- Lore
- On the islands of Saṃsāra, where the “Sifting” of the soul can lead to agonizing spiritual friction, the Heavy-Lidded Sandman’s Draught was perfected by the “Sleep-Doctors” of the low-country bayous. This item is a small, cobalt-glass vial wrapped in frayed burlap and sealed with a cork made from the root of a weeping willow that grew over a peaceful grave. It does not contain a liquid in the traditional sense, but a “Fixed Vapor” composed of powdered poppy-hulls, graveyard dust, and the concentrated essence of a summer afternoon’s heat. In the hands of a Tier 1 avatar emphasizing anesthesiology, the Draught is used to “un-tether” a patient’s awareness from their physical pain, allowing for surgeries, wound-stitching, or simply a merciful escape from the “stinging-mana” of the world. It is a common tool for neighborhood healers who believe that the first step to mending the flesh is silencing the scream.
- Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Belt (Pouch/Utility Slot)
- Item Health Points: 10 (Fragile glass)
- Armor Check: 0
- Weight: 0.5 lbs
- Passive Magic
- The Sifter’s Calm: While the vial is worn at the belt, the avatar exudes a subtle, sweet scent of dried lavender and old paper. Any ally within 5 feet gains a small bonus to their resolve against “Pain-Shock” penalties, as the magic pre-emptively numbs the jagged edges of their sensory input.
- Steady-Hand Resonance: The Hoodoo magic within the cobalt glass vibrates at a frequency that suppresses tremors. The avatar receives a constant, stabilizing influence on their fine motor skills when performing delicate medical procedures or handling small surgical tools, provided the vial remains uncorked.
- Activable Magic
- The Deep-Sleep Mist: By uncorking the vial and performing a Normal chant—the “Lullaby of the Willow”—the avatar releases a thin, blue-gray vapor. When directed toward a willing or restrained creature within 5 feet, the mist “fixes” their consciousness in a state of profound insensibility. The target remains completely unconscious and oblivious to physical trauma for 30 minutes. This allows for painless medical intervention. The vapor can be drawn forth a number of times equal to the avatar’s Mind’s Eye level before the “Fixed Vapor” must be recharged by placing the vial in a dark, quiet place for a full Helios-down.
- Vaporous Numb: The avatar can perform a Ritual chant for ten seconds, dabbing a small amount of the vial’s condensation onto a specific part of a patient’s body (a limb or a wound site). This creates a “Local Fix,” rendering that specific area completely devoid of sensation for one hour while the patient remains awake. This is used for minor stitching or extracting shrapnel without the risks of full unconsciousness.
- Specific Slot
- Belt Slot: The vial must be kept in a pouch or clipped to a belt to ensure the “Sifter’s Calm” remains in close proximity to the avatar’s center of gravity.
- Tags
- Hoodoo, Anesthesiology, Tier 1, Belt Slot, Common, Sleep-Magic, Pain-Relief, Healing-Support, Saṃsāra, Blue-Vapor, Sedative, Fixed-Sensation, Cobalt-Glass, Willow-Root, Poppies-of-Peace, Sleep-Doctor, Numbing-Vapor, Lullaby-Scent, Local-Fix, Pain-Sifter, Grave-Dust-Sedative, Surgical-Steady, Heavy-Lidded-Gaze
Procurement and Trade of the Heavy-Lidded Sandman’s Draught
- The Path of Acquisition
- On Saṃsāra, obtaining a Hoodoo 319 usually requires seeking out the “Sleep-Doctors” who dwell in the stilted hamlets of the southern bayous or the quiet, shaded corners of urban infirmaries. A Tier 1 avatar might acquire this item as an inheritance from a village healer or by completing a “Silent Vigil”—a task where they must watch over a suffering patient for a full night without speaking, proving they have the temperament to handle the “Sandman’s” power. Others are found by scavenging old apothecary chests in abandoned coastal clinics, where the cobalt glass has been protected from the stinging-mana of the sun by thick layers of dust and burlap. Because the willow-root cork must be harvested from a tree grown over a “peaceful grave,” some avatars obtain the item by performing a service for a local cemetery caretaker.
- Types of Shops and Trading Hubs
- Back-Alley Apothecaries: These cramped shops are often hidden behind heavy curtains in the industrial tiers of Saṃsāra’s cities. They smell of dried poppy and stagnant water. The “Sleep-Doctor” behind the counter rarely asks for names, focusing instead on the steadiness of the buyer’s hands. Here, the Draught is sold as a medical necessity for those performing “under-the-table” surgeries or treating injuries that the official city-guards should not see.
