Frostbite Elixir

From: Frostbloom

Lore: The Frostbite Elixir is a concoction born from the ancient knowledge of alchemists who sought to harness the unique properties of the Frostbloom Vine. Legends speak of a renowned alchemist who discovered a method to extract the vine’s essence and blend it with cooling elements. The elixir was created to grant adventurers an edge against the harsh cold and ice-based threats that lurked in frozen realms. It is said that the elixir’s creation required a delicate balance between the potent toxicity of the Frostbloom Vine and the soothing qualities of mint and sugar.

Use: The Frostbite Elixir finds its purpose primarily in providing temporary resistance to cold damage. It forms a protective barrier within the consumer, mitigating the harmful effects of freezing temperatures or magical cold-based attacks. Adventurers who venture into icy landscapes or face enemies with frost-related powers often seek this elixir to fortify themselves against such dangers.

Stats:

  • Level Requirement: Tier 1
  • Skills Required: Alchemy (Basic) – The character should possess basic alchemical knowledge and skill to prepare the elixir.
  • Preparation Time: 1 hour – The elixir requires careful preparation and precise mixing of ingredients.
  • Cost: 30 gold pieces – The cost covers the rare Frostbloom Vine extract, mint leaves, sugar, and the alchemical equipment necessary for its preparation.

Process:

  • Acquire the Ingredients: Obtain Frostbloom Vine extract from reputable alchemical suppliers or harvest it from the plant itself. Gather fresh mint leaves and acquire high-quality sugar.
  • Crush the Ice: Use a mortar and pestle or other suitable means to crush ice into fine crystals.
  • Prepare the Mixture: In an alchemical flask, combine the Frostbloom Vine extract, crushed ice, mint leaves, and a measured amount of sugar. Stir the mixture gently until the ingredients are thoroughly blended.
  • Infuse with Magic: Perform a short incantation or imbue the mixture with a touch of magical energy, allowing the elixir to harness the essence of the Frostbloom Vine.
  • Bottle and Label: Carefully pour the elixir into a small vial and seal it securely. Attach a label indicating its name and effects for easy identification.

Tags:

  • Consumable: The Frostbite Elixir is consumed by drinking the contents of the vial.
  • Temporary Effect: The elixir provides temporary resistance to cold damage, granting an advantage against cold-based threats for a short duration.
  • Alchemical: The elixir is a product of alchemical craftsmanship, requiring knowledge and skill in the field.
  • Additional: Cold Resistance, Icy Defense, Protective Potion, Elemental Shield, Frostbloom Infusion, Adventurer’s Aid, Magical Mixture, Winter Elixir, Chilling Concoction, Rare Reagent

The Frostbite Elixir can be sold in specialized alchemical shops, magical emporiums, or even apothecaries that cater to adventurers and individuals in need of magical and alchemical remedies. These establishments are typically found in towns or cities where magic and arcane knowledge are valued. It is in these places that skilled alchemists or herbalists produce and sell the elixir to those seeking protection against cold-based threats.

As for availability, the Frostbite Elixir may not be as common as more mundane potions or remedies. Due to the rarity of the Frostbloom Vine and the expertise required to extract its essence, the elixir might be considered a relatively valuable and sought-after item. It may not always be readily available in every shop, requiring characters to either search for reputable alchemists or visit specialized establishments known for dealing in rare and magical concoctions.

Regarding the end results, once an adventurer acquires the Frostbite Elixir, they can consume it by drinking the contents of the vial. The elixir’s effects are activated upon ingestion, providing temporary resistance to cold damage for a short duration. This resistance grants the character an advantage in enduring freezing temperatures or mitigating the harm caused by cold-based attacks or spells. The elixir’s protection allows the character to venture into icy environments, withstand the chill, or combat foes that rely on cold-based powers.

An Alchemist’s Folly and the Winter’s Gift

From fragmented parchments, salvaged from a frost-rimed ruin, comes this tale—a chronicle of hubris and unforeseen salvation. It concerns the birth of a concoction known as the Winter’s Gift, the Frostbite Elixir in the common tongue, and speaks of a time when the boundaries between ambition and folly were as thin as ice on a winter pond.

