Aether Infused Alchemical Potions

by

in

From: Aethersteel Foundry

Lore: The Aether-Infused Alchemical Potions are the result of a harmonious collaboration between the Aethersteel Foundry’s Aether Technomancers and skilled alchemists. Drawing upon their expertise in Aether manipulation and alchemical knowledge, they create powerful concoctions that harness the properties of Aether and natural ingredients. These potions offer a wide range of benefits, from healing wounds and enhancing physical abilities to temporarily granting magical powers.

The blending of Aether and alchemy in these potions has led to remarkable results, with adventurers, mercenaries, and spellcasters seeking them for their potent effects. The Aether-Infused Alchemical Potions have become essential tools for those embarking on perilous quests, exploring unknown territories, or facing formidable foes in battle.

Aether-Infused Alchemical Potions (Tier One Stats):

  • Healing Potion: Restores 2d4+2 hit points when consumed.
  • Potion of Enchantment: Grants advantage on the next spell attack roll or saving throw against a spell.
  • Potion of Vigor: Temporarily increases the consumer’s Strength or Dexterity score by +2 for one hour.

Skills — Alchemy: Crafting or understanding Aether-Infused Alchemical Potions requires proficiency in Alchemy.

Cost: 100 gold pieces per potion

Size: Small vial (easy to carry and use during combat or exploration)

Requirements: The Aether-Infused Alchemical Potions can be purchased from authorized retailers, alchemical shops, and specialized magitech emporiums. Customers must have a basic understanding of Alchemy to comprehend the potential benefits and side effects of each potion fully.

Tags:

  • Magitech Concoctions: The fusion of Aether and alchemy classifies these potions as magitech concoctions, adding to their value and demand among adventurers and spellcasters.
  • Potent Effects: The powerful and diverse effects of the potions make them valuable tools for those seeking an advantage in their quests and battles.
  • Versatile Aid: The range of benefits offered by the potions, from healing to magical enhancement, makes them versatile aids for various situations.
  • Additional: Aether Alchemy, Enhanced Recovery, Spell Boost, Physical Augmentation, Tactical Advantage, Rare Elixirs, Adventure Essential, Magical Infusion, Alchemical Mastery, Combat Lifeline

Selling Environment: Aether-Infused Alchemical Potions are sold in specialized alchemical shops, magitech emporiums, and even select apothecaries known for carrying rare and potent elixirs. The Aethersteel Foundry’s flagship store may also offer a limited selection of these potions to showcase their collaboration with skilled alchemists.

Additionally, the potions may be available through discreet and exclusive channels among adventurers’ guilds, mage academies, and other organizations that cater to those who frequently venture into dangerous territories or seek an edge in their magical pursuits.

Results and Usage: Aether-Infused Alchemical Potions have become essential tools for adventurers and spellcasters, significantly influencing their success and survival in challenging situations. Healing Potions provide vital lifelines during combat, allowing wounded warriors to bounce back and continue the fight. Potion of Enchantment offers spellcasters a chance to gain an advantage during intense magical encounters, increasing their chances of success in critical moments.

The Potion of Vigor, with its temporary enhancement of strength or dexterity, proves invaluable in overcoming obstacles and adversaries beyond the limits of the consumer’s normal capabilities. These potions are often saved for critical moments, their effects timed to maximize their impact and turn the tide of a battle or quest.

The demand for Aether-Infused Alchemical Potions continues to grow as more adventurers and spellcasters recognize their effectiveness. The collaboration between the Aethersteel Foundry and alchemists has resulted in potent and reliable concoctions that are now sought after across Saṃsāra, reinforcing the Foundry’s reputation as a leading force in the world of magitech and alchemy.

Perception of Activation: When an Aether-Infused Alchemical Potion is activated—typically by consuming it—the alchemical and magical properties within ignite, creating a vivid sensory experience that reflects its potent effects. The perception varies between the user, who ingests the potion, and an observer witnessing the activation. Below, the five senses (sight, sound, touch, smell, and taste) are detailed alongside extrasensory perceptions such as magical resonance, vitality surge, and temporal shift. These are explored from both perspectives, followed by the positives and negatives of the activation process.

