    • Store the Quiet: Instead of an immediate effect, you hold the potion’s magic within you. At any point within the next hour, you can use an action to create one of the following effects:
      • Pinpoint Focus: You automatically notice one hidden detail, clue, or secret in your immediate vicinity, or solve one complex puzzle.
      • Soothing Presence: For the next 10 minutes, all NPC and animal reactions toward you are improved by one step (e.g., Hostile becomes Unfriendly). Animals will not attack unless provoked.
      • Mental Attack: Touch one creature. It must make a Willpower saving throw. If it fails, it cannot cast a spell or use any special mental abilities until after its next turn.

Fate Core System

Still-Water Draught

This draught is not a potent magical brew, but a narrative catalyst. It’s a tool for helping a character overcome their inner turmoil or find a moment of profound insight, making it highly valued by diplomats, scholars, and anyone burdened by a troublesome past.

  • Game Mechanics: The Still-Water Draught is a single-use item. When your character takes the time to drink it in a quiet moment, choose one of the following effects:
    • Clear a Consequence: Immediately begin recovery from a minor or moderate mental or emotional Consequence (e.g., Haunted by a Past Failure, Wracked with Anxiety). You do not need to wait for a lull in the story; the draught itself provides the justification for the recovery process to start.
    • Create an Advantage: You automatically Create an Advantage and place the Aspect Mind Like a Quiet Pond on your character with one free invocation. You can use this Aspect to gain a +2 bonus or a reroll on Overcome or Create an Advantage actions related to perception, focus, social de-escalation, or resisting mental pressure. After the free invocation is used, the Aspect remains for the rest of the scene and can be invoked with a Fate Point.
    • Impose Quiet: You can attempt to use the draught on another character by making a Create an Advantage roll using your Empathy or Rapport skill. If you succeed, you attach the temporary Aspect Momentary Blankness to the target with one free invocation for you or your allies.

Numenera & Cypher System

Psycho-Harmonic Elixir

A psychoactive, single-use cypher contained in a small, self-heating ceramic bulb. The liquid inside is milky and warm, swirling with pearlescent motes that emit a soft light. It is believed to be a biological agent that temporarily harmonizes the user’s neural pathways.

  • Level: 1d6+2
  • Form: Internal (ingested)
  • Effect: When consumed, the user immediately restores points to their Intellect Pool equal to the cypher’s level.
  • In addition, for the next hour, the user holds a latent charge of psychic stillness. They can discharge this energy once to create one of the following effects:
    • Focused Insight: The user can apply one level of Effort to a single Intellect-based task without paying the cost from their Intellect Pool.
    • Serene Presence: The difficulty of all of the user’s positive social interactions is decreased by one step for the next ten minutes.
    • Mental Static (Attack): The user can make an Intellect-based attack against one creature within immediate range. The target must be able to see the user. On a success, the target’s mind is filled with a disorienting calm, and as a result, the difficulty of all of its tasks is increased by one step for one minute.

Pathfinder (2nd Edition)

Serenity Elixir | Item 3 Uncommon, Alchemical, Consumable, Elixir, Mental Price 10 gp Usage held in 1 hand; Bulk L Activate [one-action] Interact

This milky, phosphorescent liquid swirls with pearlescent particles. It has a faint, floral scent and is warm to the touch. When you drink this elixir, you gain a sense of profound inner peace and clarity.

  • Game Mechanics: When you drink the Serenity Elixir, you gain 5 temporary Hit Points that last for 10 minutes. For this duration, you also gain a +1 item bonus to Will saves against effects with the mental trait.
  • Upon drinking the elixir, you also gain a single charge of Focused Calm, which you can expend as a free action for one of the following benefits. The charge dissipates after 10 minutes if unused.
    • Clarity of Perception: Trigger this when you attempt a Perception check to Seek or a Society check to Recall Knowledge. You gain a +2 circumstance bonus to that check.
    • Impose Quiet: Trigger this when you successfully Strike a creature. The target must attempt a DC 18 Will save. On a failure, the target becomes Stupefied 1 until the end of its next turn. If your Strike was a critical hit, the DC increases to 20.

Savage Worlds Adventure Edition (SWADE)

Quiet Mind Brew

A rare herbal and alchemical concoction that allows the user to achieve a state of intense mental focus and emotional balance. It is prized by investigators, duelists, and gamblers alike.

  • Game Mechanics: A character may drink the Quiet Mind Brew as an action. Upon drinking, choose one of the following effects:
    • Center a Shaken Mind: The character immediately and automatically recovers from being Shaken.
    • Find Fortitude: The character immediately gains one Benny. This Benny must be used before the end of the current game session.
    • Channel the Calm: For the next hour, the character may perform one of the following as an action, which expends the brew’s magic:
      • Moment of Clarity: Add a +1d6 bonus die to a single Notice or Research roll.
      • Aura of Serenity: Make a Persuasion roll as a free action to de-escalate a tense social situation. The GM determines the effect, but this can prevent combat or turn a Hostile NPC to Unfriendly.
      • Mental Disruption (Test): Make a special Test against one target in sight. Instead of a normal skill, use your Spirit die for this roll. If successful, the target is Distracted. With a raise, they are Stunned.