- Traveling Root-Wagon Stalls: Painted in muted blues and grays to signify their connection to the sleep-arts, these wagons move between rural labor camps and frontier outposts. The proprietors are often former military surgeons who turned to Hoodoo to find more merciful ways to treat the wounded. The whistles of the steam-engines are often muffled near these wagons to prevent waking those who are testing the “Vaporous Numb.”
- Sanctuary Infirmary Commissaries: Located within the neutral “Sanctuary Zones” of the larger islands, these shops provide standardized medical supplies to accredited healers. The Hoodoo 319 is sold here as a regulated sedative. The transaction is formal and often requires the avatar to show a “Healer’s Mark” or a letter of intent from a recognized mentor in the anesthesiology arts.
- The Economics of the Heavy-Lidded Sandman’s Draught
- Apothecary Purchase Price: 18 to 24 Silver. The price is higher in urban areas due to the scarcity of graveyard-grown willow roots. The cost often includes a small instructional “Lullaby” chant provided by the seller to ensure the avatar doesn’t accidentally sedate themselves.
- Apothecary Selling Price: 9 to 12 Silver. Shopkeepers will buy back empty or partially used vials if the cobalt glass is unchipped, as the glass itself is expensive to blow. They pay more if the burlap wrapping is still soaked in the original lavender essence.
- Root-Wagon Purchase Price: 14 to 16 Silver. On the frontier, prices are lower because the materials are easier to source locally, though the “Fixed Vapor” might be less refined. Traders here are more willing to accept barter in the form of rare poppy seeds or blue-glass shards.
- Root-Wagon Selling Price: 7 Silver (or equivalent in medical herbs). Frontier traders value the cobalt vials for their durability and will often trade them for a week’s worth of fresh willow bark or surgical silk.
- Infirmary Commissary Purchase Price: 22 Silver. The price is fixed and non-negotiable. The quality is guaranteed, and the “Fixed Vapor” is at maximum potency. The cost reflects the “cleanliness” of the magic and the lack of spiritual “residue” from previous owners.
- Infirmary Commissary Selling Price: 5 Silver. Official infirmaries rarely buy back “used” medical magic from independent avatars, offering only a nominal recycling fee for the glass to discourage the resale of potentially contaminated vapors.
Strategic Roleplay and Environmental Application of the Heavy-Lidded Sandman’s Draught
- Defense in Crowded Marketplaces and Civil Unrest
- In the bustling, high-tension plazas of a Saṃsāra trade-hub, the Draught serves as a non-violent de-escalation tool. Roleplaying The Sifter’s Calm involves the avatar standing as a literal “well of silence” amidst a shouting crowd or an escalating confrontation. The player describes the subtle, heavy scent of lavender drifting from their belt, which acts as a spiritual anchor. By projecting a sense of medicinal neutrality, the avatar can move through an angry mob to reach a wounded person. The defense is the suppression of the “fight-or-flight” response in others; the Hoodoo magic makes the avatar seem like a non-threat, allowing them to provide aid without being targeted by the surrounding violence.
- Offense in Stealth Infiltration and Guard-Posts
- In the shadowed corridors of a noble’s estate or a fortified laboratory, the Deep-Sleep Mist is used offensively to remove obstacles without leaving a trail of blood. Roleplaying this involves the avatar creeping within breathing distance of a sentry. The player describes the slow, rhythmic “Lullaby of the Willow” chant, whispered just loud enough for the vapor to catch the air. The offense is a “Quiet Takedown”; the guard does not simply fall; they slip into a dreamless, heavy-lidded state as if they had simply sat down for a nap. This allows the party to bypass security while maintaining the “Healer’s Mercy,” as the guard remains physically unharmed but completely neutralized.
- Defense in High-Pressure Surgical Theaters and Field Hospitals
- Within the chaotic environment of a post-skirmish triage center, the Vaporous Numb is used to defend the patient from the “Shock-Death.” Roleplaying this involves the avatar applying the cobalt-cold condensation to a jagged wound while the sounds of battle still echo outside. The player describes the “Local Fix” as a spreading frost that turns a screaming soldier into a focused, calm observer of their own mending. This defensive application prevents the patient’s heart from failing due to extreme pain-stress, allowing the avatar to perform complex life-saving maneuvers under the most dire environmental conditions.
- Offense in Psychological Interrogation and Information Gathering
- In the cold, damp cells of an underground cavern-hub, the Draught can be used to “un-tether” a captive’s resistance. Roleplaying this offensive use of anesthesiology involves a “Soft Interrogation.” Instead of pain, the avatar offers the Deep-Sleep Mist in small, controlled doses to create a state of high-suggestibility and “Heavy-Lidded” confusion. The player describes the captive’s walls of secrecy melting away as the magic sifts through their consciousness, making them feel as though they are talking in a dream. The offense is the extraction of truth through a forced, artificial peace, where the target’s mind becomes as pliable as a weeping willow branch.