  • User’s Perspective: 
    • Sight: As the user tilts the vial to their lips, the potion’s vibrant liquid—emerald-green for Healing, violet for Enchantment, crimson for Vigor—shimmers with an inner light that intensifies upon contact with air. Once swallowed, a faint glow spreads briefly across their skin, matching the potion’s hue, before fading into their body. Their vision sharpens momentarily, colors becoming more vivid as the Aether energy takes hold. 
    • Sound: The user hears a soft, resonant hum as the potion is uncorked, like a distant chime echoing through glass. Upon drinking, a subtle fizzing sound fills their ears, akin to bubbles bursting in a quiet stream, followed by a low, rhythmic pulse that syncs with their heartbeat for a few seconds as the potion activates. 
    • Touch: The vial feels cool and smooth in the user’s hand, its Aethersteel stopper slightly warm from the embedded crystal. As the liquid slides down their throat, it’s accompanied by a tingling warmth that spreads from their chest outward, invigorating for Healing and Vigor, or electrifying for Enchantment. The sensation peaks with a brief, electric jolt before settling into a steady buzz. 
    • Smell: Uncorking the vial releases a sharp, crisp scent—herbal and earthy for Healing, spiced and floral for Enchantment, metallic and smoky for Vigor. As it’s consumed, the aroma lingers in the nostrils, blending with a faint ozone-like tang from the Aether infusion, refreshing yet slightly overwhelming. 
    • Taste: The potion’s flavor hits the tongue with intensity—Healing is bittersweet, like honeyed herbs with a chalky aftertaste; Enchantment is tart and floral, reminiscent of berries steeped in wine; Vigor is bold and coppery, like spiced blood with a gritty edge. A faint metallic undertone ties them all to the Aether crystals’ influence. 
    • Extrasensory – Magical Resonance: The user feels a surge of arcane energy coursing through them, a river of power that aligns their senses with the potion’s purpose—restoration, magical focus, or physical strength. It’s as if their essence briefly harmonizes with the Aether itself. 
    • Extrasensory – Vitality Surge: A rush of life or vigor floods the user, most pronounced with Healing as wounds knit or with Vigor as muscles tense with newfound strength. Enchantment brings a mental clarity, like a veil lifting from their thoughts. 
    • Extrasensory – Temporal Shift: Time seems to stretch for a fleeting moment during activation, giving the user a heightened awareness of their body or surroundings as the potion’s effects lock in, offering a brief window of perfect control.
  • Observer’s Perspective: 
    • Sight: The observer sees the potion’s liquid gleam as it’s uncorked, its color—green, violet, or red—radiating with a faint luminescence. When the user drinks, a shimmering mist escapes the vial, curling upward in delicate tendrils that match the potion’s hue before dissipating. A subtle glow pulses across the user’s form for a second, hinting at the magic at work. 
    • Sound: The observer hears the same soft hum as the vial opens, followed by a faint fizzing as the potion is consumed. A low, resonant thrum emanates from the user briefly, like a tuning fork struck against the air, fading as the effect stabilizes. 
    • Touch: A gentle wave of energy ripples outward, felt as a warm breeze or a slight pressure against the observer’s skin if they’re within a few feet. The air grows faintly charged, prickling faintly, especially with the Potion of Vigor’s bold activation. 
    • Smell: The observer catches a stronger whiff of the potion’s scent—herbal for Healing, spiced for Enchantment, smoky for Vigor—mixed with a sharp ozone note that lingers longer than it does for the user, heavy and electric in the surrounding air. 
    • Taste: A subtle bitterness or metallic tang brushes the observer’s tongue if they’re close, carried on the mist, faint but noticeable—like tasting the aftermath of a storm or a forge’s heat. 
    • Extrasensory – Magical Resonance: The observer senses a ripple in the ambient energy, a tingling shift that suggests the potion is bending reality slightly, most palpable with Enchantment as it amplifies magical potential. 
    • Extrasensory – Vitality Surge: A faint echo of the user’s revitalization reaches the observer, a sensation of vigor or clarity that brushes their awareness, uplifting yet fleeting. 
    • Extrasensory – Temporal Shift: The observer notices a brief lag in the user’s movements, as if time hiccups around them, subtle but disorienting, aligning with the potion’s peak activation.
  • Positives: The activation delivers immediate, tangible benefits to the user—Healing restores vitality in dire moments, Enchantment sharpens magical prowess, and Vigor enhances physical capability, offering critical edges in combat or exploration. The sensory experience is invigorating, boosting confidence and focus, while the observer gains a visceral appreciation of the potion’s power, potentially inspiring trust or awe. The extrasensory clarity provides the user with a profound connection to their enhanced state, amplifying their effectiveness in Saṃsāra’s perilous landscapes.
  • Negatives: The intensity of the activation can overwhelm the user, with the tingling jolt or sudden vitality surge risking disorientation if they’re unprepared. Observers might find the charged air and lingering scents unsettling, particularly in confined spaces where the effects concentrate. The potion’s reliance on alchemical understanding limits its full potential to trained users, and overconsumption could strain the body—Healing might leave a chalky residue, Enchantment a mental buzz, or Vigor a muscle ache. The brief temporal shift, while useful, might throw off timing in fast-paced situations, leaving both user and observer momentarily off-balance.

