From: Fragrance of Divinity
Lore
The Seraphic Breath is a “divine blessing” traditionally found within the dew-covered petals of rare night-blooming jasmine near the Perfumariums of Saṃsāra. It manifests as a small, translucent glass vial that appears empty but is perpetually filled with a swirling, iridescent mist that never dissipates. According to the Scent-Bearers, these vials were first captured when Aromia sighed over the first garden of Kharis. Though considered common, it is a deeply special artifact for Tier 1 practitioners, serving as a gateway to olfactory enlightenment. The scent is subjective; each avatar perceives the fragrance as their most cherished memory, providing a constant, subtle connection to the Perfumed Seraph’s nurturing grace.
Detailed Stats
- Tier: 1
- Rarity: Common
- Resilience: 15
- Item Health Points: 12
- Weight: 0.1 pounds
- Material: Celestial Glass and Compressed Divine Vapor
- Suggested Value: 15 Silver
Slot
- Neck Slot (Worn as a pendant) or Hand Slot (Held as a focus)
Passive Magics
- Nurturing Vapors: The wearer is surrounded by a constant, 3-foot radius of soothing fragrance. This grants a +1 bonus to all rolls made to resist “Fear” or “Stress” effects, as the scent anchors the wearer’s spirit.
- Discern Essence: The avatar gains a +1 bonus to Perception checks involving the sense of smell. They can identify common alchemical ingredients or poisons by scent alone without needing to taste them.
- Serene Lingering: Any time the wearer uses a social skill successfully, the target retains a faint, pleasant memory of the interaction for 24 hours, represented by a lingering scent of lilies on their person.
Activable Magics
- Calming Aura: Once per long rest, the wearer can uncork the vial to release a burst of tranquil mist. All creatures within a 10-foot radius must succeed on a DC 12 Willpower (or Spirit) save or have their aggression reduced, preventing them from taking hostile actions for one round.
- Sensory Harmony: As a bonus action, the wearer can inhale deeply from the vial. This grants a +2 bonus to the wearer’s next Insight or Empathy check, as Aromia’s essence allows them to “smell” the emotional state of a target.
- Fragrant Concealment: Once per session, the wearer can cause the vial to emit a thick, perfumed smoke. This creates a small cloud that provides “Half Cover” or a +2 bonus to Stealth checks within a 5-foot square for three rounds.
Tags
Aromia, Perfumery, Scent, Divinity, Aromatherapy, Enlightenment, Perfumarium, Olfactory Enlightenment, Celestial Messenger, Scented Rituals, Divine Essence, Fragrant Magic, Spiritual Scent, Sensory Harmony, Tier 1, Common, Divine Blessing
Acquisition of the Seraphic Breath
In the sensory-rich landscape of Saṃsāra, obtaining a God Given 442 of the Seraphic Breath is often a matter of being in the right place when the “Celestial Messenger” breathes upon the world. Because it is a “Divine Blessing,” it is frequently discovered through spiritual openness rather than mere searching.
- The Dawn Harvest: Devout practitioners often find these vials manifested in the centers of lilies or jasmine flowers at first light, specifically in gardens that have been tended with “Sensory Harmony.” The vial appears as the morning dew congeals into “Celestial Glass.”
- Aromia’s Visitation: During a “Scented Ritual” within a Perfumarium, a high-ranking Scent-Bearer may witness the spontaneous appearance of a vial upon a sacred altar. These are often gifted to Tier 1 initiates who demonstrate a “Deep Appreciation” for the nuances of fragrance.
- Alchemical Residue: Occasionally, a master perfumer working on an “Enlightened” fragrance will find that the “Divine Essence” has crystallized into a vial at the bottom of their alembic. This is seen as Aromia’s approval of their artistry.
- The Gift of the Wind: In rare cases, a traveler in the 73 island countries might be guided by a sudden, out-of-place scent of roses through a mana storm, finding a Seraphic Breath sitting safely in the hollow of a tree or upon a mossy stone.
Market Dynamics and Trade Environments
The buying and selling of the Seraphic Breath are governed by the etiquette of the “Perfumed Aura.” Merchants who deal in these items often prioritize the olfactory “purity” of the transaction.
Perfumarium Apothecaries (Temple Shops)
These shops are located within or adjacent to the temples of Aromia. They serve as the primary source for “Spiritual Scent” tools.
- Buying: A donation of 15 Silver is the standard expectation. The Scent-Bearers ensure the vial is “tuned” to the buyer’s soul before they leave.
