Lore: The Alchemy 516 of Dubious Elixirs is a worn leather pouch containing three glass vials of a shimmering liquid. Crafted by the morally ambiguous alchemist Krellyn, these elixirs are designed to manipulate the magical balance within a person, providing temporary boosts at the cost of longer-term consequences. Due to its potential for abuse, it is only sold in the most clandestine markets.
Stats:
- Weight: 0.3 lbs per vial
- Size: Tiny
- Durability: Each vial can be used once; the leather pouch can hold up to three vials.
Roleplay: When a character comes into possession of these elixirs, they may feel a seductive pull towards using them, even when it might not be wise. The elixirs offer quick solutions to difficult problems but at an undisclosed cost. The character might also find themselves increasingly reliant on these elixirs to handle challenging situations, which can open up various moral and ethical dilemmas.
Costs:
- Purchase Cost: 30 gold pieces for the pouch, each vial costs an additional 10 gold pieces.
- Refill Cost: 10 gold pieces per vial.
- Activation Cost: Consuming the elixir is an action.
Magics:
- Potent Surge: Consuming a vial grants the user a temporary surge of magical power, allowing them to automatically succeed on their next magical ability check.
- Concealed Weakness: After the effects wear off, the user suffers from a weakened magical state, failing their next magical ability check regardless of the roll.
Tags: Alchemy, Transmutation, Risk/Reward, Self-harm, Magical Imbalance, Risk-Reward Alchemy, Temporary Boost, Dark Alchemy, Forbidden Potion, Power Trade-off, Shadowed Intent, Ethically Ambiguous, Energy Manipulation, Double-Edged Effect
Defense: In defensive scenarios, the “Potent Surge” can be employed to successfully cast a crucial defensive spell when it matters most. However, “Concealed Weakness” will kick in afterward, making the user vulnerable and unable to reliably use defensive magic.
Offense: In offensive situations, a user can consume the elixir to ensure that an attack spell hits or a control spell takes effect. Yet, the subsequent “Concealed Weakness” might cause a crucial spell to fail later, which could have detrimental effects on the battle.
The Alchemy 516 of Dubious Elixirs is an item fraught with peril and potential. It is particularly tempting for those who understand the ebb and flow of magic through their “Mind’s Eye” but might be prone to abusing such potent but risky tools for immediate gain.

Perception of the Five Senses:
- Sight:
- What is Perceived: The liquid in the vials appears shimmering, like liquid mercury but with a faint, fluctuating glow.
- Positives: The eye-catching glow and shimmer can evoke a sense of wonder or allure.
- Negatives: The radiant liquid could attract undue attention, making it a risky item to display openly.
- Touch:
- What is Perceived: The glass vials feel unnaturally cold, while the leather pouch has a sense of worn age to it.
- Positives: The coldness of the vials can be invigorating and provide a tactile cue that they contain potent magic.
- Negatives: Prolonged contact with the vials could cause discomfort due to the cold.
- Smell:
- What is Perceived: A strong scent of sulfur mixed with a faint, sweet aroma like that of rotting fruit emanates from the vials.
- Positives: The scent is distinct and immediately noticeable, indicating the presence of potent substances.
- Negatives: The smell could be nauseating to some, and it might give away the presence of the item.
- Taste:
- What is Perceived: Though not tasted under normal circumstances, if tasted, the elixir would evoke flavors of bitterness mingled with acute spiciness.
- Positives: The unusual taste would confirm its magical potency.
- Negatives: The taste could be so overwhelming as to induce gagging or nausea.
- Hearing:
- What is Perceived: A soft, almost inaudible, whistling sound emanates from the vials when uncorked.
- Positives: The sound could provide an auditory cue that the magic within is active.
- Negatives: The sound could alert nearby creatures or enemies to the elixir’s usage.
Extra-Sensory Perceptions:
- Magical Resonance:
- What is Perceived: A pulsating force of magical energy emanates from each vial.
- Positives: Sensitive individuals could better gauge the strength and properties of the elixir.
- Negatives: The resonance could interfere with other magical items or spells, causing unpredictable outcomes.
- Imbalance Detection:
- What is Perceived: Those in tune with their “Mind’s Eye” might sense a foreboding imbalance in the magic contained within the elixir.
- Positives: Sensing the imbalance would serve as a warning for the elixir’s dual nature.
- Negatives: The sense of imbalance could cause hesitancy or second-guessing in high-stakes situations.
Recipe:
- Ingredients:
- A worn leather pouch imbued with a minor preservation spell
- Glass vials crafted from magically-infused sand
- Elemental Sulfur (1 ounce)
- Rotfruit Extract (3 drops)
- Mercury Essence (5 drops)
- Liquid Shadow (2 ounces)
- Steps:
- Prepare an alchemical workspace, ensuring it’s cleared of any interfering substances or magical fields.
- Lay out the worn leather pouch and place the glass vials inside it for preliminary charging.
- Combine the Elemental Sulfur and Rotfruit Extract in a separate mixing bowl. Stir using a wand inscribed with basic transmutation runes.
- Slowly pour the Mercury Essence into the mixing bowl while chanting an incantation designed to unlock its latent magical properties.
- Introduce the Liquid Shadow to the mixture, and stir anti-clockwise under the influence of an abjuration field to negate any volatile reactions.
- Once the mixture takes on a shimmering quality, carefully decant it into the prepared glass vials using a funnel.
- Seal the vials with corks that have been soaked in a solution of saltwater and arcane ink to ensure containment.