Aether-Infused Alchemical Potion Crafting Recipe: Crafting an Aether-Infused Alchemical Potion requires a deft hand in alchemy and a keen grasp of magitech principles, recreating the potent brews forged by the Aethersteel Foundry in collaboration with masterful alchemists. This recipe outlines the creation of a single vial—Healing, Enchantment, or Vigor—melding Aether’s mystical essence with natural ingredients. The finished potion mirrors the originals, offering adventurers and spellcasters of Saṃsāra powerful effects to aid in survival and conquest.

  • Materials Needed
    • Aether Crystal Dust (1 pinch): Fine, luminous dust ground from Aether crystals, providing the potion’s magical core. Acquired from arcane merchants or made by crushing a small crystal, costing 20 gold pieces per pinch. 
    • Alchemical Base Liquid (1 ounce): A refined liquid tailored to the potion’s effect—spring water for Healing, aged wine for Enchantment, or fortified ale for Vigor—acting as the infusion medium. Purchased from apothecaries for 5 gold pieces per ounce. 
    • Herbal Essence (1 sprig): A potent herb defining the potion’s purpose—lifeleaf for Healing (restoration), starbloom for Enchantment (arcane enhancement), or ironroot for Vigor (physical boost). Available from herbalists for 15 gold pieces per sprig. 
    • Aethersteel Shard (1 small fragment): A minute shard of Aethersteel to anchor and amplify the potion’s energy, sourced from Foundry remnants or sold for 30 gold pieces by magitech vendors. 
    • Elemental Catalyst (1 drop): A concentrated essence to ignite the mixture—mineral salts for Healing, powdered quartz for Enchantment, or ember dust for Vigor. Priced at 10 gold pieces per drop from alchemical suppliers. 
    • Rune-Etched Glass Vial (1): A small, sturdy vial with stabilizing runes, designed to contain the potion’s volatile power. Crafted by glassblowers or bought for 20 gold pieces from magitech shops.
  • Tools Required
    • Alchemical Mortar and Pestle: A solid set for grinding herbs and crystal dust into a fine mixture, available for 15 gold pieces from apothecary stalls. 
    • Aetheric Stirring Rod: A slender rod of Aethersteel or crystal to blend and channel magical energy, costing 40 gold pieces from arcane craftsmen. 
    • Steam-Heated Crucible: A compact, steam-powered vessel to heat and fuse ingredients gently, found in workshops for 100 gold pieces or rentable. 
    • Precision Dropper: A fine tool for adding exact measures of liquid or catalyst, priced at 10 gold pieces from alchemists. 
    • Rune-Etching Needle: A sharp instrument for inscribing runes onto the vial, ensuring containment, available for 25 gold pieces from enchanters.
  • Skill Requirements
    • Alchemy Proficiency: The crafter must be proficient in Alchemy to blend ingredients and harness Aether energy safely and effectively. 
    • Arcana Basics: A rudimentary understanding of magical principles is needed to work with Aether crystal dust and steel shards. 
    • Herbalism Knowledge: Familiarity with herbs ensures proper preparation and integration of the herbal essence into the potion.
  • Crafting Steps
    • Etch the Vial: Take the rune-etched glass vial and use the rune-etching needle to carve runes of stability and flow around its rim. This requires 15 minutes of careful etching, ensuring the runes connect seamlessly. When complete, the etchings emit a faint glow, readying the vial to hold the potion’s energy. 
    • Prepare the Herbal Essence: Place the sprig of herbal essence—lifeleaf, starbloom, or ironroot—into the alchemical mortar. Grind it with the pestle for 10 minutes until it becomes a smooth, fragrant paste, releasing its natural potency into a concentrated form. 
    • Fuse the Aether Dust: Add the pinch of Aether crystal dust to the herbal paste in the mortar. Grind them together for 5 minutes until the mixture glows faintly, blending the Aether’s magical essence with the herb into a sparkling powder. 
    • Heat the Base Liquid: Pour the ounce of alchemical base liquid—spring water, wine, or ale—into the steam-heated crucible. Simmer it gently for 15 minutes until it steams lightly, then stir in the glowing herb-Aether powder with the Aetheric stirring rod for 10 minutes. The liquid shifts to its characteristic color—green for Healing, violet for Enchantment, red for Vigor—radiating a soft luminescence. 
    • Incorporate the Aethersteel: Drop the Aethersteel shard into the simmering mixture. Stir with the Aetheric rod for 5 minutes as the shard partially melts, releasing a metallic shimmer that stabilizes the potion’s energy and thickens the liquid slightly. 
    • Add the Elemental Catalyst: Use the precision dropper to add one drop of the elemental catalyst—mineral salts, powdered quartz, or ember dust—to the mixture. Stir briskly for 3 minutes as the potion reacts with a fizz, spark, or puff of steam, fully activating its properties with a vibrant glow. 
    • Transfer to the Vial: Remove the crucible from heat and let the potion cool for 20 minutes, allowing the Aether energy to settle. Pour the cooled liquid into the etched vial, filling it just below the neck, where it ripples faintly with latent power. 
    • Seal and Finalize: Cap the vial with its Aethersteel stopper, pressing firmly to seal it. Hold the vial and focus on its intended effect—healing, enchantment, or vigor—for 5 minutes, attuning the potion’s energy. The stopper’s embedded Aether crystal pulses steadily when complete, signaling readiness.