- Defensive Retreats in Narrow Steam-Tunnels and Alleys
- When being pursued through the tight, iron-walled service tunnels of a megacity, the avatar can use the Deep-Sleep Mist as a “Vaporous Screen.” Roleplaying this involves uncorking the vial and letting the blue-gray mist billow out behind the retreating party. As the pursuers run into the cloud, the player describes them becoming sluggish and uncoordinated, their limbs feeling as heavy as lead. The defense is the creation of a physical and spiritual barrier of lethargy; the avatar “slides” away while the hunters are left struggling to keep their eyes open, their aggressive intent filtered out by the Sandman’s Draught.

Perception of Activation: Hoodoo 319 of the Heavy-Lidded Sandman’s Draught
- User’s Perspective
- Upon uncorking the cobalt glass, the avatar feels a sudden, cooling sensation at the base of their skull, as if a damp cloth has been placed over their thoughts. Their vision softens at the edges, gaining a dreamlike, vignette quality where colors become muted and movements seem to trail slightly. The scent of dried lavender and old, dusty paper becomes a thick, physical presence in the back of the throat, tasting faintly of honey and iron. The avatar’s own pulse slows to a steady, rhythmic thrum, and they feel a detached, clinical clarity; while they remain fully alert, the emotional weight of a patient’s suffering or the tension of a battlefield is filtered out, leaving only the objective reality of the task at hand.
- Observer’s Perspective
- A companion or patient witnessing the activation sees a thin, violet-tinged vapor pour from the vial like heavy water, curling around the avatar’s hands before drifting toward the target. The air in a five-foot radius becomes visibly “heavy,” appearing slightly darker and more stagnant. The avatar’s movements become fluid and deliberate, their blinking slowing significantly as they adopt the “Heavy-Lidded Gaze.” The target of the mist does not collapse violently; instead, their head lolls, their muscles go slack, and a look of profound, glassy-eyed relief washes over their features as they slide into a state of total insensibility. The ambient noise of the environment—clashing metal, shouting, or steam-whistles—sounds muffled and distant to anyone within the “Sifter’s Calm.”
- Extra-Sensory Perceptions
- The Pulse-Map: The avatar perceives the “rhythm of life” within those nearby as a series of soft, glowing orbs in the chest. A rapid, jagged flickering indicates pain or panic, while a steady, dim glow signifies successful sedation.
- The Pain-Scent: Physical agony is perceived by the avatar as a sharp, acrid odor, similar to ozone or burnt copper. As the Hoodoo magic takes effect, this scent is replaced by the soothing “Lullaby-Scent” of the draught, providing sensory confirmation that the numbing is complete.
- Aura of Stillness: The user feels a psychic “cushion” between themselves and the world. Hostile intents from others feel like dull thumps against a thick curtain rather than sharp threats, allowing the avatar to maintain their “Steady-Hand Resonance” under pressure.
- The Sandman’s Tether: A faint, ethereal blue thread is visible to the avatar, connecting the vial to the sedated patient. This thread vibrates if the patient begins to stir or if the “Fixed Vapor” starts to thin, acting as a visual monitor for the depth of the sleep.
- Positives of Activation
- The primary benefit is the absolute suppression of the “Shock-Death” and the negation of pain-based penalties for the patient. The Steady-Hand Resonance ensures that the avatar can perform high-stakes medical maneuvers with a level of precision that would be impossible under normal stress. It allows for the “Merciful Slide,” where an ally can be removed from a traumatic situation mentally before they are moved physically. Furthermore, the Local Fix provides a unique tactical advantage, allowing a soldier to remain conscious and functional while being completely immune to the debilitating effects of a localized injury.
- Negatives of Activation
- The most significant drawback is the “Lethargic Aftermath.” Once the vapor is resealed, the avatar often suffers from “Heavy-Lidded Fatigue,” where their own reaction times are slowed for several minutes. The detachment provided by the magic can also be a liability; the avatar may become so “filtered” from the environment that they fail to notice a physical threat creeping up on them. Additionally, the violet mist is highly distinct and leaves a lingering, sweet scent that can be easily tracked by those familiar with the sleep-arts. If the Deep-Sleep Mist is used too frequently on the same target, they may suffer from “Willow-Glass Bones,” a temporary brittleness of spirit that makes them more susceptible to fear-based magic in the future.
Ritual of the Peaceful Grave: Crafting Recipe for the Heavy-Lidded Sandman’s Draught
- Materials Needed
- One Cobalt-Glass Vial: Hand-blown from sand mixed with pulverized lapis or cobalt-ore. The deep blue color is essential to “filter” the harsh light of the Helios and protect the delicate vapors.
