Whisperbloom Envenomed Ink

From: Whisperbloom

Lore: Envenomed Ink is a mystical concoction with origins shrouded in secrecy. Its creation and use are often associated with enigmatic scribes, arcane scholars, and practitioners of forbidden arts. Legends speak of an ancient order of mystics who discovered the recipe, delving deep into the mysteries of Whisperbloom essence, squid ink, and shadow essence. The ink’s creation was seen as a way to infuse the written word with a touch of venomous power, granting spells and sigils an additional poisonous edge.

Use: Envenomed Ink serves as a potent tool for those who wish to harness the power of poison in their magical inscriptions. The ink is primarily used for inscribing scrolls, spellbooks, or sigils, imbuing them with a toxic energy that enhances the effects of the written magic. When used in conjunction with appropriate spells or enchantments, the ink can add a poisonous component to the magical effects, increasing their potency or introducing a debilitating venomous effect.

Stats and Skills (Level One):

  • Level Requirement: Tier 1
  • Skill Proficiencies: Inscription, Arcana, Perception
  • Ability Bonus: None

Preparation:

To prepare Envenomed Ink, the following steps are involved:

  • Acquire Whisperbloom essence, which can be obtained through careful extraction or purchased from reputable alchemical suppliers.
  • Gather squid ink, typically harvested from squid-like creatures that dwell in deep waters or obtained from specialized ink merchants.
  • Obtain shadow essence, a rare and elusive substance often associated with shadow magic or obtained from shadow-infused creatures.
  • Combine the Whisperbloom essence, squid ink, and shadow essence in precise proportions, following a specific alchemical process to create the Envenomed Ink.
  • Allow the ink to settle and stabilize, ensuring it gains its full potency before it is ready for use.
  • Store the ink in vials or containers specifically designed to prevent its seepage or unintended contact.

Cost and Process:

  • Cost: 75 gold pieces for a vial of Envenomed Ink, including the Whisperbloom essence, squid ink, and shadow essence.
  • Process: Creating Envenomed Ink requires proficiency in inscription, access to the necessary ingredients, and alchemical knowledge. It may involve specialized equipment and techniques to ensure proper mixing and stabilization.

Tags: Arcane, Poisonous, Inscription, Enhancement, Venomous Magic, Scrollcraft, Magical Ink, Toxic, Spell Enhancement, Sigil Crafting, Glyph Creation, Arcane Research, Forbidden Arts, Dark Magic, Secret Recipe, Clandestine

Note: The availability and pricing of Envenomed Ink may vary depending on the setting and the rarity of the required ingredients. Guide Managers should consider balancing its availability to maintain a fair gameplay experience and prevent it from becoming overly dominant or disruptive.

The usage of Envenomed Ink depends on the intentions and abilities of the characters:

  • Spell Inscriptions: The ink is used to inscribe spells onto scrolls, creating magical items that can be used at a later time. When the spells are cast from the inscribed scrolls, the added poisonous energy infuses the magical effects, introducing poison damage or related venomous effects.
  • Sigils and Glyphs: Envenomed Ink is employed in the creation of intricate sigils or glyphs, which can be placed in specific locations or imbued onto objects to enhance their properties. These sigils may ward off intruders, protect valuable items, or interact with magical energies in unique ways, with the poison-infused aspect adding an extra layer of potency or defense.
  • Arcane Research: Scholars and mages might study the Envenomed Ink to understand its properties and experiment with its applications. This could involve unraveling its secrets, discovering additional uses, or finding ways to counter or neutralize its effects.
  • Forbidden Arts: Characters who delve into forbidden or dark arts may employ Envenomed Ink to create spells or rituals with toxic or venomous consequences. This can include curses, dark summonings, or necromantic rituals that incorporate poison as an integral part of the magic.

The creation and utilization of Envenomed Ink should be treated with care and caution, as its infusion of poison into magical inscriptions can have far-reaching consequences. Players and Game Masters should discuss its implementation to ensure a balanced and engaging gameplay experience while respecting the narrative and ethical considerations of employing such tainted magic.

The recipe for Envenomed Ink is rarely found in regular marketplaces or conventional shops. Due to its association with forbidden or secretive practices, the recipe and the ingredients needed to create the ink are often closely guarded by occultists, esoteric libraries, or clandestine magical orders.