The finished Aether-Infused Alchemical Potion is ready for use, requiring about one hour and 45 minutes of focused crafting time. It replicates the Foundry’s originals, offering healing, magical enhancement, or physical vigor, with a market value of 100 gold pieces. The vial’s glowing contents and rune-etched surface mark it as a vital tool for Saṃsāra’s adventurers and spellcasters.

Draught of the Aether Veil

In days long buried, when the seas of Saṃsāra boiled with secrets and the skies wept storms of light, there came a tale carved on stones worn by time, its words twisted from a tongue older than the bones of the earth. This be the story most known of the first Draught of the Aether Veil, as the ancients called it, a brew of power born from hands none now name. The telling be rough, its edges chipped, yet it lives still in the whispers of the wise.

There was a seeker, Lirath, whose eyes sought the unseen and whose spirit burned for the lost. She was no smith, no singer, but a gatherer of roots and waters, roaming where the land breathed Aether’s breath. The old marks say she ventured to a hollow where the ground wept, and there she found a gleam—a drop of sky caught in stone, pulsing like a heart. Lirath took this gleam, this Aether seed, and bore it to her hearth, where the steam rose thick.

In a cauldron of clay and fire, Lirath toiled. She crushed leaves with hands that trembled, and she stirred waters drawn from deep springs. The Aether seed she cast into the brew, and she spoke to it words she did not know—words of life, of strength, of the world’s hidden song. When the steam cleared, the thing was born. The Draught of the Aether Veil, it was named, though the scribes falter—Aethra Velum, they scratched, or some such broken sound. It glowed with a light that pierced the dark, and Lirath felt its power flood her veins.

The tale bends here, for the old words stumble. Some say Lirath drank and mended a wound that bled her life away, her flesh knitting as the green light flowed. Others tell she sipped and cast a spell that felled a beast of shadow, its roars silenced by her will. A few whisper she drank and ran swift as the wind, climbing peaks none could reach. All agree the Draught made her mighty—healing that defied death, magic that bent fate, vigor that shook the earth. But the brew was no gentle gift. The Aether seed hungered, and Lirath’s hands grew frail, her breath short, as if the Draught stole her days to fuel its own.