- A Cork from a Weeping Willow Root: The root must be harvested from a tree that has grown undisturbed over a peaceful grave for at least seven years. This provides the “earth-anchor” for the sleep-magic.
- One Ounce of Powdered Poppy-Hulls: Dried and ground during the height of the summer heat. This acts as the physical base for the sedative properties.
- A Pinch of Fine Graveyard Dust: Collected from the same site as the willow root. It provides the “Fixed-Sensation” of absolute stillness.
- Three Drops of Lavender Essence: Distilled from flowers grown in a “Sanctuary Zone.” This provides the “Lullaby-Scent” and stabilizes the volatile spirits.
- A Square of Frayed Burlap: Taken from a discarded seed-sack or a healer’s old field-kit. This is used to wrap the vial and insulate the magic.
- A Strip of Dark Tanned Leather: To bind the burlap and create the belt-loop.
- Tools Required
- A Small Glass-Blowing Pipe and Torch: To shape the cobalt vial and ensure the neck is perfectly sized for the willow cork.
- A Mortar and Pestle (Stone or Ceramic): To blend the poppy-hulls, graveyard dust, and lavender essence into a consistent “Fixed-Powder.”
- A Small Brass Funnel: To transfer the dry materials into the vial without spilling the “Sifter’s Calm.”
- A Leather-Punch and Sinew-Thread: To craft the protective wrapping and the belt-attachment.
- A Silver Stirring-Rod: To agitate the vapors during the final activation without introducing base-metal impurities.
- Skill Requirements
- Root-Working (Level 2): To understand the spiritual properties of the grave-site and ensure the willow root is harvested with the proper respect.
- Fine Crafting (Level 1): To create an airtight seal between the cork and the cobalt glass, preventing the “Deep-Sleep Mist” from leaking.
- Apothecary / Medicine (Level 1): To properly balance the poppy and lavender ratios, ensuring the draught is merciful rather than lethal.
- Alchemy (Level 1): To trigger the “Fixed Vapor” state through controlled heat and spiritual resonance.
- Crafting Steps
- Step 1: The Forging of the Blue-Shell: Blow the cobalt-glass vial into a rounded, heavy-bottomed shape. While the glass is still warm, whisper the “Verse of the Dimming Light” into the opening.
- Step 2: The Blending of the Stillness: Combine the powdered poppy-hulls and the graveyard dust in the mortar. Add the three drops of lavender essence one by one. Use the silver rod to stir in a slow, counter-clockwise motion until the mixture begins to emit a faint, violet-tinged smoke.
- Step 3: The Infusion of the Vapor: Use the brass funnel to pour the mixture into the cobalt vial. Hold the vial over a low, steady flame until the powder “sublimates” into a thick, blue-gray vapor. The vial must be kept upright to prevent the “Fixed-Sensation” from settling.
- Step 4: The Root-Sealing: Carve the willow-root cork to fit the neck of the vial. Before inserting it, perform a Normal chant—the “Sleep-Doctor’s Lullaby”—to bind the vapor to the cork’s spiritual frequency. Press the cork in firmly to create an airtight “Local Fix.”
- Step 5: The Shrouding of the Glass: Wrap the vial in the square of frayed burlap. Use the leather strip and sinew-thread to bind the wrapping tightly, leaving only the very top of the cork exposed.
- Step 6: The Final Vigil: Place the finished Draught in a dark, silent location (such as a cellar or a padded box) for one full Helios-down. The ritual is complete when the burlap feels cool to the touch and the cobalt glass pulses with a faint, heavy-lidded luminescence when handled.
Sleep-Bringer and Great-Screaming-Wound
In the counting-turns before the iron-doctors had the sharp-silver-teeth and when the great-pain-ghosts still walked the island-ridges as tall-fire-beasts, there was a Sifter-of-Poppies named Ma-Rha. The chewed-bark-scrolls of the very-old-tongue speak that Ma-Rha was a “Bearer-of-Quiet,” a woman whose breath smelled always of the lavender-flower and the damp-earth of the valley-shade. In those cycles, the biting-of-the-flesh and the cutting-of-the-skin were things of the Great-Agony, for the spirit was “tightly-tethered” to the bone-sticks, and to mend the body was to break the soul-strings with the loud-shouting-noises.
One season of the Bitter-Sharus, a Great-War-of-Stones fell upon the low-country bayous. A giant of the iron-hills, a metal-man with skin made of the rusted-plates, fell in the mud-trap and was bitten by the jagged-rocks. His leg-flesh was torn as the dried-husk of the corn-stalk, and his screaming-mouth was a “flickering-storm” that shook the very birds from the sky-ceiling. The high-healers of the stone-towns tried to sew the flesh-rents with the bone-needles, but the metal-man’s pain-ghost was too angry. Every touch of the needle made the metal-man strike with the heavy-arm-clout, for his consciousness was a “jagged-glass” that could not be dulled by the simple-water or the fermented-grain-juice.