- Selling: If an avatar brings a vial back, the temple will offer 10 Silver in the form of rare aromatic resins or seeds. They treat the return as a “Healing Aromatherapy” for the temple’s communal stock.
- Safety: These are Guarded Safe Areas. AC is tripled, and the World Bank’s 1% transaction fee is handled with a ritualistic flair.
High-End Olfactory Boutiques
Found in the cultural hubs of major cities, these boutiques treat the Seraphic Breath as a luxury “Divine Essence” accessory.
- Buying: Due to the “Elegance and Grace” associated with the brand, these shops often charge a premium of 22 Silver. They emphasize the “Charismatic Veil” and status of the item.
- Selling: A boutique owner might offer 8 Silver, citing that the “Sensory Overload” of the current market has dampened the demand for common blessings.
- Safety: These are Somewhat Safe Areas. AC is doubled. The World Bank fee is applied digitally through the shop’s polished interface.
Wilderness Herbalists and Flora Markets
In rural or “Unsafe Areas,” particularly those abundant in “Aromatic Plants,” herbalists may trade in vials they have “harvested” from the wild.
- Buying: You can often find a vial for 12 Silver. However, the “Celestial Glass” may be smudged or require cleaning to fully activate its “Fragrant Magic.”
- Selling: These traders usually offer 5 Silver, preferring to trade in physical goods like rare roots or “Aromatic Smoke” materials rather than currency.
- Safety: These are Unsafe Areas. AC is not boosted. Transactions are often done in “Aromatic Concealment” (cash only) to avoid the 1% World Bank fee and local tax collectors.
Tactical Roleplay of the Seraphic Breath
In the high-magic realm of Saṃsāra, the God Given 442 of the Seraphic Breath is a tool of “Sensory Harmony.” Roleplaying with this “Divine Blessing” requires the avatar to focus on the invisible influence of fragrance, turning the air itself into a medium for “Fragrant Magic.” Whether navigating a “Perfumarium” or surviving a “Deathly Area,” the vial’s vapours dictate the flow of the scene.
Offensive Roleplay Applications
Offense with the Seraphic Breath is not about brute force, but about “Sensory Overload” and “Seductive Charms,” manipulating the enemy’s biological and spiritual responses.
- In Crowded Taverns and Social Galas: The avatar can utilize the Calming Aura to neutralize a threat before a sword is even drawn. Roleplay involves the avatar subtly uncorking the vial, describing a scent like “rain on hot stone” or “night jasmine” wafting toward a rowdy brawler. As the “Divine Essence” takes hold, the brawler’s grip on their weapon slackens, their eyes glazing over in a state of “Olfactory Enlightenment,” effectively ending the conflict through peaceful “Scent Manipulation.”
- In Narrow Corridors and Dungeon Rooms: The avatar can use the Fragrant Concealment to create a “Toxic Aroma” of confusion. By swirling the vial, they emit a thick, perfumed smoke that doesn’t just block sight but “overwhelms the adversaries” with an intense sweetness. The avatar narrates moving through the haze like a “Celestial Messenger,” while the enemy coughs and rubs their eyes, unable to focus their “Mind’s Eye” on a target they can no longer smell or see clearly.
- In Tracking and Pursuit: Using Sensory Harmony, the avatar can “smell” the fear or guilt of a target. Roleplay focuses on the avatar inhaling the “Seraphic Breath” and describing the target’s emotional state as a scent—bitter like copper for fear, or cloying like rot for deception. This allows the avatar to “Offensively” corner a liar in a social scene or track a hidden foe through a “Wilderness” environment by following their “Emotional Wake.”
Defensive Roleplay Applications
Defense with the vial focuses on “Healing Aromatherapy” and “Scent-based Concealment,” using the “Perfumed Aura” to ward off hostility.
- In Guarded Safe Areas (Temples or Gardens): When AC is tripled, the avatar roleplays the Nurturing Vapors as an impenetrable field of “Divine Presence.” As attackers enter the radius, the avatar describes the air thickening with a scent so serene it feels physically heavy, making the enemy’s movements sluggish and hesitant. The avatar moves with “Elegance and Grace,” the “Protective Perfumes” of Aromia acting as a buffer that turns aggressive strikes into clumsy misses.
- In Mana Storms or Deathly Areas: When the environment is toxic or magically unstable, the avatar uses the vial for “Physical and Emotional Well-being.” Roleplay focuses on the avatar holding the vial to their nose, narrating how the “Spiritual Scent” filters the corrupted air. While others succumb to “Stress” or magical fatigue, the avatar remains anchored by their “most cherished memory,” their “Perfumed Defense” allowing them to walk through a “Cursed” zone as if they were standing in a sun-drenched greenhouse.