Word of this wonder spread, carried by travelers on ships of wood and wind. From the deep caves to the floating towns, they came—menders with eyes of pity, mages with hands of spark and flame. They begged Lirath to share the Draught, to teach its making. But Lirath, worn by its touch, hid the brew away. The ancient scratches say she poured it into a river that sang, or sealed it in a stone that wept still. Yet the seekers would not cease. They tore her hearth, broke her cauldron, and when they found naught, they cursed her name to the dust.

The end of Lirath fades into the cracks of time. Some tablets claim she drank the last drop and vanished, her form a shimmer on the wind, no longer flesh but light unbound. Others mutter she fell to ash, the Aether seed taking all she was. The Draught itself was lost, or so the tale twists, though whispers linger that it waits still, hidden in the hollows of the old world, its glow calling to those bold enough to seek it.

From this tale, the Aethersteel Foundry drew its craft. Their Infused Potions, they say, be echoes of Lirath’s Draught, brewed anew from scraps of that ancient art. The folk of Saṃsāra know the story, though its lines be blurred, and they tell it to their kin—poorly writ, poorly spoke, but alive in the blood of their quests.

Moral of the Story: Power drawn from the deep bears a thirst none can quench, and what grants strength today may claim it all tomorrow.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item Name: Aether-Infused Alchemical Potion

  • Description: A small vial, etched with faint runes, contains a luminous liquid—green for healing, violet for enchantment, or red for vigor—crafted by the Aethersteel Foundry’s alchemists and technomancers. Its strange potency offers aid, though its otherworldly glow unsettles the mind.
  • Sanity Cost: 0/1d4 on first use; 0/1 per later use if effects are seen.
  • Power Cost: 1 Magic Point to activate (drinking).
  • Activation Time: 1 combat round.
  • Skill Requirements: Science (Alchemy) or Occult 35% or higher to use effectively; failure prompts a mishap (see below).
  • Effects: 
    • Healing: Restores 1d6 HP immediately. 
    • Enchantment: Grants a Bonus Die to the next Spellcasting roll within 1 hour. 
    • Vigor: Adds +1d6 to STR or CON rolls for 10 minutes. 
    • Mishap: On a failed skill check, roll 1d10: 1-5, effect weakens (e.g., 1d3 HP); 6-10, take 1d4 HP damage from Aether flare.
  • Special Rules: 
    • Witnesses new to its power take a -5% Sanity roll penalty when seeing it work. 
    • Drinking more than 2 in 24 hours requires a Hard CON roll; failure inflicts 1d4 fatigue damage.
  • Availability: Sold by occult dealers or unearthed in Saṃsāra ruins for 100 gold pieces equivalent.

Blades in the Dark (Revised Edition)

Item Name: Aether-Infused Alchemical Potion

  • Type: Alchemical Concoction (Rare)
  • Description: A radiant vial—green, violet, or red—brewed with Aether and alchemy from Saṃsāra. It heals, boosts magic, or strengthens the body, a treasure for crews stalking Doskvol’s shadows.
  • Load: 1 (small vial).
  • Tier: II (potent and scarce).
  • Cost: 3 Coin via underworld markets or 1-stress flashback to craft with a Tinker roll.
  • Mechanics: 
    • Healing: Drinking heals 1 segment of level 1 or 2 Harm (e.g., “Scraped” or “Slashed”). 
    • Enchantment: Add +1d to an Attune roll for the next supernatural action within 1 hour. 
    • Vigor: Gain +1d to a Prowl or Skirmish roll for the next action within 10 minutes. 
    • Risk: Each use after the first per score ticks a 4-segment “Aether Overload” clock; when full, take level 1 Harm (“Winded”) until rested (1 downtime).
  • Crew Use: Counts as a fine item for Leech or Whisper playbooks, aiding alchemical or arcane tasks.
  • Fiction Tie-In: Its shimmer might lure spirits, risking a complication (e.g., ghostly interest).

