Whispers of the Wind

From: Scentweaver’s Elixir

Lore: The recipe for Whispers of the Wind traces its origins back to an ancient order of forest dwellers who revered the power and wisdom of nature. Deep in their woodland sanctuaries, these guardians discovered the secrets of harnessing the essence of the wind to enhance their agility and grace. Through careful experimentation and the blending of natural ingredients, they created Whispers of the Wind. The elixir is infused with the essence of crushed pine needles, the invigorating aroma of eucalyptus oil, and a touch of winter frost, capturing the essence of a cool, refreshing breeze. This aromatic blend awakens a connection to the elemental forces of air, granting the user increased agility and swiftness for a limited period.

Use: When the Whispers of the Wind is prepared and its fragrance released, it envelops the user in an ethereal gust of invigorating energy. The aromatic blend heightens the user’s reflexes, reaction speed, and physical dexterity, granting them increased agility and swiftness for a short duration. It allows them to move with enhanced grace, evading attacks, traversing challenging terrain with ease, and striking swiftly in combat.

Stats, Skills, and Tags:

  • Tier: 1
  • Agility Bonus: +2
  • Reflex Bonus: +1
  • Duration: 10 minutes

Preparation and Cost — To create Whispers of the Wind, the following ingredients are required:

  • Crushed pine needles (a small quantity)
  • Eucalyptus oil (a few drops)
  • A hint of winter frost (obtained by exposing the elixir to a frigid environment)
  • The preparation process involves infusing the Scentweaver’s Elixir with the essence of crushed pine needles, imparting a refreshing forest scent and enhancing the elixir’s connection to nature. A few drops of eucalyptus oil are added, lending an invigorating aroma that enlivens the senses and energizes the user. To evoke the sensation of a cool breeze, the elixir is exposed to a hint of winter frost, which infuses it with a chilling essence. The ingredients are carefully blended together in a vial or bottle, allowing the elixir to absorb the magical properties and stabilize over time. Once the process is complete, Whispers of the Wind is ready for use.
  • In terms of cost, Whispers of the Wind is considered a moderately priced magical item. The Scentweaver’s Elixir serves as the base, which is relatively accessible. The crushed pine needles and eucalyptus oil may require a small fee, depending on availability and rarity. Obtaining a hint of winter frost may involve exposure to frigid environments, which could require special circumstances or additional resources. Overall, the cost can range from 30 to 50 gold pieces.

Tags: Agility Enhancement, Swiftness, Natural Grace, Elemental Influence, Air Magic, Quick Reflexes, Evasive Maneuvers, Heightened Senses, Forest Blend, Temporary Buff, Mobility Aid, Dexterity Boost, Acrobatic Support, Combat Advantage, Nature’s Essence, Elixir of Speed

The recipe for Whispers of the Wind is typically sold in locations that cater to adventurers, scouts, and those seeking enhanced mobility and agility. These include herbalists’ shops, alchemy boutiques, and wilderness outfitters. These establishments recognize the potential of Whispers of the Wind to provide a temporary boost in speed and reflexes, making it an appealing choice for individuals who traverse challenging terrains, engage in acrobatics, or need an edge in combat.

Herbalists’ shops, known for their wide array of natural remedies and magical elixirs, often offer the recipe for Whispers of the Wind. These shops are filled with shelves of dried herbs, roots, and alchemical ingredients. The recipe may be prominently displayed alongside other mobility-enhancing concoctions and remedies. Experienced herbalists or alchemists are available to provide guidance on the proper preparation and use of the recipe, as well as advice on maximizing its effects. Customers who frequent these shops may be adventurers, rangers, or individuals with a focus on physical agility.

Alchemy boutiques, specializing in magical elixirs and potions, also stock the recipe for Whispers of the Wind. These establishments cater to a diverse range of customers, including adventurers, spellcasters, and individuals seeking magical solutions to enhance their abilities. The recipe may be found among other elixirs designed to augment physical attributes or provide temporary enhancements. Knowledgeable alchemists and enchanters are on hand to explain the properties and benefits of Whispers of the Wind, guiding customers in its preparation and usage.