The story-words of the ancient-cracked-mud say that Ma-Rha did not bring the heavy-ropes to bind the metal-man or the wooden-bit for his teeth-grinding. She traveled to the Weeping-Willow-of-the-Silent-Grave, a tree that had grown over the resting-hole of the First-Peace-Maker, a man who had never raised his voice-sound in eighty cycles of the sun-fire. She asked the Root-Spirit for a “plug-of-the-stillness” to hold the heavy-sleep. The Root-Spirit gave her a piece of the white-soft-wood, but it was filled with the “weeping-moisture” and would not stay dry in the humid-air-wind.
Ma-Rha took the white-soft-wood to the Blue-Glass-Maker of the Cobalt-Coast, a man who could turn the sea-sand into the “frozen-sky.” He blew a vial of the deepest-ocean-blue, a vessel that could “filter-out” the harsh-stinging-light of the Helios. Ma-Rha then gathered the hulls of the Sleeping-Poppy and the fine-dust from the peace-maker’s grave-dirt. She mixed these with the sweet-oil of the lavender-stalks in a bowl of the blue-stone. As she stirred the “Fixed-Vapor,” she sang the Lullaby-of-the-Sandman, a melody that sounded like the “humming-of-the-deep-water” and the “rustling-of-the-night-leaves.”
The ancient-translator-scribes say the vapor within the cobalt-shell became a “Heavy-Lidded-Cloud,” a piece of the midnight-fog trapped in a thumb-bottle. Ma-Rha walked to the Great-Screaming-Wound of the metal-man. The air around him was hot with the pain-fire. She did not speak the “shouting-words,” but uncorked the willow-root with a soft-plucking-sound. She breathed the Deep-Sleep-Mist into the metal-man’s nose-holes.
The sound of the screaming-mouth stopped instantly, not as a death-silence, but as a “sliding-into-the-dream.” The metal-man’s iron-lids became as heavy-stones. His jagged-glass consciousness became as the smooth-river-silt. While he floated in the “Fixed-Vapor,” Ma-Rha sewed his flesh-rents with the surgical-silk, and the metal-man did not feel the needle-bite or the skin-pull. He was “un-tethered” from his own agony, his spirit resting in the cobalt-shadow of the Sandman’s Draught.
When the metal-man woke under the next moon-face, his flesh was mended and his pain-fire was a “dim-ember.” He gave Ma-Rha a trade-gift of a heavy-brass-cap to protect the willow-cork, so the peace would never leak to the four-winds. Ma-Rha taught the other Sifters-of-Poppies how to blow the cobalt-glass and how to “fix” the lavender-vapor. Because of the Bearer-of-Quiet and the willow-root-stillness, the healers of Saṃsāra found that they could mend the broken-ones without the “soul-shattering,” for the Sandman’s Draught provided a bridge of silence over the river of pain.
The Moral of the Story: The loudest scream cannot stop the bleeding of the wound, but a single drop of the quiet-vapor can still the heart enough to let the mending-hand do its work; for the greatest medicine is not the one that strikes the loudest, but the one that brings the deepest peace to the suffering spirit.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Sleep-Doctor’s Cobalt Phial
- Item Type: Folk Magic Artifact / Medical Tool
- Game Mechanics: This item functions as an advanced anesthetic. Its use requires a successful Medicine or First Aid roll to ensure the correct dosage. Failure on a roll might result in the patient remaining partially conscious (suffering a Penalty Die to further medical actions) or experiencing vivid, sanity-threatening hallucinations.
- Stat Block:
- The Sifter’s Calm (Passive): The user gains a Bonus Die on Sanity Rolls made to remain composed while viewing horrific injuries or performing gruesome surgeries.
- Steady-Hand Resonance (Passive): All Medicine and First Aid rolls made by the user are one step easier (e.g., Extreme becomes Hard, Hard becomes Regular).
- The Deep-Sleep Mist (Active): By spending 1 Magic Point, the user induces a coma-like sleep in a willing or restrained subject. The subject is immune to all pain-based penalties and will not wake from physical trauma for 1d6+4 rounds.
- Vaporous Numb (Active): The user can expend 2 Magic Points to numb a limb. This allows for a surgical procedure to be performed on that limb without the subject losing any additional Sanity from the pain of the operation.
- Syntax: “The cobalt glass releases a heavy, sweet-smelling vapor that sifts the investigator’s consciousness away from the waking world, leaving the body a senseless vessel for the doctor’s tools.”