- In Retreats and Evasion: The Fragrant Concealment serves as a perfect “Curtain Call.” The avatar narrates smashing a drop of the vapor onto the ground, creating a flash-cloud of “Aromatic Smoke.” While the enemy is distracted by the “Sensory Overload” of the burst, the avatar uses “Scent-based Concealment” to mask their own trail, replacing their natural scent with the smell of the surrounding flora to become invisible to tracking beasts or magical sensors.
Environmental Synergy and the Perfumed Seraph
The Seraphic Breath is deeply affected by the “Aromatic Plants” of the 73 island countries. In a coastal environment, the vial might take on a briny, invigorating scent that boosts “Willpower,” while in a deep forest, it might smell of ancient loam and “Spiritual Scent” roots. An avatar who masters the vial does not just carry a perfume; they roleplay as a “Divine Messenger of Scent,” proving that the most potent “Offense” and “Defense” in Saṃsāra is often the one that cannot be seen, only inhaled.

Perception of Activation:
The activation of the God Given 442 of the Seraphic Breath is a transition from the physical world into a state of “Olfactory Enlightenment,” where the air itself becomes a medium for divine connection.
User’s Perspective
- Visual: The world appears slightly softer, as if viewed through a thin veil of silk. Tiny, shimmering particles of “Aromatic Smoke” become visible, drifting like gold dust in the air.
- Auditory: External sounds are dampened, replaced by a soft, rhythmic rushing sound—similar to wind through tall grass—that mimics the breathing of Aromia.
- Tactile: A gentle, cool tingling sensation spreads from the nostrils to the center of the forehead. The “Celestial Glass” of the vial becomes weightless and emits a faint, rhythmic pulse against the palm.
- Extra-Sensory (Olfactory Perception): The user experiences “Sensory Harmony,” where emotions manifest as specific scents. They can “smell” the sharp, metallic tang of an enemy’s hostile intent or the cloyingly sweet aroma of a hidden magical trap.
- Extra-Sensory (Celestial Presence): The user feels a profound sense of “Elegance and Grace,” as if their physical movements are being guided by a “Celestial Messenger,” making every action feel effortless and deliberate.
Observer’s Perspective
- Visual: A faint, iridescent mist swirls around the avatar, catching the light like a prism. The avatar’s skin takes on a subtle, healthy glow, and their movements become unusually fluid and serene.
- Auditory: Those within the “Nurturing Vapors” radius may hear a soft, melodic chime or a whisper that sounds like wind-blown blossoms, though they cannot discern the words.
- Tactile: The air around the avatar becomes noticeably fresher and easier to breathe. Observers feel a sudden “Calming Aura” that slows their heart rate and reduces the tension in their muscles.
- Extra-Sensory (Divine Presence): Observers with high sensitivity feel a “Perfumed Aura” that radiates peace, making the avatar appear non-threatening and “Enchanting” even in the midst of conflict.
Positives
- Emotional Well-being: The “Nurturing Vapors” provide an immediate anchor against psychological stress, allowing the user to remain focused when others panic.
- Enhanced Discernment: The “Olfactory Enlightenment” bypasses visual or auditory deceptions, allowing the user to detect the “True Essence” of people and objects through scent.
- Pacification: The ability to emit a “Calming Aura” can resolve dangerous encounters without the need for violence, preserving resources and life.
Negatives
- Subjectivity of Scent: The user may become so focused on the “Spiritual Scent” that they overlook urgent physical cues, such as a silent blade or a visual signal from an ally.
- Overwhelmed Senses: In environments with strong, foul odors (like a sewer or a battlefield), the user may experience “Sensory Overload,” causing a stinging pain in the sinuses and a temporary loss of focus.
- Dependency on Vapors: Regular use can make the mundane world feel “stale” or “gray,” leading to a minor depressive state when the “Divine Essence” is not active.
The Distillation of Seraphic Grace: Crafting the Seraphic Breath
In the high-magic alchemy of Saṃsāra, recreating a God Given 442 of the Seraphic Breath requires the artisan to move beyond mere chemistry into the realm of “Sensory Harmony.” To craft this “Divine Blessing,” one must capture the ephemeral essence of a memory and bind it within “Celestial Glass.”
Materials Needed
- 1 Ounce of Raw Celestial Quartz: Found in high-altitude peaks where the air is thinnest and purest.
- 3 Drops of Virgin Morning Dew: Must be harvested from a blooming Jasmine flower within a “Perfumarium” garden exactly at the break of dawn.