Wilderness outfitters, particularly those serving scouts, rangers, and outdoor enthusiasts, recognize the value of Whispers of the Wind for those exploring the untamed wilderness. These outfitters supply gear and tools for survival, navigation, and agility in challenging environments. The recipe for Whispers of the Wind may be available as part of a comprehensive package, including maps, survival guides, and mobility-enhancing items. The outfitters’ knowledgeable staff can provide insights on how to effectively incorporate Whispers of the Wind into outdoor pursuits and adventures.

The end results of using Whispers of the Wind are best utilized in environments that demand agility, quick reflexes, and swift movement. Forests with dense undergrowth, mountainous terrains, or urban settings with narrow alleys and rooftops provide ample opportunities to make use of the heightened mobility granted by the elixir. Adventurers may employ Whispers of the Wind to navigate treacherous landscapes, evade enemies, or gain the upper hand in combat.

Individuals who value speed, such as couriers, messengers, or athletes, may also use Whispers of the Wind to enhance their performance. The elixir allows them to move with heightened grace and swiftness, enabling them to outrun competitors, execute precise maneuvers, or excel in physically demanding activities.

In combat scenarios, Whispers of the Wind grants users increased agility and reflexes, allowing them to react swiftly to incoming attacks, dodge projectiles, and engage opponents with precision strikes. It provides a temporary advantage, enabling fighters to outmaneuver their adversaries and exploit vulnerabilities.

The recipe for Whispers of the Wind is sold in herbalists’ shops, alchemy boutiques, and wilderness outfitters. It finds its place in environments where agility and mobility are paramount. The elixir’s effects are used by adventurers, scouts, athletes, and individuals seeking to gain an edge in physical pursuits. Whispers of the Wind empowers users to move swiftly, react with lightning speed, and navigate challenging terrains with grace and precision.

The Faded Scroll of Aer’s Whisper

From fragments pieced, and whispers old, a tale unfolds, though warped and cold. Of Scentweaver’s first, a craft so deep, the winds themselves, their secrets keep. Before the Elixir, in times undreamed, a simpler form, Aer’s Whisper gleamed.

In groves forgotten, where shadows played, an Order dwelt, in ancient glade. Not mages grand, nor warriors bold, but listeners keen, to stories told. By wind through leaves, by rushing stream, they learned the lore, the nature’s gleam. They sought not power, nor dominion’s might, but harmony’s dance, in day and night.

One child there was, named Aer, so slight, yet swift of foot, a joyous sight. He’d chase the breeze, on nimble toes, where’er it went, young Aer he goes. The elders watched, with knowing smile, for in his steps, a truth worthwhile. “The wind,” they mused, “holds secrets deep, of motion’s grace, that mortals keep, locked in their forms, so slow and bound, if only freedom could be found.”

They gathered then, beneath the trees, and sought to catch the wandering breeze. Not with a net, nor binding spell, but gentle craft, they knew so well. Pine needles crushed, their essence bright, with eucalyptus, sharp and light. A winter’s breath, a frosted kiss, upon the blend, to grant it this: a fleeting touch, of wind’s own grace, to lift the limbs, to quicken pace.

No vial they used, no glass so fine, but woven pouch, of leaf and twine. Within they placed, the fragrant mix, and Aer, he held it, with joyful tricks. He breathed it in, a whispered sigh, and felt a change, he knew not why. He ran and leaped, with newfound might, a blur of motion, swift and light. The elders cheered, their wisdom proved, by simple means, the spirit moved.

But pride, it crept, a subtle foe, to one young heart, that did not know. Another youth, named Kael, so strong, he yearned for speed, where he belonged, amongst the swiftest, to be known, a hunter’s skill, uniquely shown. He begged of Aer, the secret share, the wind’s own gift, beyond compare. But Aer, he laughed, “This gift is mine, a playful thing, not yours to thine.”