Blades in the Dark
Unique Name: The Sandman’s Fixed Vapor
- Item Type: Fine Alchemical / Medical Set (1 Load)
- Game Mechanics: A vital tool for Leeches or Physickers. It allows for the treatment of high-level harm without the risk of the patient going into shock or resisting the treatment due to agony.
- Specific Mechanics:
- The Sifter’s Calm (Passive): When you Tinker or Physick to treat injuries, you have +1 Effect. The calming lavender scent prevents the patient from panicking during the procedure.
- Steady-Hand Resonance (Passive): You ignore the “Shaky Hands” or “Stressed” consequences when performing delicate tasks involving medicine or fine mechanisms.
- Deep-Sleep Mist (Active): Spend 1 Stress to instantly render a restrained or willing NPC unconscious for the duration of a scene. This is a “Quiet” action and does not generate Heat.
- Vaporous Numb (Special): During a Healing Clock segment, you may use this item to ensure the patient does not need to mark Stress to endure the treatment, effectively making the recovery process “fixed” and stable.
- Syntax: “The Leech uncorks the phial, releasing a blue-gray mist that tethers the patient’s spirit to a dream-state, allowing for the mending of flesh without the interference of a screaming soul.”
Dungeons & Dragons (5th Edition)
Unique Name: Hoodoo-319: Phial of the Heavy-Lidded Sandman
- Item Type: Wondrous Item, Common
- Game Mechanics: Requires Attunement by a creature with proficiency in Medicine or the Alchemist’s Supplies.
- Stat Block:
- The Sifter’s Calm: You and allies within 5 feet of you have Advantage on saving throws against being Frightened or Incapacitated by pain-related effects.
- Steady-Hand Resonance: You have Advantage on Wisdom (Medicine) checks and Dexterity checks made to use a Healer’s Kit.
- Deep-Sleep Mist: As an action, you can target a willing or restrained creature within 5 feet. The creature must succeed on a DC 13 Constitution saving throw (willing creatures may choose to fail) or fall into a magical sleep for 1 hour. The sleeper is Unconscious and does not wake when taking damage from a source you designate (such as a surgical incision). Once used 3 times, it recharges at dawn.
- Vaporous Numb (1/Day): You can use a bonus action to touch a creature. For the next hour, that creature has Resistance to all damage, but only for the purpose of maintaining concentration on spells or resisting the effects of lingering injuries.
- Syntax: “As the blue-gray mist curls around the patient, their eyes grow heavy and their pain is ‘fixed’ into a distant memory, allowing the healer to work with absolute precision.”
Knave (2nd Edition)
Unique Name: The Blue-Vapor Phial
- Item Type: Tool (1 Slot)
- Game Mechanics: A essential relic for any character acting as the party’s surgeon. It turns the “Grisly Surgery” table into a manageable task.
- Specific Mechanics:
- Sifter’s Calm (Passive): You gain a +2 bonus to all checks made to remain calm or resist fear.
- Steady-Hand Resonance (Passive): Any “Surgery” check you make is automatically successful if the patient is not currently in combat.
- Deep-Sleep Mist: Once per day, you can put a creature to sleep for 1 hour. They cannot be woken by non-magical means during this time, even if wounded.
- Vaporous Numb: You may rub the condensation from the bottle on an ally’s wound. They ignore all movement penalties or “Wounded” stat reductions for the next turn.
- Syntax: “The Sandman’s vapor sifts the pain from the body, leaving the patient as still as a grave-statue while the doctor stitches the rent flesh.”
Fate (Condensed / Core)
Unique Name: The Sandman’s Cobalt Vapors
- Item Type: Extraordinary Item / Stunt Focus
- Game Mechanics: This vial functions as a focus for the Crafts (as medical science) or Lore skills. It allows a healer to bypass the “Agony” of their patients to perform delicate operations.
- Specific Mechanics:
- Sifter’s Calm (Passive): Because I have The Sandman’s Cobalt Vapors, I get a +2 to Lore rolls made to resist mental stress or horror when witnessing severe physical trauma.
- Deep-Sleep Mist: Once per scene, you may spend a Fate Point to create a “Deeply Sedated” aspect on a willing or restrained target with two free invokes. This aspect cannot be overcome by physical pain or loud noises for the duration of the scene.
- Steady-Hand Resonance: When you use Crafts to provide medical treatment, you may ignore any situational complications related to “Poor Environment” or “Patient’s Struggling.”
- Syntax: “The player invokes the Heavy-Lidded Gaze to sift the consciousness from the target, leaving only a vessel of flesh that feels no bite of the needle.”