- 1 Vial of “Aromatic Smoke” Condensate: The liquid residue of burned Frankincense and Myrrh that has been cooled by moonlight.
- 7 Petals of a Scent-Memory Bloom: A flower that has been grown while being “fed” the spoken stories of a peaceful memory.
- A Pinch of Silver Dust: To provide the iridescent “Divine Essence” swirl within the vapor.
Tools Required
- The Seraph’s Alembic: A specialized glass still etched with “Celestial Wings” to prevent the vapor from escaping during distillation.
- Moonlight Condenser: A silver-mirrored tray used to cool the vapors using only the natural light of Saṃsāra’s moons.
- Crystal Tongs: To handle the quartz without contaminating its “Olfactory Perception” with oils from the skin.
- Velvet-Lined Bellows: To gently circulate air through the “Aromatic Smoke” without causing turbulence.
Skill Requirements
- Perfumery (Trained): Tier 1 or higher. The crafter must be able to discern the “Hidden Depths” of scents to ensure the mixture is balanced.
- Alchemical Distillation: Proficiency in controlling the heat of a “Spiritual Scent” mixture to prevent it from turning into a “Toxic Aroma.”
- Mind’s Eye Sensitivity: To feel the “Aromatic Aura” of the materials and know the exact moment the “Divine Presence” is captured.
Crafting Steps
- Forging the Celestial Vessel: Heat the Raw Celestial Quartz until it reaches a state of “Radiant Serenity.” Shape it into a small vial, leaving the interior hollow and porous enough to “breathe.”
- Infusing the Memory: Place the Scent-Memory Bloom petals into the alembic. As they heat, you must whisper the cherished memory into the steam. The vapor must turn a light, iridescent purple to signal the “Spiritual Awakening” of the petals.
- The Dew Binding: Add the 3 drops of Virgin Morning Dew. This acts as the “Divine Catalyst,” stabilizing the shifting scents into a permanent “Perfumed Aura.”
- Silver Suspension: Carefully blow the Silver Dust into the alembic using the velvet bellows. The dust must not settle; it must swirl perpetually within the vapor, creating the “Iridescent Mist” effect.
- The Moonlight Condensation: Run the resulting steam through the Moonlight Condenser. The sudden cold of the moon’s reflection will “fix” the fragrance, turning the steam into the “Compressed Divine Vapor.”
- Sealing the Breath: Transfer the vapor into the Celestial Glass vial. You must seal it with a stopper made of enchanted cork while holding your breath, ensuring no “Mundane” air enters the chamber.
- The Final Blessing: Leave the vial in a garden of “Aromatic Plants” for one full night. If the vial is glowing with a “Captivating Fragrance” by the next dawn, the Seraphic Breath has been successfully recreated and is ready for its “Sensory Harmony” role.
Tiny Glass-Stomach That Holds Good-Wind of Sky-Bird-Woman
Here begins the reading of the rock-scratches found under the big green-leaves-place near the water-that-does-not-move. The marks are written upside-down, and the tongue is dead-in-the-mouth. The translator must plug their nose-holes to see the true shapes, for it speaks of the Before-Time when the air was heavy and sick. It was the time of the True-Stink.
In this before-time, the Big Rock We Stand On was covered in the Bad-Smell-Mud. The meat-people did not have the happy-noses. They only smelled the rot-meat, the fire-ash, and the sour-sweat of much fear. The Bad-Smell-Mud was not just on the ground; it floated in the breathing-air like angry ghost-water. When the meat-people breathed it into their chest-bags, their head-meat became hot with madness. They forgot how to speak the friendly-words. They picked up the hard-sticks and the sharp-stones and hit each other until the red-water came out. The old-speakers call this the War-of-the-Sour-Wind. The world was very loud, and the smell was very dark.
In this time of much-hitting, there was a meat-person named Nose-That-Reaches-Far. The bone-scratchings say Nose-That-Reaches-Far was strange in the face-bones. Their nose was not flat like the others, but pointed like the sniffing-beast. Nose-That-Reaches-Far did not want to hit with the hard-sticks. They hated the Bad-Smell-Mud. They wanted to breathe the Not-Bad, but the Not-Bad did not exist anywhere in the sleeping-tents.