Kael, he fumed, with jealous rage, and sought the pouch, in youthful stage, of foolish thought, and grasping hand. He snatched the gift, across the land, he fled so fast, but with no care, for paths untrod, and dangers there. He stumbled, fell, a cry of pain, the pouch it tore, upon the plain. The fragrant dust, it scattered wide, upon the wind, it did abide.

Kael, he wept, his speed now gone, the gift misused, the lesson drawn. The elders came, with saddened eyes, “The wind,” they said, “is free and wise. It cannot be, by force possessed, but only shared, a gentle guest. To hoard its power, for self alone, will leave you naught, but empty moan.”

Moral of the Story: True gifts, like the wind, are meant to be shared, not claimed through selfishness or force. When used with respect and understanding, they bring joy and benefit to all. When hoarded or misused, they vanish, leaving only regret.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

    Item Name: Essence of Aer’s Whisper

  • Description: A small, porous pouch filled with a faintly shimmering, aromatic powder. Inhaling the powder deeply grants a fleeting connection to the wind.
  • Mechanics:
    • POW Cost: 2 POW to activate. This represents the user drawing upon a small amount of their own magical potential to unlock the powder’s essence.
    • Sanity Cost: 1 Sanity point. Experiencing the unnatural speed can be unsettling.
    • Effect: For the next 10 minutes (10 rounds of combat), the user gains a +20 bonus to their DEX roll when used for dodging, running, or performing acrobatic feats. This represents the enhanced agility. They also gain a +10 bonus to any rolls for skills like Climb or Jump. The user also feels incredibly light.
    • Charges: The pouch contains enough powder for 3 uses. After that, it becomes inert, though the lingering scent might still trigger faint memories.
    • Recharge: To recharge, if the recipe is known. The powder must be carefully replenished, a process that takes one day and requires access to the rare ingredients (and a successful hard skill check of a natural skill appropriate to the world).
    • Side Effect (Optional): On a Fumbled Dodge roll while under the influence of the Essence, the user is momentarily too fast, losing control and potentially colliding with something or falling.
  • Stat Block:
    • Essence of Aer’s Whisper
    • POW Cost: 2
    • Sanity Cost: 1
    • DEX Bonus: +20 (dodging, running, acrobatics)
    • Skill Bonus: +10 (Climb, Jump)
    • Duration: 10 minutes (10 Combat Rounds)
    • Uses: 3
    • Recharge: 1 day, rare ingredients, Hard Natural skill check.

Blades in the Dark

    Item Name: Whisper-Dust Pouch

  • Description: A small, tightly-woven pouch containing a fine, silvery-green powder. The scent is sharp and clean, like a mountain wind.
  • Mechanics:
    • Load: 1. The pouch is small and easily concealed.
    • Effect: When a dose of the powder is inhaled (a free action, but potentially risky in a tense situation), the user can choose one of the following effects for the next action they take:
    • Ghostly Speed: Gain +1d to a Prowl or Finesse roll related to speed, movement, or evasion.
    • Sudden Strike: Gain +1d to a Skirmish or Wreck roll where speed and agility are key to the attack’s success.
    • Acrobatic Grace: Gain +1d to an Attune roll to resist a consequence when it involves falling, collisions, or loss of balance.
    • Uses: The pouch contains 4 doses.
    • Quality: The Quality of the Whisper-Dust is determined at creation (typically 2 or 3, reflecting the rarity of the ingredients). This affects the potency of the effect (see below).
    • Potency: The base effect is +1d. If the Whisper-Dust is of Quality 3, and the user rolls a 6 on any of the dice involved in the action, they may choose to gain a second benefit from the list above (applying to the same action).
    • Consuming the Dust: This is inherently a risky action. On a 1-3, the user gains the benefit, but also suffers a consequence: perhaps they attract unwanted attention, suffer a minor Harm (like a sprained ankle from moving too fast), or the dust is partially wasted (reducing the remaining doses by 1 extra).
    • Crafting: A character with the Alchemist playbook ability, or another character with appropriate training and resources, can craft Whisper-Dust during downtime. This requires a successful Tinker roll, with the Quality determined by the result, and the gathering of rare ingredients (a Fortune roll, or potentially a Score in itself).
  • Stat Block:
    • Whisper-Dust Pouch
    • Load: 1
    • Effect (Choose One per Dose):
      • Ghostly Speed: +1d to Prowl/Finesse (speed/evasion)
      • Sudden Strike: +1d to Skirmish/Wreck (speed-based attack)
      • Acrobatic Grace: +1d to Attune (resist fall/collision)
    • Uses: 4
    • Quality: 2 (or 3, see Potency)
    • Potency (Quality 3 only): On a 6, gain *two* effects.
    • Consuming: Risky Action (see Consequences)
    • Crafting: Alchemist ability or Tinker roll (downtime), gather rare ingredients.