Shadowrun, Sixth World

Zenith

Zenith is a high-end, boutique alchemical preparation, popular among corporate executives, shamans, and information brokers. It appears as a milky, glowing liquid in a sterile-looking injector. It provides a burst of preternatural calm and focus, allowing the user to cut through the noise of the Matrix and the Astral plane to find the signal.

  • Type: Alchemical Preparation, Ingested or Injected
  • Effect: When you take Zenith, for the next hour your mind becomes a fortress of calm. You immediately gain 2 points of Edge. This Edge can only be spent on Perception, Assensing, Negotiation, or Composure tests.
  • Special Uses: In addition to the above, Zenith allows for the following:
    • Focused Calm: You automatically resist the effects of one source of distracting environmental noise or visual clutter (e.g., flash-bangs, a crowded nightclub) for the duration.
    • Mental Riposte: If you are targeted by a spell or effect with the “Mental” keyword, you may immediately end the effects of Zenith to inflict a biofeedback DV of 2 on the attacker as your serene mind repels their intrusion. This has no effect on non-living attackers like drones.
  • Aftermath: When the effect ends, you must make a Composure (3) test or suffer a -1 penalty to all social tests for the next hour as you feel the harsh noise of the world rush back in.

Starfinder

Serene Mind Serum | Level 5 Price 300 credits Type Medicinal; Bulk L

This single-dose medicinal comes in a pressurized hypospray. The liquid within is a pearlescent fluid that swirls with faint, warm light. The serum uses bio-nanites to temporarily optimize neural pathways for emotional regulation and heightened perception.

  • Game Mechanics: You can administer this serum to yourself or an adjacent creature as a standard action. The creature gains the following benefits for 10 minutes:
    • Immediately regain 1 Resolve Point.
    • Gain a +2 circumstance bonus to all Will saving throws.
    • The first time during the duration that you attempt a Perception or Sense Motive check, you may roll twice and take the better result.
  • Special Application (Imposition of Quiet): As a standard action, you can attempt to inject the serum into an unwilling adjacent creature. This is a melee attack against the target’s EAC. If you hit, the target must succeed at a DC 13 Fortitude save or become dazed for 1 round as their mind is flooded with a disorienting, synthetic calm. Whether you hit or miss, this consumes the serum.

Traveller (Mongoose 2nd Edition)

Ancept-7 Clarity

A restricted psychotropic drug developed by a high-tech corporation, ostensibly for therapeutic use in trauma patients. It is a clear liquid in a sealed auto-injector, a single dose. Ancept-7 functions as a powerful nootropic, temporarily silencing the user’s limbic system to allow for purely rational thought.

  • Tech Level: TL 14
  • Legality: Highly illegal in most systems (Legality 12). Often used by corporate spies, high-stakes negotiators, and naval intelligence officers.
  • Effect: Upon injection, for the next 1d6 hours the user gains a Boon on all INT and SOC-based skill checks.
  • Side Effects: The user’s emotional responses are severely dampened. For the duration, they also gain a Bane on any skill check directly involving emotional expression, empathy, or artistic creativity (e.g., Carouse, Art). When the drug wears off, the user must make an Endurance 8+ check. Failure results in them suffering 1d6 damage as their system goes into shock, and they are unable to benefit from Ancept-7 again for one week.

Warhammer Fantasy Roleplay (4th Edition)

Draught of Stillness

A rare and difficult-to-produce draught, the secrets of which are held by certain reclusive orders and skilled apothecaries. It is a milky, faintly glowing liquid that tastes of cold spring water and an unknown, night-blooming flower. It is used to quiet the mind from the horrors of the world, if only for a moment.

  • Type: Draught
  • Effects: When you drink a Draught of Stillness, you immediately gain the ability to make a Challenging (+0) Cool Test. If you succeed, you may remove one Psychology condition you are currently suffering from (such as Frenzy or Fear).
  • In addition, for the next hour, you gain the following benefits:
    • Clarity of Thought: You gain one Advantage point that can only be spent on Perception, Intuition, or Intuition-based Tests. This Advantage is lost if not used within the hour.
    • Quiet Soul: If you would gain a Corruption point due to witnessing a horrifying event or failing a Test against a terrifying creature, you may choose to have the Draught absorb the point instead. The Draught’s magic is immediately consumed, ending all its effects.
  • Side Effects: The world seems grey and distant while under the Draught’s effects. You cannot gain Advantage from Fellowship-based sources for the duration.