Numenera & Cypher System
Unique Name: The Bio-Static Numbing Phial
- Item Type: Artifact (Level 1d6)
- Game Mechanics: A cobalt-glass cylinder that releases a mist tuned to the neural-static of humanoid nervous systems.
- Specific Mechanics:
- Depletion: 1 in 1d20 (Check made after using the Deep-Sleep Mist).
- Passive – Sifter’s Calm (Asset): The user has an Asset on all Intellect-based tasks involving medicine, surgery, or the identification of sedative substances.
- Active – Deep-Sleep Mist (Action): The user releases a cloud of violet vapor. One creature of Level 3 or lower within immediate range must make a Might defense roll or fall into a deep sleep for 1 hour. This sleep is “Fixed,” meaning the creature does not wake from taking damage unless the damage is more than half its maximum health in one hit.
- Active – Vaporous Numb (Action): By applying the condensation to a wound, the user eases a target’s pain. This reduces the difficulty of any physical task the target performs by one step for one hour, but the target takes a one-step penalty to all tasks requiring fine touch or speed in that limb.
- Syntax: “The phial emits a bio-static frequency that ‘tethers’ the subject’s pain receptors to a null-state, filtering out the trauma of the physical realm.”
Pathfinder (2nd Edition)
Unique Name: Hoodoo-319: Heavy-Lidded Sandman’s Draught
- Item Type: Item 1 (Magical, Enchantment, Primal)
- Game Mechanics: Worn (Belt); Bulk: L
- Stat Block:
- The Sifter’s Calm (Passive): You gain a +1 item bonus to Will Saves against emotion and fear effects.
- Steady-Hand Resonance (Passive): You gain a +1 item bonus to Medicine checks to Treat Wounds or Administer First Aid.
- Deep-Sleep Mist (Action): [Two-Actions] (concentrate, enchantment, primal, sleep); Effect: You release a 5-foot cloud of blue-gray vapor. One willing or restrained creature in the cloud must succeed on a DC 15 Fortitude save or fall Unconscious for 10 minutes. The creature does not wake up due to damage dealt by your medical tools or surgical procedures.
- Vaporous Numb (Activity): [1-Minute Activity] You apply the condensation to a creature’s limb. The creature gains Resistance 2 to all physical damage for 1 hour, but only for the purpose of ignoring the “Clumsy” or “Slowed” conditions caused by injuries to that specific limb.
- Syntax: “The blue-gray mist sifts through the air, ‘fixing’ the patient’s nerves in a state of primal silence while the healer’s hands move with enchanted steadiness.”
Savage Worlds (Adventure Edition)
Unique Name: The Sleep-Doctor’s Numbing Phial
- Item Type: Minor Arcane Artifact
- Game Mechanics: A cobalt-blue vial wrapped in burlap that resonates with the Healer Edge.
- Specific Mechanics:
- Sifter’s Calm (Passive): The user adds +1 to all Healing and Fear rolls. Allies within a Small Blast Template centered on the user ignore 1 point of Wound Penalties for the purpose of Spirit rolls to remain conscious.
- Steady-Hand Resonance (Passive): The user ignores the “Unstable Platform” or “Distraction” penalties when using the Healing skill.
- Deep-Sleep Mist (Active): As an action, the user makes a Spirit roll. On a success, a willing or restrained target falls into a magical sleep for one hour (or until the end of the scene). The target cannot be shaken or wounded out of this sleep by the user’s own medical actions.
- Vaporous Numb (Active): The user can spend a Bennie to grant an ally the Nerves of Steel Edge for the duration of one encounter, as the “Local Fix” numbs their physical agony.
- Syntax: “The phial’s vapor acts as a ‘tether’ of peace, filtering out the screaming signals of the body to allow the doctor’s work to proceed in absolute stillness.”
Shadowrun (6th World Edition)
Unique Name: The Bayou Sleep-Doctor’s Cobalt Phial
- Item Type: Force 2 Health Focus (Hoodoo Tradition)
- Game Mechanics: This burlap-wrapped vial serves as a focus for healers practicing the Hoodoo tradition. It manipulates the astral signatures of pain, “sifting” them away from the physical body. It must be bonded to the user’s Magic attribute.
- Stat Block:
- The Sifter’s Calm (Passive): The bonded user gains a +1 dice pool bonus to resist any drain caused by Health spells or magical healing actions.
- Steady-Hand Resonance (Passive): The user receives a +1 dice pool bonus to Biotechnology or Medicine tests. This bonus specifically negates penalties from “Environmental Distractions” or “Cramped Conditions.”
- Deep-Sleep Mist (Active): As a Major Action, the user uncorks the vial and spends 1 Reagents to release the mist. A willing or restrained target within 2 meters must resist with Body + Willpower vs. the user’s Magic + Tradition. On a failure, the target enters a state of “Fixed Sleep” for (Force x 10) minutes, becoming completely insensible to physical damage.