Nose-That-Reaches-Far walked away from the loud-hitting. They walked the Seven-Times-Walking. The translation says this was a path of much choking. First walking, the wind-that-burns-the-eyes. Second walking, the dirt-that-smells-like-old-blood. Third walking, the swamp-of-thousand-dead-fish. Nose-That-Reaches-Far walked until their foot-meat was bleeding and their chest-bag felt like it was filled with sharp-sand. They reached the High-Place-Where-Clouds-Rest. There, they fell on their knee-bones and cried the face-water. The face-water hit a small white-leaf-plant that was trying to grow in the gray-dirt.
Then, the sky broke open, but not with the sky-water. It broke with the Sweet-Light. Down came The-Bird-Woman-Of-Good-Smells, who the scratches say is the one we call Aromia. She did not fall like a rock; she floated like the fluff-seed. She had six-flapping-arms made of light, and her skin was the color of the morning-sun. She did not speak with her mouth-hole. She spoke by making the wind smell like honey, and old-wood, and the rain-on-hot-stones.
“Why do you leak the salty face-water?” the smell-words asked inside the thinking-bone of Nose-That-Reaches-Far. The smell-words felt like a soft hand rubbing their tired head-meat.
Nose-That-Reaches-Far kept their face on the dirt. “The world is sick with the Bad-Smell-Mud,” they said with their mouth-hole. “The meat-people hit each other. The breathing-air makes us into angry-monsters. I wish to wake the happy-nose so the world can stop the loud-hitting.”
The-Bird-Woman-Of-Good-Smells felt the sad-air. She did not laugh, but she vibrated with a deep-purple-smell that meant understanding. She took a piece of the invisible-hard-water—the thing we call glass. It was shaped like a tiny, fat stomach. She put the invisible-hard-water to her face-hole and made a great wind go out from her chest-bag into the glass. The wind was the color of the inside-of-a-shell, swirling with shiny-dust. She took a piece of tree-skin and plugged the hole of the invisible-hard-water.
She gave the Tiny Glass-Stomach to Nose-That-Reaches-Far. “Take this,” the smell-words whispered in the thinking-bone. “It is the Breath-of-the-Highest-Cloud. It is the memory of the world before the rot. Do not hit the madness with the hard-sticks. Hit their nose-holes with the Good-Wind.”
Nose-That-Reaches-Far put the Tiny Glass-Stomach on a string around their neck-bone. Immediately, their chest-bag felt light, like it was filled with the floating-air. They ran back down the High-Place. They ran through the swamp-of-thousand-dead-fish, but they did not smell it. They only smelled the sweet-night-flower.
When they returned to the sleeping-tents, the meat-people were making the loud-hitting again. The Bad-Smell-Mud was very thick, like black cloud-dirt in the air. The people were screaming and biting. Nose-That-Reaches-Far did not pick up the sharp-stone. They walked into the middle of the anger-circle. They held up the Tiny Glass-Stomach.
They pulled the tree-skin plug.
Ffffft. The scratchings say the sound was very small. But the smell was the biggest smell. It did not push like a wind; it wrapped around the meat-people like a warm-blanket. It smelled like the happy-memory of being a small-child drinking the mother-milk. It smelled like the green-leaves after the sky-water washes them clean. It was the Seraphic Breath.
The Bad-Smell-Mud ran away. It broke into nothing-pieces, terrified of the Sweet-Light-Wind. The meat-people stopped the hitting. Their hard-sticks fell into the dirt. Their eyes, which were wide and red, became soft and half-closed. They breathed deeply into their chest-bags. One by one, their anger melted into the sleepy-smile. They sat down in the dirt and looked at the sky, forgetting why they were mad. The invisible-ghost-water was gone.
Nose-That-Reaches-Far put the tree-skin plug back into the glass, but the Good-Wind stayed in the air for many turnings of the sun-fire. The meat-people did not fight anymore. They built the first House-of-Good-Sniffing where the anger-circle used to be. Nose-That-Reaches-Far became the First-Smeller, teaching the others how to find the Not-Bad smells in the flowers and the tree-bloods.
The scratchings say the Tiny Glass-Stomach never became empty. It always swirled with the inside-of-a-shell color. Whenever the Bad-Smell-Mud tried to creep back from the dark-holes, the First-Smeller would pull the plug, and the madness would run away. When Nose-That-Reaches-Far finally grew old and their chest-bag stopped moving, their body did not smell like rot-meat. It smelled like crushed-mint and morning-dew, and the Tiny Glass-Stomach was left on the altar of the House-of-Good-Sniffing, humming with the breath of the sky.
Moral of the story: Do not fight the bad-stink madness with a heavy hitting-stick, because the invisible good-wind of the sky-bird can make the angry head-meat go to sleep with a happy smile.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Seraphic Ampoule
- Item Type: Occult Artifact
- Sanity Loss: 1 (Upon first inhaling the concentrated vapors)
A small, impossibly pristine glass vial containing an ever-swirling, iridescent mist. It smells faintly of the investigator’s safest, most cherished childhood memory.