Dungeons & Dragons (5th Edition)

Item Name: Aether-Infused Alchemical Potion

  • Type: Potion, Uncommon
  • Description: A rune-etched vial holds a glowing liquid—green for Healing, violet for Enchantment, red for Vigor—crafted by Saṃsāra’s Aether Technomancers. Drinking it unleashes a surge of alchemical and magical power.
  • Properties: 
    • Healing: Restores 2d4+2 hit points when consumed. 
    • Enchantment: Grants advantage on your next spell attack roll or saving throw forced by a spell within 1 hour. 
    • Vigor: Increases your Strength or Dexterity score (choose one) by +2 for 1 hour (no concentration).
    • Usage: Drinking is an action.
  • Special: Consuming more than 2 potions in 24 hours risks Aether surge—roll a d20; on a 1-5, take 1d6 necrotic damage from overload.
  • Weight: 0.1 lb.
  • Cost: 100 gp (market value).
  • Lore Note: Saṃsāra’s explorers rely on these for their potent, reliable effects.

Knave (2nd Edition)

Item Name: Aether-Infused Alchemical Potion

  • Description: A small, glowing vial—green, violet, or red—crafted with Aether and alchemy from Saṃsāra. It heals, aids magic, or boosts strength, a vital tool for the perilous wilds.
  • Slots: 1 (vial).
  • Defense: +0 (no armor value).
  • Quality: 2 (enhanced craft).
  • Abilities: 
    • Healing: Restores 1d6 HP when drunk. 
    • Enchantment: Adds +1d6 to the next Wisdom or Charisma save or magical attack roll within 1 hour. 
    • Vigor: Grants +1 to Strength or Dexterity rolls (choose one) for 1 hour. 
  • Risk: Drinking more than 1 per day requires a Constitution save (DC 10 + potions used); failure deals 1d4 damage from Aether strain.
  • Requirements: Intelligence 10+ (alchemical knowledge).
  • Value: 100 cp (copper pieces).
  • Weight: 1 slot.
  • GM Note: Its light may draw attention—roll for encounters after use in risky areas.

Fate Core System

Item Name: Aether-Infused Alchemical Potion

  • Description: A small, rune-etched vial containing a radiant liquid—green for healing, violet for enchantment, red for vigor—crafted by Saṃsāra’s Aether Technomancers and alchemists. It channels potent alchemical and magical effects, a prized tool for adventurers in need.
  • Aspects: 
    • High Concept: Aether-Charged Alchemical Brew 
    • Trouble: Fragile Aether Balance 
    • Other Aspects: Restorative Essence, Arcane Infusion, Strengthened Vitality
  • Stunts: 
    • Healing: Once per session, when you succeed on a Physique or Will roll to recover from physical or mental stress, invoke Restorative Essence for free to clear a Mild Consequence or downgrade a Moderate Consequence to Mild. 
    • Enchantment: When you use a Lore or Will roll to create an advantage with a magical effect, gain a +2 bonus if the action enhances a spell or supernatural ability, tied to Arcane Infusion. 
    • Vigor: Once per scene, use Athletics or Physique to gain a +2 bonus on a roll involving physical strength or agility, fueled by Strengthened Vitality.
  • Stress & Consequences: 
    • The potion has no stress track but can take a Mild Consequence (e.g., “Cracked Vial”) if compelled via Fragile Aether Balance, rendering it unusable until repaired with a Crafts roll (Difficulty: Fair [+2]).
    • Refresh Cost: 1 (significant narrative item).
  • Fiction Notes: Players can compel Fragile Aether Balance to introduce complications (e.g., a premature fizz or unwanted attention), earning a Fate Point, reflecting Saṃsāra’s volatile magitech nature.