Long ago, in a realm cloaked in perpetual twilight, there lived an alchemist, whose name is lost to the ravages of time, but whom the surviving texts refer to as the Frigid Hand. He was a master of his craft, renowned for his skill in distilling the most potent of essences. Yet, he was driven by an insatiable desire to control the very elements, to bend the forces of nature to his will.

His obsession led him to the treacherous peaks where the Frostbloom Vine, a plant of fabled power and perilous toxicity, was said to grow. The Frigid Hand sought to harness its essence, believing it held the key to unparalleled resistance to the cold, a way to conquer the frozen wastelands that surrounded his domain.

After many perilous expeditions, he found it—the Frostbloom, its vines laced with frost, its flowers shimmering with an ethereal blue light. With painstaking care, he extracted its essence, a process fraught with danger, for the plant’s touch could freeze flesh to the bone.

Returning to his laboratory, the Frigid Hand began his experiments. He combined the Frostbloom extract with crushed ice, the purest sugar, and leaves of mountain mint, seeking to temper the plant’s inherent toxicity. Through countless trials and failures, he finally created a concoction that glowed with a soft, blue light—the first batch of the Winter’s Gift.

But the Frigid Hand, in his arrogance, made a grave error. He believed he had tamed the Frostbloom’s power, that he had bent it entirely to his will. He consumed the elixir in vast quantities, seeking to become immune to the cold, to become one with the frozen wastelands he so desired to control.

At first, he seemed to succeed. He could walk through blizzards unfazed, his body impervious to the biting frost. But the Frostbloom’s essence was not so easily controlled. It began to change him, to freeze him from the inside out. His heart grew cold, not just in body, but in spirit. He became নিষ্ঠুর (cruel), his compassion replaced by an icy indifference.

The tale grows fragmented here, the parchment crumbling to dust. Some say the Frigid Hand was eventually consumed by the very cold he sought to master, his body becoming a frozen statue, a monument to his own hubris. Others claim that the people, once in awe of his abilities, rose up and used the elixir against him, turning the alchemist’s creation into their salvation, trapping him in a prison of his own making.

Moral: Even the most potent gifts of nature must be treated with respect and caution, for their power can be both a blessing and a curse. The pursuit of control over the elements, or over any force beyond human understanding, can lead to unforeseen consequences, and that true mastery lies not in domination, but in balance and understanding. The coldest heart is often that which has forgotten the warmth of its own humanity. And that sometimes the greatest discoveries are made not to fulfill selfish desires, but to save us from them.

Suggested conversions to other systems:

Call of Cthulhu 7th Edition

Frostbite Elixir

  • Description: A shimmering, pale blue elixir that glows faintly in the dark. It smells of mint and carries a noticeable chill.
  • Sanity Loss: 0/1 (upon realizing the elixir’s unnatural properties or witnessing its prolonged effects on someone).
  • Effects: When consumed, the elixir grants temporary resistance to cold damage. For the next hour, the character gains a +4 bonus to their CON when resisting the effects of cold weather or cold-based attacks. Additionally, they take half damage from any cold-based attacks (rounded down). However, prolonged use of the elixir can have detrimental effects. For each dose consumed beyond the first within a 24-hour period, the character must make a CON roll. On a failure, they gain a temporary bout of madness, as the unnatural cold seeps into their mind.
  • Availability: Rare; likely found in the possession of those who dwell in extremely cold environments or those who experiment with unnatural substances.
  • Cost: Priceless (or a significant amount, if found for sale).
  • Build: 0
  • Example Use in Game: An investigator, venturing into the arctic to investigate a strange phenomenon, consumes a Frostbite Elixir. They gain a bonus to their CON when resisting the extreme cold and take reduced damage from a creature’s icy attack. However, they must be careful not to overuse the elixir, lest they risk their sanity.