Dungeons & Dragons (5th Edition)

    Item Name: Pouch of Whispered Winds

  • Description: A small leather pouch containing a fine, fragrant powder that seems to shimmer faintly in the light.
  • Mechanics:
    • Item Type: Wondrous item, uncommon
    • Attunement: Requires attunement.
    • Activation: As a bonus action, the attuned user can inhale a pinch of the powder.
    • Effect: For 1 minute, the user gains the following benefits:
    • Their speed increases by 10 feet.
    • They gain advantage on Dexterity (Acrobatics) checks.
    • They gain advantage on Dexterity saving throws against effects that they can see, such as traps or spells.
    • Charges: The pouch contains 3 charges. It regains 1d3 expended charges daily at dawn.
    • Crafting: (Optional, if allowing crafting in your campaign) A character proficient with alchemist’s supplies can create a Pouch of Whispered Winds. This requires a successful DC 15 Intelligence (Arcana) check, 50 gp worth of rare herbs and ingredients, and 1 day of work.
  • Stat Block:
  • Pouch of Whispered Winds
  • Wondrous item, uncommon (requires attunement)
  • Activation: Bonus action
  • Effect (1 minute):
    • Speed +10 feet
    • Advantage on Dexterity (Acrobatics) checks
    • Advantage on Dexterity saving throws (visible effects)
  • Charges: 3
  • Recharge: 1d3 charges daily at dawn
  • Crafting: DC 15 Intelligence (Arcana), 50 gp, 1 day

Knave

    Item Name: Scent of Swiftness

  • Description: A tiny, corked vial filled with a swirling, fragrant vapor.
  • Mechanics:
    • Inventory Slot: 1.
    • Effect: Uncorking and inhaling the vapor grants the user a Boon on all Dexterity-related checks for the next 10 minutes. This includes actions like dodging, running, balancing, sneaking, and performing delicate tasks.
    • Uses: The vial contains one use.
    • Acquisition: This item is relatively rare, found in hidden caches, alchemists’ shops, or as loot from nimble creatures. It might cost 3d6 silver pieces.
    • Side Effect (Optional): After the effect wears off, the user suffers a Bane on all Dexterity-related checks for 1 hour, as their body readjusts to normal speed.
  • Stat Block:
    • Scent of Swiftness
    • Inventory Slot: 1
    • Effect: Boon on Dexterity checks for 10 minutes.
    • Uses: 1
    • Acquisition: Rare, 3d6 silver pieces.
    • Side Effect (Optional): Bane on Dexterity checks for 1 hour after effect end

Fate (Core/Condensed)