- Place the sealed vials back into the worn leather pouch and leave the pouch on an inscribed pedestal under the light of a waning moon for one full night.
- Retrieve the pouch, now containing the completed Alchemy 516 of Dubious Elixirs, ready for use or sale.
Legend of Krellyn’s Temptation
In an age of dimly lit morals and unbridled ambition, there existed an alchemist named Krellyn, whose skill was rivaled only by his cunning. Known to tread paths others feared to walk, Krellyn sought the forbidden and the untamed in his pursuit of power. His creations were whispered about in shadowed corners, their effects alluring yet fraught with peril. Among these was his most infamous invention: the Dubious Elixirs.
Krellyn’s story begins in the bustling city of Lorthar, where mages and scholars gathered to discuss the delicate balance of magic. Yet balance was never Krellyn’s goal. He desired control—power unbridled and unearned. Observing the struggle of mages who faltered in moments of need, he devised a solution: a potion that would grant unparalleled magical prowess, if only for a fleeting instant.
In a laboratory lit by sickly green fire, Krellyn combined Elemental Sulfur, Rotfruit Extract, Liquid Shadow, and other obscure ingredients. Each component hummed with danger, their union promising great potency at great cost. After days of alchemical incantations and experiments, he produced a set of vials, their shimmering contents swirling like liquid silver caught between light and dark.
The elixirs were a marvel, offering their drinkers the ability to accomplish feats of magic they could only dream of. A struggling apprentice could rival the mightiest archmage; a fading spellcaster could turn the tide of battle. But this boon was not without its price. Once the effects wore off, the drinker’s magic faltered, leaving them vulnerable and dependent upon another dose.
At first, Krellyn offered his creation to desperate mages and adventurers, watching as they succumbed to both its promise and its curse. The elixirs spread through secret markets, their allure irresistible. Yet, as their use grew, so did tales of the ruin they wrought: shattered minds, depleted powers, and ambitions left in ruins.
Krellyn’s own end came not from the hands of his victims but from his own invention. Tempted by his elixirs, he consumed them to outmatch a rival, only to find himself unable to perform even the simplest of spells once their effects faded. Stripped of his magic, Krellyn vanished, leaving behind only his leather pouch of elixirs and a legacy of warning.
The Dubious Elixirs endured as relics of temptation, coveted by those willing to gamble their futures for a fleeting taste of power. They serve as both a boon and a curse, a test of will for those who seek them.
Moral of the Story: True power cannot be borrowed or stolen without consequence. To rely on fleeting strength is to risk losing the foundation of one’s abilities, for ambition untethered from caution leads only to ruin.
Conversion to other systems:
Call of Cthulhu
Name: Alchemy 516 of Dubious Elixirs
- Type: Consumable
- Sanity Loss: 1d4
Usage:
- Defense: Provides temporary immunity to magical effects for 3 rounds. Sanity loss occurs after immunity expires.
- Offense: Can be thrown at enemies, forcing a Sanity check upon inhalation.
Dungeons & Dragons 5e
Name: Alchemy 516 of Dubious Elixirs
- Type: Potion
- Rarity: Common
- Weight: 1 lb
Properties:
- Defense: Grants resistance to psychic damage for 1 minute.
- Offense: As an action, can be thrown to create a 10-ft-radius cloud causing Wisdom saves or be confused for 1 round.
Knave
Name: Alchemy 516 of Dubious Elixirs
- Type: Consumable
- Weight: 1 slot
Effects:
- Defense: Temporarily adds +1 to saving throws against magical effects.
- Offense: Can be thrown to create a zone where magic is suppressed for 1 minute.
Numenera & Cypher System
Name: Alchemy 516 of Dubious Elixirs
- Type: Cypher
- Level: 1
Effect:
- Defense: Grants an asset for resisting mental intrusions for 10 minutes.
- Offense: Can be used to create a “null magic zone” of immediate range for 1 minute.
Pathfinder 2e
Name: Alchemy 516 of Dubious Elixirs
- Type: Alchemical Item
- Rarity: Common
- Price: 5 gp
Usage:
- Defense: Gain a +1 item bonus to saving throws against magic for 1 minute.
- Offense: You can throw the vial as a splash weapon dealing 1d4 mental damage.
Savage Worlds
Name: Alchemy 516 of Dubious Elixirs
- Type: Gear
- Weight: 1 lb
- Cost: 50$
Effect:
- Defense: Provides a +2 to resist magical or mental attacks for 3 rounds.
- Offense: Thrown as a range weapon, radius 1” template, targets must make Spirit roll or be Shaken.
Shadowrun
Name: Alchemy 516 of Dubious Elixirs
- Type: Consumable
- Availability: 6R
- Cost: 200¥
Usage:
- Defense: +2 dice pool modifier for defense against magical attacks for 3 turns.
- Offense: Can be deployed as a gas grenade affecting Logic-based tests.
Starfinder
Name: Alchemy 516 of Dubious Elixirs
- Type: Hybrid Item
- Level: 1
- Price: 300 credits
Usage:
- Defense: Grants a +1 bonus to Will saves for 10 minutes.
- Offense: Can be thrown as a grenade that forces a Will save or 1d4 psychic damage.
Warhammer Fantasy Roleplay
Name: Alchemy 516 of Dubious Elixirs
- Type: Trinket
- Encumbrance: 1
- Availability: Rare
Effect:
- Defense: +10% to resist magic and mental attacks for 4 turns.
- Offense: Can be thrown, forcing a Will Power test or be Stunned for 1 round.