Blades in the Dark

Frostbite Elixir

  • Item Type: Alchemical
  • Quality: Tier III
  • Usage: Consumed
  • Effect: When consumed, the elixir grants the user resistance to cold. For the next downtime activity or score (whichever comes first), the character treats any cold-based harm as one level less (e.g., level 3 harm becomes level 2). Additionally, they gain Potency against any environmental effects related to cold. However, each use of the elixir inflicts level 1 harm “Frozen Heart” that cannot be healed until the character indulges their vice. Repeated uses of the elixir before indulging their vice will increase the level of the harm inflicted.
  • Tags: Single Use, Cold Resistance, Addictive
  • Availability: Rare; acquired through special opportunities or crafted by those with access to the formula and rare ingredients.
  • Crafting:
    • Requirements: A character must have access to an alchemical lab and expend one downtime activity. They must also make an appropriate roll (e.g., Study or Tinker) with a standard effect of creating a Tier I version of the elixir. The difficulty and tier of the roll can be adjusted based on the resources available and the character’s connections.
    • Cost: The cost of acquiring Frostbloom Vine extract, mint leaves, and high-quality sugar. This could range from 4 to 6 coin.
  • Example Use in Game: A Cutter, facing a score in a freezing environment, consumes a Frostbite Elixir. They take reduced harm from the cold and gain Potency when dealing with the environmental hazards. However, they also take level 1 harm “Frozen Heart,” which they must address by indulging their vice.

Dungeons & Dragons 5th Edition

Frostbite Elixir

  • Item Type: Potion, uncommon
  • Description: This crystal-clear vial contains a shimmering, pale blue liquid that glows faintly. It smells of mint and is cold to the touch.
  • Effect: When you drink this elixir, you gain resistance to cold damage for 1 hour. However, if you drink more than one dose of this elixir within 24 hours, you must make a DC 13 Constitution saving throw. On a failed save, you gain vulnerability to fire damage for 1 hour as your body overcompensates for the cold.
  • Crafting: Crafting a Frostbite Elixir requires proficiency with the Alchemist’s Supplies and access to rare ingredients, including Frostbloom Vine extract, mint leaves, and high-quality sugar, valued at no less than 100 gp total. The process typically requires 8 hours of effort and a successful DC 15 Intelligence (Nature) check.
  • Example Use in Game: A character drinks a Frostbite Elixir before facing a white dragon. They gain resistance to the dragon’s cold breath weapon for 1 hour. But if they drink another dose too soon, they risk becoming vulnerable to fire.

Knave

Frostbite Elixir

  • Item: Potion
  • Description: A vial containing a shimmering, pale blue liquid that is cold to the touch.
  • Effect: When consumed, the Frostbite Elixir grants the drinker resistance to cold for one hour. They take half damage from any cold-based attacks or effects. However, if they consume more than one dose within 24 hours, they must make a দুর্গ্রহ (Misfortune) save or become vulnerable to fire for one hour, taking double damage from any fire-based attacks or effects.
  • Inventory Slot: 1
  • Cost: 200 sp (if found for sale)
  • Crafting: Crafting a Frostbite Elixir in Knave would be a challenging task, requiring access to rare ingredients like Frostbloom Vine extract and a skilled alchemist. The GM would need to determine the specific challenges involved.
  • Example Use in Game: A character drinks a Frostbite Elixir before venturing into a frozen cave. They take half damage from the freezing winds and the icy attacks of the creatures within. However, if they drink another dose too soon, they risk becoming vulnerable to fire-based attacks.

Fate (Fate Core)

Frostbite Elixir

  • Aspect: Glacial Shell Elixir
  • Description: A magical potion that grants temporary but potent resistance to cold.
  • Permissions: Can be used by anyone. Characters with aspects or skills related to cold, survival, or alchemy might gain additional benefits or insights when using or creating the elixir.
  • Cost: Creating the elixir would likely require overcoming a significant challenge to acquire rare ingredients like Frostbloom Vine extract, fresh mint leaves, and high-quality sugar (using Lore, Contacts, or other appropriate skills). The difficulty should reflect the campaign’s power level.
  • Effect:
    • Create an Advantage: Consuming the elixir allows a character to create an advantage aspect like “Glacial Shell” or “Ice in the Veins” on themselves, with one free invoke.
    • Invoke: The created aspect can be invoked for a +2 bonus or a reroll on any roll related to resisting cold damage or the negative effects of cold environments.
    • Overcome: The temporary protection might be bypassed or overcome in extreme circumstances, such as a massive blast of cold magic or prolonged exposure to absolute zero temperatures. The GM should determine the difficulty based on the situation.
    • Duration: The “Glacial Shell” or similar aspect lasts for one scene or until the free invoke is used, whichever comes first.
  • Drawback: Overuse can create a compel-able aspect like “Chilled to the Bone” or “Heart of Ice”, representing the negative consequences of relying too much on the elixir.
  • Example Use in Game: A character facing a frost giant consumes a Frostbite Elixir, creating the “Glacial Shell” aspect on themselves with one free invoke. They can invoke this aspect to gain a +2 bonus on their Physique roll to resist the giant’s icy attacks or the freezing environment. The GM could later compel the “Chilled to the Bone” aspect to introduce complications related to the character’s prolonged exposure to unnatural cold.