    Item Name: Wind-Touched Sachet

  • Description: A small, silken pouch filled with fragrant herbs and dust that shimmer with faint energy.
  • Mechanics:
    • Aspect: Fleeting Grace of the Wind. This aspect represents the item’s inherent property.
    • Permissions: This item allows the user to invoke the Fleeting Grace of the Wind aspect for free once per scene to gain a +2 bonus to any roll involving speed, agility, or evasion (typically Athletics or Physique). This represents the burst of speed granted by the sachet.
    • Additional Invokes: After the free invoke, the aspect can be invoked normally by spending Fate Points.
    • Compels: The GM can compel the Fleeting Grace of the Wind aspect to create complications related to overconfidence, unintended consequences of speed (running into things, misjudging distances), or attracting unwanted attention due to the visible display of enhanced agility.
    • Limited Uses: The sachet contains enough powder for 3 scenes. After that, the aspect becomes Lingering Scent of the Wind, which is much weaker (only providing a +1 bonus when invoked, and only if a Fate Point is spent).
    • Recharge: Refilling the Sachet: This can be established as a goal in the fiction (finding an appropriate herbalist or source of the ingredients) then the player would need to Overcome the obstacle of crafting it.
    • Stunt (Optional): If a player wants to specialize in using the sachet, they could take a Stunt like this:
    • Wind Runner: Once per session, when you use the Wind-Touched Sachet, you may create a situation aspect related to speed or agility (e.g., “Blindingly Fast,” “Unseen Blur”) with one free invoke.
  • Stat Block:
    • Wind-Touched Sachet
    • Aspect: Fleeting Grace of the Wind
    • Permissions: One free invoke of the aspect per scene (+2 to speed/agility/evasion rolls).
    • Additional Invokes: Spend Fate Points as normal.
    • Compels: Overconfidence, unintended consequences, unwanted attention.
    • Uses: 3 scenes (then becomes *Lingering Scent of the Wind* – +1 only, requires Fate Point)
    • Stunt (Optional – Wind Runner): Once/session, create a situation aspect (speed/agility) with one free invoke when using the sachet.

Numenera & Cypher System

    Item Name: Zephyr Snuff (Cypher)

  • Description: A small, intricately carved container made from a lightweight, unknown material. Inside is a fine, iridescent powder.
  • Mechanics (Numenera):
    • Level: 1d6 + 1. This determines the overall potency.
    • Form: Powder (inhaled).
    • Effect: For one round per level of the cypher, the user’s Speed Edge increases by 1, and they gain an asset on all Speed-based tasks (including defense). This represents the enhanced reflexes and agility. The user also feels incredibly light and buoyant.
    • Depletion: 1 in 1d20 (standard cypher depletion roll).
    • Crafting: If identified; Tier 2 esotery, crafted with iotum of at least level equal to item’s level + 1.
    • Mechanics (Cypher System):
    • Level: 1d6 + 1
    • Form: Powder (inhaled)
    • Effect: For one round per level of the cypher, the user gains +1 step to their Speed Effort, and their movement distance is doubled. They are also trained in any actions involving jumping or acrobatics for the duration.
    • Depletion: 1 in 1d20
  • Stat Block (Numenera):
    • Zephyr Snuff (Cypher)
    • Level: 1d6 + 1
    • Form: Powder (inhaled)
    • Effect: Speed Edge +1, asset on Speed tasks (including defense), for 1 round/level.
    • Depletion: 1 in 1d20
    • Stat Block (Cypher System):
    • Zephyr Snuff (Cypher)
    • Level: 1d6 + 1
    • Form: Powder (inhaled)
    • Effect: +1 step to Speed Effort, double movement, trained in jumping/acrobatics, for 1 round/level.
    • Depletion: 1 in 1d20

Pathfinder (2nd Edition)

    Item Name: Essence of Whispering Winds

  • Description: A small vial filled with a shimmering, opalescent powder that smells faintly of pine and eucalyptus.
  • Mechanics:
    • Item Type: Consumable, Elixir
    • Level: 3
    • Activation: Interact (one action, inhaled)
    • Effect: For 1 minute, the user gains the following benefits:
    • Status bonus of +10 feet to their Speed.
    • +2 item bonus to Reflex saves.
    • +2 item bonus to Acrobatics checks.
    • Crafting: A character with the Alchemical Crafting feat can create Essence of Whispering Winds. This requires a successful DC 18 Crafting check, 12 gp worth of ingredients, and 1 day of work.
  • Stat Block:
  • Essence of Whispering Winds
  • Item 3
  • Consumable, Elixir
  • Price: 12 gp
  • Usage: Held in one hand; Bulk: Light
  • Activation: [one-action] Interact
  • Effect (1 minute):
    • +10 ft. status bonus to Speed
    • +2 item bonus to Reflex saves
    • +2 item bonus to Acrobatics checks
  • Crafting: DC 18 Crafting, 12 gp, 1 day