- Game Mechanics: While worn or carried, the investigator gains a Bonus Die on Sanity rolls made to resist temporary insanity caused by mundane shock or fear (this does not apply to encountering Mythos entities). Additionally, the investigator gains a Bonus Die on Science (Pharmacy), Science (Chemistry), or Natural World rolls when attempting to identify a substance, poison, or drug by scent.
- Activable Magic (Calming Aura): By spending 3 Magic Points and pulling the stopper, the investigator releases a wave of supernatural tranquility. All characters and human-level NPCs within 15 feet must make a Hard POW roll. Those who fail lose all desire to commit acts of violence for 1d4 rounds, feeling overwhelmingly lethargic and peaceful.
- Activable Magic (Fragrant Concealment): By spending 2 Magic Points, the investigator can cause the vial to emit a thick, sweet-smelling fog that fills a small room or a 10-foot radius. Any attempts to target the investigator with Firearms or Spot Hidden within or through the fog suffer a Penalty Die.
Blades in the Dark
Vapors of the Seraph
- Item Type: Arcane Implement
- Load: 1 (Fine)
- Tier: I
A relic favored by Leeches and Whispers, often utilized to de-escalate gang wars or slip past the Bluecoats under a veil of divine perfume.
- Passive (Nurturing Vapors): You gain +1d to Resistance rolls made to resist mental stress, supernatural terror, or intimidation.
- Special Ability (Sensory Harmony): You may use your Attune action instead of Study to read a person’s emotional state, hidden motives, or physical health by discerning the “scent” of their aura.
- Activable Magic (Calming Aura): You may Push Yourself (take 2 Stress) to unstopper the vial during a tense standoff. This acts as an automatic 4/5 partial success on a Consort or Command roll to pacify a hostile crowd or convince a rival gang to stand down temporarily.
- Activable Magic (Fragrant Concealment): You may mark 1 use of your item load to shatter the vapor’s seal, creating a localized smokescreen of thick, perfumed fog. This grants you Potency on Prowl rolls to escape the immediate area.
Dungeons & Dragons (5th Edition)
God Given 442: The Seraphic Breath
- Wondrous Item, Common (Requires Attunement)
- Weight: 0.1 lbs.
This small, teardrop-shaped glass vial contains a swirling, iridescent mist that never dissipates. The mist smells like the attuned creature’s fondest memory.
- Passive Effects: While wearing this vial, you have advantage on saving throws against being Frightened. Additionally, you have advantage on Wisdom (Perception) and Intelligence (Nature) checks that rely on smell, including checks to detect poisons.
- Charges: The vial has 3 charges. It regains 1d3 expended charges daily at dawn.
- Calming Aura: As an action, you can expend 1 charge to unstopper the vial and cast the Calm Emotions spell (save DC 13). The spell is centered on the vial and does not require concentration, lasting for 1 minute.
- Sensory Harmony: As a bonus action, you can expend 1 charge to inhale the vapors. For the next 10 minutes, you have advantage on Wisdom (Insight) checks made to determine a creature’s emotional state or detect lies.
- Fragrant Concealment: As an action, you can expend 1 charge to cast the Fog Cloud spell. Instead of a standard cloud, it is a thick, floral-scented mist that fills a 10-foot-radius sphere.
Knave (2nd Edition)
Aromia’s Phial
- Item Slot: 1
- Quality: 3
- Tier: 1
A tiny, delicate glass stomach filled with an iridescent, sweet-smelling cloud.
- Passive: The wearer gains Advantage on saving throws to resist fear, panic, or magical dread. The wearer can also perfectly identify any potion, poison, or rot within near range purely by scent.
- Active (Seraphic Vapors): Once per day, the wearer can pull the stopper to produce one of the following effects. Doing so degrades the item’s Quality by 1.
- Pacify: All creatures within near range must make a Wisdom save against the wearer’s spell DC or immediately lose the will to fight, dropping their weapons and sitting peacefully for 1 turn (10 minutes).
- Obscure: A thick, heavily perfumed fog rapidly expands to fill a near-sized area. It completely blocks line of sight and grants Advantage on all stunts or saves made to hide, flee, or evade attacks for 1 turn.
- Empathy: The wearer inhales deeply, gaining the ability to “smell” lies and hidden emotions for 1 hour. During this time, they cannot be surprised by ambushes or social deception.