Numenera & Cypher System (Cypher System Rulebook)

Frostbite Elixir

  • Type: Cypher (consumable)
  • Level: 1d6
  • Effect: When consumed, the Frostbite Elixir grants the user resistance to cold damage for one hour. The user treats any cold-based damage or environmental effect as if it were one step lower on the damage track. Additionally, the user gains an asset on any task related to withstanding cold temperatures or resisting cold-based attacks. If the user is already resistant to cold damage, this cypher provides no additional benefit. However, using more than one Frostbite Elixir in a 24-hour period inflicts 1d4 Intellect damage (ignores Armor) as the unnatural cold affects their mental state.
  • Form: A small vial containing a shimmering, pale blue liquid that glows faintly.
  • Depletion: 1 (single use)
  • Example Use in Game: A Jack consumes a Frostbite Elixir (level 3) before venturing into a frozen wasteland. For the next hour, they treat any cold-based damage as one step lower on the damage track and gain an asset on tasks related to surviving the cold.

Pathfinder (Pathfinder 2nd Edition)

Frostbite Elixir

  • Item Type: Alchemical Elixir (Consumable)
  • Level: 3
  • Price: 60 gp
  • Usage: Held in 1 hand; Bulk: L
  • Activate: Interact (Consume)
  • Description: This crystal-clear vial contains a shimmering, pale blue liquid that glows faintly. It smells of mint and is cold to the touch.
  • Effect: When you drink this elixir, you gain cold resistance 5 for 1 hour. If you already have cold resistance, it increases by 2. However, if you consume more than one Frostbite Elixir within 24 hours, you must make a DC 15 Fortitude save. On a failed save, you become clumsy 1 until you complete a full night’s rest due to the intense cold affecting your body.
  • Crafting: To craft a Frostbite Elixir, you must have the Alchemical Crafting feat and be at least 3rd level. You need a formula for the elixir, access to an alchemist’s lab, and raw materials worth 24 gp, including Frostbloom Vine extract, mint leaves, and high-quality sugar. The Craft activity takes 4 days (or less with higher proficiency in Crafting).
  • Example Use in Game: A character drinks a Frostbite Elixir before facing a creature with cold-based attacks. They gain cold resistance 5 for 1 hour, reducing the damage they take from such attacks.

Savage Worlds (Savage Worlds Adventure Edition)

Frostbite Elixir

  • Type: Potion (Special)
  • Description: A vial containing a shimmering, light blue liquid that grants temporary resistance to cold.
  • Effects: When consumed, the Frostbite Elixir grants the user the Environmental Resistance (Cold) Edge for one hour. This grants +4 to resist cold-based effects and reduces damage from cold by 4. If they already have this Edge, they gain no additional benefit. However, if a character consumes more than one Frostbite Elixir within 24 hours, they must make a Vigor roll at -2. On a failure, they become Fatigued until they can rest for at least 8 hours, as the unnatural cold takes a toll on their body.
  • Cost: 250 (reflecting the rarity of the ingredients)
  • Availability: Rare; found in specialized magical shops or in the possession of those who practice cold magic.
  • Example Use in Game: A character drinks a Frostbite Elixir before venturing into a frozen wasteland. For the next hour, they gain +4 to resist the effects of the cold and reduce damage from cold-based attacks by 4.