Finding the recipe and gaining access to the necessary ingredients may require the characters to undertake quests, delve into ancient ruins, or establish connections with individuals who possess knowledge of forbidden arts. They might need to interact with enigmatic scribes, dark magic practitioners, or secretive alchemists who are willing to share their insights in exchange for favors or information.

Once the characters have acquired the recipe and gathered the ingredients, the ink can be created in secluded or protected locations such as hidden sanctums, hidden alchemical laboratories, or magical workshops. These places may be hidden deep within forests, nestled within remote mountains, or concealed within city outskirts. The creation of Envenomed Ink usually demands careful preparation, adherence to precise rituals, and mastery of specialized alchemical techniques.

The end result, the Envenomed Ink itself, is typically used by characters skilled in inscription, arcane arts, or dark magic. Its primary purpose is to enhance written magical forms such as scrolls, spellbooks, or sigils with a poisonous energy. The characters can inscribe spells of their choice onto scrolls using the Envenomed Ink, empowering the spells with poison-based effects. When these scrolls are later cast, the added poison imbues the spells with increased potency, introducing poison damage or venomous conditions to the targeted individuals.

Sigils or glyphs created with Envenomed Ink can be placed in specific locations to bolster defenses, ward off intruders, or interact with magical energies in unique and venomous ways. The ink can also be utilized by scholars and mages for arcane research, studying its properties, and experimenting with its applications within the bounds of ethical considerations.

It’s important to note that the availability of Envenomed Ink is typically limited, and its sale is often restricted to underground markets, secret auctions, or shadowy contacts. The ink’s cost can be significant, ranging from 150 to 200 gold pieces per vial, reflecting its rarity, the difficulty of acquiring ingredients, and the risks associated with its usage. The Game Master should carefully consider the impact of the ink’s availability and regulate its use in the game world to maintain balance and prevent it from becoming overly prevalent or disruptive.

Saga of the Sable Quill

In the age when লিখিত script was a power unto itself, a gift from the gods, or so it was believed, there existed a substance known as the Sable Quill’s Heart, but more infamously called the Envenomed Ink. This was not mere dye, but a concoction of whispered dread and forbidden lore, a brew that held the venom of shadows and the silence of the abyss.

The tale speaks of a conclave of scribes, known as the Order of the Ashen Script, who delved into secrets best left untouched. They sought to bind the very essence of the void to their writings, to give their words a power that could not merely be read but felt, like a chill wind upon the soul. The Order resided in a hidden fastness, a fortress of solitude amidst mountains that clawed at the sky, their peaks forever shrouded in storm and shadow.

These scribes, they gathered ingredients of ill omen and darksome repute. From the depths of the lightless oceans, they procured the ink of the dread squid, creatures of nightmare that swam in the deepest trenches. From the shadowed glades where the Whisperbloom unfurled its petals of poison, they harvested its essence, a distillation of twilight and toxin. And, it is said, they bargained with beings from beyond the veil, creatures of pure shadow, to gain the final component – the very substance of darkness itself.

Their work was long and arduous, fraught with peril. Many were lost to the very powers they sought to command, their minds shattered, their bodies consumed by the energies they invoked. Yet, they persisted, driven by a thirst for knowledge, for power, for the ability to make their mark upon the world.

At long last, their efforts bore fruit. The Envenomed Ink was created, a liquid as dark as the deepest night, swirling with hidden colors, potent and deadly. With it, they inscribed scrolls of power, sigils of binding, and glyphs of warding. Their fortress became a nexus of arcane might, their library a repository of secrets that could topple kingdoms and bring gods to their knees.

But power, it is written, is a fickle mistress. The Order of the Ashen Script, in their pride, believed themselves beyond the reach of fate’s hand. They grew arrogant, using their ink to manipulate events, to sow discord, to elevate themselves above all others. They became tyrants, their rule enforced not by steel and fire, but by the insidious power of their poisoned words.

Yet, the very darkness they wielded turned against them. The Envenomed Ink, it was found, had a will of its own. It whispered to those who used it, subtly at first, then more insistently, twisting their desires, amplifying their flaws, until they were but puppets dancing to its tune. The Order, once united in purpose, fractured, consumed by paranoia and betrayal.

In the end, their fortress fell, not to an invading army, but to the rot within their own hearts. The scribes turned upon each other, their poisoned ink used to fuel spells of destruction and despair. The fortress, once a beacon of arcane knowledge, became a tomb, silent save for the whispers of the wind and the faint, lingering echo of madness.