Savage Worlds (Adventure Edition)

    Item Name: Windwalker’s Draught

  • Description: A small, stoppered flask containing a fragrant, slightly effervescent liquid.
  • Mechanics:
    • Item Type: Potion
    • Effect: Drinking the draught (an action) grants the user the following benefits for 5 rounds:
    • Pace is increased by +2.
    • Agility rolls gain a +2 bonus. This applies to any Trait roll using Agility, including related skills like Acrobatics, Stealth, and rolls to avoid attacks.
    • The user gains the Fleet-Footed Edge for the duration (if they don’t already have it). If they do already have it, they gain an additional +2 to running rolls.
    • Availability: Uncommon. The draught might be found in alchemists’ shops, marketplaces in larger settlements, or as treasure. It might cost around 200-300 silver pieces.
  • Stat Block:
  • Windwalker’s Draught
  • Item Type: Potion
  • Effect (5 rounds):
    • Pace +2
    • Agility rolls +2
    • Fleet-Footed Edge (or +2 to running rolls if already possessed)
  • Availability: Uncommon (200-300 silver pieces)

Shadowrun (6th Edition World)

    Item Name: Zephyr’s Breath Inhalant

  • Description: A small, pressurized inhaler containing a synthesized compound based on ancient alchemical formulas.
  • Mechanics:
    • Type: Chemical (Inhalation Vector)
    • Availability: 8R (Restricted) – Requires a license to legally possess.
    • Cost: 400¥
    • Effect: Using the inhaler is a Simple Action. For the next (Body/2, rounded up) Combat Turns, the user gains the following benefits:
    • +2 to their Agility attribute.
    • +1 to their Initiative Score.
    • +1 die to any tests involving running, jumping, or acrobatics.
    • Addiction: Zephyr’s Breath is mildly addictive. After the effects wear off, the user must make a Body + Willpower (3) test. On a failure, they suffer a -1 penalty to all actions for the next hour, representing a craving for the drug. Repeated use increases the risk of addiction (GM’s discretion on long-term effects).
    • Detection: Chemical sensors can detect Zephyr’s Breath, and its use might leave a faint, characteristic scent.
  • Stat Block:
  • Zephyr’s Breath Inhalant
  • Type: Chemical (Inhalation)
  • Availability: 8R
  • Cost: 400¥
  • Effect (Simple Action, [Body/2, rounded up] Turns):
    • Agility +2
    • Initiative Score +1
    • +1 die to running/jumping/acrobatics tests
  • Addiction Test: Body + Willpower (3) after effect ends; failure = -1 to all actions for 1 hour.

Starfinder (Core Rulebook)

    Item Name: Aerosol of Swiftness

  • Description: A single-use aerosol canister filled with a volatile compound that temporarily enhances reflexes and speed.
  • Mechanics:
    • Level: 3
    • Price: 300 credits
    • Type: Technological Item, Consumable
    • Activation: Standard Action (spray and inhale)
    • Effect: For 1 minute, the user gains the following benefits:
    • +10 ft. enhancement bonus to their land speed.
    • +2 enhancement bonus to Reflex saving throws.
    • +2 circumstance bonus to Acrobatics checks.
    • Crafting: The Craft Technological Item feat is required along with Universal Polymer Base and a successful DC 20 Engineering check.
  • Stat Block:
  • Aerosol of Swiftness
  • Level: 3
  • Price: 300 credits
  • Type: Technological, Consumable
  • Activation: Standard Action
  • Effect (1 minute):
    • Land speed +10 ft.
    • Reflex saves +2 (enhancement)
    • Acrobatics checks +2 (circumstance)

Traveller (Mongoose 2nd Edition)