Numenera (Cypher System)

Item Name: Aether-Infused Alchemical Potion

  • Type: Cypher
  • Level: 4
  • Description: A small vial glowing with liquid—green, violet, or red—crafted by Saṃsāra’s alchemists using Aether-infused magitech. It heals, boosts esoteric powers, or enhances physical ability, a remnant of a mystical industrial era.
  • Effects: 
    • Healing: Drinking restores 1d6+2 points to the Might Pool instantly. 
    • Enchantment: Reduces the difficulty of the next Intellect-based task (e.g., esotery or numenera use) by 1 step for 1 hour. 
    • Vigor: Adds +2 to Might or Speed Edge for 10 minutes.
  • Usage: Single use; drinking takes 1 action.
  • Special Rules:
    • Consuming more than 2 cyphers of this type in a day triggers a GM Intrusion: the user takes 1d6 damage from Aether overload or attracts a curious entity.
  • Appearance: The vial’s runes shimmer faintly, and its liquid pulses with tiny motes of light.
  • Fiction Tie-In: Its arcane glow suggests ties to Saṃsāra’s magical past, potentially interacting with nearby numenera.

Pathfinder (2nd Edition)

Item Name: Aether-Infused Alchemical Potion

  • Level: 4
  • Price: 100 gp
  • Bulk: L (small vial)
  • Type: Consumable (Alchemical, Magical)
  • Description: A rune-etched vial holds a luminous liquid—green for Healing, violet for Enchantment, red for Vigor—crafted by Saṃsāra’s Aether Technomancers. It delivers swift alchemical and magical benefits when consumed.
  • Activate: 1 Action (manipulate); Drinking the potion.
  • Effects: 
    • Healing: Restores 2d4+4 hit points immediately. 
    • Enchantment: Grants a +1 status bonus to spell attack rolls or spell DCs for 1 minute. 
    • Vigor: Grants a +1 status bonus to Athletics and Acrobatics checks for 1 hour.
  • Craft Requirements: Craft Alchemy (DC 18), 50 gp in materials (Aether crystals, herbs), proficiency in Alchemy or Arcana.
  • Special: Drinking more than 2 potions in 24 hours requires a DC 15 Fortitude save; failure imposes the Sickened 1 condition for 1 hour from Aether strain.
  • Hands: 1
  • Flavor Note: Saṃsāra’s explorers carry these for their potent, immediate effects in perilous situations.

Savage Worlds (Adventure Edition)

Item Name: Aether-Infused Alchemical Potion

  • Type: Consumable
  • Cost: 100 gold pieces
  • Weight: 0.1 lb.
  • Description: A radiant vial—green, violet, or red—brewed by Saṃsāra’s alchemists with Aether magitech. It heals, enhances magic, or boosts physical prowess, a vital aid for rugged adventurers.
  • Powers: 
    • Healing: Drinking heals 1 Wound or removes Fatigued status. Roll Vigor (TN 4) to activate. 
    • Enchantment: Grants +1 to Spellcasting or Weird Science rolls for 1 minute. Roll Spirit (TN 4) to activate. 
    • Vigor: Adds +1 to Strength or Agility rolls (choose one) for 1 hour. Roll Vigor (TN 4) to activate.
  • Usage: Single use; drinking is an action.
  • Drawback: On a Critical Failure (double 1s), take 1 Fatigue from Aether surge. Drinking more than 2 in a day imposes -2 to the activation roll.
  • Availability: Rare; traded by Saṃsāra vendors or found in ruins.
  • Trappings: Glowing liquid and faint vapor reflect its steampunk-magical origin.
  • Notes: Counts as a “Relic” for the Scrounger Edge, aiding recovery efforts.

Shadowrun (6th Edition)

Item Name: Aether-Infused Alchemical Potion

  • Type: Alchemical Preparation
  • Cost: 15,000 nuyen
  • Availability: 12R (Restricted; rare Saṃsāra import)
  • Description: A small, rune-etched vial filled with glowing liquid—green for healing, violet for enchantment, red for vigor—crafted by Saṃsāra’s Aether Technomancers and alchemists. It delivers potent effects, blending arcane energy with alchemical craft, a runner’s secret weapon.
  • Stats: 
  • Force: 2 
  • Essence Cost: None (consumable item). 
  • Activation: Drinking (1 Minor Action); requires an Alchemy + Magic (2) test to use effectively.
  • Effects: 
    • Healing: Restores 1d6 boxes of Physical damage. 
    • Enchantment: Adds +2 dice to the next Sorcery or Conjuring test within 1 hour. 
    • Vigor: Grants +1 to Strength or Agility (choose one) for 10 minutes.
  • Drawback: Failure on the activation test inflicts 1 box of Stun damage from Aether surge. Drinking more than 2 in 24 hours increases Background Count by 1 (fades at 1/hour).
  • Legality: Restricted; unlicensed use draws corp attention.
  • Street Notes: Its glow might ping astral sensors—roll 2d6 after use; on a 10+, a spirit investigates.