- Vaporous Numb (Active): As a Minor Action, the user can apply the condensation to a target’s wound. This reduces the target’s wound penalties by 1 for the next hour, though the affected limb suffers a -1 dice pool penalty to Agility-based tests.
- Syntax: “The cobalt glass bleeds a violet-gray vapor that sifts the subject’s astral cord from their physical agony, fixing their consciousness in a dreamless void while the doctor works.”
Starfinder (2nd Edition / Playtest)
Unique Name: Folk-319: Heavy-Lidded Bio-Sedative Phial
- Item Type: Magic Item (Level 1)
- Game Mechanics: Occupies the belt slot and requires investment. It uses a combination of primal Hoodoo magic and bio-chemical vapors to regulate a patient’s nervous system.
- Stat Block:
- Usage: worn; Bulk: L
- The Sifter’s Calm (Passive): You gain a +1 status bonus to Will saves against emotion and fear effects. Allies within 5 feet of you gain this bonus as well.
- Steady-Hand Resonance (Passive): You gain a +1 item bonus to Medicine checks to Administer First Aid or Treat Wounds. You ignore the “Clumsy” condition for the purpose of medical checks.
- Deep-Sleep Mist (Action): [One-Action] (concentrate, enchantment, magical, sleep); Effect: You release a puff of mist at a creature within 5 feet. A willing or restrained creature must succeed at a DC 15 Fortitude save or fall Unconscious for 30 minutes. The creature does not wake up from damage dealt by your own surgical tools or medical treatments.
- Vaporous Numb (Activity): [10-Minute Activity] You apply the vial’s residue to an ally. For the next hour, that ally gains Resistance 2 against “Pain” type effects and ignores the first 1d4 damage from any persistent bleed effect.
- Syntax: “The vial’s blue-gray vapor sifts through the air to ‘fix’ the patient’s neural pathways, tethering their awareness to a state of absolute medical stillness.”
Traveller (Mongoose 2nd Edition)
Unique Name: The Southern-Reach Bio-Static Sedative
- Item Type: TL 12 Medical / Psionic Focus
- Game Mechanics: While looking like an archaic folk-magic charm, this cobalt vial contains a bio-static vapor that interacts with the user’s latent psionic or “Life-Force” energy to suppress pain receptors in sentient beings.
- Stat Block:
- The Sifter’s Calm (Passive): The user receives a +1 DM to all Medic checks made to stabilize a character in “Critical” condition.
- Steady-Hand Resonance (Passive): The user ignores the -2 DM penalty for performing surgery in high-stress or moving environments (such as a traveling starship or a combat zone).
- Deep-Sleep Mist (Active): As a Significant Action, the user opens the vial. A willing or restrained target within 2 meters must make a Difficulty 8 END check. On a failure, they are “Fixed” in a deep sleep for 1D6 x 10 minutes. They cannot be awakened by physical stimuli during this time.
- Vaporous Numb (Active): Once per day, the user may use the condensation to treat a limb. The patient ignores all DM penalties from wounds for 1 hour, but any task involving that limb takes a -1 DM penalty due to numbness.
- Syntax: “The bio-static mist sifts the patient’s sensory input, tethering their consciousness to a dream-state that filters out the trauma of the physical environment.”
Warhammer (4th Edition)
Unique Name: The Sleep-Doctor’s Cobalt Draught
- Item Type: Magical Curio / Apothecary Fetish
- Game Mechanics: A small, cobalt-blue vial blessed by the “Sleep-Doctors” of the marshlands. It resonates with the Wind of Chamon (Gold) and Rhya (Life), sifting the spirit from the body’s cries.
- Stat Block:
- The Sifter’s Calm (Passive): The wearer gains a +10 bonus to Cool Tests to resist the effects of witnessing “Grisly” sights or terrifying wounds.
- Steady-Hand Resonance (Passive): The wearer gains a +10 bonus to all Heal Tests. They ignore the “Broken” condition of any patient they are currently treating.
- Deep-Sleep Mist (Active): As an Action, the wearer releases the mist. A willing or restrained target within 2 yards must pass a Challenging (+0) Endurance Test or gain the “Unconscious” condition for 1d10 x 5 minutes. The target will not wake up even if they suffer further Wounds from the wearer’s medical instruments.
- Vaporous Numb (Active): Once per session, the wearer may apply the residue to a patient. The patient ignores all negative modifiers from a single “Critical Wound” for the next hour.
- Syntax: “The blue-gray mist sifts the soul from the flesh-pain, ‘fixing’ the patient in a state of tranquil silence while the healer mends the broken bone.”