    Item Name: Quick-Step Stim

  • Description: A single-dose injector pen filled with a powerful, short-acting stimulant.
  • Mechanics:
    • Type: Drug (Injection)
    • Availability: 8 (Restricted in many jurisdictions)
    • Cost: Cr250
    • Effect: Using the stim is a Minor Action. For the next 1d6+1 rounds, the user gains the following benefits:
    • +2 DM to all DEX-based skill checks.
    • +1 DM to Initiative rolls.
    • Side Effects: After the effects wear off, the user must make an Endurance check (difficulty 8+). On a failure, they are Fatigued for 1 hour (all DMs are -1). On a failure by 4 or more, they are Exhausted (all DMs are -2) and must rest for at least 6 hours.
    • Addiction 8+ END DM-1/week
  • Stat Block:
  • Quick-Step Stim
  • Type: Drug (Injection)
  • Availability: 8
  • Cost: Cr250
  • Effect (Minor Action, 1d6+1 rounds):
    • DEX checks +2 DM
    • Initiative +1 DM
  • Side Effects (Endurance 8+ check after effect):
    • Failure: Fatigued (-1 to all DMs) for 1 hour.
    • Failure by 4+: Exhausted (-2 to all DMs), rest for 6 hours.

Warhammer Fantasy Roleplay (4th Edition)

    Item Name: Draught of Darting Winds

  • Description: A small vial containing a pale green liquid that smells faintly of ozone and pine needles.
  • Mechanics:
    • Type: Draught
    • Availability: Rare
    • Cost: 50 crowns (or equivalent value)
    • Effect: Drinking the draught is a Simple Action. For the next (Initiative Bonus) rounds, the user gains the following benefits:
    • +20 to their Agility characteristic.
    • +2 to their Movement characteristic.
    • Advantage on any tests involving running, jumping, or dodging.
    • Side Effects: After the effects wear off, the user must make a Toughness test. On a failure, they suffer one level of Fatigue.
    • Overdose (Optional): If a character consumes a second Draught of Darting Winds before the first has worn off, they gain no additional benefit, but must make a Toughness test with a Difficult (-20) modifier. On a failure, they suffer 1d10 Wounds, ignoring Toughness Bonus and armour, as their body is overstressed.
  • Stat Block:
  • Draught of Darting Winds
  • Type: Draught
  • Availability: Rare
  • Cost: 50 crowns
  • Effect (Simple Action, [Initiative Bonus] rounds):
    • Agility +20
    • Movement +2
    • Advantage on running/jumping/dodging tests
  • Side Effects (Toughness test after effect):
    • Failure: One level of Fatigue.
  • Overdose (Second draught before first wears off):
    • No additional benefit.
    • Toughness test (-20); failure = 1d10 Wounds (ignore TB and armour).

Warhammer 40,000: Wrath & Glory (Cubicle 7 Edition)

    Item Name: Warpwind Draft

  • Description: A vial of volatile liquid, slightly luminescent, smelling faintly of ozone and decay. It is likely of xenos or heretical origin.
  • Mechanics:
    • Type: Consumable
    • Availability: Extremely Rare
    • Cost: 150 +1 per Tier of the item.
    • Effect: As an action, the character can drink the Warpwind Draft. The user is considered under the effects of a psychic power with the following characteristics:
    • Activation: Simple Action
    • Cost: 2 Wrath
    • DN: 4
    • Duration: (Resolve) rounds.
    • Effect: For the duration, the user gains:
    • +2 bonus to Initiative.
    • (Rank) meters to Speed.
    • +2 bonus dice to any tests involving running, jumping, or dodging.
    • Perils: The Warp is fickle. If the user rolls any 1s on the activation roll (even if successful), they suffer a Minor Peril of the Warp (as described in the core rulebook).
    • Corruption (Optional): Repeated use of the Warpwind Draft might attract the attention of the Ruinous Powers. The GM may require Corruption tests after each use, especially if the user embraces the power it provides.
  • Stat Block:
  • Warpwind Draft
  • Type: Consumable
  • Availability: Extremely Rare
  • Cost: 150 +1 per Tier.
  • Effect (Simple Action, 2 Wrath, DN 4, [Resolve] rounds):
  • Psychic Power:
    • Initiative +2
    • Speed + (Rank) meters
    • +2 bonus dice to running/jumping/dodging tests
  • Perils: Minor Peril on any 1s rolled during activation.
  • Corruption (Optional): Corruption tests may be required after use.