Moral of the Story: Knowledge is a path fraught with peril. To seek power without wisdom is to invite ruin. The greatest threats often lie not in the outside world, but within ourselves, in the darkness that we choose to embrace.

Suggested conversions to other systems:

Call of Cthulhu 7th Edition

Envenomed Ink

  • Potency: Variable (see below)
  • Sanity Loss: 1/1D4 when used to inscribe a spell or ritual.
  • Effects:
    • When used to inscribe a spell or ritual, the ink adds a poisonous element to the magic. Any creature affected by the spell or ritual must make a CON roll or suffer the effects of a minor poison (1D3 damage per round for 1D6 rounds, or until a successful First Aid or Medicine roll is made). The difficulty of the CON roll depends on the potency of the ink:
      • Low Potency: CON roll at Disadvantage.
      • Medium Potency: Standard CON roll.
      • High Potency: CON roll at Advantage.
    • Using the ink is mentally taxing. Each time the ink is used to inscribe a complete spell or ritual, the user must make a SAN roll, losing 1/1D4 Sanity.
    • Identifying the Ink: A successful Occult roll (or Science (Chemistry) if appropriate) will identify the ink and its properties. A Hard Success will reveal the specific potency levels.
  • Creating the Ink: Creating the ink requires a successful Occult roll along with the necessary rare ingredients (Whisperbloom essence, squid ink, and shadow essence). The difficulty of the roll depends on the desired potency.

Blades in the Dark

Envenomed Ink

  • Effect: When used to inscribe a ritual or craft a magical item, the ink adds the Potent tag to the magic. On a partial success or full success when using this magic the target also suffers level 2 harm “Poisoned”. On a critical success the target suffers level 3 harm “Fatally Poisoned” instead.
  • Quality: The maximum Quality level a character can craft is equal to their highest of Study or Attune. Typically Quality will be 3 to 5.
  • Complications:
    • Tainted Creation: The magic is inherently unstable or dangerous. The GM gains 1 tick on a relevant threat clock (e.g., “The Occult Investigators Close In”).
    • Backlash: The user suffers level 2 harm “Shadow-Touched” or “Mind-Seared”.
    • Addiction: If used repeatedly, the character may develop an addiction (as per the core rules).
  • Crafting: To craft Envenomed Ink, a character needs the Alchemist special ability (or a similar ability related to crafting magical items), access to a lab, and the rare ingredients. The Quality of the ink is determined by a successful Tinker roll.

Dungeons & Dragons 5th Edition

Envenomed Ink

  • Wondrous Item, rare
  • This ink is used to inscribe spells into spellbooks or onto scrolls. When a spell is inscribed using this ink, it gains the following property:
    • Poisonous Infusion: When a creature takes damage from the spell, or fails a saving throw against it, they must make a DC 15 Constitution saving throw. On a failed save, they are poisoned for 1 minute. While poisoned in this way, the creature takes 1d6 poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Identify: A successful DC 15 Intelligence (Arcana) check identifies the ink and its properties.
  • Crafting: Crafting this ink requires proficiency with calligrapher’s supplies or alchemist’s supplies, access to the rare ingredients (Whisperbloom essence, squid ink, and shadow essence), and a successful DC 15 Intelligence check using the appropriate tool proficiency. The process takes 1d4 days of downtime.
  • The use of this ink does not prevent the copying of spells into spell books.

Knave

Envenomed Ink

  • Quality: 13
  • Effect: When used to inscribe a spell or magical symbol, this ink adds a poisonous element to the magic. Any creature affected by the magic must make a Constitution save. On a failure, they take 1d6 damage, ignoring armor, and are considered weakened (disadvantage on all rolls) for one turn.
    • Multiple Uses: A single vial of ink is sufficient for 1d4 uses.
    • Identify: A character can identify the ink’s properties with a successful Intelligence test at disadvantage.
    • Inventory: This ink takes up one inventory slot.
  • Crafting: This ink cannot be crafted.