Shadowrun (Shadowrun, Sixth World)

Frostbite Elixir

  • Type: Magical Preparation (Sustained)
  • Category: Elemental (Cold)
  • Description: This elixir, infused with rare reagents and magical energy, grants the user temporary resistance to cold and cold-based attacks.
  • Effect: Upon consuming the elixir, the user gains the “Resist Cold” spell effect for a number of hours equal to the preparation’s Potency.
  • Resist Cold: (Physical, Elemental, Duration: Sustained) This spell grants the target a resistance to cold damage and cold-based environmental effects. The target gains a number of extra dice equal to the spell’s hits on tests to resist cold damage.
  • Potency: When the preparation is created, the alchemist rolls (Magic + Alchemy) x 2. The result is the preparation’s Potency.
  • Force: The Force of the spell is determined when the preparation is created, and it is equal to half the alchemist’s Magic attribute (rounded up). The alchemist must resist Drain as normal for casting the spell at that Force. The Drain Value is (Force/2).
  • Duration: The spell’s effects last for a number of hours equal to the preparation’s Potency.
  • Availability: 8R (Restricted)
  • Cost: 100¥ x (Force + Potency)
  • Street Index: 2
  • Example Use in Game: An alchemist with Magic 6 creates a Frostbite Elixir. They roll (6+4)x2 and get a result of 14. They choose to set the Force at 3 (half their Magic, rounded up). The Drain Value is 2 (3/2 rounded up). They resist 2 boxes of Drain. They give the elixir to a Street Samurai. The Street Samurai consumes the elixir, gaining 3 extra dice to resist cold damage for 14 hours.

Starfinder (Starfinder Core Rulebook)

Frostbite Elixir

  • Item Type: Hybrid Item (Consumable)
  • Level: 3
  • Price: 300 credits
  • Description: This vial contains a shimmering, light blue liquid that grants temporary resistance to cold.
  • Effect: When you drink this elixir, you gain cold resistance 5 for 1 hour. This reduces any cold damage you take by 5. If you already have cold resistance, it increases by 2. If you consume a second Frostbite Elixir within 24 hours, you gain no benefit and must succeed at a DC 14 Fortitude save or be sickened for 1 hour.
  • Bulk: L
  • Usage: 1
  • Example Use in Game: A character drinks a Frostbite Elixir before facing a creature with cold-based attacks. They gain cold resistance 5 for 1 hour, reducing the damage they take from such attacks.

Traveller (Mongoose Traveller 2nd Edition)

Frostbite Elixir

  • Item: Consumable (Drug), TL 9
  • Description: This elixir grants temporary resistance to cold environments and cold-based attacks.
  • Effect: When consumed, the elixir grants the user a +2 DM on all Endurance checks to resist the effects of cold environments for the next 6 hours. Additionally, the user gains a +4 bonus on any saving throws or checks to resist cold-based attacks or damage for the same duration. Consuming more than one dose in 24 hours has no additional effect but requires the user to make an Endurance check (difficulty 8+) or suffer 1d6 damage to their Strength characteristic.
  • Availability: 6
  • Cost: Cr350
  • Mass: Negligible
  • Legality Class: 2 (Restricted in some jurisdictions)
  • Example Use in Game: A character drinks a Frostbite Elixir before venturing into a frozen wasteland. For the next 6 hours, they gain a bonus to resist the effects of the cold environment and any cold-based attacks.

Warhammer Fantasy Roleplay (Warhammer Fantasy Roleplay 4th Edition)

Frostbite Elixir

  • Type: Alchemical Draught
  • Description: This shimmering, pale blue elixir grants temporary resistance to cold.
  • Availability: Rare
  • Cost: 6 GC (if found for sale)
  • Encumbrance: 0
  • Effects: When consumed, the Frostbite Elixir grants the imbiber immunity to the effects of Extreme Cold weather for 6 hours and a +20 bonus to Endurance Tests made to resist magical cold for the same duration. However, if the imbiber consumes more than one dose within 24 hours, they must make a Challenging (+0) Endurance Test or suffer a –10 penalty to all Tests for 1d10 hours as their body struggles to cope with the unnatural chill.
  • Preparation Time: 1 Round to consume.
  • Trade: Unlikely to be found for sale.
  • Example Use in Game: A character drinks a Frostbite Elixir before facing a magical creature with cold-based attacks. For the next 6 hours, they are immune to the effects of Extreme Cold weather and gain a significant bonus to resist magical cold.