Starfinder (1st Edition, 2023 Errata)

Item Name: Aether-Infused Alchemical Potion

  • Type: Hybrid Item (Magic/Tech)
  • Level: 4
  • Price: 2,000 credits
  • Hands: 1
  • Bulk: L (small vial)
  • Description: A rune-etched vial containing radiant liquid—green for healing, violet for enchantment, red for vigor—crafted by Saṃsāra’s Aether Technomancers. This hybrid concoction heals, boosts magic, or enhances physical ability, merging arcane and alchemical arts.
  • Capacity: 1 use
  • Usage: Drinking (standard action).
  • Effects: 
    • Healing: Restores 2d4+2 Hit Points immediately. 
    • Enchantment: Grants a +2 insight bonus to the next Mysticism or spellcasting check within 1 hour. 
    • Vigor: Increases Strength or Dexterity (choose one) by +2 for 10 minutes.
  • Special: Drinking more than 2 potions in 24 hours requires a DC 15 Fortitude save; failure inflicts 1d6 damage from Aether overload.
  • Crafting: Requires ranks in Mysticism and Life Science (4 each), 1,000 credits in materials.
  • Flavor: Its faint hum disrupts local sensors, adding +1 to Perception DCs to detect when active.

Traveller (2nd Edition, Mongoose Publishing)

Item Name: Aether-Infused Alchemical Potion

  • Type: Exotic Consumable
  • Tech Level: 9 (Saṃsāra’s magical-industrial blend)
  • Cost: Cr 10,000
  • Weight: 0.1 kg
  • Description: A glowing vial—green, violet, or red—crafted by Saṃsāra’s alchemists with Aether magitech. It heals, enhances psionic ability, or boosts physical prowess, a rare find from uncharted drift-isles.
  • Effects: 
    • Healing: Restores 1d6 Endurance immediately upon drinking. 
    • Enchantment: Grants a Boon (roll 3d6, keep best 2) on the next PSI or EDU roll within 1 hour. 
    • Vigor: Adds +1 DM to STR or DEX rolls for 10 minutes.
  • Usage: Drinking takes 1 minor action; single use.
  • Drawback: Drinking more than 2 in a day requires an END 8+ roll; failure inflicts 1d3 Endurance damage from Aether strain. Roll 2d6 after use; on a 12, it attracts attention (e.g., a curious entity).
  • Availability: Rare; traded in xeno-markets or found in Saṃsāra ruins.
  • Notes: Counts as a “Curiosity” for Broker checks, drawing interest from collectors.

Warhammer 40,000: Wrath & Glory (Revised Edition)

Item Name: Aether-Infused Alchemical Potion

  • Tier: 2
  • Value: 5 (Uncommon)
  • Keywords: Consumable, Psychic, Xenos
  • Description: A rune-etched vial glowing with liquid—green for healing, violet for enchantment, red for vigor—crafted by Saṃsāra’s Aether Technomancers. This xenos concoction heals, boosts psychic power, or enhances strength, its warp-taint a risk to the faithful.
  • Effects: 
    • Healing: Drinking restores 1d3+1 Wounds immediately. Roll Medicae (DN 4) to activate. 
    • Enchantment: Grants +1 die to the next Psychic Mastery test within 1 hour. Roll Willpower (DN 4). 
    • Vigor: Adds +1 to Strength or Agility rolls (choose one) for 10 minutes. Roll Athletics (DN 4).
  • Usage: Drinking is an action; single use.
  • Risk: Each use adds 1 Ruin (warp echo). Drinking more than 2 in a day risks a Complication—roll a d6; on a 1, suffer 1 Shock from warp feedback.
  • Requirements: None beyond drinking; Medicae or Psychic skill enhances use.
  • Availability: Uncommon; traded by rogue traders or found in xenos caches.
  • Lore: The Inquisition views it as heretical, yet its potency tempts desperate warriors.