Fate (Core/Condensed)

Envenomed Ink

  • Aspect: Tincture of Tainted Arcana
  • Permissions: Requires a related skill such as Lore or Craft.
  • Effect:
    • When you use the ink to create a magical advantage, such as inscribing a scroll or creating a magical ward, you can invoke the Tincture of Tainted Arcana aspect for free once to add a harmful consequence to the effect. This could be a poisoned condition, a vulnerability to a certain type of attack, or another appropriate complication. The specific consequence is determined when the aspect is invoked and should relate to the nature of the magic being used.
    • After the free invocation, you may spend a Fate point to add another free invocation.
    • Overcome: The consequences inflicted by the ink can be overcome as normal, typically with a successful Physique or Will roll against a difficulty determined by the potency of the magic (often Fair +2).
  • Cost: The cost of creating or acquiring the ink can be determined by the GM based on its rarity and the campaign’s setting. It could involve trading a valuable item, performing a service, or spending a Fate point to declare it as part of the character’s resources.

Numenera & Cypher System

Envenomed Ink

  • Type: Usable
  • Level: 1d6+1 (The level determines the difficulty of crafting and resisting the negative effects.)
  • Effect: When used to inscribe a cypher or artifact, the ink adds a poisonous element to its function. On an activation or attack that deals damage, the target must make a Might defense roll against a difficulty equal to the item’s level. On a failure, the target takes additional poison damage equal to the item’s level and is impaired for one round. On a success they only take half damage.
  • Depletion: 1 in 1d6 (Each time you use the ink to inscribe something, there is a 1 in 1d6 chance that the vial becomes empty and unusable.)
  • Multiple Applications: Using multiple applications of the ink on a single item increases the depletion chance by 1 for each additional use.
  • Cypher Limit: The presence of this ink does not increase an avatar’s cypher limit.
  • Crafting: Crafting this ink requires proficiency in crafting numenera, access to the rare ingredients (Whisperbloom essence, squid ink, and shadow essence), and a successful Intellect roll against a difficulty equal to the item’s level. The process takes several hours.

Pathfinder 2nd Edition

Envenomed Ink

  • Item 3
  • Consumable, Magical, Poison
  • Price 15 gp
  • Usage held in 1 hand; Bulk L
  • Activate [one-action] (Interact)
  • Effect: This ink can be used to write magical scrolls or to create magical tattoos. When used to create a scroll, the spell cast from the scroll deals an additional 1d4 poison damage to one target of the spell. If the spell has a saving throw, the target must also succeed at a DC 17 Fortitude save or be enfeebled 1 for 1 round. When used to create a magical tattoo, the tattoo deals 1d4 poison damage to the bearer whenever they are injured. The bearer can attempt a DC 17 Fortitude save each time they take damage from the tattoo to negate the poison damage.
  • Saving Throw DC 17 Fortitude.
  • Crafting Requirements: Supply one vial of extracted shadow essence.

Savage Worlds (Adventure Edition)

Envenomed Ink

  • Type: Arcane Reagent
  • Cost: 500 credits
  • Effects: When used as a component in the creation of a magic item (such as a scroll, potion, or enchanted weapon), the ink adds a poisonous element to the item’s effect. If the item deals damage, it deals an additional 1d4 damage. If the item inflicts a condition (such as Shaken or Bound), the target must also make a Vigor roll or suffer the effects of mild poison (-2 to trait rolls for 10 minutes or until healed).
  • Multiple Applications: Applying the ink multiple times to the same item increases the bonus damage up to 1d8, or adds a -2 penalty to the Vigor roll to resist the poison. Each application of ink increases the item’s cost.
  • Crafting: This ink is a necessary component for many Necromantic or “Dark Magic” items. Crafting the ink itself requires the Weird Science skill, access to a lab, the rare ingredients (Whisperbloom essence, squid ink, and shadow essence), and a successful Weird Science roll at -4. The process takes 1d6 hours:
    • Success: Ink created with the effects as described.
    • Raise: The ink is particularly potent, granting an additional +2 on all rolls.
    • Failure: The ink is ruined.
    • Critical Failure: The ink is volatile and explodes, dealing 2d6 damage to the crafter and requiring a Vigor roll (at a -2 penalty) to avoid being Shaken.