Fate
The Seraphic Breath
- Aspect: Divine Vial of Olfactory Enlightenment
- Stunt (Sensory Harmony): Because you inhale the divine vapors of Aromia, you gain a +2 to Empathy rolls when attempting to overcome an obstacle or create an advantage related to reading a target’s true emotional state.
- Stunt (Fragrant Concealment): Once per scene, you can unstopper the vial to flood a zone with thick, sweet-smelling fog. This allows you to immediately place an Aromatic Smokescreen situation aspect on your zone with one free invoke, providing active opposition to anyone trying to see or shoot through it.
- Stunt (Calming Aura): Once per session, you can use the vial to completely pacify a situation. You can automatically remove a negative emotion-based aspect (like Enraged or Panicked) from the scene, or force an opponent to concede a social conflict by overwhelming them with peaceful memories.
Numenera & Cypher System
Phial of the Seraph
- Level: 3
- Form: A thumb-sized, teardrop glass vial containing a swirling, iridescent purple mist.
- Effect: While carried, the user gains an Asset on Intellect defense tasks against fear, panic, or emotional manipulation. The user also gains an Asset on Perception tasks that rely on the sense of smell.
- Depletion: 1 in 1d20 (Roll depletion only when using the Active Abilities below).
- Active Ability (Calming Aura): By spending 2 Intellect points, the user opens the vial to release a tranquil vapor. All NPCs within short range must make a level 3 Intellect defense roll. On a failure, they lose all desire to engage in combat for one minute, acting lethargic and peaceful unless attacked.
- Active Ability (Fragrant Concealment): The user can release a thick cloud of perfumed smoke that fills an immediate area. For the next ten minutes, tasks to hide or defend against ranged attacks within the cloud are eased by two steps due to the visual and sensory distortion.
Pathfinder (2nd Edition)
Seraphic Breath (Item 1)
- Item 1: Uncommon, Divine, Emotion, Enchantment, Magical
- Price: 15 gp; Bulk: L
- Usage: Held in 1 hand or worn (Necklace)
This celestial glass vial is filled with an iridescent mist that smells of the wearer’s most cherished memory.
- Passive Effects: While you wear or hold the vial, you gain a +1 item bonus to saving throws against fear effects. You also gain a +1 item bonus to Perception checks involving the sense of smell, allowing you to easily identify alchemical items or poisons by scent.
- Activate—Calming Aura [two-actions] (Concentrate, Manipulate); Frequency: Once per day; Effect: You uncork the vial, releasing a wave of pacifying fragrance. You cast a 1st-level calm spell (DC 16 Will save) centered on the vial.
- Activate—Fragrant Concealment [two-actions] (Concentrate, Manipulate); Frequency: Once per day; Effect: The vial erupts with a thick, floral-scented fog. You cast a 1st-level obscuring mist spell.
- Activate—Sensory Harmony [one-action] (Interact); Effect: You inhale deeply from the vial. You gain a +2 circumstance bonus to your next Sense Motive action taken before the end of your turn.
Savage Worlds (Adventure Edition)
The Seraphic Vial
- Rank: Novice
- Type: Minor Artifact
- Weight: —
A divine blessing of Aromia, this vial grants the wearer mastery over sensory harmony and emotional tranquility.
- Passive (Nurturing Vapors): The wearer gains a +2 bonus to Spirit rolls made to resist Fear and Intimidation effects.
- Passive (Discern Essence): The wearer gains a +2 bonus to Notice and Survival rolls when relying on the sense of smell, such as tracking a bleeding target or identifying a tainted drink.
- Active (Calming Aura): As an action, the wearer can unstopper the vial. Place a Medium Blast Template centered on the wearer. All characters within the template must make a Spirit roll (at -2 if the user gets a raise on an arcane skill/Spirit roll to activate). Those who fail are effectively Pacified (treat as Stunned, but derived from extreme lethargy and peace rather than physical trauma). This ability has a 1-hour cooldown.
- Active (Fragrant Concealment): The wearer can activate the vial as a free action to cast the obscure power in a Large Blast Template centered on themselves. This costs no Power Points but can only be used once per session.
Shadowrun (6th World Edition)
Seraphic Vapor-Focus
- Item Type: Magical Artifact / Face Accessory
- Force: 2
- Availability: 4 (Awakened / Legal)
In the toxic smog of the Saṃsāra sprawl, this small glass vial is a literal breath of fresh air. It acts as an anchor to the astral plane, specifically tuned to the emotional resonance of peace and memory.