Shadowrun 6th Edition (with elements of Shadowrun: Anarchy)

Envenomed Ink

  • Type: Magical Reagent
  • Effect: When used as a component in the creation of a magical item (such as a scroll, talisman, or enchanted weapon), or in the casting of a spell, the ink adds a toxic element. If the item or spell deals damage, it gains the Bio-Toxin (Moderate, -4 to the target’s resistance test) quality. If the item or spell inflicts a status effect, the target must also make a Body + Willpower (3) test or suffer 1 box of Stun damage per net hit as well as nausea (-2 dice pool penalty) for a number of Combat Turns equal to the item’s Quality or the spell’s net hits.
  • Multiple Applications: Each additional application of ink when creating an item increases the Bio-Toxin rating by one step (e.g. Moderate to Severe, Severe to Virulent) or increases the base damage by 1 box and the difficulty of resisting the toxin by 1.
  • Availability: Restricted (14R)
  • Cost: 1,000¥ per vial (enough for one application)
  • Crafting: Crafting this ink requires an Assensing skill test with a threshold determined by the GM based on the availability of the ingredients (Whisperbloom essence, squid ink, and shadow essence are rare and dangerous to acquire). The process takes several hours and requires a specialized workspace.

Starfinder

Necrotic Ink

  • Level: 5
  • Price: 650
  • Type: Magic consumable
  • Usage: 1 use; Bulk L
  • Activate: 1 standard action (affix to an item or weapon)
  • Effect: This ink can be used to enhance a weapon, spell, or technological item. When applied to a weapon, the weapon deals an additional 1d6 negative energy damage on a successful hit. When used to inscribe a spell, the spell deals an additional 1d6 negative energy damage to one target. If the item is a technological device, it gains the Necrotic (DC 15) critical hit effect.
  • Saving Throw: Fortitude DC 15 partial, negates the critical hit effect;
  • Duration: The effect lasts for 10 minutes or until discharged (for a weapon or spell) or until the next critical hit (for a technological item).
  • Multiple Applications: Applying multiple doses of the ink increases the damage by 1d6 per dose, to a maximum of 3d6, and increases the DC of the saving throw by 1 per additional dose.
  • Crafting: Crafting this ink requires the Magical Crafting feat, access to a lab, the rare ingredients (Whisperbloom essence, squid ink, and shadow essence), and a successful DC 20 Mysticism check. The process takes 8 hours.

Traveller (Mongoose 2nd Edition)

Gloom Ink

  • TL: 7 (This assumes a setting where advanced bio-chemistry is available but specialized magical reagents are rare)
  • Effect: When used in the creation of a written document (such as a data chip, a book, or a scroll), the ink adds a subtle psychic taint. Anyone reading the document must make a successful End check (difficulty 8+) or suffer a -1 DM to all Int and Edu checks for the next 24 hours. In addition, if the document contains instructions for a skill check, the reader suffers a -2 DM to that specific check. When used in the creation of a magical item, it inflicts 1 point of damage on a failed save.
  • Multiple Applications: Multiple applications have no increased effect.
  • Side Effect: The user must make an End check (difficulty 8+). On a failure they suffer -1 DM to all Int and Edu checks for the next 24 hours.
  • Cost: Cr1,000 per vial (enough to write one standard document or enchant one item)
  • Availability: Rare (typically only found on high-tech worlds or through specialized contacts)
  • Legality: 2 (possession is highly restricted or illegal in most jurisdictions)
  • Crafting: Creating the ink requires an Edu (Science) roll, with the difficulty determined by the availability of the rare ingredients and the quality of the lab facilities. The process takes at least a week.

Warhammer Fantasy Roleplay 4th Edition

Wytch Ink

  • Type: Magical Reagent
  • Rarity: Very Rare
  • Effects: When used in the creation of a magical item (such as a scroll, talisman, or enchanted weapon) or in the casting of a spell from the Lore of Dark Magic, the ink adds a corrupting influence. If the item or spell deals damage, it gains the Warp-tainted quality: the target must make a Toughness Test or suffer 1 Corruption Point. If the item or spell inflicts a condition (such as Blinded or Entangled), the target must also make a Toughness Test or suffer 1 Corruption Point. A critical hit always causes a Corruption Point.
  • Multiple Applications: Each additional application of ink when creating an item increases the difficulty of the Toughness Test to resist gaining a Corruption Point by -10.
  • Brewing: Brewing this ink requires the Channelling skill for the Lore of Dark Magic or Trade (Apothecary), access to a workshop, the rare ingredients (Whisperbloom essence, squid ink, and shadow essence), and a successful Channelling or Trade (Apothecary) Test at a -20 penalty. The process takes 2d10 hours and is an automatic Sin to perform.
  • Corruption: Simply possessing this ink requires a character to make a Corruption test each week.