- Game Mechanics: This item functions as a unique Force 2 Artifact. While worn on the person (usually as a pendant), the user gains a +1 dice pool bonus to Composure tests to resist fear, intimidation, or panic.
- Passive (Discern Essence): The user gains a +1 dice pool bonus to Perception tests involving smell and to Biotech or Chemistry tests when attempting to identify toxins or drugs by scent.
- Activable (Calming Aura): As a Major Action, the user can unstopper the vial and spend 1 Edge to release a wave of calming mana. Characters within a Close radius must resist with Willpower + Logic against a threshold of 3. Those who fail lose their next Minor Action as they are overcome by a sudden sense of lethargy and peace.
- Activable (Fragrant Concealment): As a Major Action, the user can spend 1 Edge to cause the vial to emit a thick, sweet-smelling smoke. This functions as a rating 3 Smoke Grenade, but the smoke is astrally charged, providing a +1 dice pool bonus to Stealth tests made within its radius.
Starfinder (2nd Edition / Playtest)
Ampoule of the Seraphic Breath
- Item 1: Magic, Wondrous Item, Consumable (Recharging)
- Price: 150 credits; Bulk: —
- Usage: Worn (Neck)
A beautiful teardrop of celestial glass that constantly swirls with an iridescent, sweet-smelling vapor. It is highly prized by envoys and mystics exploring the more volatile regions of the 73 island countries.
- Game Mechanics: While worn, you gain a +1 item bonus to saving throws against emotion and fear effects.
- Passive (Olfactory Perception): You gain a +2 circumstance bonus to Perception checks to notice hidden creatures or hazards via scent, and to Survival checks to track by scent.
- Activable (Sensory Harmony): As a single action, you can inhale the vapors. You gain a +1 item bonus to Sense Motive and Diplomacy checks for the next 10 minutes.
- Activable (Calming Aura): Once per day, as a two-action activity, you can open the ampoule to cast a 1st-level calm emotions spell (DC 15 Will save).
- Activable (Fragrant Concealment): Once per day, as a two-action activity, you can shatter the vapor’s seal (it magically reforms at dawn). You cast a 1st-level fog cloud spell, but the fog smells strongly of blooming flora, masking your scent as well as your visual presence.
Traveller (Mongoose 2nd Edition)
Aromia’s Vapour Artifact
- Item Type: TL 14 / Psionic-Biochemical Dispenser
- Cost: Cr 600
- Weight: —
Thought to be a relic from a highly advanced, psionically active pacifist culture, this small vial dispenses aerosolized neuro-harmonizers triggered by the user’s brainwaves.
- Game Mechanics: The wearer gains a +1 DM to all END and INT checks made to resist fear, panic, or psychological trauma.
- Passive (Chemical Discernment): The user gains a +1 DM to Recon and Science (Chemistry) checks when analyzing the environment or a substance through smell.
- Activable (Calming Aura): By spending 1 action, the user triggers a localized aerosol burst. All hostile biological targets within Short range must make an END (-2) check. Failure means they are overcome by profound lethargy and cannot initiate attacks for 1D6 rounds (though they may defend themselves if attacked).
- Activable (Fragrant Concealment): As an action, the device can vent its cooling agents, creating a dense, sweet-smelling fog that fills an adjacent 3-meter radius. This breaks line of sight and grants a -2 DM to all ranged attacks passing through the cloud.
Warhammer (Fantasy Roleplay 4th Edition)
The Phial of the Perfumed Seraph
- Price: 15 Silver Shillings
- Encumbrance: 0
- Availability: Scarce
A relic of the Fragrance of Divinity, this pristine glass vial contains a swirling mist that never settles. It is often carried by diplomats and healers navigating the dangerous politics and plagues of the Old World.
- Game Mechanics: The wearer gains a +10 bonus to all Cool Tests and Resolve Tests made to resist Fear and Terror.
- Passive (Discern Essence): The wearer gains the “Acute Sense (Smell)” Talent. If they already possess it, they gain an additional +10 to Perception Tests relying on scent, and can easily detect the taint of poison or corruption in food and drink.
- Activable (Sensory Harmony): Once per session, the character may take a deep breath from the vial as a Free Action. They gain a +20 bonus to their next Intuition or Charm Test.
- Activable (Calming Aura): Once per day, the user may unstopper the vial as an Action. All characters within 4 yards must pass a Challenging (+0) Willpower Test. Those who fail lose the “Frenzy” or “Hatred” psychologies for 1 hour, and suffer a -10 penalty to all Weapon Skill Tests as they are pacified by the divine fragrance.
